• Title/Summary/Keyword: 범주적 감성

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Immersion Power Decomposition of Multimedia Games with Ontology (온톨러지를 활용한 멀티미디어 게임 몰입력 분해)

  • Yang Jae-Gun;Bae Jae-Hak;Lee Jong-Hyeok
    • Korean Journal of Cognitive Science
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    • v.15 no.3
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    • pp.45-55
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    • 2004
  • Immersion means the state of total devotion to what one is involved in. The typical form of this immersion experience happens when one is engaging in computer games. We analyze how the users became immersed in computer games. There are 22 elements of immersion involved in cognitive and emotional fun based cm the flow theory. After analyzing these elements with respect to flow dimension and game mechanics, we find that there are differences in the degree of their immersion in games. There are 7 elements that may be considered preferentially in designing computer games: unity, stimulation, gambling, virtual reality, fantasy, satisfaction accomplishment. We match these elements to Roget's categories and search for new categories with heading information and reference information. As a result 22 immersion elements are subdivided into 229 factors in the concrete. With these factors, we can design a multimedia game which has mon powerful immersion.

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Research about the Abstraction of Area Typicality of Emotions for Systematization of Human's Sensitivity Symbol (인간의 감성기호 체계화를 위한 감정영역범주화에 관한 연구)

  • Yun Bong-Shik
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.137-145
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    • 2005
  • This study is a model of research for the developing 3D character contents about facial expression as a sort of non-linguistic signs, focusing on an expression of emotion factors of a person. It contributes a framework for symbolic analysis about Human's emotions along with a general review of expression. The human face is the most complex and versatile of all species. For humans, the face is a ich and versatile instrument serving many different functions. It serves as a window to display one's own motivational state. This makes one's behavior more predictable and understandable to others and improves communication. The face can be used to supplement verbal communication. A prompt facial display can reveal the speaker's attitude about the information being conveyed. Alternatively, the face can be used to complement verbal communication, such as lifting of eyebrows to lend additional emphasis to stressed word. The facial expression plays a important role under the digital visual context. This study will present a frame of facial expression categories for effective manufacture of cartoon and animation that appeal to the visual emotion of the human.

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A Study on Companion People Experiencing Companion Culture During Their Pet's Life (반려동물 생애 동안 반려문화를 경험하는 반려인에 관한 연구)

  • ji-Eon Park;Jeong-Min Ko
    • Science of Emotion and Sensibility
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    • v.27 no.2
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    • pp.37-48
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    • 2024
  • The purpose of this study was to investigate how companion people who raise companion animals experience companion culture from this adoption throughout their lives. So far, studies have focused on viewing pets as pets or for their utility or looking at the positive emotions that companion animals provide to humans. Accordingly, this study attempted to investigate the overall culture that companion animals and their family consistently experience together throughout the animal's life. Using Giorgi's phenomenological research method, in-depth interviews were conducted with 10 people with experience of raising companion animals. Six categories and 23 subcategories were found. The results are as follows. First, companion people who adopted pets for various reasons tried to improve their pets' social skills, took an interest in their nutrition, and experienced visits to pet culture spaces. Second, at the same time, they had a communal experience of raising a pet by using the SNS function, and they were able to study in depth by sharing the pet's diet. Third, with attention to social phenomena, they carried out large-scale protest activities aimed at relevant organizations when animals were placed in poor environments, and when the animals were transferred to shelters, etc., they did not give up their attention and continued to provide help such as follow-up donations and showed a sense of responsibility. Through this study, we were able to understand structurally the experiences of companion people who experience companion culture throughout their pet's life. It was concluded that it is necessary to improve related systems and laws, cultivate personal order and consciousness, and increase elements of companion culture in life overall.

