• Title/Summary/Keyword: emotion 3

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The Influence of Demographical Variables and Alienation on Adolescent's Negative Emotion-Induced Eating Motivation (인구학적 변인과 심리적 소외감이 청소년의 부정적 정서로 인한 섭식행동동기에 미치는 영향)

  • Min, Ha-Yeoung;Lee, Yoon-Joo
    • Journal of Families and Better Life
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    • v.27 no.2
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    • pp.1-9
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    • 2009
  • The purpose of this study was to investigate the influence of demographical variables(gender and age) and alienation on adolescent's negative emotion-induced eating motivation. The subjects were 389 middle and high school students who lived in Keoungbok. The data were analyzed by t-test, one-way ANOVA and stepwise multiple regression(using SPSS 12.1). Major findings were as follows: 1) There was difference in adolescent's negative emotion-induced eating motivation according to gender, age, and level of alienation. Adolescent's negative emotion-induced eating motivation tended to be higher when adolescent were girl students, or high school students or in higher level of alienation. 2) Alienation was the stronger predictor of adolescent's negative emotion-induced eating motivation than gender and age. 3) There was difference in boy adolescent's negative emotion-induced eating motivation according to age and level of alienation. But there was difference in girl adolescent's negative emotion-induced eating motivation only according to level of alienation. 4) For boy, alienation was the stronger predictor of adolescent's negative emotion-induced eating motivation than age. But for girl alienation was only significant predictor of adolescent's negative emotion-induced eating motivation.

The Influences of Effortful Control and Working Memory on Emotion Regulation in Preschool Children : The Analysis of Moderating Effect of Child Sex (유아의 의도적 통제와 작업기억이 정서조절에 미치는 영향 : 성의 조절효과 검증)

  • Choi, Eunah;Song, Hana
    • Korean Journal of Child Studies
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    • v.35 no.6
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    • pp.65-78
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    • 2014
  • The purpose of this study was to examine the relationships between preschooler's sex, effortful control, working memory, and emotion regulation. The moderating effect of sex in the influences of effortful control and working memory on emotion regulation was also investigated. Eighty-eight children from the ages of 3 to 5 years participated in this study. A working memory task of the Korean Wechsler Intelligence Scale for Children IV(K-WISC-IV; Kwak, Oh, & Kim, 2011) was administered to the children. Their parents completed a very short form of the Children's Behavior Questionnaire(Putnam & Rothbart, 2006) and Emotion Regulation Checklist(Shields & Cicchetti, 1997). The results indicated that effortful control significantly predicted emotion regulation. Additionally the moderating effect of sex on the relationship between working memory and emotion regulation was significant. Specifically, the influence of working memory on emotion regulation was significant only in boys, but not in girls. This result suggested that effortful control has an effect on emotion regulation in a stable manner whereas working memory has different effects on the influence of emotion regulation according to sex.

Differentiation of Facial EMG Responses Induced by Positive and Negative Emotions in Children (긍정정서와 부정정서에 따른 아동의 안면근육반응 차이)

  • Jang Eun-Hye;Lim Hye-Jin;Lee Young-Chang;Chung Soon-Cheol;Sohn Jin-Hun
    • Science of Emotion and Sensibility
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    • v.8 no.2
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    • pp.161-167
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    • 2005
  • The study is to examine how facial EMG responses change when children experience a positive emotion(happiness) and a negative emotion(fear). It is to prove that the positive emotion(happiness) could be distinguishable from the negative emotion(fear) by the EMG responses. Audiovisual film clips were used for evoking the positive emotion(happiness) and the negative emotion(fear). 47 children (11-13 years old, 23 boys and 24 girls) participated in the study Facial EMG (right corrugator and orbicularis oris) was measured while children were experiencing the positive or negative emotion. Emotional assessment scale was used for measuring children's psychological responses. It showed more than $85\%$ appropriateness and 3.15, 4.04 effectiveness (5 scale) for happiness and fear, respectively. Facial EMG responses were significantly different between a resting state and a emotional state both in happiness and in fear (p<001). Result suggests that each emotion was distinguishable by corrugator and orbicularis oris responses. Specifically, corrugator was more activated in the positive emotion(happiness) than in the negative emotion(fear), whereas orbicularis oris was more activated in the negative emotion(fear) than in the positive emotion(fear).

