• Title/Summary/Keyword: Emotional values

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Users' Perception based on Input Control Method of Hedonic Intelligent Products - Focused on an Intelligent Pinwheel - (쾌락적 지능형제품의 입력 제어 방식에 따른 사용자 인식 - 지능형 바람개비 사례를 중심으로 -)

  • Lee, Bo Ram;Kwak, Sonya S.
    • Design Convergence Study
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    • v.16 no.4
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    • pp.115-126
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    • 2017
  • The intelligent product is a product in which interactive technologies are applied to an existing common product, called a mother product. This study focuses on interaction design of a hedonic intelligent product and investigates an efficient method of input control of hedonic intelligent products. The hedonic intelligent product is a product in which the hedonic attributes such as play and pleasure are added to the mother product. Utilitarian intelligent products enhance practical functions of mother products. The utilitarian intelligent product finds user behavior in the mother product to improve functional elements for a user experience design. On the other hand, hedonic intelligent products find various emotional values that impart hedonistic attributes and apply them to design. The input method studied through the case study is classified into the imitation input method and the transformation input method derived from the mother product. Based on this, two independent variables of intelligent pinwheels were designed, and its usability evaluation was conducted under the same output condition to investigate a more effective input method. As a result, the transformation input method was rated higher in originality than the imitation input method. This result implies that users had new experiences from the transformation input method, which leads to a higher intention of paying for new experiences.

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.

Typology of Gambles: A Study of Gambling Behaviors and Problems (도박유형에 따른 도박행동과 도박문제의 차이)

  • Hoon Jang ;Sangyeon Yoon ;Taekyun Hur
    • Korean Journal of Culture and Social Issue
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    • v.16 no.3
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    • pp.331-354
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    • 2010
  • Previous psychological studies in gambling have mainly focused on the characteristics of gamblers. the purpose of the present study was to categorize gambles in Korea into subtypes based on winning probability and money and to examine variations of gambling behaviors and problems across the gamble subtypes. A survey on 1,304 gamble participants were conducted, of their gambling behaviors, personal and social problems, and CPGI. First, factor analyses on perceived winning probability and money revealed 6 subtypes of gambles: amusement type, lottery type, internet type, slot-machine type, racing type and casino type. Secondly, comparisons among gamble subtypes revealed the differences in gambling behaviors, gambling-related cognitions, emotional experiences during gambling, and personal/social problems related to gambling. The gambling behaviors in slot-machine type, racing type, and casino type were more negative than those in amusement type, and lottery type. Gamblers in internet type were found to have potential for latent problems of gambling. In discussion, the academic and practical values and implications of typology of gambles were further discussed.

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Psychological functions and values of counterfactual thinking (사후가정사고의 심리적 기능과 응용적 가치)

  • Taekyun Hur
    • Korean Journal of Culture and Social Issue
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    • v.8 no.2
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    • pp.171-190
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    • 2002
  • Counterfactual thinking refers to a mental simulation of "What might have been," a cognitive process of once-possible-but-unrealized alternatives to facts, Counterfactuals have been reported to produce intensive emotional experiences, specifically regret. The present research reviewed and tried to integrate the previous inconsistent findings in the view of functional value of counterfactuals. Social psychologists proposed that counterfactuals could be categorized into upward(thoughts of better alternatives) versus downward(thoughts of worse alternatives) and additive versus subtractive. Counterfactual processes are more likely to occur following negative or unexpected rather than positive expected outcome, consistent with the minimization-mobilization hypothesis. Downward counterfactuals serve affective functions(to make one feel better) through contrast effects. Upward counterfactuals serve preparative functions(to prepare and improve performance in the future similar tasks) through causal inferences. Also, upward counterfactuals have been demonstrated in several studies to be followed by success-related attitudes and intentions and actual performance improvement. Furthermore, in terms of regulatory focus, downward counterfactuals were related with the prevention focus(to maintain the current status and upward counterfactuals were related with the promotion focus(to improve the current status). Those findings from numerous studies support that counterfactuals are functional to serve human ongoing motives. In conclusion, applicability and limitation of functional value of counterfactual thinking were discussed.

