The purpose of this study was to measure the causal relationships among affective belief, environmental belief, subjective norm, attitude and meat consumption behavior. A total of 318 questionnaires were completed. Structural equation model was used to measure the causal relationships among the constructs. Results of the study demonstrated that the structural analysis result for the data also indicated excellent model fit. The effects of affective belief, environmental belief and subjective norm on attitude were statistically significant. The effects of affective belief, environmental belief and subjective norm on meat consumption were statistically significant. As expected, attitude had a significant effects on behavioral intention. Moreover, attitude played a mediating role in the relationship between affective belief and meat consumption, environmental belief and meat consumption, subjective norm and meat consumption. Consumption played a mediating role in the relationship between attitude and behavioral intention. In conclusion, based on structural analysis, a model was proposed of interrelations among affective belief, environmental belief, subjective norm, attitude, meat consumption and intention. It should be noted that the original model was modified and should, preferably, be validated in future research. Other variables may be incorporated to form models that consist of new antecedent and consequence pairs.
노인의 일상생활을 편안하고 즐겁게 지낼 수 있도록 도와주는 동반자 로봇의 기능 중 부정적인 감정/정서상태 개선을 위한 Infotainment Service를 소개한다. 노인의 일상생활 중에서 부정적인 감정/정서상태를 정의하고, 이들의 정서상태를 개선할 수 있는 방법들을 모색한다. 인지행동치료에서의 배경지식을 기반으로 노인의 부정적인 정서상태를 개선할 수 있는 애니메이션 클립들을 제작, 편집하여 검증해 보기로 한다. 또한, 검증된 애니메이션 클립들을 이용하여 바람직한 감정상태로의 전이를 위한 감성 컨텐츠를 제공하는 기능을 도출한다. 구체적으로 일련의 실험적 접근방법을 토대로 제작, 편집한 애니메이션 클립을 이용하여 영화의 감정요소를 분석할 수 있는 도구를 설계하고, 기존의 선호도를 고려한 영화추천 시스템을 확장한 감정요소를 고려한 영화 추천시스템을 제안한다.
최근 들어 인간과 컴퓨터 상호작용 분야에서 기존의 인지적인 측면 이외에 감정의 역할에 대한 관심이 증폭되고 있는 추세이다. 본 연구에서는 사용자가 좁은 화면을 통해 의사 결정을 위한 정보검색을 수행 할 때 감정 상태에 따라 정보 검색 패턴이 달라지는지를 알아보고자 하였다. 본 실험에서 실험참가자들의 감정 상태를 긍정적 혹은 부정적 상태로 유도하기 위해 긍정적인 감정과 부정적인 감정을 유발시킬 수 있는 음악을 듣게 하였고 동시에 자신의 과거 기억으로부터 긍정적인 감정 혹은 부정적인 감정을 유발시킬 수 있는 자서전적 회상 과제를 수행하도록 하였다. 감정 유발 과정이 끝난 뒤 각 실험 참가자들은 작은 디스플레이를 통해 세 나라들에 대한 여행 정보를 검색하여 가장 선호하는 여행지를 선택하였고, 실험참가자들이 탐색한 링크들의 경로 및 각 링크에 머무른 시간 등이 실시간으로 기록되었다 실험결과 긍정적인 감정 상태에서는 중립 상태와 부정적인 감정 상태에 비해 보다 신속한 정보탐색이 이루어지는 것으로 나타났고, 중립 상태와 부정 감정 상태에서는 긍정 감정 상태에 비해 세부 항목에 상대적으로 많은 양의 인지적 자원을 할당하는 것으로 나타났다.
The purpose of this study was to identify the differences of cognitive responses, emotional responses, customer satisfaction, and service loyalty about service encounter quality by types of restaurants and to analyse emotional responses, customer satisfaction, and service loyalty in accordance with level of service encounter quality. The questionnaire were collected from customers (N=812) who had used restaurants in Seoul, aiming at 15 or more-year-old customers from October 24, 2005 to November 6, 2005. The main results of this study were as follows: Statistically significant difference was showed in importance and performance of interaction quality, importance and performance of physical environment quality, performance of outcome quality depending on types of restaurants, while significant difference was not indicated in importance of outcome quality by types of restaurants. Positive emotional response was significantly high by types of restaurants in order of fine-dining restaurants, family restaurants, and fast-food restaurants, while negative emotional responses were significantly higher in fast-food restaurants than in the other two types. As far as Customer satisfaction are concerned, fine-dining restaurants showed higher customer satisfaction than the other two types. Attitudinal service loyalty was high in fine-dining restaurants, family restaurants and fast-food restaurants in order and behavioral loyalty was not significantly different with each type of restaurant. In accordance with level of service encounter quality, cluster analysis was conducted and the clusters were divided into 'high-valuation' and 'low-valuation'. 'High-valuation cluster' and 'low-valuation cluster' showed significant difference depending on types of restaurants that customers used(p<.001). The customers who used fine-dining restaurants and family restaurants valued the performance of service encounter highly. However, in fast-food restaurants, a lot of low-valuation customers existed. Therefore, fast-food restaurants have to improve performance of interaction quality, outcome quality and physical environment quality in service encounter. In addition, in 'high-valuation cluster' who valued service encounter quality highly showed higher scores in positive responses, customer satisfaction, service loyalty than in 'low-valuation cluster', and showed low negative responses.
