• Title/Summary/Keyword: Excitement

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The changes of Students through Technological problem solving Hands-on Activity in Technology Education of Middle School (중학교 기술교육에서 기술적 문제해결 체험활동을 통해 나타나는 학생들의 변화)

  • Kim, Ji-Sook;Yi, Sang-Bong
    • 대한공업교육학회지
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    • v.40 no.2
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    • pp.175-195
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    • 2015
  • This study is aimed at exploring the educational meaning of cooperative hands-on activity in the technology subject from the perspective of a student who is an education consumer. For this purpose, this study selected 12 first year student of a middle school located at G City of Gyeonggi-do Province as research participants through purposeful sampling, and conducted an in-depth interview and group discussion based on stimulated recall questionary techniques. This study utilized area analysis, classification analysis and component analysis as a data analysis method, and secured the verity of the research through the examination between research participants and triangulation. As a result of this research work, it was found that the cooperative hands-on class in the technology subject had the meaning of 'Space between a burden and excitement about the technical making', 'Clue and ignition point of technological problem solving', and 'Self-discovery through Technical capability'. To be more concrete, 'Space between a burden and excitement about the technical making' means that students, whose usual school record is excellent, felt great psychological burdens of performance assessment, but their pre-experience and interest in 'Making' induced them to feel exhilaration of hands-on activity. 'Clue and ignition point of technological problem solving' means that students get to make much of the understanding & formation of the relationship with teammates in the process of resolving an unfamiliar hands-on activity task and to have the continuous problem-solving ability. 'Self-discovery through Technical capability' means that students get to realize the importance of learning experience of one's own making through hands-on activity learning, which could be the opportunity to meet the operant demands of the inner side. This study hopes that such results could be utilized as the basic data needed for designing the hands-on activity education in the technology subject more meaningfully and systematically for the time to come.

Emotion-based Video Scene Retrieval using Interactive Genetic Algorithm (대화형 유전자 알고리즘을 이용한 감성기반 비디오 장면 검색)

  • Yoo Hun-Woo;Cho Sung-Bae
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.6
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    • pp.514-528
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    • 2004
  • An emotion-based video scene retrieval algorithm is proposed in this paper. First, abrupt/gradual shot boundaries are detected in the video clip representing a specific story Then, five video features such as 'average color histogram' 'average brightness', 'average edge histogram', 'average shot duration', and 'gradual change rate' are extracted from each of the videos and mapping between these features and the emotional space that user has in mind is achieved by an interactive genetic algorithm. Once the proposed algorithm has selected videos that contain the corresponding emotion from initial population of videos, feature vectors from the selected videos are regarded as chromosomes and a genetic crossover is applied over them. Next, new chromosomes after crossover and feature vectors in the database videos are compared based on the similarity function to obtain the most similar videos as solutions of the next generation. By iterating above procedures, new population of videos that user has in mind are retrieved. In order to show the validity of the proposed method, six example categories such as 'action', 'excitement', 'suspense', 'quietness', 'relaxation', 'happiness' are used as emotions for experiments. Over 300 commercial videos, retrieval results show 70% effectiveness in average.

The Effect of Participation Motivation on Exercise Emotion and Psychological Well-being of Marathon Participants (마라톤 참여자의 참여동기가 운동정서 및 심리적 행복감에 미치는 영향)

  • Nam, In-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.9
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    • pp.4285-4295
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    • 2013
  • The purpose of this study was to investigate the effect of participation motivation on exercise emotion and psychological well-being of marathon participants. The subjects of this study consisted of 241 marathon participants. The result of this study were as follows. First, the subscales of participation motivation, enjoyment, achievement and excitement positively influenced to fun, vigor, pride, achievement, catharsis. And skill development positively influenced to vigor, pride, achievement, catharsis. And external display positively influenced to vigor but, affiliation negatively influenced to vigor, achievement, and catharsis. And amotivation negatively influenced to fun, vigor, pride, catharsis. Second, the subscales of participation motivation, skill development and enjoyment positively influenced to feeling of flow, feeling of competence, feeling of self-realization, hedonic enjoyment. achievement and excitement positively influenced to feeling of flow and hedonic enjoyment, external display positively influenced to feeling to flow. And amotivation negatively influenced to feeling of self-realization and hedonic enjoyment. Third, the subscales of exercise emotion, pride positively influenced to feeling of flow, feeling of competence, feeling of self-realization, hedonic enjoyment. And vigor positively influenced to feeling of flow and hedonic enjoyment. And fun positively influenced to feeling of competence and feeling of self-realization. And achievement positively influenced to hedonic enjoyment.

