• Title/Summary/Keyword: 감정적 요소

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The Role of Affect in Advertising (광고에서 감정의 역할사고)

  • Hwang, Byung-Il;Kim, Beom-Jong
    • Korean Business Review
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    • v.13
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    • pp.67-87
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    • 2000
  • There has been remarkable growth in the study of the role played by affect in advertising in the past 16 year. The research of the role in advertising has studied in different perspectives, provide guidelines for practicers. But the evidence of these research have limits to service advertising creative strategy, because of no integrated framework. The goal is to provide broad assessment and insight of the role played by affect in advertising from academic literature. This article are discussed the concept relating affect, the type of advertising appeal, affect and context effects, affect and individual different in reponses, affect and attitude toward the ad in advertising. Finally, from a critical analysis of state knowledge, this article suggested 5 directions for future research in the recommended areas.

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Emotional User Experiences on Narrative-Based Social Issue Serious Game : Focused on (내러티브 기반 소셜 이슈 기능성 게임의 사용자 감정 경험 연구 : <나누별 이야기>를 중심으로)

  • Lim, Su-Jin;Doh, Young-Yim;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.131-144
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    • 2012
  • To affect users' attitudes on social issues, some serious games use narrative which can be an effective tool to provoke users' emotions. In this paper, focus group interview on the experiences about playing was conducted to figure out if the parts of narratives containing educational goals can actually provoke certain emotions or not. From the interview, words having emotional meaning were extracted and matched with Korean Emotion Terms Database. Then the emotion terms were compared with Russell's schematic map of core affect and were categorized. The result showed that users mostly felt unpleasant emotions during the play. The unpleasant emotions helped to achieve the game's goal which is conveying the tragedy of war.

The Role of Cognitive Satisfaction and Emotionally Based Satisfaction in Explaining Relationships between Store Image and Loyalty (점포이미지와 충성도 관계에서 인지적 만족과 감정적 만족의 역할)

  • Choi, Chul-Jae
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.292-304
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    • 2009
  • This paper is to identify how merchandise quality, store environment, personnel service, sales promotion, store amenities and supporting service which is considered to store image components influence on satisfaction and loyalty and examine the role of satisfaction in explaining relationships between store image and loyalty. The results of the study are as follows: (1) each components of store image influence on cognitive satisfaction or emotionally based satisfaction or loyalty. (2) merchandise quality and store amenities have influence on cognitive satisfaction and emotionally based satisfaction is affected by personnel service and supporting service, but store environment has directly influence on loyalty. (3) store image components that is concerned with service in the store e.g. personnel service, supporting service build customer loyalty by mediating emotionally based satisfaction. In order to build strong customer loyalty, marketer have to formed through store image components that is much stronger on loyalty.

Users' perception on fonts as a tool of communication and SMS (커뮤니케이션 도구로써의 글꼴 및 휴대폰 문자 메시지에 대한 사용자 인식)

  • Koh, Ye-Won;Sohn, Eun-Mi;Lee, Hyun-Ju
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.133-142
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    • 2007
  • Unlike face-to-face communication, text-based communication by digital media has limitations that non-verbal elements are eliminated and social presence decrease. To overcome this problem, people try to find solutions which visualize emotion and situation by using emoticons, icons, computer language and so on. As most SMS users experience the failure of using emotions on the mobile phone, they need to make up for this point. In this study, we conducted research on the recent mobile fonts situations and surveyed users' perception on SMS fonts as to suggest solutions of expressing and visualizing emotions on the mobile phone, a representative media of personal communication. As a solution of reducing the failure, we conducted a survey on users' perception about fonts and the capability of the expressing emotions by fonts. The survey found that mobile fonts can be used as a method to express human emotion. As a finding, the shape of the font can be used as a method to visualize the emotion through text messaging. In future studies, such a method can be applied to variety of different personal media with the communication method based on text. Those studies can propose different usage for fonts in communication.

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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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AI Chatbot-Based Daily Journaling System for Eliciting Positive Emotions (긍정적 감정 유발을 위한 AI챗봇기반 일기 작성 시스템)

  • Jun-Hyeon Kim;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.1
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    • pp.105-112
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    • 2024
  • In contemporary society, the expression of emotions and self-reflection are considered pivotal factors with a positive impact on stress management and mental well-being, thereby highlighting the significance of journaling. However, traditional journaling methods have posed challenges for many individuals due to constraints in terms of time and space. Recent rapid advancements in chatbot and emotion analysis technologies have garnered significant attention as essential tools to address these issues. This paper introduces an artificial intelligence chatbot that integrates the GPT-3 model and emotion analysis technology, detailing the development process of a system that automatically generates journals based on users' chat data. Through this system, users can engage in journaling more conveniently and efficiently, fostering a deeper understanding of their emotions and promoting positive emotional experiences.

