• 제목/요약/키워드: Emotion·Behavior

검색결과 626건 처리시간 0.026초

아동의 성, 기질, 어머니 양육행동과 아동의 정서조절능력이 사회적 위축 및 공격성에 미치는 영향 (Effects of Child's Temperament, Mother's Parenting Behavior, and Child's Emotion Regulation on Child Aggression and Social Withdrawal)

  • 박지숙;임승현;박성연
    • 아동학회지
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    • 제30권3호
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    • pp.85-98
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    • 2009
  • The purpose of this study was to examine the path model of child's sex, temperament, maternal parenting behavior, and child's emotion regulation on child social behaviors. The subjects were 286 elementary school children. Data were gathered through questionnaires reported by mothers and teachers. Path analysis revealed that (1) mother's overprotective or coercive parenting behaviors effected neither child's emotion regulation nor social behaviors (2) child's sex and activity level effected child's aggression both directly and indirectly through child's emotion regulation (3) child's 'activity level' and 'avoidance' temperament effected child's social withdrawal both directly and indirectly through child' emotion regulation. Findings underscore the role of emotion regulation as a mediator in predicting child aggression and social withdrawal.

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해양레저스포츠의 참여자 호기심, 운동강도, 운동정서가 운동지속행동에 미치는 영향 (The Causal Effects Among Participants' Curiosity, Perceived Exertion, and Exercise Emotion on Exercise Adherence Behavior in Marine Leisure Sports)

  • 김성문;최만식
    • 한국체육학회지인문사회과학편
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    • 제55권5호
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    • pp.127-142
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    • 2016
  • 본 연구는 해양레저스포츠 참여자의 호기심, 운동강도, 운동정서가 운동지속행동에 어떤 영향을 주는지를 규명하는데 목적이 있었다. 연구대상은 대학교 해양레저스포츠 교과목(스쿠버다이빙, 윈드서핑, 요트) 수강자 491명을 편의표집 하였다. 그들은 4종류의 설문지에 응답하였으며, 자료처리는 SPSS 18.0을 이용하여 기술분석, 신뢰도 분석이 실시되었으며, 연구모형의 타당성 검증을 위해 AMOS 18.0을 이용하여 상관관계분석, 확인적 요인분석이 실시되었으며, 변인 간 인과적 관계 규명을 위해 구조방정식 모형 검증이 실시되었다. 구체적인 연구결과로는 첫째, 해양레저스포츠 최초 참여자의 호기심은 운동정서에 정적인 인과관계가 나타났으며, 운동정서는 운동지속행동에 정적인 인과관계가 확인되었으며, 호기심은 운동지속행동에 정적인 인관관계가 확인되었다. 또한, 운동정서는 호기심과 운동지속행동의 부분적인 매개변인으로 판명되었다. 둘째, 해양레저스포츠 최초 참여자의 운동강도가 높으면 긍정적 정서는 낮고, 부정적 정서는 높게 나오며, 운동강도가 높으면 운동지속행동의 가능성, 경향성, 강화성이 낮게 나타났으며, 운동정서가 긍정적이면 운동지속행동의 가능성, 경향성, 강화성이 높아 운동지속 의지가 높은 것으로 확인되었으며, 운동정서는 운동강도와 운동지속행동의 부분적인 매개변인으로 판명되었다.

영상콘텐츠 시청자의 몰입상황 분석을 위한 몰입감정상태 연구 (A Study on Flow-emotion-state for Analyzing Flow-situation of Video Content Viewers)

  • 김승환;김철기
    • 한국멀티미디어학회논문지
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    • 제21권3호
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    • pp.400-414
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    • 2018
  • It is required for today's video contents to interact with a viewer in order to provide more personalized experience to viewer(s) than before. In order to do so by providing friendly experience to a viewer from video contents' systemic perspective, understanding and analyzing the situation of the viewer have to be preferentially considered. For this purpose, it is effective to analyze the situation of a viewer by understanding the state of the viewer based on the viewer' s behavior(s) in the process of watching the video contents, and classifying the behavior(s) into the viewer's emotion and state during the flow. The term 'Flow-emotion-state' presented in this study is the state of the viewer to be assumed based on the emotions that occur subsequently in relation to the target video content in a situation which the viewer of the video content is already engaged in the viewing behavior. This Flow-emotion-state of a viewer can be expected to be utilized to identify characteristics of the viewer's Flow-situation by observing and analyzing the gesture and the facial expression that serve as the input modality of the viewer to the video content.

