• Title/Summary/Keyword: Emotion type

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A Study of Thinking Style and Consumption Behavior in Comsumer's Decision Making (소비자의 구매의사결정에 있어 제품별 사고유형과 소비행동에 대한 연구)

  • Choi, Nak-Hwan;Ahn, Ri-Na;Na, Kwang-Jin
    • Science of Emotion and Sensibility
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    • v.14 no.2
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    • pp.279-292
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    • 2011
  • This research explores the differences of two consumption behaviors from the thinking style they elicit. Specifically, we predict that more utilitarian attributes(vs. hedonic attributes) may be used when evaluating utilitarian products whereas more hedonic attributes(vs. utilitarian attributes) may be used when evaluating hedonic products. In addition, this research considered two different thinking styles: rational thinking style and experiential thinking style, and try to find out whether different product attribute information could elicit different thinking style and whether the thinking style has any effect on product evaluation. The data reported in this research demonstrates the following results. Firstly, people use different criteria when judging different types of product. That is, when judging utilitarian product, they are more likely to use utilitarian attribute as evaluation criteria, on the contrary they inclined to use hedonic attribute as evaluation criteria when choosing hedonic product. Secondly, different types of attribute informations could elicit different thinking style. Utilitarian attribute informations elicit rational thinking style whereas hedonic attribute informations elicit experiential thinking style. Finally, if people engage in rational thinking elicited in processing utilitarian attribute informations, the evaluation of utilitarian product is enhanced. But even though people engage in experiential thinking in processing hedonic attribute informations, the evaluation of hedonic product is not improved.

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User-centered relevance judgement model for information retrieval (정보검색에서의 사용자 중심 적합성 판단 모형)

  • Park, Jung-Ah;Sohn, Young-Woo
    • Science of Emotion and Sensibility
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    • v.12 no.4
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    • pp.489-500
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    • 2009
  • This research takes a user-centered approach to define relevance, the core concept in information retrieval. The literature on relevance has identified numerous factors affecting such a judgment. We examined the model of user relevance judgment that describes the relationship between user relevance criteria and different types of relevance with information search task. We consider 7 criteria of user relevance-topicality, novelty, reliability, understandability, specificity, richness, and interest-and 3 type of user relevance-cognitive relevance, situational relevance, and affective relevance. Data were collected from a semi-controlled survey and analyzed by a structural equation modeling. As a result, topicality and reliability were found to be the essential relevance criteria in all information retrieval tasks. In the fact search task, topicality, reliability, novelty, richness, and interest were found to be significant. In the problem solving search task, topicality, reliability, understandability, and specificity were found to be significant. In the decision making search task, topicality, reliability, novelty, understandability, richness, specificity, and interest were found to be significant. In addition, the relationships between types of user relevance were determined. This research made theoretical and practical contributions to the field of information retrieval by identifying a definite model of user relevance judgment.

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Effect of Motor Cues and Secondary Task Complexity on Driving Performance and Task Switching While Driving (운전 중 IVIS 조작 상황에서 Motor Cue와 과제의 난이도가 과제 전환과 운전 주행에 미치는 영향)

  • Ryoo, Eunhyun;Han, Kwanghee
    • Science of Emotion and Sensibility
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    • v.21 no.2
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    • pp.29-42
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    • 2018
  • As information technology is more actively incorporated into automobiles, the role of IVIS (In-Vehicle Infotainment System) is becoming increasingly important for providing convenience and entertainment for drivers. However, using the infotainment systems while driving requires task switching and attending to two visual resources simultaneously. We simulated a setting where participants have to drive while interacting with the infotainment system and examined how task difficulty and motor cues impact driver task-switching and driving performance, specifically whether the effects of motor cues differ depending on task difficulty. For the infotainment display, we used two types of number array depending on the congruency between the digit repetition and the chunking unit, while task difficulty was manipulated by the size of the touch-keys. Participants were instructed to dial two numbers on the screen while we recorded the dialing time, lateral position, inter-key press intervals, and steering wheel control. We found that dialing time and lateral position were affected by task difficulty, while the type of number array had no effect. However, the inter-key press intervals between chunked numbers and steering wheel movement both increased when participants had to use an incongruent number array, which indicates that, if number digits are repeated, chunking is ignored by the drivers. Our findings indicate that, in a dual-task condition, motor cues offset the effect of chunking and can effectively signal the timing for task switching.