조직내 갈등이 정보시스템 품질과 개인 성과에 미치는 영향

  • Kim, Ung-Tae;Jeong, Ho-Won
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.713-718
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    • 2007
  • 현대 기업에서 정보시스템은 기업활동의 필수적이고 기본적인 요소로 인식되고 있으며 그 중요성은 점점 더 높아지고 있다. 정보시스템은 기업의 각 요소를 유기적으로 연결하여 기업의 목적이나 목표를 달성하기 위해 사용 되고 있다. 정보시스템의 도입이 이런 목표나 목적을 달성하고 있는지 살펴보기 위해 정보시스템의 품질과 조직 성과에 관한 많은 연구들이 이루어져 왔다. 조직행동론 분야에서 '조직내 갈등'이 조직성과에 직 간접적으로 영향을 미치는 것으로 나타나고 있다. 조직내 갈등은 '과업적 갈등'과'감정적 갈등'으로 나눌 수 있으며, 이들은 매개변수나 조절변수로서 조직 성과에 영향을 주고 있다. 하지만 정보시스템의 품질과 조직의 성과에 관계에 대한 많은 연구가 이루어진 반면 이들 관계에 있어 갈등의 역할에 대한 연구는 부족한 실정이다. 본 연구는 정보시스템의 품질과 조직원 성과관계에서 갈등의 역할에 초점을 맞춰 연구를 진행하였다. 이를 위해 근로자 300인 이상인 기업에 근무하는 사무직 근로자를 대상으로 설문 조사를 실시하고, PLS(Partial Least Square) 방법을 사용하여 분석을 실시하였다.

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Study of Relationship Between Components of the Korean Pop Music and Comfortable of the Emotional theme Category (한국대중가요에서의 음악적 구성요소와 감성분류 편안한의 상관관계 연구)

  • Kwon, Hye-Won;Lee, Seny
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.99-100
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    • 2014
  • 본 연구에서는 대중음악의 음악적 구성요소와 편안한 감성과의 상관관계를 밝히고 창작자의 입장에서 감성으로 접근하기 위한 방법을 모색하기 위하여 엠넷의 편안한 감성 테마에서 선정된 200곡의 가사와 음악적 특징을 분석하였다. 이 때 가사의 분석으로 감정적 단어의 사용 및 전체적 가사의 내용을 알아보고 음악적 분석으로 장르, 템포, 조성, 악기구성 및 화성진행 등에 대하여 분석하였다. 이러한 분석을 통하여 편안한 감성의 음악의 특징 점을 발견하고 정리하여 편안한 감성의 곡을 쓰고자 할 때 보다 쉽고 빠르게 접근할 수 있는 방법을 제시하였다.

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Effect of Color Overlay on Reading Comprehension Depending on Emotional State (감정 상태에 따라 색 오버레이가 언어 인지 기능에 미치는 영향)

  • Park, Yoon;Yang, Janghoon
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.332-343
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    • 2016
  • With the advance of digital technology, new methods which acquire color information and combine it with various contents are emerging. Color has some effect on emotion while it gives some information as component of an image. In addition, change in emotion and sensation from color stimulus makes some change in cognition. This research investigate the effect of color overlay on cognition depending on emotional state. With this goal, subjects consisting of 10 men and 10 women solved some problems with color overlay of red, orange, and green after watching short video clips which intend to induce target emotion. Experimental results show that red color overlay under positive emotion significantly reduces the average score of solving problems, while green overlay under negative emotion significantly increases it. It is also analyzed that there is not statistically significant difference in cognitive function with color overlay while it is significantly better under positive emotion than negative emotion without color overlay.

A Study on Facial Expression Recognition for Customer Satisfaction Feedback System (고객만족도 피드백시스템을 위한 얼굴감정인식에 대한 연구)

  • Kang, Min-Sik;Song, Eun-Jee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.298-301
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    • 2012
  • 최근 정보화 사회에 있어 멀티미디어의 향상으로 기술의 중심은 사람에게 맞추어져 가고 있다. 만약 기계가 사람의 감정을 인식하여 그들의 상황을 이해할 수 있다면 감지된 상황에 따라 능동적으로 사람에게 도움을 줄 수 있을 것이다. B2C(Business to Customer) 산업에 있어 효율적인 성과관리를 위해서는 고객이 원하는 서비스 요소를 추론하여 고객이 원하는 서비스를 제공하고 그 결과를 평가하여 지속적으로 서비스품질 및 성과를 향상 할 수 있도록 해야 한다. 그것을 위한 중요한 요소는 고객 만족도의 정확한 피드백인데 현재 국내에는 고객의 만족도 측정에 대한 정량적이고 표준화된 시스템이 열악한 상황이다. 본 연구에서는 B2C산업 서비스 분야에 있어 고객 만족도를 실시간으로 수집 및 분석할 수 피드백 시스템으로서 고객 만족도를 고객의 얼굴감성인식을 이용하여 추론할 수 있는 시스템을 제안하며 효율적인 얼굴 감성 인식에 대한 분석을 한다.