• Title/Summary/Keyword: 감정반응이론

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The Effects of Webpage Background and Store Brand on Consumers' Responses in Online Shopping (온라인 쇼핑에서 웹페이지 배경과 브랜드가 소비자 반응에 미치는 영향)

  • Park, Min-Jung
    • Korean Journal of Human Ecology
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    • v.18 no.6
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    • pp.1289-1302
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    • 2009
  • 본 연구의 목적은 웹페이지 배경과 브랜드가 소비자의 감정과 점포이미지에 미치는 영향을 조사하는데 있으며, 또한 소비자의 감정과 점포이미지가 소비자 행동의도에 미치는 영향을 조사하는데 있다. 본 연구는 가상의 웹싸이트를 활용하여 2 (웹페이지 배경: 유 vs. 무) $\times$ 2 (브랜드: 인지도 고 vs. 저) 집단간 실험설계를 하였다. 382명의 응답이 가설검증을 위한 연구결과 분석에 사용되었다. 본 연구의 결과를 살펴보면, 웹페이지 배경이 소비자의 긍정적 감정과 점포이미지에 유의미한 영향을 미치는 것으로 나타났으며, 브랜드의 경우 인지도가 점포이미지에 유의미한 영향을 미치는 것으로 나타났다. 또한 구조방정식 모형의 유의미한 결과를 살펴보면, 긍정적 감정이 점포이미지에 긍정적 영향을 미치는 것으로 나타났으며 점포이미지가 소비자 행동에 긍정적 영향을 미치는 것으로 나타났다. 본 연구는 이론적 측면에서 온라인 환경에 대한 연구분야에 공헌하였으며, 마케팅적 시사점을 제시하였다.

Preschoolers' Empathy and Prosocial Behavior: Conceptual and Methodological Issues (유아의 감정이입과 친사회적 행동과의 관계 : 연구의 개념적, 방법론적 문제 분석)

  • Cho, Eun Jin
    • Korean Journal of Child Studies
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    • v.14 no.2
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    • pp.137-147
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    • 1993
  • 감정이입은 친사회적 행동의 잠재적 동기요인으로서 발달심리학자들 (e.g., Feshbach, 1978 ; Hoffman, 1975)로부터 지대한 관심을 받아왔다. 어려움에 처한 다른 사람에 대해 감정이입적으로 자극된 사람은 상호 체험하는 심적 고통(distress)으로부터 벗어난다는 기대에 의해서, 또는 지원적 행위 후에 대리체험할 수 있는 긍정적인 감정에 대한 기대에 의해서, 그 사람을 지원하도록 동기유발 되어질 수 있다(Barnett & Thompson, 1985; Hoffman, 1975). 감정이입과 친사회적 행동 사이의 긍정적 관계에 대한 충분한 이론적 근거에도 불구하고, 그 관련성을 실증하는데 실패한 많은 연구들에서 나타난 개념적, 방법론적 문제들이 본 논문에서 분석되었다. 성인의 감정이입과 친사회적 행동과의 관계에 대한 연구들은 상당히 일관된 긍정적 결과를 제시해온 반면, 아동들, 특히 어린 유아들을 대상으로 한 경우, 명백하거나 쉽게 해석할 수 있는 패턴의 관련성이 확립되지 못했다. 이러한 종전 연구에서의 문제점은 감정이입에 대한 개념적 논쟁 및 측정방법의 어려움에 기인할 수 있다. 감정이입과 친사회적 행동 사이의 실험적인 관련성의 강도는 이 변인들을 측정하기 위해 사용된 방법들의 특성과 제한성에 다분히 의존하는 것으로 보인다. 친사회적 반응에 영향을 미치는 것으로 가정되어지는 다양한 상황적, 동기적 요소들을 감안하여, 유아의 감정이입 능력이 구체적인 사회적 상황에서 작용되는 과정이 보다 면밀하게 연구되어져야 한다.

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A Study on Long-take in Animation : Focused on Emotional Responses (애니메이션 <나타요해>에서의 롱 테이크 장면 연구 : 감정반응을 중심으로)

  • Ying, Wu;Chang, Wook-Sang
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.126-137
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    • 2022
  • Whether an excellent animation film has vitality and charm largely depends on the aesthetic and emotional experience it brings to the audience, as well as the flexible use of the medium-long shot during the production of the animated film, especially the long take shot. It can then realize the real emotional communication between the animated film and the audience, stimulate the aesthetic experience, and achieve emotional resonance and sublimation. This thesis studies the characteristics and morphological divisions of moving long-shot composition and static composition and explores the diversified theories of animated emotional experience. Additionally, combined with the actual application analysis in the excellent animation feature "Prince Nezha's Triumph Against Dragon King", this thesis discussed the changes in the emotional experience created by the long take shots in the animation. This thesis finally summarized the relationship between the long shots in animation and the emotional experience of the animation creators, and how long shots stimulate viewers' aesthetic and emotional experience. In this way, it also provides a reference for future animation theory research, and finally creates animation works that bring high-quality emotional experience to the audience.