VM Marketing - '우유속에' 자판기, 전국 6개 도시 투어하며 서프라이즈한 선물 증정

  • 한국자동판매기공업협회
    • Vending industry
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    • v.11 no.2
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    • pp.70-71
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    • 2012
  • 자판기를 단기적인 홍보 마케팅에 활용하는 사례들이 늘고 있다. 과거에는 사람이 자판기 안에 들어가 상품을 내주는 '인간자판기' 식의 활용이 붐을 이루었었다. 주로 미인이 자판기 안에 들어가 브랜드가 감성적으로 어필하는 효과를 안겨 주었다. 그러나 이런 홍보 마케팅은 여러 곳에서 되풀이함으로 인해 참신성이 떨어져 최근에는 시큰둥해졌다. '보다 기발하고 자극적인 방법이 무엇일까?' 다음으로 등장하게 된 게 자판기의 의외성을 부각시키는 컨셉이다. 고객이 예상했던 뻔한 내용상품이 아니라 놀랄만한 상품과 서비스, 재미를 제공한다. 일례로 코카콜라의 홍보 마케팅에서는 꽃다발을 내주기도 하고, 막걸리 업체 배다리의 전시회 홍보 마케팅에서는 투출구에서 사람 손이 나와 막걸리를 따라주기도 하고 선물도 건넨다. 최근 매일유업에서 '우유속에'라는 유제품 출시를 기념하여 펼쳐진 '해피 프레젠트 (Happy Present) 캠페인'도 이 범주에 속한다. 말 그대로 자판기가 다양한 선물을 하는 컨셉이다. 기존 유사 홍보마케팅과 차별성이 있다면 고객이 미션을 수행해야 선물이 주어지는 참여형 프로그램이라는 점이다. 의외성에 대한 기대와 재미를 결합한 절묘한 홍보 마케팅이다. 저렴한 비용에 효과는 만점인 자판기 홍보 마케팅의 장점을 여실히 느끼게 한다. '우유속에' 자판기 홍보 마케팅에는 어떠한 기발함이 숨어있을까?

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Case Study on AR Technology Use in the Fashion Industry: Focusing on Classification of Use Types (패션산업에서의 AR기술 활용 사례 연구: 활용 유형을 중심으로 )

  • Mi Young Son
    • Science of Emotion and Sensibility
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    • v.27 no.1
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    • pp.81-92
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    • 2024
  • This study analyzed augmented reality (AR) technology use in the fashion industry by classifying them based on product, wearer, space, purpose, and use. In this study, 76 cases of AR technology use in the fashion industry that were analyzed in domestic and foreign portals (Google, Naver, etc.) and research articles were collected and analyzed. The study found that in AR technology cases, the dimensions of the product, wearer, and space were utilized in various ways, including real, virtual, and their combination. AR technology was used diversely and creatively in design and product development, marketing and publicity, fashion shows, try-ons, online and offline sales and distribution, etc. Through AR technology, the categories of fashion products, concept of fashion shows, try-on methods, marketing and promotional tools, and sales tools are expanded more creatively from the existing framework. For inclusive growth within the fashion industry in the future, the national government, local governments, and large corporations should develop measures in bridging the digital gap, such as the use of AR technology according to technological readiness, capital, and age.

A Study on the Key Factors in User Acceptance of the Smart Clothing (스마트웨어의 수용 요인에 대한 연구)

  • Hong, Ji-Young;Chae, Haeng-Suk;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.9 no.spc3
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    • pp.235-241
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    • 2006
  • This paper predict user acceptance of smart clothing. The present research develops and validates new products for smart clothing. Studies suggest that further analysis of the process be undertaken to better establish properties for smart clothing, underlying structures and stability over innovative technologies. The findings reported in this paper should be useful methods which identify user needs. such findings in now provide a way to explain technology acceptance. Both of qualitative and quantitative methods, were applied to this study in order to find out user needs for smart clothing. We are writing scenarios and conducting both focused group interviews and a survey to assess the user's interest. The purpose of the survey is to evaluate the importance of the functions and to evaluate the degree of the participant's feeling and attitude. Furthermore, we explore the nature and specific influences of factors that may affect the user perception and usage.

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Identification of Usability Elements for Designing Intelligent Jackets (지능형 자켓 디자인을 위한 사용성 요인 추출)

  • 육형민;전명훈;이희승;성지하;황신웅;노윤진;손영우
    • Science of Emotion and Sensibility
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    • v.6 no.3
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    • pp.89-99
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    • 2003
  • Wearability, mobility and context awareness distinguish intelligent jackets from other hand-held devices. This research investigated usability elements reflecting those characters of intelligent jackets. In the fist study, we performed the experts' reviews (cognitive walkthrough) with the first version of intelligent jackets. As expected, we found that new categorization of the usability evaluation element was needed for the unique features of intelligent jackets. In the second study, we carried out group interviews (structured interviews) to examine user needs, attitudes and important factors for using intelligent jackets. In this study, user groups were divided into early adaptors and laggards on the basis of their challenge and attitude toward the new technology From these interviews, we found that the early adapters accepted the intelligent jacket as a computer system and they considered functional elements as important factors. However, the laggards thought the intelligent jacket as a wear, and they regarded the external design and psychological burden as important factors.

