• Title/Summary/Keyword: Emotion contents

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The Influence of Chinese Remale College Students' Empathy in Female Tik Toker Fashion on Favorability and Purchase Intention (중국 여대생의 여성 틱톡커(Tik Toker) 패션에 대한 감정이입이 호감도 및 구매의도에 미치는 영향)

  • Shui, Sheng-Jie;Lee, Ji-Eun;Lee, Young-Sook
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.247-257
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    • 2022
  • This study was conducted with female college students in their 20s living in Henan Province, China, who had experience with TikTok. The relationship between TikToker's fashion and consumers' empathy, favorability, and purchase intent is verified. The questionnaires were administered for 10 days from February 1 to February 10, 2022. A total of 316 questionnaires were used for the final analysis, and statistical processing of the collected data was performed using SPSS 26.0 for frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, and regression analysis. The results of the analysis are as follows. First, Chinese female college consumers' empathy for women's TikToker fashion positively influenced favorability and purchase intention. Second, Chinese female college consumers' favorability of women's TikToker fashion positively influenced purchase intentions. Based on the results of this study, the following insights can be proposed. When promoting TikTok marketing, attention should be paid to the choice of TikToker. If choose the right TikToker, you can not only increase the favorability of TikToker fashion products but also increase the purchase intention of TikToker fashion. Choosing TikToker with charm, rich emotion, and beautiful appearance help product sales.

Case Study of Regional Cultural Contents Development Using Peacock Fan Intangible Cultural Asset (충남 무형문화재 공작부채를 활용한 지역문화 콘텐츠 개발 사례 연구)

  • Kim, Dae-Gi;Son, Ji-Yeong;Baek, U-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.87-102
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    • 2020
  • The purpose of this study was to develop regional dance contents in order to receive attention from the region and re-illuminate the peacock fan, the intangible cultural property of Seocheon, Chungnam, which has been preserved in history and has been preserved in the face of rapid urbanization and modernization. The representative four series are composed of one-person dance, two-person dance, military dance, and creative dance. The titles of each piece are basic dance , male and female love dance , military dance , and finally Korean creative dance . The commonality of the four series is the traditional dance using peacock fan, and each dance showed unique emotion and atmosphere through different themes and music, costumes, and stages. It was found that the development of regional dance contents re-created reflecting the characteristics of regional cultural heritage should create an environment that can be steadily revitalized through modernization. Through this study, it was found that the intangible cultural properties, which are our traditional cultural resources, have unlimited potential to contribute to enhancing regional and national competitiveness along with the growth potential of regional differentiation. Through such research, if existing cultural resources are preserved for globalization and produced as contents that can be easily accessed by the public, various contents besides regional dance using regional unique culture can be developed and utilized.

Gangneung Haksan Odokttegi Heritage and Performance Contents (강릉학산오독떼기유산과 공연콘텐츠)

  • Lee, Chang-Sik
    • (The) Research of the performance art and culture
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    • no.38
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    • pp.249-275
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    • 2019
  • Gangneung farm song is important for the ritualistic labortheatricals. Especially, in the theatrical process program, the songsof weeding, such as Haksan Odokkteggi and Ssadae, were alsoincluded to represent the agricultural ritualistic prayer for goodharvest. The use of Gangneung farm song is attractive in termsofthe circumstances. There is no chance of success as a plan simplyfor local events. As a comprehensive art, Gangneung farmsongshould simultaneously revitalize locality, representability andglobality. In this context, three directions are suggested dependingon the development progress. The second direction to the thirddirection are mainly oriented toward government-local authoritycentered support, but, in particular, the third direction should aimtobe an open archive in which the public and the contents prosumercan participate. In the production of the traditional content, OSMUmust be endlessly recreated and spread through 'diversity' and'interrelationships'. The contents utilization was discussed based on the transmissiondetails and analysis evidence of Gangneung Haksan Odokttegi. Thediversification of the way of performing farm song and the folk songs that can induce interest were proposed. Furthermore, basedon the fact that 12 songs classified into 8 work types, there-creation of the contents that focus on the playful aspect of theperforming arts was also proposed. In addition to suggestingthedesirable discourse of the performance groups, the experienceprogram development, education, public relations andcommunication reinforcement based on the narrating principlesoffarm songs, and the development and execution of farmsongprograms based on the tradition and the event demands wereproposed. While mentioning the necessity of value creation, thevitality of performing arts skills that put emotion, imagination, fun, sympathy, and etc. on the original form and the model of farmsongs should be supplemented to Gangneung Haksan Odokttegi. The independent transmission aspect of Gangneung Arirangisalso positive. There are difficulties of reduction of traditionalitydueto the designation, standardized transmission, lack of developmentof voluntary performances, and demonstration-centeredtransmission. Narrowly, we focused on the education andvitalization directions in terms of the capacity building of theconservation council itself. By embodying the essential value of theagricultural literature that farm songs possess, it can bringimpression of all worlds, all lives, communication and sharing, anddraw inspiration from the humanistic view of the world andemotion. The reconstitution of agricultural heritage, theconstruction of a storytelling linked with the concrete objects suchas Beomil National Preceptor, Gulsansa, FlagpoleSupport(Dangganjiju), Seokcheon, Hakbawi rock, and etc., andtheestablishment of fusion type farm song museum were proposed. In terms of culture industry, we requested active support fromtheinstitutions including local governments and various farmsongstorytelling creation projects.