Examining the Relationship Among Restaurant Brand Relationship Quality, Attribution, and Emotional Response After Service Failure Experience (서비스 실패 경험 후 레스토랑 브랜드 품질, 귀인 및 감정반응 관계분석)

  • Jang, Gi-Hwa;Song, Soo-Ik;Oh, Sung-Cheon
    • Journal of the Korean Applied Science and Technology
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    • v.35 no.4
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    • pp.1120-1133
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    • 2018
  • The purpose of this study is to validate the failure attribution factors affecting emotional changes after a failed service by local restaurant users, and the relapse effects of the perceived failure of a customer's brand relationship. In this study, the implications of this study can be divided into the null theory and the homogenous theory, in which the study of the relationship between individual belief that influences the null theory and the post-gender emotional response is minimal. The independence of the crash response (angerous VS compassion) has been equally validated as building a belief-gathering-emotion three-step model. First, emotional BRQ (intimate and love) has a reduction effect on controllable geeks, and behavioral BRQ (relative existence) has an extended effect on controllable geeks. From a management perspective, restaurant managers should be less aware of the repeatability of a customer's service failure and call for customer sympathy. Integratedly, restaurant managers must control the customer's perception of service failure and restore the impact of the customer's BRQ on emotional reactions. A variety of service recovery measures should be established and the cerumen should be controlled. In addition, since BRQs have different effects on anger and sympathy (extended VS), different service failure recovery plans should be presented depending on the characteristics of the customer BRQ. For example, measures such as monetary compensation or fair dealing, emotional distribution to close and loving customers, and persuasion of reciprocal benefits to interdependent customers should be developed according to circumstances. This study explored the effectiveness of the geeks after a service failure and has limitations that do not take into account the various regulatory factors in the BRQ-return-Empression process. Thus, in further studies, the effects of adjusting service failure strength should be considered and a more complete model should be built.

Physiological signal sensing on meridian for emotion recognition (감정분석을 위한 경락에서의 생체 신호 추출)

  • Choi, Ah-Young;Woo, Woon-Tack
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07b
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    • pp.517-519
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    • 2005
  • 본 논문에서는 한의학의 관점에서 몸과 마음의 상호작용에 대한 이론에 기반하여 사용자의 주의를 파악하기 위해 필요한 생체 신호의 센싱방법을 제안한다. 생체 신호는 음양오행의 각 부분의 반응을 살필 수 있는 체표의 자극 반응점인 경혈점에서 GSR을 이용하여 측정한다. 제안된 방법은 기존의 서양의학에 기반한 생체 신호 특징 분석을 다른 관점에서 해석할 수 있는 틀을 마련한다. 추출된 생체신호는 감정, 의도 분석에 활용될 수 있으며 추후 유비쿼터스 컴퓨팅 환경에서 인간과 컴퓨터간의 원활한 상호작용을 위한 개인화된 인터페이스 제공에 사용될 수 있다.

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The Influence of Restrictions toward Online Game Misbehavior on Users' Emotional States and Intention to Reuse (온라인 게임 부정사용 억제가 감정과 재사용의도에 미치는 영향에 관한 연구)

  • Yang, Chang-Gyu;Huang, Yunchu;Hwang, Yousub
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.3
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    • pp.111-121
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    • 2015
  • Owing to the wide distribution of smart devices, more people enjoy online games. Previous research related to online game has mainly focused on the factors that increase users' intention to reuse and less focused on the influence of restrictions toward online game misbehavior. This study proposes a research model that considers factors that either increase or decrease the use of online games and presents the outcomes. The research results showed that: (1) Restriction policy had no impact on online game users' feelings of pleasure and arousal. (2) Restriction system had negative impact on users' feelings of pleasure and arousal. (3) In an environment where online game misbehavior was restricted, users' emotional states still had positive influence on users' intention to reuse. This research results implies that in order to lead to healthy online game environment, compared to repressive and systematic restriction methods, it is preferable to establish restriction policies that have no negative impact on users' emotional states and to change users' perception through education, so to achieve successful restrictions toward online game misbehavior without jeopardizing revitalization of online game industry.

