• Title/Summary/Keyword: emotional context

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A CASE OF CONDUCT DISORDER CONFINED TO FAMILY CONTEXT (가정에 국한된 품행장애 1례)

  • Chung, Sun-Ju;Cho, Soo-Churl
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.8 no.2
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    • pp.287-297
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    • 1997
  • Conduct disorder has been subclassified by the symptom characteristics of socialization, aggression, or age of onset. In ICD-10, ‘Conduct disorder confined to family context’ has been developed as a distinct subtype. Which delineates the conduct problems which take place only in the family and related situation. These authors experienced a case which presents a child who shows aggressive and violent behavior to his parent and brother, severe tamper tantrum and destructiveness only in family. By through history taking, observation and treatment after admission, we could find that insecure and ambivalent attachment between parent and child due to chronic neglect and abuse, and inconsistent parental behavior contribute to many behavioral and emotional problems of this child. We reviewed the relationship between conduct disorder and family pathology and treatment strategy for conduct disorder with family problems.

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A Study on 3D Animation Emotional Lighting Style (3D애니메이션의 감성적 라이팅 스타일 연구)

  • Cho Jung-Sung
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.153-160
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    • 2005
  • It is within bounds to say that the mood expressed in the Scenes of 3D Animation influences by mostly setting up of 3D CG lighting. Tn the context of CG, lighting is the process of illuminating digital scenes in an artistic and technical manner so the audience can perceive what the director intends to display on the screen with the appropriate clarity and mood. The lighting has the role of making the scenes beautiful and harmonious as an aesthetics of light and color created and controlled by people. It can be also stylized in symbolic and metaphorical methods environmental mood which we pursue to expose and story which we want to express. It thus appears that the concept of lighting style is intimately related to the particular context and art direction of animation film. But unfortunately, there are no foolproof formulas to the process of lighting a scene. In short, the lighting contributes to define the style of the scene as a conditional lighting setups' elements including position, color, intensity, shadow's area and scope. But at the same time, we must not overlook the artistic aspects that the lighting might suggest over all moods the animation genre and the style of scene like tranquility, suspense, and high-drama.

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Emotion Analysis Using a Bidirectional LSTM for Word Sense Disambiguation (양방향 LSTM을 적용한 단어의미 중의성 해소 감정분석)

  • Ki, Ho-Yeon;Shin, Kyung-shik
    • The Journal of Bigdata
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    • v.5 no.1
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    • pp.197-208
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    • 2020
  • Lexical ambiguity means that a word can be interpreted as two or more meanings, such as homonym and polysemy, and there are many cases of word sense ambiguation in words expressing emotions. In terms of projecting human psychology, these words convey specific and rich contexts, resulting in lexical ambiguity. In this study, we propose an emotional classification model that disambiguate word sense using bidirectional LSTM. It is based on the assumption that if the information of the surrounding context is fully reflected, the problem of lexical ambiguity can be solved and the emotions that the sentence wants to express can be expressed as one. Bidirectional LSTM is an algorithm that is frequently used in the field of natural language processing research requiring contextual information and is also intended to be used in this study to learn context. GloVe embedding is used as the embedding layer of this research model, and the performance of this model was verified compared to the model applied with LSTM and RNN algorithms. Such a framework could contribute to various fields, including marketing, which could connect the emotions of SNS users to their desire for consumption.

Structural study on storytelling of VR contents (VR 콘텐츠의 스토리텔링에 대한 구조적 연구)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.295-300
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    • 2019
  • Modern society is the era of convergence, and storytelling requires the necessity of storytelling in which two types of data types, emotional stories and information, are fused. Particularly, in the case of VR contents, the user must directly participate in the content and select the information through the process of freely searching $360^{\circ}$ space, so that the user can interact with the content immediately. Therefore, there is a limit to access to the existing storytelling method, and it is considered that the implementation of 'convergent storytelling' that meets two areas of sensitivity and information is considered to be an urgent genre. In this paper, we focus on the spatial characteristics of VR contents, and then, as a way to effectively implement 'convergent storytelling' in VR contents, We propose a custom system by organizing the type into a circle structure. Based on this, it is expected that the technology will be developed into a research of a personalized system that meets two areas of emotion and information by utilizing the context recognition process for VR content and interaction in the fourth industrial revolution era.