호텔기업 종업원의 감성지능이 고객지향성과 CRM성과에 미치는 영향 (The Effects of Emotional Intelligence on the Customer Orientation and Customer Relationship Management Performance of Hotel Employees)

  • 전타식;남택영
    • 유통과학연구
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    • 제10권10호
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    • pp.17-24
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    • 2012
  • Purpose - This study aimed to (a) investigate the effects of emotional intelligence on customer orientation, (b) examine the impact of customer orientation on customer relationship management (CRM) performance (including CRM-related variables such as 'relationship commitment,' 'image of corporation,' and 'customer loyalty'), and (c) identify the conceptual framework of emotional intelligence. Research design, data, and methodology - The data were collected using a questionnaire given to a sample of employees of luxury hotels in the metropolitan area. To test the hypotheses, AMOS were conducted for the 271 respondents of the sample using the SPSS Win 17.0 software. The concept of emotional intelligence (EI) has been on the radar of many leaders and managers over the past few decades. Emotional intelligence is generally accepted to be a combination of emotional and interpersonal competencies that influence behavior, thoughts, and interactions with others. Emotional intelligence consists of four factors: understanding the self's emotion, understanding other people's emotions, emotion utilization, and emotion control. Understanding the self's emotion means to understand of my own emotions. Understanding other people's emotions is to understand of the emotions of the people around me and to know how my friends feel based on their behavior. The concept of emotion utilization means to set goals for myself and then try to achieve them, encouraging myself to do my best. The concept of emotion control means I can control my temper, handle difficult situations rationally, and calm down quickly when I am very angry. Results - As a result of the analysis, three factors (understanding the self's emotion, understanding of other people's emotions, and emotion utilization) were shown to have a significant effect on customer orientation. Emotion control had an insignificant effect on customer orientation. Only emotion control makes it difficult to solve customers' problems because it is a passive behavior. In order to solve the customers' problems, hotel employees have to show a positive attitude. Second, customer orientation had a significant effect on customer relationship management performance (customer relationship commitment, corporate image, and customer loyalty). In other words, customer orientation increases commitment to customer relationships. For example, employees who have a customer-orientated perspective provide good service to their customers, while employees who don't have a customer-orientated perspective can't satisfy their customers. Customer orientation can also generate a good image among customers, because they evaluate the image of a hotel through the behavior of hotel employees. So it is very important for employees to show excellent customer orientation. Conclusions - It is very important for hotel CEOs to manage their employees' emotional intelligence. In order to increase their employees' emotional intelligence abilities, CEOs have to manage the overall corporate culture and reward programs to achieve what they want. This is because the system can lead to a customer-orientated mind-set and CRM performance among employees. As a result, the hotel CEO has to pay attention to the emotional intelligence of employees to achieve strong CRM performance. The sentence as originally written was a bit unclear. If this edit does not retain your intended meaning please consider: "Only emotion control does not have a significant impact on customer orientation, and therefore on the ability of an employee to solve customer problems, because it is a passive behavior." Please use the version of the sentence that best captures your original meaning.

