• 제목/요약/키워드: emotion engineering

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Emotion and Sensibility Engineering Appraisal Methodology for Selecting FormFactor in Early Mobile Phone Design (휴대전화 초기설계에서 형태인자 선정에 대한 감성공학 평가방법론)

  • Cha Sung-Woon;Lee Kyung-Soo;Cho Hyun-Seung;Kim Min-Soo
    • Science of Emotion and Sensibility
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    • v.9 no.1
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    • pp.27-38
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    • 2006
  • In the planning stage of mobile phone development, one of the most important considerations is to select a FormFactor properly to determine the strategy and Purpose of a Product. Up to now, the FormFactor has been selected only by intuitional and qualitative methods. In this study, the Appraisal Methodology using Sensibility Adjectives of Emotion and Sensibility Engineering was presented to suggest the systematic and rational framework in the field of FormFactor selection. First, we verified the conceptual FormFactors with Axiomatic Design and classified the Sensibility Adjectives into the verified FormFactors. When the FormFactor and classified Design Parameters (DP) were given to a designer, the designer implemented the preliminary designs and they were assessed and analyzed by the survey. With these processes, we were able to select the proper designs for FormFactors which were fit for the purpose of a product. This was caused by connecting the Axiomatic Design and tile Sensibility Adjectives. This study gave the possibilities that can be spread to the selection factors, except for the FormFactor, from now on.

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A Time-Series Analysis for Emotional Dynamics of Sport Issue and Group Emotion : Focusing on Korean Swimming Player Tae-Hwan Park (스포츠 이슈와 집단 감정의 감정 동학에 대한 시계열 분석 : 수영선수 박태환 사례를 중심으로)

  • Lee, Jong-Kil;Lee, Kong-Joo;Yang, Jae-Sik
    • Journal of Digital Convergence
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    • v.16 no.8
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    • pp.393-400
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    • 2018
  • The purpose of this study was to empirically investigate the emotional dynamics among sport issues, social structure changes and collective behaviors with time-series analysis. For the purpose, the doping scandal of Tae-Hwan Park was chosen and simplified into 10 episodes. And replies and articles on them were analysed by time-series analysis. As the conclusions, first, there was a clear causal relationship between sport issue and sport emotion. Second, sport emotion was a social being which interacting with social process. Third, the sport emotional dynamics was confirmed. With this study, the sport emotion dynamics was empirically verified, but more statistical approaches would be needed for stronger evidences.

A Case Study on World of Warcraft Storytelling's Positive Emotion-inducing Effects (World of Warcraft의 정서유발스토리텔링 사례연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.97-106
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    • 2015
  • Game is the latest type of Gesamtkunstwerk encompassing humanistic and engineering creativity. Nevertheless, Korea's game industry faces a crisis. The purpose of this study is to consider positive emotion-inducing effects as a way to deal with it. Among others, storytelling of , one of the most representative MMORPG games in the world, was selected for the study on various positive emotion-inducing effects. In the story of , the view of the world, characters and incidents are vital to the game and the study is focused on their emotion-inducing effects among the users based on actual examples. As a result, it was confirmed that the positive emotion-inducing storytelling would provide a possibility to reduce negative sentiment towards games, address crisis Korea's game industry faces, and interact with gamers in a positive direction.

Analysis of a Causal Relationship between Collective Emotion and Behavior to Sport Issues in SNS (SNS에서의 스포츠이슈에 대한 집단감정과 집합행동의 관계)

  • Lee, Jong-Kil;Lee, Kong-Joo;Yang, Jae-Sik
    • Journal of Convergence for Information Technology
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    • v.9 no.2
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    • pp.165-171
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    • 2019
  • The purpose of this study was to analyse a causal relationship between collective emotion and behavior to sport issues in SNS. For the purpose, 5 sports issues with obvious collective behavior and 5 concerned articles in typical portal sites were selected. From those, each 100 comments with highest recommendation and 5 obvious actions made by the crowd were sampled as the analysis subjects. The results of statistical analyses on collective emotion and behavior materials were as follows. First, collective emotions showed differences by the sports issues. Second, there was a significant causal relationship between collective emotion and behavior in SNS. This study could receive a favorable evaluation due to the statistical analysis on a causal relationship between collective emotion and behavior.

