• Title/Summary/Keyword: emotional contents

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In Search of the Emotional Education Program Design through Storytelling: Literature Review (스토리텔링을 통한 감성교육 프로그램 구안 방향 탐구: 문헌연구를 중심으로)

  • Eom, Myeongl-Ja;Kang, Hyeon-Suk
    • Journal of Fisheries and Marine Sciences Education
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    • 제25권1호
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    • pp.113-127
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    • 2013
  • This study investigated the direction of program development in emotional education through storytelling without separating intellectual education in current schooling. As the basic research on program development for elementary school students' emotional intelligence, this study examined how storytelling affects program development in emotional education, and the direction of program contents and structures using storytelling. Firstly, current storytelling and existing programs used for emotional education were analyzed and the direction of program development in emotional education was investigated. Secondly, the structures and procedures of programs for emotional education through storytelling were examined. Finally, stressed contents and items by each factor consisting of emotional intelligence related to the curriculum, and more discussions to consider were inquired. For systematic emotional education, there must be efforts made on developing contents of each factor comprising emotional intelligence; and teaching must be done through the interrelatedness among home, society and school. Furthermore, the construction of social system across the country is required. In conclusion, this study suggest the emotional education needs new curricula based on narrative, because it is dependent on personal emotions and situations.

Multi Emotional Agent based Story Generation (다중 감정 에이전트를 이용한 자동 이야기 생성 시스템의 설계)

  • Kim, Won-Il;Kim, Dong-Hyun;Hong, You-Sik;Kim, Sung-Sik;Lee, Chang-Min
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • 제45권5호
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    • pp.134-139
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    • 2008
  • In this paper, we propose a story generation system using multi emotional agents. The proposed multi emotional agents are equipped with multiple emotional model so that it can be used as individually personalized agents that can generates unique storylines. Basically these kinds of multi emotional agents are easily employed as Avatar or NPC in computer games. In the proposed system, emotional agents are used as actor or actress whose characters and preferences are different each other. The storylines generated using the proposed system are realistic since the characters are emotional as humans.

Development direction of emotional contents through analysis of successful cases from applying emotional technology (감성기술 적용 성공사례 분석을 통한 감성콘텐츠 개발 방향 연구)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • 제15권1호
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    • pp.121-132
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    • 2012
  • Recently, interest in emotional technology has escalated and its application has extended to many fields, from both an industrial (product) and service (culture, tourism, medical, education, advertising) perspective. Moreover, culture has become a fundamental aspect of modern industry, playing key roles in: gaming, exhibitions, performances, sports, tourism, design, edutainment, as well as various content distribution industries. The prospect of applying emotional technology for cultural content industries makes up for more than half of the 'plan-manufacture-distribution-marketing' process, and thereby also serves as driving force for the growth of a nation. The primary objective of the following research is analyze successful cases from the past through utilization of emotional technology, and to speculate on efficient directions for future research into developing emotional contents. To achieve this, some of the key terms have been defined and elaborated for the sake of clarity. The terms are as follows: emotion, emotion engineering, science of emotion, emotional technology, and emotional contents. Furthermore, studies were conducted based on the six different fields surrounding CT R&D to observe how projects involving emotional technology have succeeded both on a national and global scale. Based on this analysis, this research aims to develop personalized 'Concierge' service-providing contents, contents designed to maximize performance ability of humans, and contents that could be controlled simply via emotion to effectively spread the culture of Korea by focussing on 'fusion' content development. The following research data may hopefully serve as a basic reference to industries navigating towards emotional content development.

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The Relations of Emotional Labor to Emotional Exhaustion and Turnover Intention in Call Center Workers (콜센터 근로자의 감정노동과 감정소진 및 이직의도의 관계에 대한 연구)

  • Lee, Soo-Yun;Yang, Hae-Sool
    • The Journal of the Korea Contents Association
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    • 제8권4호
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    • pp.197-210
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    • 2008
  • In this paper, I show the factors which have an effect on the emotional exhaustion and turnover intention in call center workers who perform emotional labor using telephone without direct confronting with clients. I empirically show that emotional exhaustion decreases job satisfaction and increases turnover intention. Therefore the emotional exhaustion is the important managing factor for efficient management of call center. To weaken emotional exhaustion, it is necessary to decrease time pressure in call center work. To weaken turnover intention, it is important to strengthen superior support. This study makes a contribution in providing the fact that emotional exhaustion is an important managing factor in administration of call center worker.

A Study on the YouTube Content Analysis and Users' Emotional Responses Analysis (대학도서관 유튜브 콘텐츠 내용분석과 이용자 감성반응 분석에 관한 연구)

  • Young Song;Ji-Hyun Kim
    • Journal of the Korean Society for information Management
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    • 제40권1호
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    • pp.73-93
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    • 2023
  • This study conducted a comprehensive analysis and evaluation of library services using YouTube through content analysis of YouTube content and emotional response analysis of user comments. This study analyzed 2,169 YouTube contents and 6,487 comments of users from 61 university libraries. The results showed that the number of 'data' content was the largest among 4 categories, followed by 'communication' and 'education' content, and 'promotion' content. Among the sub-classifications, the number of 'information services' contents was the largest. In the analysis of users' emotional responses to YouTube content, the major categories of users' emotional responses were 'data' content and 'communication' content. Most of the user's emotional responses were positive in all categories of content, and the most frequent user emotional expression was 'good'. In addition, the vocabulary used in the user's emotional response was more about the person appearing in the video than the expression of the content of YouTube contents.

