• Title/Summary/Keyword: Emotion Rule

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Emotion Expectations and Explanations of Participants During Rule Transgressions by Five- Year and Seven- Year-Old Children (5세아와 7세아의 도덕적, 사회인습적, 개인적 규칙위반에 대한 정서예측 및 정서설명)

  • Kim, Mi-Jeong;Yi, Soon-Hyung
    • The Korean Journal of Community Living Science
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    • v.20 no.2
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    • pp.169-180
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    • 2009
  • This study was performed to examine the emotion expectations and explanations of four participants(an actor, a recipient, a child observer, and an adult observer) in moral, social-conventional, and personal rule transgression situations. Six vignettes describing the rule transgressions were presented to 200 children who were either five or seven years old. The children were asked to predict and explain each participant's emotions. The children's emotion expectations were different depending on the domain of the rule transgressions and on the type of the participant. The actors were predicted to feel happy during all transgressions, while the recipients and two observers(a child and an adult) were predicted to feel unhappy. The seven-year-old children attributed more happiness to the actors, and more negative affect to the recipients compared to the five-year-olds. This result was inconsistent with the previous findings that older children attributed more happiness to actors. This finding was discussed in relation to the 'happy victimizer'. Some categories of emotion explanations were differentiated according to the domain of rule transgressions. The personal rule transgressions, newly defined and examined in this study, were judged to be less serious than the moral rule transgressions in terms of the intensity of the negative affect.

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The Relationships between Emotion Display Rule and Nurse's Job Attitudes;Mediation Effects of Negative Emotion Suppress and Inauthenticity (정서표현규범과 간호사의 직무태도의 관계;부정정서억제와 가식의 매개효과)

  • Park, Jung-Ae;Han, Tae-Young
    • Journal of Korean Academy of Nursing Administration
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    • v.12 no.2
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    • pp.213-224
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    • 2006
  • Purpose: This study examined Korean nurses' job attitude (i.e., satisfaction and burnout) regarding the extent to which organization's emotion display rule influences on job attitudes through emotion-related variables (i.e., negative emotion suppress behavior and inauthenticity), thereby examining mediation effects of negative emotion suppress behavior and inauthenticity. Method: Using a survey to nurses working in various general hospitals in Korea, structural equation modeling was adopted. Result: Emotion display rule affected outcome variables but these effects were mostly observed via the two mediators, negative emotion suppress and inauthenticity, which largely supports the research model. Conclusion: Individuals who perceived stronger emotional display rule suppressed more their negative emotion, and also perceived more inauthenticity. In turn, negative emotion suppress behavior only affected job burnout positively. Inauthenticity showed a negative effect on job satisfaction while it had a positive effect on burnout. The study provided directions for future research and practical implications to help nurses' effective job performance.

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Analysis of Game Character Using Emotion Rule (감정규칙을 사용한 게임 캐릭터 분석)

  • Park, Jun-Hyoung;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.7-18
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    • 2014
  • Emotion is one of the elements of the game that will help the user interaction. The way to express the emotions and personality of the character was taken into account severity of reaction to action or a specific graphics in the game so far. However recently structured for the interest in the study of emotion increases and to utilize a variety of feelings in the game is needed. In the field of autonomous agents, studies of the possibility of the use of emotion, defined 12 different emotion rules. In this paper, we dilate by defining the terms used in the game rules of emotion made the rules of the emotion of the game. And, we analyzed emotions in actual game character used Game Emotions Rule. As a result, it was possible to see the rules of the game feeling separate from that being used for game genre similar.

