• Title/Summary/Keyword: 감정 조절

Search Result 379, Processing Time 0.021 seconds

The Impact of Brand Prestige on Patrons' Perception of Well-Being, Favorable Inequity, Affective Commitment, and Dedicational Behaviors in Luxury Restaurants: The Moderating Role of Brand Consciousness (럭셔리 레스토랑의 브랜드 명품화가 고객의 웰빙 지각도, 호의적 평가, 정서적 몰입 및 헌신적인 행위에 미치는 영향에 관한 연구: 브랜드 의식도의 조절 효과)

  • Hyun, Sung-Hyup;Hwang, Jin-Soo;Lee, Sang-Ho
    • Journal of the East Asian Society of Dietary Life
    • /
    • v.21 no.3
    • /
    • pp.438-450
    • /
    • 2011
  • The purpose of this research was to investigate the impact of brand prestige on luxury marketing variables (patrons' perception of well-being, favorable inequity, affective commitment, and dedicational behaviors) in the luxury restaurant industry. Based on a thorough literature review, the clear definitions of each construct were established and theoretical causal relationships between the seven constructs were proposed (brand prestige, perception of well-being, favorable inequity, affective commitment, enhancement, advocacy, and brand consciousness). During this process, the moderating role of brand consciousness was also suggested. Integrating the proposed theoretical hypotheses, a structural model was created. This model was tested using the data collected from 527 luxury restaurant patrons in the United States. Data analysis revealed that brand prestige is a key determinant of favorable inequity and patrons' perception of well-being, thereby inducing two types of dedicational behaviors (enhancement and advocacy). More importantly, during this process, brand consciousness played a moderating role in the relationship between brand prestige and patrons' perception of well-being. Based on the data analysis results, the theoretical/practical implications were discussed.

Effect of the Suicide Prevention Program to the Impulsive Psychology of the Elementary School Student (자살예방 프로그램이 초등학교 충동심리에 미치는 영향)

  • Kang, Soo Jin;Kang, Ho Jung;Cho, Won Cheol;Lee, Tae Shik
    • Journal of Korean Society of Disaster and Security
    • /
    • v.6 no.1
    • /
    • pp.65-72
    • /
    • 2013
  • In this study, the early suicide prevention program was applied to the elementary school students and compared the prior & post effect of the program, and verified the status of psychology change like emotional status, or temptation to take a suicide, and presented the possibility as a suicide prevention program. The period of adolescence is the very unstable period in the process of growth being cognitively immature, emotionally impulsive period. It is the period emotionally unstable and unpredictable possible to select the method of suicide as an extreme method to escape the reality, or impulsive problem solving against small conflict or dispute situation. Many stress of the student such as recent nuclear family, expectation of parents to their children, education problem, socio-environmental elements, individual psychological factor lead students to the extreme activity of suicide in recent days. In this study, the scope of stress experienced in the elementary school as well as idea and degree of temptation regarding suicide by the suicide prevention program were identified, and through prevention program such as meditation training, breath training and through experience of anger control, emotion-expression, self overcome and establish positive self-identity and make understanding Self-control, Self-esteem & preciousness of life based on which the effect to suicide prevention was analyzed. The study was made targeting 51 students of 2 classes of 6th grade of elementary school of Goyang-si and processed 30 minutes every morning focused on through experience & activity of the principle & method of brain science. The data was collected for 20 times before starting morning class by using Suicide Probability Scale(herein SPS-A) designed to predict effectively suicide Probability, suicide risk prediction scale, surveyed by 7 areas such as Positive outlook, Within the family closeness, Impulsivity, Interpersonal hostility, Hopelessness, Hopelessness syndrome, suicide accident. Analytical methods and validation was used the Wilcoxon's signed rank test using SPSS Program. Though the process of program in short period, but there was a effective and positive results in the 7 areas in the average comparison. But in the t-test result, there was a different outcome. It indicated changes in the 3 questionnaires (No.7, No.14, No.19) out of 31 SPS-A questionnaires, and there was a no change to the rest item. It also indicated more changes of the students in the class A than class B. And in case of the class A students, psychological changes were verified in the areas of Hopelessness syndrome, suicide accident among 7 areas after the program was processed. Through this study, it could be verified that different results could be derived depending on the Student tendency, program professional(teacher in charge, processing lecturer). The suicide prevention program presented in this article can be a help in learning and suicide prevention with consistent systematization, activation through emotion and impulse control based on emotional stress relief and positive self-identity recovery, stabilization of brain waves, and let the short period program not to be died out but to be continued connecting from childhood to adolescence capable to make surrounding environment for spiritual, physical healthy growth for which this could be an effective program for suicide prevention of the social problem.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
    • /
    • v.18 no.2
    • /
    • pp.147-187
    • /
    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

  • PDF

Relationship among Emotional Intelligence, Critical thinking and Major satisfaction in Nursing students (간호대학생의 감성지능, 비판적 사고성향, 전공만족도와의 관계)

