• Title/Summary/Keyword: 감정유발

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A study on the effect of arousal level on 3-back task performance ability (각성 정도가 3-back 과제 수행능력에 미치는 영향)

  • Lee, Su-Jeong;Choe, Mi-Hyeon;Jeong, Sun-Cheol
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.75-78
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    • 2009
  • 본 연구에서는 세 가지의 각성상태(긴장, 중립, 이완감정)가 3-back 과제 수행능력에 어떠한 영향을 미치는지 관찰하고자 한다. 10명의 남자 (평균 $25.7{\pm}1.5$ 세) 대학생과 10명의 여자 (평균 $24.5{\pm}1.8$ 세) 대학생이 본 실험에 참여하였다. 집단 검사를 통해 추출된 사진을 이용하여 긴장, 중립, 이완의 세 종류의 각성상태를 유발하여 3-back 과제 수행 능력 측정 실험을 수행하였다. Rest 1 (2분), 감성유발사진제시 1 (2분), 3-back Task 1 (2분), 감성유발사진제시 2 (2분), 3-back Task2 (2분), Rest2 (2분)의 5단계로 실험이 진행되었다. 또한 제시된 감정 사진으로 적절한 arousal level 이 유발되었는지를 확인하기 위해 GSR 신호를 측정하였고, 실험 종료 후 주관적 평가를 실시하였다. 3-back 과제의 정답률은 중립감정일 때 가장 컸고, 이완, 긴장 감정 순서였다. 또한 통계적으로 유의하지는 않았지만 중립감정일 때 반응시간이 가장 빠른 경향을 보였다. 본 연구결과로부터 인지 처리와 무관하게 유발된 각성의 증가나 감소는 과제 수행능력을 감소시킬 수 있다는 사실을 유추할 수 있다.

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Saving Mama Turtle: Designing A Computer Game to Make Emotion Directly and Indirectly (엄마 거북이 구하기: 직간접 감정유발 게임의 디자인)

  • Song, Byoung-Ho
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.118-125
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    • 2006
  • To solve the reverse function problem of computer games criticized nowadays, the main fact to be concerned in design should be to make feelings of satisfaction during playing and solving the given situation in the game world. In this paper, a design to fulfill the feelings of satisfaction directly and indirectly, controlling playable characters to help another non-playable character in some sort of danger is explained. The requirements to do so is analyzed and the result of demonstration is also presented.

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Effects of emotional states on information search pattern on small display (감정 상태가 작은 디스플레이의 정보 탐색에 미치는 효과)

  • Kim, Hyuk;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.9 no.4
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    • pp.321-329
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    • 2006
  • Recently there has been interested in the role of emotion in human computer interaction fields. The present study investigated whether the users emotional state effects on information search pattern for decision making in small screen display. In experiment, to induce specific emotional states(positive and negative emotional state), the participants were asked to listen to music and imagine autobiographic events with different emotional impacts. Subsequently, they performed time limit search tasks with three travel information on small screen display and their search patterns were recorded on real time. The results indicated that a positive emotional state caused more wide and fast Information search pattern in comparison with neutral and negative emotional state. And neutral and negative emotional state caused more cognitive resource to details in comparison with positive emotional state.

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Effect of drone's moving image on audience's flow, arousal of interest, emotional state (드론의 무빙 영상이 수용자의 몰입도, 흥미유발, 감정상태에 미치는 영향)

  • Park, Dug-Chun
    • Journal of Digital Convergence
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    • v.16 no.4
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    • pp.313-319
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    • 2018
  • This experimental research explores the effect of drone's moving image on media audience's flow, arousal of interest and emotional state. Most previous researchers of media image effect insisted that camera movement should be abstained in order to give audience the feeling that movement of figures is in the contents story itself. and camera movement also can disturb natural viewing of audience. For the purpose of finding the effect of drone's moving image on media audience's flow, arousal of interest and emotional state, 2 groups of subjects composed of 56 university students were exposed to 2 different video clips, one with moving drone's image, the other with hovering drone's image. After this experiment, Questions which were designed to measure audience's flow, arousal of interest and emotional state were asked and analysed. This research found that subjects exposed to moving drone's image felt more interested and more positive emotional state than subjects exposed to hovering drone's image. However meaningful effect of drone's moving image on audience's flow was not found.