Relationships between Types of Emotional Words and Abilities of Science-Knowledge Generation in Students' Scientific Observation and Rule-Discovery (과학적 관찰과 규칙성 발견 활동에서 나타나는 감성단어 유형과 과학 지식 생성력과의 관계)

  • Kwon, Yong-Ju;Shin, Dong-Hoon;Han, Hye-Young;Park, Yun-Bok
    • Journal of The Korean Association For Science Education
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    • v.24 no.6
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    • pp.1106-1117
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    • 2004
  • The purposes of this study were to analyze types of scientific emotion word and to investigate the relationship between the ISE(Index of Scientific Emotion) and the ability of science-knowledge generation in subjects' scientific observation and rule-discovery. The subjects were asked to perform four scientific tasks. The tasks were developed that are suitable for scientific observation and rule-discovery. In performing tasks, the subjects were asked to describe their generated science-knowledge and scientific emotion through self-report questionnaire, performing each task. The strength of their scientific emotion was also measured using adjective emoticon check lists. In subjects' scientific observing, they showed 33.3% of interest emotion which was the biggest, 15.0% of acceptance emotion, and 11.3% of love emotion, respectively. In scientific rule-discovering, types of emotion were shown as 23.8% of interest, 21.5% of disgust, and 10.8% of acceptance, respectively. In addition, ability of science-knowledge generation was significantly correlated to ISE.

Film Editing as Emotion Communication (영화편집론, 감정 커뮤니케이션)

  • Kim, Jong-Guk
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.584-591
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    • 2014
  • This article discussed emotion and communication at the film editing theory. By editing as a form of communication, audiences response to the new facts of the story or the new shot as its details and then it uses their ability to induce. Lev Kuleshov, by the famous Mozhukin experiment, intended to show that montage draw spectator's inferences on emotion and association beyond content of the individual shots. The continuous editing technologies such as 180-degree rule, matching eye-view and behavior, 30-degree rule, and continuity of sound, light and color, enhance emotion. Point-of-view editing is the main device to maximize the film's emotion. Point-of-view editing serving the purpose of the film narration is a powerful means to practice and to persuade emotion communication.

A study on Emotion Structure of Online Game Character (온라인 게임 내 캐릭터의 정서구조 연구)

  • Park, Yiseul;Ko, Ilju;Park, Junhyoung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.3
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    • pp.167-179
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    • 2016
  • Online games, by a massive influx of many players, it has diverse situations in which emotion is generated. Emotion plays an important role that helps players to interact and immerse in game. In the previous games, simple structures are used to express emotion. By increasing the user's needs of emotion in the game, it is necessary to structure a various type of emotion. In this paper, the game components were classified as background, object, and character in order to analyze emotion structurally in game. We defined how to use the rule of emotion, and applied to League of legend, Cyphers and World of Warcraft which belong to the AOS genre. The AOS game is well-suited for analyzing emotion structure, because a various emotional changes and situations can arise in the game. Through this paper, it was discovered similarities emotion to be used in online games. It is expected to generalize the emotion in the game by analyzing the emotional structure of more games in future.

Sound-based Emotion Estimation and Growing HRI System for an Edutainment Robot (에듀테인먼트 로봇을 위한 소리기반 사용자 감성추정과 성장형 감성 HRI시스템)

  • Kim, Jong-Cheol;Park, Kui-Hong
    • The Journal of Korea Robotics Society
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    • v.5 no.1
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    • pp.7-13
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    • 2010
  • This paper presents the sound-based emotion estimation method and the growing HRI (human-robot interaction) system for a Mon-E robot. The method of emotion estimation uses the musical element based on the law of harmony and counterpoint. The emotion is estimated from sound using the information of musical elements which include chord, tempo, volume, harmonic and compass. In this paper, the estimated emotions display the standard 12 emotions including Eckman's 6 emotions (anger, disgust, fear, happiness, sadness, surprise) and the opposite 6 emotions (calmness, love, confidence, unhappiness, gladness, comfortableness) of those. The growing HRI system analyzes sensing information, estimated emotion and service log in an edutainment robot. So, it commands the behavior of the robot. The growing HRI system consists of the emotion client and the emotion server. The emotion client estimates the emotion from sound. This client not only transmits the estimated emotion and sensing information to the emotion server but also delivers response coming from the emotion server to the main program of the robot. The emotion server not only updates the rule table of HRI using information transmitted from the emotion client and but also transmits the response of the HRI to the emotion client. The proposed system was applied to a Mon-E robot and can supply friendly HRI service to users.