This research examines how various dimensions of physical environments influence patrons' psychological responses(especially emotional responses) in the restaurant service setting, and how these emotional responses, in turn, influence patrons' attitude formation. The result of empirical research indicates that restaurant physical environments have a significant effect patrons' emotional responses, and that these psychological experiences serve as critical mediators in the restaurant physical environments-store attitudes relationship. However, the effects of restaurant physical environments on patrons' psychological responses varied with the dimensions of physical environments. First, the effect of cleanliness on emotional responses was most significant, especially on negative emotion, out of 4 dimension of restaurant physical environment. Second, ambient conditions are the most important predictor on customers' positive emotion, and in turn, positive emotion has the most significant effects on customers' attitude formation of restaurant. Therefore, the result suggests that restaurants should manage(or, improve) their ambient conditions(e.g. background music, scents, ventilation, noise etc.) for efficiently maximizing customers' positive attitude. The implications of this study are discussed, and ideas for future work suggested.
인간의 감성은 감정과는 구분되는 심리적 현상으로, 감정이 강도가 높으며 생리적, 신체적 반응을 동반하는데 비하여, 감성은 강도가 낮으며 겉으로 나타나는 생리적 변화가 없다. 감정은 외부의 감각자극에 대하여 두뇌에서 단계적인 정보처리의 결과로 나타나지만 감성은 반사적이고 직관적으로 발생된다. 감정은 하나의 대상에 대하여 여러사람이 유사한 반응을 보이는 공통성과 객관성을 갖지만, 감성은 동일한 대상에 대해서도 개인에 따라 다양하게 나타나며 시간과 환경에 따하서도 변화한다. 감정은 일반성, 객관성, 반복성과 같은 학문적 연구대상으로서의 조건을 만족시키고 있으나, 감성은 그 특성이 학문이나 연구의 대상이 되기 위한 조건들을 충족시키지 못하며, 따라서 연구대상으로 인정받지 못하고 있다. 감성이 감정에 비하여 가장 두드러지는 점은 감정의 종류가 외부자극의 종류에 따라 결정되어지는 반면 감성의 발생은 개인의 재부상태, 즉 생활경험에 의한 기억에 의존한다는 점이다. 감성의 개인성, 변화성, 불확실성, 애매모호성등을 설명할 수 있기 위해서는 기존의 학문이 갖는 폐쇄성에서 벗어나 보다 많은 변수를 체계적이고 다각적으로 고려하는 새로운 접근이 필요하다. 학문과 연구대상에 대한 조건의 확대가 요구된다고 할 수 있다. 개인의 감성은 해당 시점에서 개인이 갖고 있는 심리상태와 함깨 연령, 성별, 교육정도, 건강상태와 같은 개인요소뿐만 아니라 개인의 의식과 생활에 영향을 미치는 가정과 사회특성, 나아가 전통과 관습, 종교, 환경등와 같은 문화적 특성에 의해서도 변화된다. 그리고 이들 요소들을 개인이 처한 상황에 따라 영향의 정도가 다양하게 변화한다. 많은 요인들에 의하여 다양하게 변화되는 감성은 감성의 영향을 받는 생활환경과 결합되고, 생활경험을 중심으로 한 기억은 두뇌의 Limbic system은 자율신경계를 조절하는 hypothalamus와 밀접한 관계를 갖고 있다. 따라서 감성의 측정평가를 위해서는 생활경험에 영향을 미치는 제반 요인들의 파악과 함께 자율신경계의 반응을 측정할 수 있는 방법의 개발이 요구된다.
My paper aims to find the locus of emotion in T. S. Eliot’s objective poetics. Eliot is best known as the promulgator of modern poetics of objectivity in contrast to the Romantic conception of poetry emphasizing subjective feelings. Specifically, along with “an objective correlative,” “impersonality,” defined as “escape from emotion” or “escape from personality,” becomes the watchword identifying the objectivity of his poetic theory. The problem is that the subsequent Modernist reception of Eliot’s poetics contains misunderstanding it as if it disregarded the emotional aspect of poetry. But, actually, Eliot affirms emotion and personality as the essential poetic experiences over and over again throughout his essays on poetry. And even in those scholars who have recognized that affirmation, the problem lies, too: they are at a loss, looking on Eliot’s acknowledgment of both personality and impersonality as a contradiction. In an attempt to solve these problems, my thesis has raised and justified the argument that Eliot, in his basic premise, allocates “impersonality” in the sphere of the poetic technique of creation and “personality” or “emotion” in the locus of the poetic content. By finding the locus of emotion in another poetic sphere than the objective technique, my argument has concomitantly clarified that Eliot’s conceptions of personality and impersonality are not contradictory at all but consistent over the critical writings published throughout his career.
