• Title/Summary/Keyword: Emotion Making

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Comparison on the recognition characteristic of the designer and consumer about the formative elements (디자이너와 소비자의 조형요소 인지특성 비교)

  • Min, Kyung-Taek;Heo, Seong-Cheol
    • Science of Emotion and Sensibility
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    • v.12 no.1
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    • pp.97-108
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    • 2009
  • In the process of product design, shaping is the process of making a substantive existence, and ultimately it generates the outcome. The process of shaping is generally led by designer's initiative work, and in this process, various formative elements are used to generate the outcome. In this research, the basic purposes are to figure out the differences of elements which generated by the differences of consumer's and designer's view in the process of shaping of the product, and the characteristics of the affective responses caused by those differences. Also, it will examine how the consumers can directly participate in the process of the shaping of the consumer-participated product, and the feasible guidelines of design in which consumers' needs can be reflected more efficiently to the process of shaping. As a result, consumers and designers have certain degree of difference of view-point about the formative element of the shape. The difference was due to subjective common ideas of design in case of designers, and in case of consumers, it was due to their immature visual understanding. There is another experiment of affective response about the shape of the product. First, I established the sensible image vocabulary based on the shape of the product. And based on the vocabulary, I carried out the same experiments to the consumers and designers.

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Implementation and Verification of Dynamic Search Ranking Model for Information Search Tasks: The Evaluation of Users' Relevance Judgement Model (정보 검색 과제별 동적 검색 랭킹 모델 구현 및 검증: 사용자 중심 적합성 판단 모형 평가를 중심으로)

  • Park, Jung-Ah;Sohn, Young-Woo
    • Science of Emotion and Sensibility
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    • v.15 no.3
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    • pp.367-380
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    • 2012
  • The purpose of this research was to implement and verify an information retrieval(IR) system based on users' relevance criteria for information search tasks. For this purpose, we implemented an IR system with a dynamic ranking model using users' relevance criteria varying with the types of information search task and evaluated this system through user experiment. 45 participants performed three information search tasks on both IR systems with a static and a dynamic ranking model. Three Information search tasks are fact finding search task, problem solving search task and decision making search task. Participants evaluated top five search results on 7 likert scales of relevance. We observed that the IR system with a dynamic ranking model provided more relevant search results compared to the system with a static ranking model. This research has significance in designing IR system for information search tasks, in testing the validity of user-oriented relevance judgement model by implementing an IR system for actual information search tasks and in relating user research to the improvement of an IR system.

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The Effect of Good and Bad Luck on Reasoning (행운과 불운이 추론에 미치는 효과)

  • Lee, Byung-Kwan;Lee, Guk-Hee
    • Science of Emotion and Sensibility
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    • v.17 no.3
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    • pp.39-48
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    • 2014
  • Good and bad luck is an important factor that frequently affects human information processing. However, in spite of its significance, few studies have been done to examine how good and bad luck influences information processing and reasoning. The current research was performed to explore the effect of good and bad luck on reasoning and, for this, two experiments were conducted. In experiment 1, participants were primed with good or bad luck and were asked to make an inference for a given murder case and include as many as clues for it, while in experiment 2, participants were asked to exclude as many as clues for the same murder case. Results show that, in experiment 1, participants who were primed with good luck included more clues than those who were primed with bad luck. However, in Experiment 2, it was found that participants who were primed with bad luck excluded more clues than those who were primed with good luck. Findings from this study indicate that priming good luck enhances holistic thinking which leads to including more and excluding less clues whereas priming bad luck increases analytic thinking which leads to including less and excluding more clues. Implications of this study for inference and decision making, consumer behavior, and addict psychology are discussed.

Comparison of Emotional Words by Products (제품 유형별 표출되는 감성어휘 비교)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.12 no.2
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    • pp.215-224
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    • 2009
  • This research extracted emotional words for measuring user's emotions expressed while using a cellular phone and a web. And then the emotional words were compared to find out whether the difference in emotional words by the type of products. The results of this study suggest that the hardware-oriented products used for specific purpose such as cellular phone extracted a lot of emotional words related to 'Satisfaction in Usability' and 'Pleasure'. 'Satisfaction in Usability' are conceived satisfying in usability or practicality of product. 'Pleasure' are pleasant emotions expressed while using a product. However the emotional words related to 'Aesthetics' and 'Novelty' were omitted. 'Aesthetics' are expressed by product's appearance and by various visual information while using a product. 'Novelty' are expressed by something that is novel and new that has never been experienced. On the other hand the software-oriented products used rather to find something better and new information than to perform specific tasks such as web extracted a lot of emotional words related to 'Novelty'. Therefore, the results of this research have found evidence that it is desirable to make a set of subjective evaluation scale by the type of products. When making the subjective evaluation scale, it is important to use appropriate emotional words for the purpose of use and the characteristics of those products.

