• Title/Summary/Keyword: emotion & experience data

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A Study on User Experience Development Based on Emotion-Experience (감성-경험 기반의 사용자 경험 디자인 개발 연구)

  • Han, Bomyi;Nah, Ken
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.627-636
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    • 2022
  • The purpose of this study is to maximize the development and utilization of digital innovation. First, analyzed the status of industrial development and digital innovation. Second, examined emotion and experience, looked into their types and properties. Third, attempted to develop a more creative and innovative user experience. The results of this study were presented as a theoretical basis, specification of research direction and research scope, and design analysis direction. It is expected to be used as a basic data that can help how to approach and interpret human emotions and behaviors in order to provide differentiated experiences by he essential concepts of emotions, experiences in various fields in the future.

The Effects of Animal Experience Activities on Young Children's Emotional Intelligence and Resilience (동물체험활동이 유아의 정서지능 및 심리적 건강성에 미치는 영향)

  • Lee, Soeun;Lim, Hui Yoon
    • Korean Journal of Childcare and Education
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    • v.10 no.3
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    • pp.121-135
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    • 2014
  • The purpose of this study was to investigate the effects of animal experience activities on young children's emotional intelligence and resilience. Seventy 3- and 4-year-olds were divided into experimental group in which children participated 12 times in animal experience activities, and control group. Data were analyzed by mean, t-test and ANCOVA. The results revealed that children with animal experience activities got higher scores in emotional intelligence including utilization of emotion, recognition and consideration of others' emotion, recognition and expression of self emotion, and emotional adjustment and impulse control. In addition, 4-year-olds scored higher in resilience than 3-year-olds, and the interaction effect between group and age indicated that the positive effects of animal experience activities were more significant in 4-year-olds.

A Study on the Characteristics of AI Fashion based on Emotions -Focus on the User Experience- (감성을 기반으로 하는 AI 패션 특성 연구 -사용자 중심(UX) 관점으로-)

  • Kim, Minsun;Kim, Jinyoung
    • Journal of Fashion Business
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    • v.26 no.1
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    • pp.1-15
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    • 2022
  • Digital transformation has induced changes in human life patterns; consumption patterns are also changing to digitalization. Entering the era of industry 4.0 with the 4th industrial revolution, it is important to pay attention to a new paradigm in the fashion industry, the shift from developer-centered to user-centered in the era of the 3rd industrial revolution. The meaning of storing users' changing life and consumption patterns and analyzing stored big data are linked to consumer sentiment. It is more valuable to read emotions, then develop and distribute products based on them, rather than developer-centered processes that previously started in the fashion market. An AI(Artificial Intelligence) deep learning algorithm that analyzes user emotion big data from user experience(UX) to emotion and uses the analyzed data as a source has become possible. By combining AI technology, the fashion industry can develop various new products and technologies that meet the functional and emotional aspects required by consumers and expect a sustainable user experience structure. This study analyzes clear and useful user experience in the fashion industry to derive the characteristics of AI algorithms that combine emotions and technologies reflecting users' needs and proposes methods that can be used in the fashion industry. The purpose of the study is to utilize information analysis using big data and AI algorithms so that structures that can interact with users and developers can lead to a sustainable ecosystem. Ultimately, it is meaningful to identify the direction of the optimized fashion industry through user experienced emotional fashion technology algorithms.

An Empirical Study on the Sub-factors of Middle School Character Education using Social Network Analysis (사회 네트워크 분석을 이용한 중등 인성 교육의 세부요인에 관한 실증 연구)

