• Title/Summary/Keyword: User emotional response

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Understanding Customer Values by Analyzing the Contents of Online Hotel Reviews (온라인 호텔이용후기의 질적 내용분석에 의한 고객가치 연구)

  • Lee, Jung-Hun
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.533-546
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    • 2013
  • This study analyzed the contents of online hotel reviews of Benikea hotels. The results were as follows: First, the outstanding customer value were functional value, emotional value, price/value for money and epistemic value, conditional value are next. Social value was not found. Functional value was provoked by the functions of hotel room, room amenities, room view, room cleaness, restaurant service, and hotel staff friendliness as human services. Emotional value was the emotional response to the qualities of hotel's functions. Price/value for money was a perceived value of hotel user by the comparison of what to invest with what to receive. From the results, it can be proposed that hotel should maintain the basic qualities of core functions of hotel.

The Effects of PAD Factors Purchase Intention and Word-of-Mouth on Instagram Advertising Users (인스타그램 광고에 대한 이용자의 감정반응 요인이 구매의도와 구전효과에 미치는 영향)

  • Baek, Jin Ju;Byeon, Benja min;Kwon, Do soon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.17 no.2
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    • pp.47-72
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    • 2021
  • This research aims to examine the cause-and-effect relationship between the user's purchase intention and word-of-mouth for Instagram advertisements. In addition, Instagram currently has many users in the order of Kakao Talk, Facebook, and Instagram. However, most of the previous prior papers are research on the current status of Instagram. Recent research on Instagram advertising has been lacking. This research is academically significant in that it conducted with the focus on advertising on Instagram. In addition, we provide a framework based on future research in that we proposed a model between human psychology and the oral effect on how much Instagram affects purchasing through the theory of emotional response (PAD). Future studies need to demonstrate the relationship between emotion response (PAD) factors that directly affect purchase intent. Finally, it will need to be studied to analyze purchasing patterns using data mining techniques between different social network services.

Development of Intelligent Messenger for Affective Interaction of Content Robot (콘텐츠 로봇의 감성적 반응을 위한 지능형 메신저 개발)

  • Park, Bum-Jun;So, Su-Hwan;Park, Tae-Keun
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.9-17
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    • 2010
  • Nowadays, many research have been conducted on robots or interactive characters that properly respond to the users affection. In this paper, we develop an intelligent messenger that provides appropriate responses to text inputs according to user's intention and affection. In order to properly respond, the intelligent messenger adapts methods to recognize user's speech act and affection. And it uses an AIML-based interactive script to which tags are additionally attached to express affection and speech act. If the intelligent messenger finds a proper reply in the interactive scripts, it displays the reply in a dialog window, and an animation character expresses emotion assimilated with a user's affection. If the animation character is synchronized with a content robot through a wireless link, the robot in the same space with the user can provide emotional response.

The Effect of Support Quality of Chatbot Services on User Satisfaction, Loyalty and Continued Use Intention: Focusing on the Moderating Effect of Social Presence (챗봇서비스의 지원품질이 사용자 만족, 충성도 및 지속사용의도에 미치는 영향에 관한 연구 : 사회적 실재감의 조절효과를 중심으로)

  • Kim Jung Tae;Choi Do Young
    • Journal of Service Research and Studies
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    • v.12 no.4
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    • pp.106-124
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    • 2022
  • This study examined whether the social support (emotional support, information support) provided by customers through chatbot service affects the satisfaction of chatbot service felt by customers and whether the satisfaction of chatbot service affects loyalty and intention to continue using chatbot service. In order to confirm the moderating effect of social presence of chatbot service, a total of 300 effective data were obtained by conducting an online survey divided into a group that recognizes social presence highly and a group that recognizes low. As a result of the analysis, the path from emotional support to satisfaction of chatbot service was supported in the group that recognized social presence highly, and the path from emotional support to satisfaction of chatbot service was not supported in the group that recognized social presence low, and the difference was confirmed in the hypothesis path coefficient. This is interpreted as the social presence affecting human emotional response.This study can provide implications for the function of social presence of chatbot service in that it applied information support and emotional support, which are two factors of social support, to chatbot service, and demonstrated the relationship between satisfaction, loyalty, and continuous use according to the degree of social presence of chatbot users.