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Study for Correlation between Seven Emotion(七情) as an emotional stressor and Obesity (심인적(心因的) Stressor로서의 칠정(七情)과 비만(肥滿)과의 상관관계(相關關係))

  • Song, Mi-Yeon;Shin, Hyun-Dae;Han, Ae-Ri
    • Journal of Korean Medicine for Obesity Research
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    • v.3 no.1
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    • pp.75-84
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    • 2003
  • Objective : In Western medicine, the cause of obesity include overeating, lack of exercise, genetic factor, endocrinal impediment and psychological factor. Since the society becomes more complexed and the tensions among social members gets intensified, psychological factor getting more important. In Oriental medicine, Seven Emotion(七情, in oriental medical term) as an emotional stressor was thought to be a factor of obesity. Therefore the purpose of this study is to examine the relationship between Seven Emotion and obesity in detail. Methods : overview the stress with the view of Oriental medicine and research the relationship between Seven Emotion as an emotional stressor and obesity. Results : 1. Seven Emotion can be understood as an emotional stress in Western medicine. If Seven Emotion is excessive, its extreme mental stimulation causes physical illness. 2. Having influence upon the function of internal organs, excessive Seven Emotion causes obesity. Since it hinders normal flow of Gangi(肝氣), Seven Emotion disturbs healthy function of Bi-Wi(脾胃) and normal fluctuation of Qi. Consequently, obesity is resulted from the accumulation of fat since normal metabolism of body is disrupted. 3. In Seven Emotion-Anger(怒), Joy(喜), Anxiety(憂), Thought(思), Sorrow(悲), Fear(恐), Surprise(驚)-give rise to Gan-bi-bul-wha(肝脾不和), Sim-hi-yang-huh(心脾兩虛), Bi-qi-huh(碑氣虛), Dam-sup-jeo-po(痰濕沮胞) and Wi-wha-sang-youm(胃火上炎) in type of symptom in obesity and therefore, cause obesity.

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A Qualitative Study on the Experience of Emotion Focused Psychology Coaching (정서중심심리코칭 경험에 관한 질적연구)

  • Kim, Hyun Jin;Jeong, Hyun-sub;Na, Eun Hye;Shin, Jin Young
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.203-212
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    • 2022
  • The purpose of this study is to investigate the nature of the experience of Emotion Focused Psychology Coaching, and what kind of changes happened for the participants through the experience. For this, in-depth interviews were conducted with four participants who had experienced five sessions of Emotion Focused Psychology Coaching. The interviews were analyzed using the phenomenological analysis method of Colaizzi. Emotion Focused Psychology Coaching is a new coaching psychology model that combines Greenberg's Emotion-Focused Therapy (EFT) and the ICF Core Competencies. The findings show that prior to the experience of Emotion Focused Psychology Coaching, the participants had avoided or suppressed their emotions, which in turn prevented them from exploring effective interpersonal relationships or alternatives in their actions. On the other hand, after they experienced Emotion Focused Psychology Coaching, their perception of emotions, emotion regulation, emotional expression, empathy for the other, etc. were developed in adaptive ways and the participants could present effective alternatives.

Emotional Term Thesaurus for the Design Characteristics of Games (게임성 정의를 위한 형용사 시소리스)

  • Hyun, Hye-Jung
    • The Journal of the Korea Contents Association
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    • v.8 no.3
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    • pp.138-145
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    • 2008
  • The development of human-friendly game technologies understanding and responding to human emotion is a very crucial element in designing games. Out of emotion derived from games, this study attempted to define characteristics of games as a meaning representing the degree of reaching the targeted emotion. When examining most of researches regarding emotion, it has been noted that they tried to extract the most representative emotion through the systematization of emotional vocabulary and evaluate it by the association with the design elements in question. However, this definition would be beneficial only to understanding the direction of game entity and it could not express the emotion of concrete and objective players. Therefore, this study attempted to analyze the sense correlation of adjectives so as for emotional expressions to be represented accurately corresponding to players' intention, by using adjective thesaurus for the systematic understanding of such game entity.

