• Title/Summary/Keyword: Emotional vocabulary

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A Study on the Visual Image of Newtro fashion style (뉴트로 패션 스타일의 시각적 이미지에 관한 연구)

  • Jeong-Hu Kim;Jeong-Mee Kim
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.3
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    • pp.81-95
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    • 2023
  • The purpose of this study is to analyze the newtro fashion style and extract key descriptive terms for visual image evaluation based on the style. To achieve this, a literature review, case study, and survey were conducted. The results are as follows: 1) Newtro fashion exhibited a variety of styles depending on the items being considered. In particular, the windbreaker style is composed of windbreakers, sweatshirts, and training pants, the blazer style consists of blazers, sweatshirts, and denim pants, and the padding style is characterized by short padding, sweatshirts, and jogger pants. 2) A total of 28 terms were identified as vocabulary to represent the visual images of newtro fashion. Among these, 17 terms appeared with a frequency of 30 or more times across the three styles. Commonly used terms included 'emotional', 'desirable', 'empathetic', 'unique', 'moody', 'retro', 'sophisticated', 'stylish', 'vintage', 'confident', 'youthful', 'trendy', and 'modern'. 3) By examining terms with a frequency of 50 times or more, the visual images associated with each style were compared. For the windbreaker style, the newtro fashion image was predominantly described as 'desirable', 'youthful', 'modern', 'stylish', and 'emotional'. The blazer style was associated with 'retro', 'unconventional', 'stylish', 'trendy', 'empathetic', 'modern', 'intricate', and 'unique'. In the padding style, the newtro fashion image was characterized as 'youthful', 'intricate', 'cute', 'stylish', 'modern', 'unique', and 'confident'.

A Study on the Relationship between Emotional Problems and Game Commitment in Adolescents (청소년의 정서문제와 게임 몰입의 관련성에 대한 연구)

  • Cho, Ok Hue;Huh, Myo Yeon
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.101-110
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    • 2018
  • This thesis analyzed the correlation between the psychological characteristics of adolescents and the use of games in the first year students of the national high school in 2016. The game is one of the representative entertainment industries in Korea and is an industry that has a great influence on becoming a powerhouse as cultural contents. However, games and immersion are expressed as a negative vocabulary of game addiction and are referred to as social problems and youth problems, and they give negative perception to the content of games. All users have the right to enjoy the content, but only negative words are used in poisonous games and they are packed as if they are social problems. In the present study, many emotional problems that were derived from previous studies were not related to game use in general adolescents. Through the questions related to 'depression', students who are not motivated or energy. The results of this study are as follows. First, the positive effects of game and youth emotional problems were derived through the conclusion that students who are active and emotionally bright are more likely to use game contents. This study was conducted to help change the social perception of the game positively by breaking the social fixed point of view that the emotionally troubled adolescents engage with the game and cause social problems.

A Survey on the Design Preference for a Plastic Surgery Interior Design (성형외과 실내 계획을 위한 디자인 선호성향 조사)

  • Cho, Jeong-Min;Chun, Jin-Hee
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.05a
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    • pp.220-223
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    • 2006
  • As more people want plastic surgery for various reasons, the demand for pleasant and aesthetical environment has increased also. This study, therefore, conducted literature and portal sites research before surveying women in their 20's and 30's who are more likely to be interested in and have plastic surgery. And we worked out a questionnaire to predict the customer demand and a survey board using specific vocabulary conveying emotional information as well as designs, targeting 120 people in Gangnam and Myeongdong areas. As a result, the respondents preferred natural designs, followed by modern and casual one with slight differences based on the areas. Thus, this is open to further studies. The preference for natural designs is considered to be related with the current interests in well-being and nature-friendly trend, coupled with new naturalism in the 21C. Hence, in order to add more colorfulness, minimalism, and vitality to the existing natural environment, one needs to seek motives from nature but make use of high-tech materials with strong colors to avoid boredom but create a lively indoor environment.

