• Title/Summary/Keyword: emotional communication

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Development and effects of a high-risk pregnancy emotive role-play program for nursing students: a quasi-experimental study

  • Bo Gyeong Lee;Sun-Hee Kim
    • Women's Health Nursing
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    • v.28 no.4
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    • pp.317-328
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    • 2022
  • Purpose: This study aimed to develop an emotive role-play program for nursing students focusing on high-risk pregnancy and analyze its effects on communication skills, clinical performance, and emotional intelligence. Methods: A quasi-experimental nonequivalent comparison group design was adopted with 83 nursing students (experimental group, 45; comparison group, 38) who participated voluntarily in an extracurricular program. The preliminary survey was conducted on November 3 and November 4, 2020, and the follow-up survey was conducted on November 12, 2020, for the comparison group and on November 27, 2020, for the experimental group. A program that included five role-play scenarios related to induced labor, preeclampsia, premature rupture of membranes, preterm labor, and infertility was developed by a group of experts and presented to the experimental group over 11 total hours across 3 days. Each student participated in a role-play scenario as a patient, family member, or nurse and observed three other scenarios. The comparison group received a workbook after the follow-up evaluation. The independent t-test was performed to analyze changes in communication skills, clinical performance, and emotional intelligence. Results: Communication skills (t=1.84, p=.035) and clinical performance (t=2.75, p=.004) significantly increased in the experimental group compared to the comparison group. A significant difference was not observed between the experimental and comparison groups for emotional intelligence (t=1.36, p=.088). Conclusion: The emotive role-play program concerning high-risk pregnancy was effective in improving nursing students' communication skills and clinical performance and can be used in nursing education related to high-risk pregnancy and childbirth.

A Case Study on Emotional Expression Technology of Interactive Character (인터랙티브 캐릭터의 감정표현 기술 사례분석)

  • Ahn, Seong-Hye;Song, Su-Mi;Sung, Min-Young;Paek, Sun-Wook
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.197-203
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    • 2009
  • The users need the communication that interaction is possible in digital communication environment. It is necessity to develop the Interactive Character that various emotional expression was possible while a user-centered emotional display tool was necessary. It is a fundamental research that is going to develop the Interactive Character that individualized emotional expression is possible. In other words, I have the purpose that is going to show the aromaticness of the technology development to express feelings. Therefore, I am going to analyze whether no matter how much technology to express feelings mainly on a face expression is incarnated through an example. And, I am going to show the development direction of the Interactive Character as an emotional display tool through this.

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Smart Emotion Lighting Control System Based on Android Platform (안드로이드 플랫폼 기반의 스마트 감성조명 제어 시스템)

  • Jo, Eun-Ja;Lin, Chi-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.147-153
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    • 2014
  • In this paper, we propose smart emotional lighting control system based on the android platform. The proposed smart emotional lighting control system be configure android platform and sensibility lighting equipment, expansion device, zigbee module. Smart emotional lighting control system based on the android platform is automatic control possible using the illumination sensor, and by selecting the desired lighting partial control can be designed. The experimental results of the proposed smart emotional lighting control sensitivity than conventional lighting control system decreased the power consumption and efficient lighting control was possible. Office acts will be suitable conditions to control the color and brightness, so they can be controlled from the improves concentration and ability to work.

The Relationship between scuba diving participant's selective attribute, emotional response, and empirical value

  • Lee, Yoo-Chan;Jung, Sang-Ok
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.3
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    • pp.84-91
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    • 2021
  • The purpose of this study is to investigate the structural relationship between resort selection attributes, emotional responses, and empirical values of scuba diving participants. The general population who enjoys scuba diving in Korea was selected as the population. Using the convenience sampling method, 553 of the 600 questionnaire samples were extracted as the final valid sample. For data processing, frequency analysis, exploratory factor analysis, and Cronbach's α test were performed using SPSS 23, and confirmatory factor analysis and structural equation model analysis were performed with AMOS 18. The results are as follows: First, among the sub-factors of selection attributes, equipment, facility environment, and diving point showed a positive effect on emotional response, but staff service did not have any significant effect. Second, the emotional response positively affected by the selection attribute showed a positive effect on all factors of service excellence, consumer utility, fun value, and aesthetic value of empirical value. Therefore, scuba diving resort managers must recognize the importance of equipment, facility environment, and diving point among these selection attributes of customers. And to satisfy the customer needs the resort must accurately identify the needs for diving equipment, facility environment and diving point. Various methods for this should be explored through the needs of the identified customers, and efforts should be made to provide safe equipment, comfortable facilities, and various diving points.

A Study on Emotional Response toward Virtual Influencers and Advertising Effectiveness (가상 인플루언서에 대한 감성반응과 광고효과 연구)

  • Minjung Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.55-61
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    • 2023
  • This study confirmed how emotional responses toward virtual influencers affect advertising effectiveness. While prior studies have focused on the attributes of influencers, we examined how consumers' psychological reactions while experiencing virtual influencers affect decision-making. As a result of the study, consumers showed specific emotional responses while experiencing virtual influencers, and confident, neat, subtle, trendy, glamorous, simple, and down-to-earth were extracted as representative emotions. Additionally, it was confirmed that these emotional responses influenced brand attitude, purchase intention, and recommend intention. These research results provide practical implications for marketing communications using virtual influencers.

