• Title/Summary/Keyword: Emotion flow

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HRV spectrum analysis for the evaluation of changes in emotion evoked by olfactory stimulation (뇌후각 감성 평가를 위한 HEART RATE VARIABILITY SPECTRUM분석)

  • 백은주;임재중;이윤영;하태완;이배환
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1998.04a
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    • pp.155-158
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    • 1998
  • 본 연구의 목적은 후각 자극에 의한 감성의 변화를 주관적 검사와 동시에 시행한 심전도에서 추출한 HRV parameter와의 상관관계를 보고자 함이다. 후각 자극은 0.6% orange와 2.5% valeric acid를 일정 flow와 일정 농오고 코 점막에 건조를 방지하기 위해 수증기로 포화시킨 향자극기로 주었다. 향의 주관적 검사에서는 오렌지향은 친숙하고 쾌하다고 하였으며 valeric acid경우 불쾌하고 성가시고 친숙하지 않는 감성을 표시하였ㅅ다. 이러한 쾌하고 불쾌한 향자극에 대한 HRV분석결과는 valeric acid에 비해 오렌지향을 제시하였을 때가 HF/LF값이 높은 변화를 보임으로써 부교감신경의 활동이 우세하였음을 확인하였다. 결론적으로 HRV스펙트럼 분석이 감성의 변화를 객관적인 지표로 나타내는데 유용한 정보로서의 가능성을 제시하고자 하였다.

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Age Differences in Perceptions and Relationships Among Determinants of Loyalty in Online Games (연령별 차이를 중심으로 본 온라인게임 애호도 영향요인에 관한 연구)

  • Um, Myoung-Yong;Kwon, Moon-Ju;Byun, Wan-Soo;Kim, Tae-Ung
    • Journal of Information Technology Services
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    • v.6 no.1
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    • pp.83-99
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    • 2007
  • The purpose of this research is to identify the determinants of loyalty in online games. This study developed a research model to analyze the factors explaining the loyalty level from gamers, employing social identification, flow, and positive anticipated emotion as major research variables, and collected 1308 survey responses from gamers. Within the context of arguing that the exploration of age range issues with respect to online games is important, this research also examines the age differences in path coefficients. To this end, the structural model was tested with the data from entire data sample (i.e., the age of 10s, 20s, and 30s pooled together) and each of the subsamples (i.e., teens taken separately, twenties taken separately, and thirties taken separately). Properties of the causal paths, including standardized path coefficients, the significance of difference, in the hypothesized model, are also presented, so that we can investigate the relative influences of different dominants, demonstrating how teens, twenties, and thirties differ in their decision-making processes regarding the flow, social identification and loyalty from online games.

The Relationship of Interest and Flow of Study and Game in the Online Community (온라인 커뮤니티에서 공부와 게임의 재미와 플로우 관계)

  • Kwon, Soon-Jae
    • The Journal of Information Systems
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    • v.21 no.2
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    • pp.161-180
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    • 2012
  • One of them is online community which is popular among this modern society. However, it is not appropriate to suggest that online community is solely for personal usage or solely for work-related usage. The usage of online community goes beyond only one purpose. On the other hand, our daily activities whether personal or work-related activities are usually accompanied with preconception ideas whether it is a fun activity or not. However, even with this preconception, individuals are still enjoying themselves while doing activities that are considered as boring or mundane. Furthermore, individuals are really into the activities that they forgot about their surrounding and found themselves being in flow while conducting these activities. Unfortunately, there is little research done in South Korea addressing this emotion related factors. Because of that, more research concerning emotion related factors need to be conducted to better understand users behavior especially in online environment. With regards to that concern, this research studied two distinct everyday activities which are studying and playing games in online community. It is expected that when an individual feels more enjoyable and feels more comfortable, it will be more likely for them to be more satisfied. This satisfaction will lead them to being in a flow state. Hence, this study proposed three hypotheses. In order to investigate these three hypotheses, studies were conducted in two stages. The first stage was conducted in order to derive the implicit knowledge about fun from the participants. The second stage was done by an empirical study. It was conducted with two sample groups. The first group is the study group and the second group is the play games group. There were asked a set of questionnaires related to their enjoyment, comfort, satisfaction and flow while conducting the relevant activity. The results showed that both groups reached the state of flow regardless whether they belong to the study group or play games group. Therefore, the preconception idea about an activity does not promote or prevent individuals from feeling enjoyment, feeling comfortable and achieve satisfaction while conducting those activities.

