• Title/Summary/Keyword: emotional communication

Search Result 904, Processing Time 0.023 seconds

Development of a Tool for Predicting Nursing Times in Occupational Accident Patients (산재환자 간병시간 예측 도구개발)

  • Oh, Jin-Joo;Kim, Chun-Mi;Choi, Jeong-Myung
    • Korean Journal of Occupational Health Nursing
    • /
    • v.19 no.1
    • /
    • pp.5-13
    • /
    • 2010
  • Purpose: This study aims to develop a tool to predict occupational health patients' nursing needs or nursing time. Method: A tool was composed based on the materials and opinion of experts, and to verify the reliability and validity of the tool, nursing time of total 311 inpatients in 2 occupational health hospitals were surveyed. Results: The developed tool was total 151 items and composed of physical function, cognitive function, communication, emotional and disturbance behavior, nursing skill, and rehabilitation need. The reliability of the tool was high, showing Cronbach's alpha coefficient of 0.95. But several items should be deleted for low corrected item-total correlation. According to the multiple regression analysis, physical function and rehabilitation need were shown to be the most powerful predictive variables for nursing time. Conclusion: The developed tool was appeared to have high reliability and validity. But further refinement of the tool is needed.

Color Image Analysis of Cosmetic Web-Site for Color Marketing

  • Lee, Jeongman;An, Jongsuk
    • Journal of Fashion Business
    • /
    • v.16 no.6
    • /
    • pp.127-143
    • /
    • 2012
  • This study aims to derive the sensitive image analysing the color tones based on the web-sites of cosmetic brand and to know how the web-site color tones and the color tone image as visual factor for information transfer do influence the effective communication. 10 cosmetic brand web-sites are selected based on the pre survey, and the main page color tones of cosmetic brand web-site are analyzed by Color Catch and Munsell Conversion program, whereas the composition of color tones and color image such as the main trend colors, secondary colors, accent colors and etc are analyzed by a graphic professional program 'Adobe Photoshop'. 5 color tone groups are classified as Black&White, Green&White, Blue&White, Purple&White and Red&White according to the color distribution chart, and the emotional language is derived applying them to the pre research and IRI image scale. The color association is empirically analyzed by a survey method. The study results finally show Black&White is proper for expression of high quality and modern image, Green&White for pure and clean image, Blue&White for cool and transparent image, Purple&White for mysterious and elegant image respectively. This study results are necessary for plan of color delivering the strong transferring power of visual information the time when to make the effective web-sites, and it hopefully will be utilized as the basic data for the color marketing to actively express the brand identity and to satisfy the consumers' sensitivity.

An Empirical Study on the Sub-factors of Middle School Character Education using Social Network Analysis (사회 네트워크 분석을 이용한 중등 인성 교육의 세부요인에 관한 실증 연구)

  • Kim, Hyojung
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.13 no.2
    • /
    • pp.87-98
    • /
    • 2017
  • The advancements in scientific technology and information network in the 21st century allow us to easily acquire a desired knowledge. In the midst of today's informatization, globalization, and cultural diversification, adolescents experience emotional confusion while accommodating diverse cultures and information. This study aimed at examining three aspects of character suggested by the Ministry of Education, which are ethics, sociality, and emotion, and the actual sub-factors required for character education. To that end, a survey was conducted with adolescents who were at a character-building age, and social network analysis (SNA) was performed to determine the effect of character education on the sub-factors. The statistics program SPSS was used to investigate the general traits of the subjects and the validity of the research variables. The 2-mode data that were finally selected were converted to 2-mode data using NetMinder 4, which is a network analysis tool. Furthermore, a data network was established based on a quasi-network that represents the relationships between ethics, sociality, and emotion. The results of this study showed that the subjects considered honesty and justice to be the sub-domains of the ethics domain. In addition, they identified sympathy, communication, consideration for others, and cooperation as the sub-domains of the sociality domain. Finally, they believed that self-understanding and self-control were the sub-domains of the emotion domain.

