• Title/Summary/Keyword: emotional communication

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Effects of Informal Learning and Positive Psychological Capital on Job Satisfaction and Customer orientation (무형식 학습과 긍정심리자본이 직무만족 및 고객지향성에 미치는 영향)

  • Kim, Joon-Hwan
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.195-202
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    • 2017
  • Previous studies on salesperson's performance have concentrated on increasing job satisfaction through compensations and benefits or effective communication processes and have not sufficiently considered the emotional aspect of salesperson's selling behaviors. The purpose of this study is to investigate informal learning and positive psychological capital on the relationship between job satisfaction and customer orientation of IT salespeople. Data were collected from 159 IT salespeople and analyzed by structural equation modeling (SEM). As a result, it was found that the informal learning of IT salesperson had a significantly positive impact on positive psychological capital. Positive psychological capital was significantly affect on job satisfaction and customer orientation. Positive psychological capital mediated the relationship between informal learning and job satisfaction/customer orientation. The results of this study suggest that there is a need to develop informal learning based on positive psychology and to strengthen the reflected job satisfaction and customer orientation.

A study on the influence of customer engagement on Chinese consumers' purchase intention and brand attitude of the luxury brand community (럭셔리 브랜드 커뮤니티에서 고객 인게이지먼트가 중국 소비자의 구매의도 및 브랜드 태도에 미치는 영향)

  • Danyang, Liu;Kim, Hyojung;Park, Minjung
    • The Research Journal of the Costume Culture
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    • v.28 no.5
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    • pp.621-638
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    • 2020
  • Luxury companies are striving to improve their communication with customers while paying attention to online promotion and marketing activities. As companies interact with customers in luxury brand communities via various channels, they yield consumers higher value throughout the effective consumption process. In addition, this connection enhances customers' understanding of the company, making it easier for companies to acquire empathy from customers. This study aims to analyze the value factors that affect luxury brand community members' purchase intention and brand attitude. This study utilizes online survey results of four hundred prestige brand community users in China. The results reveal the positive effects of customer engagement on customer psychological empowerment and flow, the positive impacts of customer psychological empowerment and flow on community identity and brand attachment, the positive effects of community identity on purchase intentions, and the positive effects of brand attachment on purchase intentions and brand attitude. Furthermore, the results show that community types and fashion involvement partially moderate customer engagement. This study provides theoretical suggestions for relationship marketing in the luxury brand community environment. Last, this study presents practical implications that companies could utilize to create an emotional connection with their community members, resulting in an increase of customer support.

A Study on Relative Importance of Project team members Competencies Using AHP (AHP를 활용한 프로젝트 팀 구성원의 개인역량 상대적 중요도 연구)

  • Kim, Yeoungdae;Lee, Jinah;Oh, Minjeong
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.43 no.3
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    • pp.216-227
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    • 2020
  • The purpose of this paper is to identify a relative importance and priority of the factors of Competencies of project team member. It aims to present the differential competency factors from a differentiated perspective by applying the Leadership Development Questionnaire, which is the competency dimension required for manager, to team member. (1) Background: The diverse needs of customers and companies, and the uncertainty, complexity, ambiguity, and volatility of the environment surrounding the company in the era of the Fourth Industrial Revolution threaten the survival of company. In this respect, companies should implement the project management approach and strive to increase the capabilities of each team member. (2) Methods: AHP method was used to prioritize which factors were considered more importance level and the gap of relative importance level between project manager group and team members group. (3) Results: In the analysis of the relative importance of the upper class, weights were derived in the order of managerial competence, intellectual competence, and emotional competence. The sub-factor that respondents prioritize was communication as the 1st priority, and it was analyzed in the order of strategic perspective, achieving, critical analysis and judgement, and vision and imagination. There were some differences in the ranking of the relative importance of achieving and vision and imagination attributes between the PM group and TM group, it was analyzed that there was no significant difference overall. (4) Implications: The results of this study confirmed the recognition that team members are required to have the same competencies as the project manager. And based on the priorities of the competencies required of team members, companies are expected to cultivate professional and competent team members, and expand the roles and authority of team members so that they can actively carry out projects.