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Impact of customer experience characteristics on perceived value and revisit intention: Focusing on offline home appliance stores (고객체험특성이 지각된 가치와 재방문 의도에 미치는 영향: 가전 오프라인 매장을 중심으로)

  • Hosun Jeong;Jungmin Park;Hyoung-Yong Lee
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.395-413
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    • 2023
  • This research studied the effect of customer experience characteristics in offline home appliance stores on perceived value and revisit intention. Among the offline distribution of home appliances with more than 100 stores nationwide, two home appliance retailers (HiMart, E-Land), three hypermarkets (E-Mart, Homeplus, Lotte Hi-Mart), and two home appliance stores (LG Best Shop, Samsung Digital Plaza) were selected, and a survey was conducted on men and women in their 20s or older in Seoul, Gyeonggi, and Incheon who had visited and purchased the home appliance store within the last 6 months. As a result of the survey, a statistical analysis was conducted on a total of 330 samples using the PLS (Partial Least Squares) structural equation model and SPSS statistical package. Through this study, the following research results can be obtained. First, educational experience, deviant experience, and aesthetic experience had a positive (+) effect on the functional value. However, entertainment experience did not affect functional value. Second, educational experience, deviant experience, and aesthetic experience all had a positive (+) effect on emotional value. Third, both functional and sensory values had a positive (+) effect on the revisit intention. Fourth, it was confirmed that brand loyalty had no moderating effect between functional value and sensory value revisit intention. The results of this study show the structural relationship between customer experience characteristics, perceived value (functional value, sensory value), and revisit intention. This result provides guidelines on what activities home appliance offline stores should do at a time when online channels threaten the survival of offline channels.

Survey on Value Elements Provided by Artificial Intelligence and Their Eligibility for Insurance Coverage With an Emphasis on Patient-Centered Outcomes

  • Hoyol Jhang;So Jin Park;Ah-Ram Sul;Hye Young Jang;Seong Ho Park
    • Korean Journal of Radiology
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    • v.25 no.5
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    • pp.414-425
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    • 2024
  • Objective: This study aims to explore the opinions on the insurance coverage of artificial intelligence (AI), as categorized based on the distinct value elements offered by AI, with a specific focus on patient-centered outcomes (PCOs). PCOs are distinguished from traditional clinical outcomes and focus on patient-reported experiences and values such as quality of life, functionality, well-being, physical or emotional status, and convenience. Materials and Methods: We classified the value elements provided by AI into four dimensions: clinical outcomes, economic aspects, organizational aspects, and non-clinical PCOs. The survey comprised three sections: 1) experiences with PCOs in evaluating AI, 2) opinions on the coverage of AI by the National Health Insurance of the Republic of Korea when AI demonstrated benefits across the four value elements, and 3) respondent characteristics. The opinions regarding AI insurance coverage were assessed dichotomously and semi-quantitatively: non-approval (0) vs. approval (on a 1-10 weight scale, with 10 indicating the strongest approval). The survey was conducted from July 4 to 26, 2023, using a web-based method. Responses to PCOs and other value elements were compared. Results: Among 200 respondents, 44 (22%) were patients/patient representatives, 64 (32%) were industry/developers, 60 (30%) were medical practitioners/doctors, and 32 (16%) were government health personnel. The level of experience with PCOs regarding AI was low, with only 7% (14/200) having direct experience and 10% (20/200) having any experience (either direct or indirect). The approval rate for insurance coverage for PCOs was 74% (148/200), significantly lower than the corresponding rates for other value elements (82.5%-93.5%; P ≤ 0.034). The approval strength was significantly lower for PCOs, with a mean weight ± standard deviation of 5.1 ± 3.5, compared to other value elements (P ≤ 0.036). Conclusion: There is currently limited demand for insurance coverage for AI that demonstrates benefits in terms of non-clinical PCOs.