The Effect of Individual Differences in Need for Affective and Cognitive on Health Advice in Virtual Reality (감성 욕구와 인지 욕구의 개인차가 가상현실의 건강 조언에 미치는 영향)

  • Yu, Sanghyeong;Jung, Yujin;Han, Kwanghee
    • Science of Emotion and Sensibility
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    • v.22 no.3
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    • pp.77-90
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    • 2019
  • In this study, we investigated which message provider is effective in a virtual reality (VR) environment for individuals with different needs with regard to affect (need for affect [NFA]) and cognition (need for cognition [NFC]). According to Haddock et al (2008), individuals with high NFA were more influenced to change their behavior by the emotional aspects of a message, whereas individuals with high NFC were more influenced by the cognitive aspects of the same message. We hypothesized that individual differences in needs could affect not only receipt of the message but also the acceptability of the message provider. For example, someone with high NFA might accept messages more easily from an acquaintance than from experts. In the VR environment, the appearance of the message provider could be manipulated in a way that makes him or her more familiar to the person receiving the message. Accordingly, in order to promote the effectiveness of message providers in a VR environment according to the individual difference in needs, we measured the level of the preference and self-efficacy according to needs (NFA or NFC), type of message provider (expert, significant other, or other), and VR device (text or VR). Contrary to what we expected, the results showed that there was no matching effect between the needs and the message provider. However, we found that level of preference and self-efficacy were significantly high when a VR device was worn only by participants with high NFA. This result suggests that a VR environment is more suitable for providing health advice to people with high NFA. In addition, the novelty of this study is that we tried to find the tailored message provider on health advice in VR environment and it is in the early stage of the research.

The Effect of Muscle Fatigue Reduction and Heart Rate Recovery According to Whole Body Vibration after Gait Exercise in the Young Female (성인여성의 보행 운동 후 전신진동이 근피로도 해소와 심박회복율에 미치는 영향)

  • Kang, Seung-Rok;Min, Jin-Young;Hong, Cheol-Un;Kwon, Tae-Kyu
    • Science of Emotion and Sensibility
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    • v.19 no.1
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    • pp.3-10
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    • 2016
  • This research was to investigate the effect of fatigue reduction and heart rate recovery (HRR) according to whole body vibration (WBV). 20 healthy participants were recruited and divided into vibration group (VG) and none vibration group (NVG). VG was group with provided vibration and NVG was group without vibration. They exercised slope gait with 8.5 degree and 4km/h during 30min. They rested on the chair type vibrator during 30min. The vibration consists of 10hz as frequency and 5mm as amplitude. We measured the lactate in the blood and HRR before, immediately after exercise and after rest session. The results showed that lactate level in VG the more decreased at 95.2%. The result of HRR was similar including recovery at 50.67% in VG. The WBV with stimulated vessel in muscle assisted the recovery function by reducing the excess post-exercise oxygen consumption (EPOC) quickly and improving blood circulation. The rest with WBV could provide efficient cool-down exercise for elderly and women without other physical activities after exercise.

Evaluation Method for the Creativity Elements and Emotional design (창의성요소와 감성디자인의 평가방법 관계에 대한 연구)

  • Lee, Sung-Pil;Hong, Jung-Pyo
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.259-268
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    • 2010
  • This modern society is said to be more typical of an emotional society. In such a society, emotional design adds value to products, hence bringing about value-enhanced products. Despite many claims of little substance about emotional design, there have been only a few researches that have identified what criteria to be applied to distinguish between emotional products and generic products or even have clearly defined what emotional products are. This leads to a clear need for providing more definite criteria for defining and classifying design elements useful and available for users. To fill the gap, the purpose of this study is, first, to explore the relationship between evaluation elements for creative design and emotional design, and, based on that, identify some of the most importantly valued elements, and secondly, to examine how the images importantly used for expression relate to creativity evaluation elements according to classified types of design. In this study, chosen products were presented to selected users so that they can choose what they think possesses emotional design elements. Then the products so chosen were classified according to design type for examination of their respective relationship with creativity evaluation elements. In addition, the identification was performed of perceived design images about the selected products and the relationship between those images and creativity evaluation elements. This study is expected to provide a chance to be aware of the fact that essential creativity evaluation elements can vary depending on changing times, environments, and users, and as well, to offer an insight into what images design should be possessive of for it to be preferred by consumers.

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A Basic study of Service Design for Optimization of the Public Elderly Recreational Place (최적화된 노인여가시설 구축을 위한 서비스디자인 기초연구)

  • Lim, Beak-Vin;Gim, Hyeong-Chan;Lee, Sung-Pil
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.753-760
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    • 2010
  • The purpose of this study to prepare for an aging society and older people happy is important to build recreational facilities gwajera recognize and physically old man of leisure facilities as a basis for the destroyers of the current seniors in public institutions that provide recreational facilities for About under utilized factors was investigated. The specific research methods and information, first, at home the most successful public senior leisure facilities as a model for selected Daegu Senior seutawo visit the simple survey and observation through the pros and cons about the elements that organize and KJ Technique and graft technique (Graph Theory) by applying the elements of physical space limitations on the mutual relationship between the priorities and establish guidelines for the priority was extracted. In addition, field-aged feel the satisfaction of their leisure facilities to evaluate the visits to the Busan, Sasang elderly and local leisure facilities for the elderly surveyed had taken Priority Method is based on comparison of results and final was to organize things to improve. Through this study, first, goods and equipment to the leisure space of the elderly efforts to effectively deploy the expertise to deal with and it actually showed that it is also important. Second, using physical devices and programs for the elderly aged recreational facilities are important, but physical and mental characteristics to consider voluntary participation for the type of space could see that it is important.

