• Title/Summary/Keyword: affective interaction

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Effects of Self-Service Technology Quality on SST Satisfaction and SST Continuance Usage Intention

  • AN, Dae-Sun
    • The Korean Journal of Franchise Management
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    • v.12 no.1
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    • pp.7-19
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    • 2021
  • Purpose: According to the growth of technology in the service industry, the interaction service between customer and employee has recently been transformed into between customer and technology by Self Service Technology (SST) requiring direct interaction with customers. In this context, self service technology such as unmanned ordering system installed at the store is actively introduced at the work place to reduce labor costs by food and retail company and the research for self-service technology which is rapidly replacing existing face-to-face service is needed. As the growth speed of SST is rapid, many researchers have studied the characteristics of SST, in every sector of business worldwide. Among the characteristics, attributes, Self Service Technology Quality (SSTQUAL) to evaluate SST is important because it may cause the customer's behavior. Thus, this research focuses on the effects of SSTQUAL on SST Satisfaction and SST continuance usage intention. This research suggests the guidelines for how Restaurant Company should prepare SST and build their customer satisfaction and continuance usage that increase the sales. Research design, data and methodology: This study tests the structural relationship between SSTQUAL of unmanned ordering system, SST satisfaction and SST continuance usage. SSTQUAL divided into four sub-dimensions and two categories, cognitive service attributes (Convenience, Functionality) and affective service attributes (Enjoyment, Assurance). In order to achieve the purposes of this research, research model and hypotheses were developed based on previous researches. All constructs were measured with multiple items developed and tested in the previous studies. The data were collected from 524 customers experiencing SST and were analyzed through SPSS 25.0 and SmartPLS 3.0 statistical package program. Results: The findings of this research are as follows. First, all SSTQUAL have significant positive impacts on SST satisfaction. Second, SST satisfaction has significant positive impact on SST continuance intention. Third, cognitive service attributes and affective service attributes had wealth of explanation of service attribute more than a single dimension. Conclusions: The implications of this study are as follows. Overall, Restaurant Company should manage SSTQUAL consisting of not only cognitive service attributes (Convenience, Functionality) but also affective service attributes (Enjoyment, Assurance) to satisfy customers basically regardless of the type of restaurant.

Nurse-Patient Interaction Patterns and Patient Satisfaction in the Emergency Department (군집분석을 이용한 응급실 간호사-환자 상호작용 유형 및 환자의 상호작용 만족도)

  • Kim, Eun-Jung
    • Journal of Korean Academy of Nursing
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    • v.40 no.1
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    • pp.99-109
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    • 2010
  • Purpose: The purpose of this study was to identify effective nurse interaction patterns with patients in the emergency department. Methods: For this study, video technology was used to record complete conversations between the nurse and patient. The participants were 28 nurses and 63 patients in the emergency department at one university hospital located in Seoul. The data were collected from November, 2002 to April, 2003. The video recordings were observed for 4 hr for each case and coded using an adapted version of Roter's Interaction Analysis System (RIAS). The data were analyzed using cluster analysis to identify the patterns of nurse-patient interaction. Results: Cluster analysis revealed 4 distinct nurse interaction patterns; 1) "closed" characterized by orientation and negative talk, 2) "positive" characterized by positive affective talk, 3) "informative and directing" characterized by task-focused behavior including data gathering, and giving information about medical condition and treatment, 4) "facilitative" characterized by balance of psychosocial and biomedical topics. Patient satisfaction was highest in the facilitative interaction pattern. Conclusion: The patient centered interaction pattern, balancing information exchange and psychosocial exchange are the most effective interactions in the emergency department, suggesting that effective interaction skill is a core clinical nursing intervention in acute care.

