• Title/Summary/Keyword: 표현의 즐거움

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'Joy' Promotes Supportive Reactions in Social Interactions ('즐거움'은 지지적 정서 표현을 유발한다)

  • Lim, Nangyeon;Shin, Ji-Eun;Hong, Seongwoo;Suh, Eunkook M.
    • Science of Emotion and Sensibility
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    • v.16 no.2
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    • pp.221-234
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    • 2013
  • Positive affect has beneficial consequences in various life domains including social relational aspect. This study proposes that 'joy,' a highly arousing positive social emotion, promotes emotionally supportive reactions during a social interaction. In Study 1, after controlling for confounding personality characteristics (e.g., extraversion, agreeableness, adult attachment) and cognitive variables (e.g., empathy, self-esteem), positive affect predicted the amount of emotional support and enthusiasm one showed to a person who was describing a positive experience. The arousal dimension of positive emotion appeared to be the key in creating this outcome. Study 2 found that people were most likely to react in supportive ways (e.g., more laughing, emotion sharing, and active-constructive responses) to other's conversation after viewing a joy-inducing (rather than pride, awe, calm) film clip. These results partly explain why happy people are socially popular and suggest that one of the central functions of "joy" is to promote social bonding with others.

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Joy Expression and Its Cognitive and Social Contexts in Children's Play (놀이의 기쁨 - 정서표현과 그 맥락적 특성 -)

  • Kim, Heeyeon
    • Korean Journal of Child Studies
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    • v.25 no.5
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    • pp.193-208
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    • 2004
  • This study purported to empirically examine joy expression and its cognitive and social contexts in children's play. The following question was asked: 1) What kind(s) of emotional expression(s) can be considered as a defining feature of play? 2) What cognitive/social play contexts are associated with joy expression. 30 children aged 3, 4, and 5 years were observed in terms of the length of each emotional expression at play/nonplay, and at cognitive/social play categories. The findings of this study showed that regardless of children's age and gender only joy expression could be considered as a defining feature of play, and that R&T play and chase games, or associative and cooperative social play were strongly related to joy expression. The findings were discussed in reference with existing assertions and perspectives, emphasizing the importance of joy expression in defining children's play despite of the predominance of interest expression in play. The findings were also discussed in reference with metacommunication functions and social construction of joy, considering cognitive/social contexts of joy. Implications for play researchers and practitioners were described in terms of developing playful learning strategies for childhood. Limitations of this study, and suggestions for further research were also provided.

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Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
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    • v.7 no.2
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    • pp.41-59
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

Design of E-mail Client based on Automatic Recognition for Sender's Feeling (송신자의 감정 표현을 자동 인식하는 전자 메일 클라이언트의 설계)

  • Kim, Na-Young;Kim, Young-Jin;Lee, Samuel Sang-Kon
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10c
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    • pp.205-209
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    • 2007
  • 인터넷과 핸드폰의 보급으로 컴퓨터 사용자가 전자 메일 통한 통신 방법이 활발하다. 전자 메일의 사용은 개인적인 일은 물론 기업 사무, 광고 메일, 뉴스, 광고 메일 등 폭넓게 이용되고 있다. 전자 메일 클라이언트에 자연언어처리의 고급 기능의 탑재와 컴퓨터 바이러스 혹은 스팸 메일을 방지하는 고기능이 임베디드 되어야 한다. 자연언어처리 기법을 이용하여 전자 메일의 내용에 포함된 작성자의 "즐거움", "성남", "슬픔"등 인간의 복잡한 감정 표현을 송신과 수신 프로세서에서 이해시키며, 전자 메일을 송신하기 전문서의 내용 중에 불쾌한 표현을 제거하여 문서 교정을 독려하는 지능적인 전자 메일 클라이언트 시스템을 설계하였다.

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A study on the contents for education of conventionality in YEONJEONG GASA (연정가사(戀情歌辭)에 나타난 상투성(常套性)의 교육 내용 연구)

  • Lee, Joo-young
    • Journal of Korean Classical Literature and Education
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    • no.15
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    • pp.139-161
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    • 2008
  • This study examined the texts of the Late Joseon Dynasty's YEONJEONG GASA, whose authors are unknown, to list the contents of education which can be provided by conventional elements. Most existing discussions on expression education have focused on creativity. However, the perspective creativity based on the concepts of modern individualism and difference believes that creation can be done only by special professionals with inborn abilities and is likely to jeopardize the possibility and need of expression education to reduce the scope of expression education. On the other hand, conventionality has been related to "cliche" and "old-fashioned" and considered the counterpoint of creativity with lacking originality and aesthetical or educational valuelessness. Nevertheless, conventionality is valuable as cultural custom in that it is closely related to the contemporary culture, thoughts, and language. Also, it is the power that creates new text and induces sympathy in receivers. The Late Joseon Dynasty's YEONJEONG GASA by unknown authors include typicality of circumstances, schematism of emotion, and formula in conventionality. The positive aspects of conventionality - familiarity and intimacy - are the basis of sympathy and become the power that encourages the public to participate in creation and enjoyment within the frame of creativity. Ultimately, conventionality of YEONJEONG GASA allows learners to experience the pleasure of expression and has an important meaning for expression education as it provides them with the opportunity to perform expressions to extend sympathy.