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A Study on Adjectives for Sensory Evaluation of Taste in Korean Language (한국어 맛 평가 형용사에 관한 연구)

  • Lee, Joonwhoan;Jeong, Sunghwan;Rho, Jeong-Ok;Park, Keunho
    • Science of Emotion and Sensibility
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    • v.16 no.4
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    • pp.493-502
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    • 2013
  • The purpose of this study was to find out the adjective scales, which will be used in the qualitative sensory evaluation of taste, by collecting and analyzing adjectives of expressing taste of Korean language. For the purpose, we rated the mutual similarities among selected 92 adjectives which include the sense of taste, texture, smell and temperature from foods, and then carried out factor analysis and clustering analysis by using correlation based on the similarities. According to the factor analysis there are more than 10 important factors involved in the linguistic representation of taste including food temperature, texture and smell as well as taste. Also, from the cluster analysis, we found that the adjectives can be clustered with groups of the adjectives representing general taste, negative taste, texture and temperature of food. In addition we analyzed the correlation between the adjectives to represent the generic preference of taste and the adjectives to express individual factors of the preferences that are resulted from cluster analysis. The analysis results could show that we need to restrict the type of foods to find out the meaningful limited number of sensory adjective scales for taste in the future.

An Analysis of Satisfaction with School Forest Using Triangular Fuzzy Number (삼각퍼지수를 활용한 학교숲 만족도 분석)

  • Lee, Seul-Gi;Jang, Jung-Sun;Jung, Sung-Gwan;You, Ju-Han
    • Journal of the Korean Institute of Landscape Architecture
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    • v.37 no.3
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    • pp.1-10
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    • 2009
  • Wooded areas that are a part of school campuses are one type of urban forest. Most schools located in an urban environment make an excellent setting for a forest in terms of location and area. These kinds of wooded spaces also make the city greener and healthier. As a place where students spend a great deal of time, schools can also be a venue for environmental education. The creation of wooded areas in schools currently has focused on the end result only; by ignoring student needs and participation, these areas have not had a significant influence on student environmental education. Previous studies based on questionnaire survey are significant in that they have quantified subjective qualitative data via Likert Scale. There has been, however, a problem in quantifying the more ambiguous subjective data. Therefore, this paper has attempted to investigate those factors that have an influence on student satisfaction with the wooded areas of their school campus using Fuzzy Theory with elementary school students in Gyeongsangbuk-do. A change was observed in terms of the ranking of arithmetic mean values of 'school peculiarity' and 'emotion evolution' and center of gravity, which has adopted Fuzzy Theory, proving that Fuzzy Theory could rationally objectify qualitative data such as human thoughts. In terms of the influential factors on the satisfaction with school forests(regression coefficient), 'school uniqueness(0.159)' was the highest, followed by 'many trees(0.142),' 'importance of nature(0.136)' and 'emotion evolution(0.130).' This paper may therefore be useful as basic data for objective questionnaire surveys and the development of school forests.

Electrophysiological Analysis in Diabetic Patients with Abnormal Sensation and Pain (이상감각과 통증을 호소하는 당뇨병 환자의 전기생리학적 특징 분석)

  • Yang, Jiwon;Lee, Yeong-Bae
    • Science of Emotion and Sensibility
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    • v.19 no.4
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    • pp.111-118
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    • 2016
  • Patients with type 2 diabetes mellitus can complain of abnormal sensation and pain which derived from the peripheral nerve damage. Various words used to be describe abnormal sense and pain, such as sharp, hot, dull, cold, sensitive, and itch. To diagnose diabetic peripheral neuropathy, several screening instruments (Neuropathic Pain Scale, NPS; Michigan Neuropathy Screening Instruments, MNSI) and electrophysiological study can be used. In this study, we aim to analyze and compare the clinical and electrophysiological characteristics of 11 patients with diabetes mellitus and abnormal sense/pain (Disease Group, DG) and 10 patients with diabetes mellitus and normal sense (Control Group, CG). In addition, we aim to reveal correlation between NPS subscore and electrophysiological parameters. As a result, the scores of NPS and MNSI in DG were significantly higher. In nerve conduction study, median motor nerve and peroneal nerve showed significant functional change. Also, median motor nerve, posterior tibial nerve and sural nerve showed negative correlation as NPS subscore increased. These results mean increased pain can be associated with abnormal nerve function. It needs to be further explored for larger size of subjects to get confirmative results.