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KOBIE: 애완형 감성로봇 (KOBIE: A Pet-type Emotion Robot)

  • 류정우;박천수;김재홍;강상승;오진환;손주찬;조현규
    • 로봇학회논문지
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    • 제3권2호
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    • pp.154-163
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    • 2008
  • This paper presents the concept for the development of a pet-type robot with an emotion engine. The pet-type robot named KOBIE (KOala roBot with Intelligent Emotion) is able to interact with a person through touch. KOBIE is equipped with tactile sensors on the body for interaction with a person through recognition of his/her touching behaviors such as "Stroke","Tickle","Hit". We have covered KOBIE with synthetic fur fabric in order to can make him/her feel affection as well. KOBIE is able to also express an emotional status that varies according to the circumstances under which it is presented. The emotion engine of KOBIE's emotion expression system generates an emotional status in an emotion vector space which is associated with a predefined needs and mood models. In order to examine the feasibility of our emotion expression system, we verified a changing emotional status in our emotion vector space by a touching behavior. We specially examined the reaction of children who have interacted with three kind of pet-type robots: KOBIE, PARO, AIBO for roughly 10 minutes to investigate the children's preference for pet-type robots.

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기술에 대한 소비 감정, 태도와 구매행동 및 대응전략 연구-하이테크제품을 중심으로 (A Study of Consumption Emotions of Technology, Consumer Attitude, Purchasing Behavior and Coping Strategy Associated with High-tech Products)

  • 유소이
    • 대한가정학회지
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    • 제45권7호
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    • pp.119-129
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    • 2007
  • The purposes of this study were to explain consumer attitude and purchasing behavior, and coping strategy considering consumption emotions of technology and individual characteristics associated with high-tech products. The results of this study were as follows: consumer attitude was found to be somewhat favorable and a half of the respondents had some purchasing experience of high-tech products. Many consumers were more likely to perceive consumption emotion and some of coping strategies were found to be preferred to others. Then consumer attitude was found to be significantly influenced by some of the consumption emotion, while other individual characteristics were found to be insignificant. In addition, the purchasing experience was found to be significantly influenced by consumer attitude, marital status and education. Finally, each kind of consumption emotion might have a relation to several coping strategies.

푸드코트의 물리적 환경이 지각된 혼잡과 감정 및 행동 의도에 미치는 영향 (The Influence of the Physical Environment of Food Court on Perceived Crowding, Emotion and Behavior Intention)

  • 장여진;김민성;김태희
    • 동아시아식생활학회지
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    • 제19권5호
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    • pp.812-818
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    • 2009
  • The aim of this study was to identify relationships among the physical environments, perceived crowding of food courts, the influences of the perceived crowding on customers' emotion and behavior intentions to determine more desirable services and physical environments for the customers in order for the food courts to be more competitiveness. This study used a total 335 questionnaires out of 400 ones for statistical analyses. For the analyses in this study, the SPSS program was used to analyze the Cronbach $\alpha$ and factor analysis. In addition structural equation modeling analysis was used to analyze correlations and grade of effectiveness of variables proposed in the research hypothesis utilizing Window AMOS 5.0. This study found that design and people were affected by the perceived crowding among 3 physical factors, and the people were most effect relatively affected by perceived crowding. Also, the perceived crowding had an effect on positive and negative emotion, and then both of positive and negative emotion were affected to the customers' behavior intentions. As a result, this study demonstrates that as a customers' perceived crowding in a food court increases, the centralization of customers causes a further increase in the perceived crowding in a food court. Therefore this work provides an opportunity for managers in the foodservice industry. To accomplish this, appropriate crowding control will be necessary, and they should make customers feel less crowded, which in turn, will make customers make a positive emotion towards food courts. Based on the results of, if the appropriate measures are taken to control crowds, customers will have propose positive behavior intentions such as, an intention to revisit, staying for more time, and positive recommendation.