The Effect of Users' Personality on Emotional and Cognitive Evaluation in UCC Web Site Usage (UCC(user-created-contents) 웹 사이트에서 사용자의 인성이 감정적, 인지적 평가와 UCC 활용에 미치는 영향)

  • Moon, Yun-Ji;Kang, So-Ra;Kim, Woo-Gon
    • Asia pacific journal of information systems
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    • v.20 no.3
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    • pp.167-190
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    • 2010
  • The research conducted here focuses on the effect of factors that affect the behavior of UCC (User Created Content) website users, other than user's rational recognition of how useful a UCC website can be. Most discussions in the existing literature on information systems have focused on users' evaluation how a UCC website can help to attain the users' own goals. However, there are other factors and this research pays attention to an individual's 'personality,' which is stable and biological in nature. Specifically, I have noted here that 'extroversion' and 'neuroticism,' the two common personality factors presented in Eysenck's most representative 'EPQ Model' and 'Big Five Model,' are the two personality factors that affect a site's 'usefulness,' by this I mean how useful does the user consider the website and its content. How useful a site is considered by the user is the other factor that has been regarded as the antecedent factor that influences the adoption of information systems in the existing MIS (Management Information System) research. Secondly, as using or creating a UCC website does not guarantee the user's or the creator's extrinsic motivation, unlike when using the information system within an organization, there is a greater likelihood that the increase in user's activities in relation to a UCC website is motivated by emotional factors rather than rational factors. Thus, I have decided to include the relationship between an individual's personality and what they find pleasurable in the research model. Thirdly, when based on the S-O-R Paradigm of Mehrabian and Russell, the two cognitive factors and emotional factors are finally affected by stimulus, and thus these factors ultimately have an effect on an individual's respondent behavior. Therefore, this research has presented an assumption that the recognition of how useful the site and content is and what emotional pleasure it provides will finally affect the behavior of the UCC website users. Finally, the relationship between the recognition of how useful a site is and how pleasurable it is to useand UCC usage may differ depending on certain situational conditions. In other words, the relationship between the three factors may vary according to how much users are involved in the creation of the website content. Creation thus emerges as the keyword of UCC. I analyzed the above relationships through the moderating variable of the user's involvement in the creation of the site. The research result shows the following: When it comes to the relationship between an individual's personality and what they find pleasurable it is extroverted users who have a greater likelihood to feel pleasure when using a UCC website, as was expected in this research. This in turn leads to a more active usage of the UCC web site because a person who is an extrovert likes to spend time on activities with other people, is sensitive to new experiences and stimuli and thus actively responds to these. An extroverted person accepts new UCC activities as part of his/her social life, rather than getting away from this new UCC environment. This is represented by the term 'Foxonomy' where the users meet a variety of users from all over the world and contact new types of content created by these users. However, neuroticism creates the opposite situation to that created by extroversion. The representative symptoms of neuroticism are instability, stress, and tension. These dispositions are more closely related to stress caused by a new environment rather than this creatingcuriosity or pleasure. Thus, neurotic persons have an uneasy feeling and will eventually avoid the situation where their own or others' daily lives are frequently exposed to the open web environment, this eventually makes them have a negative attitude towards the web environment. When it comes to an individual's personality and how useful site is, the two personality factors of extroversion and neuroticism both have a positive relationship with the recognition of how useful the site and its content is. The positive, curious, and social dispositions of extroverted persons tend to make them consider the future usefulness and possibilities of a new type of information system, or website, based on their positive attitude, which has a significant influence on the recognition of how useful these UCC sites are. Neuroticism also favorably affects how useful a UCC website can be through a different mechanism from that of extroversion. As the neurotic persons tend to feel uneasy and have much doubt about a new type of information system, they actively explore its usefulness in order to relieve their uncomfortable feelings. In other words, neurotic persons seek out how useful a site can be in order to secure their own stable feelings. Meanwhile, extroverted persons explore how useful a site can be because of their positive attitude and curiosity. As a lot of MIS research has revealed that the recognition of how useful a site can be and how pleasurable it can be to use have been proven to have a significant effect on UCC activity. However, the relationship between these factors reveals different aspects based on the user's involvement in creation. This factor of creationgauges the interest of users in the creation of UCC contents. Involvement is a variable that shows the level of an individual's mental effort in creating UCC contents. When a user is highly involved in the creation process and makes an enormous effort to create UCC content (classed a part of a high-involvement group), their own pleasure and recognition of how useful the site is have a significantly higher effect on the future usage of the UCC contents, more significantly than the users who sit back and just retrieve the UCC content created by others. The cognitive and emotional response of those in the low-involvement group is unlikely to last long,even if they recognize the contents of a UCC website is pleasurable and useful to them. However, the high-involvement group tends to participate in the creation and the usage of UCC more favorably, connecting the experience with their own goals. In this respect, this research presents an answer to the question; why so many people are participating in the usage of UCC, the representative form of the Web 2.0 that has drastically involved more and more people in the creation of UCC, even if they cannot gain any monetary or social compensation. Neither information system nor a website can succeed unless it secures a certain level of user base. Moreover, it cannot be further developed when the reasons, or problems, for people's participation are not suitably explored, even if it has a certain user base. Thus, what is significant in this research is that it has studied users' respondent behavior based on an individual's innate personality, emotion, and cognitive interaction, unlike the existing research that has focused on 'compensation' to explain users' participation with the UCC website. There are also limitations in this research. Firstly, I divided an individual's personality into extroversion and neuroticism; however, there are many other personal factors such as neuro-psychiatricism, which also needs to be analyzed for its influence on UCC activities. Secondly, as a UCC website comes in many types such as multimedia, Wikis, and podcasting, these types need to be included as a sub-category of the UCC websites and their relationship with personality, emotion, cognition, and behavior also needs to be analyzed.

