Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.13
no.5
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pp.103-118
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2018
This study would provide the basic data informative for establishing a VMD strategy, covering design and marketing for business owners and prospective entrepreneurs, including the persons concerned with the food and beverage industries by investigating the relationships of the impacts of several factors in the cognitive dimension factors of VMD in food and beverage stores on consumers' emotional response and behavior intention and the mediating effect of emotional responses, applying the concept of VMD to the food and beverage industries. To check this research purpose, data were collected through a survey, conducted with various consumers in their 20s through 60s who have experienced the use of food and beverage stores. The period of the survey was from September 20 through October 10, 2017, 202 copies of questionnaires were collected without missing values and used as data for the final analysis. As for the analysis of the data, using SPSS statistical software, frequency analysis and descriptive statistics, analysis of reliability and validity, correlation analysis, single and multiple regression analysis were conducted. According to the results of this study, first, the relationship of the impact between the VMD cognitive dimension of food and beverage stores and customers' emotional responses was statistically significant. In concrete, all factors of VMD cognitive dimension, including the factors of suitability and daily escape had positive (+) impacts on positive emotions. Second, as a result of an analysis of the impact of emotional responses felt in the process of visiting the food and beverage stores on customers' behavior intention, it turned out that positive emotions had a positive (+) impacts on visit intention and recommendation intention while negative emotions did not have any impacts on visit intention and recommendation intention. Third, as a result of an analysis of the impact of VMD cognitive dimension on behavior intention, the suitability and balance of the VMD cognitive dimension had positive (+) impacts on visit intention while daily escape and functionality had positive (+) impacts on recommendation intention. Fourth, as a result of checking if emotional responses had a mediating effect in the relationship between the VMD cognitive dimension and behavior intention, positive emotions had a full mediating effect while there was no mediating effect of negative emotions between the VMD cognitive dimension and behavior intention. In conclusion, this study found that the VMD cognitive dimension of food and beverage stores affected consumers' emotional responses and that emotional responses were a factor affecting behavior intention and proved that consumers' emotional responses differed depending on the factors in the cognitive dimension. Thus, in food and beverage stores, it would be necessary to make effective designs of the stores and differentiate the presentation of them through utilizing detailed factors of the cognitive dimension of VMD. Also, the results of this study could be utilized as the appropriate marketing tools for customers in food and beverage stores and as the basic data for establishing the strategy.
Jungeun Bae;Myeongul Jung;Youngwug Cho;Hyungsook Kim;Kwanguk (Kenny) Kim
Journal of the Korea Computer Graphics Society
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v.29
no.3
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pp.33-43
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2023
Not only emotions affect physical sensations, but they also have an impact on physical movements. The responses to emotions vary depending on the type of emotional stimuli. However, research on the effects of emotional stimuli on the activation of bodily movements has not been rigorously examined, and these effects have not been investigated in Autonomous Emotion Recognition (AER) systems. In this study, we aimed to compare the emotional responses of 20 participants to three types of emotional stimuli (words, pictures, and videos) and investigate their activation or deactivation for the AER system. Our dependent measures included emotional responses, computer-based self-reporting methods, and bodily movements recorded using motion capture devices. The results suggested that video stimuli elicited higher levels of emotional movement, and emotional movement patterns were similar across different types of emotional stimuli for happiness, sadness, anger, and neutrality. Additionally, the findings indicated that bodily changes observed during video stimuli had the highest classification accuracy. These findings have implications for future research on the bodily changes elicited by emotional stimuli.
The Journal of Korean Society for School & Community Health Education
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v.20
no.2
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pp.81-91
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2019
Objectives: It helps dental clinic to work 1:1 consulting and select the properties of the Kakao Talk message. The study was designed to determine the influence of users cognitive and emotional responses by message attribute that affect intention of use of dental clinic. Methods: This study targeted 297 peple Kakao Talk users aged 20-50 s, in Seoul, Gyeonggi-do and Incheon from, February 6 to April 7, 2017. We analyzed the data with frequency analysis, t-test, one-way ANOVA, and multiple regression analysis by using SPSS ver 24.0(SPSS Inc, Chicago, USA). The significance level for significance was set at 0.05. Results: Among the user's responses about the event type Kakao talk message, the ease(${\beta}=0.121$, p<0.01), usefulness(${\beta}=0.148$, p<0.001), affinity(${\beta}=0.471$, p<0.001), satisfaction(${\beta}=0.249$, p<0.001). affected intention of use of dental clinic. Among the user's responses about the dental information type, the ease(${\beta}=0.150$, p<0.05), expertise(${\beta}=0.151$, p<0.05), satisfaction(${\beta}=0.237$, p<0.001) affected intention of use of dental clinic(p<0.05). Among the user's responses about the general public relations type, the expertise(${\beta}=0.254$), affinity(${\beta}=0.193$), satisfaction(${\beta}=0.474$) affected intention of use of dental clinic(p<0.001). Conclusion: It is necessary to elicit a positive intention of use of dental clinic through a highly emotional response from the users to improve the image of the dental clinic and to attract patients.