Development of Emotional Word Collection System using Hash Tag of SNS (SNS의 해시태그를 이용한 감정 단어 수집 시스템 개발)

  • Lee, Jong-Hwa;Lee, Yun-Jae;Lee, Hyun-Kyu
    • The Journal of Information Systems
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    • 제27권2호
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    • pp.77-94
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    • 2018
  • Purpose As the amount of data became enormous, it became a time when more efforts were needed to find the necessary information. Curation is a new term similarly to the museum curator, which is a service that helps people to collect, share, and value the contents of the Internet. In SNS, hash tag is used for emotional vocabulary to be transmitted between users by using (#) tag. Design/methodology/approach As the amount of data became enormous, it became a time when more efforts were needed to find the necessary information. Curation is a new term similarly to the museum curator, which is a service that helps people to collect, share, and value the contents of the Internet. In SNS, hash tag is used for emotional vocabulary to be transmitted between users by using (#) tag. Findings This study base on seven emotional sets such as 'Happy', 'Angry', 'Sad', 'Bad', 'Fearful', 'Surprised', 'Disgusted' to construct 327 emotional seeds and utilize the autofill function of web browser to collect 1.5 million emotional words from emotional seeds. The emotional dictionary of this study is considered to be meaningful as a tool to make emotional judgment from unstructured data.

Study on Development of LED Camping Light Design Based on IOT and Emotional Lighting Contents (IOT 및 감성조명 콘텐츠 기반의 LED 캠핑등 디자인 개발에 관한 연구)

  • Kim, Hee-Jun
    • The Journal of the Korea Contents Association
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    • 제18권12호
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    • pp.332-342
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    • 2018
  • This study is aimed at suggesting information about technical choices for designing LED camping lights based on emotional lighting contents of integrated IOT and design areas which take a central role in creation and knowledge based industries and the procedure for materializing them. 'i-Light,' a portable LED camping light, is 'connected lighting' connecting men, space and emotion and a smart camping light based on IOT and emotional lighting contents. 'i-Light' has two functions. One is about lighting for adjusting color and color temperature naturally and the other is about safety for detecting harmful gases. 'i-Light' also has various emotional functions for experiencing interaction and taste of light. For the purpose, portable LED camping lights were designed, first of all, and then a highly color rendering/full-color lighting module, a smart sensor module and an IOT device platform were developed. In addition, efforts were made to establish detailed data about emotional lighting contents and to develop a Web application based on them. Finally, prototypes of portable LED camping lights were made to get a test bench and usability evaluation from related organizations. According to the results, all of 12 developed emotional lighting contents and three IOT safety sensors were suitable and prototypes were satisfactory. This paper will suggest a direction about actual technical choices for development of contents and products integrating artificial intelligence and big data and about the procedure for materializing them.

The Korean Tradition of Taegyo for Supporting Prenatal Development: Focusing on Emotion in Taegyo-Singi (정서발달의 관점에서 본 우리나라의 전통태교: 태교신기를 중심으로)

  • Chung, Soon Hwa
    • Human Ecology Research
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    • 제52권1호
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    • pp.1-10
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    • 2014
  • The purpose of this study was to analyse the principles and methods of Taegyo-Singi with regard to emotion and to review basic informations on Taegyo programs for promoting prenatal development. Taegyo-Singi was analyzed as follows. First, the contents of Taegyo-Singi were classified into principles and methods of Taegyo. Second, the domains of emotion were categorized into emotional perception, emotional expression, emotional understanding, and emotional regulation based on the classification of Mayer and Salovey, and Moon. Third, the contents of Taegyo-Singi were classified into the four domains of emotion. Finally, the reliability and validity of the classification were obtained through inter-rater agreement and analysis of content validity. The results indicated that first, the principles of Taegyo presuppose parental influence on temperament formation, and that the emotional states of the mother in the prenatal and prepregnancy period is the most influential variable in a child's temperament formation. Second, the methods of Taegyo presuppose that the human mind interacts with their behavior. Therefore, through emotional support of family members, 'jon-sim (the serene mind)' and 'chung-sim (the mind from rectitude)' are the key methods of Taegyo. This means that the Korean tradition of Taegyo focused on the emotional domain of development, especially emotional regulation. This coincides with the emotion-focused temperament theory that individual differences in temperament reflect individual differences in emotion.

A Study on the Development of the Interactive Emotional Contents Player Platform (인터랙티브 감성 콘텐츠 플레이어 플랫폼 개발에 관한 연구)

  • Kim, Min-Young;Kim, Dong-Keun;Cho, Yong-Joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • 제14권7호
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    • pp.1572-1580
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    • 2010
  • This thesis presents an emotion-based contents player platform that can change its visual and aural components as user's emotions. It analyzes the emotion as pleasant, unpleasant, aroused, and relaxed based on the physiological signals and the user's active response. Accordingly. the system reorganizes graphical and aural stimuli, such as, light, color, sound, in real-time. It can be used to develop and show the emotional contents and also be applied for the systematic analysis to find out how the components would affect the emotion. This paper describes overall the system architecture and the implementations of the sub-systems, as well as the actual contents built on top of the platform.