The Effect of the Cicadas' Songs on the Psychological Responses in Adolescents (매미과(科) 노랫소리가 청소년의 심리적 반응에 미치는 영향)

  • Yoon, Ki-Sang;Suh, Sang-Joon;Suh, Jae-Gap
    • The Journal of the Acoustical Society of Korea
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    • v.26 no.4
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    • pp.136-143
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    • 2007
  • This experiment was performed to find out the effects of the cicadas' songs on the psychological responses in adolescents. As a basic coulee, the experiment to set up 'Acceptable & Unacceptable' was performed. As a further coulee, five kinds of the cicadas' songs heard frequently were analyzed and adjectives expressing the feeling to cicadas' songs were factor-analyzed, and psychological responses to auditory sensations were analyzed through regression equations. As a result, the effect of the Cryptotympana atrata's song, the Meimuna opalifera's song and the traffic noise are similar in the degree of disturbing the meditation but they are less disturbing than the white noise. The experiment for adjectives expressing was performed, because it is possible that cicadas' songs affect adolescents as a noise. Cicadas' songs can be expressed with three kinds of factors. First factor is [Annoyance], second factor is [Strength] and third factor is [Rhythm]. The first factor dominates in the songs of the Cryptotympana atrata and the Platypleura kaempferi who generate steady sound, and the third factor dominates in the songs of the Meimuna opalifera, the Leptosemia takanonis and the Oncotympana fuscata who generate fluctuating sounds. The loudness of sound didn't affect on the third factor but the emotional values of the fist and the second factors are linearly proportional to the loudness. The analysis results of the first factor associated with noise showed that the annoyance of adolescents is increased in the order of white noise - the Platypleura kaempferi - the Cryptotympana atrata, if the loudness of sounds are generated equally.

A Two-Stage Learning Method of CNN and K-means RGB Cluster for Sentiment Classification of Images (이미지 감성분류를 위한 CNN과 K-means RGB Cluster 이-단계 학습 방안)

  • Kim, Jeongtae;Park, Eunbi;Han, Kiwoong;Lee, Junghyun;Lee, Hong Joo
    • Journal of Intelligence and Information Systems
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    • v.27 no.3
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    • pp.139-156
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    • 2021
  • The biggest reason for using a deep learning model in image classification is that it is possible to consider the relationship between each region by extracting each region's features from the overall information of the image. However, the CNN model may not be suitable for emotional image data without the image's regional features. To solve the difficulty of classifying emotion images, many researchers each year propose a CNN-based architecture suitable for emotion images. Studies on the relationship between color and human emotion were also conducted, and results were derived that different emotions are induced according to color. In studies using deep learning, there have been studies that apply color information to image subtraction classification. The case where the image's color information is additionally used than the case where the classification model is trained with only the image improves the accuracy of classifying image emotions. This study proposes two ways to increase the accuracy by incorporating the result value after the model classifies an image's emotion. Both methods improve accuracy by modifying the result value based on statistics using the color of the picture. When performing the test by finding the two-color combinations most distributed for all training data, the two-color combinations most distributed for each test data image were found. The result values were corrected according to the color combination distribution. This method weights the result value obtained after the model classifies an image's emotion by creating an expression based on the log function and the exponential function. Emotion6, classified into six emotions, and Artphoto classified into eight categories were used for the image data. Densenet169, Mnasnet, Resnet101, Resnet152, and Vgg19 architectures were used for the CNN model, and the performance evaluation was compared before and after applying the two-stage learning to the CNN model. Inspired by color psychology, which deals with the relationship between colors and emotions, when creating a model that classifies an image's sentiment, we studied how to improve accuracy by modifying the result values based on color. Sixteen colors were used: red, orange, yellow, green, blue, indigo, purple, turquoise, pink, magenta, brown, gray, silver, gold, white, and black. It has meaning. Using Scikit-learn's Clustering, the seven colors that are primarily distributed in the image are checked. Then, the RGB coordinate values of the colors from the image are compared with the RGB coordinate values of the 16 colors presented in the above data. That is, it was converted to the closest color. Suppose three or more color combinations are selected. In that case, too many color combinations occur, resulting in a problem in which the distribution is scattered, so a situation fewer influences the result value. Therefore, to solve this problem, two-color combinations were found and weighted to the model. Before training, the most distributed color combinations were found for all training data images. The distribution of color combinations for each class was stored in a Python dictionary format to be used during testing. During the test, the two-color combinations that are most distributed for each test data image are found. After that, we checked how the color combinations were distributed in the training data and corrected the result. We devised several equations to weight the result value from the model based on the extracted color as described above. The data set was randomly divided by 80:20, and the model was verified using 20% of the data as a test set. After splitting the remaining 80% of the data into five divisions to perform 5-fold cross-validation, the model was trained five times using different verification datasets. Finally, the performance was checked using the test dataset that was previously separated. Adam was used as the activation function, and the learning rate was set to 0.01. The training was performed as much as 20 epochs, and if the validation loss value did not decrease during five epochs of learning, the experiment was stopped. Early tapping was set to load the model with the best validation loss value. The classification accuracy was better when the extracted information using color properties was used together than the case using only the CNN architecture.

