• Title/Summary/Keyword: 감성형용사

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A Study on Preference Analysis on Eating/Drinking Table Decoration - Centering on Floral Art & Design on display space - (식음 테이블 데커레이션에 대한 선호 분석에 관한 연구 - 전시공간의 화예디자인을 중심으로 -)

  • Yang Jong-Youl;Hong Jang-Pyo;Kim Tai-Ho;Jang Young-Soon
    • Science of Emotion and Sensibility
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    • v.8 no.3
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    • pp.291-301
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    • 2005
  • This study aims to understand causal relationship among preference factors - preferred design, design image, and design elements-to create interaction between artists and spectators, concerning eating and drinking table decoration which is produced with subjective representation chiefly by virtue of the authors' conceptualization and planning. As an experimental research , face-to-face personal interviews have been made in off-line setting through questionnaires. Acquired information from it has been analyzed, which results are as follows. As harmonious, warm, womanish design image, combination of pink-tone similar colors were preferred. As image adjectives highly related with design preference were 'harmonious and inharmonious' A design factor of 'harmonious' was combination of similar colors, while that of 'inharmonious' was association of mixed colors. It has been found that 'colors' have been an important factor among preference design factors. As above, a new concept for design can be established by using data-based information, along with suggesting a direction for preferred design in the field of eating and drinking table decoration. Furthermore, it will be possible to make a study of new preferred design through evaluation of quantitative spectators in this area. It is expected that such researches could give an opportunity to get satisfactory results from newly experimented designs using quantitative data even in a creative design area, as well as table decoration.

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Differences in Visual Sensibility Evaluation of Basic Color Fashion Materials in Person and on Digital Screens (실물과 디지털 화면에서 베이직 컬러 패션 소재의 시각적 감각 평가 차이)

  • Kim, JinYoung;Park, YungKyung
    • Science of Emotion and Sensibility
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    • v.23 no.4
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    • pp.21-32
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    • 2020
  • The perception of a fashion product may vary depending on the texture and color of its material. Additionally, the product may appear differently in person versus on a digital screen. Therefore, in the present study, we sought to investigate the differences in visual sensibility evaluation between materials in person and on digital screens. In this study, three pairs of visual sensibility adjectives were tested for 60 samples selected as fashion materials. Fashion materials were divided into colors, embossings, and visual clarity categories. Results showed that each color had the same sense during in-person and digital evaluation. In terms of visual sensibility according to embossing, both in-person and digital evaluations of materials with embossings were found to have the same visual sense, whereas those without embossings looked different between in-person and digital evaluations. Assessments based on visual classification showed that both in-person and digital evaluations had the same sensibility. This study is meaningful in suggesting that when evaluating the visual sense of fashion material, the sensation for the digital screen versus in person may be different in some cases.

Affective Responses to ASMR Using Multidimensional Scaling and Classification (다차원척도법과 분류분석을 이용한 ASMR에 대한 정서표상)

  • Kim, Hyeonjung;Kim, Jongwan
    • Science of Emotion and Sensibility
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    • v.25 no.3
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    • pp.47-62
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    • 2022
  • Previous emotion studies revealed the two core affective dimensions of valence and arousal using affect-eliciting stimuli, such as pictures, music, and videos. Autonomous sensory meridian response (ASMR), a type of stimuli that has emerged recently, produces a sense of psychological stability and calmness. We explored whether ASMR could be represented on the core affect dimensions. In this study, we used three affective types ASMR (negative, neutral, and positive) as stimuli. Auditory ASMR videos were used in Study 1, while auditory and audiovisual ASMR videos were used in Study 2. Participants were asked to rate how they felt about the ten adjectives using five-point Likert scales. Multidimensional scaling (MDS) and classification analyses were performed. The results of the MDS showed that distinctions between auditory and audiovisual ASMR videos were represented well in the valence dimension. Additionally, the results of the classification showed that affective conditions within and across individuals for within- and cross-modalities. Thus, we confirmed that the affective representations for individuals could be predicted and that the affective representations were consistent between individuals. These results suggest that ASMR videos, including other affect-eliciting videos, were also located in the core affect dimension space, supporting the core affect theory (Russell, 1980).