The Effects of Parent-Adolescent Communication, Emotional Intelligence and Parentification on the Psychological Well-being of Adolescents (청소년의 부모-자녀의사소통, 정서지능 및 부모화경험이 심리적 안녕감에 미치는 영향)

  • Kim, Jung-Min;Lee, Yu-Ri
    • Journal of Families and Better Life
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    • v.28 no.3
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    • pp.13-26
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    • 2010
  • This study investigates the effects of parent-adolescent communication, emotional intelligence and parentification on the psychological well-being of adolescents. Participants were 712 middle and high school students from Seoul. The collected data were analyzed through a Cronbach's $\alpha$, two-way ANOVA, Pearson's correlation and stepwise multiple regression. The results are as follows: 1) While parent-adolescent communication, parentification, and psychological well-being differed by grade, emotional intelligence did not differ by grade. 2) Father-adolescent communication, regulation of emotion, expression of emotion, practice of emotion, recognition of emotion and mother-adolescent communication were significant predictors of the psychological well-being of middle school students. 3) The recognition of emotion, father-adolescent communication, practice of emotion, regulation of emotion, and mother-adolescent communication were significant predictors of the psychological well-being of high school students. 4) Emotional intelligence played a partially mediating role in the relationship between parent-adolescent communication and psychological well-being.

IPTV in Korea: The Effect of Perceived Interactivity on Trust, Emotion, and Continuous Use Intention

  • Shin, Geena;Ahn, Joong-Ho;Kim, Taeha
    • Asia pacific journal of information systems
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    • v.23 no.3
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    • pp.55-76
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    • 2013
  • The principal objective of the work is to confirm the effects of perceived interactivity, trust, and emotion on intentions to use IPTV service. The empirical investigation into IPTV service users suggests that (i) the perception of interactivity should be directly related with trust, (ii) Users' trust should bolster users' emotion in a positive or negative aspect, and (iii) such emotion is verified to affect the intention to use IPTV continuously. More specifically, we demonstrate that positive and negative emotions influence user intentions positively and negatively. Additionally, we find that the trust mediates perceived interactivity and emotions, and both trust and emotion mediate the relationship between perceived interactivity and intentions to use IPTV. The work indicates that trust and emotion of users should be considered from IS perspective in an attempt to build the intention to use IPTV. IPTV firms should consider in their IPTV design and offering strategy how to enhance positive emotions for user retention and eventually bolster intentions to use IPTV continuously.

Relation between the Image Analysis of Internet Fashion Shopping Site and Consumption Emotion - Focused on T-shirts Web Pages - (인터넷 쇼핑 사이트의 이미지 분석과 소비감성과의 관계 - 티셔츠 웹 페이지를 중심으로 -)

  • Kim, Eun-Jeong;Lee, Kyoung-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.8
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    • pp.1273-1285
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    • 2007
  • The purpose of this study is to understand consumer emotion about T-shirts web pages and to provide the basis for effective design plan of them. 72 T-shirts web pages through 62 sites have been chosen as stimulus pictures, and the valuation tools are composed of 21 pairs of image adjective and 3 questions for valuation of consumption emotion. Data has been collected on subjects of 480 men and women at the age of $16{\sim}27$ who live in Busan. The image factors are Aestheticism, Activeness, Stability, Intimacy. The types of T-shirts web pages are classified into four groups. The image according to the type of T-shirts web pages has showed meaningful differences in all factors, and the differences of image factors according to design elements have been meaningfully presented. In the relation between consumption emotion and image of T-shirts web pages, Impulse needs, Buying needs, Recommendation needs are related to Aestheticism factor and Stability factor. The consumption emotion according to the type of T-shirts web pages is appeared high in the type 2(Refine image) and 3(Vivid image). The valuation of consumption emotion according design elements has presented meaningful differences all design elements except menu.

Efficient Emotional Relaxation Framework with Anisotropic Features Based Dijkstra Algorithm

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.79-86
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    • 2020
  • In this paper, we propose an efficient emotional relaxation framework using Dijkstra algorithm based on anisotropic features. Emotional relaxation is as important as emotional analysis. This is a framework that can automatically alleviate the person's depression or loneliness. This is very important for HCI (Human-Computer Interaction). In this paper, 1) Emotion value changing from facial expression is calculated using Microsoft's Emotion API, 2) Using these differences in emotion values, we recognize abnormal feelings such as depression or loneliness. 3) Finally, emotional mesh based matching process considering the emotional histogram and anisotropic characteristics is proposed, which suggests emotional relaxation to the user. In this paper, we propose a system which can recognize the change of emotion easily by using face image and train personal emotion by emotion relaxation.