본 연구의 목적은 운동선수들을 대상으로 승리/패배에 대한 귀인차원이 감정과 관찰학습을 매개로 몰입에 미치는 이중매개효과를 검증하는 것이다. 방법: 이를 검증하기 위해 서울과 경기 지역 대학부 11개 종목(레슬링, 배드민턴, 볼링, 복싱, 사격, 사이클, 수영, 양궁, 태권도, 테니스, 스쿼시) 운동선수 165명(남자: 132명)을 대상으로 설문조사를 실시하였다. 결과: 중요한 시합 승리 이후 그 원인을 내적으로 인지할수록 자부심이 높아지고, 이는 관찰학습행위를 유도하여 몰입경험에 긍정적 영향을 미치는 것으로 나타났다. 이와 달리 안정성과 통제성 차원에서는 귀인차원 → 기대감 또는 수치심 → 관찰학습 → 몰입에 미치는 이중매개효과는 존재하지 않았다. 결론: 승리 이후에는 내적, 패배에서는 외적으로 설정하는 과거의 귀인이 미래의 수행력을 예측하는데 중요한 역할을 담당하였다. 3가지 귀인 차원 중 인과소재가 몰입경험에 가장 큰 영향을 미치는 것으로 볼 수 있다.
본 연구는 윤흥길의 연작소설 「아홉 켤레의 구두로 남은 사내」에서 인물시점과 감정이입의 방식으로 이루어진 리얼리즘 소설의 미학을 살펴보았다. 이 작품은 인물시점을 사용하여 감정이입을 통해 소설세계에 참여하고 세계에 대한 이해를 심화시켜 주었다. 이러한 진행은 초점화자와 연관 되어 있는 일련의 과정들로서 인물시점과 더불어 하나의 감정이입의 미학이 만들어짐을 알 수 있었다. 감정이입은 하층민인 타자와의 관계에서 윤리적 순간에 이르게 함으로써 사회적 모순에 대응하게 만들었다. 특히, 인물과 독자 사이의 감정이입이 이루어지는 윤리적인 순간이 가장 중요하였다. 여기서는 감정이입을 통한 작품의 참여가 핵심적이며 이는 리얼리즘 소설교육의 일반적인 의사소통 관계를 특징짓는 것이었다.
그리하여 감정이입 미학의 소설교육은 학습독자를 중심으로 한 초점화자와 학습독자 사이의 관계, 인물과 학습독자 사이의 관계, 사회현실과 학습독자의 관계를 상정하여 소설교육의 구체적인 방안을 살펴볼 수 있었다.
Purpose - The study aims to provide the relationships between the social servicescape and customer’s emotion and voluntary behaviors were investigated in this study. The social servicescape was largely divided into service employee’s image and other customers (in customer’s similarity, physical appearance and suitable behavior). Firstly, the relationship between service employee’s image and customer’s positive emotion was investigated as a specific purpose of study. Secondly, this study attempted to understand the relationship between other customers (in customer’s similarity, physical appearance and suitable behavior) and customer’s positive emotion. Lastly, the relationship between customer’s positive emotion and customer’s voluntary behavior dimension (intention to cooperate, intention to participate in and loyalty) was examined.
Research design, data, & methodology – In order to prove the hypotheses in this study, the customers who have experienced family restaurants during the last two months were targeted for a survey. A total number of 300 survey papers were distributed and as a result, 248 papers could be used for analysis, except the papers with insincere answers. After the analysis of the reliability and validity of each major variable, the hypothesis was verified through the structure method by using Amos 20.0.
Results - First, the results of hypothesis testing on the relationship between social servicescape and customer’s positive emotion showed service employee image gives a positively meaningful impact on customer’s positive emotion. Secondly, the results on the relationship between other customers and customer’s positive emotion indicated that the customer’s similarity and physical appearance has a positively significant impact on customer’s emotion while customer’s suitable behavior has not a significantly positive impact on customer’s positive emotion Lastly, customer’s positive emotion was shown to have a significantly positive influence on customer’s voluntary behavior dimension, that is, intention to cooperate, intention to participate in and loyalty.
Conclusions - This study aims to focus on and emphasize the social servicescape and its importance, which is different from the previous studies that have been focused largely on physical servicescape. Such results in this study indicated the social servicescape (service employee’s image and other customers) as an important factor that affects customer’s positive emotion and voluntary behavior.
Purpose - Present study investigates character identification and emotional response to character that may affect consumers' intention to purchase the character-attached products. And this study explores whether symbolic relevance and object relevance affect the character identification, and whether character attractiveness and character salience affect the emotional response to characters. Research design, data, and methodology - SNS characters, animated characters, game characters, and traditional characters were used as experimental characters. And stationery as experimental product was used. 250 college students participated in the empirical study, and structural equation model was used to verify hypotheses. Results - First, the character identification and emotional response to characters affected the intention to purchase the products positively, and the emotional response to characters also positively affected character identification; second, symbolic relevance had no positive impact upon character identification, while object relevance had positive influence on character identification; and third, character attractiveness and salience had a positive effect on the emotional response. Conclusions - Present study contributes to the progress of character theories. Marketers should find ways to increase consumers’ object relevance to characters and the level of characters' attractiveness and salience in order to promote the intent to purchase the products.