Concept Analysis of Mother-Child Interaction (모아상호작용(Mother-Child Interaction)에 대한 개념 분석)

  • Park, Sung-Hee;Bang, Kyung-Sook
    • Child Health Nursing Research
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    • v.17 no.2
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    • pp.120-126
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    • 2011
  • Purpose: The purpose of this study was to explore the concept of Mother-Child Interaction (MCI). Methods: The concept analysis method described by Walker & Avant (2005) was used. Results: The attributes of MCI were as follows; 1) MCI involves positive or negative affective and verbal communication. 2) MCI involves mother, child, and dyadic activity. 3) MCI involves sensitivity, responsiveness, and child developmental stimulation. 4) MCI is reciprocal, goal-oriented partnership process. The antecedents of MCI are need for goal attainment, relationship, and child development (cognitive, physical, emotional, and social). The consequences of MCI are goal attainment, promotion of mother-child relationship, and promotion of child development. Conclusion: MCI is a reciprocal, goal-oriented partnership process and is an important concept in child development and health. Appropriate instruments to operationalize the concept need to be developed.

The Effects of the Robot Based Instruction for Promotion of Students' Interaction (로봇활용수업이 학생의 상호작용 촉진에 미치는 효과)

  • Kim, Kyung-Hyun
    • Journal of Engineering Education Research
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    • v.13 no.6
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    • pp.164-170
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    • 2010
  • This article explores the effects of the RBI(Robot Based Instruction) for promotion of students' interaction in elementary school. It was found that Cognitive Affective Metacognitive interaction is evenly spread in RBI. It was particularly high the ratio of metacognitive interaction. According to the analysis result of learner's activity by the detailing, it was observed that robot media promoted students' interaction. Also, metacognitive interaction about clarification and elaboration was promoted lively in the RBI situation. Therefore, RBI was helpful to promote of students' interaction in elementary school.

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The Current Situations of Enhancing Affective Characteristics focused on the case of secondary school in Korea (수학 교과에서의 학생의 정의적 특성 요인의 성취 실태 -국내 중등 수업 사례를 중심으로-)

  • Choe, Seung-Hyun;Hwang, Hye Jeang
    • Communications of Mathematical Education
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    • v.28 no.2
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    • pp.235-253
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    • 2014
  • This study aims to develop strategies for improving the affective characteristics of Korean students based on results from international achievement tests. In pursuing the goal, different research methods are employed including a) analysis of the theories and literature regarding the affective domains included in PISA and TIMSS studies; b) analysis of the current situation and needs of Korean students with respect to the affective factors based on PISA and TIMSS results; c) case studies of best practices in relation to students' affective domains in Korea and abroad; and d) development of strategies for improving and supporting Korean students' affective characteristics. Especially, this paper deals with the analysis of the results from in-depth interviews and class observations, so as to identify the current situation and best practice cases of students' affective characteristics education in Korea. The results are classified into a) curriculum, which is in turn divided into national curriculum and reconstruction of curriculum school and classroom; and b) teaching, learning and evaluation, which is in turn divided into learner characteristics, motivation, teaching strategies, class grouping, activities and interaction, question and feedback, evaluation methods, and evaluation tools. Support plans in terms of school and social environments are also suggested based on the results.

Social Distance of Affective Advice: The Role of Construal Level in Acceptance of Rational and Emotional Advice

  • Li, Lu
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.4
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    • pp.395-402
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    • 2017
  • Social network service provides an excellent platform for people seeking for advices. This research analyzed the effect of rational and emotional response and social distance on people's acceptance for advices online by the construal level theory. An experiment was completed to test the relationship between advisers and questioners and verify the content of online feedback would influence people's acceptance for advices on social network site. The online response included emotional advice and rational advice. Social distance between advisers and questioners was divided to close social distance condition and distant social distance condition. The study showed: (1) comparing with emotional advice, rational advice had a higher persuasive effect in both close and distant social distance conditions; (2) the impact of feedback from people with close social distance was stronger than the impact of the advices from people with distant social distance; (3) there existed an interaction effect between social distance and affective advice. The results revealed that the adviser's affective expression and relationship with the questioner would interactively impact the online persuasive effect.

