• Title/Summary/Keyword: Maximum independent set

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Compensation of Surface Temperature Effect in Determination of Sugar Content of Shingo Pears using NIR (근적외선을 이용한 신고 배 당도판정에 있어 표면 온도영향의 보정)

  • 이강진;최규홍;김기영;최동수
    • Journal of Biosystems Engineering
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    • v.27 no.2
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    • pp.117-124
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    • 2002
  • This research was conducted to develop a method to remove the effect of surface temperature of Shingo pears for sugar content measurement. Sugar content was measured by a near-infrared spectrum analysis technique. Reflected spectrum and sugar content of a pear were used for developing regression models. For the model development, reflected spectrums having wavelengths in the range of 654 to 1,052nm were used. To remove the effect of surface temperature, special sample preparation techniques and partial least square (PLS) regression models were proposed and tested. 71 Shingo pears stored in a cold storage, which had 2$^{\circ}C$ inside temperature, were taken out and left in a room temperature for a while. Temperature and reflected spectrum of each pear was measured. To increase the temperature distribution of samples, temperature and reflected spectrum of each pear was measured four times with one hour twenty minutes interval. During the experiment, temperature of pears increased up to 17 $^{\circ}C$. The total number of measured spectrum was 284. Three groups of spectrum data were formed according to temperature distribution. First group had surface temperature of 14$^{\circ}C$ and total number of 51. Second group consisted of the first and the fourth experiment data which contained the minimum and the maximum temperatures. Third group consisted of 155 data with normal temperature-distribution. The rest data set were used for model evaluation. Results shelved that PLS model I, which was developed by using the first data group, was inadequate for measuring sugar content of pears which had different surface temperatures from 14$^{\circ}C$. After temperature compensation, sugar content predictions became close to the measured values. Since using many data which had wide range of surface temperatures, PLS model II and III were able to predict sugar content of pears without additional temperature compensation. PLS model IV, which included the surface temperatures as an independent variable. showed slightly improved performance(R$^2$=0.73). Performance of the model could be enhanced by using samples with more wide range of temperatures and sugar contents.

An Experimental Study on the Development and Possible Solution of Thermal Runaway Model of Electronic Moxibustion with System Error (전자뜸의 시스템 오류에 의한 열폭주 모델 구현 및 해결 방법에 관한 실험적 연구)

  • Lee, Byung Wook;Oh, Yong Taek;Jang, Hansol;Choi, Seong-Kyeong;Jo, Hyo Rim;Sung, Won-Suk;Kim, Eun-Jung
    • Korean Journal of Acupuncture
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    • v.38 no.4
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    • pp.282-289
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    • 2021
  • Objectives : The purpose of this study is to construct a model of the possible thermal runaway of electronic moxibustion and to implement an appropriate risk management method. Methods : To reproduce the system error situation of the electronic moxibustion circuit equipped with microcontroller unit, temperature sensor and heater, a code was set to disable the signal input to temperature sensor and maintain "high" heating signal to heater. The temperature change of electronic moxibustion was compared between 3 types of heater module; module 1 consisting of a combination of heater+0 ohm+0 ohm resistance, module 2 consisting of a combination of heater+Polymeric Positive Temperature Coefficient (PPTC)+0 ohm resistance, and module 3 consisting of a combination of heater+PPTC+10 ohm resistance. The temperature change was measured using a polydimethylsiloxane (PDMS) silicone phantom. After maintaining surface temperature of the phantom at 31~32℃ for 20 seconds, electronic moxibustion was applied. After operating electronic moxibustion, the temperature change was measured for 660 seconds on the surface and 900 seconds at 2 mm depth. Results : Regardless of the module type, the time-dependent change in temperature showed a rapid rise followed by a gentle curve, and a sharp drop in temperature after reaching the maximum temperature about 10 minutes after the switching the moxibustion on. Temperature measured at the depth of 2 mm below the surface increased slower and to a lesser extent. Module 1 reached highest peak temperature with largest change of temperature at both depths followed by module 2, and 3. Conclusions : Through the combination of PPTC+resistance with the heater of electronic moxibustion, it is possible to limit the rise in temperature even with the software error. Thus, this setting can be used as an independent safety measure for the electronic moxibustion control unit.

