• 제목/요약/키워드: 감정적 요소

검색결과 484건 처리시간 0.032초

Resilience Related on Working Period and Work Type of Agents in Call Center (콜센터 상담사의 근무경력과 업무 유형에 따른 회복탄력성)

  • Kim, Hee-Jung;Park, Deuk;Bok, Mi-Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 한국컴퓨터정보학회 2012년도 제46차 하계학술발표논문집 20권2호
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    • pp.115-118
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    • 2012
  • 현재 서비스 산업에서는 급변하는 고객의 욕구를 맞추기 위해 기업 간의 서비스 경쟁 심화 및 다양한 각도에서의 최상의 고객서비스를 제공하기 위한 노력이 지속적으로 시도되고 있다. 서비스 종사자들도 기업과 고객이 기대하는 고객 중심 서비스 제공에 기여하고 있다. 과도한 서비스 제공은 서비스 종사자의 감정적 스트레스 등과 같은 부작용을 발생시키고 있는데, 기업과 고객과의 접촉 채널로서의 중요한 역할에 임하는 콜센터 상담사들의 스트레스 해소는 업무 향상에 있어서 필요하다. 스트레스 해소를 위한 정신적인 긍정어 즉, 역경을 이겨내는 긍정의 힘이 '회복탄력성'으로서, 콜센터 상담사의 회복탄력성을 분석한 결과 근무경력과 업무 유형에 따라 차이를 보였다. 회복탄력성의 구성요소 중 감정통제력, 충동통제력, 원인분석력, 공감능력, 자기효능감은 근무경력에 따라 차이를 보였고, 낙관성, 공감능력은 업무 유형에 따라 차이가 나타났다.

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A Case Study on ESG Management in the Age of the Fourth Industrial Revolution - Focused on ESG management of appraisers and Korea Association of Property Appraisers (제4차 산업혁명시대에 있어서 ESG 경영 사례연구 -감정평가사와 한국감정평가협회 ESG 경영 활동을 중심으로)

  • Jeon, Gwang Seop
    • Smart Media Journal
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    • 제11권7호
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    • pp.28-38
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    • 2022
  • The term 'fourth industrial revolution' was mentioned at the World Economic Forum (WEF) in 2016 and has become a term representing a new industrial era based on information and communication technology (ICT). In the environment of the 4th industrial revolution, ESG management activities are becoming a very important factor in business activities. With the emergence of a new paradigm of organizational operation in the post Covid19 era, the demands for ESG (Environment, Social, Governance) investment related to the environment, social responsibility are increasing. This study examines the role that can support ESG management by utilizing the expertise of appraisers. Real estate is one of the fields of high public interest, and since most ESGs have been conducted centered on the role of private companies, the role of the expert group or the role of public corporations and public institutions is relatively insufficient. If a company or general company engaged in the real estate investment business establishes the role of the Korea Appraisers Association to revitalize ESG management using appraisers, such as ESG appraisers, when investing in real estate, it is believed that it will be possible to promote efficient and sound development of the real estate industry. It was judged that a study on a group of experts was also necessary. In addition, even if the impact of Covid-19 is excluded, it is necessary to gradually introduce an appraisal using non-face-to-face or various advanced technologies (the 4th industry). This study differs from previous studies in that it focused on the role of ESG by the Korea Association of Property Appraisers while research on the role of ESG in public institutions or expert groups is being actively conducted in recent years.

A Study on the effect of simplicity of visual perception for a magazine advertising design (잡지광고 디자인에 있어 시지각 단순성이 미치는 영향)

  • 황선영
    • Proceedings of the Korea Society of Design Studies Conference
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    • 한국디자인학회 1999년도 춘계 학술발표대회 논문집
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    • pp.26-27
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    • 1999
  • 오늘날 디자인의 존재가치는 인간을 위해 형성되는 것으로서 충분히 평가받고 있는 분야이며, 심리학적 측면에서는 인간의 감정을 형성시키는 환경의 한 요소로서 중요하게 평가되어진다. 특히 광고디자인은 대중문화의 근간을 이루고 있는 광고에 심미적 기능을 부여하는 것으로서 대중의 시지각에 미치는 영향이 매우 크다. (중략)

