• Title/Summary/Keyword: persona effects

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Increasing Persona Effects: Does It Matter the Voice and Appearance of Animated Pedagogical Agent

  • RYU, Jeeheon;KE, Fengfeng
    • Educational Technology International
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    • v.19 no.1
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    • pp.61-91
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    • 2018
  • The animated pedagogical agent has been implemented to promote learning outcomes and motivation in multimedia learning. It has been claimed that one of the advantages of using pedagogical agent is persona effect - the personalization or social presence of pedagogical agent can enhance learning engagement and motivation. However, prior research is inconclusive as to whether and how the features of the pedagogical agent have effects on the persona effect. This study investigated whether the similarity between a pedagogical agent and the real instructor in terms of the voice and outlook would improve students' perception of the agent's persona. The study also examined the effect by the size of pedagogical agent on the persona perception. Two experiments were conducted with a total of 115 college students. Experiment 1 indicated a significant main effect of voice on the persona perception. Experiment 2 was conducted to examine whether the size of pedagogical agent would affect the voice effect on the persona perception. The results showed that the instructor-like voice yielded higher persona perception regardless of the pedagogical agent's size. Overall, the study findings indicated that the similarity in voice positively fostered the agent's persona.

An Anti-Bias Education Program Using Persona-Doll : Effects On Children's Handicap-Acceptance Attitudes (사연있는 인형을 활용한 반편견교육 프로그램이 유아의 장애수용태도에 미치는 효과)

  • Choi, Youn Ja;Lee, Yeung Suk
    • Korean Journal of Child Studies
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    • v.22 no.3
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    • pp.195-209
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    • 2001
  • The purpose of this study was to identify differences by gender and experimental treatment in the effectiveness of an anti handicap-bias program using a persona doll. The subjects were 60 kindergarten children of middle socio-economic status in Kyunghi Province, S. Korea. Treatment effects showed that the handicap-acceptance attitude scores of the experimental group were higher than those in the control group, and there were no significant differences in handicap-acceptance attitudes between boys and girls. Young children perceived the persona doll as a soul and a playmate and showed close attachment to it. They recognized the story of the persona doll as fact rather than fiction.

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The Impact of Gesture and Facial Expression on Learning Comprehension and Persona Effect of Pedagogical Agent (학습용 에이전트의 제스처와 얼굴표정이 학습이해도 및 의인화 효과에 미치는 영향)

  • Ryu, Jeeheon;Yu, Jeehee
    • Science of Emotion and Sensibility
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    • v.16 no.3
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    • pp.281-292
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    • 2013
  • The purpose of this study was to identify the effect of gesture and facial expression on persona effects. Fifty-six college students were recruited for this study, and non-verbal communication skills were applied to a pedagogical agent with gesture (conversational vs. deictic) and facial expression. The conversational gesture may have relationship with social interaction hypothesis of pedagogical agent while the deictic gesture may have relationship with attentional guidance hypothesis. The facial expression can be assumed to facilitate the social interaction between the pedagogical agent and learners. Interestingly, the conversational gesture group showed a tendency of outperforming the deictic gesture group. It may imply that the social interaction theory has a strong impact on cognitive support as well as social interaction for learners. There was a significant interaction effect on the engagement when both of facial expression and conversational gesture were applied. This result has two implications. First, facial expression can facilitate the persona effect for engagement.

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A study on the impact of persona-style consumer analysis on corporate R&D (페르소나 방식 소비자분석이 기업의 R&D에 미치는 영향)

  • Wookwhan Jung;Jinho Ahn
    • Journal of Service Research and Studies
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    • v.12 no.3
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    • pp.60-69
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    • 2022
  • In this study, to verify the effectiveness of the persona-type consumer analysis data service, a study was conducted focusing on the consumer analysis service use case of www.ethno-mining.com. The case was targeted at the 'Small Business Design Difficulty Resolving Support Project' of the Gangwon Institute of Design Promotion. The progress of this study was to develop a questionnaire to measure the user satisfaction and effectiveness of the service, study the consumer analysis data of the persona method of the www.ethno-mining.com system, study related theories, compare similar services, and conduct questionnaires; The results were analyzed and tested. In the result of testing the participants in the 'Small Business Design Difficulty Resolving Support Project' of the Gangwon Design Promotion Institute, the persona-style consumer analysis data got a positive response in terms of user satisfaction, and a regression that measures the effectiveness of the service on the company's R&D In the analysis, it was found that there are practical effects for companies by reducing time, reducing costs, smooth communication between developers, securing expertise in consumer analysis, and improving the overall quality of R&D during R&D.