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Effects Psychological Response Light & Color - Focusing on Experimental Application of 3D Image- (빛과 색이 심리적 반응에 미치는 영향에 관한 연구 - 주거공간 3D이미지의 실험적 적용을 중심으로 -)

  • Yoon Gab-Geun;Kang Kyoung-Won;Jung Sa-Hee
    • Korean Institute of Interior Design Journal
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    • v.14 no.3 s.50
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    • pp.199-207
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    • 2005
  • We recognize analysing and quantifying an effect of light and colors on people' psychological response changing according to environmental conditions as important. Therefore, this study intends to improve efficiency in realizing emotional design that contributes to creation of helpful and pleasant interior using architecture that is able to refresh human emotion or light and colors which are important factors in interior design. For the purpose, this study analyses an effect of colors in interior space and the effect of interaction between light and color through modeling to identify types of psychological response. And it is to present a generalized conclusion through an analysis of meaning of the two effects. The ultimate goal of this study is to identify the value and possibility of actual design. This study measures response on questionnaire through representative vocabulary by abstracting based on evaluation image selected through the 1st and 2nd preparatory research and grouping similar words. In next step, images represented both by light and colors are presented as virtual space and for data input and analysis based on psychological response corresponding to each image, this study uses SPSS 11.0 statistical package program to analyse data collected. The space to be experimented is a livingroom, a center of residential area.

A Child Emotion Analysis System using Text Mining and Method for Constructing a Children's Emotion Dictionary (텍스트마이닝 기반 아동 감정 분석 시스템 및 아동용 감정 사전 구축 방안)

  • Young-Jun Park;Sun-Young Kim;Yo-Han Kim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.3
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    • pp.545-550
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    • 2024
  • In a society undergoing rapid change, modern individuals are facing various stresses, and there's a noticeable increase in mental health treatments for children as well. For the psychological well-being of children, it's crucial to swiftly discern their emotional states. However, this proves challenging as young children often articulate their emotions using limited vocabulary. This paper aims to categorize children's psychological states into four emotions: depression, anxiety, loneliness, and aggression. We propose a method for constructing an emotion dictionary tailored for children based on assessments from child psychology experts.

User's Emotional Preference on PC OS GUI - Though Semantic Differential Method (PC OS GUI 의 사용자 감성에 관한 연구 - 의미분별 척도법을 활용한 사용자 감성 선호도 분석)

  • Moon, Hyun-Jung;Lee, Jung-Yeun
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.30-35
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    • 2008
  • The purpose of this study is to analyze and define user's emotional satisfaction factors to the PC OS GUI image. The study is to investigate the relationship between PC OS GUI Image and Sensitive Vocabula교 based on user's emotional preference. 47 user preferred sensitive words are collected by the initial survey. Through the similarity test, 47 words are narrowed down to 20 comprehend words. The semantic differential methods is used in the final survey with 5 step questionnaire. From this process, user preferred the GUI design that is vocabularized as Clear, Easy, Safety, Stability. Additionally, the result shows that the image of Clear is related to Safety and the image of Easy is related to Stability. The result of the study could be used in design PC OS GUI as base data.

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The narrative inquiry on Korean Language Learners' Korean proficiency and Academic adjustment in College Life (학문 목적 한국어 학습자의 한국어 능력과 학업 적응에 관한 연구)

  • Cheong Yeun Sook
    • Journal of the International Relations & Interdisciplinary Education
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    • v.4 no.1
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    • pp.57-83
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    • 2024
  • This study aimed to investigate the impact of scores on the Test of Proficiency in Korean (TOPIK) among foreign exchange students on academic adaptation. Recruited students, approved by the Institutional Review Board (IRB), totaled seven, and their interview contents were analyzed using a comprehensive analysis procedure based on pragmatic eclecticism (Lee, Kim, 2014), utilizing six stages. As a result, factors influencing academic adaptation of Korean language learners for academic purposes were categorized into three dimensions: academic, daily life, and psychological-emotional aspects. On the academic front, interviewees pointed out difficulties in adapting to specialized terminology and studying in their majors, as well as experiencing significant challenges with Chinese characters and Sino-Korean words. Next, from a daily life perspective, even participants holding advanced TOPIK scores faced difficulties in adapting to university life, emphasizing the necessity of practical expressions and extensive vocabulary for proper adjustment to Korean life. Lastly, within the psychological-emotional dimension, despite being advanced TOPIK holders, they were found to experience considerable stress in conversations or presentations with Koreans. Their lack of knowledge in social-cultural and everyday life culture also led to linguistic errors and contributed to psychological-emotional difficulties, despite proficiency in Korean. Based on these narratives, the conclusion was reached that in order to promote the academic adaptation of Korean language learners, it is essential to provide opportunities for Korean language learning. With this goal in mind, efforts should be directed towards enhancing learners' academic proficiency in their majors, improving Korean language fluency, and fostering interpersonal relationships within the academic community. Furthermore, the researchers suggested as a solution to implement various extracurricular activities tailored for foreign learners.

