• 제목/요약/키워드: Affective Approach

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Effects of Brand Attachment and Perceived Aesthetic on Intention to Purchase New Smartphone (브랜드 애착과 지각된 심미성이 새로운 스마트폰에 대한 구매의도에 미치는 효과)

  • Lee, Woong-Kyu;Park, Jin-Hoon
    • The Journal of Information Systems
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    • v.23 no.4
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    • pp.147-168
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    • 2014
  • Consumer's switching behavior from incumbent smartphone to new one can be explained by not merely rational assessment but also affective aspects like aesthetic or pleasure and emotional points like attachment. but, in information system field, researches on affective.emotional factors relatively were insufficient and researches which focus on the perspective of the consumer were more scarcity. consumer's attachment to current smartphone brand and perceived aesthetic on new one would influence rational evaluation to switch or not. Therefore, this study investigates relationship between emotional factors on current smartphone and assessment of new one, in turn, we empirically analyzes purchase intention of the consumer. In order to prove the validity of the hypotheses, this study was applied longitudinal study and then conduct a survey of 212 smartphone users. The analysis results by Partial Least Square (PLS) approach showed that all hypotheses in this study were statistically supported.

How do learners discover the topic in team project-based learning?: Analysis of Learners' Creative Activity in the process of selecting the topic

  • Kim, Hyekyung;Kim, Insu
    • Educational Technology International
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    • v.14 no.2
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    • pp.167-187
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    • 2013
  • Team project learning is a type of Project-Based Learning, which is an effective learning method for developing collaborative competency and interpersonal communication skills, as well as for developing cognitive competency such as critical thinking, creative thinking, and analytical skills. This research, conducted to analyze learning activities, focuses on students' creative thinking and activities in TPBL(Team Project-Based Learning). A qualitative approach including a reflective journal based on the 6 stages of TPBL, was adopted for this purpose. In this study, 69 reflective journals on the three stages (developing a theme, researching, theme-making) of 23 undergraduate students were categorized on the basis of three criteria: divergent thinking factors, convergent thinking factors and affective factors. The results show that the participants' journals demonstrated twenty-eight activities from nine cognitive factors and nine activities from three affective factors were derived from reflect journal. This finding indicates that more appropriate instructional strategies are needed for students to enhance their creative thinking skills and activities

The Biological Approach of Chronic Pain (만성동통에 대한 정신시체의학적 접근 -생물학적 접근-)

  • Oh, Byoung-Hoon
    • Korean Journal of Psychosomatic Medicine
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    • v.3 no.1
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    • pp.91-97
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    • 1995
  • Pain is a complex symptom consisting of a sensation underlying potenial disease and associated emotional state. Acute pain is a reflex biological response to injury, in contrast, chronic pain consists of pain of a mininum of 6 months duration and associates with physical, emotional past experience, economic resources of the patient, family and society. Moreover, chronic pain is characterized by physiological affective and behavioral responses that are quite different than those of acute pain. The different type of stimuli exciting pain receptor are mechanical, thermal and chemical stimli and chronic pain are concerned with three of all stimli. The major three components of pain central(Analgesia) system in the brain and spinal cord are 'periaqueductal gray area of the mesencephalon', 'the raphe magnus nucleus' and 'pain inhibitory complex located in the dorsal horns of the spinal cord'. But unfortunately, the central biochemical mechanisms of chronic pain are not clearly defined. To proper management of chronic pain, comprehensive urderstanding as a psychosomatic aspect and multidisciplinary therapeuti-team approach must be emphasized.

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The Effects of Project Method on Children's Academic Achievement on the Unit of Growing Flowers and Vegetables in Practical Arts (초등학교 실과 '꽃과 채소 가꾸기' 단원에서 프로젝트법이 학업 성취도에 미치는 효과)

