• Title/Summary/Keyword: 공감적 상호작용

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Pupil Data Measurement and Social Emotion Inference Technology by using Smart Glasses (스마트 글래스를 활용한 동공 데이터 수집과 사회감성 추정 기술)

  • Lee, Dong Won;Mun, Sungchul;Park, Sangin;Kim, Hwan-jin;Whang, Mincheol
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2019.11a
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    • pp.1-4
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    • 2019
  • 본 연구에서는 적외선 카메라 기반의 비접촉식 측정 방법을 이용하여 동공 반응 데이터를 수집하여 공감의 사회감성을 객관적이고 정량적으로 추정하는데 그 목적이 있다. 실험에는 10명(남 6명, 여 4명, M ± SD = 24.17 ± 2.16세)의 피험자가 참여하였다. 30초의 참조 데이터 측정 후, 공감 유무에 따라 과제는 얼굴 표정 모방 과제와 얼굴 표정 자발적 표현 과제로 구분되어 두 사람은 표정으로 상호작용하였고, 2번씩 반복 진행하며 적외선 카메라를 통해 동공을 촬영하였다. 이진화 및 원형 윤곽선 검출법의 영상처리를 활용하여 동공 데이터를 수집하였고, 이동 평균 기법을 활용해 눈깜빡임 노이즈를 제거하고 동공 크기 개인차로 데이터 표준화를 진행하였다. 공감 유무에 따른 동공 크기 데이터는 정규성 검증 및 독립표본 t검정을 통해 통계적 유의성을 확인하였다. 분석결과, 공감하는 경우(M ± SD = 0.508 ± 1.278)와 공감하지 않은 경우(M ± SD = 1.681 ± 0.968) 동공 크기가 통계적으로 유의미한 차이를 보였다(t(18) = -2.313, p = 0.033). 판별분석을 통해 동공 크기에 따른 공감의 유무를 추정하는 규칙을 정의하였다. 본 연구에서 제안한 동공 크기 데이터를 이용한 공감의 사회감성 추정 기술은 비접촉식 카메라 기반의 기술로 스마트 글래스와 접목되어 다양한 분야에 활용도가 높을 것으로 기대된다.

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Effectiveness of Filial Play Therapy as Parent Education (부모교육으로서의 부모놀이치료 효과에 대한 연구)

  • Choi, Young Hee
    • Korean Journal of Child Studies
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    • v.27 no.5
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    • pp.1-17
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    • 2006
  • This study on filial play therapy training as parent education included 12 experimental group mothers, 11 control group mothers, and their 5-year-old children. Over 5 weeks, experimental group mothers received 2 hours filial therapy training 10 times, twice a week, and 30 minutes home special play 4 times, once a week. Each mother was videotaped playing with her child and completed three self-report instruments : Parental Acceptance Scale(Porter, 1954), Parenting Stress Index(Abidin, 1990), and Child Behavior Checklist(Oh et al., 1997) before and after the training. Pre- and post-test data was analyzed by paired-t test. Filial play therapy training enhanced empathy in adult-child interaction during free play. Significant increases appeared in parental acceptance level of child's feeling and autonomy.

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Effectiveness of Pre-parents Education Program for Undergraduate Students through Filial Therapy (부모놀이치료를 이용한 대학생 예비부모교육 프로그램의 효과)

  • Jang, Mi-Kyung;Lim, Won-Shin
    • Korean Journal of Human Ecology
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    • v.13 no.2
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    • pp.215-224
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    • 2004
  • The purpose of this article was to describe the effectiveness of group filial therapy program for undergraduate students in the period of their pre-parenthood. The goal was to enhance empathy in adult-child interaction, to facilitate students' sensitivity to the child, and to reduce children's behavioral problems. The program was implemented once a week for 8 weeks. Each session was implemented for 120 minutes. The subjects were 13 undergraduate students(22-24 years old) and 13 children(4-10 years old). Pre and post-tests were implemented. After 8 week intervention program, there were significant differences between pre and post-tests. The undergraduate students improved in their empathy in adult-child interaction and enhanced sensitivity to child.