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A Study on the Form Generation Applied to the Variation of Rhythm Affection Aesthetic Elements - Focused on Korean Typeface - (심미적 요소인 율동의 변화를 통한 형태발상에 관한 연구 -한글서체를 중심으로-)

  • 조경숙;홍정표
    • Science of Emotion and Sensibility
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    • v.7 no.1
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    • pp.9-21
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    • 2004
  • Among the factors of consumer preference, aesthetics has been importantly considered in competitive market environment. Generally, consumers' purchasing standard is influenced as their awareness increases relative to variations in their lifestyles and due to these changes in consumers' wishes, design techniques and methods are focused towards adapting to these changes. Thus, in order to satisfy consumers' needs, and markets characterized with the short durability cycle of products, a distinctive design should be developed with respect to the form of products. The proposed design should also support form as an important factor to attract consumers preference. This study attempts to understand typology based on a categorization theory, and the conceptual structure of aesthetics. Both are importantly considered simultaneously. In addition, the study proposes a new design process by extracting Rhythm affecting aesthetic. In conclusion, the result of this study aims at developing more consumer preferring design beyond the scope of the ordinary designer's idea and generation.

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Research on Planning and Design of Smart Fitness Wear for Personal Training Improvement (퍼스널 트레이닝 효과 향상을 위한 스마트 피트니스웨어의 상품기획 및 디자인 방향 연구)

  • Jung, Chanwoong;Kwak, Yonghoo;Park, Seoyeon;Lee, Joohyeon
    • Science of Emotion and Sensibility
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    • v.20 no.3
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    • pp.97-108
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    • 2017
  • The purpose of this study was to propose a product planning and design direction for smart fitness wear that will improve the impact of personal training based on researching the requirements of smart fitness wear and its acceptance level, as well as the functional demand. The study conducted in-depth interviews with professional fitness trainers and derived five categories and thirteen keywords by analyzing the categorical data analysis using the interview data. In addition, we surveyed general consumers to measure the acceptance level of smart fitness wear and the functional demand for product development. The results revealed that the difference in the acceptance level of smart fitness wear generally depended on the characteristics related to exercise involvement and exercise-related culture rather than on the demographic characteristics. With regard to the difference in the functional demand of smart fitness wear, the results showed that professional trainers focused on the scientific improvement of the effect of exercise while general consumers focused on the function that considers the sustainability of exercise. Based on the results, we proposed product planning and design directions such as 'mounting of heart rate sensing, muscle activity sensing, motion angle or posture sensing, and motion sensing', 'development of concepts and contents for expert line, ordinary line', 'compression wear design', and 'differentiation of product development according to exercise areas'.

Consistency between Individuals of Affective Responses for Multiple Modalities based on Behavioral and Physiological Data (행동 및 생리측정기반 개인 간 다중 감각정서 반응일치성)

  • Junhyuk Jang;Jongwan Kim
    • Science of Emotion and Sensibility
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    • v.26 no.1
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    • pp.43-54
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    • 2023
  • In this study, we assessed how participants represent various sensory stimuli experiences through behavioral ratings and physiological measurements. Utilizing intersubject correlation (ISC) analysis, we evaluated whether individuals' affective responses of dominance, arousal, and valence differed when stimuli of three modality conditions (auditory, visual, and haptic) were presented. ISC analyses were used to measure the similarities between one participant's responses and those of the others. To calculate the intersubject correlation, we divided the entire dataset into one subject and all other subject datasets and then correlated the two for all possible stimulus pair combinations. The results revealed that for dominance, ISCs of the visual modality condition were greater than the auditory modality condition, whereas, for arousal, the auditory condition was greater than the visual modality. Last, negative valence conditions had the greater consistency of the participants' reactions than positive conditions in each of the sensory modalities. When comparing modalities, greater ISCs were observed in haptic modality conditions than in visual and auditory modality conditions, regardless of the affective categories. We discussed three core affective representations of multiple modalities and proposed ISC analysis as a tool for examining differences in individuals' affective representations.