• Title/Summary/Keyword: 감정표현 규칙

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Secondary School Science Teachers' Emotional Display Rules and Emotional Labor Types (중등 과학교사의 감정표현규칙과 감정노동 유형)

  • Kim, Heekyong
    • Journal of The Korean Association For Science Education
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    • v.37 no.4
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    • pp.705-717
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    • 2017
  • The purpose of the study is to explore secondary science teachers' emotional display rules, types of emotional labor, science-specific emotional display rules and the episodes of emotional labor. For this purpose, the survey to measure emotional labor of science teachers (The Emotional Labor of Science Teaching Scale: TELSTS) was developed and the participants were 145 secondary science teachers in Korea. Results showed that first, secondary science teachers recognized the emotional display rules defined by their schools, especially, positive display rules. Second, secondary science teachers showed that they were carrying out emotional labor in order to keep their emotional display rules in check. The mean value of responses to deep acting was high. Also, there were statistically significant differences in emotional labor depending on whether they were full-time or part-time teachers and their teaching career. Third, as a result of analyzing the specificity of science teachers, it was mainly related to the objective and logical image of science, and experimental instruction. Seventy-four percent (74%) of responses were negative or neutral emotional display rules. Finally, implications for science education are discussed.

Analysis of Game Character Using Emotion Rule (감정규칙을 사용한 게임 캐릭터 분석)

  • Park, Jun-Hyoung;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.7-18
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    • 2014
  • Emotion is one of the elements of the game that will help the user interaction. The way to express the emotions and personality of the character was taken into account severity of reaction to action or a specific graphics in the game so far. However recently structured for the interest in the study of emotion increases and to utilize a variety of feelings in the game is needed. In the field of autonomous agents, studies of the possibility of the use of emotion, defined 12 different emotion rules. In this paper, we dilate by defining the terms used in the game rules of emotion made the rules of the emotion of the game. And, we analyzed emotions in actual game character used Game Emotions Rule. As a result, it was possible to see the rules of the game feeling separate from that being used for game genre similar.

Use of Emotion Rule for Game Characters Emotion Structure (게임 캐릭터의 감정구조를 위한 감정규칙의 활용)

  • Park, Jun-Hyoung;Ko, Il-Ju;Sung, Bo-Kyung
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.23-32
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    • 2016
  • A recent emotion research has attracted attention as an element to enhance the interaction with the user to play the game. Emotion expressed in the previous game was using a simple structure. However, increasing the user's needs of emotions that have been used in the game is necessary to structure the emotions caused. In this paper, it was utilized for the character of emotion in the game rules of the proposed emotion based on the principle of biological feelings. And it was classified a game component that affects the emotions and character provides a structure for recognizing the emotion from the game. This paper provides a structural framework to be considered in order to analyze emotions used in existing game to the role of emotion, to express emotion in the game.

Exploring the Pre-service Science Teachers' Emotional Experience, Display Rules, and Controlling Strategies During Teaching Practice (교육실습과정에서 나타난 예비과학교사의 감정 경험과 감정 표현 규칙, 조절 전략의 탐색)

  • Kim, Heekyong;Lee, Narea
    • Journal of The Korean Association For Science Education
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    • v.36 no.2
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    • pp.231-251
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    • 2016
  • The goal of the study was to examine pre-service teachers' emotional experiences, especially during student teaching. The following questions guided this study. First, during student teaching, what are the characteristics of emotional experiences of pre-service science teachers? Second, what are used as the emotional rules and strategies by student teacher? In this study, we tracked nine pre-service science teachers over a four-week period of the student teaching. The data sources were lesson observations, interviews, emotional journals, and video-recorded classroom lessons. Results showed that student teachers experienced various 25 different types of emotions which were reported as the primary emotions of Koreans. The main subjects for interaction for positive emotions were students. For negative emotions, students, teachers and student teachers themselves all resulted in such negative emotional experiences. When the student teachers experienced negative emotions, they followed the emotional rule that their emotions should not be expressed in front of the students. Because of this, they tried various strategies for controlling emotions, such as 'understanding students', 'finding the positive side', 'seeing good students', 'ignoring', 'holding back', 'evading', and 'giving up'. Finally, suggestions for teacher education were discussed.

Relationship between Emotional Labor and Service Delivery Level of Employee in Travel Agency (여행업 종사원의 감정노동과 서비스 제공 수준과의 영향관계)

  • Jee, Jin-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.5
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    • pp.284-292
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    • 2009
  • A considerable amount of theoretical and empirical research has been done on the conceptualization of emotional labor, as well as its antecedents and consequences. The field, however, is lacking consistency respect to theory building and empirical findings, which suggests the need for more programmatic research. The main objective of this study is to build on prior research and further examine the theory, antecedents and consequences(service delivery level) of emotional labor, and to find out the relationship. In the results of empirical research, I found that two antecedent variables, job-related characters and display rules, influenced significantly employee perceived emotional labor. And both surface acting and deep acting have been found to have a influence on employees' service deliverly level, deep acting is more likely than surface acting to lead to service attitude of travel service provider. In business practices, more attention is needed in organizations' incentive programme and training considerations in jobs that have high demands. Despite these results, current studdy has its limitations. So, it may be interesting to further examine the relationship between emotional labor and control variables.