Research Trends on Achievement Emotion (성취정서의 국내외 연구동향)

  • Park, Seo-Yeon;Yun, Mi-Seon
    • (The) Korean Journal of Educational Psychology
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    • v.31 no.1
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    • pp.35-58
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    • 2017
  • The achievement emotion experienced by students in their academic settings is directly related with achievement activities or results. As the focuses of researches in the educational psychology have been extended to students' motives and emotion, the achievement emotion is also actively studied in Korea. The purpose of this study is to analyze researches on the achievement emotion according to social/cultural backgrounds by dividing them into domestic and foreign ones and understand flow and trend of the researches by structuring them. On the basis of the findings, it also aims to provide fundamental data necessary to examine the achievement emotion matched for academic settings in Korea. The objects of this study include a total of 105 domestic (n=47) and foreign (n=58) journal articles. The criteria of analysis are divided into period, contents and method of the study: the study was conducted without control of period; the contents include variables and achievement situations; and the method includes design and type of study, analysis methods, measurement tools and objects. The descriptive statistics of the materials were estimated by using the SPSS, and were analyzed by dividing them into domestic and foreign ones. The findings show that the researches on achievement emotion can be divided into examinations of the development of achievement emotion scale and those of the relationship between related variables. Thus, the conclusion suggests comprehensive discussions by arranging the trends of researches on the development of achievement emotion scale and the relationship between related variables.

Difference of Facial Skin Temperature Responses between Fear and Joy (공포와 기쁨 정서 간 안면온도 반응의 차이)

  • Eum, Yeong-Ji;Eom, Jin-Sup;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.1-8
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    • 2012
  • There have been many emotion researches to investigate physiological responses on specific emotions with physiological parameters such as heart rate, blood volume flow, and skin conductance. Very few researches, however, exists by detecting them with facial skin temperature. The purpose of present study was to observe the differences of facial skin temperature by using thermal camera, when participants stimulated by monitor scenes which could evoke fear or joy. There were totally 98 of participants; undergraduate students who were in their adult age and middle, high school students who were in their adolescence. We measured their facial temperature, before and after presenting emotional stimulus to see changes between both times. Temperature values were extracted in these regions; forehead, inner corners of the eyes, bridge of the nose, end of the nose, and cheeks. Temperature values in bridge and end of the nose were significantly decreased in fear emotion stimulated. There was also significant temperature increase in the area of forehead and the inner corners of the eyes, while the temperature value in end of the nose decreased. It showed decrease in both stimulated fear and joy. These results might be described as follows: When arousal level going up, sympathetic nervous activity increases, and in turn it makes blood flow in peripheral vessels under the nose decrease. Facial temperature changes by fear or joy in this study were the same as the previous studies which measured temperature of finger tip, when participants experiencing emotions. Our results may help to develop emotion-measuring techniques and establish computer system bases which are to detect human emotions.

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A Study on the Influence of Human Behaviors and Affections on the Flow of Mobile Applications (모바일 애플리케이션의 플로우에 영향을 미치는 요인에 관한 연구)

  • Jo, Hyeon;Kwak, Kiho
    • Journal of Information Technology Services
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    • v.14 no.2
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    • pp.111-128
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    • 2015
  • In this paper, we examined the effects of emotional and individual variables on flow in the usage of mobile application. We selected four relevant emotional and individual factors such as positive affect, negative affect, addiction and habituation. We also attempted to figure out the moderating role of communication in the effect of positive affect, negative affect, and addiction on the flow. For empirical analysis, we surveyed real users of mobile application and applied PLS (Partial Least Square) methodology for SEM (Structural Equation Modeling). As a result, we found that positive affect, addiction, and habituation have significant and positive impact on the flow. Furthermore, we also found that the moderating effects of communication on the relationships between positive/negative affect and communication are significant. Our findings provide important theoretical grounds for the effects of human behavior and emotion on the flow of mobile applications. Lastly, we also suggest significant managerial implications for the development mobile applications industry.

Applying Policy of Traditional Story-Flows to Computer Games -Based on Observations about Game 'Call of Duty'- (콜 오브 듀티를 통해 본 전통적 스토리 흐름의 컴퓨터 게임 적용 방법)

  • Song, Byoung-Ho
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.95-103
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    • 2006
  • A good storytelling is essential to make a computer game more immersed and appealing as it impress the players emotion. The Storytelling consists of many factors. Among them, the Plot, or the flow of the story (Story-flow) is significant. The 'Call of Duty' is a successful computer game in the aspect of the story-flow. In this paper, the way to apply traditional theories about the story-flow to this game is analyzed. And an applying policy of traditional story-flow theories to computer games is presented.