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The Effect of Emotional Effects of ICT Stress and Smart Work on Work Performance (ICT(정보통신기술)스트레스의 정서적영향과 스마트워크가 업무성과에 미치는 영향 연구)

  • Shin, IL-Chul;Seo, Young-Wook
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.309-319
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    • 2022
  • In previous studies, stress in the Information and Communication Technology (ICT) work environment was focused on lowering work performance by negatively affecting the emotions of organizational members. In the current corona pandemic era, as the ratio of organizational members working from home in a smart environment increases, the need for research on the effects of positive and negative stress on work performance is being raised. Accordingly, by applying the Affective Event Theory to the emotional effects of stress on employees' emotional responses, the effects on work performance were analyzed by dividing them into positive and negative emotions. Also, the effect of smart work on work performance was analyzed. This survey was commissioned by a research company and analyzed using Smart PLS 3.0 tool. Therefore, based on the research results, it was suggested that stress does not only negatively affect the emotions of employees, but that the challenge stress that appears in the mind to achieve a goal induces positive emotions in the employees' emotions and helps to improve work performance.

The emotional response that has an influence on achievement goal and ability to performance of senior citizen sport instructor (노인체육 지도자에 대한 참여자의 감정반응이 성취목표와 수행능력에 미치는 영향)

  • Park, Yeon-Hee;Choi, Hwan-suk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.5
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    • pp.186-194
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    • 2016
  • This study was conducted to determine whether if the emotional response of participants influences senior citizens at a senior citizen center and to develop the qualities and skills of the instructors of the senior citizens. Not only will we provide effective materials but also provide basic materials as well. The emotional response of interpersonal relationships, achievement goal of ability to performance, and influence of orientating themselves. Additionally, the emotional response of interpersonal relationships, ability to concentrate, and confidence. Finally, the achievement goal of task orientation, concentration of ability to performance on orientating oneself, as well as confidence. Therefore, we will be able to determine if the emotional response of a participant influences achievement of a goal and of the effectiveness of senior citizen instructors. This will not only help with practical and cultural issues, but will close the distance between the instructors participants based on consideration of their situational aspects. Furthermore, the sports activities and continued participation of the elderly. Always need to be ready mentally, and rather than the consideration of others as well as the game results, it is important to have an interest in achieving their own standards. Instructors toned to lend support while setting goals for the participants so that they contribute to the personal development and overall quality of life of the participants.

Online Product Information and Visual Imagery: Effects on Mood and Perceived Product Quality (온라인 제품정보와 시각적 심상 : 감정과 제품품질지각에 미치는 영향)

  • Park, Min-Jung
    • Journal of the Korean Home Economics Association
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    • v.47 no.5
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    • pp.23-34
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    • 2009
  • The purpose of this study was to e${\times}$amine the effect of visual imagery stimulated by product information on consumer responses in online shopping conte${\times}$ts. Dual coding theory provided the theoretical framework of the study. The proposed model of the study was e${\times}$amined by conducting an e${\times}$periment using mock apparel websites with a between-subject factorial design: [2 (pictorial information: detailed views vs. no detailed views) ${\times}$ 2 (verbal information: detailed descriptions vs. abstract descriptions)]. A total of 439 female college students participated in the e${\times}$periment, and 433 responses were ultimately used to test the hypotheses. The findings from the results revealed: (1) the main effects of the pictorial and verbal information on visual imagery, and (2) positive relationships between (a) visual imagery and mood, (b) visual imagery and perceived product quality, (c) mood and perceived product quality, and (d) perceived quality and purchase intentions.

Emotion-based Gesture Stylization For Animated SMS (모바일 SMS용 캐릭터 애니메이션을 위한 감정 기반 제스처 스타일화)

  • Byun, Hae-Won;Lee, Jung-Suk
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.802-816
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    • 2010
  • To create gesture from a new text input is an important problem in computer games and virtual reality. Recently, there is increasing interest in gesture stylization to imitate the gestures of celebrities, such as announcer. However, no attempt has been made so far to stylize a gestures using emotion such as happiness and sadness. Previous researches have not focused on real-time algorithm. In this paper, we present a system to automatically make gesture animation from SMS text and stylize the gesture from emotion. A key feature of this system is a real-time algorithm to combine gestures with emotion. Because the system's platform is a mobile phone, we distribute much works on the server and client. Therefore, the system guarantees real-time performance of 15 or more frames per second. At first, we extract words to express feelings and its corresponding gesture from Disney video and model the gesture statistically. And then, we introduce the theory of Laban Movement Analysis to combine gesture and emotion. In order to evaluate our system, we analyze user survey responses.