  • Kim, Hyojung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.2
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    • pp.87-98
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    • 2017
  • The advancements in scientific technology and information network in the 21st century allow us to easily acquire a desired knowledge. In the midst of today's informatization, globalization, and cultural diversification, adolescents experience emotional confusion while accommodating diverse cultures and information. This study aimed at examining three aspects of character suggested by the Ministry of Education, which are ethics, sociality, and emotion, and the actual sub-factors required for character education. To that end, a survey was conducted with adolescents who were at a character-building age, and social network analysis (SNA) was performed to determine the effect of character education on the sub-factors. The statistics program SPSS was used to investigate the general traits of the subjects and the validity of the research variables. The 2-mode data that were finally selected were converted to 2-mode data using NetMinder 4, which is a network analysis tool. Furthermore, a data network was established based on a quasi-network that represents the relationships between ethics, sociality, and emotion. The results of this study showed that the subjects considered honesty and justice to be the sub-domains of the ethics domain. In addition, they identified sympathy, communication, consideration for others, and cooperation as the sub-domains of the sociality domain. Finally, they believed that self-understanding and self-control were the sub-domains of the emotion domain.

Relationship among professional baseball stadium servicescape, control perception, consumer emotion, and revisit intention (프로야구경기장 서비스스케이프와 통제지각, 소비감정, 재방문 의도의 관계)

  • Ma, Yoon-Sung;Ko, Kyong-Jin;Lee, Kwang-Yong
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.389-401
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    • 2019
  • The purpose of this study is to clarify the relationship between servicescape experience of visitors to professional baseball stadium, control perception on the spot, consumption emotion, and revisit intention. A total of 273 questionnaires were analyzed using SPSS 20.0 and AMOS 20.0. The validity of the data was verified through frequency analysis, reliability analysis, confirmatory factor analysis, and correlation analysis. The hypothesis was verified by structural equation model analysis. First, servicescape has a statistically significant effect on control perception. Second, the control perception in the servicescape has a significant effect on the consumption emotion. Third, servicescape effected consumption emotion. Fourth, consumption emotion had a significant influence on the revisit intention. The results of this study suggest that visitors to baseball stadiums can induce revisit intention through positive experience of servicescape. The specific discussions and implications are described in the text.

Emotion Recognition Method of Competition-Cooperation Using Electrocardiogram (심전도를 이용한 경쟁-협력의 감성 인식 방법)

  • Park, Sangin;Lee, Don Won;Mun, Sungchul;Whang, Mincheol
    • Science of Emotion and Sensibility
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    • v.21 no.3
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    • pp.73-82
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    • 2018
  • Attempts have been made to recognize social emotion, including competition-cooperation, while designing interaction in work places. This study aimed to determine the cardiac response associated with classifying competition-cooperation of social emotion. Sixty students from Sangmyung University participated in the study and were asked to play a pattern game to experience the social emotion associated with competition and cooperation. Electrocardiograms were measured during the task and were analyzed to obtain time domain indicators, such as RRI, SDNN, and pNN50, and frequency domain indicators, such as VLF, LF, HF, VLF/HF, LF/HF, lnVLF, lnLF, lnHF, and lnVLF/lnHF. The significance of classifying social emotions was assessed using an independent t-test. The rule-base for the classification was determined using significant parameters of 30 participants and verified from data obtained from another 30 participants. As a result, 91.67% participants were correctly classified. This study proposes a new method of classifying social emotions of competition and cooperation and provides objective data for designing social interaction.

Differences of Aesthetic Experience Response Code by Player's Experience Level in Adventure Game (어드벤처 게임에서 플레이어 경험수준별 미적경험 반응코드 차이)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.3-12
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    • 2020
  • Player experience study includes the behavior and psychological responses of player to game content. And, it focuses on the player's aesthetic experience for specific game elements rather than comprehensive game experiences. This paper presents the player's aesthetic experience data derived from the gameplay process as a code, and analyzes the aesthetic experience data by player experience level for adventure games. These researching results might complement the limitations of existing game analysis research, and provide practical data which creator could apply at the design stage of game.

