• Title/Summary/Keyword: 감정 체험

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Wire/wireless Hybrid System Considering User's Emotional Experience (사용자 감성체험을 고려한 유무선 통합 시스템)

  • 이준희;최승권;신승수;조용환
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04d
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    • pp.533-535
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    • 2003
  • 본 논문에서는 사용자의 다양한 감정을 이입하는 디자인을 통해 사용자들로 하여금 새로운 경험을 체험하도록 13개의 감성차원에 맞는 페이지 레이아웃, 배경색 등의 감성 데이터베이스를 구축하고 사용자의 감성체험 요청에 따라서 서비스하는 유무선 통합 시스템을 제안한다. 실험을 통해서 사용자 만족도 및 접속유지시간이 기존 방법보다 향상되었음을 입증하였다.

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A Study on the Influence of Personal Characteristics on DIY Experience and Intention to Continue (개인적 특성이 DIY체험과 지속의도에 미치는 영향에 관한 연구)

  • Jeong, Yun-Hee
    • Journal of Convergence for Information Technology
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    • v.11 no.7
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    • pp.75-83
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    • 2021
  • Recently, as consumer interest in DIY increases and the industry develops, theoretical interest in DIY is also gradually increasing, but in-depth research has hardly been conducted. In particular, research on DIY marketing from a marketing perspective is lacking, and moreover, the influence of the characteristics of individuals participating in DIY has hardly been studied. Therefore, the purpose of this study is to supplement the limitations of these existing studies by examining the effect of individual characteristics on DIY experience and intention to continue. We propose affect intensity, need for cognition, and self-efficacy as personal characteristics that influence DIY experience. In addition, we hypothesized the effects of these variables on the DIY experience such as sense, feel, think, act, relate, and the effect of the DIY experience on intention to continue DIY. We analyzed 231 copies of data for consumers who have experienced DIY in various fields, and the results are as follows. As expected, it was found that affect intensity positively influenced sense and feel, need for cognition had a positive effect on think, and self-efficacy had a positive effect on act and relate. As expected, it was found that affect intensity had an effect on sense and feel, need for cognition had an effect on think, and self-efficacy had a positive effect on act and relate. And it was confirmed that all DIY experiences had a positive effect on the intention to continue DIY. This study provides theoretical and strategic implications by confirming the influence of personal characteristics of DIY consumers and approaching DIY from the perspective of a comprehensive experience.

Relationship among professional baseball stadium servicescape, control perception, consumer emotion, and revisit intention (프로야구경기장 서비스스케이프와 통제지각, 소비감정, 재방문 의도의 관계)

  • Ma, Yoon-Sung;Ko, Kyong-Jin;Lee, Kwang-Yong
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.389-401
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    • 2019
  • The purpose of this study is to clarify the relationship between servicescape experience of visitors to professional baseball stadium, control perception on the spot, consumption emotion, and revisit intention. A total of 273 questionnaires were analyzed using SPSS 20.0 and AMOS 20.0. The validity of the data was verified through frequency analysis, reliability analysis, confirmatory factor analysis, and correlation analysis. The hypothesis was verified by structural equation model analysis. First, servicescape has a statistically significant effect on control perception. Second, the control perception in the servicescape has a significant effect on the consumption emotion. Third, servicescape effected consumption emotion. Fourth, consumption emotion had a significant influence on the revisit intention. The results of this study suggest that visitors to baseball stadiums can induce revisit intention through positive experience of servicescape. The specific discussions and implications are described in the text.

A Study on Long-take in Animation : Focused on Emotional Responses (애니메이션 <나타요해>에서의 롱 테이크 장면 연구 : 감정반응을 중심으로)

  • Ying, Wu;Chang, Wook-Sang
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.126-137
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    • 2022
  • Whether an excellent animation film has vitality and charm largely depends on the aesthetic and emotional experience it brings to the audience, as well as the flexible use of the medium-long shot during the production of the animated film, especially the long take shot. It can then realize the real emotional communication between the animated film and the audience, stimulate the aesthetic experience, and achieve emotional resonance and sublimation. This thesis studies the characteristics and morphological divisions of moving long-shot composition and static composition and explores the diversified theories of animated emotional experience. Additionally, combined with the actual application analysis in the excellent animation feature "Prince Nezha's Triumph Against Dragon King", this thesis discussed the changes in the emotional experience created by the long take shots in the animation. This thesis finally summarized the relationship between the long shots in animation and the emotional experience of the animation creators, and how long shots stimulate viewers' aesthetic and emotional experience. In this way, it also provides a reference for future animation theory research, and finally creates animation works that bring high-quality emotional experience to the audience.

