• Title/Summary/Keyword: understanding of emotions

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Designing female-oriented computer games: Emotional expression

  • Shui, Lin-Lin;Lee, Won-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.75-86
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    • 2010
  • Recently, as the number of female players has increased rapidly, the electronic gaming industry has begun to look at ways to appeal to the largely untapped female market. According to the latest game market investigative report by China Internet Network Information Center (CNNIC), the total number of game players in China increased by 24.8% in 2009, reached 69,130,000 people, and 38.9% of them are female players. This growth in the number of female player is corroborated by a series of investigative reports from IResearch Company in Shanghai, China: from 2003 to 2009, the number of female players grew from 8% to more than 49%. Therefore, no matter how much attention the game production companies have given to male players or how they have ignored the female players before, the companies would be sensible to face up this reality and adjust their marketing policy a bit more. This article analyzes gender preferences in video games which shows that male players are more likely to be attracted to elements of aggression, violence, competition and fast action in electronic game-playing, while female players are drawn to emotional and social aspects of the games such as an understanding of character relationships. The literatures cited indicates that female players also show apparent preference for games with familiar environments, games that allow players to work together, games that have more than one way to win, and games in which characters do not die. It also discusses the characteristics of female-friendly games from the aspect of emotion, pointing out that the simulation games involving pet, dressing-up, and social simulation games are very popular with female players. Because these are the most suitable game types to fill with emotions of love, share, jealousy, superiority, mystery, these are absolutely attractive to female players. Finally, in accord with the above, I propose some principles of designing female-oriented games, including presenting a good-looking leading character, making the story interesting with "live" NPCs(Non-Playing Characters), and finding ways to satisfy female nature instincts such as taking care of others and the inborn interest of classifying and selecting.

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Study on the integrative application program for cultivating primary school students' personal relationship skills (초등학생들의 대인관계 기술 함양을 위한 통합적 적용방안 연구)

  • Choi, Bokhee
    • The Journal of Korean Philosophical History
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    • no.25
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    • pp.71-71
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    • 2009
  • This study aims to provide a theoretical base for making a character education program on "how primary school students to cultivate their own right and good-minded characters." This study consists of three approaches: 1) an integrative approach based on the social and emotional learning, 2) development of integrative programs articulating three key domains directly and indirectly influencing students' character formation - school, family and local community(society), 3) maximum use of the educational institutes' moral education curriculums and the potential curriculums in the surrounding environment. In concrete, by specializing "social awareness and relationship skills" from various social and emotional ones, this study suggests an integrative program for the character education based on the theory of virtue in the Eastern philosophy. To develop such an Eastern philosophy-based integrative program for the cultivation of the social awareness and personal relationship skills, this study applies some virtue items of Eastern Ethics: for examples, 'rectification of the name(正名)' to improve skills for rational choice on the awareness and performance of social roles, 'empathy(忠恕)' to enhance the ability to share another person's feelings and emotions as if they were my own, 'reflect and seek in oneself(反求諸己)' to solve conflicts in peace and self-reflection, 'difficulty with countenance(色難)' to respond to others by understanding their situations and characters, 'select and follow good qualities of others and reform their bad qualities(擇其善者而從之, 其不善者而改之)' to make good results from various forms of personal relationship, and 'keep same respect as at first to old acquaintance(久而敬之)' to maintain good and emotional relationships. In particular, by underlining 'rectification of the name(正名)' and 'reflect and seek in oneself(反求諸己)', this study attempts to develop an alternative integrative program articulating three domains of school, family and local community.