PB Product Attributes' Effects on Consumption Emotion, Brand Attitude, and Brand Loyalty in General Supermarkets (종합슈퍼마켓 PB상품의 선택속성이 소비감정, 브랜드태도 및 브랜드 충성도에 미치는 영향)

  • Chun, Tae-Yoo;Choi, Sang-Beom;Park, No-Hyun
    • Journal of Distribution Science
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    • v.12 no.11
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    • pp.67-76
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    • 2014
  • Purpose - PB (Private Brand) refers to the product for which the distribution company plans the production independently, consigns the production to the manufacturer, or attaches the self-developed trademark and sells it. To reinforce competitiveness in such a market environment, diverse products development, systematic management activities, and marketing efforts to analyze and understand the consumers' behavior regarding PB products are emphasized. Therefore, this study aims to investigate the relationships among PB product attributes, consumption emotion, brand attitude, and brand loyalty in general supermarkets. First, PB product attributes were defined using the five categories of perceived price, store image, familiarity, perceived service, and perceived quality, based on preceding studies. This study examined the influence of PB product attributes on consumption. Further, this study examined the relation among consumption emotion, brand attitude, and brand loyalty. This study provides more detailed and concentrated strategic implications. Research design, data, and methodology - In this study, the research model was designed to examine the relation among PB product attributes, consumption emotion, brand attitude, and brand loyalty. For the data collection method, the questionnaire survey comprised multiple items for each component and the direct interview method was employed. To collect data, the questionnaire survey was conducted for customers who personally visited the general supermarket after verifying the PB product purchase experience. The questionnaire survey was performed for one month, May 2014. A total of 300 questionnaires were distributed and 240 questionnaires were used for the analysis, excluding the unanswered and insincere questionnaires. The data were analyzed using SPSS ver. 20.0. Results - First, PB product attributes had a significantly positive effect on consumption emotion. The PB product attributes perceived by the customer at the point of service contact are important to form the positive consumption emotion. Second, consumption emotion had a significantly positive effect on brand attitude. Third, the consumption emotion had a significantly positive effect on brand loyalty. Such consumption emotion is an important factor in causing the positive evaluation on the brand attitude perceived by the customer. Fourth, brand attitude had a significantly positive effect on brand loyalty. The consumption emotion was positively represented to invoke the relational continuance behavior. The relational continuance behavior accompanies the repetition of purchase, word of mouth, and recommendation activities, and influences trust regarding the brand, for which the customer maintains the transaction continuously. Conclusions - The PB product attributes perceived by the customer at the point of service contact are important factors to form the positive consumption emotion. Based on this result, the discount store service provider would prepare the measures that can make the customer recognize the positive value, and make more detailed efforts. Consumption emotion is an important factor to cause the positive evaluation on the brand attitude perceived by the customer. Based on this result, the general supermarket must make efforts to provide fun or convenience in the purchase process for consumers.

Effect of Emotional Expression and Maladaptive Emotion Regulation Strategies for Loss Experience in Adolescence among College Students in Depression : With Mediating Effect of Self-esteem (대학생의 청소년기 상실경험에 대한 정서표현과 부정적 정서조절 방략이 우울에 미치는 영향: 자존감의 매개효과)

  • Yoon, Un-young
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.315-325
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    • 2019
  • Loss experience can bring more negative impact to the person, if experienced in a younger period. This study examined how self-esteem mediates the effect of emotional expression and maladaptive emotion regulation strategies regarding one's loss during adolescence among college students on depression. The data of 380 college students entails what kind of loss was experienced, how the level of self-esteem mediated the effect of emotional expression and maladaptive emotion regulation strategy after loss experience on depression; and it was analyzed with SPSS 21.0 and Amos 21.0. The results showed that emotional expression about loss experiences was negatively correlated with depression (${\beta}=-.180$, p<.01), and maladaptive emotion regulation strategies showed a positive correlation with depression (${\beta}=.266$, p<.001). The emotional expression of loss experiences decreased the level of depression by increasing the level of self - esteem, and maladaptive emotion regulation strategy of loss experience increased depression level by lowering self-esteem level. Therefore, it is conceivable to assume that the more people articulate on various emotional experiences after their loss and think positively about themselves, and the less they criticize for themselves, the less likely they are to experience depression while maintaining high self-esteem.

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.