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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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    • 제13권2호
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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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A neural network model for recognizing facial expressions based on perceptual hierarchy of facial feature points (얼굴 특징점의 지각적 위계구조에 기초한 표정인식 신경망 모형)

  • 반세범;정찬섭
    • Korean Journal of Cognitive Science
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    • 제12권1_2호
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    • pp.77-89
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    • 2001
  • Applying perceptual hierarchy of facial feature points, a neural network model for recognizing facial expressions was designed. Input data were convolution values of 150 facial expression pictures by Gabor-filters of 5 different sizes and 8 different orientations for each of 39 mesh points defined by MPEG-4 SNHC (Synthetic/Natural Hybrid Coding). A set of multiple regression analyses was performed with the rating value of the affective states for each facial expression and the Gabor-filtered values of 39 feature points. The results show that the pleasure-displeasure dimension of affective states is mainly related to the feature points around the mouth and the eyebrows, while a arousal-sleep dimension is closely related to the feature points around eyes. For the filter sizes. the affective states were found to be mostly related to the low spatial frequency. and for the filter orientations. the oblique orientations. An optimized neural network model was designed on the basis of these results by reducing original 1560(39x5x8) input elements to 400(25x2x8) The optimized model could predict human affective rating values. up to the correlation value of 0.886 for the pleasure-displeasure, and 0.631 for the arousal-sleep. Mapping the results of the optimized model to the six basic emotional categories (happy, sad, fear, angry, surprised, disgusted) fit 74% of human responses. Results of this study imply that, using human principles of recognizing facial expressions, a system for recognizing facial expressions can be optimized even with a a relatively little amount of information.

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Affect and Cognition Interface in Aesthetic Experiences of Landscapes (경관의 미학적 경험에 있어서 감정과 인지의 상호작용)

  • 이영경
    • Journal of the Korean Institute of Landscape Architecture
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    • 제20권3호
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    • pp.11-20
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    • 1992
  • 본 논문에서는 사람이 환경을 통해 경험하는 미학적 경험(aesthetic experience)을 체계화시킨 이론적 모델(a conceptual model of affect and cognition interface in aesthetic experiences of landscapes)이 간단히 소개 되며, 이 모델을 검증하기 위한 연구가 중점적으로 다루어진다. 제시된 모 델은 경관의 미학적 경험을 감정(affect)과 인지(cognition)와의 상호작용 (interface)으로 설명하고 있으며, 세 가지 요소(사람이 환경에 대하여 갖고 있는 목적 : tasks, 사람의 모든 과거경험에 근거한 지식일체 : schematic knowledge, 환경의 독특한 상황 : environmental situation)를 미학적 경험 의 주요인자로 제시한다. 이 모델을 검증하기 위한 연구에서는 앞에서 소 개된 미학적 경험의 세 가지 요소(사람의 목적, 지식, 환경상황)를 과학적 이고 계량적이고 처리할 수 있도록 세부요소로 분류정의 (operationalization)하였다. 구체적으로, 사람의 목적은 환경을 평가하는 세 가지 목적, 즉 경치평가(scenic beauty judgment), 들놀이 목적으로서의 평가(picnic preference judgment), 주거목적으로서의 평가(living preference judgment)로 분류되었고, 이 세 가지 환경평가는 미학적 경험의 지표로 사용되었다. 사람의 지식은 국적에 근거한 문화적인 지식(cultural schema : 한국인과 텍사스인)과 직업에 근거한 사회적인 지식(social schema : 농부, 비농부, 조경학과 학생)으로 분류되었으며, 환경상황은 환 경의 아름다움(beauty : 아름다운 경관과 아름답지않은 경관)과 환경의 의 미(meaning : 긍정적인 의미가 있는 한국경관, 긍정적인 의미가 없는 한국 경관, 긍정적인 의미가 있는 미국 텍사스경관)로 분류되었다. 연구결과를 보면, 이론적 모델에서 소개된 세 가지 요소들 (사람의 목적, 지식, 환경상 황) 모두가 경관의 미학적 경험에(경치평가, 들놀이 선호도, 주거지 선호 도) 중요한 역할을 하는 것으로 밝혀졌으며, 이 연구결과는 제시된 이론적 모델을 뒷받침하고 있다. 특히, 가장 흥미로운 연구결과를 요약하면 첫째, 사람의 문화적인 지식은 단독으로 미학적 경험에 영향을 주는 것이 아니라 다른 요소들(특히 사회적인 지식과 목적)과의 상호작용을 통해 미학적 경 험을 형성한다는 것으로 밝혀졌다. 둘째, 환경의 아름다움은 다른 세부요소 들(환경의 의미, 사람의 목적과 지식)보다 미학적 경험에 주는 영향이 큰 것으로 나타났으며, 모든 사람들에게 비슷한 미학적 경험을 발생시키는 것 이 밝혀졌다. 다시 말하면 모든 사람들은 그들의 문화적인 국적과 사회적 인 직업의 차이, 목적의 차이, 또한 환경의 의미의 차이에 상관없이 아름다 운 경관(High-beauty landscape)을 주거지나 나들이 장소로서 선호했으며, 아름답다고 평가했다. 반면에, 사람들이 갖고 있는 문화의 차이, 직업의 차 이, 목적의 차이, 그리고 환경의 의미의 차이에 따라 경관의 미학적 평가가 달라진 것으로 나타났다.