The Relationship among Participation Motivation, Flow, and Problem Gambling in Bicycle Racing: Moderated Mediation Effect of Visit Frequency (경륜 장외발매소 이용자의 도박동기, 몰입, 문제도박과의 관계에서 이용빈도의 조절된 매개효과)

  • Lee, Soyoung;Choi, Hyejin;Yoon, Suin;Choi, Soonlye;Lee, Hongjik;Yun, Seungtae
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.659-674
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    • 2019
  • The purpose of this study is to verify the path of the motivation, the flow, and problem gambling and intervention points. To this end, we verified the mediation effect of the motivation of the users outside sales offices influences the problem gambling through a flow and the moderated mediation effect of the frequency of the use of a bicycle racing tracks in that process. A total of 411 cases were analyzed using surveys conducted for one day on a weekday and weekend (September 13th and 15th 2018) for adults using an outside sales office in Jangan. According to the analysis, the causality of gambling by gambling motivation(amusement, excitement, avoidance, society, money) showed its effect positively by mediating the flow. The adjusted effect of the frequency of the use on the intermediary effect of the motivation ${\rightarrow}$ flow ${\rightarrow}$ problem gambling behavior, which is the main concern of this study, was found to be statistically significant. More specifically, the effect of adjusting the frequency of the use was statistically significant in both paths: motivation/flow and flow/problem gambling. It was also shown that, in the model with excitement, avoidance and social motivation, the adjustment of the frequency was only significant in the causal relationship between the flow and problem gambling. Based on these findings, this study made clinical and policy suggestions for intervention for gamblers and user protection regulations.

A Comparative Analysis between High and Low Groups on Concerns About Privacy Infringement in Consumer Innovation Patterns According to Internet Media Activities (인터넷 미디어 활동에 따른 소비자 혁신성 유형이 프라이버시 침해 우려성에 대한 고(High)집단과 저(Low)집단 간의 비교 분석)

  • Lee, Ji-Hun;Kang, Jun-Mo;Lee, Jeong-Suk
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.193-202
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    • 2020
  • This study was intended to present the magnitude of privacy infringement concerns and their relationship to consumer innovation (functional innovation, hedonistic innovation, social innovation, cognitive innovation), to identify differences among groups and to suggest implications for marketing strategies for the spread of new products. The implications of this study are as follows. First, functional innovation has shown that differences exist between groups. Analysts say that sensitive groups are buying products that can simplify their work immediately after release despite concerns over privacy violations. Second, hedonistic innovation has shown that differences exist between groups. These findings suggest that sensitive groups prefer novel products, products that give excitement and excitement about products, and products that give new enjoyment and fun that they have never known before. Third, social innovation has been shown that there is no difference between groups. These analyses show that the self-esteem of using products that others have never experienced before, and the curiosity that anyone envies, are purchased or used first. Finally, cognitive innovation showed that differences existed between groups. These analyses show that new products are purchased when they meet the functions, design, and innovation that consumers want.

Why and Who Participate in Illegal Gambling?: The Psychological Characteristics of Illegal Gamblers (누가, 왜 불법도박을 할까?: 불법도박 경험 수준에 따른 심리적 특성)

  • Junbok Lee;Sangyeon Yoon;Taekyun Hur
    • Korean Journal of Culture and Social Issue
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    • v.20 no.2
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    • pp.155-176
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    • 2014
  • The previous researches of gambling have been rather focused on the legal gambling industry and gambling addiction and ignored the issue of illegal gambling. But, illegal gambling in Korea has been continuously growing in its volume and the numbers of the relevant mental and social problems such as gambling addiction, crimes, suicides, and etc. have been increasing rapidly. The present study investigated the psychological characteristics of illegal gamblers with comparing gamblers who never experienced illegal gambling (NE), who experienced illegal gambling but participate mainly in legal gambling (EIG), and who participate mainly in illegal gambling (MIG). 1317 NEs, 177 EIGs, and 37 MIGs were recruited and completed an online survey that measured individual dispositions (risk-taking tendency, regulatory focus, locus of control), attitudes towards gambling regulations, misconception of illegal gambling, motives (monetary, excitement, socialization), and emotions. First, EIGs and MIGs, compared to NEs, preferred risk-taking, and EIGs were more promotion focused than NEs. Also, EIGs perceived illegal gambling as less illegal and tended to hold more misconceptions about illegal gambling, compared to NEs. Furthermore, EIGs and MIGs had stronger monetary and excitement motivation than NEs. Finally, MIGs were more likely to feel anxious than other groups. Focusing on the illegality of gambling, the characteristics of illegal gamblers are discussed and political implication on illegal gambling is suggested.

