• Title/Summary/Keyword: affective interaction

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Pre-visualization of Interaction on Game Character's Quest Play : Towards of Narrative Structure (내러티브 구조 관점에서 본 게임 캐릭터의 퀘스트 플레이에 대한 인터랙션 사전 시각화)

  • Kim, Mi-Jin;Woo, Kim-Sang
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.3-11
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    • 2011
  • A game designer is the initial design of the quest based on narrative. It is important that to predict game character of play experience to establish these static content. This paper deal with player's affective interaction distinguishing among game characters are perform quest-play based on their characteristic status. To achieve this, First of all, previous studies regarding pre-visualization of narrative structure for other visual media are reviewed. Secondly, it is specified that quest-play experience and player's cognitive behavior. At last, these features of status by character were pre-visualized with QUG(Quest Unit Graph), which could be represented differences in precess of quest-play through analysis on world of warcarft game. Previous research is about of numerical balance in terms of character's achievement, whereas this study is meaningful that is proposed that visual model of quest-play interaction focused on narrative structure to predict game designer's architecture of quest experience.

Application and Effects of VR-Based Biology Class Reflecting Characteristics of Virtual Reality (가상현실 특성을 반영한 VR 프로그램 기반 수업 적용 및 효과)

  • Choi, Seop;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.40 no.2
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    • pp.203-216
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    • 2020
  • The purpose of this study is to explore the effects of a VR(virtual reality)-based biology class on both the cognitive and affective domains by developing and applying a VR-based biology program for 6th-grade elementary school students. For this research, we developed a VR teaching material about 'digestion' reflecting virtual reality characteristics and one hundred five students in an elementary school in an urban area participated in this study and took three VR-based lessons. To examine the cognitive effects of a VR-based biology class, the study subjects were divided into two groups. The experimental group was composed of 50 individuals who participated in VR-based biology lessons, while 55 students of a control group learned through general lessons. We collected data using drawing tasks for measuring students' modeling performance level from these groups and analyzed the cognitive effect of VR-based instruction. We also recorded 21 interviews of students after the intervention, which were transcribed to verify the students' perception of cognitive and affective effects. The key results are as follows: First, we demonstrated the possibility of applying a VR program reflecting VR characteristics (manipulation, multi-sensory, and interaction). Second, we found out that a VR-based biology class significantly enhances higher levels of thinking (spatial, abstract, and reflective thinking). Third, we examined students' perceptions on this program and came to the conclusion that VR characteristics positively affected cognitive and affective domains. This study may be able to contribute to offering guidelines on how to apply VR-programs to future science education effectively.

Examination of the moderating effect of age on the relationship between regulatory focus and happiness (조절초점과 행복감 간의 관계에 대한 연령의 조절효과 분석)

  • Kwak, Yun Jung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.5
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    • pp.190-199
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    • 2017
  • People's interest in how to lead a happy life when they get older is increasing because of the extension of life span due to thedevelopment of medical technology. Factors that can affect happiness or the strength of the influence of those factors may vary according to age. Previous studies, have found that individuals with promotion focus are more likely to experience happiness than those with prevention focus. However, whether this effect of regulatory focus on happiness is consistent regardless of age has not been sufficiently investigated. Therefore, 1,250 Korean adults from each age group and residence were randomly selected as thesample, and the moderating effect of age on the relationship between regulatory focus and subjective well-being was examined. The results indicated that promotion focus and age have a significant interaction effect on subjective well-being, while the interaction effect of prevention focus and age was not significant. More concretely, the positive effects of promotion focus on life satisfaction and affective balance grew stronger with increasing age. This finding implies that it is especially important for old adults to use promotion focus by actively setting challenging goals and motivating themselves to gain a sense of accomplishment to experience subjective well-being. In addition, social support is proposed as being especially important to activate their promotion focus.

The Relationship between Family-related Factors, Age-friendly Environment and Intergenerational Interaction within the Family - A Comparison of Two Different Age Groups - (가족 및 고령친화환경 요인과 가족 내 세대교류의 관계: 연령별 집단비교)

  • Chung, Soondool;Park, Chaeri
    • Korean Journal of Family Social Work
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    • no.59
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    • pp.27-53
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    • 2018
  • The objective of this study was to investigate the influence of family-related factors and age-friendly environment on intergenerational interaction in middle-aged group and the older adult group. Based on the results, this study is to suggest countermeasures for decreasing intergenerational interaction with the population aging. This study analyzed 260 sample participants aged from 45 to 64 and 399 sample participants aged 64 and more, categorizing them into middle-aged group and the older adult group respectively. The sample participants were taken from '2014 Survey on the Aged Society' and had at least one adult child aged over 18 at the time of participation. In order to identify the relationship between five sub-dimensions related to family, age-friendly environment and intergenerational interaction within the family in two age groups, t-test and multiple regression analysis were used. As a result, both two family-related factors had positive correlation with intergenerational interaction within the family. However, affective solidarity showed a higher significance in the middle-aged group and familism showed a higher significance in the older adult group. Among the sub-dimensions related to age-friendly environment, only personal opinion on age integration showed significance in the older adult group. This study provides several implications from the results.