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The Influence of Aesthetic Elements on Affect Symbol Design - Focused on the Korean Symbol Design - (선호 심볼 디자인에 대한 심미적 영향 요소의 관계 연구 - 한국 심볼 디자인을 중심으로 -)

  • Kim, Eun-Ju;Hong, Jung-Pyo;Hong, Chan-Seok
    • Archives of design research
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    • 제19권2호
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    • pp.121-128
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    • 2006
  • The elements to enhance preference in symbol design are mainly related to consumers' response and aesthetic elements. Because certain aesthetic elements in design affect consumers' response and it is actually presented through (the different level of) preference. This study through surveying case studies examines whether a certain aesthetic element in symbol design gives rise to much preference. According to the result of study, high preference in symbolic design depends on high level of Rhythm, Balance, Harmony, Elaboration, Round, Gestalt, Organic, and Artificial/Natural among aesthetic elements. In comparison, it is founded that Simplicity/complexity, Objective/Abstract, depth, and symmetry should be designed at the moderate level, and proportion, repetition of elements be at the low level. Additionally(or Besides) this study makes out that symbol design cases with high preference have shapes from natural material or patterns of traditional culture, while cases with low preference have shapes from geometric figures. On the basis of these results, a guideline of symbol design could De offered(or suggested) to fit preference of consumers. But, this study is mostly concerned with only affect among emotional reactions of consumer in a scope of study, and is considered only in the aspect of form excluding color and texture.

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Analysis of the Correlation between Narrative and Emotions Displayed by Movie Characters through a Quantitative Analysis of Dialogues in a Movie (영화 대사의 정량적 분석을 통한 등장인물의 감정과 서사간의 상관성 연구)

  • You, Eun-Soon
    • The Journal of the Korea Contents Association
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    • 제13권6호
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    • pp.95-107
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    • 2013
  • A linguistic element found in a movie, dialogue, plays a critical role in building up narrative structure. Still, analyses conducted on movies mostly focus on images due to the nature of a movie that conveys a story through its visual images while dialogue has either been underestimated or received less spotlight despite their importance. This study highlights the significance of lines in a movie. This study calls attention to dialogue, which has stayed out of the main focus and been on the periphery thus far when analyzing movies, so as to see how they contribute to constructing a narrative. It then spotlights the significance of dialogue in the movie. To this end, the study sorts out emotional expressions articulated by actors through their dialogues then to make polarity classification into affirmation and negation, followed by a quantitative analysis of how the polarity proportion of emotional expressions changes depending on the narrative structure. The study also suggests a narrative's relevance with emotions by pointing to dynamic emotional changes that shift between affirmation and negation depending on incidents, conflicts and resolution thereof throughout a movie.