The User Characteristics of Different Age Groups to Design Mobile Phone (휴대전화 설계를 위한 연령대별 사용자 특성)

  • Kim, Jung-Yong;Kim, Sung-Hoon;Cho, Young-Jin
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.3
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    • pp.297-310
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    • 2010
  • The purpose of this study is to investigate the user characteristics in different age groups by investigating the level of satisfaction and preference of design and function of mobile phone. 160 subjects participated in the experiment. Subjects with different ages were selected and divided into four groups: young age group (20 to less than 45), $1^{st}$ middle age group (45 to less than 55), $2^{nd}$ middle age group(55 to less than 65), and elderly group(over 65). A questionnaire was developed based on the previous design guideline, and additional questions were made to test newly developed function and design of the mobile phone. In particular, depth interviews were conducted in order to have a proper response from old subjects who have difficulties in completing written questionnaire. In result, it was found that except for price the major criterion to purchase mobile phone was the design, and the function of phone was the next except for elderly group. In the case of elderly group, the screen size is the first. Statistical results indicated that 37.5% of the young age group, 22.5% of $1^{st}$ middle age group, 22.5% of $2^{nd}$ middle age group and 10.0% of the elderly group preferred the design to function when they purchase mobile phones. Most elderly people were not satisfied with the supplementary function of the mobile phone. The $1^{st}$ middle age group did not know exactly how to use the supplementary service although they were willing to use it. Regarding the emotional preference on the type of phone, the sliding type was preferred most. Current results can be used to anticipate the future trend of mobile phone and design a user-friendly product for the aged population.

Sharing Activities in an Online Fashion Community - Focusing on Erving Goffman's Impression Management Theory - (온라인 패션 커뮤니티의 나눔 활동 - 어빙 고프만의 인상관리 이론을 중심으로 -)

  • Hyunjoo Hur;Jaehoon Chun
    • Fashion & Textile Research Journal
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    • v.25 no.4
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    • pp.449-459
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    • 2023
  • This study focuses on online communities and the ritual conversations of users when participating in sharing activities. The study aims to understand the social and psychological phenomena that occur between users within the context of Erving Goffman's impression management theory. Case studies and a content analysis were conducted by collecting posts and comments related to fashion products in the sharing activities category on Naver Cafe "Family Sale." On the one hand, the study identified various disposition motives among givers, including a desire for recognition, self-expression, activation of the community, emotional sympathy, goodwill, play, and simple disposition. On the other hand, receivers' purchase motives included the need for a product, reciprocation based on a sense of belonging, play, gift-giving, and simple response. Analyzing the posts of givers and the comments of receivers of fashion products using impression management strategies and dramaturgical analysis, the study interpreted users' impression management and revealed propensities in fashion consumption: fashionability, conspicuousness, value orientation, and economic feasibility. Through ritual conversations, users managed to attain emotional stability on an individual level, while they reinforced collective bonds on a social level. They fulfilled their roles with their own narratives to achieve personal and collective goals in a non-face-to-face situations and non-monetary transactions. This study is significant in that it examines normative communication in an online community and user relationships to understand a recent phenomenon in the fashion industry.

The Effect of Users' Personality on Emotional and Cognitive Evaluation in UCC Web Site Usage (UCC(user-created-contents) 웹 사이트에서 사용자의 인성이 감정적, 인지적 평가와 UCC 활용에 미치는 영향)