Content Creation and Flow: Why They Clik or Create UCCs (콘텐츠 창조와 플로우:동영상 UCC 이용 동기)

  • Chun, Bang-Jee
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.222-235
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    • 2008
  • This study looks at motivations of video UCC users as a member of creative class. A qualitative research method was used for analyzing data collected by interviews. Killing time users, active clickers and creators are distinguished as different types of UCC users and their differing motivations are explored. The findings of the study are as follows: First, information sharing, self presentation, communication needs, ease of use for self presentation, usefulness are expressed as motivating factors for both active clickers and creators, Pleasure motivates every type of users. However, content creators experience a specific type of pleasure which is the pleasure of creativity or flow, which this study highlights as a key driving factor for content creators. The study adds to the findings of UCC user research which applies the TAM and the PAD model by revealing what pleasure and flow specifically mean for different types of UCC users.

Design and Implementation of E-mail Client based on Automatic Feeling Recognition (인간의 감정을 자동 인식하는 전자메일 클라이언트의 설계 및 구현)

  • Kim, Na-young;Lee, Sang-kon
    • The Journal of Korean Association of Computer Education
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    • v.12 no.2
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    • pp.61-75
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    • 2009
  • Modern day people can easily use an e-mail client for general communication, because of using Internet and cellular phone. The mail client for the purpose of private and business affair, advertisement, news searching, and business letter is widely used and has side effects. People could send an important document via an electronic mail client. It is important to support an e-mail client intelligent. We think that many kinds of techniques of natural language processing must be provided in the client with human's emotion. We consider to design a new mail client with six kinds of senders' emotional information; delight, angry, sad feeling and message to express, manner of talking, a discomfort index etc. Before sending an e-mail, we suggest a user to correct a bad word because we do not want to feel bad to a receiver. We present a proper process of sending/receiving for users with a new designed e-mail clients.

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Changes in the Emotion by the Expressive Definition of Visual Contents (영상콘텐츠의 표현밀도에 따른 감정의 변화)

  • Kim, Se-Hwa
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.192-201
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    • 2010
  • This research deals with expressive definition of visual contents by using the distance between a subject and a screen resolution, and what changes affect the emotion of those looking at the expressive definition. A visual image captured from a HDTV screen was shown to the 61 students attending a university in the Busan area and SAM evaluation method was used to measure 3 different emotions such as pleasant, arousal, and dominance. While comparing different resolution, looking at high resolution contents rather than low resolution resulted in a direction of pleasant, arousal, and dominance. Also showing a different resolution than consistently showing the same resolution had a more volatile emotional effect. Aftermath multiple comparison resulted in a tendency for emotions to become unpleasant and un-arousal when high resolution contents were shown and then switched to a low resolution contents. There was no result of any significance in the control variables. Also on the aftermath multiple comparison on short, medium and long distance between the subject and the screen resolution, short distance had a bigger pleasant, arousal, and dominance emotional numbers than the rest. In a multiple variable verification result, a resolution and the distance of happiness and excitement showed a positive correlation.

공간클럽(09)

  • Lee, Jae-Hun
    • Korean Architects
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    • no.2 s.418
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    • pp.86-89
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    • 2004
  • 건축공간에 대해 막연히 동경하며, 좋은 건축공간을 만들기 위해 노력한 시간을 기억해본다. 그다지 손에 잡히는 것이 없어 보인다. 어찌보면 건축주의 요구와 구조, 기능, 설비, 건축비의 문제에 매달려 좋은 건축공간이 가져야할 모습을 마지막까지 지키지 못한 경우가 많다. 그러나 건축가에게 꿈같은 것은 이 세상에 존재해본 적이 없는 나만이 만들어낸 건축공간일 것이다. 그것은 영원한 건축가의 꿈이며, 누가 뭐라고 하더라도 건축인이 건축적 삶을 사는 근거를 만들어 주는 것이다. 근래, 건축공간에 우선하여 형태적 유희나 재료의 표현, 프로덕션의 즐거움 자체에 의미를 두는 경향이 보여지기도 하지만, 건축이 존재하는 고유한 영역은 결국 공간이라는 것에 모두 공감하리라고 생각된다. 젊은 시절 건축공간에 대한 향수를 달래며, 잊혀져가는 건축공간의 가치를 새롭게 일으키고자 공간클럽이라는 이름으로 건축공간에 대한 이런 저런 얘기를 던지려고 한다. 더러는 일반적인 이야기도 있겠지만, 소주제를 통해 건축공간을 전혀 새롭게 볼 수 있는 시각의 존재를 드러낼 수 있을 것으로 생각한다.

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