• Title/Summary/Keyword: Image Emotional

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A study on Nature of the Fixed Idea and the Activation of the Brain for Creative Thinking (고정관념의 정체와 창조적 사고를 위한 두뇌활용법 연구)

  • 유재춘
    • Archives of design research
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    • v.13 no.1
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    • pp.157-166
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    • 2000
  • Since the cognitive science developed as a brandl of academic researdl, studies on human brains have flourished. Emotional features have been centered on the field of design, and the development of the design process has been diversified that makes use of the factors. The purpose of this study is to reflect the current trend and to convert the results into a method for designing. The researdl is based on the mind map techniques which spread like a trendy fashion, and tries to supply a theoretical explanation of how to overcome the fixed idea. Recognizing the importance of learned information in approaching a problem, I regarded the roles of left and right brain as analogue and digital images interpreting them by freely crossing language(digital images) and visual thought (analogue images), using mapping tedlniques. I pursued the research goal of the techniques focusing on the idea of using mapping. As a result of this. I established a logic system [figure 8] in that a proposition which starts as a problem introduction goes on until a problem solution, which is visualized with concept presentation, using a brainstorming technique. According to the suggested concept. I concluded that idea proliferation as a design demand can be solved by applying mapping techniques like one shown in figure 12.

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Analysis on the Current Cityscapes in Korea and Their Problems (동경도 간판 분석에 의한 서울시 간판관리 문제점 분석)

  • Song, Min-Jung
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.134-144
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    • 2008
  • A city is the center of all the economic activities, politics, administration and creation of cultures, and it is also a social community. It is also an environment in which human beings live and act, and thus, psychological and emotional pleasure are greatly demanded. Facilities of cities, buildings and harmonizing each and every structures with the environment sets up the image and the identity of a city because they are the most important visual structuring elements in cityscapes. Currently, most of the cities in Korea including Seoul, are in discordance with their natural environment because of all different sorts of buildings and signboards are jumbled up close together. The traditional, local colors have disappeared form those cities and all cities look the same. It is hard to find traditional beauty and identities of the cities in Korea, and the Korean cities are not even close to the threshold of other foreign cities. In order to solve these problems, there is a dire need of improving the modification of cityscapes in the long run. This research aims to understand the current abstruse situation Korean cities are in, analyze their problems and describe actual methods of improving those cities so that they can have a more ordered and organized structures. Also, this research should be used as a data of future researches based on citiscapes.

A Study of Interactive WOM Marketing Effect of Digital Media (디지털 미디어의 상호작용 WOM 마케팅 효과에 관한 연구)

  • Ahn, Kyung-Whan;Kwak, Bong-Chul
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.2 s.46
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    • pp.197-207
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    • 2007
  • This thesis suggested that the 'customized' marketing would be a new strategy in terms of a marketing in the digital media age under the circumstances where a form of marketing was evolving in accordance with the convergence of digital media. Because of the media environment due to an 'individualization', the strategy would meet an individual demand of a consumer in a rapidly changing environment. The best marketing to capture a 'customer's heart' is not a brand that first entered the market, but the one that is first settled in a customer's heart. If a differentiated interactive marketing strategy is equipped, it is possible to capture a completely new market space ad create a profit over several years. In the aspect of an effect of a digital marketing, first, a concept relating to an interaction between a consumer and a producer is important. Secondly, the important one is an empathy marketing which is an emotional marketing through a brand image beyond a product. Thirdly, the author studied an orally transmitted marketing effect through digital media.