Fun of Animation-on the Correlation among the Perceptive fun, the Cognitive fun and the Psychological fun (애니메이션의 재미 - 감각적 재미, 인지적 재미, 심리적 재미의 상관관계)

  • Sung, Re-A
    • Cartoon and Animation Studies
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    • s.33
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    • pp.99-126
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    • 2013
  • This study is meant to be seeing how fun of animation works by reviewing it theoretically and coordinating it to suggest the structure which integrates fun of animation and validates the proposed fun model. After reviewing fun theoretically, the fun of animation could be able to coordinate that fun of animation is consist of perceptive fun, cognitive fun, and psychological fun. Perceptive fun is induced by visual, auditory and other sensory information and it is directly affected the image, sound, and movement. Cognitive fun can be obtained by reasoning and interpretation to mobilize their knowledge with sensuously perceived stimulation and it is directly affected the story. Psychological fun occurs when the audience see the animation. The psychological fun is the psychological emotional state when the audience watches animation by relieving psychological congestion. It consists of fun of unfamiliarity or identification. By suggesting research model and validating it how the perceptive fun, cognitive fun, and psychological fun affects each other, perceptive fun enhances cognitive fun and psychological fun. Although cognitive fun enhances psychological fun, cognitive fun enhances psychological fun twice than perceptive fun. Also when perceptive fun affects psychological fun, cognitive fun shows the indirect effect as a parameter. In conclusion, perceptive fun affects psychological fun directly and be enhanced through cognitive fun. Fun of animation can be experienced when perceptive fun caused by accepting sensory information of animation instantly, cognitive fun caused by interpretation and understanding sensory information of animation, and psychological fun caused by relieving psychological identity through recognition fuses and acts as one. An animation emphasized a certain element is difficult to be loved by the audience. In this reason, an harmonical combination among the elements of story, image, sound and movement are important to combinate harmoniously for a successful animation to make the audiences fun by arising funny emotions.

Is it a Smile or Ridicule? Understanding the Positivity of Smile Emoticons between High and Low Status Teenagers in Online Games (미소인가? 조소인가?: 온라인 게임에서 지위가 높은 청소년과 낮은 청소년의 웃음 이모티콘 긍정성 이해 차이)

  • Lee, Guk-Hee
    • Science of Emotion and Sensibility
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    • v.24 no.3
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    • pp.3-16
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    • 2021
  • Studies have found that people with higher social status pay little attention to other people's emotions and facial expressions. However, only a few studies have made similar observations on adolescents with high cyberspace social status. Therefore, this study sought to identify how adolescents with different online game character social statuses interpreted the smile emoticons in negative and positive situations, that is, did they perceive the emoticon to be positive (smile, encouragement, and consolation) or negative (derision, ridicule, and sarcasm). In Experiment 1, the participants were separated into three groups; those who had a lower than global average online game character status, those who had the same as the global average, and those who had higher than the global average. The participants were then asked to judge the meaning of the smile emoticon received in various positive or negative situations. In Experiment 2, the game character levels of the participants were set to be either higher or lower than the others' characters, and they were again asked to judge the meaning of the smile emoticon received in the positive or negative situations. In Experiment 3, the participants were separated into four groups; lower level than the average game character status (no information on the level of acquaintance's game character), lower than the average but higher than the character of the other, higher than the average status (no information on the other's character level), and higher than the average but lower than the character of the other, and asked to judge the meaning of the smile emoticon in positive or negative situations. It was found that when participants had a lower-level character compared to the average, had a lower-level character than the other, and had higher than the average but lower than the other's character, they interpreted the smile emoticon as derision, ridicule, or sarcasm. However, participants with higher level characters, higher than that of the other, and lower than the average but higher than the other interpreted the emoticon as a smile or consolation. This study was significant because it demonstrated the impact of an adolescent's social cyberspace status on their online communication.

A study on the self-concept and the appearance management behavior in middle school students' (중학생의 자아개념과 외모관리행동 연구)

