• Title/Summary/Keyword: Evaluation of emotions

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The Effect of Presentation Methods of Apparel Products on the Internet on Purchase Decision Making. - Focused on the purchase of jeans apparel far college students - (인터넷상의 의류상품 제시방법과 구매의사결정과의 관계 연구 -여대생의 청바지 구매를 중심으로-)

  • 최은영
    • Journal of the Korean Society of Costume
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    • v.50 no.5
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    • pp.103-115
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    • 2000
  • There are various presentation methods of apparel products on the internet shopping mall. The objective of this study was (a) to identify the effect of information supply about the criteria to evaluate a garment according to presentation methods and (b) to investigate the relation between the consumer's evaluation of presentation methods and confidence in purchase decision. For this experiment. 4 presentation methods of jean were selected from internet shopping mall. They were rotating appearance on the body, enlarged product picture, apparel items coordination method and just picture of wearing appearance. Each presentation method was evaluated by panels using questionnaire. Consumer's evaluation of presentation methods were developed 5 point likert scale. The major findings drawn from this study were as follows : 1. There were significant differences in degree of information supply about product criteria according to presentation methods. Enlarged product picture introduction was good for confirmation of sewing state, fabric and detail. Apparel items coordination method was good for judgement of styling and current fashion suitability. 2. Dimension of information evaluation was composed of providing pleasure, utility of information, reliability & attractiveness, negative emotions. All of these factors affect confidence in purchase decision and intention of revisiting the site. The most important factor for confidence in purchase decision making was reliability & attractiveness. as compared to this, intention of revisiting the site was more influenced by providing pleasure.

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Comparison of Emotional Words by Products (제품 유형별 표출되는 감성어휘 비교)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.12 no.2
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    • pp.215-224
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    • 2009
  • This research extracted emotional words for measuring user's emotions expressed while using a cellular phone and a web. And then the emotional words were compared to find out whether the difference in emotional words by the type of products. The results of this study suggest that the hardware-oriented products used for specific purpose such as cellular phone extracted a lot of emotional words related to 'Satisfaction in Usability' and 'Pleasure'. 'Satisfaction in Usability' are conceived satisfying in usability or practicality of product. 'Pleasure' are pleasant emotions expressed while using a product. However the emotional words related to 'Aesthetics' and 'Novelty' were omitted. 'Aesthetics' are expressed by product's appearance and by various visual information while using a product. 'Novelty' are expressed by something that is novel and new that has never been experienced. On the other hand the software-oriented products used rather to find something better and new information than to perform specific tasks such as web extracted a lot of emotional words related to 'Novelty'. Therefore, the results of this research have found evidence that it is desirable to make a set of subjective evaluation scale by the type of products. When making the subjective evaluation scale, it is important to use appropriate emotional words for the purpose of use and the characteristics of those products.

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An Introverted Elementary Student's Construction of Epistemic Affect During Modeling Participation Patterns (모형 구성 참여 양상에서 나타나는 내성적인 초등학생의 인식적 감정 구성)

  • Han, Moonhyun;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.38 no.2
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    • pp.171-186
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    • 2018
  • Recent research has shown that elementary school students can experience epistemic affect -emotions and feelings experienced within epistemic practices, such as the enjoyment of having a wonderful idea or uncomfortable feeling of at a cognitive dissonance- during modeling process. This study explores how an introverted elementary student could participate in the modeling process by constructing an epistemic affect. Based on the theory of constructed emotion, we analyzed one elementary student's constructed epistemic affect using data resources such as emotion diaries, video recordings, and post interviews. We selected one introverted student (a fifth grader), showing peripheral and full participation during modeling. Specifically, we explored which emotions were constructed when she participated in modeling peripherally -and which epistemic affect was constructed when she participated fully- during the construction, evaluation, and revision processes. The research results showed, first, that the introverted elementary student came to participate in the model construction process by constructing the epistemic affect called aha. Second, the results showed that she came to participate in the model revision process by constructing the epistemic affect called feeling that the reasoning was wrong when confronting the rebuttals of the other student. Finally, she came to participate in the model evaluation process by constructing the epistemic affect called dislike of another student's idea. Through our exploration of the constructed epistemic affect of the introverted elementary student, we deduced that it is important to help each student to construct an epistemic affect that facilitates his or her participation in modeling. Also, we discussed that it is important to understand the impact of the emotional load that can occur for each student, depending on the constructed past, present, and future emotions.