A Study on the Development of a Structural Equation Model between the Driver's Negative Emotion and Driving Behavior Based on Emotion Regulation Strategies (정서조절 방략을 반영한 운전자의 부정적 정서와 운전행동 간의 구조모형 개발에 관한 연구)

  • Kwon, Min Jeong;Oh, Young-Tae
    • Journal of Korean Society of Transportation
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    • v.32 no.3
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    • pp.207-217
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    • 2014
  • Many a number of policies have been tried to reduce auto accidents so far, but it is obvious that further studies are still needed to find a more fundamental and multi-dimensional preventive measure with effect. The National Mental Health Statistics shows that the most profound forms of negative emotions, that is, depression and anxiety, have been increasing, but studies on such a topic are scarce to find. Therefore, we conducted a structural analysis between the negative emotions, including depression and anxiety, of drivers and their driving behaviors using a Structural Equation Modeling(SEM) technique. The review of past literature and studies indicated that not all of human emotions manifest themselves as the ultimate behaviors because they go through emotion regulation Strategies. For this reason, the purpose of this study was set to analyze the structural model developed in this study reflecting the emotion regulation strategies. The result of our analysis showed that the driver's negative emotion had a more significant influence on dangerous driving behaviors than safe ones, and especially, the expressive suppression strategy was found to be the highest factor. Also, the total effect analysis with the negative emotional factors showed that expressive suppression had more significant influence compared to that of cognitive reappraisal. The implication of this study might provide a better understanding on driving behaviors of the drivers and could be used as a fundamental study for future policy development to reduce traffic accidents.

Analysis of Emotional Intelligence Affected by Medical Institution Members on Job Satisfaction and Self-Efficacy (의료기관 구성원이 직무만족도와 자기효능감에 느끼는 감성지능의 영향 분석)

  • Choi, Eun-Ock;You, Yen-Yoo;Park, In Chae;Park, Hyun Sung
    • Journal of the Korea Convergence Society
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    • v.12 no.8
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    • pp.197-205
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    • 2021
  • In this study, we would like to confirm the impact of emotional intelligence perceived by members of medical institutions on job satisfaction and the mediating effect of self-efficacy. To test the hypothesis of the study, a survey was conducted on members of medical institutions (excluding doctors) in Gyeonggi Province, and statistical analysis was conducted using SPSS 22.0. First of all, the research results showed a positive impact only on use of emotion among the sub-factors of emotional intelligence in the impact relationship between emotional intelligence perceived by members on self-efficacy. Second, in the impact relationship of emotional intelligence on job satisfaction, which is a sub-factor of emotional intelligence, self-emotion appraisal, others' emotion appraisal, regulation of emotion, and use of emotion all showed positive effects. Third, the effect of members' self-efficacy on job satisfaction was also positive, and fourth, the mediating effect of self-efficacy between emotional intelligence and job satisfaction was also confirmed. Therefore, programs to improve members' emotional intelligence and self-efficacy are introduced and institutional needs are required.

A Study on The Expression of Digital Eye Contents for Emotional Communication (감성 커뮤니케이션을 위한 디지털 눈 콘텐츠 표현 연구)

  • Lim, Yoon-Ah;Lee, Eun-Ah;Kwon, Jieun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.563-571
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    • 2017
  • The purpose of this paper is to establish an emotional expression factors of digital eye contents that can be applied to digital environments. The emotion which can be applied to the smart doll is derived and we suggest guidelines for expressive factors of each emotion. For this paper, first, we research the concepts and characteristics of emotional expression are shown in eyes by the publications, animation and actual video. Second, we identified six emotions -Happy, Angry, Sad, Relaxed, Sexy, Pure- and extracted the emotional expression factors. Third, we analyzed the extracted factors to establish guideline for emotional expression of digital eyes. As a result, this study found that the factors to distinguish and represent each emotion are classified four categories as eye shape, gaze, iris size and effect. These can be used as a way to enhance emotional communication effects such as digital contents including animations, robots and smart toys.