An Evaluation Model for Software Usability using Mental Model and Emotional factors (정신모형과 감성 요소를 이용한 소프트웨어 사용성 평가 모델 개발)

  • 김한샘;김효영;한혁수
    • Journal of KIISE:Software and Applications
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    • v.30 no.1_2
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    • pp.117-128
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    • 2003
  • Software usability is a characteristic of the software that is decided based on learnability, effectiveness, and satisfaction when it is evaluated. The usability is a main factor of the software quality. A software has to be continuously improved by taking guidelines that comes from the usability evaluation. Usability factors may vary among the different software products and even for the same factor, the users may have different opinions according to their experience and knowledge. Therefore, a usability evaluation process must be developed with the consideration of many factors like various applications and users. Existing systems such as satisfaction evaluation and performance evaluation only evaluate the result and do not perform cause analysis. And also unified evaluation items and contents do not reflect the characteristics of the products. To address these problems, this paper presents a evaluation model that is based on the mental model of user and the problems, this paper presents a evaluation model that is based on the mental model of user and the emotion of users. This model uses evaluation factors of the user task which are extracted by analyzing usage of the target product. In the mental model approach, the conceptual model of designer and the mental model of the user are compared and the differences are taken as a gap also reported as a part to be improved in the future. In the emotional factor approach, the emotional factors are extracted for the target products and evaluated in terms of the emotional factors. With this proposed method, we can evaluate the software products with customized attributes of the products and deduce the guidelines for the future improvements. We also takes the GUI framework as a sample case and extracts the directions for improvement. As this model analyzes tasks of users and uses evaluation factors for each task, it is capable of not only reflecting the characteristics of the product, but exactly identifying the items that should be modified and improved.