MENTAL REPRESENTATION OF PRESCHOOL CHILDREN:ASSOCIATION WITH PARENTAL MENTAL REPRESENTATION (학령전기 아동의 심적 표상 : 부모에 대한 심적 표상과의 관계를 중심으로)

  • Lee, Kyung-Sook;Lee, Hae-Ran;Shin, Yee-Jin
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.10 no.1
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    • pp.21-33
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    • 1999
  • The clinical assessment for preschool children who are known to have problems in selfreporting tends to be dependent on outsiders' reporting. Thus, the direct assessment of children's inner experience, thoughts and feelings is difficult. MacArthur Story-Stem Battery(MSSB) developed to learn more about preschool children's mental representation in play is used in this study to help assess clinical preschool children through developmental study of normal children's mental representation. Fifty five children(32boys and 23girls) who performed MSSB, IQ Test, Peabody Picture Vocabulary Test-Revised(PPVT) were videotaped and were analyzed. The results of this study were as follows:1) Children frequently displayed negative mental representation such as atypical negative response, reparation/guilt, punishment, personal injury and so on during emotionally laden play situation. 2) Mental representation of parent appeared positive, disciplinary, and negative in respective. 3) As a result of factor analysis of MSSB content themes, aggressive, prosocial, and oppositional content theme composites were generated. Aggressive content included atypical negative response, aggression, personal injury, and exclusion. Prosocial content included affection, affiliation, and reparation/guilt. Oppositional content included punishment and non-compliance. 4) Mental representation of parent and content themes showed significant correlation. Positive, negative, and disciplinary representation were significantly correlated for prosocial(r=0.40), aggressive (r=0.52), and oppositional(r=0.75) content theme respectively. 5) Among the correlations between parental mental representations and emotional responses, positive parental representation and anxiety showed significant negative correlation(r=-0.43). 6) Among the correlations between content themes and emotional responses, there were significant positive correlations between aggressive(r=0.28) and oppositional content themes(r=0.29) and distress, and were significant negative correlations between prosocial content theme and concern(r=-0.29) and anxiety(r=-0.43). According to the above results, preschool children frequently displayed negative mental representation in emotionally conflictual play situation. Children with more prosocial themes in their stories exhibit more positive parental mental representation. Also, children with more aggressive themes tend to display more negative parental representation and negative emotional responses.

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Comparative Study on Public Health Facility Color Image Vocabulary among Countries -Focusing on korea and Romania- (공공보건시설 색채이미지에 대한 국가간 인식 비교 -한국과 루마니아 중심으로-)

  • Park, Heykyung;Adelean, Ioana;Kim, Hyeyeong;Oh, Jiyoung
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.185-191
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    • 2020
  • This study aims to understand the differences in cultural and emotional perceptions about the color image of public healthcare facilities in Romania, an Eastern European country that is relatively lacking in recognition but is gradually expanding trade. For this, color images were selected through a review of previous studies, and a questionnaire survey was constructed based on the colorimetric data by visiting 8 public healthcare facilities such as medical facilities, 4 social sports facilities, and 8 nursing facilities. An online survey was conducted on the color image of public facilities with 89 Koreans and 86 Romanians, and frequency and cross-analysis was conducted using the SPSS statistical analysis program to examine the color images of public healthcare facilities of Koreans and Romanians. The difference in perception was identified. As a result, it was found that there was a statistically significant difference in the perception of color images of public healthcare facilities between countries in vocabulary evaluation and image evaluation, and this was interpreted as different meanings for groups residing in different cultures. Therefore, it implies that cultural differences in perception should be considered when establishing an environment related to this in the future.

A Study on Fun Elements of Web 2.0 Blog Widget (Web 2.0 블로그 위젯의 재미 요소에 대한 연구)

  • Choi, Sung-Kyu;Kim, Kee-Sung;Jang, Seok-Hyun;Whang, Min-Cheol
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.785-790
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    • 2009
  • Widgets are the instrument for representing user's character and embossing the value of blogs. The compound word of the Windows and Gadget the application, widgets are the functional program to displayed on the screen graphical user interface (GUI) tools as a kind of service that user want to see. On the operating system, the Web, and mobile area, widgets offer the delivery of information, convenience and efficiency. However widgets have been never gave satisfaction to user because it focused transmitting information and representing circumstance than fun. This study is for recognized fun elements that user feel interest and categorized fun elements each type of widgets. Fun elements of widget never been defined, we use fun elements on design and product area and emotional word that is representative of affectivity. And we make up an online questionnaire to blog users. The widget selected by popular degree among the domestic widgets and the Japanese widget. And the results of the questionnaire that 5-scales used based on user preferences to identify the elements that are fun.

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