  • Bak, Heyoung-Seo;Cho, Sung Min
    • Journal of vocational education research
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    • v.29 no.3
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    • pp.107-132
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    • 2010
  • The purpose of this study was to investigate the effects of learning achievement by comparing project approach group and the control group on the unit of growing flowers and vegetables in practical arts education. For this purpose, the experimental study on the unit of growing flowers and vegetables was achieved with 63 students(5th grade 2 classes) in S elementary school. The project approach model (Chung, Sung-bong) was applied to the experimental group, and the traditional model to the control group. To verify the effects of each class, nonequivalent control group post test-only design was applied 10 times. The SPSSWIN(ver 12. 0. 1) was used for analyzing the frequency and t-tests. The results of this study were as follows ; First, there was significant effect of learning achievement(cognitive domain) in the project approach groups. In addition, learning achievement of the experimental group has been showed significant difference about intellectual function and ability but not about knowledge. Second, there was significant effect of learning achievement(psychomotor domain) in the project approach groups. In other words, there has been showed significant difference in basic skill and integrated skill for growing flowers and vegetables but not in elemental skill for planting. Third, as the post test, there existed significant effect(affective domain) in the project approach groups. In other words, there was a meaningful difference in acceptance, value, belief, actualization but not in interest. Based on these results, It is believed that the project approach model in the unit of 'growing flowers and vegetables' is more effective than the traditional learning method in learning achievement of learners' cognitive, psychomotor and affective domain.

Effects of Interactions and Affective Factors in On-line English Grammar Courses of High Education (온라인 대학영문법 강의에서 상호작용과 정의적 요인이 교육효과에 미치는 영향)

  • Park, Deok-Jae
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.510-519
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    • 2012
  • The purpose of this study is to investigate how interactions and affective factors are influencing on-line English Grammar courses of higher education. This study addressed the following questions: (1) How are the interactions going in on-line English Grammar courses? (2) Are affective factors influencing effective learning in on-line English Grammar courses? The questionnaire was conducted on 170 college students who have taken on-line English course of K University. The data analysis of 300 college students' responses on their courses showed that e-learning has both positive and negative effects compared to face to face classroom instructions. Analysis showed that the percentage of students who have got negative opinions on e-learning was 17%, while that of students who have got positive opinions was 49.3%. The percentage of those in the middle was 33.3%. However, results demonstrated that immediate feedback and affective factors could be facilitated through Q&A bulletin and feedback program for completing on-line learning. Negative effects of on-line learning can be solved by a planned and well-supported on-line approach that includes a theory-based instructional model rather than the new method replaced by 'blended learning' that combines face-to-face classroom instruction with on-line learning.

The Affective/Cognitive Involvement and Satisfaction According to the Usage Motivations of Social Network Services (소셜네트워크 이용동기에 따른 감정적 관여, 인지적 관여의 형성과 만족)

  • Chun, Myung-Hwan
    • Management & Information Systems Review
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    • v.31 no.2
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    • pp.21-39
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    • 2012
  • To examine how usage of social network services(SNS) can affect users' satisfaction through their involvement to SNS. This study first explored the usage motives on the SNS by reviewing previous studies which are from the perspectives of usage and gratification theory. The structural equation modeling(SEM) approach was used to validate the model and Lisrel was used to analyze 306 data which were collected from college students who have SNS using experiences. The results showed that the motives of information seeking and self-expression have no significant influence on affective involvement to SNS and other hypotheses were all accepted. In order to investigate the relationship of usage motives-involvement-satisfaction between different genders, path analysis in male group and female group were done respectively. The results showed that in the case of male group, the motivation of information seeking, entertainment, and self-expression have positive effect on affective involvement, while only the entertainment motive can increase the cognitive involvement. In the case of female group, socializing motive and entertainment motive have positive effect on both affective involvement and cognitive involvement, but the information seeking motive and self-expression motive can not influence the formulation of emotion in SNS.

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Public Service-Oriented Mobile Applications in Facilitating Changes in Human Behavior: The Effects of Design Factors (공공 서비스 기반 모바일 어플리케이션에서 인간 행동의 변화를 촉진하는 디자인 요인의 효과 연구)

  • Lee, Yonnim;Kim, Sunhee;Kwon, Ohbyung
    • Information Systems Review
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    • v.17 no.1
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    • pp.93-115
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    • 2015
  • Due to the dramatic increase in usage of smart phones, mobile applications offer a promising public communication channel to effect behavioral change in areas such as energy saving. For this, identifying relationships between applications and behavioral change would be useful for public institutions to formulate more effective public communication strategies. Based on a design science approach, this study examines the effect of design factors of public service-oriented mobile applications such as personalization, accessibility, and representation richness on users' cognitive and affective attitudes. Their effects on behavioral outcome are also investigated. The results of the analysis show that most design factors contribute significantly to the cognitive and affective attitudes of users. In turn, cognitive attitudes affect users' behavioral change in terms of energy saving, while affective attitudes are positively associated with the average usage time of mobile applications and behavioral changes in terms of energy saving.

