• Title/Summary/Keyword: 감성사회

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Application of Emotional Video Contents Using Car Windows (자동차 윈도우를 활용한 감성 영상콘텐츠 적용 방안)

  • Jung, Su-Young;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.37-46
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    • 2014
  • Industrialization and urbanization have led automobiles to transform into more than just modes of transportation; they have become daily necessities as well as extensions of living spaces where a variety of activities can be done and automotive applications of the latest information technology are accelerated. Though material abundance has increased in the modern society, the conflicts and the stress emerging from a social structure focused on competition have increased as well. Such lifestyles generate a need for personal space and media content for healing the body and the mind. This research explores the automotive application of video content with the goal of refreshing the minds of the passengers. To this end, previous studies have investigated the emotional effect of videos, focusing on the responses of diverse groups of adults (age group of 20 to 60) who frequently used automobiles, which had video displays installed in them. The results showed that watching video contents on a full window inside a car influenced the creation of positive feelings7 and emotional satisfaction. The research attempts to study the methods of providing video contents and the effects of watching them that could aid the emotional well-being of passengers, and presents the possibility of emotional satisfaction created by a convergence of cars and multimedia contents in the future.

The Relationship Among Early Maladaptive Schema, Emotional Dysregulation, and SNS Addiction (초기 부적응 도식, 정서조절곤란, 그리고 SNS 중독의 관계)

  • Kim, Sue-Sung;Lee, Young-Soon;Kang, Jungsuk
    • Science of Emotion and Sensibility
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    • v.20 no.2
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    • pp.33-44
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    • 2017
  • The ultimate purpose of psychotherapy is to identify covert causes of a psychological problem and then to modify and change the causes. The goal of this study is also to make contribution to SNS addiction intervention program development through exploring the covert causes of SNS addiction which recently became social issue. Previous research identified such overt causes of SNS addiction as maladaptive self-concept (e.g., low self-esteem), maladaptive personality (e.g., strong narcissism) and strong negative emotions (e.g., high level of anxiety). Based on previous research, the study explored early maladaptive schema (i.e., cognitive dimension) and emotion dysregulation (i.e., emotional dimension) as the covert causes of SNS addiction and conceptually developed psychological maladaptive mechanism of 'early maladaptive schema ${\rightarrow}$ emotion dysregulation ${\rightarrow}$ SNS addiction.' As a result of a survey with respondents in their 20's who are at high risk for SNS addiction, the mechanism was confirmed for females. However, a significant relationship of 'early maladaptive schema ${\rightarrow}$ SNS addiction' was found for males. The findings offer an implication that interventions of early maladaptive schema for males and females in their 20's and interventions of emotion dysregulation for females in their 20's can fundamentally help cure their SNS addiction.

Walking Intention Detection using Fusion of FSR and Tilt Sensor Signals (저항 센서와 기울기 센서의 융합에 의한 보행 의도 감지)

  • Jang, Eun-Hye;Chun, Byung-Tae;Lee, Jae-Yeon;Chi, Su-Young;Kang, Sang-Seung;Cho, Young-Jo
    • Science of Emotion and Sensibility
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    • v.13 no.3
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    • pp.441-448
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    • 2010
  • In the aging society, the walking assist robot is a necessary device for being able to help the older and the lower limb disabled people to walk. In order to produce a convenient robot for the older and the lower limb disabled, it is needed for the research to detect the implicit walking intention and to control robot by a user's intention. This study is a previous study to develop the detection model of the walking intention and analyze the user's walking intention while a person is walking with Lofstrand crutches, by the combination of FSR and tilt signals. The FSR sensors attached user's the palm and the soles of foot are sensing force/pressure signals from these areas and are used for detecting the walking intention and states. The tilt sensor acquires roll and pitch signal from area of vertebrae lumbales and reflects the pose of the upper limb. We can recognize the user's walking intention such as 'start walking', 'start of right or left foot forward', and 'stop walking' by the combination of FSR and tilt signals can recognize.