Effect of Customer's Emotion Experienced during Internet Shopping On Shopping Behavior According to Internet Shopping Motivation (인터넷 쇼핑동기에 따른 인터넷 쇼핑몰 특성과 고객감정 및 행동과의 관계)

  • Kim, Sang Hee;Kim, Kyung Ae;Park, Man Suk;Yang, Ji Hoon
    • Management & Information Systems Review
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    • v.30 no.1
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    • pp.1-37
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    • 2011
  • Prior researches on Internet shopping have focused on cognitive, technological factors, but this research is focused on emotions experienced during internet shopping. Examines emotion types experienced during internet shopping and shopping mall characteristics influencing emotional response and effect of emotions on internet shopping behavior, specifically focusing on shopping motivation difference. The data, collected from a sample of 323 internet shoppers, indicate that emotion types experienced during internet shopping and shopping mall characteristics influencing emotional response and emotional response influencing internet shopping behavior are difference among shopping motivation. Theses results provide insights on internet shopping mall management according to shopping motivation.

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Modeling an Emotional Memory mechanism Using SOM (SOM을 이용한 감정 기억 메커니즘의 설계)

  • Yeo, Ji-Hye;Ham, Jun-Seok;Go, Il-Ju
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.87-90
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    • 2009
  • 사람들은 같은 상황에서도 감정적 경험에 따라 다르게 반응한다. 상황에 따른 감정을 나타내고자 하는 인공감정에 대한 많은 연구가 이루어지고 있지만, 기존의 인공감정들은 같은 상황에서 같은 반응을 하도록 설계되었다. 하지만 현재 느끼는 감정이 과거에 경험했던 감정적 경험에 영향을 받기 때문에 같은 상황에서 다른 반응을 유발한다. 본 논문은 감정적 경험을 기억해서 현재의 감정에 영향을 주는 메커니즘을 제안한다. 감정적 기억은 연관성이 있는 기억끼리 연상되는데 이 과정은 SOM의 연관성이 있는 것끼리 뭉치면서 스스로 학습하는 자기조직화의 특성과 유사하다. 이러한 유사점을 이응해서 감정적 경험을 기억하는 과정을 설계했다. 제안된 방법을 가위바위보로 승자가 패자를 뿅망치로 때리는 게임에 적용하여 같은 상황에서도 감정적 경험에 의해 다르게 반응하는 모습을 나타낸다. 게임을 진행하면서 가위바위보 승패에 따라 분노, 공포, 쾌락 등의 감정을 경험하게 되는데 이러한 감정적 경험이 SOM을 이용한 감정기억메커니즘에 의해 기억된다. 그 결과 감정적 경험에 대한 기억이 가위바위보에 이겼을 때의 느끼는 감정에 영향을 주어 현재 느끼는 감정 상태에 따라 뿅망치 파워가 달라지도록 했다.

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The Influence of Art-provoked Affect on Product and Product Attributes Evaluation (명화(名畵)에서 유발된 감정이 차용된 제품과 제품속성 평가에 미치는 영향)