A Study on Analysis of consumer perception of YouTube advertising using text mining (텍스트 마이닝을 활용한 Youtube 광고에 대한 소비자 인식 분석)

  • Eum, Seong-Won
    • Management & Information Systems Review
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    • v.39 no.2
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    • pp.181-193
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    • 2020
  • This study is a study that analyzes consumer perception by utilizing text mining, which is a recent issue. we analyzed the consumer's perception of Samsung Galaxy by analyzing consumer reviews of Samsung Galaxy YouTube ads. for analysis, 1,819 consumer reviews of YouTube ads were extracted. through this data pre-processing, keywords for advertisements were classified and extracted into nouns, adjectives, and adverbs. after that, frequency analysis and emotional analysis were performed. Finally, clustering was performed through CONCOR. the summary of this study is as follows. the first most frequently mentioned words were Galaxy Note (n = 217), Good (n = 135), Pen (n = 40), and Function (n = 29). it can be judged through the advertisement that consumers "Galaxy Note", "Good", "Pen", and "Features" have good functional aspects for Samsung mobile phone products and positively recognize the Note Pen. in addition, the recognition of "Samsung Pay", "Innovation", "Design", and "iPhone" shows that Samsung's mobile phone is highly regarded for its innovative design and functional aspects of Samsung Pay. second, it is the result of sentiment analysis on YouTube advertising. As a result of emotional analysis, the ratio of emotional intensity was positive (75.95%) and higher than negative (24.05%). this means that consumers are positively aware of Samsung Galaxy mobile phones. As a result of the emotional keyword analysis, positive keywords were "good", "good", "innovative", "highest", "fast", "pretty", etc., negative keywords were "frightening", "I want to cry", "discomfort", "sorry", "no", etc. were extracted. the implication of this study is that most of the studies by quantitative analysis methods were considered when looking at the consumer perception study of existing advertisements. In this study, we deviated from quantitative research methods for advertising and attempted to analyze consumer perception through qualitative research. this is expected to have a great influence on future research, and I am sure that it will be a starting point for consumer awareness research through qualitative research.

Study on images of technical high school students toward 'engineering' through semantic differential method (의미분별법에 의한 공업계 고등학생의 '공학'에 대한 이미지 연구)

  • Kim, Ki-Soo;Lee, Chang-Hoon
    • 대한공업교육학회지
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    • v.35 no.2
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    • pp.25-42
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    • 2010
  • This research aims to understand how students of technical high schools view 'engineering' as well as to identify the main elements that contribute to the perception on 'engineering.' The research targets are 695 senior students of technical high schools nationwide. The researcher developed the measuring tool for the experiment by referencing the adjective value criteria utilized in the semantic difference method developed by Osgood (1957). There were a grand total of 30 criteria following the preliminary studies. The results of the research are as follows. Firstly, the average value of the overall perception of technical high school students on 'engineering' is 4.27 points. This value just exceeds the standard (4 points). Secondly, when examining the general tendency it can be noticed that there is a sense of stigma that although 'engineering' is significant and valuable it is a field that is overly difficult, complex and even dangerous. Thirdly, 6 main elements that influence the perception on 'engineering' were extracted as results of the factor analysis. The first element is practicality; the second element is emotions; the third element is aesthetics; the fourth is simplicity; the fifth is responsibility; and finally the sixth element is assertiveness. Fourthly, when comparing the average values of the perception on 'engineering' by region, it was seen that there existed a difference on the perception towards 'engineering' based on differing regions.