The Effects of Pedagogical Agents Realism on Persona Effect and Cognitive Load Factors in Cross-use of Printed Resources and Mobile Device (인쇄자료를 활용한 모바일 학습에서 에이전트의 사실성 수준이 의인화 효과 및 인지부하요인에 미치는 영향)

  • Ryu, Jee-Heon;Yu, Jee-Hee
    • The Journal of Korean Association of Computer Education
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    • v.15 no.1
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    • pp.55-64
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    • 2012
  • The purpose of this study is to identify how realism of pedagogical agent can have impacts on persona effect and cognitive load factors. Eighty-two college students participated, and the independent variables of this study were the degree of image details and presence of gesture. The degree of image details were picture, illustration, and line-drawing. The $3{\times}2$ factorial design was applied. There was a significant interaction effect on the engaging of agent persona instrument. When the learners were under the condition of line-drawing agent without gesture, they showed the highest score on engaging of the agent persona instrument. Regarding the cognitive load factors, when learners under the condition of line-drawing showed the highest score of self-evaluation.

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Hardy's Laodiceanism: Dare's Role in A Laodicean

  • Kim, Donguk
    • Journal of English Language & Literature
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    • v.64 no.4
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    • pp.551-564
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    • 2018
  • Laodiceanism is the blueprint from which Hardy draws one of his most ingenuous effects: the creating of a Laodicean around which the novel constructs its ambiguity. Hardy's command of "ingenuity" joins both the leading heroine Paula and the minor character Dare into the same category of a Laodicean. Alongside Paula, Dare is the most important ingredient in the novel in that he acts as an enigmatic persona defying the reader's attempts to establish a coherent type. This paper aims to offer a close reading of Dare's life story, which is chosen for discussion as he has been deemed as a simple functionary and thus apparently escaped serious critical notice thus far. It is stressed that the structure of sensations Dare embodies is fascinating in the sense that it is a locus where the coexistence of both meaning and nonmeaning would not amount to harmonious peace or stability so much as permits the impossibility of single and central significance. In this coexistence is inscribed a notion that the binaries in opposition are endlessly inter-mingled in dialogic tension, which is the hallmark of Laodiceanism that Hardy aims to present through the creation of Dare.

Metaverse Fashion Design Characteristic Comparison Analysis -Focused on Asian Platforms that are Popular in the Republic of Korea-

  • HeeSeon Kim
    • Journal of Fashion Business
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    • v.27 no.6
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    • pp.85-98
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    • 2023
  • People nowadays must adapt to and live with a new software idea known as the "Metaverse" due to an inevitable shift in lifestyle brought on by pandemic effects. However, since the Covid-19 became an endemic, the enthusiasm towards the metaverse platform decreased significantly. But the potential of the metaverse remains a significant area of interest. Experiencing developments in technology can serve as a substantial lesson for the future. Notable metaverse platforms in the Republic of Korea so far include domestic companies such as ZEPETO, IFLAND, ZEP, and the Singaporean company BONDEE. Various metaverse platforms are being launched, and various studies are proceeding. However, there is still value in research specifically analyzed in the field of fashion. In this study, by comparing and analyzing the fashion design on the metaverse platforms ZEPETO, IFLAND, ZEP, and BONDEE, which are well-known in the Republic of Korea, metaverse fashion can be categorized into three types: 'Daily Type,' 'Costume Type,' and 'Unrealistic Type.' Analyzing these types revealed three characteristics of metaverse fashion design: realizable, playfulness, and expressiveness. This study holds significance in gaining foresight and a consistent interest in metaverse fashion by comparing and analyzing the fashion designs of well-known metaverse platforms in Korea.