  • Kim, Young-Soon;Oh, Eun-Ju
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.17 no.7
    • /
    • pp.103-111
    • /
    • 2016
  • To provide baseline data for interventions to improve nursing students' satisfaction with their major, this descriptive correlational study analyzed the relationships among emotional intelligence, critical thinking, and major satisfaction. To set up the research data, questionnaires were collected from 232 nursing students in 3 nursing colleges of cities K and B from May 15th, 2014 to June 15th, 2014. SPSS 21.0 was used to analyze the data for the descriptive statistics, t-test, ANOVA, Scheffe's test, and Pearson correlation coefficients. The results are as follows. First, the mean scores of emotional intelligence (4.93), critical thinking (3.43), and major satisfaction (3.76) were above the moderate level but showed significant differences according to gender, grades, and motivations for choosing the major and challenges in college life. Positive correlations were observed among emotional intelligence, critical thinking, and major satisfaction Therefore, when designing an intervention program to improve the major satisfaction, it is recommended to consider a plan that enables them to develop emotional intelligence and critical thinking.

Smartphone Addiction Detection Based Emotion Detection Result Using Random Forest (랜덤 포레스트를 이용한 감정인식 결과를 바탕으로 스마트폰 중독군 검출)

  • Lee, Jin-Kyu;Kang, Hyeon-Woo;Kang, Hang-Bong
    • Journal of IKEEE
    • /
    • v.19 no.2
    • /
    • pp.237-243
    • /
    • 2015
  • Recently, eight out of ten people have smartphone in Korea. Also, many applications of smartphone have increased. So, smartphone addiction has become a social issue. Especially, many people in smartphone addiction can't control themselves. Sometimes they don't realize that they are smartphone addiction. Many studies, mostly surveys, have been conducted to diagnose smartphone addiction, e.g. S-measure. In this paper, we suggest how to detect smartphone addiction based on ECG and Eye Gaze. We measure the signals of ECG from the Shimmer and the signals of Eye Gaze from the smart eye when the subjects see the emotional video. In addition, we extract features from the S-transform of ECG. Using Eye Gaze signals(pupil diameter, Gaze distance, Eye blinking), we extract 12 features. The classifier is trained using Random Forest. The classifiers detect the smartphone addiction using the ECG and Eye Gaze signals. We compared the detection results with S-measure results that surveyed before test. It showed 87.89% accuracy in ECG and 60.25% accuracy in Eye Gaze.

A study on ways of improving of children's self-awareness and self-management competency - focused on values in Confucianism (초등학생들의 자기인식 및 자기관리 능력 함양 방안 연구 - 유학의 가치·덕목을 중심으로 -)

  • Chi, Chun-Ho
    • The Journal of Korean Philosophical History
    • /
    • no.25
    • /
    • pp.41-70
    • /
    • 2009
  • 'Self-awareness' has its core on exactly understanding of your own desire, emotion, value, etc. and then keeping your sense of confidence etc. 'Self-management' has its core on controlling your emotion to overcome stress; suppressing your urge; setting your personal or academic goals and then managing your effort for such goals. This study is to answer the question, "How can we efficiently improve our righteous and good character in the elementary school students?", which is one of the core goals of elementary education. Considering the cultural base of Korea that has the tradition of Confucianism based moral education, Confucian idea that has been verified and accumulated for a long time also shows clearly its own useful value in contemporary moral education. The effort to reorganize such Confucian idea into a character education program and reflect it positively in education, therefore, will be meaningful. Wigijihak (爲己之學: study for yourself) that goes for completeness of moral self, Jungyongjido (中庸之道: positioned in a good balance) that goes for an even life without 'too much and too little' and Hoyeonjigi (浩然之氣: big heart) that encourages moral activeness will contribute largely to realization of 'education for whole person'.

The Influences of Emotional Intelligence and Psychological Well-being at e-Sports Game on Life Satisfaction (정서지능과 e스포츠 게임에서의 심리적 웰빙이 삶의 만족도에 미치는 영향)

  • Lee, Hang;Kim, Joon-Hwan
    • Journal of Digital Convergence
    • /
    • v.20 no.4
    • /
    • pp.23-30
    • /
    • 2022
  • This study analyzed the effects of e-sports games on psychological well-being and life satisfaction of individuals by focusing on social and psychological aspects, recognizing e-sports games as subjective area activities based on psychological experiences as well as a means of leisure activities. To this end, 250 game users with actual experience in online games were analyzed using a structural equation modeling(SEM). The research results are as follows. First, except for other's emotion appraisal, which was a sub-factor of emotional intelligence of e-sports game users, self-emotional appraisal, use of emotion and regulation of emotion were found to have a significant positive effect on psychological well-being. Second, psychological well-being in e-sports games was found to have a significant positive relationship with life satisfaction, and psychological well-being was found to significantly mediate the relationship between emotional intelligence and life satisfaction. The findings of this study imply that managerial implications for related organizations as a platform that could support individual psychological well-being in a situation where the stress level of young adults as well as teenagers in a non-face-to-face environment is increasing.