A Study on Visual Contents Exhibition Design as Efficient Spatial Experience Utilizing Internet of Things (사물인터넷을 활용한 효율적인 공간체험 영상콘텐츠 전시 디자인에 대한 연구)

  • Ryu, Chang-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.611-612
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    • 2017
  • Recently, exhibition space has incorporated a format in which visual contents providers and viewers can directly or indirectly experience the space with a sense of immersion. By offering more extended spatiality within a limited space, such exhibition design is now transcending physical limitations and expanding to visual reality; as such, exhibition design demands the implementation of not only visual elements but information services generated between people, contents, and objects. To this end, this study examines the changes and the development direction of exhibition techniques that use Internet of Things (IoT), which is a representation of environmental change in exhibition design of our times; it also explores the various forms of change based on the perception of the visual contents (visual exhibits) users during the act of accumulating and using information through the smartphone communication of viewers who experience the space through IoT. Finally, the study conducts a case study on the relationship between a regular exhibition and an exhibition design that makes use of IoT, in order to propose an exhibition design with which to verify whether the viewers are immersed in and experience a sense of realism from visual contents by identifying the viewers' visual and emotional changes.

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Characteristics of Character Costume in the Theme Park (테마파크 캐릭터 코스튬의 특성)

  • Cho, Hyun-Jin;Cho, Woo-Hyun
    • Journal of the Korean Society of Costume
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    • v.57 no.7
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    • pp.137-152
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    • 2007
  • The purpose of this study is to research on concept, consisting factors, and specialties of theme park' character costumes to understand better about character costumes as well as to establish fundamental research data. The characteristics of character costumes in the theme park are as follows. First, theme park' character costumes are personified so that visitors may feel friendly and have emotional communication with them. Specially, costume that anthropomorphize an animal(85.3%) and silhouette of lozenge style(86.8%) dominated the highest weight. Animal figures are walking upright and wearing human's clothes. They communicate with visitors using mime actions. Second, various types of body proportion is applied to highlight the characteristics of character costume. Most character costumes are applied with unrealistic body proportion. This unrealistic body proportion give abnormal image and looks funny. The important factor is size of their head. Especially, 3.5 body proportion(78.9%) is general. Third, simplification, exaggeration, shrinkage, and modification are other factors. Simplification is applied differently by parts. Pocket, collar details are simplified to clarify the character's image. More simplification can lead to ommission. For their head, peculiar parts look stand out but other parts are simplified to stress their characteristics. Exaggeration is used with shrinkage to give strong impression to visitors. Forms are broken intentionally and they are modified. They look impressive because they are not harmonized. It is unexpected image and induces humor and familiar feelings. Matter of stylization includes exaggeration, shrinkage, modification and movement of actors that have tangible factor of character costume.

Effectiveness of a Character Education Program on Cultivating Character among Elementary School Students (인성교육 프로그램이 초등학생 인성 함양에 미치는 효과)

  • Lee, Eun Ji;Joung, Yoo-Sook;Lee, Se Yong;Lee, Sun Woo;Noh, Ji Hye;Shim, Ye Rin;Hong, Jin Pyo;Chung, Young Hee
    • Anxiety and mood
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    • v.13 no.1
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    • pp.46-52
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    • 2017
  • Objective : The purpose of the present study was to examine the effectiveness of a school-based character education program on the character development of elementary school students. Methods : A total of 1,325 elementary school students participated in the study. Pre-post changes in eight character virtues (self-esteem, self-regulation, honesty, sincerity, communication & caring, citizenship, justice, responsibility/cooperation) and student satisfaction were assessed. A paired t-test was performed to determine the effects of the program. Results : Of the students who participated in the program, the 4th and 5th grade students showed significantly increased scores on all eight character virtues ; whereas, the 6th grade students showed significantly increased scores on five character virtues. Conclusion : Despite the differences in effect based on the grade levels, the study results supported the effectiveness of a school-based socio-emotional character education program. This study could provide a basis for future research on the development of effective character education programs.

A Evaluation System for Preference based on Multi-Emotion (다중 감성 기반의 선호도 평가 시스템)

  • Lee, Ki-Young;Lim, Myung-Jae;Kim, Kyu-Ho;Lee, Yong-Whan
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.5
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    • pp.33-39
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    • 2011
  • In modern society, in business decisions of our customers are continually increasing in importance, and owing to the development of information and communication technology effectively on a computer to measure the preferences of key customer techniques are being studied. However, this preference reflects significantly on personal ideas, and therefore, it is difficult to commercialize a measure calculated according to the ambiguous results. In this paper, by using biometric information that has been measure; we have configured the multi-sensitivity models based on customer preferences to evaluate the proposed system. This system consists of multiple biometric information of multi-dimensional vector model for learning through the use of structured emotional to apply the same criteria to evaluate customer preferences. In addition, by studying the specific subject-specific emotion model, it is shown to improve accuracy with further experiments.