User Behavior Model Based on Shooting Photograph Interaction for Funology ; Focused on 'PhoDoSee' Kiosk (퍼놀로지를 위한 사진 촬영 인터랙션 기반에서의 사용자 행태 모델 ; '포도씨' 키오스크를 중심으로)

  • Kim, Hanjae;Kwon, Jieun
    • Cartoon and Animation Studies
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    • s.36
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    • pp.643-667
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    • 2014
  • Recently, shooting photographs have become highly popular among general public and been used by various media such as digital camera, mobile, and kiosk. We could find that users prefer to Funology which is combined by fun and hardware technology on emotional point of view. Shooting photographs attracts user participation and makes effect of design to expand. The goal of this study is to classify user actions in a electronic kiosk which includes digital photography function based on the perspective of Funology and to bulit user behaviors model. Therefore user group model will be defined, and then interaction design guidelines of shooting photographs will be proposed. For this research, first of all, the concepts of Funology and user interaction with taking photographs are classified to three types which is based on literature investigation. Secondly, "Phodosee" kiosk is examined with Funology design elements which have been categorized beforehand. Then user's behaviors which are shown their interaction with "Phodosee" kiosk are observed and analyzed using video ethnography based on Funology perspectives. Finally, four persona models are suggested based on user's behaviors as follows; 1) to avoid being taken photography, 2) to try to shoot photography, 3) to participate shooting photography and 4) to lead others to take photography. To summarize this study, effects and limitations of Funology design elements using digital photography are discussed and guideline is suggested to improve user experience design.

UX Elements and Effects of Fashion Shopping Apps Based on Multipersona Characteristics of MZ generation (MZ세대의 멀티퍼소나 특성을 반영한 패션 쇼핑 앱의 UX 요소에 대한 연구)

  • Lee, Se-Yeon;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.8
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    • pp.123-129
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    • 2021
  • MZ Generation has multipersona and characteristics that create various egos depending on the situation, and fashion styling is also expressed differently by each persona. Thus, this study investigates how to provide a multipersona or characteristic user experience to fashion shopping applications. Traditional fashion shopping apps, which focus on items, colors, and advertisements, have difficulty solving the problems of MZ generation fashion, so it is necessary to actively utilize their characteristics. We investigate the definitions and characteristics of multipersona and generation MZ, and identify the shopping behavior of generation MZ through prior research. We also analyze cases and improvements that indirectly utilize multipersona in fashion shopping apps. Four UX elements were derived through user interviews to identify needs and It was possible to derive positive effects, such as providing a shopping experience by forming one's own fashion characters in a personalized fashion beyond the existing fashion recommendation frame, which helps to worry about styling and gives a different experience.

Counseling on Astrology on the Self-awareness Change of Youth at Risk (아스트롤로지를 활용한 상담과 위기 청소년의 자기인식 변화)

  • Lee, Young-Suk;Park, Sun-Sook
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.272-284
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    • 2014
  • This study is to reveal the significant value of astrology as a counseling tool beyond its unscientific means in prophecy and counseling effects on changes in adolescents' self-awareness with astrology. In astrology, personal self-awareness is related to the nature of the sun and the public self-awareness is associated with ascendants, or the persona. In addition, the location of the moon that governs emotion and basic and peripheral aspects of polarity, quality, and elements are analyzed to be applied to the scene of consultation in relation of social unrest. For this study, 24 subjects were selected randomly at the Youth Support Center in Gyeongsangnam-do city C who referred to be showing social maladjustment, problematic behaviors and so under probation. The subjects were divided into the experimental group (12) and control group (12). To measure the affects of astrology-utilized consultation and to assess changes of self-awareness and its sub-factors, analysis of variance was conducted repeatedly and statistically validated with the difference between the group (experimental, control) and test(pre, post). As the results, it was proven that the consultation using astrology is affective on increasing adolescents' self-awareness and it can be understood that astrology has a meaningful value as a consultation tool in the aspects of social science.