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게임플레이 가능성을 위한 감정요소 분석 프레임워크 (Analytic Framework of Emotion Factors for Gameplay Capability)

  • 김미진;김재호
    • 한국콘텐츠학회논문지
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    • 제10권6호
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    • pp.188-196
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    • 2010
  • 본 논문은 MMORPG 게임플레이 경험에서 사용자의 행동패턴(Behavior Pattern)과 감정요소(Emotion Factors)간의 관계를 규명하여 사용자의 플레이 가능성(Play Capability)을 실증적으로 설계하기 위한 방법에 관한 것이다. 게임플레이 프로세스와 감정요소 도출을 모델링하기 위해 인지심리학적 측면(Process of Ruled-Based Systems on Cognitive Science Approach)에서 선행를 고찰하였다. 퀘스트(Quest)기반의 RPG게임내 특정상황에서 유저의 인지적 감정상태를 도출하기 위해 게임플레이 과정에서 생성되는 유저의 감정반응을 게임 설계과정에서 적용할 수 있는 프로세스를 정립하였다. 이러한 방법은 게임플레이 설계시 유저의 주류행동에 대한 통제 뿐만 아니라 비주류행동에 대한 감정상태의 실시간적 대응이 가능할 것으로 본다. 따라서 본 논문의 결과는 게임플레이 설계시 게임플레이 가능성을 향상시키기 위한 감정 분석 구조(Analytic Framework)를 제시함에 있어 의의를 갖는다.

어머니의 정서표현수용태도 및 유아의 애착안정성과 정서조절능력이 문제행동에 미치는 영향 (The Effect of Maternal Attitude Toward Child's Emotional Expressiveness, Young Child's Attachment Stability, and Emotional Regulation Ability on Young Child's Problematic Behaviors)

  • 서선옥;심미경
    • 아동학회지
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    • 제37권4호
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    • pp.1-15
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    • 2016
  • Objective: The purpose of this study was to explore the influences of maternal attitude toward child emotional expressiveness, young child attachment stability, and emotion regulation ability on problematic behaviors. The participants of this study consisted of 279 children (age 5), and their mothers, and 48 teachers. Methods: The data was analyzed by means of t -test, Pearson correlation, confirmatory factor analysis, and SEM analyses. Results and Conclusion: The major findings were as follows. First, higher maternal attitude toward child emotional expressiveness was associated with better child attachment stability. Second, higher child attachment stability was associated with better child emotion regulation at home and lower problematic behavior. Third, higher child emotion regulation at home and in the classroom was associated with lower problematic behavior. Fourth, maternal attitudes toward child emotional expressiveness directly impacted levels of problematic behavior. Fifth, child emotional regulation fully mediated the effect of attachment stability on problematic behavior.

감성인식기술 기반 교사의 감정코칭이 유아에게 미치는 반응 연구 (A study on behavior response of child by emotion coaching of teacher based on emotional recognition technology)

  • 최문정;황민철
    • 한국융합학회논문지
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    • 제8권7호
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    • pp.323-330
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    • 2017
  • 유아시기 정서발달은 전반의 발달에 중요한 의미를 갖는다. 지속적인 마음 상태인 정서는 일시적인 마음상태인 감정의 인식과 처리가 핵심 자원이 되어 발달한다. 본 연구의 목적은 정서발달에 중요한 유아시기 감성인식 기술을 이용한 교사의 효율적인 감정코칭을 제안하며, 그 효과의 유의성을 정량적으로 검증하고자 한다. 교사2명, 유아 42명 피험자를 대상으로 기준 무자극, 행동코칭, 감정코칭, 감성인식 시스템 피드백 감정코칭 자극을 제시하였고 영상기반 집단의 행동 양과 유아 개별의 주관평가 그리고 Heart Math Tools을 이용하여 HRC (Heart Rhythm Coherence)을 측정하여 분석하였다. 결론적으로 유아의 주관평가, 영상의 움직임 양, HRC (Heart Rhythm Coherence)수치는 감성인식시스템 피드백 수업 시 긍정적인 유의한 차이를 보였다. 단 주관평가는 감정코칭과 감성인식 시스템 피드백과는 차이가 나지 않았지만 정량적인 데이터 유아의 행동 양에서는 그 양이 증가하는 결과를 확인하였다. 이는 유아의 주관적 반응에 미흡한 정보를 정량적 데이터로 보완 할 수 있으며, 기관에서 정서교육의 효과적 접근으로 감정코칭 교육 프로세스 시스템을 제안하며 아동 정서발달의 정량적 연구 활용이 가능할 것으로 사료 된다.