Analyses of the Patterns of the Synchronous and Asynchronous Social Media Usage in College e-Learning Settings (대학 이러닝 환경에서 실시간과 비실시간 소셜미디어 활용유형 차이분석)

  • Eom, Sang-Hyeon;Lim, Keol
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.27-34
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    • 2017
  • As information technology has been developed in a rapid way, a lot of users get to be familiar with social media. Accordingly, the possibility of social media for educational use has increased. From the view point of learning, social media help learners make communities of practice that can lead to collective intelligence. In this study, two different types of social media, synchronous and asynchronous, were compared in terms of usage patterns in the e-learning settings of college level. Content analysis has figured out four factors: learning content, tasks and assignments, emotional communications, and chatting. There found to be a statistical differences in the postings in all of the factors except tasks and assignments. In the qualitative interviews, the participants told various usage patterns of synchronous and asynchronous social media. In sum, the learners generally preferred synchronous social media. Rather, asynchronous social media were mainly used for deep thinking and summarizing. Last, suggestions were made to improve educational environments for the learners in the digital and social media age.

Design and Implementation of E-mail Client based on Automatic Feeling Recognition (인간의 감정을 자동 인식하는 전자메일 클라이언트의 설계 및 구현)

  • Kim, Na-young;Lee, Sang-kon
    • The Journal of Korean Association of Computer Education
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    • v.12 no.2
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    • pp.61-75
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    • 2009
  • Modern day people can easily use an e-mail client for general communication, because of using Internet and cellular phone. The mail client for the purpose of private and business affair, advertisement, news searching, and business letter is widely used and has side effects. People could send an important document via an electronic mail client. It is important to support an e-mail client intelligent. We think that many kinds of techniques of natural language processing must be provided in the client with human's emotion. We consider to design a new mail client with six kinds of senders' emotional information; delight, angry, sad feeling and message to express, manner of talking, a discomfort index etc. Before sending an e-mail, we suggest a user to correct a bad word because we do not want to feel bad to a receiver. We present a proper process of sending/receiving for users with a new designed e-mail clients.

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A Research on Quality of Life of Facial Palsy Patients (구안와사 환자의 삶의 질에 대한 연구)

  • Moon, Hyo;Park, Min-Cheol;Hong, Seok-Hoon;Youn, In-Hwan;Lee, Dong-Hyo;Lee, Chung-Ho;Kim, Nam-Kwon
    • The Journal of Korean Medicine Ophthalmology and Otolaryngology and Dermatology
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    • v.22 no.1
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    • pp.157-171
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    • 2009
  • Objective : The face is very important for human communication. So facial palsy patients experience not only physical disturbances but also serious emotional stress. Therefore the focus of treatment must be to not only aid the recovery of objective symptoms but also the improvement of subjective quality of life. However there has not been enough Oriental Medical study in this field until now. Thus this study was begun to suggest a useful index for the treatment of facial palsy. Methods : Grade of paralysis, sequelas, and quality of life were used for evaluation. To evaluate Grade of paralysis, House-Brackman Grade was used as the Gross scale and Kim's Grade was used as the Regional scale. Sequelas were evaluated by muscle contraction, synkinesis, NA, and grade of philtrum tilt. Quality of life was evaluated by SF-36v2, Facial Disability Index, and Vas. Results & Conclusion : 1. The change of grade of paralysis between the early and the present time reveals remarkable improvement statistically. 2. There was a remarkable improvement in all parts of quality of life except several areas of SF-36(RP, RE, MH, VT) 3. In only PF(Physical Function) of FDI, quality of life increased remarkably according to the improvement of grade of paralysis. 4. There is the positive relationship among Kim's grade, HB grade and Synkinesis 2. 5. Synkinesis among sequelas has the greatest effect on quality of life. And muscle contraction, change of NA, and grade of philtrum tilt also affect quality to some extent. 6. There was no remarkable relationship between the period of illness and change of quality of life. 7. Change of NA is shown after 3 months of illness and synkinesis becomes worse after 6 months of illness.

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