Composition and Attributes of Modeling Instructions and Factors of Teacher Competence in Elementary Science Classes: A Qualitative Meta-Analysis (초등과학 모델링 수업의 구성과 속성 및 교사 역량 요인에 대한 질적 메타 분석)

  • Kim, Hyun-Ju;Lim, Chae-Seong;Lee, Ki-Young
    • Journal of Korean Elementary Science Education
    • /
    • v.42 no.3
    • /
    • pp.434-454
    • /
    • 2023
  • This study explored the composition and attributes of modeling instructions and factors of teacher competence in elementary science classes. The study also examined educational research papers regarding modeling instruction cases in elementary schools and elementary teachers' perceptions of modeling instructions using qualitative meta-analysis, which can integrate findings from qualitative research. This investigation led to creating a small group to compose modeling instructions. Furthermore, the modeling approach was demonstrated to go through the process of generating, evaluating, and modifying the model. The attributes of modeling instructions can be divided into factors that affect modeling instructions and competence factors necessary for students participating in modeling instructions. The factors affecting modeling instructions included "small group interactions" and "time limitation in classes." The competence factors necessary for students participating in modeling instructions included "scientific knowledge," "meta-modeling knowledge," and the "ability to control emotions." The teacher competence factors in modeling instructions regarding knowledge, function, and attitude were explored. The teacher competence factors in elementary modeling instructions included "meta-modeling knowledge," "knowledge of modeling assessment," "emotional support for students," and the "awareness of modeling value." Accordingly, this study offered some recommendations for effective modeling instructions.

An Exploratory Study on Work Conflict Experience (직장 내 갈등경험의 과정에 대한 탐색적 연구)

  • Dawon Rhee;Sunhee Lee;Min Han
    • Korean Journal of Culture and Social Issue
    • /
    • v.20 no.3
    • /
    • pp.205-233
    • /
    • 2014
  • This study aims to identify work conflicts in Korean socio-cultural context by applying grounded theory. Survey has been conducted through in-depth interviews with 11 different employees from various occupational categories. Data collected from the survey were then analyzed based on the grounded theory of Strauss and Corbin (1998), thus resulted in a paradigm model consisting of 31 categories, 63 subcategories, and 100 concepts by open coding. Axial coding was then conducted and the results were as follows. The causal condition was the 'character of an opponent'. Contextual conditions which affect the causal condition were 'situational characteristics', 'character of an opponent', 'character of oneself', and their 'mutuality'. 'Negative feeling' was the central phenomena of work conflict and action/interaction strategies were verified to be 'avoidance', 'expression', 'effort toward solving problems' and 'increasing conflict'. Intervening conditions were 'interrelation', 'intervention', and 'group/task characteristics'. The consequences were organized as 'conflict continuance', 'personnel change' and 'positive effect'. Through selective coding, 'managing with the conflict' was derived as core-category and three different types of management were classified. Ultimately, this study shows how employees work in Korea experience the work conflicts and what kinds of socio-cultural factors have influence on the work conflicts, which can supplement previous inadequate empirical research. Also, this study can provide implications and suggestions as a fundamental integrated model for the future empirical research on work conflicts.

  • PDF

The Effect of Therapeutic Listening on Occupational Performance, Auditory Problem Behavior, and Attention in Children With Sensory Modulation Disorder (감각조절 장애 아동에게 치료적 듣기가 작업수행, 청각행동문제, 주의집중에 미치는 영향)

  • Park, Mi-Young;Kim, Hee;Cha, Tae-Hyun;Kim, Soo-Kyung
    • The Journal of Korean Academy of Sensory Integration
    • /
    • v.18 no.3
    • /
    • pp.14-26
    • /
    • 2020
  • Objective : The purpose of this study was to investigate the effect of therapeutic listening on task performance, auditory behavior problems, and attention in children with sensory modulation disorder. Methods : Sixteen children aged four to seven years who were classified as children with sensory modulation disorder were randomly assigned to either the experimental group (n = 8) or the control group (n = 8). From July 1 to October 18, 2017, both groups participated in sensory integration programs, while therapeutic listening training was administered only to the experimental group. Sensory integration therapy was conducted in two sessions per week for six weeks (12 sessions); each session consisted of 40 minutes of therapy and 10 minutes of parent education. Therapeutic listening was conducted in three thirty-minute sessions per week for six weeks (18 sessions). We used the Canadian Occupation Performance Measure (COPM) to evaluate changes in the participants' occupational performance between pre- and post-intervention. We used Fisher's Auditory Problems Checklist (FAPC) to observe changes in behavioral problems related to hearing. The Child Attention Scale for Teacher (CAST) was used to evaluate changes in attention. Results : No significant differences pre- and post-intervention between the two groups were observed. The participants' auditory behavioral problems improved significantly in the experimental group, but no significant difference was found between the two groups. There was no significant difference in attention between the two groups, but there was a significant difference between the two groups in the "adaptability" and "emotion" domains (p < .05). Conclusion : The results suggest that therapeutic listening training has a positive effect on reducing problematic behaviors related to hearing and improving the occupational performance of children with sensory modulation disorder. This study provides a basis for improving the sensory processing ability of children with sensory modulation disorder by applying listening training in the clinical field and at home.