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Good Life and Happiness as emotion: Focusing on the ideas of Pleasure alone(tongnak) and Sharing pleasure with the people(Yeomin-dongnak) in Chapter 1 of Mencius (행복감과 좋은 삶: 『맹자』, 「양혜왕」장의 독락(獨樂)과 여민동락(與民同樂)의 이해를 중심으로)

  • LEE, Chan
    • Journal of Korean Philosophical Society
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    • no.115
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    • pp.1-29
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    • 2016
  • I will critically argue the Mencian idea of sharing pleasure with the people in the light of happiness as emotion. Happiness as a subjective mental state can make troubles with good life in being at odds with real lives. Thus, what pursues genuine happiness goes back to a classical question of how one ought to live for good life over the subjective mental state. For this, I will focus on concepts of 'pleasure alone (tongnak)' and 'sharing pleasure with the people(yeomin-dongnak)', which can be seen in the dialogue between Mencius and King Xuan of Qi. I will show that king Xuan's pleasure as subjective happiness has discord with his good life because of the hierarchy of his desire. I will explain how to unify good life with pleasant one by the idea of sharing pleasure with the people provided by Mencius and examine certain dynamics of sympathy and mutual understanding under solidarity. Moreover, I will investigate how such power of sympathy as compassion can be connected with sharing pleasure with the people. Compassion and yeomin-dongnak can be captured by the golden rule of a measure to gauge others(shu). I will delve into how to differ from one another and summarize Confucian idea of yeomin-dongnak as happiness in terms of the theoretical frame related to good life(welfare). I briefly conclude how subjective happiness can contribute to making our lives better.

Loving or Eating?: Eating Meat and Mind Perception toward Animals and Sexually Objectified Women (사랑할까, 먹을까?: 동물과 성적 객체화된 여성에 대한 마음지각과 고기를 먹는 행동의 관계)

  • Shin, Hong-Im
    • Science of Emotion and Sensibility
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    • v.22 no.2
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    • pp.69-82
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    • 2019
  • Do animals have a mind? Our understanding about whether animals have minds depends on our relationship with animals, as we cannot determine animals' actual minds. These two studies presented here thus examined the meat paradox, that is, an inconsistency between love for animals and the act of enjoying eating meat in the context of mind perception. Study 1 examined whether mind perceptions toward various animals are classified on the basis of experience-related capacities, such as feeling pain, and agency-related capacities, such as having self-control. In Study 2, mind perceptions toward cows and sexually objectified women were classified on the basis of food condition and non-food condition. In the food condition (experimental condition), cows were portrayed as products for meat consumption, whereas in the control condition, they were described as animals living on a farm, eating grass. The results of Study 2 demonstrated revealed that mind perception was positively associated with how morally incorrect it was to eat animals. Study 2 thus demonstrated that the scores of mind perception toward cows and sexually objectified women in the experimental condition were significantly lower than those in the control condition. These reduced mind attribution in the experimental condition implied that people may be motivated to reduce cognitive dissonance between their attitudes toward animals, such as loving them, and their behaviors, such as, eating meat. In addition, these results suggest that objectification toward animals may impact the objectification and mind perception toward human beings as well. These findings highlight the role of dissonance reduction in the meat paradox and objectification theory so as to understand basic psychological processes involved while making moral choices in everyday life.

Analysis of Differences in Information Security Compliance according to Individual Coping and Organizational Homogeneity Culture (개인 대처와 조직 동질성 문화에 따른 정보보안 준수 차이 분석)

  • Hwang, In-ho
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.105-115
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    • 2021
  • The purpose of this study is to present the effect of differences in individual coping and organizational homogeneity culture on information security compliance from an exploratory perspective. The study divided groups into individual coping (task-oriented, emotion-oriented) and organizational homogeneity culture (homogeneity, heterogeneity), confirms the difference in information security for each group through cross-design and presents a multiple mediation model between information security factors. As a result of the study, in the coping dimension, the average of the security compliance factors was higher in the emotion-oriented than the task-oriented, and in the homogeneity culture dimension, the average of the security compliance factors was higher in the homogeneity than the heterogeneity. Additionally, social influence and involvement had a multiple mediation effect on the relationship between information security awareness and compliance intention. The implications of this study were to confirm the difference in the effect of individual decision-making styles on security compliance according to the organizational culture differences. The results suggest the necessity of applying a customized information security compliance model for each organization and individual characteristics.

