• Title/Summary/Keyword: Experience Emotion

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Affective Computing in Education: Platform Analysis and Academic Emotion Classification

  • So, Hyo-Jeong;Lee, Ji-Hyang;Park, Hyun-Jin
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.8-17
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    • 2019
  • The main purpose of this study isto explore the potential of affective computing (AC) platforms in education through two phases ofresearch: Phase I - platform analysis and Phase II - classification of academic emotions. In Phase I, the results indicate that the existing affective analysis platforms can be largely classified into four types according to the emotion detecting methods: (a) facial expression-based platforms, (b) biometric-based platforms, (c) text/verbal tone-based platforms, and (c) mixed methods platforms. In Phase II, we conducted an in-depth analysis of the emotional experience that a learner encounters in online video-based learning in order to establish the basis for a new classification system of online learner's emotions. Overall, positive emotions were shown more frequently and longer than negative emotions. We categorized positive emotions into three groups based on the facial expression data: (a) confidence; (b) excitement, enjoyment, and pleasure; and (c) aspiration, enthusiasm, and expectation. The same method was used to categorize negative emotions into four groups: (a) fear and anxiety, (b) embarrassment and shame, (c) frustration and alienation, and (d) boredom. Drawn from the results, we proposed a new classification scheme that can be used to measure and analyze how learners in online learning environments experience various positive and negative emotions with the indicators of facial expressions.

An NLP-based Mixed-method Approach to Explore the Impact of Gratifications and Emotions on the Acceptance of Amazon Go

  • Arghya Ray;Subhadeep Jana;Nripendra P. Rana
    • Asia pacific journal of information systems
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    • v.33 no.3
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    • pp.541-572
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    • 2023
  • Amazon Go is a cashierless convenience store concept, which is seen as a disruption in the grocery retail segment. Although Amazon Go has the ability to disrupt the retail segment, there are speculations on how Amazon Go will be perceived by users. Existing studies have not utilized user-generated content to understand the factors that affect customer behaviour in case of Amazon Go. Additionally, in case of phygital retail, studies have not attempted at understanding the effect of emotions and gratifications on user behaviour. To address the gap of exploring user perspectives based on their experience, we have examined the impact of gratifications and emotions on the acceptance of phygital retail using user-generated-content. A mixed-method approach has been utilized using only user-generated content. Utilizing topic-modelling based content analysis and emotion analysis on 30 articles related to Amazon Go, we found themes like, convenience, technology, experience, personalization, enjoyment and emotions like, bad, good, annoyance, success. In the empirical analysis, we have utilized 522 reviews about Amazon Go from the cognition and emotion theory stance, and found that hedonic gratifications have a positive impact on challenge emotions. We also found a significant impact of emotions on customer's favourite behaviour.

Coping and Quality of Life in Turkish Women Living with Ovarian Cancer

  • Tuncay, Tarik
    • Asian Pacific Journal of Cancer Prevention
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    • v.15 no.9
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    • pp.4005-4012
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    • 2014
  • Background: This study investigated the utilization of both problem and emotion focused coping strategies and their association with aspects of quality of life among Turkish women with ovarian cancer undergoing chemotherapy. Materials and Methods: The convenience sample consisted of 228 patients in all disease stages. The data were collected using the brief COPE, QOL-Cancer patient tool, sociodemographic sheet, and medical variables were gathered from patients' medical charts. Results: Findings reveal that quality of life is moderately high for this group of cancer patients, despite some specific negative facets of the illness and treatment experience. Acceptance, emotional support and religion were the most frequently used problem-focused coping strategies and self-distraction, venting and behavioral disengagement were the most frequently used emotion-focused coping strategies reported by patients. Overall quality of life and, particularly, psychological and spiritual well-being scores of younger patients were lower. Patients reported using significantly more problem-focused coping than emotion-focused coping, and more problem-focused and less emotion-focused coping predicted greater quality of life. Problem-focused coping was related to patients' physical and spiritual well-being and emotion-focused coping was related inversely with psychological and social well-being. Conclusions: Coping strategies are influential in patient quality of life and their psychosocial adaptation to ovarian cancer. Psycho-oncology support programs are needed to help patients to frequent use of problem-focused coping and reduce emotion-focused coping strategies to improve overall quality of life.

The Influence of shopping Motives and Service Quality Perception on Customers′ Emotional Responses and Fashion Store Satisfaction (쇼핑동기와 서비스품질 지각이 고객의 감정적 반음과 패션점포 만족도에 미치는 영향)

  • 홍금희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.26 no.2
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    • pp.216-226
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    • 2002
  • This study attempts to understand how the perception of service quality as well as shopping motives influence on the emotional responses in store shopping, and to examine how these relevant variables influence on the store satisfaction. The 463 questionnaires were collected from the purchasers in department stores, fashion specialty stores, and national brand franchise stores. The results of this study are as fellows: 1. In regard to shopping motives, two dimensions of product motive and experiential motive were identified, explaining 47.39% of shopping motives. 2. In regard to emotional response, two dimensions of pleasure emotion and displeasure emotion were identified, explaining 65.95% of emotional responses. 3. Shopping motives led to the store satisfaction after the perception of service quality and then the experience of pleasure emotion. These related variables explained 60% of the store satisfaction. 4. The consumers of fashion specialty store showed the highest product motive, whereas the consumers of department stores showed the highest displeasure emotion in the store. As the results showed, customers' shopping motives influence their perception of service quality and pleasure emotion. Therefore, in order to stimulate shopping motives, the store environment that can give customers pleasure and opportunity to pursue various experiences should be provided. As the service quality is a very important variable that leads pleasure emotion in the store, sales persons should be trained to satisfy customers.