Development of a Model of Brain-based Evolutionary Scientific Teaching for Learning (뇌기반 진화적 과학 교수학습 모형의 개발)

  • Lim, Chae-Seong
    • Journal of The Korean Association For Science Education
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    • v.29 no.8
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    • pp.990-1010
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    • 2009
  • To derive brain-based evolutionary educational principles, this study examined the studies on the structural and functional characteristics of human brain, the biological evolution occurring between- and within-organism, and the evolutionary attributes embedded in science itself and individual scientist's scientific activities. On the basis of the core characteristics of human brain and the framework of universal Darwinism or universal selectionism consisted of generation-test-retention (g-t-r) processes, a Model of Brain-based Evolutionary Scientific Teaching for Learning (BEST-L) was developed. The model consists of three components, three steps, and assessment part. The three components are the affective (A), behavioral (B), and cognitive (C) components. Each component consists of three steps of Diversifying $\rightarrow$ Emulating (Executing, Estimating, Evaluating) $\rightarrow$ Furthering (ABC-DEF). The model is 'brain-based' in the aspect of consecutive incorporation of the affective component which is based on limbic system of human brain associated with emotions, the behavioral component which is associated with the occipital lobes performing visual processing, temporal lobes performing functions of language generation and understanding, and parietal lobes, which receive and process sensory information and execute motor activities of the body, and the cognitive component which is based on the prefrontal lobes involved in thinking, planning, judging, and problem solving. On the other hand, the model is 'evolutionary' in the aspect of proceeding according to the processes of the diversifying step to generate variants in each component, the emulating step to test and select useful or valuable things among the variants, and the furthering step to extend or apply the selected things. For three components of ABC, to reflect the importance of emotional factors as a starting point in scientific activity as well as the dominant role of limbic system relative to cortex of brain, the model emphasizes the DARWIN (Driving Affective Realm for Whole Intellectual Network) approach.

Automated Emotional Tagging of Lifelog Data with Wearable Sensors (웨어러블 센서를 이용한 라이프로그 데이터 자동 감정 태깅)

  • Park, Kyung-Wha;Kim, Byoung-Hee;Kim, Eun-Sol;Jo, Hwi-Yeol;Zhang, Byoung-Tak
    • KIISE Transactions on Computing Practices
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    • v.23 no.6
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    • pp.386-391
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    • 2017
  • In this paper, we propose a system that automatically assigns user's experience-based emotion tags from wearable sensor data collected in real life. Four types of emotional tags are defined considering the user's own emotions and the information which the user sees and listens to. Based on the collected wearable sensor data from multiple sensors, we have trained a machine learning-based tagging system that combines the known auxiliary tools from the existing affective computing research and assigns emotional tags. In order to show the usefulness of this multi-modality-based emotion tagging system, quantitative and qualitative comparison with the existing single-modality-based emotion recognition approach are performed.

An Authoring Framework for Emotion-Aware User Interface of Mobile Applications (모바일 어플리케이션의 감정 적응형 사용자 인터페이스 저작 프레임워크)

  • Lee, Eunjung;Kim, Gyu-Wan;Kim, Woo-Bin
    • Journal of Korea Multimedia Society
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    • v.18 no.3
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    • pp.376-386
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    • 2015
  • Since affective computing has been introduced in 90s, affect recognition technology has achieved substantial progress recently. However, the application of user emotion recognition into software user interface is in its early stages. In this paper, we describe a new approach for developing mobile user interface which could react differently depending on user emotion states. First, an emotion reaction model is presented which determines user interface reactions for each emotional state. We introduce a pair of mappings from user states to different user interface versions. The reacting versions are implemented by a set of variations for a view. Further, we present an authoring framework to help developers/designers to create emotion-aware reactions based on the proposed emotion reaction model. The authoring framework is necessary to alleviate the burden of creating and handling multi versions for views at the development process. A prototype implementation is presented as an extension of the existing authoring tool DAT4UX. Moreover, a proof-of-concept application featuring an emotion-aware interface is developed using the tool.