While the cognitive aspects of customer behavior have been a main subject of research, some researchers are now focusing on the emotional aspects. The influence of emotion on attitude and judgement has been accepted by many researchers, and most studies regarding emotion have focused on physical surroundings and emotional responses, based on Mehrabian & Russell's 1974 model. This study aimed to expand the scope of the model by including employee service. Here we examined the structural relationships between the physical surroundings and employee service of upscale restaurants, along with emotional response, and service loyalty. Physical surroundings and employee service were used as single factors, and we composed four different emotional responses: positive, negative, positive arousal, and negative arousal. While physical surroundings had impact on 'positive emotion' and 'positive arousal', Employee service had influence on 'negative emotion', and 'negative arousal' as well as 'positive emotion'. And 'positive emotion' and 'positive arousal' influenced service loyalty. Lastly, there was also a correlation between physical surroundings and employee service.
The purpose of this study was to identify emotional responses, of stroke patients using Q analysis. From the data analysis, five types of emotional responses in stroke patients were classified as follows. 1. Acceptance and Overcoming : They attached to life strongly and had self-confidence of recovery. They were striving against their situation through using anything else good for their recovery. 2. Anger Type : They recognized a labile feeling and were angered easily. They had a self-confident and self-esteemed personality before they had a stroke. 3. Conflict Type : They wanted interaction with others. This individual recognized that no one knows their agonies. They were thankful to god or their family, while they could not control their minds. Their family supports were low. 4. Deficiency of self-esteem Type : They had a self-confidence of recovery, but they were in fear of interaction with others. Especially, they were ashamed of themselves. They have a high sense of responsibility and nigh self-esteem for themselves before they had a stroke. 5. Despair Type. : They were sorry to trouble their family. They felt depression, anxiety, darkness, uselessness of themselves, and they wanted to die. They recognized financial burden. for their family. The characteristics of the five types of stroke patient identified in this study will be used to assess emotional nursing needs for stroke patients. The findings of this study will provide practical guidelines for developing nursing interventions for stroke patients based on the characteristics of subjectivity types.
KSII Transactions on Internet and Information Systems (TIIS)
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v.8
no.6
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pp.2056-2069
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2014
In order to implement interactive and personalized Web services properly, it is necessary to understand the tangible and intangible responses of the users and to recognize their emotional states. Recently, some studies have attempted to build emotional state estimation models based on facial expressions. Most of these studies have applied multiple regression analysis (MRA), artificial neural network (ANN), and support vector regression (SVR) as the prediction algorithm, but the prediction accuracies have been relatively low. In order to improve the prediction performance of the emotion prediction model, we propose a novel SVR model that is optimized using a genetic algorithm (GA). Our proposed algorithm-GASVR-is designed to optimize the kernel parameters and the feature subsets of SVRs in order to predict the levels of two aspects-valence and arousal-of the emotions of the users. In order to validate the usefulness of GASVR, we collected a real-world data set of facial responses and emotional states via a survey. We applied GASVR and other algorithms including MRA, ANN, and conventional SVR to the data set. Finally, we found that GASVR outperformed all of the comparative algorithms in the prediction of the valence and arousal levels.
