• 제목/요약/키워드: information of emotion

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A Study on the Situational Differences in the Construction and Relationships of Brand Experience Variables (브랜드 체험변수들의 구성 및 영향관계에 있어 상황별 차이에 대한 연구)

  • Kim, Moon-Tae
    • Management & Information Systems Review
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    • v.36 no.3
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    • pp.71-87
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    • 2017
  • This study was conducted to examine differences in the relationship between experiential variables and outcome variables of experiential variables. In this regard, this research tries to construct the items based on past researches and to suggest the problems of the items of past researches. The analysis of various aspects of experiential variables and the validation tests of some models are presented to suggest what the optimal model is and the following suggestions can be made. First, respondents may not feel that the three dimensions of sensation, emotion, and cognition are significantly different. Depending on the respondents, there is a possibility that they may not be able to perceive much of the linguistic difference. The results of this study are summarized as follows. From this point of view, this study suggest that it would be suitable to proceed with the thesis with the experience of simplifying the combination of the five experiences in some combination. Second, there is a correlation between experiential variables, and the effect on outcome variables may vary from one variable to another. And, when there are two outcome variables, assuming a model that affects only the first outcome variable among the experience variables, it is the most suitable model in relation to the performance variable of experience.

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An Analysis of the Trends of Aromatherapy Researches in Chinese Literatures

  • Sun, Jiao-Jing;Kim, Kyeong-Ran
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.239-251
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    • 2021
  • Traditional Chinese medicine has treated diseases and improved health in nature-based experience. Advanced nations began to be interested in naturopathic therapy in the late 19th century and it led China to research aromatherapy. This study searched previous researches related with aromatherapy and generally analyzed aroma oil, applied body parts, methods of use, and period of use. For research contents, scientific and society journals from 2000 to 2019 related with aromatherapy were searched in CNKI(www.cnki.com) and WANFANG DATE(www.wanfang.com). Finally, 30 papers were selected through 5-step qualitative evaluation and expert review and analyzed. Frequency and percentage(%) were calculated by means of the Excel 2013 Program and represented by a chart. The results of analyzing aromatherapy trends are as follows. All 30 papers were researched in the medical society. The most common symptom was irritation and anxiety that appeared in 13 papers. Lavender oil and bergamot oil were commonly used aroma oil. Commonly applied part and method were nose and nasal inhalation. For aroma oil associated with symptoms, lavender oil was the best in irritative, anxious, and negative emotion, depression, labor pain, sleep disorder, migraine, tension, and vomiting, pain, and fatigue after operation. Lemon, ginger, and peppermint oil was good for nausea. Based on the findings, this study derived applied body parts, methods of use, and period of use in aromatherapy. However, most aromatherapy was used for patients in the nursing and medical fields in the simple form of inhalation and local massage. This study will suggest a standard ground that aromatherapy is good for pain, colic pain, and tension in a short period but needs a long period for the efficacy of psychological and neurological symptoms.

Suggestion on the Key Factors of Smart Education (스마트교육의 핵심요소에 대한 제안)

  • Lee, Sung-Keun;Ryu, Heuisu
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.101-113
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    • 2013
  • The rapid spread of smart devices initiated by the launch of iPhone and the development of state-of-the-art communication technology have opened up a new chapter for today's age, accelerating a paradigm shift. It is defined as 'the smart era' that is characterized by a DNA of mobile. The meaning of the term 'smart' depends on in which field it is used and who uses it, but the term is basically based on 'human being,' namely people. Accordingly, people should take the initiative in this smart era, and what only people can do will become more important for that reason. In addition, there will be a drastic progress in today's technology, which is expected to make human life more convenient and to even make it possible to read human sentiment and emotion. Such social changes have affected education as well, and the education sector is making preparations for the introduction of 'smart education,' as there is a consensus that an absolutely new paradigm shift is mandatory. Smart education is not merely to introduce smart devices, ICT technology and SNS in education. New competent people are required in globalization age, and smart education is to attempt a new education to nurture new competent people. In this study, 4C (that were creativity, collaboration, contents and curation) were suggested as the key factors of smart education, and in which direction smart education should be led in our country was discussed.