  • Moon, Yun-Ji;Kang, So-Ra;Kim, Woo-Gon
    • Asia pacific journal of information systems
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    • v.20 no.3
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    • pp.167-190
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    • 2010
  • The research conducted here focuses on the effect of factors that affect the behavior of UCC (User Created Content) website users, other than user's rational recognition of how useful a UCC website can be. Most discussions in the existing literature on information systems have focused on users' evaluation how a UCC website can help to attain the users' own goals. However, there are other factors and this research pays attention to an individual's 'personality,' which is stable and biological in nature. Specifically, I have noted here that 'extroversion' and 'neuroticism,' the two common personality factors presented in Eysenck's most representative 'EPQ Model' and 'Big Five Model,' are the two personality factors that affect a site's 'usefulness,' by this I mean how useful does the user consider the website and its content. How useful a site is considered by the user is the other factor that has been regarded as the antecedent factor that influences the adoption of information systems in the existing MIS (Management Information System) research. Secondly, as using or creating a UCC website does not guarantee the user's or the creator's extrinsic motivation, unlike when using the information system within an organization, there is a greater likelihood that the increase in user's activities in relation to a UCC website is motivated by emotional factors rather than rational factors. Thus, I have decided to include the relationship between an individual's personality and what they find pleasurable in the research model. Thirdly, when based on the S-O-R Paradigm of Mehrabian and Russell, the two cognitive factors and emotional factors are finally affected by stimulus, and thus these factors ultimately have an effect on an individual's respondent behavior. Therefore, this research has presented an assumption that the recognition of how useful the site and content is and what emotional pleasure it provides will finally affect the behavior of the UCC website users. Finally, the relationship between the recognition of how useful a site is and how pleasurable it is to useand UCC usage may differ depending on certain situational conditions. In other words, the relationship between the three factors may vary according to how much users are involved in the creation of the website content. Creation thus emerges as the keyword of UCC. I analyzed the above relationships through the moderating variable of the user's involvement in the creation of the site. The research result shows the following: When it comes to the relationship between an individual's personality and what they find pleasurable it is extroverted users who have a greater likelihood to feel pleasure when using a UCC website, as was expected in this research. This in turn leads to a more active usage of the UCC web site because a person who is an extrovert likes to spend time on activities with other people, is sensitive to new experiences and stimuli and thus actively responds to these. An extroverted person accepts new UCC activities as part of his/her social life, rather than getting away from this new UCC environment. This is represented by the term 'Foxonomy' where the users meet a variety of users from all over the world and contact new types of content created by these users. However, neuroticism creates the opposite situation to that created by extroversion. The representative symptoms of neuroticism are instability, stress, and tension. These dispositions are more closely related to stress caused by a new environment rather than this creatingcuriosity or pleasure. Thus, neurotic persons have an uneasy feeling and will eventually avoid the situation where their own or others' daily lives are frequently exposed to the open web environment, this eventually makes them have a negative attitude towards the web environment. When it comes to an individual's personality and how useful site is, the two personality factors of extroversion and neuroticism both have a positive relationship with the recognition of how useful the site and its content is. The positive, curious, and social dispositions of extroverted persons tend to make them consider the future usefulness and possibilities of a new type of information system, or website, based on their positive attitude, which has a significant influence on the recognition of how useful these UCC sites are. Neuroticism also favorably affects how useful a UCC website can be through a different mechanism from that of extroversion. As the neurotic persons tend to feel uneasy and have much doubt about a new type of information system, they actively explore its usefulness in order to relieve their uncomfortable feelings. In other words, neurotic persons seek out how useful a site can be in order to secure their own stable feelings. Meanwhile, extroverted persons explore how useful a site can be because of their positive attitude and curiosity. As a lot of MIS research has revealed that the recognition of how useful a site can be and how pleasurable it can be to use have been proven to have a significant effect on UCC activity. However, the relationship between these factors reveals different aspects based on the user's involvement in creation. This factor of creationgauges the interest of users in the creation of UCC contents. Involvement is a variable that shows the level of an individual's mental effort in creating UCC contents. When a user is highly involved in the creation process and makes an enormous effort to create UCC content (classed a part of a high-involvement group), their own pleasure and recognition of how useful the site is have a significantly higher effect on the future usage of the UCC contents, more significantly than the users who sit back and just retrieve the UCC content created by others. The cognitive and emotional response of those in the low-involvement group is unlikely to last long,even if they recognize the contents of a UCC website is pleasurable and useful to them. However, the high-involvement group tends to participate in the creation and the usage of UCC more favorably, connecting the experience with their own goals. In this respect, this research presents an answer to the question; why so many people are participating in the usage of UCC, the representative form of the Web 2.0 that has drastically involved more and more people in the creation of UCC, even if they cannot gain any monetary or social compensation. Neither information system nor a website can succeed unless it secures a certain level of user base. Moreover, it cannot be further developed when the reasons, or problems, for people's participation are not suitably explored, even if it has a certain user base. Thus, what is significant in this research is that it has studied users' respondent behavior based on an individual's innate personality, emotion, and cognitive interaction, unlike the existing research that has focused on 'compensation' to explain users' participation with the UCC website. There are also limitations in this research. Firstly, I divided an individual's personality into extroversion and neuroticism; however, there are many other personal factors such as neuro-psychiatricism, which also needs to be analyzed for its influence on UCC activities. Secondly, as a UCC website comes in many types such as multimedia, Wikis, and podcasting, these types need to be included as a sub-category of the UCC websites and their relationship with personality, emotion, cognition, and behavior also needs to be analyzed.