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A Study on Analysis of Color characteristic of On-line of Game Play Image of according to the Users (온라인 게임 플레이영상의 이용자에 따른 색채 특성 분석 연구)

  • Jang, Hyun-Joo;Jung, Hyung-Won
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.399-404
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    • 2017
  • If game images use colors improper for certain ages, the characteristics of games disappear, and the efficiency of image expression drops. thus a study in color is very important. Nevertheless, there is a lack of research on this subject. In this study, we investigated the difference of color of game images according to users. User group is divided into all users and users over 18 years old. Among the rank of games,10 each from games for all ages and games for non-teen-rated are selected, and the game-playing images are taken as snapshots to have 100 each images each, A total of 2000 images were extracted and the mean values of RGB and HSB of each game were obtained and independent sample t test was performed. The results showed that the RGB color values between the two users were significantly significant. In the future, it is expected that it will be helpful in color selection when developing psychotherapy games and emotional games using color psychology. Furthermore, we will use color image scales to express colors as adjectives, analyze colors in a variety of ways, and investigate the difference in color of game images in each country.

The Effect of the Cicadas' Songs on the Psychological Responses in Adolescents (매미과(科) 노랫소리가 청소년의 심리적 반응에 미치는 영향)

  • Yoon, Ki-Sang;Suh, Sang-Joon;Suh, Jae-Gap
    • The Journal of the Acoustical Society of Korea
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    • v.26 no.4
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    • pp.136-143
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    • 2007
  • This experiment was performed to find out the effects of the cicadas' songs on the psychological responses in adolescents. As a basic coulee, the experiment to set up 'Acceptable & Unacceptable' was performed. As a further coulee, five kinds of the cicadas' songs heard frequently were analyzed and adjectives expressing the feeling to cicadas' songs were factor-analyzed, and psychological responses to auditory sensations were analyzed through regression equations. As a result, the effect of the Cryptotympana atrata's song, the Meimuna opalifera's song and the traffic noise are similar in the degree of disturbing the meditation but they are less disturbing than the white noise. The experiment for adjectives expressing was performed, because it is possible that cicadas' songs affect adolescents as a noise. Cicadas' songs can be expressed with three kinds of factors. First factor is [Annoyance], second factor is [Strength] and third factor is [Rhythm]. The first factor dominates in the songs of the Cryptotympana atrata and the Platypleura kaempferi who generate steady sound, and the third factor dominates in the songs of the Meimuna opalifera, the Leptosemia takanonis and the Oncotympana fuscata who generate fluctuating sounds. The loudness of sound didn't affect on the third factor but the emotional values of the fist and the second factors are linearly proportional to the loudness. The analysis results of the first factor associated with noise showed that the annoyance of adolescents is increased in the order of white noise - the Platypleura kaempferi - the Cryptotympana atrata, if the loudness of sounds are generated equally.

The Influence of Ring-Back-Tone(RBT) on Evaluation of the Phone-call Receiver's Personality II -a comparison study between unknown and known people as the receivers- (통화 연결 음악이 통화 상대자의 개성 판단에 끼치는 영향 II -통화상대자를 알고 있는 경우와 모르는 경우에 대한 비교를 중심으로-)

  • Jeong, Sang-Hoon;Suk, Hyeon-Jeong
    • Science of Emotion and Sensibility
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    • v.11 no.3
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    • pp.313-324
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    • 2008
  • The purpose of the study is to investigate the influence of Ring-Back-Tone(RBT) music on the evaluation of the phone-call receiver's personality in dimensions of Openness, Extroversion, and Neuroticism. In a preliminary test, the subjects listened to 17 RBT music stimuli in random order and assessed the personality associated with liking for each music(N=15). Among the 17 RBTs, three were selected to be used in Experiments I and II and they were distinguished from each other in terms of the three personality dimensions(p<0.001). In Experiment I, the subjects were divided into four groups and were asked to make a call to interview an unknown receiver(N=60). Different RBT music was installed depending on the group to which each subject belonged. It was found that different RBT influences the caller's evaluation of the receiver's personality, supporting Hypothesis 1(p<0.001). Moreover, the ratings of the receiver's were highly correlated with those of the RBT music stimuli in terms of Openness(r=0.722, p<0.001) and Extroversion(r=0.753, p<0.001). In Experiment II, an identical experiment design was applied for a new group of subjects who were acquainted with the receiver(N=40). It was hypothesized that previous knowledge about a person would weaken the RBT effect. The results showed that RBT exerted no effect on the evaluation of the receiver's personality when the caller knew the receiver. It was also found that 12 personality traits, where each of the three personality dimensions is described by four traits, facilitated assessment of the character of the RBT music as well as the personality of the receiver.