Emotional Head Robot System Using 3D Character (3D 캐릭터를 이용한 감정 기반 헤드 로봇 시스템)

  • Ahn, Ho-Seok;Choi, Jung-Hwan;Baek, Young-Min;Shamyl, Shamyl;Na, Jin-Hee;Kang, Woo-Sung;Choi, Jin-Young
    • Proceedings of the KIEE Conference
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    • 2007.04a
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    • pp.328-330
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    • 2007
  • Emotion is getting one of the important elements of the intelligent service robots. Emotional communication can make more comfortable relation between humans and robots. We developed emotional head robot system using 3D character. We designed emotional engine for making emotion of the robot. The results of face recognition and hand recognition is used for the input data of emotional engine. 3D character expresses nine emotions and speaks about own emotional status. The head robot has memory of a degree of attraction. It can be chaIU!ed by input data. We tested the head robot and conform its functions.

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Cognitive and Emotional Structure of a Robotic Game Player in Turn-based Interaction

  • Yang, Jeong-Yean
    • International journal of advanced smart convergence
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    • v.4 no.2
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    • pp.154-162
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    • 2015
  • This paper focuses on how cognitive and emotional structures affect humans during long-term interaction. We design an interaction with a turn-based game, the Chopstick Game, in which two agents play with numbers using their fingers. While a human and a robot agent alternate turn, the human user applies herself to play the game and to learn new winning skills from the robot agent. Conventional valence and arousal space is applied to design emotional interaction. For the robotic system, we implement finger gesture recognition and emotional behaviors that are designed for three-dimensional virtual robot. In the experimental tests, the properness of the proposed schemes is verified and the effect of the emotional interaction is discussed.

Exploring the Structural Relationship among Beauty Influencers' Attractiveness and Homophily, Emotional Attachment, and Live Commerce Stickiness

  • Madina, Suleimen;Kim, Hyeon-Cheol
    • International journal of advanced smart convergence
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    • v.10 no.4
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    • pp.149-157
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    • 2021
  • This study aims to understand how an influencer's social and physical attractiveness, background and value homophily influences consumer's emotional attachment, which in turn causes user stickiness with regards the influencer's live commerce. We tested all proposed hypotheses among users of the online shopping platform "TaoBao". Ultimately, 297 questionnaires were collected by means of an online survey. The results revealed that social and physical attractiveness positively influence emotional attachment. Meanwhile only value homophily significantly affected emotional attachment, whereas background homophily did not significantly affect emotional attachment. Additionally, emotional attachment was found to significantly influence live commerce stickiness. We also investigated the moderation effect of perceived beauty trends of products sold on live commerce, where the results indicated that high beauty tends to have a higher effect on live commerce stickiness behavior. Lastly, theoretical and managerial implications have been offered.

Analysis of Team Interaction Changes in Capstone-Design Activities by MBTI Modes (Capstone-Design 활동에서 MBTI 성격유형에 따른 팀 상호작용 변화 분석)

  • Lee, Tae-Ho;Kim, Taehoon
    • Journal of Engineering Education Research
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    • v.17 no.1
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    • pp.57-64
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    • 2014
  • This study has a purpose mainly to analyze the team interaction change by the duration of time in the Capstone-Design activities according to MBTI Modes. Study objects are four students of Mechanical Engineering at School of Engineering in C University located in Daejeon, and the team interaction change was analyzed through IPA (Interaction Process Analysis) method. From the result, first, ESTP showed the change of increase in interaction by the time duration of initial, mid, late periods in 'social-emotional area: positive' and 'task area: question', and the change of decrease by the same time duration of periods in 'task area: solution'. Also, there was no change in 'social-emotional area: negative' because there was no interaction. Second, ESFJ showed the change of decrease in interaction by the time duration of initial, mid, late periods in 'social-emotional area: positive' and 'task area: question', and the change of increase by the same time duration of periods in 'task area: solution' and 'social-emotional area: negative'. Third, ISTJ showed the change of decrease in interaction by the time duration of initial, mid, late periods in 'social-emotional area: positive', 'task area: question' and 'social-emotional area: negative', and the change of increase by the same time duration of periods in 'task area: solution'. Fourth, ENFP showed the change of decrease by the time duration of initial, mid, late periods in 'social-emotional area: positive', 'task area: solution' and 'social-emotional area: negative', and the change of increase by the same time duration of periods in 'task area: question'.

A Study on the YouTube Content Analysis and Users' Emotional Responses Analysis (대학도서관 유튜브 콘텐츠 내용분석과 이용자 감성반응 분석에 관한 연구)

  • Young Song;Ji-Hyun Kim
    • Journal of the Korean Society for information Management
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    • v.40 no.1
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    • pp.73-93
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    • 2023
  • This study conducted a comprehensive analysis and evaluation of library services using YouTube through content analysis of YouTube content and emotional response analysis of user comments. This study analyzed 2,169 YouTube contents and 6,487 comments of users from 61 university libraries. The results showed that the number of 'data' content was the largest among 4 categories, followed by 'communication' and 'education' content, and 'promotion' content. Among the sub-classifications, the number of 'information services' contents was the largest. In the analysis of users' emotional responses to YouTube content, the major categories of users' emotional responses were 'data' content and 'communication' content. Most of the user's emotional responses were positive in all categories of content, and the most frequent user emotional expression was 'good'. In addition, the vocabulary used in the user's emotional response was more about the person appearing in the video than the expression of the content of YouTube contents.