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The Effects of Image Based Fashion Brands' SNS Toward Flow and Brand Attitude : Focus on Pleasure Emotion as Mediator (패션 브랜드 이미지 기반 SNS가 플로우, 브랜드 태도에 미치는 영향 : 즐거움 감정의 매개변수를 중심으로)

  • Ko, Jeonmi;Shin, Jiye;Ko, Eunju;Chae, Heeju
    • Fashion & Textile Research Journal
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    • v.16 no.6
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    • pp.908-920
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    • 2014
  • As social networking service (SNS) users' needs and wants have become more diverse, SNS is designed to provide various services and functions. As a result, an image based SNS with the purpose of sharing various interests has emerged. More and more fashion companies are using image based SNS to use it as a medium to better communicate with their customers. This study investigates the effect of usage motivation of image based SNS with the emotion of pleasure as the mediator and its impact towards flow and brand attitude. In order to verify the research model and to test the proposed hypotheses, we conducted a pilot test on 8 image based SNS heavy users, and followed through with 215 questionnaires which were collected via online survey. The results of this study are as follows. Each usage motivation of image based SNS had significant effect on each pleasure. The visual impact had a positive effect on sensory pleasure and the common interest significantly influenced on user's affective preference. Curating, simplicity and interconnecting had a positive effect on cognitive pleasure. Affective and cognitive pleasures except sensory pleasure positively impacted the user on flow. The cognitive pleasure had a positive effect on the brand attitude. Lastly, flow had a positive effect on the brand attitude. This study is the foundation of the image based SNS academically in the new media research. Furthermore, it suggests managerial implications of a company to provide effective marketing strategy to make the best use of image based SNS.

Study on Judgment of Body Form and Settle Energy Flow before Diagnose the Patients (환자를 살피기 전에 보아야 하는 "입형정기(立形定氣)"에 대한 고찰)

  • Ko, Heung
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.27 no.5
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    • pp.509-519
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    • 2013
  • Through the study on judgment of Body form and settle Energy flow(立形定氣) before diagnose the patients, the results are as follows. The observation of the body form is to determine prosperity and deficiency of each internal organ. It is necessary to distinguish Body form loss(形脫) and Body form fullness(形充). Fat man(肥人), Thin man(瘦人), Creamy man(膏人), Muscular man(肉人), Small Fat man(脂人) are discriminated by fat distribution, fat content, and muscle mass. The observation of the body form means the observation of structure disorder, color change, develop part at body, head and face. The observation of the body form that is to determine prosperity and deficiency of each internal organ is from the limited knowledge of the anatomy. The observation of face color is considered by blood perfusion, blood oxygenation and accumulation of carotinoid, bilirubin and change of melanin in the facial skin. The prosperity and the deficiency of energy flow is considered by symptom combined with growth (<40 years) and aging (>40 years). The prosperity of energy flow includes the anger, anxious emotion and the deficiency of energy flow includes the fear, depressive emotion. The breathing type is expiratory exhalation like asthma patients in the prosperity of energy flow. The deficiency of energy flow is weakness to overcome the disease. The prosperity and the deficiency of energy flow are considered by body metabolic ratios (Basal metabolic Rate: BMR, Resting metabolic rate: RMR, Physical activity ratios: PASs). Development of subcutaneous fat is good in the person of prosperous energy flow. The person of prosperous energy flow is hard to overcome to heat weather than cold weather. The person of deficiency of energy flow has tendencies of low blood pressure, insufficiency of blood flow in the peripheral and being shocked. The person of deficiency of energy flow has tendencies of chronic fatigue syndrome or automatic nerve disorder. If the patient who has deficiency of energy flow has severe weight loss should be checked for the presence of disease. The observation of small and large of bone is to check the development and disorder of bone growth and aging. The observation of thickness and weakness of muscle is to check the development of muscle, particularly biceps, gastrocnemius, and rectus abdominal muscle. The observation of thickness and weakness of skin is to check the ability of regulating body temperature by sweating.

Flow and Internal Experiences of Korean High School Students in View of the Comparison between Public and Proprietary School (학교와 학원의 비교를 통해 본 청소년의 플로우 및 내적경험)

  • 김기옥;현은자;최인수;유현정
    • Journal of the Korean Home Economics Association
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    • v.42 no.4
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    • pp.127-142
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    • 2004
  • The Purpose of this study was to compare the school life of Korean high school students between Public and proprietary schools, especially focused on their internal experiences and flow. Internal experiences were composed of three dimensions: emotion, cognitive efficiency, and satisfaction. How was classified into four conditions: apathy, boredom, anxiety, and flow. The study results are: 1. Korean high school students felt more flow when they were in public school than in proprietary school,. In public school, they felt relatively more bored, and on the other hand, they were relatively more anxious in proprietary school. 2. Korean high school students felt more positive emotions when they were in public school than in proprietary school. 3. Korean high school students were more involved into study when they were in public school than in proprietary school. 4. Korean high school students were more satisfied when they were in public school than in proprietary school.