Biomechanical Analysis of Lower Extremity Joints According to Landing Types during Maximum Vertical Jump after Jump Landing in Youth Sports Athletes (유소년 스포츠 선수들의 점프착지 후 수직점프 동작 시 착지 유형에 따른 하지관절의 운동역학적 분석)

  • Jiho Park;Joo Nyeon Kim;Sukhoon Yoon
    • Korean Journal of Applied Biomechanics
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    • v.33 no.3
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    • pp.110-117
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    • 2023
  • Objective: The purpose of this study was to find out kinematic and kinetic differences the lower extremity joint according to the landing type during vertical jump movement after jump landing, and to present an efficient landing method to reduce the incidence of injury in youth players. Method: Total of 24 Youth players under Korean Sport and Olympic Committee, who used either heel contact landing (HCG) or toe contact landing (TCG) participated in this study (HCG (12): CG height: 168.7 ± 9.7 cm, weight: 60.9 ± 11.6 kg, age: 14.1 ± 0.9 yrs., career: 4.3 ± 2.9 yrs., TCG height: 174.8 ± 4.9 cm, weight: 66.9 ± 9.9 kg, age 13.9 ± 0.8 yrs., career: 4.7 ± 2.0 yrs.). Participants were asked to perform jump landing consecutively followed by vertical jump. A 3-dimensional motion analysis with 19 infrared cameras and 2 force plates was performed in this study. To find out the significance between two landing styles independent t-test was performed and significance level was set at .05. Results: HCG showed a significantly higher dorsi flexion, extension and flexion angle at ankle, knee and hip joints, respectively compared with those of TCG (p<.05). Also, HCG revealed reduced RoM at ankle joint while it showed increased RoM at knee joint compared to TCG (p<.05). In addition, HGC showed greater peak force, a loading rate, and impulse than those of TCG (p<.05). Finally, greater planta flexion moment was revealed in TCG compared to HCG at ankle joint. For the knee joint HCG showed extension and flexion moment in E1 and E2, respectively, while TCG showed opposite results. Conclusion: Compared to toe contact landing, the heel contact landing is not expected to have an advantage in terms of absorbing and dispersing the impact of contact with the ground to the joint. If these movements continuously used, performance may deteriorate, including injuries, so it is believed that education on safe landing methods is needed for young athletes whose musculoskeletal growth is not fully mature.

Study of the Effects of Ambient Temperature and Car Heater Power on the Train Cabin Temperature (외기 온도와 난방 출력의 철도차량 객실 온도에 대한 영향 연구)

  • Cho, Youngmin;Park, Duck-Shin;Kwon, Soon-Bark;Jung, Woo-Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.9
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    • pp.5877-5884
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    • 2014
  • Recently, abnormally cold weather has been reported more frequently in winter due to the climate change and abnormal weather changes. On the other hand, the heating capacity of a railcar may be not enough to warm the cabin under severe cold climatic conditions, which is one of the reasons for the passengers' complaints about heating. In this study, the effects of ambient temperature and heater power on the cabin temperature was investigated to obtain the minimum ambient temperature for the tested railcar. The test railcar was placed in a large-climatic chamber, and various ambient temperature conditions were simulated. The effects of the heater output were investigated by monitoring the cabin temperature under a range of heater output conditions. The mean cabin temperature was $14.0^{\circ}C$, which was far lower than the required minimum temperature of $18^{\circ}C$, under a $-10^{\circ}C$ ambient temperature condition with the maximum heat power. When the ambient temperature was set to $0^{\circ}C$ and $10^{\circ}C$, the maximum achievable cabin temperature was $26.1^{\circ}C$ and $34.0^{\circ}C$. Through calculations using the interpolation method, the minimum ambient temperature to maintain an $18^{\circ}C$ cabin temperature was $-6.7^{\circ}C$ for this car. The vertical temperature difference was higher with a higher power output and higher ambient temperature. The maximum vertical temperature difference was higher than $10^{\circ}C$ in some cases. However, the horizontal temperature difference vs. low temperature (< $2^{\circ}C$) was independent of the power output and ambient temperature. As a result, it is very important to reduce the vertical temperature difference to achieve good heating performance.