  • Kim, Hanku;Jung, Bohee;Chu, Wujin
    • Asia Marketing Journal
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    • v.13 no.2
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    • pp.99-130
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    • 2011
  • In recent years, a new way of differentiating product design has emerged -better known as 'masterpiece marketing,' this is a strategy where famous art pieces are borrowed on to product designs. Because the recent trends of well-being and LOHAS have encouraged the consumers' desires to enjoy culture and live a more opulent lifestyle, famous and notable paintings have grown to be more of "approachable masterpieces" to the public. As a strategy intended to develop a new consumerism, while still prioritizing customers' values and their satisfaction, companies have been drawn to this new type of marketing. The current consumption society has converted renowned art pieces from simply works of 'high culture' to a further way of marketing, aimed to differentiate products and dominate the market. Though many products have had masterpieces applied to their designs and have been noticed for their marketability, there has been less systematic research done on the scientific background behind this marketing approach. This research focused on the art pieces' fundamental nature of inducing emotions in the viewer, and hypothesized about how the evaluation of a product may be influenced by the affect provoked by the art piece used. To be more specific, if art pieces with different levels of pleasure and arousal -the two axis of emotion suggested by existing research on emotion -were used on each product, the goal was to see how the different levels influenced the consumer's assessment of the products, focusing on product's type as well as the evaluation of their attributes. First, a pretest was done to verify the relationship between the emotion provoked by the art piece and the consumer's preference. There were two types of surveys, each with five drawings from the ten that were assumed to differ in levels of the two axis of emotion. The survey was composed of questions asking for positive emotion, negative emotion, level of arousal, and preference. The correlation between the measurements of positive and negative emotions was -0.792, so an integrated entry was used in the analysis by subtracting the measurement of negative emotions from that of positive emotions. The first hypothesis that paintings that provoke positive emotions will be more preferred than paintings that bring out negative emotions was supported; and through this research, paintings that were to be used for the products were selected. The second pretest was conducted to settle on an item that would be used in the research. Items meant to measure utilitarian and hedonic attributes of milk and chocolate, the two products to be used in the research, were extracted. Because milk is a utilitarian product with strong practical attributes while chocolate is a hedonic product with strong hedonic attributes, these two were selected to be used in this research. The first study was executed to see if there is a difference in attitude about products that have different painting on their designs, which either induces positive or negative emotions. It was also to verify whether this difference in attitude was mediated by the viewer's preference for the art piece. This study showed that when positive emotion inducing painting was used, the product was better evaluated compared to the product with a painting that provokes a negative emotion, thus supporting the second hypothesis. It was also supported that the effect of affect on product evaluation was mediated by preference for the art piece. The second study was done to see the influence of the level of arousal on the evaluation of the product's attributes. Art pieces that differ in the level of arousal were selected through the pretest, and later it verified the hypothesis that the level of arousal has an effect on the assessment of the attributes of the product. In the case of milk, a utilitarian product, the fourth hypothesis that a high-arousal painting will better evaluated for its hedonic attributes was supported, as well as the fifth, which hypothesized that a low-arousal painting will receive a higher assessment for its utilitarian attributes. However, for chocolate, a hedonic product, both fourth and fifth hypotheses were not supported. This study is significant for the following basis: first, it verified the importance of the emotion induced by the painting on the evaluation of the product's attributes, by applying a systematic and scientific method. Second, it expanded from the existing research on positive/negative emotions to confirm the additional influence of the state of arousal on product evaluation.

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Factors Influencing the Purchase Intention of Mobile Phones (휴대전화 구매의도에 영향을 미치는 요인)

  • Lee, Seung-Min;Jung, Hoe-Kyung
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.293-301
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    • 2011
  • This study intends to deduce various purchase intention influential factor for mobile phone and thereby to clarify the causal relationship between these factors and purchase intention. As a result of the analysis of this study, we could know that first, when the impact about brand attitude on consumers is bigger, a positive affect is induced and the effects about personalization interface were also positive. Second, we could know that when the innovative tendency of consumers is stronger, they experience positive affects and the impact on personalization interface was also effective. However, it was clarified that when the innovative tendency is stronger, the impact on price gets smaller. Third, when the imitation tendency of consumers was higher, positive affects were induced, and when the interest in personalization interface of consumers was higher, positive affects were induced and the interest in price also gets higher. Fourth, we could check the influence of affect in the purchase intention of mobile phones.