An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.23-34
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    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.

The Analysis of Theses Content Related to Parents' Needs for Their Education (부모교육 요구조사 관련 논문 내용 분석)

  • Kim, Jong-Han
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.5
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    • pp.2115-2123
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    • 2011
  • The purpose of this study is to draw a general conclusion through summing up theses on parents' need for their education up to the present. The subjects of this study are 25 masters' degree theses on parents' need for their education in the kindergarten from 2001 to 2010. The results of data on parents' education method and style were conducted by frequency analysis. Also it was surveyed if in how many theses the contents of parents' education were rated over average points by Licker. The results of this study are as follows: First, the parents think that the proper frequency of their education is once or two in a semester and the favorite time is from 10 to 12 o'clock or from 2 p. m. to 4 p.m. They also want to learn on Wednesday, Friday and Saturday. And they want a professional as their lecturer the most and then a homeroom teacher. Secondly, in the survey of their education style they like more lecture or a short course than any other thing, and then they like home messenger, group council and so on. But especially they don't like the style of visiting class, book lending, ceremony/class assistance, practice (workshop), and visiting home. Thirdly, they want to know a general guide in the kindergarten of the contents of their education a lot. And they want to know some of a budget, program, and assessment of a principal and the teachers in the kindergarten. Fourthly, they want to know all parts of the parents' roles related to rearing their children in their own elements of the contents of their education above all. And they also want strongly their free time, hobby, the liberal arts, amusement and recreation. Fifthly, in the view of infant development they want strongly to know how to communicate with their children rightly, and how to adjust their children's activities and how to praise or blame their children. And they also want how to form their children's right habit and to guide their children's right acts in the infant period the most. Lastly, they want to know children's physical development and their cognitive development in the view of infant development the most. And then they want to know the development of sociology, creativity, morality, and emotion in good order.

Analysis of Most Recent Dream Content Korean Early Adolescents by Hall/Van de Castle System (Hall/Van de Castle System에 의한 한국 초기 청소년의 최근 꿈 분석)

  • Song, Hyoung-Seok;Chang, Sok-Ha;Kang, Seung-Gul;Park, Young-Min;Lee, Heon-Jeong;Kim, Leen
    • Sleep Medicine and Psychophysiology
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    • v.14 no.1
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    • pp.33-41
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    • 2007
  • Objectives: It has been known that the contents of dreams change according to neuro-developmental differences in sex, progression of age and various environments, unlike the established psychoanalytic theory. To investigate the changes, we collected "most recent dream report" and analyzed the contents of dreams by using Hall/Van de Castle System. Method: Most recent dream reports were gathered from age 12-14 years old, 2,673 middle school students (1,544 male 1,129 female) and analyzed those reports using Hall/Van de Castle System. The data were sorted in SAS and dream SAT. Result: There were prominent differences between male and female middle school students in Male/Female Percentage (male/ female;56%/35%), Familiarity Percentage (57%/69%), Aggression/Friendliness Percentage (79%/65%), Befriender Percentage (50%/33%), Physical Aggression Percentage (90%/70%), Indoor Setting Percentage (40%/55%), Negative Emotion Percentage (56%/68%) and Torso/Anatomy Percentage (51%/36%). There were significant differences in Male/Female Percentage (65%/44%), Friendliness, Physical Aggression and Self Negativity Percentage in male and there were significant differences in Friendliness, Familiarity and Friends Percent in female between 1st and 2nd grade. But, it showed much similar dream patterns between 2nd and 3rd grade in both gender. In male, Aggression/Character Index with male character is significantly increased by 2nd grade (1st/ 2nd/ 3rd;0.48/ 1.04/0.98), In female, Friendliness/Character Index with male character had significantly decreased by 2nd grade (0.38/ 0.19/0.20). Conclusion: There were apparent differences between age 12-14 years old male and female. Male adolescents have differences mostly in categories related with aggression, but female adolescents have differences in categories related with environment or character. It shows that developmental level of male are slower than female as of yet and male needs more active interpersonal relationship to find identity. Otherwise, the influences of passive attitude and actual circumferential environment are reflected in female's dream. There are no prominent differences among ages, but age 12-13 years old adolescents shows significant differences in interacting with the other gender. It means that circumferential environment and interpersonal relationship affect the contents of dreams and also the cognitive development related to age and sex. Afterwards, the development of dreams could be better understood through the neurocognitive study and dream analysis between other ages and nations.