Interlaboratory Comparison of Blood Lead Determination in Some Occupational Health Laboratories in Korea (일부 산업보건기관들의 혈중연 분석치 비교)

  • Ahn, Kyu Dong;Lee, Byung Kook
    • Journal of Korean Society of Occupational and Environmental Hygiene
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    • v.5 no.1
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    • pp.8-15
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    • 1995
  • The reliable measurement of metal in biological media in human body is one of critical indicators for the proper evaluation of its toxic effect on human health. Recently in Korea the necessity of quality assurance of measurement in occupational health and occupational hygiene fields brought out regulatory quality control program. Lead is often used as a standard metal for the program in both fields of occupational health and hygiene. During last 20 years lead poisoning was prevalent in Korea and still is one of main heavy metal poisoning and the capability of the measurement of blood lead is one of prerequisites for institute of specialized occupational health in Korea. Furthermore blood lead is most important indicator to evaluate lead burden of human exposure to lead and the reliable and accurate analysis is most needed whenever possible. To evaluate the extent of the interlaboratory differences of blood lead measurement in several well-known institute specialized in occupational health in Korea, authors prepared 68 blood samples from two storage battery industries and all samples were divided into samples with 2 ml. One set of 68 samples were analyzed by authors's laboratory(Soonchunhyang University Institute of Industrial Medicine: SIIM) and 40 samples of other set were analyzed by C University Institute of Industrial Medicine(CIIM) and the rest 28 samples of other set were analyzed by Japanese institute(K Occupational Health Center:KOHC). Authors also prepared test bovine samples which were obtained from Japanese Federation of Occupational Health Organization (JFOHO) for quality control. Authors selected 2 other well-known occupational health laboratories and one laboratory specialized for instrumental analysis. A total of 6 laboratories joined the interlaboratory comparison of blood lead measurement and the results obtained were as follows: 1. There was no significant difference in average blood lead between SIIM and CIIM in different group of blood lead concentration, and the relative standard deviation of two laboratories was less than 3.0%. On the other hand, there was also no significant difference of average blood lead between SIIM and KOHC with relative standard deviation of 6.84% as maximum. 2. Taking less than 15% difference of mean or less than 6 ug/dl difference in below 40 ug/dl in whole blood as a criteria of agreement of measurement between two laboratories, agreement rates were 87.5%(35/40) and 78.6%(22/28) between SIIM and CIIM, SIIM and KOHC respectively. 3. The correlation of blood lead between SIIM and CIIM was 0.975 (p=0.0001) and the regression equation was SIIM = 2.19 + 0.9243 ClIM, whereas the correlation between SUM and KOHC was O.965(p=0.0001) with the equation of SIIM = 1.91 + 0.9794 KOHC. 4. Taking the reference value as a dependent variable and each of 6 laboratories's measurement value as a independent variable, the determination coefficient($R^2$) of simple regression equations of blood lead measurement for bovine test samples were very high($R^2>0.99$), and the regression coefficient(${\beta}$) was between 0.972 and 1.15 which indicated fairly good agreement of measurement results.

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The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

Social Network Analysis for the Effective Adoption of Recommender Systems (추천시스템의 효과적 도입을 위한 소셜네트워크 분석)