A Resarch of VR therapy service for seniors (시니어를 위한 VR 테라피 서비스에 대한 연구)

  • Bang, ChangKyu;Song, Eunjee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.589-591
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    • 2022
  • 시니어를 위한 메디컬 가상현실 서비스 개발을 목표로 하고 있으며, 시니어가 쉽고 안전하게 체험할 수 있는 가상현실 콘텐츠를 제작하는 것이 주된 목표이다. 본 연구의 최종 목표로는 체험에 집중하기 위한 환경을 조성하기 위해 안전시스템 구축 및 가족/친구와의 연결을 통한 소통 서비스를 개발한다. 시니어를 대상으로 가상현실 체험을 제공할 때 컨트롤러를 쥐고 상호작용을 해야하는 부분을 핸드트래킹 기술을 연구하여 컨트롤러 없이 물리적으로 양손을 자유롭게 하면서 피로감을 줄이는 것은 물론, 주변의 물건을 내려치거나 컨트롤러를 놓쳐 사고로 이어질 소지도 없애 체험에 집중하게 할 수 있는 환경을 제공하고 체험 중 신체에 이상현상이 나타날 경우 즉시 이를 알릴 수 있도록 콘텐츠 내에서 특정 제스쳐나 긴급 버튼을 통하여 체험시 발생할 돌발상황에 대한 대비를 위해 별도의 앱을 개발하고 체험과 상시 연결하여 체험중인 상황을 관제할 수 있도록 시스템을 구축하고, 알림을 통해 조기에 즉각 대처할 수 있도록 한다. 또한, 몸이 불편하거나 요양원 거주등으로 인해 사회적 단절의 해소를 위해 별도의 앱을 통해 체험중인 콘텐츠와 연결이 가능하도록 설계하고 상호간에 아바타를 통한 감정 표현 및 음성 채팅을 할 수 있게 하여 소통을 할 수 있는 서비스 개발하고자 한다.

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The Effect of Experiential Aspect of Meaning out on Improvement of Self-esteem and Subjective Well-being (미닝아웃의 체험적 측면이 자아존중감과 주관적 안녕감 향상에 미치는 영향)

  • Jeong, Yun-Hee;Kang, So-Young
    • Journal of Convergence for Information Technology
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    • v.12 no.3
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    • pp.108-115
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    • 2022
  • Recently, consumers are showing interest in social and environmental issues. In addition, consumers are increasingly participating in meaning-out that give meaning to their consumption and express moral values. However, unlike the spread of meaning-out, existing studies are lacking. This study approaches meaning out, which has become a recent issue, from an experiential point of view, and aims to study how the experiential characteristics of meaning out affect psychological effects such as improvement of self-esteem and subjective well-being. First, we hypothesized that the experience of meaning out(feel, think, act, relate) had an effect on subjective well-being through improvement of self-esteem. We tested the hypothesis on a total of 197 data using the structural equation model. As a result, it was found that three experiences excluding 'feel' have a positive effect on the improvement of self-esteem, and and improved self-esteem had a positive effect on improving subjective well-being. This study expands existing studies and provides practical implications by confirming that meaning out has a positive psychological effect.

A Study on the Development of Healing VR Content Based on Horticulture (원예 기반 힐링형 VR 콘텐츠 개발 연구)

  • Min-Gyeong Hwang;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.681-686
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    • 2023
  • The study aims to develop horticulture-based VR content so that users can find rest in their chaotic daily lives. Healing contents that increase user participation, immersion, emotional stability, and creativity and concentration were implemented by using teleports, plant illustrations, inventory, NPC functions, and drawing games. Garden viewing content using VR technology requires technical research and development to overcome the difference from reality, which can increase the reality of the content and the completeness of the experience. The reality of the VR experience will be increased by using high-resolution displays, high-performance processors, and sensors, and user feedback will be collected and continuously improved. Through this, users present new methods by relieving stress, feeling emotional stability, and providing experiences that are impossible in reality.