Affective Metaphor of Dimensional Perception (물리적 차원 지각에 대한 감성 메타포)

  • Mun, Sung-Chul;Whang, Min-Cheol;Lee, Jung-Nyun;Kim, Jong-Hwa;Kim, Ji-Hye
    • Journal of the Ergonomics Society of Korea
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    • v.30 no.1
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    • pp.187-193
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    • 2011
  • Objective: The aim of this study was to investigate the association between conceptual metaphors of affect and physical dimensions. Background: The evidence that affect is unconsciously linked to physical dimensions(e.g., position and color) has been obtained in western cultures. However, in eastern cultures, especially, in Korea, it has been seldom tested. It is indispensable to examine whether or not cultural differences exist for better understanding of the conceptual metaphors. Method: 50 positive and 50 negative words were adopted from previous studies in order to determine the relationship between physical domains and abstract affect. Three hypotheses were tested in this study: (1) Good is up. (2) Good is bright. (3) Good is right(for right-handers). The automatic association between valence(positive vs. negative) and vertical position (up vs. down) was investigated in experiment 1, in which 100 words were randomly presented on either the top or the bottom of a LCD screen and the evaluation time of the presented word was recorded. The unconscious association between valence and color(white and black) was examined in experiment 2, where each word was randomly presented in either white or black. Lastly, we tested whether right-handers tend to associate rightward space with positive ideas and leftward space with negative ideas. Results: Reaction time was faster when words were presented in metaphor congruent domains(e.g., 'positive words on the top, in bright color, and on right space vs. negative words on the bottom, in dark color, and on left region) than when they were shown in metaphor incongruent domains. Conclusion: The results might give the groundwork for various directions in further understanding perception, emotion, and behavior. Application: This study may provide useful points to GUI designers and service developers if further studies enhanced in validity and reliability are followed.

Personalized Recommendation System using Level of Cosine Similarity of Emotion Word from Social Network (소셜 네트워크에서 감정단어의 단계별 코사인 유사도 기법을 이용한 추천시스템)

  • Kwon, Eungju;Kim, Jongwoo;Heo, Nojeong;Kang, Sanggil
    • Journal of Information Technology and Architecture
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    • v.9 no.3
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    • pp.333-344
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    • 2012
  • This paper proposes a system which recommends movies using information from social network services containing personal interest and taste. Method for establishing data is as follows. The system gathers movies' information from web sites and user's information from social network services such as Facebook and twitter. The data from social network services is categorized into six steps of emotion level for more accurate processing following users' emotional states. Gathered data will be established into vector space model which is ideal for analyzing and deducing the information with the system which is suggested in this paper. The existing similarity measurement method for movie recommendation is presentation of vector information about emotion level and similarity measuring method on the coordinates using Cosine measure. The deducing method suggested in this paper is two-phase arithmetic operation as follows. First, using general cosine measurement, the system establishes movies list. Second, using similarity measurement, system decides recommendable movie list by vector operation from the coordinates. After Comparative Experimental Study on the previous recommendation systems and new one, it turned out the new system from this study is more helpful than existing systems.

A Study on Utilization of Facial Recognition-based Emotion Measurement Technology for Quantifying Game Experience (게임 경험 정량화를 위한 안면인식 기반 감정측정 기술 활용에 대한 연구)

  • Kim, Jae Beom;Jeong, Hong Kyu;Park, Chang Hoon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.9
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    • pp.215-223
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    • 2017
  • Various methods for creating interesting games are used in the development process. Because the empirical part is difficult to measure and analyze, it usually only measures and analyzes the parts where data are easy to quantify. This is a clear limit to the fact that the experience of the game is important.This study proposes a system that recognizes the face of a game user and measures the emotion change from the recognized information in order to easily quantify the experience of the user who is playing the game. The system recognizes emotions and records them in real time from the face of the user who is playing the game. These recorded data include time and figures related to the progress of the game, and numerical values for emotions recognized from the face. Using the recorded data, it is possible to judge what kind of emotion the game induces to the user at a certain point in time. Numerical data on the recorded empirical part using the system of this study is expected to help develop the game according to the developer 's intention.