Correlations among Motor Function, Quality of Life, and Caregiver Depression Levels in Children with Cerebral Palsy

  • Yoo, Ji-Na
    • The Journal of Korean Physical Therapy
    • /
    • v.28 no.6
    • /
    • pp.385-392
    • /
    • 2016
  • Purpose: This study aimed to evaluate the relationships among quality of life, caregiver depression levels, and disease severity, especially motor function, in children with cerebral palsy. Methods: Data were collected through questionnaires using survey and interview from 80 caregivers of children with cerebral palsy. The caregivers' quality of life was measured using medical outcomes study 36-item short form health survey, and level of depression was scored using the beck depression inventory. In addition, children's motor function was evaluated using gross motor function measure-88 and functional independence measure scores. Results: Among 8 domains of medical outcomes study 36-item short form health survey, "physical functioning," "physical role functioning," "mental health," and "bodily pain" domains were significantly correlated to "total" percentage scores of gross motor function measure-88. In addition, "mental health" and "bodily pain" domains were correlated to each sub-dimension, including "lying and rolling," "sitting," "crawling and kneeling," "standing," and "walking, running, and jumping." Similarly, the "running" and "jumping" dimensions including motor function measures correlated with "transfer," "locomotion," and "motor subtotal" of functional independence measure scores. The beck depression inventory scores were negatively correlated to "lying and rolling," "sitting," "crawling and kneeling," and the "total" percentage scores of gross motor function measure-88. The beck depression inventory scores were negatively correlated to "sphincter control," "communication," "social cognition," "cognitive subtotal," and "total" functional independence measure scores. Conclusion: It is necessary to consider the quality of life and emotional problems of caregivers of CP children and support them both physically and psychologically with comprehensive rehabilitation.

Character's facial expression realization program with emotional state dimensions (내적 정서 상태 차원에 근거한 캐릭터 표정생성 프로그램 구현)

  • Ko, Hae-Young;Lee, Jae-Sik;Kim, Jae-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.12 no.3
    • /
    • pp.438-444
    • /
    • 2008
  • In this study, we propose a automatic facial expression generation tool which can generate various facial expressions efficiently for animation characters expressing various emotion. For this purpose, 9 types of facial expressions were defined by adopting Russell's pleasure-displeasure and arousal-sleep coordinate values of infernal states. And by rendering specific coordinate values consisted of the two basic dimensions of emotion(i.e., dimensions of pleasure-displeasure and arousal-sleep) and their combination, the proposed automatic facial expression generation tool could yield various facial expressions which reflected subtle changes in characters' emotion. It is expected that the tool could provide useful method of generating character face with various emotion.

The Effect of Digitalization and Virtual Leadership on Organizational Innovation During the COVID-19 Pandemic Crisis: A Case Study in Indonesia

  • HUTAJULU, Richard Surungan;SUSITA, Dewi;ELIYANA, Anis
    • The Journal of Asian Finance, Economics and Business
    • /
    • v.8 no.10
    • /
    • pp.57-64
    • /
    • 2021
  • In the last decade, the effect of digitalization was the most cited issue in economic discourse, especially since technological advances, automation, and artificial intelligence are the key to the future discussions. Unemployment is one of the most important and continuous debates, especially in times of crisis due to the COVID-19 pandemic. Therefore, this study aims to analyze the influence of leadership style in innovation organizations to deal with the crisis. In this study, a non-probability purposive sampling method was used. A total of 377 respondents were from LinkedIn social media in Indonesia, with the criteria of employees who have worked for at least 6 years. The structural equation model was analyzed with Amos 25.0. The results show that virtual, servant, and transformational leadership influence employee creativity. Moreover, employee creativity strongly influences organizational innovation; therefore, a new model was found to meet the challenges during the COVID-19 pandemic crisis, which is leadership. Therefore, these results are useful for managers to overcome challenges during the COVID-19 pandemic crisis to manage employee creativity for a better innovative organization and make science a reference for finding solutions to the global wave of unemployment in the revolution 5.0 era.