Emotion-Based Dynamic Crowd Simulation (인간의 감정에 기반한 동적 군중 시뮬레이션)

  • Moon Chan-Il;Han Sang-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.9 no.3
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    • pp.87-93
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    • 2004
  • In this paper we present a hybrid model that enables dynamic regrouping based on emotion in determining the behavioral pattern of crowds in order to enhance the reality of crowd simulation in virtual environments such as games. Emotion determination rules are defined and they are used for dynamic human regrouping to simulate the movement of characters through crowds realistically. Our experiments show more natural simulation of crowd behaviors as results of this research.

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Dynamic Crowd Simulation by Emotion-based Behavioral Control of Individuals (개체의 감정기반 행동제어를 통한 동적 군중 시뮬레이션)

  • Ahn, Eun-Young;Kim, Jae-Won;Han, Sang-Hoon;Moon, Chan-Il
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.1-9
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    • 2009
  • In virtual environments, such as computer game and animation, we need to enhance naturalness of crowd simulation. So, we propose a method to generate dynamically moving crowd patterns by applying emotional factors to the individual characters of a crowd in the determination of their behavior. The proposed method mimics human behavior and controls each character in a group to decide its own path according to its individual status. And it is able to generate various moving patterns as a result of letting the individuals go to another group depending upon their conditions. In this paper, some temperament and feeling factors are defined and determination rules for calculating the emotional status are also proposed. Moreover we use a fuzzy theory for accurate representation of the ambiguous expressions such as feeling bad, feeling good and so on. Our experiments show that the suggested method can simulate virtual crowd in more natural and diverse ways.

The Implementation of the Personalized Emotional Character Agent (개인화된 감정 캐릭터 에이전트의 설계)

  • Baek, Hye-Jung;Park, Young-Tack
    • The KIPS Transactions:PartB
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    • v.8B no.5
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    • pp.485-492
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    • 2001
  • Recently, character agents are used as a user-friendly interface. In this paper, we have studied a generic framework for emotional character agents which are designed to infer emotions from diverse personalities, situations, user behaviors and to express them. The method of emotion inference is based on blackboard systems which are used to solve the problems in AI. Because it keeps independence between knowledge sources which are rules of emotions, a blackboard-based inference engine is easy to manage knowledge sources, Blackboard-based systems gave the system flexibility. So we can adapt the engine to various application systems. Each emotional agent monitors user behavior, learns user profile and infers user behavior. And it generates characters emotions according to the user profile. So, in case of same situations, the agent can generate different emotions according to users. We have studied to build an personalized emotional character agent which according to situations and user modeling.

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A Convergence Study on the Structural Relationships among Emotional Labor and Work Performance of Information Security Professionals (정보보안 종사자의 감정노동과 업무성과 간의 구조적 관계에 대한 융합연구)

  • Lee, Hang;Kim, Joon-Hwan
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.67-74
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    • 2018
  • The purpose of this study was to analyze the structural relationship among emotional labor and work performance of information security professionals. To this end, we conducted a questionnaire survey on 176 security workers and analyzed the collected data using structural equation modeling (SEM). It was found that the frequency of emotional display was positively related to deep acting and surface acting. Also, the intensity and variety of emotional display was positively related to deep acting and surface acting. In addition, deep acting had a positive relationship with work performance and surface acting had an significantly positive relationship with work performance. The results of this study are meaningful to understand the influence of the emotional aspect of security workers on work performance. Therefore, the overall findings suggest that the training programs and education for the improvement of emotional labor capacity of deep acting are continuously required.

Sound Visualization based on Emotional Analysis of Musical Parameters (음악 구성요소의 감정 구조 분석에 기반 한 시각화 연구)

  • Kim, Hey-Ran;Song, Eun-Sung
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.104-112
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    • 2021
  • In this study, emotional analysis was conducted based on the basic attribute data of music and the emotional model in psychology, and the result was applied to the visualization rules in the formative arts. In the existing studies using musical parameter, there were many cases with more practical purposes to classify, search, and recommend music for people. In this study, the focus was on enabling sound data to be used as a material for creating artworks and used for aesthetic expression. In order to study the music visualization as an art form, a method that can include human emotions should be designed, which is the characteristics of the arts itself. Therefore, a well-structured basic classification of musical attributes and a classification system on emotions were provided. Also, through the shape, color, and animation of the visual elements, the visualization of the musical elements was performed by reflecting the subdivided input parameters based on emotions. This study can be used as basic data for artists who explore a field of music visualization, and the analysis method and work results for matching emotion-based music components and visualizations will be the basis for automated visualization by artificial intelligence in the future.