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A Study of 'Emotion Trigger' by Text Mining Techniques (텍스트 마이닝을 이용한 감정 유발 요인 'Emotion Trigger'에 관한 연구)

  • An, Juyoung;Bae, Junghwan;Han, Namgi;Song, Min
    • Journal of Intelligence and Information Systems
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    • v.21 no.2
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    • pp.69-92
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    • 2015
  • The explosion of social media data has led to apply text-mining techniques to analyze big social media data in a more rigorous manner. Even if social media text analysis algorithms were improved, previous approaches to social media text analysis have some limitations. In the field of sentiment analysis of social media written in Korean, there are two typical approaches. One is the linguistic approach using machine learning, which is the most common approach. Some studies have been conducted by adding grammatical factors to feature sets for training classification model. The other approach adopts the semantic analysis method to sentiment analysis, but this approach is mainly applied to English texts. To overcome these limitations, this study applies the Word2Vec algorithm which is an extension of the neural network algorithms to deal with more extensive semantic features that were underestimated in existing sentiment analysis. The result from adopting the Word2Vec algorithm is compared to the result from co-occurrence analysis to identify the difference between two approaches. The results show that the distribution related word extracted by Word2Vec algorithm in that the words represent some emotion about the keyword used are three times more than extracted by co-occurrence analysis. The reason of the difference between two results comes from Word2Vec's semantic features vectorization. Therefore, it is possible to say that Word2Vec algorithm is able to catch the hidden related words which have not been found in traditional analysis. In addition, Part Of Speech (POS) tagging for Korean is used to detect adjective as "emotional word" in Korean. In addition, the emotion words extracted from the text are converted into word vector by the Word2Vec algorithm to find related words. Among these related words, noun words are selected because each word of them would have causal relationship with "emotional word" in the sentence. The process of extracting these trigger factor of emotional word is named "Emotion Trigger" in this study. As a case study, the datasets used in the study are collected by searching using three keywords: professor, prosecutor, and doctor in that these keywords contain rich public emotion and opinion. Advanced data collecting was conducted to select secondary keywords for data gathering. The secondary keywords for each keyword used to gather the data to be used in actual analysis are followed: Professor (sexual assault, misappropriation of research money, recruitment irregularities, polifessor), Doctor (Shin hae-chul sky hospital, drinking and plastic surgery, rebate) Prosecutor (lewd behavior, sponsor). The size of the text data is about to 100,000(Professor: 25720, Doctor: 35110, Prosecutor: 43225) and the data are gathered from news, blog, and twitter to reflect various level of public emotion into text data analysis. As a visualization method, Gephi (http://gephi.github.io) was used and every program used in text processing and analysis are java coding. The contributions of this study are as follows: First, different approaches for sentiment analysis are integrated to overcome the limitations of existing approaches. Secondly, finding Emotion Trigger can detect the hidden connections to public emotion which existing method cannot detect. Finally, the approach used in this study could be generalized regardless of types of text data. The limitation of this study is that it is hard to say the word extracted by Emotion Trigger processing has significantly causal relationship with emotional word in a sentence. The future study will be conducted to clarify the causal relationship between emotional words and the words extracted by Emotion Trigger by comparing with the relationships manually tagged. Furthermore, the text data used in Emotion Trigger are twitter, so the data have a number of distinct features which we did not deal with in this study. These features will be considered in further study.