Affective Computing in Education: Platform Analysis and Academic Emotion Classification

  • So, Hyo-Jeong;Lee, Ji-Hyang;Park, Hyun-Jin
    • International journal of advanced smart convergence
    • /
    • v.8 no.2
    • /
    • pp.8-17
    • /
    • 2019
  • The main purpose of this study isto explore the potential of affective computing (AC) platforms in education through two phases ofresearch: Phase I - platform analysis and Phase II - classification of academic emotions. In Phase I, the results indicate that the existing affective analysis platforms can be largely classified into four types according to the emotion detecting methods: (a) facial expression-based platforms, (b) biometric-based platforms, (c) text/verbal tone-based platforms, and (c) mixed methods platforms. In Phase II, we conducted an in-depth analysis of the emotional experience that a learner encounters in online video-based learning in order to establish the basis for a new classification system of online learner's emotions. Overall, positive emotions were shown more frequently and longer than negative emotions. We categorized positive emotions into three groups based on the facial expression data: (a) confidence; (b) excitement, enjoyment, and pleasure; and (c) aspiration, enthusiasm, and expectation. The same method was used to categorize negative emotions into four groups: (a) fear and anxiety, (b) embarrassment and shame, (c) frustration and alienation, and (d) boredom. Drawn from the results, we proposed a new classification scheme that can be used to measure and analyze how learners in online learning environments experience various positive and negative emotions with the indicators of facial expressions.

Factors Related with Problems Experienced by Adolescents due to Smartphone Use (청소년의 스마트폰 사용으로 인한 문제경험 관련요인)

  • Hwang, Kyung-Hye;Cho, Ok-Hee
    • Journal of Korean Academic Society of Home Health Care Nursing
    • /
    • v.25 no.3
    • /
    • pp.191-203
    • /
    • 2018
  • Purpose: The purpose of this study is to investigate the problems experienced by Korean adolescents due to smartphone use and related factors. Methods: The subjects were 57,463 middle school and high school students nationwide as the 13th The Korea Youth Risk Behavior Web-Based Survey, 2017. Data were analyzed using means, standard deviations, and composite sample multiple logistic regression analysis. Results: This study confirms that negative experiences were related to general characteristics of sex, academic background, socio-economic level, residential area and form, academic performance, and parental education; health behavior characteristics of subjective health cognition, depression, and stress; and characteristics related to smartphone use. Smartphone usage time amd use of services were factors related to the problems experienced from using smartphones. Conclusion: Based on the results of this study, it is necessary to plan for the use of smartphones in consideration of physical and emotional health and to educate adolescents to promote social communication between family and friends. It is also necessary to develop and apply a smartphone use management program to maintain a balance between smartphone use, academic performance, and school life.

Causes of Adolescent Game Addiction and the Mediating Effect of Game Motives (중학생 게임 과몰입의 원인과 이용동기의 매개효과 연구)

  • Kim, Hyoung-Jee;Oh, Rosy;Huh, Eun
    • Journal of Korea Game Society
    • /
    • v.19 no.2
    • /
    • pp.5-22
    • /
    • 2019
  • This study analyzed the causes of over-flow of adolescent games as loneliness, lack of self-control, parents-open communication, peer-emotional support and the game motivation(immerse, social relations, achievement). For analysis, the research data, 'Game User Panel Research(1 to 4 years)', was provided by Korea Creative Content Agency. As a major result, adolescence loneliness and lack of self-control directly affected game over-flow, and the game's achievement motive in their relation of influence was mediated. Over time, the structure of the relationship between the cause and the effect has shown mostly consistent results.

A Study on Space Consumption Behavior of Contemporary Consumers -Focusing on Analysis of Social Media Big Data- (현대 소비자의 공간소비행동에 관한 연구 -소셜미디어 데이터 분석을 중심으로-)

  • Ahn, Suh Young;Koh, Ae-Ran
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.44 no.5
    • /
    • pp.1019-1035
    • /
    • 2020
  • This study examines the millennial generation, who express themselves and share information on social media after experiencing constantly changing 'hot places' (places of interest) in contemporary cities, with the goal of analyzing space consumption behaviors. Data were collected via an Instagram crawler application developed with Python 3.4 administered to 19,262 posts using the term 'hot places' from November 1 and December 15, 2019. Issues were derived from a text mining technique using Textom 2.0; in addition, semantic network analysis using Ucinet6 and the NetDraw program were also conducted. The results are as follows. First, a frequency analysis of keywords for hot places indicated words frequently found in nouns were related to food, local names, SNS and timing. Words related to positive emotions felt in experience, and words related to behavior in hot places appeared in predicate. Based on importance, communication is the most important keyword and influenced all issues. Second, the results of visualization of semantic network analysis revealed four categories in the scope of the definition of "hot place": (1) culinary exploration, (2) atmosphere of cafés, (3) happy daily life of 'me' expressed in images, (4) emotional photos.