Gender, Labor, Emotion and Moment of Political Awakening - A Study on Life and Activities of Female Socialist Chung Chil-sung (젠더, 노동, 감정 그리고 정치적 각성의 순간 - 여성 사회주의자 정칠성(丁七星)의 삶과 활동에 대한 연구)

  • Roh, Jiseung
    • Cross-Cultural Studies
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    • v.43
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    • pp.7-50
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    • 2016
  • In the capitalized Joseon Dynasty under the Japanese colonial rule, most Gisaengs (female entertainers) were waiting for men who would save them from financial distress, but others chose to seize the opportunity imposed by the modern times and capitalization to transform their lives. Socialist Jung Chil-sung was one of those who utilized such opportunity to transform themselves through political awakening. The political awakening of Chung Chil-sung was the result of two factors-the historical occasion of the March $1^{st}$ movement and her personal labor experience as Gisaeng. The March $1^{st}$ movement was not only a colossal political incident externally manifested in nationalism and but also an occasion which educed the microscopic anger of a woman named Chung Chil-sung. In the early capitalist society, women with jobs were forced to play not only vocational tasks but also to subject themselves to emotional roles of being obedient and generous. In other words, those early career women suffered feelings such as anger, shame and humiliation, when they were defenselessly exposed to gender hierarchy and gender power in the public sphere. As shown in the case of Chung Chil-sung, these emotions led to a certain political awakening. The political awakening through the labor experience and emotional problems was the fact that helped Chung Chil-sung have a concrete and realistic understanding about the issue of women's economic dependence unlike other female socialists. But, although socialism was relatively the most appropriate language to explain Chung Chil-sung's experience, what she experienced contained several elements that cannot be explained by the elite socialist language. Therefore, her life paradoxically proved the need of lower-class women's lives to be divided and registered as a new emotion and to be politically visualized.

Exploring the Meaning of Dance Sports Experience of College Students in Theater (연극 전공 대학생들의 댄스스포츠 체험 의미 탐색)

  • Hong, seo-hyun;OH, Se-Kon
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.331-332
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    • 2017
  • 본 연구는 연극을 전공하는 대학생들을 다양한 문제점(한정된 자기개발, 불안정한 정서인식 등)의 관점으로 바라보며 이 관점을 댄스스포츠를 체험을 통한 개선에 초점을 두었다. 연구의 방법은 실제사례를 통한 참여자들의 심층면담을 통하여 결론을 제시하였다. 결과로는 첫째. 움직임을 하면서 신체에 대해 이해하며 그것을 기준으로 움직임을 다양하게 사용할 수 있다. 둘째, 자신의 감정 상태를 이해할 수 있었고, 자기개발 및 스스로를 평가할 수 있는 능력이 생기게 되었다. 셋째, 외적으로는 디테일한 연기력을 갖추게 되었고 특히 시선처리에 있어서 구체적인 표현을 할 수 있었다. 또한 한정적인 움직임과 특기에서 벗어나 다양한 특기를 체험함으로써 자신감을 키울 수 있었다. 넷째, 댄스스포츠에 대한 부정적인 인식에서 벗어나 긍정적인 인식을 갖고 체험할 수 있었다. 다섯째, 연기의 표현방식과 댄스스포츠의 표현방식을 굉장히 유사하다.

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Consumer's Product Evaluation on the Experiential Attributes & Functional Attributes (체험적 속성과 기능적 속성에 대한 소비자 제품평가)

  • Min, Byung-Kwon;Jung, Yong-Gil
    • The Journal of the Korea Contents Association
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    • v.9 no.5
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    • pp.230-240
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    • 2009
  • This study proposes a theory of consumer experiences based on a cognitive science framework that serves as an alternative to the mainstream marketing paradigm of information processing and choice. The theory consists of three key theoretical constructs: experiential modules, primary vs. secondary experiences, and the hierarchy of experiential modules. Based on this theory, this study investigates the effect of experiential attributes and functional attributes on consumer's product evaluations, and the moderating role of consumer's knowledge. The main research findings are (1) the subjects react faster to sensory and affective stimuli(ex: experiential attributes) than they do to intellectual stimuli (ex: functional attributes), (2) the interaction modularity of attributes(functional vs. experiential) $\times$ tempo(normal vs. fast) $\times$ product knowledge(novice vs. expert) appear significantly with product evaluation as the dependent measure.