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Difference in visual attention during the assessment of facial attractiveness and trustworthiness (얼굴 매력도와 신뢰성 평가에서 시각적 주의의 차이)

  • Sung, Young-Shin;Cho, Kyung-Jin;Kim, Do-Yeon;Kim, Hack-Jin
    • Science of Emotion and Sensibility
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    • v.13 no.3
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    • pp.533-540
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    • 2010
  • This study was designed to examine the difference in visual attention between the evaluations of facial attractiveness and facial trustworthiness, both of which may be the two most fundamental social evaluation for forming first impressions under various types of social interactions. In study 1, participants were asked to evaluate the attractiveness and trustworthiness of 40 new faces while their gaze directions being recorded using an eye-tracker. The analysis revealed that participants spent significantly longer gaze fixation time while examining certain facial features such as eyes and nose during the evaluation of facial trustworthiness, as compared to facial attractiveness. In study 2, participants performed the same face evaluation tasks, except that a word was briefly displayed on a certain facial feature in each face trial, which were then followed by unexpected recall tests of the previously viewed words. The analysis demonstrated that the recognition rate of the words that had been presented on the nose was significantly higher for the task of facial trustworthiness vs. facial attractiveness evaluation. These findings suggest that the evaluation of facial trustworthiness may be distinguished by that of facial attractiveness in terms of the allocation of attentional resources.

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The Relationship Between Older Drivers' BIS/BAS and Life Satisfaction: Mediating Effects of Mobility and Affectivity (고령운전자의 접근/회피동기와 삶의 만족 사이의 관계: 이동성과 정서성의 매개효과)

  • Joo, Mijung;Lee, Jaesik
    • Science of Emotion and Sensibility
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    • v.17 no.4
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    • pp.29-40
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    • 2014
  • The positive relationship between older driver's mobility and life satisfaction is well established(e. g., Collins, 2008). The present study showed that this relationship can be changed by older drivers' motivation, aspects of mobility, and affectivity. Specifically, this study examined whether aspects of mobility(amount of driving measured by travel distance and time: 'AD' or amount of driving for social activity: 'DSA') can be differed as a function of approach/avoidance motivation(measured by BIS/BAS scale, Carver et al., 1994) and positive/negative affect(PA/NA; measured by SPANAS, Diener et al., 2009) mediate the relationship between the aspects of mobility and life satisfaction(measured by SWLS, Diener et al., 1985). Self-reported scores of the variables of 132 older drivers(ages of over 65) were analyzed using correlation analysis and path analysis. The results can be summarized as followings. First, the older driver's BAS was found to be positively related to DSA, but BIS was negatively to AD. In particular, DSA positively mediated the relationship between BAS and PA. Second, PA, in turn, positively mediated the relationship between DSA and life satisfaction. The results can provide useful insights to understand the relationship between older driver's driving property, motivation, affectivity and life satisfaction.

The Online Game World as a Product and the Behavioral Characteristics of Online Game Consumers as Role Player (상품으로서의 온라인 게임 세계와 역할 놀이자로서의 온라인 게임 소비자의 행동특성)

  • 황상민;김지연;임정화
    • Science of Emotion and Sensibility
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    • v.7 no.3
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    • pp.37-50
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    • 2004
  • This study attempted to explore how online game is endowed new meaning and function and changed into totally different product in result by recognition and consuming behavior(game activity) of game users. The subjects of this study are famous Internet based online games called 'Lineage' and 'EverQuest'. These two online games are physically similar games. Both are MMORPG and community-based games. While Lineage became a cyber world as a part of the real world, EverQuest was a game product. This study explored the recognition of garners about game world and different consuming behavior pattern(game activity pattern) in game world made by different recognition of online game. The result from exploring the differences in the recognition of game world showed Lineage garners regarded Lineage world as another living space or a part of real world they can explore and express psychological need and self-identity or self-image and live through diverse activities. But EverQuest garners regarded EverQuest as a product for experience of fantasy world. The result from comparing the game consuming behaviors showed that different recognition of game world made the differences in the game consuming behavior. The results of the present study supported that the recognition of consumers about digital images or content poducts like online game can be different by the value and experience of consumer, and the different recognition make the different consuming behavior of similar or same products. The results supported that the meaning and value of digital images or digital content are endowed by consumers.