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The Intercommunication Process of Interactive Media Art and Merleau-Ponty's corporeity phenomenology (인터랙티브 미디어 아트의 상호작용 과정과 메를로 퐁티의 몸 현상학)

  • Ha, Im-Sung
    • Cartoon and Animation Studies
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    • s.29
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    • pp.77-102
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    • 2012
  • Interactive Media Art has been developed a lot in digital age. Especially, the audience try to make interactions by accessing the world of art as one of main interacting figures, while they used to be totally separated from the art in traditional art. Also, it is one of exclusive features distinguished from the other art genres. In this thesis, the intercommunication process of interactive media art is classified and compared with Merleau-Ponty's corporeity phenomenology theories. Merleau-Ponty's corporeity phenomenology insists integrated perception through body against the western intelligence philosophy focusing on binomial reasons. Merleau-Ponty's corporeity phenomenology, which suggested the new perception way towards the art, is analyzed in this thesis by comparing it with detailed factors of Intercommunication process of Interactive Media Art. The Intercommunication process of Media Art is classified into , , , , . Additionally, they are studied and compared with the concept of , , , , out of Ponty's corporeity phenomenology theories. Therefore, it is concluded clearly that corporeity, synesthesia, poly sensation and spaciality drawn from Intercommunication process of Media Art have something in common with Ponty's corporeity phenomenology theories rather than the other art genre or minimalism art styles. Furthermore, a new direction of study upon modern Interactive Media Art is suggested.

Compliance to Feedback on Uncivil Comments in a Virtual Online News Portal: The Role of Avatar Presence (가상 온라인 기사 포털에서 아바타의 존재와 반시민적 댓글 피드백에 대한 행동 순응)

  • YounJung Park;HeeJo Keum;SeYoung Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.419-425
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    • 2024
  • As digital communication gains prominence, there is an increasing trend in uncivil behaviors like rude or hateful comments and the empathetic actions towards them, highlighting the need for social efforts to address these issues. As part of these endeavors, we investigated how avatar feedback in a virtual news portal affects users' empathy towards uncivil comments. We defined both posting and empathizing with uncivil comments as antisocial actions. To this end, we posted socially controversial news in a virtual space and provided feedback in two forms when participants selected uncivil comments: text-only feedback and feedback accompanied by an avatar. We then assessed the impact of this feedback on behavioral conformity, guilt, and self-image concern through surveys. Our results showed that avatar-provided feedback significantly influenced participants' social responses more than text-based feedback. Interaction with avatars notably increased participants' behavioral conformity, guilt, and self-image concern. We concluded that avatar-based interactions can positively influence users' social behaviors and attitudes, suggesting their potential in fostering a more civil and responsible digital communication culture.

The Effects of Communication Competence and Empathy on Stress Coping in College Students (대학생의 커뮤니케이션 능력과 공감능력이 스트레스 대처행동에 미치는 영향)

  • Park, Yang-Shin;Jang, Seong-Ho
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.346-356
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    • 2018
  • The Purpose of this study is to examine the effect of communication competence and empathy on stress coping in college students. The research problems were verified by correlation analysis and multivariate regression analysis. A questionnaire survey was conducted on 292 college students. The findings are as follows. First, college students who have high communication competence show more problem-focused coping, social-support seeking coping, and self-soothing coping in stressful conditions, but less emotion-oriented coping and avoidance-oriented coping. Particularly, it is found that behavioral flexibility in communication competence has the greatest effect on problem-focused coping and emotion-oriented coping. Similarly, affiliation/support influences social support seeking coping, interaction management influences self-soothing coping and avoidance-oriented coping. Second, college students who have high empathy are also found more problem-focused coping, social-support seeking coping, and self-soothing coping in stressful conditions. Especially it is found that role-taking in empathy has the greatest effect on problem-focused coping self-soothing coping. Similarly, emotion recognition influences avoidance-oriented coping, emotional resonance influences emotion-oriented coping, authenticity influences social-support seeking coping.

A Study of VR Interactive Storytelling for Empathy (공감을 위한 VR 인터랙티브 스토리텔링 연구)

  • Bae, Byung-Chull;Kim, Dong Gyun;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1481-1487
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    • 2017
  • In this article we describe our preliminary work to create VR interactive storytelling particularly for building empathic relationships between the reader (or the player) and story characters. As a practical guideline for developing empathy-based VR interactive story, we propose four key factors: first, narrativity considering narrative theories and concepts including the notion of focalization by Gerald Genette; second, interactivity for balancing between narrative and player control in interactive storytelling domain; third, consideration of virtual reality in human computer interaction domain; fourth, empathy in narrative from the viewpoint of psychology and cognitive science. We also introduce an example interactive storytelling scenario based on Little Red Riding Hood story. Finally we conclude with our VR implementation using Unreal game engine and HTC Vive.