A Study on Consumer Emotion for Social Robot Appearance Design: Focusing on Multidimensional Scaling (MDS) and Cluster Analysis (소셜 로봇 외형 디자인에 대한 소비자 감성에 관한 연구: 다차원 척도법 (MDS)과 군집분석을 중심으로)

  • Seong-Hun Yu;Ji-Chan Yun;Junsik Lee;Do-Hyung Park
    • Journal of Intelligence and Information Systems
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    • v.29 no.1
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    • pp.397-412
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    • 2023
  • In order for social robots to take root in human life, it is important to consider the technical implementation of social robots and human psychology toward social robots. This study aimed to derive potential social robot clusters based on the emotions consumers feel about social robot appearance design, and to identify and compare important design characteristics and emotional differences of each cluster. In our study, we established a social robot emotion framework to measure and evaluate the emotions consumers feel about social robots, and evaluated the emotions of social robot designs based on the semantic differential method, an kansei engineering approach. We classified 30 social robots into 4 clusters by conducting a multidimensional scaling method and K-means cluster analysis based on the emotion evaluation results, confirmed the characteristics of design elements for each cluster, and conducted a comparative analysis on consumer emotions. We proposed a strategic direction for successful social robot design and development from a human-centered perspective based on the design characteristics and emotional differences derived for each cluster.

Effects of Narrative Identity and Historical Nostalgia and Inducing Factors on Historical Contents Evaluation (역사콘텐츠의 긍정평가에 영향을 주는 내러티브 정체성과 역사적 노스탤지어 효과와 유도 요인 연구)

  • LIM, Ah-Young
    • The Journal of Industrial Distribution & Business
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    • v.10 no.9
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    • pp.25-36
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    • 2019
  • Purpose - Consumers have memories of their past time that they have not experienced. So consumers want to experience the past time and get pleasure through historical contents such as movies or dramas. This is because the re-created the past time sets the identity of the consumers who live today, and in the process, it give consumers emotional comfort. Consumers do not remember and sympathize with all of their historical time. In general, consumers remember the time that their communities are proud of. As s result, historical content is seen as a hero, and through that, consumers can check their identity. Also consumers experience positive emotions such as self-esteem, gratitude and pride through identification with heroes. That is, through historical contents, consumers can identify themselves and replace the current negative emotions with positive ones. Therefore, this study presents narrative identity and historical nostalgia that can affect positive evaluation of historical contents and suggest the factors the can induce such effects. This study was conducted to explain what the consumption effect of historical content is from a marketing perspective and what constitutes a component of historical content as a factor driving this effect. Research design, data, and methodology - This study has developed a questionnaire with 8 Hypotheses. The Films ('Masquerade(2012)', 'Roaring Current(2014)', 'Assassination(2015)', 'The Age of Shadow(2016)') and dramas('Six Flying Dragon(2015-2016)', 'Mr. Sunshine(2018-2019)') were used as experimental contents. 268 college students participated in this empirical study, and structural equation model was used to verify hypotheses. Results - Frist, narrative identity affects positive evaluation of historical contents. Nostalgia affect positive evaluation of historical contents. and narrative identity affects positive response of historical nostalgia. Second, character act relevance, circumstance similarity, and character attractiveness have positive influence upon response of narrative identity. Lastly, empathy for story and vividness of representation have also positive influence upon response of historical nostalgia. Conclusion - This study contributes to the theoretical and managemental development of historical contents. This study shows that narrative identity and historical nostalgia are important for success of historical contents. In order for historical content to be successful, it must manage elements of character act relevance, circumstance similarity, and character attractiveness, empathy for story and vividness of representation.

Wavelet-based Statistical Noise Detection and Emotion Classification Method for Improving Multimodal Emotion Recognition (멀티모달 감정인식률 향상을 위한 웨이블릿 기반의 통계적 잡음 검출 및 감정분류 방법 연구)

  • Yoon, Jun-Han;Kim, Jin-Heon
    • Journal of IKEEE
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    • v.22 no.4
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    • pp.1140-1146
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    • 2018
  • Recently, a methodology for analyzing complex bio-signals using a deep learning model has emerged among studies that recognize human emotions. At this time, the accuracy of emotion classification may be changed depending on the evaluation method and reliability depending on the kind of data to be learned. In the case of biological signals, the reliability of data is determined according to the noise ratio, so that the noise detection method is as important as that. Also, according to the methodology for defining emotions, appropriate emotional evaluation methods will be needed. In this paper, we propose a wavelet -based noise threshold setting algorithm for verifying the reliability of data for multimodal bio-signal data labeled Valence and Arousal and a method for improving the emotion recognition rate by weighting the evaluation data. After extracting the wavelet component of the signal using the wavelet transform, the distortion and kurtosis of the component are obtained, the noise is detected at the threshold calculated by the hampel identifier, and the training data is selected considering the noise ratio of the original signal. In addition, weighting is applied to the overall evaluation of the emotion recognition rate using the euclidean distance from the median value of the Valence-Arousal plane when classifying emotional data. To verify the proposed algorithm, we use ASCERTAIN data set to observe the degree of emotion recognition rate improvement.