Estimation of Heart Rate Variability with an Android Smart Phone Platform (안드로이드 기반 스마트폰 연동 심박변이도 추정)

  • Kim, Jeong-Hwan;Shin, Seung-Won;Kim, Hyun-Tae;Yoon, Tae-Ho;Kim, Kyeong-Seop;Lee, Jeong-Whan;Eom, Gwang-Moon
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.61 no.6
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    • pp.865-871
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    • 2012
  • In this study, ambulatory electrocardiogram(ECG) signal and the rhythms of heart beats are visualized in terms of R-R intervals and Heart Rate Variability(HRV) in the environment of an android plaform. With this aim, Graphical User Interface(GUI) is implemented by executing multi-thread Java programming modules including ECG, heart-beats, tachogram and visualization unit. ECG signals are acquired in an android device by receiving the data from ambulatory ECG sensory system. Finite Impulse Response(FIR) filters are implemented to eliminate the baseline wandering noises contained in the ambulatory signals and DC-offset level in R-R interval data. With simulating the normal or stress emotional state of a subject, we can find the fact that HRV can be successfully estimated and visualized in an android smart phone platform.

Design Optimization of UMPC Keypad Using Human Finger (인체 손가락 해석을 통한 UMPC 키패드 설계 최적화)

  • Park, Soo-Hyun;Kim, Kwang-Il;Yang, Tae-Seung
    • Proceedings of the KSME Conference
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    • 2008.11a
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    • pp.544-547
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    • 2008
  • As the mobile electronic product is getting slimmer and smaller, the necessity of keypad is being increased. But the possibility of mis-typing keypad is increased rapidly due to the integrated keypad in the small mobile product. The business division has not considered the methodology of keypad design essentially. In this paper, analysis method and design evaluation standard to reduce the mis-typing of UMPC(Ultra Mobile Personal Computer) is suggested. First, the finite element analysis model and the biomechanical human body model are implemented in order to simulate the exact contact characteristic between finger and keypad. The reliability of analysis model is guaranteed by the comparison of the contact pressure between analysis result and experiment result of the pressure sensor. The design optimization of key shape and layout is derived through the response surface method. The prototype model is produced with the optimized design of keypad, and then it verified the advanced function with user mis-typing detection test. The optimized keypad design reduced the mis-typing ratio from 35% of existing model to 75 of proposed model. If this paper is widely applied to not only UMPC but also the other electronic products, the emotional quality of all products could be improved considerably.

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A Study on the Spatial Characteristics of 'space experience' in Early Childhood Education Facilities - Focusing on the Movement of the space - (유아교육시설에서 나타나는 '공간 체험'의 특성에 관한 연구 - 이동 공간을 중심으로 -)

  • Moon, Suk-Young;Kim, Jin-Mo
    • Journal of the Korean Institute of Educational Facilities
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    • v.19 no.5
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    • pp.3-10
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    • 2012
  • In recent times, education facilities for children have focused on the importance of the "living environment" of children. This is because children have a more sensitive response than adults in their lives. All of the field activities, body movement, and play they go through in their living environment exhibit a great educational effect while promoting their emotional, physical, and mental development; therefore, these are the main priority factors in planning an education facility for children. A space may be deemed to be created by the relationship between objects and the people who perceive them. Also, space cognition may be defined to be made of the perception of a space, integration with experience, and restructuring. Physical factors and visual factors, which are the basic factors composing a space, either play their roles as independent variables in a space or form a relationship through a combination between the factors; thereby, diverse types of space experiences may be created. Space experience may be realized through the "movements" of a user, and a user selectively experiences a space through his/her voluntary movements, while experiencing the space against their will through flexible movements. In particular, space experience through movements has an effect on children in terms of making them feel like having daily exploration, and it also has a positive effect on education. A movement space in which "movements" appear most strongly in an education facility for children connects various nearby spaces, and it also portrays a transfer role. Furthermore, in this space, a variety of space changes can be found; thereby, children are able to have diverse selective space experiences.