Research on the Influence of Interaction, Identification and Recommendation of Entertainment Communication Platform (커뮤니케이션 플랫폼의 상호작용이 동일시와 추천 의도에 미치는 영향)

  • Zhao, Yi-Dan;Choi, Myeong-gil
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.6
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    • pp.23-33
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    • 2021
  • Under the long-term influence of COVID-19, offline activities were interrupted and online communication became the main way. With the rapid development of Korean Wave and network information technology, there have been many entertainment communication platforms. Fans can communicate with stars and other fans and share information through entertainment and communication platforms. This can improve users' perception of the value of entertainment communication platforms, arouse emotional resonance and have a positive impact on users' platform recommendation intention. In this study, the influence of user interaction, identity and recommendation intention of entertainment communication platforms was investigated by questionnaire. The results are as follows: First, the interaction between fans and content has a positive effect on psychological and behavioral identity. Second, the interaction between fans does not affect their psychological and behavioral identity. Third, the interaction between fans and stars has a positive impact on psychological identity and behavior identity. Fourth, psychological identity and behavioral identity have a positive impact on community members' willingness to recommend. Behavioral identity plays a partial mediating role between psychological identity and recommendation intention. Based on the above analysis results, the present situation, limitations and future research directions of this study are put forward.

The Effects of Peer Group on Adolescent Prosocial Behavior -Focusing on the Comparison between the Peer Influence Model and the Individual Characteristics Model- (청소년의 친사회적 행동에 대한 또래집단의 영향력 검증 -또래영향모델과 개인특성모델의 비교를 중심으로-)

  • Kim, Hak-Lyoung;Kim, Jeong-Hwa;Chung, Ick-Joong
    • Journal of the Korean Society of Child Welfare
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    • no.36
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    • pp.261-288
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    • 2011
  • This study focuses on adolescent prosocial behavior as one of the necessary elements for youth to grow as a healthy member of the society. The purpose of this study is to examine the effects of peer group on adolescent prosocial behavior by comparing the peer influence model and the individual characteristics model. For the study, we conducted hierarchical multiple regression analyses using the data from the Korean Youth General Survey 2008, administered by the Ministry of Health and Welfare. Results show that friends' prosocial behavior had a positive impact, but friends' antisocial behavior had a negative impact on adolescent prosocial behavior. When individual characteristics including self-esteem and empathy were analyzed simultaneously, empathy, self-esteem, friends' prosocial behavior, and friends' antisocial behavior were found to be statistically significant. The strength of association between individual characteristics and adolescent prosocial behavior was greater than that of friends' behaviors. Also, significant moderating effects of individual characteristics on the relationships between adolescent prosocial behavior and friends' behaviors were found. For example, the positive effect of friends' prosocial behavior on adolescent prosocial behavior increased as adolescent's level of self-esteem increased. On the other hand, the negative effect of friends' antisocial behavior on adolescent prosocial behavior decreased as adolescent's level of empathy increased. Based on the findings, both the peer influence model and the individual characteristics model were considered valid in explaining prosocial behavior of Korean adolescents. Finally, implications of this study for positive youth development were discussed.

Effects of users and interface agents' gender on users' assessment of the agent (사용자 및 인터페이스 에이전트의 성별이 사용자의 평가에 미치는 효과)

  • Chung, Duk-Hwan;Cho, Kyung-Ja;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.10 no.4
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    • pp.523-538
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    • 2007
  • This study examined effects of gender and empathic emotional expression of an anthropomorphic interface agent on users. assessment of the agent. In addition, it examined effects of gender and emotional expression regardless of whether visual fidelity of the agent. In Study 1, The agents were manipulated by photographs of human face. The agent expressed empathic emotion by making an other-oriented emotional response congruent with another's perceived welfare. Subjects participated in a task with the agent and then they assessed the agent by rating interpersonal assessment scale. The result reported their preference to the female agent. In addition, they tended to make positive assessment to the agent of opposite gender. In the study 2, gender and expressed emotion of the agent with low fidelity was manipulated. Subjects participated in a task with the agent and then they assessed the agent by rating the same interpersonal assessment scale as study 1. The result reported their preference to the female agent. In addition, they preferred the agent expressing empathic emotion to the agent expressing self-oriented emotion or no emotion. Though the agent had low visual fidelity, its gender and expressed empathic emotion could make a significant effect on users' assessment.

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