An Exploratory Study on Advertising Effectiveness Using Linguistic Analysis: Focused on KLIWC (언어분석을 이용한 광고효과 탐색연구 : KLIWC를 중심으로)

  • Ryu, Yeon-Jae
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.407-420
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    • 2019
  • The purpose of this study is to explore the possibility of measuring advertising effectiveness through the ad evaluation text. The 384 university students were asked to evaluate the positive and negative evaluation ads of high and low involvement products by self-report method and to write ad evaluation text online. The written ad evaluation text were analyzed by KLIWC and to examine the difference between the comment of positive and negative advertising. The results of the analysis are as follows. First, there were differences between positive and negative ads in 17 psychosocial variables. Second, there were differences between positive and negative ads in 9 linguistic variables. Third, there was a significant correlation between KLIWC variables(Positive & negative emotions, inhibition, conviction, physical condition & function and sleep/dreams) and advertising effect variables. This study suggests that the advertising evaluation comment reflects the consumer's psychological reaction to advertising and the possibility of measuring the advertising effectiveness using advertising evaluation text.

Human Laughter Generation using Hybrid Generative Models

  • Mansouri, Nadia;Lachiri, Zied
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.5
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    • pp.1590-1609
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    • 2021
  • Laughter is one of the most important nonverbal sound that human generates. It is a means for expressing his emotions. The acoustic and contextual features of this specific sound are different from those of speech and many difficulties arise during their modeling process. During this work, we propose an audio laughter generation system based on unsupervised generative models: the autoencoder (AE) and its variants. This procedure is the association of three main sub-process, (1) the analysis which consist of extracting the log magnitude spectrogram from the laughter database, (2) the generative models training, (3) the synthesis stage which incorporate the involvement of an intermediate mechanism: the vocoder. To improve the synthesis quality, we suggest two hybrid models (LSTM-VAE, GRU-VAE and CNN-VAE) that combine the representation learning capacity of variational autoencoder (VAE) with the temporal modelling ability of a long short-term memory RNN (LSTM) and the CNN ability to learn invariant features. To figure out the performance of our proposed audio laughter generation process, objective evaluation (RMSE) and a perceptual audio quality test (listening test) were conducted. According to these evaluation metrics, we can show that the GRU-VAE outperforms the other VAE models.

A Human Sensibility Ergonomic Design for Developing Aesthetically and Emotionally Affecting Glass Panels of Changing Colors

  • Kim, Sang Ho;Kim, Sun Ah;Shin, Jong Kyu;Ahn, Jeong Yoon
    • Journal of the Ergonomics Society of Korea
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    • v.35 no.6
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    • pp.535-550
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    • 2016
  • Objective: To enhance user experience of the product by using "wow" materials and parts, a framework for participatory emotional design and evaluation was proposed and validated through a case study in this paper. Background: Customers in recent days value a product which provides new feeling and images they want to get while interacting with it beyond its function, quality, and usability. Since the product consists of various parts and materials, "wow" materials and parts which can affect the customer's feeling and emotions are the essential components for changing the user experience. Method: A framework for participatory and human sensibility ergonomic design was considered and applied on developing the aesthetically and emotionally affecting glass panels of changing colors. Design experts defined a target market for this multicolor glass panels and modified the existing designing goal. Constraints for this design modification were identified by market trend research and consulting with the company which owns the technology for checking out its feasibility. The company developed and provided prototype samples as well as their competing materials. Quantitative and qualitative evaluation of the emotional quality was conducted to validate whether the design goal was achieved successfully. Results: The target market for the developing materials was defined as finishing for the buildings. The designing goal was set as to feed new visual sensation of clean and colorful images. The emotional quality of two different types of multicolor glass panels and an ordinary unicolor panel were evaluated quantitatively with semantic differential method. Results showed that the emotion of the subjects for the multicolor glass panels can be abstracted into two dimensions; named 'colorfulness' and 'harmony'. It was found that the developed samples got higher scores in emotional quality for both dimensions compared to the ordinary one. Age was found to be a significant factor for evaluating the emotional quality of colorfulness. Conclusion and Applications: The proposed framework is a valid approach for enhancing the user experience of the product by participatory design of emotional materials and parts. This framework can be applied easily on the emotional design and evaluation of different materials and components.

Emotional Evaluation of Textile Design Using Digital Craft (디지털 크래프트를 적용한 텍스타일 디자인의 감성평가)

  • Choe, Jin-A;Yi, Phil-Ha;Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.65-76
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    • 2019
  • Currently, the field of textile is expanding the scope of its research, which focuses on non-material values such as emotion. This study suggests possibilities for and applications of emotional textile design, using digital craft via empirical research focusing on the emotional significance of textile design. The results, obtained with a subjective evaluation scale developed for this study, were used to verify whether there is statistical significance in the differences between textile design using digital technology and textile design using digital craft. The experiment indicated certain meaningful implications for application of digital crafts through the application of textile design. First, ethnic emotions were not found to be significant but did increase in all three comparative analyses. Second, both modern and classical emotions decreased. Third, comparisons between digital textile machine and digital textile machine and craft showed a significant difference in sensibility. Lastly, the comparison of 3D printing and 3D printing and craft indicated a significant increase in elegance. Therefore, textile design using digital craft is thought to be able to deliver an ethnic, fun, and elegant sensibility, following the digital technology used. If the results derived from this study are used appropriately in the development and production of textile design, it can effectively support the development of emotional textile design. In addition, the results of this study provide objective data for the design of emotional textile through digital craft, which will provide important implications for the academic world and for practical production.