창업실패관련 개인평가와 사업실패로 인한 손실경험이 재창업의도에 미치는 영향에 관한 연구

  • Kim, Ha-Gyeong;Kim, Jong-Taek
    • 한국벤처창업학회:학술대회논문집
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    • 한국벤처창업학회 2017년도 추계학술대회
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    • pp.63-69
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    • 2017
  • 2015년 기업생멸 행정통계에 따르면, 우리나라의 최근 5년 동안('2010~2014년) 연평균 창업은 77만개, 폐업은 69만개인 것으로 나타났다. 지난 2015년 한해에만 개인사업자로 106만8313명이 창업을 하고 73만9420명이 폐업을 했다. 이는 하루 평균 3000명이 창업을 하고 2000명이 문을 닫는 셈이다. 실패를 경험한 기업인들은 여러 가지 심리적, 경제적 어려움에 직면하게 된다고 연구 보고되고 있다. 이같은 결과는 사업실패를 경험한 기업인들에 대한 케어의 필요성을 보여준다. 지난 2010년부터 정부가 실패기업인들에 대한 재기지원사업에 나서고는 있으나 재창업지원제도의 효과성에 대해서는 보장하기 어려운 상태다. 일각에서는 재창업지원이 양적인면에서는 활성화됐으나 질적으로는 아직 미흡하다고 지적이 나오고 있다. 이같은 상황에 착안하여 본 연구는 사업실패를 경험한 기업인들이 겪게되는 심리적 특성과 재기를 하고자 할 때 방해요소로 작용하는 감정요인에 초점을 맞추고자 한다. 따라서 선행연구를 통해 사업실패를 경험한 기업인들의 감정메카니즘을 규명한 모델(건강신념 모델:Health Belief Model)을 적용한 창업실패관련 개인평가와 사업실패경험(재무적 손실, 비재무적 손실)이 재창업의도에 어떠한 영향을 미치는지 규명하고자 한다. 감정요인인 창업실패관련 개인평가는 지각된 심각성, 지각된 취약성, 지각된 장애로 구성했다. 또 창업실패관련 개인평가와 재창업의도 사이, 사업실패경험과 재창업의도 사이에 재창업지원정책, 창업자기효능감이 각각 조절작용을 하는지 유의미한 관계성을 알아보고자한다. 연구 대상은 정부 재창업지원 프로그램을 진행하고 있는 중소기업진흥공단, 서울산업진흥원, 재도전지원센터등 기관의 재창업지원을 받은 기업인을 대상으로 설문을 실시하여 이들이 재창업지원서비스를 받기 전과 후에 대한 측정을 통해 실증분석을 하려고 한다.이 연구가 설정한 가설이 맞을 경우, 시사점으로는 정부의 재창업지원 프로그램의 효과성에 대한 검증이 될 것이다. 또 창업실패관련 감정메카니즘 규명으로 사업실패 기업인들의 재기를 도울 수 있는 재창업지원정책의 고도화가 가능해 질 것으로 판단된다.

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Music Exploring Interface using Emotional Model (감성모델을 이용한 음악 탐색 인터페이스)

  • Yoo, Min-Joon;Kim, Hyun-Ju;Lee, In-Kwon
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.707-710
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    • 2009
  • In this paper, we introduce an interface for exploring music using emotional model. First, we survey arousal-valence factors of various music and calculate a correlation between audio fefatures of music and arousal-valence factors to build an AV model. Then, various music is aligned and arranged using the AV model and the user can explore music in this interface. To select the desired music more intuitively, we introduce new fade in/out function based on the location of the user's mouse point. We also offer several mode of selecting music so user can explore music using most suitable mode of interface. With our interface, the user can find the emotionally desired music more easily.

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