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Emotional and Behavioral characteristics of Early Childhood comparing Alpha wave and Beta wave Asymmetry at Prefrontal Lobe and with BIS/BAS (전전두엽 알파(α)파·베타(β)파 비대칭과 BIS/BAS에 기초한 유아들의 정서·행동 특성)

  • Lim, Hyun-Soon;Chae, Myung-Shin;Park, Pyong-Woon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.6
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    • pp.2588-2597
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    • 2011
  • The EEG asymmetry of prefrontal lobe has been researched to analyze the affect such as depression or anxiety and the behavioral characteristics such as BIS(Behavioral Inhibition System)/BAS(Behavioral Activational System) on the basiss of alpha band. However there has been several proposals about the importance of beta asymmetry pointing out the limitation of alpha asymmetry. Here, for 44 numbers of 4-year-old children, by comparing alpha asymmetry and beta asymmetry with BIS/BAS results respectively, we propose the way to classify the characteristics of affect and behavioral trend. We also found that BIS is related with beta-asymmetry, while BAS is related with alpha-asymmetry. As for the affective trait, we use the alpha asymmetry following the other results. Our results seem to be consistent with the other results that the synapse formation of young children is more active at the hemisphere than the right hemisphere.

The Product Color Effect on Product Color Preference, Product Image and Product Attitude (제품의 색채가 제품의 색채선호도, 이미지, 태도에 미치는 영향)

  • Jang, Nam-Seo;Kim, Sae-Bum
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.79-88
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    • 2007
  • A company's plan to reform its products' image cannot obtain expected results unless a color plan is included in the reformation plan. A color plan is essential since color conveys to customers much information on function, shape, and material quality of the product. In other words, color is the essential dimension or criteria that customers use when evaluating the quality of goods. Despite the importance of a color plan, companies in Korea are still behind in researching and receiving 'color information' compared to those in more advanced countries. Recognizing the importance of products color, many international companies constantly make their efforts to predict trendy colors and preferred styles of customers before they develop products. It is suggested that domestic companies invest more in color infrastructure to be more successful in making products which can catch the customers' eyes and emotion. Different life styles by age, income level, and gender would be only a few of many factors to be investigated to build color plans for a product. In this study, it is attempted to see the color tendency of young generation by gender, and also to analyze empirically the influence of product's color on its image and customers' behavior. The results are analyzed with frequency analysis, cross tabulation analysis, T-test, one-way ANOVA using SPSS Win 12. The results of this study show that color preference, product image and product attitude are influenced by product's color, and color is an important factor for forming additional emotional value together with the product's original functional value. Judging from the findings, it is recommended that a company undertake careful research before developing a product to find out how customers respond differently to products in different colors especially when the product belongs to the product category where color is considered to be a determinant factor in terms of choosing a brand.

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The Association of Auditive and Visual Meanings in (영화 <이미테이션 게임>에 나타난 청각적·시각적 의미의 연합)

  • Ahn, Soo Hwan
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.83-92
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    • 2021
  • The goal of this paper is to explore the relationship between visual and auditive meanings of the film "The Imitation Game"(2013) which is directed by Morten Tyldum, and with music composed by Alexandre Desplat. The author accepted Zwikowski's idea of analyzing how film music and visual information created a chemical and meaningful signal for the audience. Lawrence Zbikowski has used Conceptual Integration Networks (CIN), devised by Golles Fauconnier and Mark Turner, to analyze latent meanings which was produced by the association of visual and auditive meanings. Therefore, The author applied the CIN analyzing methodology to the research combination of music and imagery in "The Imitaion Game." Desplat, the composer, has used aeolian instead of tonality to represent the main character. The aeolian melodic line was changed to create a similar atmosphere of imagery and narratives. The irregular time and minor chord was associated with unstable emotion and familiar intervals, while the major chord was associated with stable feelings. Desplat also applied instrumental diversity and extreme changes of dynamic to create positive or negative cognition. The author, therefore, found how the meanings of auditive materials and visual information combined and emphasized encoded messages in the film.