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The Systematization of Personality Education Contents in the 7th Curriculum for Home Economics (제7차 가정과 교육과정에 따른 학교 인성교육 내용 체계화 방안)

  • 왕석순
    • Journal of Korean Home Economics Education Association
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    • v.16 no.2
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    • pp.13-26
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    • 2004
  • This study tried to suggest teaching and learning activities which can be effectively utilized in Home Economics Education by analyzing and suggesting “The objective and contents of personality education” in Home Economics Area in the curriculum of 7th Technology & Home Economics. As a result, Personality education can be implemented in all areas of Home Economics Education. Especially in Home Economics Education, the following personality education can be implemented. First of all, it can teach the equality among family members by teaching the values of equality and respecting human rights. Secondly, it can teach to recognize and implement various values related to environmental protection. Thirdly, it can teach the ethics related to care which was claimed by Gilligan and other people - in other words, charity, forgiveness, friendship, love, sacrifice, concession, conversation, compromise and etc. Especially these kind of values are extended to also the ethics of care for others, neighborhood, and community not only for family care which was the traditional Home Economics education criticized as family selfishness. On the other hand, personality education in Home Economics Education is different from other subjects. It enables students to act through experiences not just emotion or knowledge by learning actual relationships among family members in daily life. This kind of feature is proving the fact that Home Economics Education can play a very effective role in achieving the objective of moral behavior The results of this study proves that Home Economics Education is an effective subject which can conduct personality education by the objectives and contents that are different from other subjects. This provides the reasonable cause for Home Economics Education to be an required subject in school curricula. Future study should be conducted as an empirical research to develop personality programs(activities for teaching & learning) which can be implemented in Home Economics Education and to accumulate empirical data of such programs.

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A Study on the Relationship between Job Stress and Socio-Psychological stress of firefighter (소방공무원의 직무스트레스와 사회심리적 스트레스와의 연관성에 관한 연구)

  • Kang, Byung-Woo
    • The Korean Journal of Emergency Medical Services
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    • v.13 no.1
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    • pp.35-48
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    • 2009
  • Purpose: Firefighters were subjected to be exposed to 24-hour shiftwork and high level of job stress, but there is little study of fire fighters about between Job Stress and Psychological stress in Korea. This study was performed to evaluate job stress of fire fighters grouped by different job types and analyze the health effect of job stress by using a PWI-SF(Psycho-social Well-being Index, Short Form). Methods : This study was to measure the degree of job stress and socio-psychological stress of firefighters working at 119 safety center and analyze the relationship between job stress and mental health, through self-administered questionnaire survey on 918 fire fighters working at fire department located in Korea, during October in 2008. Question items of the questionnaire consist of general characteristics, job stress, and socio-psychological stress. Job Stress Measurement Scale for Koreans was used to measure job stress, while PWI-SF used for socio-psychological stress. Collected data was analyzed through frequency analysis, ${\chi}^2$ test, one-way ANOVA, correlation analysis, multi-regression analysis using a statistic program, SPSS/10.0 Ver for Windows, and statistical significance level was 0.05. Result : Accordingly, this paper is written for the purpose of scrutinizing the reason of 119 rescuers' job stress and Socio-Psychological stress. This thesis tries to analyze a problem and provide contents through many variables concerned and theoretical investigation with the actual research of questionnaire. The results of the study are summarized as follows : Fire fighters feel relatively high stressful in their performance. Job stress, organizational commitment and burnout did not have been influence upon by individual cases such as economic condition, regular exercise etc. Finally, as a result of step by step regression analysis, the variable that can explain Socio-Psychological stress the best was negative emotion scale(NE). Conclusions : It is necessary to conduct repeated studies in the future, since the study implied that there was a contrary relationship between job stress and socio-psychological stress. In order to reduce job stress and maintain better mental health, it is more important than anything else to help firefighters have willingness and efforts to sustain a healthy life, so the development of various programs and education to raise their awareness should be implemented.

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