Neo-Confucian Study on the Ministerial Fire's Theory of JuDanGe (주단계(朱丹溪) 상화론(相火論)의 성리학적(性理學的) 연구(硏究))

  • Kim, Yeong-Mok
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.20 no.4
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    • pp.784-792
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    • 2006
  • The Neo-Confucian study of the thee of ministerial fire(相火論) constitute of the rule of iung jung(中正), the principal of form and use(體用) and of real nature and emotion(性情) of human and ethic mind(人心道心). The present study is to evaluate a fundamental concept of the theory of ministerial fire, which is one of traditional medical ideology in China, through the Neo-Confucianism projects to The theory of ministerial fire. The theory of ministerial fire of Judange(朱丹溪) was recognized by ontological principal of Heaven-Human being-Earth, ontological structure of Form-Use and the structure that mind consist of real nature and emotion(심統性惰). The ethic and human mind(道心人心) of Judange and constancy and transition(常變) of seven emotion have relationship in the ontological structure of Form-Use. The real nature of human Doing consisted of apriority of Heaven rule is unitary constructed by Form-Use(체용) of inactivated real nature and activated seven emotion and then activated seven emotion shows dual form of appropriate(中節) and inappropriate(不中節). Emperor's and ministerial fire(君火相火) which has a relationships of Heaven-Human being synchronization represents all kinds of fire and classified to heaven fire(天火) and human fire(人火). The emperor's fire was triggered by inactivated fire and ministerial fire(相火) was triggered by activated fire. Inactivated ministerial fires have dual form of physiological ministerial and pathological ministerial fire. Regarding the forementioned analytic thinking, it was clear that manifest processing of One's real nature and the ministerial fire undergo the same principal and logics. Since maintained One's real nature that is inactivated seven emotion and appropriated activated seven emotion, ministerial fire can be stable and keep one's health and well-being in mind and body.

A Novel Method for Emotion Recognition based on the EEG Signal using Gradients (EEG 신호 기반 경사도 방법을 통한 감정인식에 대한 연구)

  • Han, EuiHwan;Cha, HyungTai
    • Journal of the Institute of Electronics and Information Engineers
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    • v.54 no.7
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    • pp.71-78
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    • 2017
  • There are several algorithms to classify emotion, such as Support-vector-machine (SVM), Bayesian decision rule, etc. However, many researchers have insisted that these methods have minor problems. Therefore, in this paper, we propose a novel method for emotion recognition based on Electroencephalogram (EEG) signal using the Gradient method which was proposed by Han. We also utilize a database for emotion analysis using physiological signals (DEAP) to obtain objective data. And we acquire four channel brainwaves, including Fz (${\alpha}$), Fp2 (${\beta}$), F3 (${\alpha}$), F4 (${\alpha}$) which are selected in previous study. We use 4 features which are power spectral density (PSD) of the above channels. According to performance evaluation (4-fold cross validation), we could get 85% accuracy in valence axis and 87.5% in arousal. It is 5-7% higher than existing method's.

Use of Emotion Rule for Game Characters Emotion Structure (게임 캐릭터의 감정구조를 위한 감정규칙의 활용)

  • Park, Jun-Hyoung;Ko, Il-Ju;Sung, Bo-Kyung
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.23-32
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    • 2016
  • A recent emotion research has attracted attention as an element to enhance the interaction with the user to play the game. Emotion expressed in the previous game was using a simple structure. However, increasing the user's needs of emotions that have been used in the game is necessary to structure the emotions caused. In this paper, it was utilized for the character of emotion in the game rules of the proposed emotion based on the principle of biological feelings. And it was classified a game component that affects the emotions and character provides a structure for recognizing the emotion from the game. This paper provides a structural framework to be considered in order to analyze emotions used in existing game to the role of emotion, to express emotion in the game.