The Effect of Role Assignment on the Types and Patterns of Verbal Interactions in Middle School Students' Science Inquiry Activities (중학생의 과학 탐구 활동에서 역할 부여가 언어적 상호작용의 유형 변화와 양상에 미치는 영향)

  • Lim, Yu-jin;Kim, Youngshin;Lim, Soo-min
    • Journal of Science Education
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    • v.44 no.2
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    • pp.167-182
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    • 2020
  • The active participation and active interaction of learners in small group science inquiry activities are the main factors that determine the effectiveness of science learning. Roles can be assigned to members of a small group to facilitate interaction between members within the small group. The purpose of this study is to analyze the effect of role assignment on the types and patterns of verbal interactions in middle school students' small group science inquiry activities. For this, 172 students from middle schools located in metropolitan cities were surveyed. We analyzed 18 small groups with assigned roles and 15 small groups without assigned roles. The change in verbal interaction type in small group science inquiry activity according to role assignment was largely divided into alienation and participation. In the case of small groups with assigned roles, the participation type occupied a higher proportion than the alienation type. The change in verbal interaction patterns did not show much significant differences when the role was assigned in terms of cognitive and affective. Based on this, further research is needed on how role assignment affects verbal interactions depending on the type of scientific inquiry and the stage of inquiry. In addition, further research on the composition of small groups and role assignment is required.

Effect of Lifestyle Intervention Program for Overweight and Obesity Pregnant Women (과체중 및 비만임부를 위한 생활습관중재 프로그램의 효과)

  • Choi, Hye Kyung;Kim, Hyeon Ok
    • Journal of Korean Academy of Nursing
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    • v.50 no.3
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    • pp.459-473
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    • 2020
  • Purpose: This study was conducted to identify the effects of a lifestyle intervention program on weight gain, dietary habits, fatigue and pregnancy stress, blood pressure, and neonatal birth weight, using Cox's interaction model of client health behavior for overweight and obese women. Methods: This was a quasi-experimental research with a non-equivalent control group pre-post test design. A total of 52 patients who met the selection criteria, including 25 in the experimental group and 27 in the control group, were the subjects of the study; they comprised overweight and obese pregnant women who were receiving prenatal care at A and B women's hospital in J province. The lifestyle intervention program ran for 12 weeks in total and consisted of interactions involving affective support, health information, and professional/technical competencies. The data collection period was from February 1, 2017 to August 31, 2017. Results: This study showed differences in the appropriate weight gain rate (χ2=6.17, p=.013), suppression of an increase in fatigue (t=-2.32, p=.012), and an increase in pregnancy stress (t=-1.87, p=.034). Yet, no differences in physical activity, dietary habits change, blood pressure, and neonatal birth weight (p>.05) were found. Conclusion: The study findings indicate that this program could be an effective intervention for the control of appropriate weight gain, fatigue, and pregnancy stress. Therefore, a lifestyle intervention program based on Cox's interaction model of client health behavior could be an efficient strategy for a positive health outcome of overweight and obesity pregnant women.

Structural Relationship among Professional Service Satisfaction, Commitment and Loyalty (전문서비스의 만족과 몰입, 로열티의 구조적 관계)

  • Chun, Myung-Hwan
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.318-325
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    • 2010
  • This study is to examine loyalty building model which reflected differentiated traits of professional service to establish strong loyalty for gaining competitive edge. Professional service is where consumer can not easily predict the result of service as well as other common traits. It also has trait that is difficult to evaluate service satisfaction and quality even after using the service because knowledge imbalance between service provider and user is great. Therefore, in professional service, satisfaction and emotion that consumer perceives in the service use process will play critical role in loyalty formation. As a result, the model of this study divided dimension into responsiveness satisfaction which is satisfaction dimension of professional service use process, interaction satisfaction, technical satisfaction and structurally examined the relationship between emotional commitment and cognitive commitment and the relationship between dimension of commitment and loyalty. The analysis result show that dimension of satisfaction which perceived in professional service use process increases both emotional commitment and cognitive commitment and these commitments effect to loyalty formation.

