• Title/Summary/Keyword: 감정적 요소

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The effect of Service climate on Customer emotion and Customer satisfaction (기업의 서비스 풍토가 고객감정과 고객만족도에 미치는 영향)

  • Kang, Kun-Myong;Hong, Jung-Wan
    • Journal of Convergence for Information Technology
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    • v.11 no.9
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    • pp.65-74
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    • 2021
  • In this study, we further study the customer's positive emotion about the impact of different inherent service climate on the emotions and satisfaction of the customers who receive the service. Through this, the purpose was to present the direction of creating a service climate. As a research method, structural equation statistical analysis, such as measurement model analysis and structural model analysis, was performed using SmartPLS (v.3.2) for data collected in surveys. Looking at the research results, first, a company's service climate has a positive (+) impact on positive customer emotions: pleasure, pleasure, and happiness. This can be interpreted as an indication that creating a business climate for service is an important factor that elicits positive emotions from customers. Second, a company's service climate and positive customer emotion also have a positive impact on customer satisfaction. Finally, when a company's service climate affects customer satisfaction, happiness has the greatest mediating effect among several parameters. This demonstrated empirically that satisfying the happy feelings of customers is the most important of the company's service climate. Since this study is aimed at a small number of restaurant companies, there is a limit to generalizing the findings and applying them to all restaurant companies. Nevertheless, it is meaningful to study the emotions of positive customers when the service climate affects customer satisfaction, and we hope that the company's analysis of service climate will continue to improve customer satisfaction through various emotional analysis as well as positive factors.

The Influence of Aesthetic Elements on Consumer Responses of Symbol Design (심볼디자인의 소비자 반응에 대한 심미적 영향요소 연구)

  • 김은주;양종열;홍찬석;강민수
    • Archives of design research
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    • v.13 no.3
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    • pp.7-16
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    • 2000
  • Aesthetics undertakes important roll in design as a competitive factor. The importance of aesthetics can be found in experimental aesthetics, Gestalt psychology and design related literatures. These literatures suggest that, besides the importance of aesthetics, many other aesthetic factors would affect consumer reaction(recognition, emotional reaction, meaning), but the study is still in insufficient condition. Hense, this study tries to give a guideline -'how to design symbols'based on the apprehension of what kind of design is well recognized(correct recognition), gives positive emotional reaction(affect) to customers, and moreover, what sort of aesthetic factors affect these reactions by analyzing existing symbol designs.

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Analytic Framework of Emotion Factors for Gameplay Capability (게임플레이 가능성을 위한 감정요소 분석 프레임워크)

  • Kim, Mi-Jin;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.188-196
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    • 2010
  • This study aims at empiricallly designing method to increase player's play capability through determining of the relations of player's behavior pattern and emotion factors when having gameplay experiences in MMORPG. For modeling emotion factors on gameplay, Our preliminary studies are considered in the process of rule-based systems on cognitive science approach. These study estabilished game architecture process applied of player's cognitieve emotion reactions in specific situation of role playing games that have most noticeable interaction with players based on quest system. This approach is expected to extend instant responses, which can be controlled behind all of anti-main behavior pattern and main behavior pattern in game playing. Therefore, such study is meaningful that is proposed the analysis framework of player's emotion factors to design game playing capability in game interactions.

An Artificial Emotion Model for Expression of Game Character (감정요소가 적용된 게임 캐릭터의 표현을 위한 인공감정 모델)

  • Kim, Ki-Il;Yoon, Jin-Hong;Park, Pyoung-Sun;Kim, Mi-Jin
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.411-416
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    • 2008
  • The development of games has brought about the birth of game characters that are visually very realistic. At present, one sees much enthusiasm for giving the characters emotions through such devices as avatars and emoticons. However, in a freely changing environment of games, the devices merely allow for the expression of the value derived from a first input rather than creating expressions of emotion that actively respond to their surroundings. As such, there are as of yet no displays of deep emotions among game characters. In light of this, the present article proposes the 'CROSS(Character Reaction on Specific Situation) Model AE Engine' for game characters in order to develop characters that will actively express action and emotion within the environment of the changing face of games. This is accomplished by classifying the emotional components applicable to game characters based on the OCC model, which is one of the most well known cognitive psychological models. Then, the situation of game playing analysis of the commercialized RPG game is systematized by ontology.

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An Empirical Study for the Effects of Game Characteristics on Emotion and Customer Satisfaction in Game Portal Site (게임 특성이 게임포털 사이트에 대한 감정과 고객만족에 미치는 영향에 관한 연구)

  • Kim, Eun-Jung;Jang, Hyeong-Wook;Kim, Jong-Weon
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.5
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    • pp.23-38
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    • 2007
  • Since the players in online games seek fun, emotional aspects may be important factors in the pleasure-oriented information systems. This study attempted to verify the effects of characteristic factors of games (fun, challenge, compensation, and diversity) on emotion and customer satisfaction in game portal sites. The study established the research model on the foundation of precedent researches related to online games, emotion, and customer satisfaction. The study conducted online and offline survey on individuals with experiences in using online game portal sites. 206 samples were used to test the research hypotheses. By using Structural Equation Modeling, The study found the following results. First, it was revealed that characteristics of games had positive effects on emotion in game portal sites and indirect effects on user satisfaction. Second, the study analyzed the difference between low user group and high user group. It was revealed that the characteristics of games had positive effects on emotion in the low user group, but only challenge factor influenced on emotion in the high user group.