  • Park, Jong-Hak;Cho, Yoon-Ho
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.305-316
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    • 2011
  • Recommender system is the system which, by using automated information filtering technology, recommends products or services to the customers who are likely to be interested in. Those systems are widely used in many different Web retailers such as Amazon.com, Netfix.com, and CDNow.com. Various recommender systems have been developed. Among them, Collaborative Filtering (CF) has been known as the most successful and commonly used approach. CF identifies customers whose tastes are similar to those of a given customer, and recommends items those customers have liked in the past. Numerous CF algorithms have been developed to increase the performance of recommender systems. However, the relative performances of CF algorithms are known to be domain and data dependent. It is very time-consuming and expensive to implement and launce a CF recommender system, and also the system unsuited for the given domain provides customers with poor quality recommendations that make them easily annoyed. Therefore, predicting in advance whether the performance of CF recommender system is acceptable or not is practically important and needed. In this study, we propose a decision making guideline which helps decide whether CF is adoptable for a given application with certain transaction data characteristics. Several previous studies reported that sparsity, gray sheep, cold-start, coverage, and serendipity could affect the performance of CF, but the theoretical and empirical justification of such factors is lacking. Recently there are many studies paying attention to Social Network Analysis (SNA) as a method to analyze social relationships among people. SNA is a method to measure and visualize the linkage structure and status focusing on interaction among objects within communication group. CF analyzes the similarity among previous ratings or purchases of each customer, finds the relationships among the customers who have similarities, and then uses the relationships for recommendations. Thus CF can be modeled as a social network in which customers are nodes and purchase relationships between customers are links. Under the assumption that SNA could facilitate an exploration of the topological properties of the network structure that are implicit in transaction data for CF recommendations, we focus on density, clustering coefficient, and centralization which are ones of the most commonly used measures to capture topological properties of the social network structure. While network density, expressed as a proportion of the maximum possible number of links, captures the density of the whole network, the clustering coefficient captures the degree to which the overall network contains localized pockets of dense connectivity. Centralization reflects the extent to which connections are concentrated in a small number of nodes rather than distributed equally among all nodes. We explore how these SNA measures affect the performance of CF performance and how they interact to each other. Our experiments used sales transaction data from H department store, one of the well?known department stores in Korea. Total 396 data set were sampled to construct various types of social networks. The dependant variable measuring process consists of three steps; analysis of customer similarities, construction of a social network, and analysis of social network patterns. We used UCINET 6.0 for SNA. The experiments conducted the 3-way ANOVA which employs three SNA measures as dependant variables, and the recommendation accuracy measured by F1-measure as an independent variable. The experiments report that 1) each of three SNA measures affects the recommendation accuracy, 2) the density's effect to the performance overrides those of clustering coefficient and centralization (i.e., CF adoption is not a good decision if the density is low), and 3) however though the density is low, the performance of CF is comparatively good when the clustering coefficient is low. We expect that these experiment results help firms decide whether CF recommender system is adoptable for their business domain with certain transaction data characteristics.

Optimization of Antimicrobial Activity Against Food-borne Pathogens in Grapefruit Seed Extract and a Lactic Acid Mixture (식품위해미생물에 대한 자몽종자 추출물과 젖산 혼합물의 항균효과 최적화)

  • Kim, Hae-Seop;Park, Jeong-Wook;Park, In-Bae;Lee, Young-Jae;Kim, Jeong-Mok;Jo, Yeong-Cheol
    • Food Science and Preservation
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    • v.16 no.4
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    • pp.472-481
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    • 2009
  • Response surface methodology (RSM) is frequently used for optimization studies. In the present work, RSM was used to determine the antimicrobial activitiesof grapefruit seed extract (GFSE) and a lactic acid mixture (LA) against Staphylococcus aureus, Bacillus cereus, Escherichia coli, Salmonella typhimurium, Pseudomonas fluorescens, and Vibrio parahaemolyticus. A central composite design was used to investigate the effects of independent variables on dependent parameters. One set of antimicrobial preparations included mixtures of 1% (w/w) GFSE and 10% (w/w) LA, in which the relative proportions of component antimicrobials varied between 0 and 100%. In further experiments, the relative proportions were between 20% and 100%. Antimicrobial effects against various microorganisms were mathematically encoded for analysis. The codes are given in parentheses after the bacterial names, and were S. aureus ($Y_1$), B. cereus ($Y_2$), E. coli ($Y_3$), S. typhimurium ($Y_4$), P. fluorescens ($Y_5$), and V. parahaemolyticus ($Y_6$). The optimum antimicrobial activity of the 1% (w/w) GFSE:10% (w/w) LA mixture against each microorganism was obtained by superimposing contour plots ofantimicrobial activities on measures of response obtained under various conditions. The optimum rangesfor maximum antimicrobial activity of a mixture with a ratio of 1:10 (by weight) GFSE and LA were 35.73:64.27 and 56.58:43.42 (v/v), and the optimum mixture ratio was 51.70-100%. Under the tested conditions (a ratio of 1% [w/w] GFSE to 10% [w/w] LA of 40:60, and a concentration of 1% [w/w] GFSE and 10% [w/w] LA, 70% of the highest value tested), and within optimum antimicrobial activity ranges, the antimicrobial activities of the 1% (w/w) GFSE:10% (w/w) LA mixture against S. aureus ($Y_1$), B. cereus ($Y_2$), E. coli ($Y_3$), S. typhimurium ($Y_4$), P. fluorescens ($Y_5$), and V. parahaemolyticus ($Y_6$) were 24.55, 25.22, 20.20, 22.49, 23.89, and 28.04 mm, respectively. The predicted values at optimum conditions were similar to experimental values.

