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1

Su, L. X. y Zheng Yang. "Analysis of the Emotional Factors in Design Process". Materials Science Forum 697-698 (septiembre de 2011): 745–49. http://dx.doi.org/10.4028/www.scientific.net/msf.697-698.745.

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Emotions are the important factors affecting design. The instant exquisite self-demand resulted from being emotional can provide creative sources for design, and it is the catalyst of the creativity. The designers often neglect their most basic emotional creativity. This paper analyzes the effect of emotions in design based on cultural emotions and individual emotions, and proposes reasonable advices for emotional management in design process.
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2

Curralo, Ana Filomena. "Emotive Form Design". New Trends and Issues Proceedings on Humanities and Social Sciences 4, n.º 11 (28 de diciembre de 2017): 205–13. http://dx.doi.org/10.18844/prosoc.v4i11.2876.

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Emotions are recognised as vital for human wellbeing and happiness, so are objects. However, studies on the practical use of emotions in product design remain limited. This academic project promoted the pedagogical encounter between emotions/dyads and the morphology/shape of products, based on the Plutchik’s Emotion Wheel. The purpose is to improve and develop future designers’ awareness of the emotive character of forms. In a visual thinking exercise, first-year students chose eight basic emotions to develop the forms of an ‘emotional chair’, drawing with pencil and paper to allow visual thinking and interpretation. The findings suggest that the Emotion Wheel is useful to reflect and manipulate forms to convey meaning, helping designers understand how to use emotive shapes for idea development and decision-making in the design process. This paper can contribute to teaching product design targeting emotional products, and offers guidance on how to evoke positive emotions through products. Keywords: Product design, drawing, emotions, forms.
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3

Wan Ahmad, Wan Nooraishya, Ahmad Rizal Ahmad Rodzuan y Voon Mei Luan. "Measuring user emotional responses using Geneva Emotion Wheel towards learning management systems". Indonesian Journal of Electrical Engineering and Computer Science 28, n.º 1 (1 de octubre de 2022): 315. http://dx.doi.org/10.11591/ijeecs.v28.i1.pp315-327.

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The learning management system (LMS) has been used widely in higher learning institutions for blended learning; this interaction involves user cognition and may induce emotional experience. Therefore, the user has to sustain a positive emotional experience towards using LMS to avoid difficulty in the learning process. However, the user emotions and the design elements that induced the emotions are yet to discover. This study aims to analyse user emotional responses to a learning management design and examine the emotional design features of a learning management system. Two versions of a higher learning institution LMS were used and investigated using Geneva Emotion Wheel (GEW). The findings show that both LMS versions lack-in activate the positive emotions, but prove the LMS designs reduce the activation of negative emotions. Furthermore, the emotional design elements that concern an LMS is explained.
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4

Silvennoinen, Johanna M. y Jussi P. P. Jokinen. "Appraisals of Salient Visual Elements in Web Page Design". Advances in Human-Computer Interaction 2016 (2016): 1–14. http://dx.doi.org/10.1155/2016/3676704.

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Visual elements in user interfaces elicit emotions in users and are, therefore, essential to users interacting with different software. Although there is research on the relationship between emotional experience and visual user interface design, the focus has been on the overall visual impression and not on visual elements. Additionally, often in a software development process, programming and general usability guidelines are considered as the most important parts of the process. Therefore, knowledge of programmers’ appraisals of visual elements can be utilized to understand the web page designs we interact with. In this study, appraisal theory of emotion is utilized to elaborate the relationship of emotional experience and visual elements from programmers’ perspective. Participants (N=50) used 3E-templates to express their visual and emotional experiences of web page designs. Content analysis of textual data illustrates how emotional experiences are elicited by salient visual elements. Eight hierarchical visual element categories were found and connected to various emotions, such as frustration, boredom, and calmness, via relational emotion themes. The emotional emphasis was on centered, symmetrical, and balanced composition, which was experienced as pleasant and calming. The results benefit user-centered visual interface design and researchers of visual aesthetics in human-computer interaction.
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5

Abella Garcia, Ainoa, Thomas Østergaard y María José Araya León. "Emotional and Entrepreneurial Didactics for Sustainable Design Educations". Futures of Education, Culture and Nature - Learning to Become 1 (21 de enero de 2022): 118–33. http://dx.doi.org/10.7146/fecun.v1i.130241.