The Study on the Relationships between Team Leader's Emotional Intelligence and Subordinate's Organizational Attitude, Behavior Focused on Examining the Mediated Effect of Leader Trust (상사신뢰의 매개효과에 따른 팀장의 감성지능이 부하의 태도 및 행동에 미치는 영향력 분석)

  • Kim, Sung-Eun
    • Management & Information Systems Review
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    • v.31 no.2
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    • pp.199-230
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    • 2012
  • This study introduced trust dimension as a mediating variable and analyzed in order to investigate the empirical mechanism on the process of leader's emotional intelligence which is a emotional factor to produce organizational effectiveness. Based on the empirical analysis, first of all, this study found whether the team leader's emotional intelligence gives an influence on the subordinate's trust in leader. Secondly, this study examined the multidimensionality of trust by selecting subordinate's cognition-based trust and affect-based trust on the team leader as mediating variables between team leaders's emotional intelligence and subordinate's affective commitment, organizational citizenship behavior. I found the theoretical implications based on this study; first, from the view on cognition-based and emotion-based trust, the integrated verification of the process of the trust in leader as a mediating role, second, verification of the relationship between leader's emotional intelligence and trust in leader which was not studied before, third, the methodological try to prevent from the common method bias problem through the evaluation of a team leader on a subordinate's organizational citizenship behavior. This study also suggested the ways to apply those theoretical implications to human resource management.

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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.

A Comparative Study on the Differences in Cultural Attributes of Gamification between Korea and Austria (게이미피케이션 요소의 문화적 차이에 대한 한국-오스트리아 비교 연구)

  • Kim, Jongwoo;Kim, Sangwook
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.1
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    • pp.109-122
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    • 2018
  • Gamification is receiving much attention from a variety of fields of life as it has tremendous potential to help people get experienced with 'fun' by the elements of game mechanism and thus attract their voluntary participation eventually to reach the state of 'flow'. Some studies examined this process with a focus the relationship between game elements and flow while others regarded the game elements as fun elements and discussed the relationship between fun and flow. However, starting from the fact that the fundamental reason humans play a game is for fun and fun is in turn induced through game elements, our study defines fun as an emotion and uses it a factors are also introduced as control variables for the study on the belief that game elements affecting fun will apparently vary depending on the cultural dimensions. This study confirms that difference exists in correlations between game element, fun, and flow, depending on the different cultural settings. By comparing samples from Korea and Austria, each representing the east and the west respectively, it was found that 'social fun' affects flow and both 'relationship' and 'reward' are in turn affecting social fun in case of Korea. On the other hand, Austrian case reveals that cognitive fun affects flow and game elements affecting cognitive fun are 'story' and 'reward'.

Effective PPG Signal Processing Method for Detecting Emotional Stimulus (감성 자극 판단을 위한 효과적인 PPG 신호 처리 방법)

  • Oh, Dong-Gi;Min, Byung-Seok;Kwon, Sung-Oh;Kim, Hyun-Joong
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.5C
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    • pp.393-402
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    • 2012
  • In this study, we propose a signal processing algorithm to measure the arousal level of a human subject using a PPG(Photoplethysmography) sensor. From the measured PPG signals, the arousal level is determined by PPI(Pulse to Pulse Interval) and discrete-time signal processing. We ran psychophysical experiments displaying visual stimuli on TV display while measuring PPG signal from a finger, where the nature landscape scenes were used for restorative effect, and the urban environments were used to stimulate the stress. However, the measured PPG signals may include noise due to subject movement and measurement error, which results in incorrect detections. In this paper, to mitigate the noise impact on stimulus detection, we propose a detecting algorithm using digital signal processing methods and statistics of measured signals. A filter is adopted to remove a high frequency noise and adaptively designed taking into account the statistics of the measured PPG signals. Moreover we employ a hysteresis method to reduce the distortion of PPI in decision of emotional. Via experiment, we show that the proposed scheme reduces signal noise and improves stimulus detection.