Impacts of Social Media (Facebook) on Human Communication and Relationships: A View on Behavioral Change and Social Unity

  • Joo, Tang-Mui;Teng, Chan-Eang
    • International Journal of Knowledge Content Development & Technology
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    • v.7 no.4
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    • pp.27-50
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    • 2017
  • The impact of social networking is varied from good to bad. Online activities have also been categorized into pros and cons of social networking, either as reported as hiding Internet activities among teenagers or killing loneliness among elderly. In terms of relationships, there have been argument over its closeness and quality of an online relationship in Internet settings. Looking at the contradiction in an innovative interaction between classic community communication and social media, there is an unknown scent of the future struggling and challenging both human communication and relationships in the presence of digital culture. This research uses Diffusion of Innovation to study the wide and continuous spread of digital culture in human communication; and, Media Dependency in learning and structuring the cognitive, affective and behavioral effects of social media on each person uses the media in different ways. This research will be using online survey to gain opinions from a social network site as an update of views and reflection of self-awareness to all levels of people. Social media like Facebook (FB) is perceived as a good tool of communication that it is able to bring closeness among the family members. The results show that social media like FB brings positive impact towards family members; it would help to build a better and harmonic society; and, relationships among family members and communication shall be improved and enhanced to the level of a united society.

Physiological Responses-Based Emotion Recognition Using Multi-Class SVM with RBF Kernel (RBF 커널과 다중 클래스 SVM을 이용한 생리적 반응 기반 감정 인식 기술)

  • Vanny, Makara;Ko, Kwang-Eun;Park, Seung-Min;Sim, Kwee-Bo
    • Journal of Institute of Control, Robotics and Systems
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    • v.19 no.4
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    • pp.364-371
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    • 2013
  • Emotion Recognition is one of the important part to develop in human-human and human computer interaction. In this paper, we have focused on the performance of multi-class SVM (Support Vector Machine) with Gaussian RFB (Radial Basis function) kernel, which has been used to solve the problem of emotion recognition from physiological signals and to improve the accuracy of emotion recognition. The experimental paradigm for data acquisition, visual-stimuli of IAPS (International Affective Picture System) are used to induce emotional states, such as fear, disgust, joy, and neutral for each subject. The raw signals of acquisited data are splitted in the trial from each session to pre-process the data. The mean value and standard deviation are employed to extract the data for feature extraction and preparing in the next step of classification. The experimental results are proving that the proposed approach of multi-class SVM with Gaussian RBF kernel with OVO (One-Versus-One) method provided the successful performance, accuracies of classification, which has been performed over these four emotions.

An Affective 3D Facial Makeup Simulation Using a Multi-sensory Interaction (다중 감각 인터랙션을 이용한 감성적 3차원 얼굴 메이크업 시뮬레이션)

  • Kim, Jeong-Sik;Kim, Hyeon-Joong;Choi, Soo-Mi
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.500-506
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    • 2007
  • 얼굴에 대한 시각적 인지는 오랫동안 인간에게 중요한 문제로 인식되어 왔다. 수 세기 동안 이루어져 왔던 미용 화장과 성형, 치아 교정 등의 다양한 연구는 사람의 얼굴을 감성적 측면에서 어떻게 하면 아름답게 만들 수 있는 가에 초점을 두었다. 본 논문에서는 휴먼 입출력 인터페이스로서 햅틱 장치와 스테레오 디스플레이를 혼합한 다중 감각 인터랙션 기반의 감성적인 3차원 얼굴 메이크업 시뮬레이션 프레임워크를 개발한다. 본 연구는 3차원 스캐너 장비로부터 사용자의 얼굴 모델을 추출하고, 그 데이터를 이용하여 자연스럽고 직관적인 얼굴 메이크업 시뮬레이션을 수행하는 것을 목표로 하고 있다. 이를 위하여 본 연구에서는 surface elements 표현 기반의 3차원 얼굴 필터링 방법과 얼굴 메이크업을 지원하는 페인팅 방법을 개발한다. 우선 사용자의 얼굴 모델을 3차원 스캐너로 획득한 후, 전처리 얼굴 필터링을 수행하여 조명, 그리고 사용자 얼굴 피부 상태에 기인하는 에러 및 속성들을 보정하고 피부 톤을 사용자가 선호하는 색으로 변경한다. 최종적으로 사용자는 햅틱 및 스테레오 디스플레이 장치를 이용하여 두 개의 레이어로 구성된 페인팅 표면 모델에 메이크업을 수행한다. 본 연구에서 적용한 surface elements 표현 기반의 그래픽 렌더링은 일반적인 메쉬 기반 페인팅의 문제점인 텍스쳐 왜곡 현상을 완화하고, 3차원 스캐너 장치에 기인하는 표면 에러를 보정한다. 그리고 전처리 얼굴 필터링과 메이크업 페인팅 방법은 사용자 중심의 감성적인 3차원 얼굴을 재구성하도록 한다. 결과적으로 본 연구에서 개발한 이러한 기술들이 다중 감각 인터페이스 기반의 메이크업 시뮬레이터의 기본 프레임워크가 되어, 차후 메이크업이나 코디네이션 분야 등의 디지털 콘텐츠 산업에서 활용될 수 있음을 확인하였다.

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