• Title/Summary/Keyword: verbal scheme

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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
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    • v.8 no.2
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    • pp.8-17
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    • 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.

The Effects of Communication on Emotional Responses and Store Loyalty at Customer Contact - Focusing on the Moderating Effects of Salesperson's Attributes - (고객 접점에서의 커뮤니케이션이 감정적 반응과 점포 충성도에 미치는 영향 - 판매원 신뢰성과 매력성의 조절효과를 중심으로 -)

  • Kim, Sook-Hee;Kim, Yong-Ho
    • Management & Information Systems Review
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    • v.32 no.2
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    • pp.289-314
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    • 2013
  • This study analyzed differences in the effects of communication with salesperson's on customer's emotional responses and store loyalty at customer contact focusing on the moderating effects of salesperson's attribute. This study recognized the need for expanding the results of the prior researches to widen the understanding of communication, emotional responses, and store loyalty. This study tried to, first, examine the effects of communication between customers and salespersons on emotional responses and store loyalty at customer contact; second, determine the effects of reliability and attractiveness, which are attributes of salespersons, as moderating variables; third, examine relative influences of verbal and nonverbal communication on emotional responses and store loyalty. The results mainly showed, first, that communication significantly affected emotional responses and also had significant effects on arousal as well as positive and negative emotion, contrary to prior researches; second, that emotional responses significantly affected store loyalty; third, there was no difference in influences on emotional responses between verbal and nonverbal communication; fourth, the effects of communication on emotional responses depended on attributes of salespersons, demonstrating interactive effects between communication and attributes of salespersons. This study intended to provide theoretical expansion over relations between variables including the dimension of communication beyond empirical reconfirmation of prior researches. In addition, a strategic scheme was presented to manage positive relations with customers at customer contact.

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Exploratory Approach of Social Gameplay Behavior Pattern : Case Study of World of Warcrafts (소셜 게임플레이 행동패턴의 탐색적 접근 : World of Warcrafts를 중심으로)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.37-47
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    • 2013
  • The objective of this research is to discover the rule of gameplay related to the task interdependence to analyse the behavior pattern of social gameplay. Previous literatures related to the gameplay were reviewed and game which was suitable for the gameplay of the task interdependence was selected. A party-play includes a team of five people in the experiment during the gameplay with think-aloud method and video/audio data about action protocol and verbal report were collected. The video observation and protocol analysis were conducted to analyse data. The objective coding scheme were developed from consolidated sequence model task analysis. The player's behavior was analysed. The result was revealed that four rules and four modified rules were included into the total eight behavior pattern. A behavior graph integrated with five gameplay was written. The excellent cooperative spot and error and failure place could be identified. The social gameplay behavior graph is expected to be the key practical design guideline on whether the level design and balance design are proper.