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Rotation control for the Yaw-direction of Unicycle Robot (외바퀴 로봇의 Yaw 방향 회전 제어)

  • Hwang, Jong-Myung;Bae, Dong-Suck;Lee, Jang-Myung
    • The Journal of Korea Robotics Society
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    • v.3 no.4
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    • pp.331-337
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    • 2008
  • The field of robots is being widely accepted as a new technology today. Many robots are produced continuously to impart amusement to people. Especially the robot which operates with a wheelbarrow was enough of a work of art to arouse excitement in the audiences. All the wheelbarrow robots share the same technology in that the direction of roll and pitch are acting as balance controllers, allowing the robots to maintain balance for a long period by continuously moving forward and backward. However one disadvantage of this technology is that they cannot avoid obstacles in their way. Therefore movement in sideways is a necessity. For the control of rotation of yawing direction, the angle and direction of rotation are adjusted according to the velocity and torque of rotation of a motor. Therefore this study aimed to inquire into controlling yawing direction, which is responsible for rotation of a robot. This was followed by creating a simulation of a wheelbarrow robot and equipping the robot with a yawing direction controlling device in the center of the body so as to allow sideway movements.

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An acoustic study of feeling information extracting method (음성을 이용한 감정 정보 추출 방법)

  • Lee, Yeon-Soo;Park, Young-B.
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.1
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    • pp.51-55
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    • 2010
  • Tele-marketing service has been provided through voice media in a several places such as modern call centers. In modern call centers, they are trying to measure their service quality, and one of the measuring method is a extracting speaker's feeling information in their voice. In this study, it is proposed to analyze speaker's voice in order to extract their feeling information. For this purpose, a person's feeling is categorized by analyzing several types of signal parameters in the voice signal. A person's feeling can be categorized in four different states: joy, sorrow, excitement, and normality. In a normal condition, excited or angry state can be major factor of service quality. In this paper, it is proposed to select a conversation with problems by extracting the speaker's feeling information based on pitches and amplitudes of voice.

The Impacts of Employee-Perceived Brand Personality on Employee Brand Identification : Focused on Food & Beverage Department of Deluxe Hotels in Seoul (브랜드 개성과 종사원 개성이 종사원 브랜드 동일시에 미치는 영향 : 서울 소재 특 1급 호텔 식음료.조리 부서를 중심으로)

  • Choi Mi-Kyung
    • Journal of the East Asian Society of Dietary Life
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    • v.16 no.2
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    • pp.207-214
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    • 2006
  • The purpose of this study was to examine the impacts of brand personality and employee personality on employee brand identification. The questionnaire developed for this study was distributed to 460 employees in F&B (food and beverage) departments and kitchen of 11 deluxe hotels in Seoul. A total of 398 questionnaires were used for analysis (86.5%) and the statistical analyses were completed using SPSS Win(12.0) for descriptive analysis, reliability analysis, t-test, and regression analysis. The results showed that employee brand identification was stronger at higher position, and also stronger among F&B department employees than among kitchen cooks. In addition, international hotels showed a higher level of employee brand identification than local hotels. Employee brand identification was also affected by hotel brand personality and employee personality. The dimension of 'sincerity' had the strongest effect on brand identification, followed by the dimensions of 'excitement' and 'sophistication'. Especially, when the hotel brand personality was lower than the employee personality at the dimension of 'sincerity', the level of employee brand identification was much lower. Overall, employee brand identification, which is a key factor for successful brand delivery to customer, could be enhanced through strong strategies to improve the brand personality dimensions and enhance employee development.

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The study of the relationship among perceived risk of apparel purchase, control, and impulse buying - Focusing on internet shopping mall consumers - (의류구매위험지각, 통제, 충동구매 간의 관계 연구 - 인터넷쇼핑몰 소비자를 중심으로 -)

  • Chung, Mi Sil
    • Korean Journal of Human Ecology
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    • v.23 no.5
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    • pp.873-890
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    • 2014
  • The purpose of this study was to examine the relationship among consumer's perceived risk of apparel purchase in internet shopping mall, control, and impulse buying. The subjects were 319 female college students in Gyeongsang provinces. The obtained data were analyzed by reliability analysis, analysis of frequency, factor analysis, cluster analysis, one-way ANOVA, Duncan's multiple range test, correlation analysis, and t-test. The major results of this study were as follows: First, three factors of consumer's perceived risk of apparel purchase in internet shopping mall were identified: size risk, trust risk, and social/psychological risk. Second, the subjects were categorized into three different types of groups according to perceived risk: high perceived risk type, middle perceived risk type, and low perceived risk type. Third, three control(self-control, goal-control, and desire for control) and three impulse buying(impulsive buying for showing off, impulsive buying for excitement, and impulsive buying due to memory) were identified. Fourth, there was significant difference between strong control group and weak control group on three factors of impulse buying. Fifth, a significant positive correlation was found size risk and three factors of control and a significant negative correlation was found self-control and three factors of impulse buying.