Testing for Measurement Invariance of Fashion Brand Equity (패션브랜드 자산 측정모델의 등치테스트에 관한 연구)

  • Kim Haejung;Lim Sook Ja;Crutsinger Christy;Knight Dee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.28 no.12 s.138
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    • pp.1583-1595
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    • 2004
  • Simon and Sullivan(l993) estimated that clothing and textile related brand equity had the highest magnitude comparing any other industry category. It reflects that fashion brands reinforce the symbolic, social values and emotional characteristics being different from generic brands. Recently, Kim and Lim(2002) developed a fashion brand equity scale to measure a brand's psychometric properties. However, they suggested that additional psychometric tests were needed to compare the relative magnitude of each brand's equity. The purpose of this study was to recognize the psychometric constructs of fashion brand equity and validate Kim and Lim's fashion brand equity scale using the measurement invariance test of cross-group comparison. First, we identified the constructs of fashion brand equity using confirmatory factor analysis through structural equation modeling. Second, we compared the relative magnitude of two brands' equity using the measurement invariance test of multi-group simultaneous factor analysis. Data were collected at six major universities in Seoul, Korea. There were 696 usable surveys for data analysis. The results showed that fashion brand equity was comprised of 16 items representing six dimensions: customer-brand resonance, customer feeling, customer judgment, brand imagery, brand performance and brand awareness. Also, we could support the measurement invariance of two brands' equities by configural and metric invariance tests. There were significant differences in five constructs' mean values. The greatest difference was in customer feeling; the smallest, in customer judgment.

A Study on Christian Educational Implications for 6 Key Competencies of 2015 Revised National Curriculum (2015 개정 교육과정의 6개 핵심역량에 대한 기독교교육적 함의)

  • Seo, Mikyoung
    • Journal of Christian Education in Korea
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    • v.63
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    • pp.221-253
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    • 2020
  • The purpose of this study is to define the key competency as Christian(in another word: Christian key competency) and to interpret the six key competencies of the 2015 revised curriculum in a Christian educational way. Also as an alternative to the key competencies model of the 2015 revised curriculum, this study aims to materialize the formation of a Christian key competencies model based on Christian faith. This study derived 'faith' from the key competencies as Christian throughout preceding research analysis. The 'faith' of the key competencies as Christian means the ability to know oneself, and to know the world and God within the knowledge of the Bible (knowledge of God) in the personal relationship with God, and also it is the ability to think, judge, and act with biblical values, Christian world view, and Christian self-identity. The key competency 'faith' could be the basis (standard) of motivation, attitude and the value of all competencies in cultivation and exercise. The model of Christian key competencies has the structure in which each six key competencies become to be cultivated based on the Christian key competency called "faith." Based on the structure, the six key competencies of the 2015 revised curriculum were interpreted and explained from the perspective of Christian education. In the self-management competency, self-identity can be correctly formed in relations with transcendent God. In aesthetic emotional competency, the empathic understanding of human beings comes from the understanding of the image of God, the supreme beauty, the source of beauty. About the community competency, human community is the source of God who created the universe, human and all of things. It is because a Christian community is a community within the relationship of Trinity God, Nature and others. Therefore regions, countries, and the world become one community. Communication competency first stem from good attitudes toward yourself and others with respectful mind. It comes from an understanding of Christian human beings. Also, there is a need of having a common language for communications. The common language is the Bible that given to us for our communicative companionship. Through the language of the Bible, God made us to know about God, human being and the creative world, and also made us to continue to communicate with God, others and the world. For having the knowledge-information processing competency, a standard of value for the processing and utilization of knowledge and information is required. The standard should be the basis of moral and ethical values for human respect. About creative thinking competency, the source of creativity is God who created the world. Human beings who have the image of God own creative potential. As well as, creativity has different expression forms depending on individual preferences and interests, and different approaches will be made depending on each individual's importance and achievement. Individual creativity can be found through education, and it can be embodied by converging knowledge, skills and experience.