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Students at Higher Educations face a world in need of help to create sustainable solutions for complex systems. But still, European design-graduates finish their studies with a narrow concentration in design skills and lack competencies in order to cope with the complex reality, as well as students lack attachment to the teaching in Education for Sustainable Development (ESD). In order to change this, educators need to acknowledge the students' personal, motivational and emotional elements before de-signing the courses. This article is based on two new discourses in both entrepreneurial and design didactic research – and how they could be connected. The first is “emotional learning” and “emotional design” – regarding how emotions impact the student’s learning process’ in Educations for Sustainable Development (ESD). Emotions affect the student's learning process and their health and well-being (Pekrun, 2014, p. 28). The other discourse is how the use of value-driven emotional entrepreneurial didactics, based on the connection between emotionally influencing actions/events and the development of entrepreneurial competencies, can present a new emotionally based understanding of the value of altruistic (sustainable) outcomes within entrepreneurial educations (Lackeus, 2020). This paper presents, using one of the experimental methods - comparative - of Research through Design, two emotional tools: “Design for Change - Yggdrasill” from VIA Design, Denmark and “Emotional Analogous Data” from ELISAVA, Barcelona. The first results indicate a need for emotional education, which has an impact on ESD and their development as professionals. For these reasons, both emotional tools presented above can contribute to empowering students and teachers to improve Sustainable Design Educations.
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6

Yang, Chun Qing. "Emotional Design of Modern Products Reflect". Advanced Materials Research 712-715 (junio de 2013): 2925–28. http://dx.doi.org/10.4028/www.scientific.net/amr.712-715.2925.

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The pursuit of modern product design is health, environmental protection, efficiency, comfortable.In a sense, product design is a kind of emotional design.Research on modern product design emotional transfer activity at the same time, design activity is also a kind of emotional.Emotional design in modern product design contains a lot of content, research on the national sentiment of the large, respect for nature's emotional expression, specific to the study of personal feelings, taste; research on emotional or design process, use process, this study has shown for a country, a nation, a specific group of people, a respect for individuality, humanization design. This article research the modern design from the national emotion, emotion, emotional expression, on several natural appeal and emotional .
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7

Kim, Hye Jung y Hyun-Kyung Lee. "Emotions and Colors in a Design Archiving System: Applying AI Technology for Museums". Applied Sciences 12, n.º 5 (26 de febrero de 2022): 2467. http://dx.doi.org/10.3390/app12052467.

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This study proposes a new museum archiving system that uses artificial intelligence (AI) technology. It suggests a new retrieval interface to extract emotional characteristics of the design work to enrich the archiving database. A virtual curation was organized to showcase the proposed archiving system. We focused on finding emotional signals with advanced technology because humans build trust and connect with each other through emotional cues. There are numerous characteristics of a single work of art, but we focused on the emotions that viewers can feel when they appreciate the art and share a connection with the artists who made the work. The research was focused on design works, and the metadata were designed to extract three dominant colors and match them with emotional adjectives to enrich the data on the paintings. The purpose of this study was to provide information for new techniques of color utilization that encapsulate emotional adjectives. Through this research, we developed an image retrieval system based on metadata and transformed intangible emotions of design work into data. With the emotion archiving system, we organized virtual curation, adding a Korean design history collection with emotional words.
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8

von Koskull, Catharina, Tore Strandvik y Bård Tronvoll. "Emotional strategizing in service innovation". Management Decision 54, n.º 2 (21 de marzo de 2016): 270–87. http://dx.doi.org/10.1108/md-06-2014-0339.