  • Lee, Jin-Young;Wee, Eun Hah
    • Journal of Korean Home Economics Education Association
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    • v.25 no.3
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    • pp.19-38
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    • 2013
  • This study focuses on the differences in general self-concept, academic self-concept, significant others self-concept and emotional-physical self-concept in relation to appearance management behavior. It goes on to show that appearance management behaviors such as styles in clothing, makeup, skin care, hair care, cosmetic surgery and body shaping, weight control management are strongly influenced by self-concept. Therefore, this study was carried out with the aim of providing basic understanding and information on the appearance management behavior of middle school students. It was also done in an effort to find ways of improving the self-concept of students through education as a part of the domestic science curriculum. The results obtained in this study are as follows: On average, the middle school students who took part in this study showed low self-concept and appearance management behavior which indicates a negative image of themselves. This suggests that efforts need to be made so that students can see themselves in a positive way and improve their self-concept through appearance management behavior. Middle school students with a positive self-concept try to present themselves by keeping their skin clean and their hair attractive. They express their self-esteem and personality through fashion and by keeping and maintaining their clothing, shoes and bags. They also tend to show a positive attitude towards their studies and are more likely to understand and get along with others. The students who showed positive attitudes towards their bodies and emotions have a higher interest in clothing and try to express the image that they want for themselves. They are also less likely to change their bodies unnaturally through cosmetic surgery and body shaping. Appropriate appearance management behavior can help middle school students see themselves in a more positive way.

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Analysis of the Time-dependent Relation between TV Ratings and the Content of Microblogs (TV 시청률과 마이크로블로그 내용어와의 시간대별 관계 분석)

  • Choeh, Joon Yeon;Baek, Haedeuk;Choi, Jinho
    • Journal of Intelligence and Information Systems
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    • v.20 no.1
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    • pp.163-176
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    • 2014
  • Social media is becoming the platform for users to communicate their activities, status, emotions, and experiences to other people. In recent years, microblogs, such as Twitter, have gained in popularity because of its ease of use, speed, and reach. Compared to a conventional web blog, a microblog lowers users' efforts and investment for content generation by recommending shorter posts. There has been a lot research into capturing the social phenomena and analyzing the chatter of microblogs. However, measuring television ratings has been given little attention so far. Currently, the most common method to measure TV ratings uses an electronic metering device installed in a small number of sampled households. Microblogs allow users to post short messages, share daily updates, and conveniently keep in touch. In a similar way, microblog users are interacting with each other while watching television or movies, or visiting a new place. In order to measure TV ratings, some features are significant during certain hours of the day, or days of the week, whereas these same features are meaningless during other time periods. Thus, the importance of features can change during the day, and a model capturing the time sensitive relevance is required to estimate TV ratings. Therefore, modeling time-related characteristics of features should be a key when measuring the TV ratings through microblogs. We show that capturing time-dependency of features in measuring TV ratings is vitally necessary for improving their accuracy. To explore the relationship between the content of microblogs and TV ratings, we collected Twitter data using the Get Search component of the Twitter REST API from January 2013 to October 2013. There are about 300 thousand posts in our data set for the experiment. After excluding data such as adverting or promoted tweets, we selected 149 thousand tweets for analysis. The number of tweets reaches its maximum level on the broadcasting day and increases rapidly around the broadcasting time. This result is stems from the characteristics of the public channel, which broadcasts the program at the predetermined time. From our analysis, we find that count-based features such as the number of tweets or retweets have a low correlation with TV ratings. This result implies that a simple tweet rate does not reflect the satisfaction or response to the TV programs. Content-based features extracted from the content of tweets have a relatively high correlation with TV ratings. Further, some emoticons or newly coined words that are not tagged in the morpheme extraction process have a strong relationship with TV ratings. We find that there is a time-dependency in the correlation of features between the before and after broadcasting time. Since the TV program is broadcast at the predetermined time regularly, users post tweets expressing their expectation for the program or disappointment over not being able to watch the program. The highly correlated features before the broadcast are different from the features after broadcasting. This result explains that the relevance of words with TV programs can change according to the time of the tweets. Among the 336 words that fulfill the minimum requirements for candidate features, 145 words have the highest correlation before the broadcasting time, whereas 68 words reach the highest correlation after broadcasting. Interestingly, some words that express the impossibility of watching the program show a high relevance, despite containing a negative meaning. Understanding the time-dependency of features can be helpful in improving the accuracy of TV ratings measurement. This research contributes a basis to estimate the response to or satisfaction with the broadcasted programs using the time dependency of words in Twitter chatter. More research is needed to refine the methodology for predicting or measuring TV ratings.