Effects of LED on Emotion-Like Feedback of a Single-Eyed Spherical Robot

  • Onchi, Eiji;Cornet, Natanya;Lee, SeungHee
    • Science of Emotion and Sensibility
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    • v.24 no.3
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    • pp.115-124
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    • 2021
  • Non-verbal communication is important in human interaction. It provides a layer of information that complements the message being transmitted. This type of information is not limited to human speakers. In human-robot communication, increasing the animacy of the robotic agent-by using non-verbal cues-can aid the expression of abstract concepts such as emotions. Considering the physical limitations of artificial agents, robots can use light and movement to express equivalent emotional feedback. This study analyzes the effects of LED and motion animation of a spherical robot on the emotion being expressed by the robot. A within-subjects experiment was conducted at the University of Tsukuba where participants were asked to rate 28 video samples of a robot interacting with a person. The robot displayed different motions with and without light animations. The results indicated that adding LED animations changes the emotional impression of the robot for valence, arousal, and dominance dimensions. Furthermore, people associated various situations according to the robot's behavior. These stimuli can be used to modulate the intensity of the emotion being expressed and enhance the interaction experience. This paper facilitates the possibility of designing more affective robots in the future, using simple feedback.

Evaluating User Experience of Smart Television Using Emotional Representation Language (감정표현어를 이용한 스마트TV의 사용자경험 평가)

  • Byun, Dae-Ho
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.132-141
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    • 2015
  • Smart television(TV) is replacing the traditional television model and the importance of user experience(UX) is rising. User experience evaluates the emotion state of users such as immersion, pleasure, and interest. User experience together with usability is a principle to be considered as for designing a smart television. It contributes to improve user satisfaction and lead to the long-term purchase. User experience is more difficult to measure than usability, because UX evaluation requires to biological and psychological techniques. However, the disadvantages of these physiological and psychological techniques require high experimental costs and the restriction of experimental environment. The objective of this paper is first to review conventional methods regarding UX evaluation and suggests a new method for measuring the UX of smart TV which detects keywords related emotional representation. The text is acquired from purchase postscripts of smart TV in the Internet shopping malls. This method costs less than the questionnaire survey to detect emotion.

Analysis Study : Influence of Emotional Design Factor to Customer Choice through the Comparison between the Emotional Design Factors of IPhone 3GS and the Functionality of Galaxy S (아이폰3GS의 감성디자인 요소와 갤럭시S의 기능성의 비교를 통한 감성디자인이 소비자의 선택에 미치는 영향 분석 연구)

  • Jeong, Gyeong-Yeong;Hong, Jeong-Pyo;Jeong, Sang-Hun;Hyeong, Seong-Eun
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2011.05a
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    • pp.57-60
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    • 2011
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Sensibility Differences on Jacket Style and Wool Fabrics according to Subject's experience (숙련도에 따른 양모 태와 재킷 스타일에 대한 감성의 차이)

  • 정상무;나영주
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.291-294
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    • 2002
  • Fabric hand and sensibility must be studied together with the apparel sensibility. This study included 8 wool fabrics and 10 jacket styles to execute experiment their subjective sensibility and to look for the effects of subject's experiences. The wool sensibility changes not with the wool type but also with their appropriate jacket styles. Expert designers evaluated some of the wool and jacket sensibility differently from students did.

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The Bisects of Clothing Consumption Experiences on Brand Attitude (의류제품에 대한 소비경험이 상표태도에 미치는 영향)

  • 김은영;이영선
    • Journal of the Korean Society of Clothing and Textiles
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    • v.21 no.1
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    • pp.104-118
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    • 1997
  • Consumers experience various cognitive and emotional contents of clothing through postpurchase process. These experiences may affect consumer satisfaction as well as brand attitude toward clothing products. The purpose of this study was to examine the effects of consumption experiences on the brand attitude toward clothing products. The research questions for accomplishing the purpose of this study were to investigate 1) the dimension of consumption experiences, 2) relationships among consumption experience, satisfaction and brand attitude toward clothing. The sample of this study was consisted of 431 females. The survey method, and factor analysis and regression were utilized for this study. The results were as follows; First, it was found out the consumption was composed of two dimensions such as cognitive and emotional experiences. According to the result of factor analysis, the cognitive experiences through consumption process were composed of 6 factors, that is, the suitability, fitness, utility/economy, sewing, deformation, and management. And emotional experiences were composed of 5 factors, that is, unpleasure, activeycomfort, inter-oriented pleasure, extra- oriented pleasure, tension. Also emotional experiences could be composed of two dimensions, that is, positive and negative emotion. The positive emotions were included pleasure and active/comfort. The negative emotions were included unpleasure and tension. Second, the result of path analysis showed that consumption experiences were related to satisfaction and brand attitude. A satisfaction influenced on brand attitude more strongly than others. And sewing, activejcomfort, extra-oriented pleasure out of cognitive and emotional experience factors affected to brand attitude directly. Satisfaction was also influenced by cognitive and emotional factors, and was the important mediator in forming brand attitude toward clothing through consumption experience. Above results imply that consumer experience multidimensional cognitive and emotional aspects of clothing through consumption process. The cognitive and emotional aspects consisting of consumption experiences, satisfaction, and brand attitude are interrelated causally. Therefore, experience related variables could be the antecedents of satisfaction and brand attitude. The satisfaction and positive emotion could be also important factors in brand attitude toward clothing.

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