Use of Word Clustering to Improve Emotion Recognition from Short Text

  • Yuan, Shuai;Huang, Huan;Wu, Linjing
    • Journal of Computing Science and Engineering
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    • v.10 no.4
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    • pp.103-110
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    • 2016
  • Emotion recognition is an important component of affective computing, and is significant in the implementation of natural and friendly human-computer interaction. An effective approach to recognizing emotion from text is based on a machine learning technique, which deals with emotion recognition as a classification problem. However, in emotion recognition, the texts involved are usually very short, leaving a very large, sparse feature space, which decreases the performance of emotion classification. This paper proposes to resolve the problem of feature sparseness, and largely improve the emotion recognition performance from short texts by doing the following: representing short texts with word cluster features, offering a novel word clustering algorithm, and using a new feature weighting scheme. Emotion classification experiments were performed with different features and weighting schemes on a publicly available dataset. The experimental results suggest that the word cluster features and the proposed weighting scheme can partly resolve problems with feature sparseness and emotion recognition performance.

Effects of Smart Reading in the Elementary English Classroom

  • Jeong, Myeonggi;Jeon, Heecheol;Kim, Jeongryeol
    • International Journal of Contents
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    • v.10 no.2
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    • pp.59-66
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    • 2014
  • The Purpose of this study is to examine the effects of the Smart reading program, Smartree, in an elementary English class. Recently in Korea, the use of smart technologies in education has become an issue with the introduction of a new educational platform and increased social interaction between teachers and students. The Smart learning paradigm is converging with technology and social learning. This study examines an English reading method using smart technology and how it affects the improvement of elementary students' reading ability, we also suggest effective reading methods related to Smart learning suitable for this new educational trend. The results showed that the use of a tablet PC based Smartree reading program had meaningful effects on both improvements of cognitive reading ability and changes in affective attitude.

Design Principles of Animated Pedagogical Agent and Instructional Message for Affective Learning

  • SON, Chanhee
    • Educational Technology International
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    • v.15 no.1
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    • pp.1-26
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    • 2014
  • The purpose of this study was to develop design principles of both animated pedagogical agents as 'credible' persuasive message source and persuasive fear arousing instructional messages in order to help enhance attitude changes toward a certain issue. Based on the previous pedagogical agent research, this study drew the design principles providing ways to manipulate agent credibility level and fear arousing level of message. Consequently, it specified how to make pedagogical agents perceived less or more credible by learners by manipulating a variety of agent features. For fear arousing message, this study showed how fear arousing messages would be structured into one of three levels: non-threatening, moderately threatening, and strongly threatening. Two different agent conditions and three message conditions were actually developed and experimentally tested with the participants of 40 undergraduate students. The results showed that the agent design principles specified from the previous research worked well enough to make a distinction between the more credible agent and the less credible agent. The overall results of this study may indicate that the design strategies for fear arousing message are retained on the premise of some future refinements.

Affective interaction to emotion expressive VR agents (가상현실 에이전트와의 감성적 상호작용 기법)

  • Choi, Ahyoung
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.5
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    • pp.37-47
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    • 2016
  • This study evaluate user feedback such as physiological response and facial expression when subjects play a social decision making game with interactive virtual agent partners. In the social decision making game, subjects will invest some of money or credit in one of projects. Their partners (virtual agents) will also invest in one of the projects. They will interact with different kinds of virtual agents which behave reciprocated or unreciprocated behavior while expressing socially affective facial expression. The total money or credit which the subject earns is contingent on partner's choice. From this study, I observed that subject's appraisal of interaction with cooperative/uncooperative (or friendly/unfriendly) virtual agents in an investment game result in increased autonomic and somatic response, and that these responses were observed by physiological signal and facial expression in real time. For assessing user feedback, Photoplethysmography (PPG) sensor, Galvanic skin response (GSR) sensor while capturing front facial image of the subject from web camera were used. After all trials, subjects asked to answer to questions associated with evaluation how much these interaction with virtual agents affect to their appraisals.