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ANS Responses Induced by Humor and Joy Using Audio-visual Film Clips (동영상 자극에 의해 유발된 유머 및 기쁨 정서에 따른 아동의 자율신경계 반응)

  • Jang, Eun-Hye;Sung, Soon-Im;Lee, Young-Chang;Eom, Jin-Sup;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
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    • v.10 no.2
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    • pp.263-271
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    • 2007
  • A review of recent studies indicates that positive emotions help buffer stress. In particular, humor is what only human can appreciate. Humor plays an important role in many facets of human life including psychological, social, and somatic functioning. This study is to identify children's ANS responses by humor or joy using audio-visual film clips. 49 male and female children (12-13 years) participated in this study. The participants were briefed on the experiment was its procedure. During the experiment, electrodes were attached to participant and middle fingers of left hands. Physiological responses(EDA, SKT, PPG and ECG) were measured for 30s both in the resting state and experiment state during which emotion provoking stimulus was presented for 2 min. Also, self-report on emotions was followed for 1 min. Results from the self-report showed that both humor and joy were evoked effectively among 89.3% of children. It explains that emotion-eliciting stimuli were effective and appropriate. ANS responses in both emotion were significant in three physiological variables (i.e., SCL, NSCR, LF). There was a significant difference between humor emotion and joy emotion, and both emotions were distinguishable by a specific ANS response pattern.

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A Study of the Basic Design for Smart Clothing based on Measurement of the Respiration (호흡 측정 기능의 스마트 의류를 위한 기초 디자인 연구)

  • Cho, Ha Kyung;Min, Se Dong
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.415-424
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    • 2012
  • According to introduction of Well-Being lifestyle and ageing society, vital sign monitoring system which can be continued measurement of vital sign has been increased their important in field of the healthcare. Under this trend, Respiration monitoring system has been studied and developed in a various way to apply continued monitoring and non-conscious monitoring system. But, Study of the respiration monitoring system based on consumer needs and usability test is insufficient. In this study, Textile capacitive pressure sensor(TCPS) of belt type was developed and tested it's utility and subjective sensibility. TCPS measures respiration signals and can be derived in real time monitoring. As a result, monitoring respiration using textile capacitive pressure sensor offers a promising possibility of convenient measurement of respiration rate (correlation (r=0.9553, p<0.0001). In the result of usability and wearability test, all of categorizes(perceived change, wearability, movement, facility of management, usefulness) were received favorable evaluation on usability test( mean value : 3.8), and suitable location of TCPS in the clothing is deriven on the abdomen part. According to synthetical results, Basic smart clothing design based on respiration monitoring system is proposed.

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A design Elements and the Aesthetics element analysis of the design of the Creativity (창의적 디자인의 디자인 구성요소와 심미성요소 분석)

  • Hong, Jung-Pyo;Jeong, Su-Kyoung
    • Science of Emotion and Sensibility
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    • v.11 no.3
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    • pp.387-396
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    • 2008
  • The paradigm of a product taking a sudden turn of technical development is due to a change of the needs of diversified user, and this shows that users emphasizes on the value of the sensitivity than the standardized form and usableness of the product, and the value of such a sensitivity can relate to the needs of the product, and it can be filled up eventually by the rapid completion of the product. The creativity will be the most important ability in the future society, it is an added value to all the profession workers which people can use that to increase their competitiveness ability. It is recognized the value of the sensitivity represents the feels psychological aspect of the user and it would be the future design trend, by doing this, products designed would be different from the existing products in the market. I am going to show you that this can be used in the design concept derivation process, there is several core design elements in the product development process, these elements can not only represent the basic user needs but also the user inner unconscious needs, at the same time it keeps the aesthetic concern.

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Benefits of Using Light : Study on Effect of LED Emblem for Pregnant Women (빛을 활용한 배려: 임산부 LED 엠블럼의 효과 연구)

  • Oh, Hee-Kyoung
    • Science of Emotion and Sensibility
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    • v.19 no.4
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    • pp.33-40
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    • 2016
  • The purpose of this study is to improve social protection and benefits for pregnant women with the usage of LED care emblem. The study was conducted in the Seoul Metro by two research assistants on January 20th to 30th, 2015. One of subjects wore the LED care emblem and the other was present to record the data. An experiment was carried out total 60 times by wearing LED care emblem in 2 positions ((a) necklace and (b) bag), and 3 usages of Light ((1) Constant light, (2) No light which is like existing care emblem, and (3) blinking light at one-second intervals). Experimental results show there was a significant difference depending on the type of light. Mostly seat offering was the type of light (1) Constant light and it has 8 times (13.4%). The type of light (3) blinking light at one-second intervals has only 2 times (3.4%) seat offering. However, there were no seat offerings at the type of light (2) No light. Meanwhile, there were no significant differences in wearing position, time, the number of people in the train and gender. This study suggests that it is necessary to make LED care emblem with constant light in order to induce spontaneous seat offering.