Exploring Scientific Argumentation Practice from Unproductive to Productive: Focus on Epistemological Resources and Contexts (비생산적 논변에서 생산적 논변으로의 실행 변화 탐색 -인식론적 자원과 맥락을 중심으로-)

  • Lee, Jeonghwa;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.41 no.3
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    • pp.193-202
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    • 2021
  • This study aims to identify what kind of epistemological resources were activated in unproductive and productive practice by students participating in scientific argumentation, and to explore which contexts result in changes in argumentative practice. We collected transcriptions of participants' argumentative lessons and interview, participants' work sheets, and researchers' field notes. The analysis revealed that the focus group activated different kinds of epistemological resources depending on their practice; propagated, belief, and accumulation in unproductive practice and constructed, understanding, accumulation, formation and rebuttal in productive practice. We found two contextual cues that led to these changes; unfamiliar form of argumentative task was provided and emotional, epistemic, and conceptual support of the epistemic authority. This work can be provided as additional case studies to analyze changes in practice according to learner context-dependent epistemology, and we expect to contribute to discussions of productive epistemology and stabilization for students' authentic science engagement.

Factors Associated with Behavioral Intention to COVID-19 Social Distancing in Loss versus Gain Advertising Context (COVID-19 사회적 거리두기 실천의도에 영향을 미치는 요인: 손실과 이득 메시지 프레이밍 광고상황)

  • Choi, Ja In;Choi, Ja Yun
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.463-471
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    • 2022
  • Purposes of this study were to identify the factors associated with behavioral Intention to social distancing (BItSD) in a loss versus gain advertising context. This study is a secondary analysis of data surveyed after randomly allocating one of the loss and gain message framing advertisements for the prevention of coronavirus disease-2019 (COVID-19) infection to 379 adults aged 19 and over living in Korea in early March 2021. Attitude toward advertisement (𝛽=.03, p<.001), involvement in COVID-19 (𝛽=.14, p=.006) and emotional stigma (𝛽=-0.17, p<.001) were associated with BItSD, and the explanatory power of these variables was 19% (Adjusted R2=.19). Therefore, when health care professionals communicate with the public, they should develop the strategies to increase public people's involvement in the information and to induce positive advertising attitudes, and provide the effective messages to prevent stigma by accurate information.

Composition of a Nonlinear Storytelling Board while Maintaining Vertical and Horizontal Context of Scenes (비선형 스토리텔링보드 구성과 종적 횡적 장면의 맥락 유지)

  • Hongsik Pak;Suhyeon Choi;Taegu Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.423-430
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    • 2023
  • This dissertation discusses the formulation of a nonlinear storytelling board that preserves the contextual perspective of characters. Storytelling encompasses the director's creative intention by leveraging the interaction of various elements to construct a logical narrative that explores cause and effect. Its primary objective is to enhance viewers' empathy. Consequently, there is a pressing need for comprehensive research on differentiating storytelling from storyboarding. Moreover, the integrated approach to storytelling and storyboarding holds scholarly value in understanding the process of narrative composition and visualization. Thus, a study proposes a method for constructing nonlinear storytelling boards considering the discrete camera perspective and contextual scene continuity, ultimately contributing to visual complexity and correlation comprehension. This approach enables a careful and simultaneous consideration of the correlations that deepen cognition, including the physical, emotional, and event rhythms mentioned in Karen Perlman's theory.

Elementary Students' Cognitive-Emotional Rebuttals in Their Modeling Activity: Focusing on Epistemic Affect (모형 구성 과정에서 나타나는 초등학생의 인지, 감정적 반박 -인식적 감정을 중심으로-)

  • Han, Moonhyun;Kim, Heui-Baek
    • Journal of The Korean Association For Science Education
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    • v.37 no.1
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    • pp.155-168
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    • 2017
  • This study investigates how elementary students used cognitive-emotional rebuttals in the context of modeling activities, especially on how their emotional and cognitive processes lead them to use rebuttals in terms of epistemic affect. Twenty-five fifth grade elementary students participated in the study as part of their science class. During the course of their sixth periods, students constructed a human respiratory system model through continuous discussion. The research results showed that elementary students used an elaboration-oriented rebuttal, a defence-oriented rebuttal, and a blame-oriented rebuttal in their modeling activity. The elaboration-oriented rebuttal interspersed with negative epistemic affect was used to elaborate on a student's explanation, and a negative epistemic affect was elicited from their cognitive discrepancy. On the other hand, defence-oriented rebuttal and blame-oriented rebuttal entangled with negative epistemic affect were used to defeat the students rather than help rigor evaluation of students' explanation, and the negative epistemic affect was elicited from the other students' undesirable behavior. These results suggest that students' rebuttals can be elicited by epistemic dynamics related to the epistemic affect. The study shows that if negative epistemic affect were elicited from the other students' naive or false explanations, such an emotion is natural in terms of model construction, and the model can be further developed through the acceptance of the elaboration-oriented rebuttals by students' emotion regulation. In addition, we suggest that negative emotions aroused from the worsening of relationships during small group modeling activities are difficult to regulate and can have negative effects on students' cooperative model construction.