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Real-Time Recognition Method of Counting Fingers for Natural User Interface

  • Lee, Doyeob;Shin, Dongkyoo;Shin, Dongil
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.5
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    • pp.2363-2374
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    • 2016
  • Communication occurs through verbal elements, which usually involve language, as well as non-verbal elements such as facial expressions, eye contact, and gestures. In particular, among these non-verbal elements, gestures are symbolic representations of physical, vocal, and emotional behaviors. This means that gestures can be signals toward a target or expressions of internal psychological processes, rather than simply movements of the body or hands. Moreover, gestures with such properties have been the focus of much research for a new interface in the NUI/NUX field. In this paper, we propose a method for recognizing the number of fingers and detecting the hand region based on the depth information and geometric features of the hand for application to an NUI/NUX. The hand region is detected by using depth information provided by the Kinect system, and the number of fingers is identified by comparing the distance between the contour and the center of the hand region. The contour is detected using the Suzuki85 algorithm, and the number of fingers is calculated by detecting the finger tips in a location at the maximum distance to compare the distances between three consecutive dots in the contour and the center point of the hand. The average recognition rate for the number of fingers is 98.6%, and the execution time is 0.065 ms for the algorithm used in the proposed method. Although this method is fast and its complexity is low, it shows a higher recognition rate and faster recognition speed than other methods. As an application example of the proposed method, this paper explains a Secret Door that recognizes a password by recognizing the number of fingers held up by a user.

Contemporary Consumers' Product Consumption Experiences: A Comparison between the Two Leading Brands of Smart Phone (현대 소비자의 제품소비경험: 스마트폰 상표 간 비교를 중심으로)

  • Oh, Ji-Eun;Ki, Kee-Ok
    • Journal of the Korean Home Economics Association
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    • v.50 no.1
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    • pp.141-154
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    • 2012
  • The purpose of this study was to examine consumers' product experiences from the time when the consumer purchases a smart phone, through to the period of use, and to evaluate the product after a period of usage by comparing two groups of smart phone users of the two leading brands, Galaxy S and iPhone 4G. Product experiences were considered through the process of a consumer purchasing and using a product throughout the whole cycle of product consumption. Product experiences were compared between the two brand users according to their demographic backgrounds. The results indicated that iPhone 4G users were more likely to experience functional superiorities and emotional varieties than Galaxy S users. Especially, iPhone 4G users were more likely to experience enjoyment, aesthetics, enhanced self-images and good relationships with others through the smart phone than the Galaxy S users. Galaxy S users were more likely to identify a corporate's image as a superior feature, while iPhone 4G users were more likely to identify multi-functions and endless applications. This study implies that not only the product's functional superiorities but also the consumers' entire cycle of product experiences should be carefully examined and reflected in the development of successful new products in this competitive market.

The Impact of Users' Congruity and Emotion on Intention to Game Use (사용자의 일치성과 감정이 게임이용에 미치는 영향)

  • Byeon, Hyeonsu;Yim, Myeong-Sung
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.89-98
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    • 2014
  • This study was accomplished to examine the relationship between the videogame player's perceived congruity and intention to game use, and to investigate the mediating effect of emotion as the psychological factor. Games for the research subject are confined to single player games on console or PC not online or mobile games to rule out human interaction. The results proposed that self and functional congruity have positive impact on intention to game use, and emotion is in the mediating effect of these relationships. Based on the results of the analysis, game producers have some implications for the game which is appropriate for the quality, the gamer's image, and the emotional aspect.

Effect of Smartphone Apps Applying BodyThink Program on Obesity in Adolescent Girls (BodyThink 프로그램을 적용한 스마트폰 앱의 여자 청소년 비만관리 효과)

  • Jun, Min-Kyung;Ha, Ju-Young
    • Journal of Korean Academy of Nursing
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    • v.46 no.3
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    • pp.390-399
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    • 2016
  • Purpose: The purpose of this study was to determine the effects of smartphone apps applying BodyThink program on BMI, percentage of body fat, skeletal muscle rate, body image, and self-esteem of adolescent girls. Methods: Sixty-eight high school girls with a BMI of over $25kg/m^2$ were recruited to participate in this study. Girls from four schools were divided into two groups: the experimental group, which used the smartphone apps applying BodyThink program, and the control group, which used smartphone apps and small group counseling. The experimental group received the BodyThink program 6 times, scheduled once a week, with each session lasting 40~50 minutes. Test measures were completed before and after the 6 week intervention period for all participants. Collected data was analyzed using Shapiro-Wilk test, descriptive statistics, ${\chi}^2$ test, independent t-test, Mann-Whitney U test with the SPSS/WIN 18.0 program. Results: The girls in the experimental group significantly improved their results in BMI(Z=-1.67, p=.042), percentage of body fat (Z=-3.01, p=.001), skeletal muscle rate (t=-3.50, p<.001), and self-esteem (t=2.66, p=.005) after the program, compared to the girls in the control group. Conclusion: Mobile applications applying psychological and emotional intervention programs have the potential to be effective alternative methods to improve the body composition and self-esteem of obese adolescent girls.