Self-Regulatory Mode Effects on Emotion and Customer's Response in Failed Services - Focusing on the moderate effect of attribution processing - (고객의 자기조절성향이 서비스 실패에 따른 부정적 감정과 고객반응에 미치는 영향 - 귀인과정에 따른 조정적 역할을 중심으로 -)

  • Sung, Hyung-Suk;Han, Sang-Lin
    • Asia Marketing Journal
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    • v.12 no.2
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    • pp.83-110
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    • 2010
  • Dissatisfied customers may express their dissatisfaction behaviorally. These behavioral responses may impact the firms' profitability. How do we model the impact of self regulatory orientation on emotions and subsequent customer behaviors? Obviously, the positive and negative emotions experienced in these situations will influence the overall degree of satisfaction or dissatisfaction with the service(Zeelenberg and Pieters 1999). Most likely, these specific emotions will also partly determine the subsequent behavior in relation to the service and service provider, such as the likelihood of complaining, the degree to which customers will switch or repurchase, and the extent of word of mouth communication they will engage in(Zeelenberg and Pieters 2004). This study investigates the antecedents, consequences of negative consumption emotion and the moderate effect of attribution processing in an integrated model(self regulatory mode → specific emotions → behavioral responses). We focused on the fact that regret and disappointment have effects on consumer behavior. Especially, There are essentially two approaches in this research: the valence based approach and the specific emotions approach. The authors indicate theoretically and show empirically that it matters to distinguish these approaches in services research. and The present studies examined the influence of two regulatory mode concerns(Locomotion orientation and Assessment orientation) with making comparisons on experiencing post decisional regret and disappointment(Pierro, Kruglanski, and Higgins 2006; Pierro et al. 2008). When contemplating a decision with a negative outcome, it was predicted that high (vs low) locomotion would induce more disappointment than regret, whereas high (vs low) assessment would induce more regret than disappointment. The validity of the measurement scales was also confirmed by evaluations provided by the participating respondents and an independent advisory panel; samples provided recommendations throughout the primary, exploratory phases of the study. The resulting goodness of fit statistics were RMR or RMSEA of 0.05, GFI and AGFI greater than 0.9, and a chi-square with a 175.11. The indicators of the each constructs were very good measures of variables and had high convergent validity as evidenced by the reliability with a more than 0.9. Some items were deleted leaving those that reflected the cognitive dimension of importance rather than the dimension. The indicators were very good measures and had convergent validity as evidenced by the reliability of 0.9. These results for all constructs indicate the measurement fits the sample data well and is adequate for use. The scale for each factor was set by fixing the factor loading to one of its indicator variables and then applying the maximum likelihood estimation method. The results of the analysis showed that directions of the effects in the model are ultimately supported by the theory underpinning the causal linkages of the model. This research proposed 6 hypotheses on 6 latent variables and tested through structural equation modeling. 6 alternative measurements were compared through statistical significance test of the paths of research model and the overall fitting level of structural equation model and the result was successful. Also, Locomotion orientation more positively influences disappointment when internal attribution is high than low and Assessment orientation more positively influences regret when external attribution is high than low. In sum, The results of our studies suggest that assessment and locomotion concerns, both as chronic individual predispositions and as situationally induced states, influence the amount of people's experienced regret and disappointment. These findings contribute to our understanding of regulatory mode, regret, and disappointment. In previous studies of regulatory mode, relatively little attention has been paid to the post actional evaluative phase of self regulation. The present findings indicate that assessment concerns and locomotion concerns are clearly distinct in this phase, with individuals higher in assessment delving more into possible alternatives to past actions and individuals higher in locomotion engaging less in such reflective thought. What this suggests is that, separate from decreasing the amount of counterfactual thinking per se, individuals with locomotion concerns want to move on, to get on with it. Regret is about the past and not the future. Thus, individuals with locomotion concerns are less likely to experience regret. The results supported our predictions. We discuss the implications of these findings for the nature of regret and disappointment from the perspective of their relation to regulatory mode. Also, self regulatory mode and the specific emotions(disappointment and regret) were assessed and their influence on customers' behavioral responses(inaction, word of mouth) was examined, using a sample of 275 customers. It was found that emotions have a direct impact on behavior over and above the effects of negative emotions and customer behavior. Hence, We argue against incorporating emotions such as regret and disappointment into a specific response measure and in favor of a specific emotions approach on self regulation. Implications for services marketing practice and theory are discussed.

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