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The Influence of Service Elements on Customers' Emotion and Loyalty - Focused on Specialty Coffee Shop Customers - (커피전문점 서비스 요소가 고객의 감정 및 충성도에 미치는 영향)

  • Kim, Ju-Yeon;Kim, Hak-Jun;Kim, Chul-Min
    • Culinary science and hospitality research
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    • v.15 no.1
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    • pp.271-286
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    • 2009
  • This study explored the influence of service elements of specialty coffee houses on customers' emotion and loyalty. Physical surroundings, employees' service and price benefits were suggested as the service elements of specialty coffee shops. The results show that physical surroundings and price benefits had significant influence on positive emotion and loyalty while employees' service had no influence on them. Two emotional reponses(positive emotion, negative emotion) had significant influence on customers' loyalty. The result is important in that price benefits had a higher impact on positive emotion and loyalty than physical surroundings. This represents the customers' attitude to the late economic issues.

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Sentimental expressions of typography (타이포그래피의 감정표현)

  • Lee, Young-Ju
    • Proceedings of the KAIS Fall Conference
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    • 2010.11b
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    • pp.766-768
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    • 2010
  • 매체의 발달은 타이포그래피에 있어서 키네틱 타이포그래피의 활용을 통해 감정이 전달이 풍부해 질 수 있도록 해 주었지만 그 기본 근간이 되는 프레임의 면모를 살펴보면 지면이나 화면 한 페이지에서도 볼드나 행간의 간격, 폰트의 사용, 여백 등의 요소뿐 아니라 실험적 타이포그래피를 통해 감정을 표현할 수 있다는 것을 알 수 있다.

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The basis analysis for feeling expression an 2D animated cartoon (2D애니메이션의 감정 표현에 대한 기초 분석 - 일본애니메이션 TV물에 표현된 이미지 -)

  • Kim, Jae-Ho
    • Review of Korea Contents Association
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    • v.6 no.3
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    • pp.68-71
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    • 2008
  • 2D애니메이션은 애니메이션의 표현에서 모든 장르에 기초적 이론적 배경에 바탕이 되어 현재에 이르렀다. 현재에는 컴퓨터공학의 발달에 애니메이션의 표현은 무궁무진하게 급속도록 발전되어 왔으며 이러한 특징적 요소에는 서로 공유되는 내러티브의 요소가 있기 때문이다. 하지만 현장에서는 공방스타일의 표현이 우선되어 애니메이터의 표현능력을 답습하는 경우가 일반적이다. 이에 인물표정에 대한 감성과 오성의 기초이론을 바탕으로 도출되어지는 감정표현에 대한 이미지를 정리하고자한다.

Multidimensional Affective model-based Multimodal Complex Emotion Recognition System using Image, Voice and Brainwave (다차원 정서모델 기반 영상, 음성, 뇌파를 이용한 멀티모달 복합 감정인식 시스템)

  • Oh, Byung-Hun;Hong, Kwang-Seok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.821-823
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    • 2016
  • 본 논문은 다차원 정서모델 기반 영상, 음성, 뇌파를 이용한 멀티모달 복합 감정인식 시스템을 제안한다. 사용자의 얼굴 영상, 목소리 및 뇌파를 기반으로 각각 추출된 특징을 심리학 및 인지과학 분야에서 인간의 감정을 구성하는 정서적 감응요소로 알려진 다차원 정서모델(Arousal, Valence, Dominance)에 대한 명시적 감응 정도 데이터로 대응하여 스코어링(Scoring)을 수행한다. 이후, 스코어링을 통해 나온 결과 값을 이용하여 다차원으로 구성되는 3차원 감정 모델에 매핑하여 인간의 감정(단일감정, 복합감정)뿐만 아니라 감정의 세기까지 인식한다.

The comparative study on changes in job satisfaction and turnover intention according to the convergence mediating factors and the level of emotional labor in dental hygienists (치과위생사의 감정노동수준과 매개변수 융합에 따른 직무만족 및 이직의도 변화 비교 연구)

  • Choi, Mi-sook;Ji, Dong-ha
    • Journal of the Korea Convergence Society
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    • v.6 no.6
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    • pp.27-34
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    • 2015
  • Abstract The purpose of this study is to analyze the changes in job satisfaction and turnover intention according to the level of Emotional labor and the mediating effect in dental hygienists. Higher levels of emotional labor resulted in lower levels of job satisfaction, as well as higher levels of turnover intention. We used the logistic regression analysis to compare change of job satisfaction, turnover intention according to the level of emotional labor. In logistic regression analyses, social support was the largest mediating factor between emotional labor and job satisfaction and the odds(Likely to with low job satisfaction) was down by 16% after adjustment for supervisor, colleague. In case of turnover intention, largest mediating factor were drinking, physical condition, supervisor, colleague and the odds(Likely to with high turnover intention) was down by 52% after adjustment for mediating factors. The results of this study were as follows. Emotional labor was negatively impact on job satisfaction and turnover intention. To increase the job satisfaction and lower the turnover intention, it is necessary to do more efforts to improve social support(supervisor and colleague) and management personal factor(drinking, physical condition) for the dental hygienists should be made to reduce such negative effects.