A Study on the Family Discourses in Social Workers (사회복지사의 "가족" 담론 연구)

  • Kim, In-Sook
    • Korean Journal of Social Welfare
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    • v.56 no.2
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    • pp.53-70
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    • 2004
  • This study is about family discourses of social workers in Korea. The purpose of this study is to gain suggestions of relatedness between discourse and practice by grasping the contents and meaning of discourses in social workers. 10 social workers in various fields were interviewed for this study. The results are followed: First, social workers understand family as a private space which have a meaning of shelter and refuge. Second, there are gaps between consciousness and practice of division of gender role in family. But social workers generally are inclined toward receiving division of gender role in family and applied to their family practice. Third, monolithic family image have a tendency of versatility in family structure, is inclined toward the division of gender role and myth of motherhood. Fourth, social workers perceived emotional tie as important nature of family solidarity and family as natural institution. Also these discourses of social workers were applied to their family practice. The results of this study reveals possibility that social work practice can be discoursive practice or interpretive practice.

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A Study on 'Care Work' Directionality of Child Care Helper in Healthy Family Support Centers (건강가정지원센터 아이 돌봄 활동가의 '돌봄 노동' 방향성 연구)

  • Lee, Eun-Joo;Jun, Mi-Kyung
    • Journal of Families and Better Life
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    • v.32 no.2
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    • pp.27-40
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    • 2014
  • The purpose of this study is to examine the motive of participating in the care work, the overall cognition survey for the care work and the infant care practice areas required in the care work for the child care helpers who activate in the care work, and search for methods of specializing infant care and care experiences on the results. Results of study showed that firstly, middle- or the late middle-age women participated in the care worker recognized care work as productive labor to create economic value and that secondly, the child care helpers' recognition degree of self-development and job satisfaction through performance of care work was wholly high level and that there was will of participation in training for self-development but actual participation rate was low due to restrictions by general conditions. Thirdly, the infant care practice areas and their particular contents that the child care helpers recognized in the care work necessary were highly shown in the whole. The requested level of education for safety management, play guidance, humanity guidance for infant and child was high. Point to discuss is that occupation stability and occupation image must be raised through the public job-hunting system for the child care helpers. In addition, a tailor-made education support suitable for the child care helpers' career stage is needed. Education support by the performance of infant care practice area and the educational requirements must be provided to major rearers to ensure that they can function as behavioral and emotional supporters. Finally, a support system for continuous self-management.

Facial Detection using Haar-like Feature and Bezier Curve (Haar-like와 베지어 곡선을 이용한 얼굴 성분 검출)

  • An, Kyeoung-Jun;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.11 no.9
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    • pp.311-318
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    • 2013
  • For face detection techniques, the correctness of detection decreases with different lightings and backgrounds so such requires new methods and techniques. This study has aimed to obtain data for reasoning human emotional information by analyzing the components of the eyes and mouth that are critical in expressing emotions. To do this, existing problems in detecting face are addressed and a detection method that has a high detection rate and fast processing speed good at detecting environmental elements is proposed. This method must detect a specific part (eyes and a mouth) by using Haar-like Feature technique with the application of an integral image. After which, binaries detect elements based on color information, dividing the face zone and skin zone. To generate correct shape, the shape of detected elements is generated by using a bezier curve-a curve generation algorithm. To evaluate the performance of the proposed method, an experiment was conducted by using data in the Face Recognition Homepage. The result showed that Haar-like technique and bezier curve method were able to detect face elements more elaborately.