A Study on the Impact of Consumption Value on Buying Behavior of Digital Convergence Product (컨버전스 제품의 소비가치 도출을 위한 탐색적 연구 - 로봇제품의 소비가치분석을 중심으로-)

  • Hur, Won-Moo;Kim, Jea-Yung;Park, Kyung-Do
    • Journal of Korea Technology Innovation Society
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    • v.10 no.3
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    • pp.458-485
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    • 2007
  • This study aims to examine the effects of consumption values on digital convergence products buying behavior. Especially, this study examines the nature of consumption values that differentiate incremental innovation products from radical innovation product. We first categorize the convergence products into incremental innovation products and radical innovation products based on the degree of innovation, and then study the differences of consumption values of each product group. The empirical research is conducted on the premise that the consumer's value can play an important role in the process of selecting convergence product types. Although some factors related to function value has been accounted much of, various consumer values have not been studied in the context of convergence product consumption behavior. This research assumes that consumer choice behavior is a function of multiple consumption values such as functional value, social value, emotional value, and epistemic value. The result shows that consumption values of digital convergence products are made up of 4 consumption values-emotional, epistemic, social and functional values. Also, these consumption values affect the purchase intention of consumers. Purchase intention of radical innovation convergence products is affected by emotional value, epistemic value, and functional values. Purchase intention of incremental innovation convergence products is affected only by functional value. Demographic variables such as sex, age and income don't have influence on purchase intention. Our findings suggest that choice behavior of digital convergence product is influenced by several consumption values. Managerially, our result emphasize that convergence products must satisfy the consumption values that consumers are seeking in order to be successful in the market. the theoretical and practical implications of these findings are discussed as well.

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A Process Model for Virtual Collaboration: Theoretical Synthesis and Empirical Exploration (가상협업을 위한 프로세스 모형)

  • Suh, A-Young;Shin, Kyung-Shik
    • Asia pacific journal of information systems
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    • v.18 no.2
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    • pp.73-94
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    • 2008
  • When individuals collaborated in virtual settings, communication is medicated through a variety of communication technologies, and is associated not only with communication effectiveness but also with socio-emotional interactions among group members. In this regards, scholars have examined how technology-mediated communication systems can be designed and used to facilitated communication interaction. However, the empirical results of the previous studies have revealed inconsistencies in the effects of communication media on users' behavioral or attitudinal responses, and on their viable effectiveness in organizations. Some studies claim that computer-mediated communication(CMC) is task-oriented but not suitable for emotional expression since it hinders close interpersonal interaction. On the other hand, some studies argue that individuals are able to develop interpersonal relationships more effectively in a CMC environment than in an FtF-environment. Due to the different perspectives, a theoretical gap exists, and it leads to the inconsistent research findings. The purpose of this paper is to combine the two different perspectives into single unified model, thereby providing a more realistic and comprehensive understanding about virtual collaboration. The present study here sought to answers the following questions with organizational communication perspective: What are the major components of virtual collaboration? What factors affect the performance of virtual collaboration? And what kind of managerial efforts should organization make in order to facilitate CMC media effectiveness in virtual collaboration? Although there is a certain belief that new media, namely technology-mediated communication support would create new opportunities, the problem of "how" or "why" has been an important question that is still not fully addressed. In this regards, we collectively reexamined previous literatures with major issues which are still controversial and integrated various theoretical activity within computer-mediated communication domain: task-oriented approach, socio-emotional approach, and evolutionary psychological approach. Our first contribution is to develop a framework for virtual collaboration by combining two different perspectives into a single unified model, providing a more realistic and comprehensive understanding. The second main contribution is the joint modeling of both social presence and cognitive effort, and the effects on two distinct but important communication outcomes(i.e., take performance and relational development). We tested the research hypotheses which were developed based on the various CMC theories using data gathered through a self-administered mail survey of 127 individuals of 69 virtual workgroups. The proposed model was supported, providing preliminary evidence that the tension between two opposite view should be integrated. The results show that the individual's psychological processes(social presence and cognitive effort) in a virtual environment significantly mediated the effect of CMC inputs (media richness, user adaptation, and shared contest) on the CMC outputs (task performance and relational development). Furthermore, this study shows that the lack of perceived media richness of CMC media can be complemented by user adaptation and shared context. Based on the results, we discuss how communication system should be designed and implemented so as to promote virtual interaction as well as how a virtual workgroup should be composed to complement the lack of media richness. A virtual collaboration using CMC media may create new value by overcoming the logistical constraints. On the other hand, it may also generate various managerial risks such as communicational depersonalization, process dissatisfaction, and low cohesion. Therefore, this study suggests that organization managers should carefully choose the CMC mediums and monitor individual member's cognitive and affective psychological processes during virtual collaboration to reduce potential risks in virtual collaboration.