The Uncanny Valley Effect for Celebrity Faces and Celebrity-based Avatars (연예인 얼굴과 연예인 기반 아바타에서의 언캐니 밸리)

  • Jung, Na-ri;Lee, Min-ji;Choi, Hoon
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.91-102
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    • 2022
  • As virtual space activities become more common, human-virtual agents such as avatars are more frequently used instead of people, but the uncanny valley effect, in which people feel uncomfortable when they see artifacts that look similar to humans, is an obstacle. In this study, we explored the uncanny valley effect for celebrity avatars. We manipulated the degree of atypicality by adjusting the eye size in photos of celebrities, ordinary people, and their avatars and measured the intensity of the uncanny valley effect. As a result, the uncanny valley effect for celebrities and celebrity avatars appeared to be stronger than the effect for ordinary people. This result is consistent with previous findings that more robust facial representations are formed for familiar faces, making it easier to detect facial changes. However, with real faces of celebrities and ordinary people, as in previous studies, the higher the degree of atypicality, the greater the uncanny valley effect, but this result was not found for the avatar stimulus. This high degree of tolerance for atypicality in avatars seems to be caused by cartoon characters' tendency to have exaggerated facial features such as eyes, nose, and mouth. These results suggest that efforts to reduce the uncanny valley in the virtual space service using celebrity avatars are necessary.

The Possibility of Design Creation by Convergence of Contemporary technology and Traditional Craft (신기술과 공예의 융합을 통한 디자인 창작의 가능성)

  • Ha, Euna
    • Korea Science and Art Forum
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    • v.25
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    • pp.463-475
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    • 2016
  • As the transition to the digital age in the late 20th century, the intrinsic value of the craft, the emotional values of human, has been noticed as an alternative to overcome the adverse effects of the modernism of the industrial age. To introduce experimental tries which convergence of contemporary technologies and elements of traditional craft, and to inspire artists and present the new possibility of creation to them who want to take advantage of craft emotion as the elements of creation is the purpose of this study in the current digital technology age. First, the meaning and value of craft in modern times and digital media and hybrid creation environments are theoretically investigated based on previous studies and literature. Second, design cases produced by combining digital technology as a tool and craft elements are classified for substantial understanding of the design. Thirdly, identify the design characteristics presented through case studies and suggest the new possibility of creation. The results of the study are as follows. Reject typical types highlight the functional role and try free express conversion, e.g. form, material, texture, making process etc. Extracts the various elements that can be applied and search combining ways, because the convergence of digital technology and the craft is sufficient to activate the human emotion. Interaction between the craft and the digital medium is made actively. Craft accepts digital form, the craft appeared again as the contents of the digital. the traditional and digital method appropriately fused and utilized depending on the situation in process.

The Symbolism of Korean 'Gat' and the Etymology of 'Hat' (영어 'Hat'가 된 한국 '갓' 의 상징성)

  • Hyo Jeong Lee;Youngjoo Na
    • Science of Emotion and Sensibility
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    • v.25 no.4
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    • pp.3-20
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    • 2022
  • The origins of the world-recognized Korean gat can be traced back to Gojoseon, and the jades for the sangtu and gwanja come from Hongshan culture. This study examines the etymology of the hat, the symbolism of the gat and the jade comb, and the history of the development of the accessories for the hat. The research methods of literature review, investigation of relics and murals, and analysis of cases of pronunciation changes were used. Most of the relics excavated from the Hongshan are identical to those excavated from Korea. The Byun-Khan people wore a triangle-shaped conical hat (the byun), which was shaped to fit the protruding sangtu hairstyle, with a foldable brim that, if pulled downward, changed the hat to a gat. The Chu sangtu, a pointed top-knot hairstyle, is uniquely found among Northeast Asian peoples, and it is an ethnic symbol for Koreans. Until the modern period, many Koreans wore their hair in the sangtu style, indicating their descent from the sky. Jade combs shaped like birds and clouds from the Hongshan period emphasized the religious nature and ceremony of hair styling at that period. The word hat is widely used to refer to gat all over the world. The pronunciation of ㄱg, ㅎh. and ㅋq/kh are closely related to each other, and the ancient pronunciation ㄱg gradually evolved to ㅎh or ㅋq/kh. The English 'Hat' and Korean 'Gat' were transformed from the middle-ancient sound 'gasa > gosa > got' of the crown 'gwan, gokkal'. This creative hair style culture that started from the Hongshan culture continued to be fashionable during the Gojoseon Dangun period, and the decoration techniques for hats and accessories were inherited over time and continuously developed. Along with the method of making gat, creative hair-related parts, such as manggeons, donggot pins, gwanja buttons, and fine combs were developed over the course of a thousand years.