Objective: The aim of this study is to compare results of emotion recognition by several algorithms which classify three different emotional states(happiness, neutral, and surprise) using physiological features. Background: Recent emotion recognition studies have tried to detect human emotion by using physiological signals. It is important for emotion recognition to apply on human-computer interaction system for emotion detection. Method: 217 students participated in this experiment. While three kinds of emotional stimuli were presented to participants, ANS responses(EDA, SKT, ECG, RESP, and PPG) as physiological signals were measured in twice first one for 60 seconds as the baseline and 60 to 90 seconds during emotional states. The obtained signals from the session of the baseline and of the emotional states were equally analyzed for 30 seconds. Participants rated their own feelings to emotional stimuli on emotional assessment scale after presentation of emotional stimuli. The emotion classification was analyzed by Linear Discriminant Analysis(LDA, SPSS 15.0), Support Vector Machine (SVM), and Multilayer perceptron(MLP) using difference value which subtracts baseline from emotional state. Results: The emotional stimuli had 96% validity and 5.8 point efficiency on average. There were significant differences of ANS responses among three emotions by statistical analysis. The result of LDA showed that an accuracy of classification in three different emotions was 83.4%. And an accuracy of three emotions classification by SVM was 75.5% and 55.6% by MLP. Conclusion: This study confirmed that the three emotions can be better classified by LDA using various physiological features than SVM and MLP. Further study may need to get this result to get more stability and reliability, as comparing with the accuracy of emotions classification by using other algorithms. Application: This could help get better chances to recognize various human emotions by using physiological signals as well as be applied on human-computer interaction system for recognizing human emotions.
Whether an excellent animation film has vitality and charm largely depends on the aesthetic and emotional experience it brings to the audience, as well as the flexible use of the medium-long shot during the production of the animated film, especially the long take shot. It can then realize the real emotional communication between the animated film and the audience, stimulate the aesthetic experience, and achieve emotional resonance and sublimation. This thesis studies the characteristics and morphological divisions of moving long-shot composition and static composition and explores the diversified theories of animated emotional experience. Additionally, combined with the actual application analysis in the excellent animation feature "Prince Nezha's Triumph Against Dragon King", this thesis discussed the changes in the emotional experience created by the long take shots in the animation. This thesis finally summarized the relationship between the long shots in animation and the emotional experience of the animation creators, and how long shots stimulate viewers' aesthetic and emotional experience. In this way, it also provides a reference for future animation theory research, and finally creates animation works that bring high-quality emotional experience to the audience.
Journal of Information Technology Applications and Management
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v.21
no.4
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pp.203-223
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2014
This study proposes a novel context-aware recommender system, which is designed to recommend the items according to the customer's responses to the previously recommended item. In specific, our proposed system predicts the user's emotional state from his or her responses (such as facial expressions and movements) to the previous recommended item, and then it recommends the items that are similar to the previous one when his or her emotional state is estimated as positive. If the customer's emotional state on the previously recommended item is regarded as negative, the system recommends the items that have characteristics opposite to the previous item. Our proposed system consists of two sub modules-(1) emotion prediction module, and (2) responsive recommendation module. Emotion prediction module contains the emotion prediction model that predicts a customer's arousal level-a physiological and psychological state of being awake or reactive to stimuli-using the customer's reaction data including facial expressions and body movements, which can be measured using Microsoft's Kinect Sensor. Responsive recommendation module generates a recommendation list by using the results from the first module-emotion prediction module. If a customer shows a high level of arousal on the previously recommended item, the module recommends the items that are most similar to the previous item. Otherwise, it recommends the items that are most dissimilar to the previous one. In order to validate the performance and usefulness of the proposed recommender system, we conducted empirical validation. In total, 30 undergraduate students participated in the experiment. We used 100 trailers of Korean movies that had been released from 2009 to 2012 as the items for recommendation. For the experiment, we manually constructed Korean movie trailer DB which contains the fields such as release date, genre, director, writer, and actors. In order to check if the recommendation using customers' responses outperforms the recommendation using their demographic information, we compared them. The performance of the recommendation was measured using two metrics-satisfaction and arousal levels. Experimental results showed that the recommendation using customers' responses (i.e. our proposed system) outperformed the recommendation using their demographic information with statistical significance.
The purposes of the study is builded upon previous researches to set up research model and investigate the relationship among store image, customers' emotional responses and behavior intention. For achieving study purposes, research model and hypotheses were set up after reviewing previous researches. The data were collected from a sample of 296 customers of department store, then used to conducted an empirical analysis. The results showed the significant relationship were partially found among store image, emotional responses and behavior intention. Objective store image influence positive emotions, indirectly influence behavior intention through positive emotions, but objective store image don't influence negative emotions. Subjective store image influence shoppers' positive emotions and negative emotions, and indirectly influence shoppers' behavior intention through positive emotions and negative emotions. This study has provided a variety of theoretical and practical implications for retailers to set up marketing strategies.
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