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Purpose – The purpose of this paper is to shed light on an aspect of service innovation processes that has remained fairly hidden so far, namely, the role of emotions. Design/methodology/approach – The authors use the strategizing approach from strategy research, which focusses on detailed processes, practices, and discourse, to understand the influence of emotions on service innovation processes. The empirical data stem from a longitudinal ethnographic study of a service innovation process. Findings – In the investigated case, the dominant emotion of anxiety is revealed. The authors focus on this emotion in order to explore how it affects the innovation process itself and the outcome. The authors identify five emotion-driven practices that form elements of what the authors label emotional strategizing. Practical implications – Emotion seems to give energy and direction to the service innovation process. This is both positive and challenging for top-level managers. Originality/value – The authors reveal a hidden aspect of service innovation processes – the effect of emotions. Furthermore, the authors show that emotions are important because they give energy and direction to the innovation work, and emerge in practices. Emotional strategizing, as a new term, gives visibility to this important issue.
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9

Wang, Jianmin, Yujia Liu, Yuxi Wang, Jinjing Mao, Tianyang Yue y Fang You. "SAET: The Non-Verbal Measurement Tool in User Emotional Experience". Applied Sciences 11, n.º 16 (17 de agosto de 2021): 7532. http://dx.doi.org/10.3390/app11167532.

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In this paper, the development process and validation of a self-assessment emotion tool (SAET) is described, which establishes an emotion-assessment method to improve pictorial expression design. The tool is based on an emotion set of emotional-cognition-derived rules obtained from an OCC model proposed by Ortony, Clore, and Collins, and the emotion set and expression design are validated by numerical computation of the dimensional space pleasure–arousal–dominance (PAD) and the cognitive assessment of emotion words. The SAET consists of twenty images that display a cartoon figure expressing ten positive and ten negative emotions. The instrument can be used during interactions with visual interfaces such as websites, posters, cell phones, and vehicles, and allows participants to select interface elements that elicit specific emotions. Experimental results show the validity of this type of tool in terms of both semantic discrimination of emotions and quantitative numerical validation.
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10

Du, Jiangang, Mengya Yang y Jianhua Liu. "Flow effect and resonance effect: group emotional contagion in service failure encounters". Journal of Contemporary Marketing Science 2, n.º 3 (17 de diciembre de 2019): 217–32. http://dx.doi.org/10.1108/jcmars-01-2019-0010.

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Purpose The purpose of this paper is to explore the two effects (flow effect and resonance effect) during a group complaint based on the emotional contagion theory. Design/methodology/approach This study uses an experimental research design in which participants’ negative emotions dynamically change driven by group emotional interactions when they are experiencing a group complaint. Findings Flow effect and resonance effect can occur during the process of group emotional contagion. Specifically, when group customers’ negative emotional similarity is low in a group complaint, group emotional contagion leads to flow effect (i.e. negative emotions flow from customers with higher levels of negative emotions to those with lower levels of negative emotions). By contrast, when group customers’ negative emotional similarity is high in a group complaint, group emotional contagion leads to resonance effect (i.e. group customers’ negative emotions increase significantly). Originality/value Most of the previous research studies the process of emotional contagion from one with higher levels of emotional displays to the other with lower levels of emotional displays, which is named as the “flow effect” of emotional contagion. However, when two individuals with the same levels of negative emotional displays interact with each other, the flow effect of emotional contagion is very likely not to occur. It is interesting to find that both individuals’ negative emotions increase significantly during the process of emotional contagion. The authors propose the “resonance effect” of emotional contagion to explain this phenomenon.
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11

Guo, Hong Liang. "Integrated Analysis of Emotional Factors in the Planning and Design of Architecture". Applied Mechanics and Materials 651-653 (septiembre de 2014): 1177–81. http://dx.doi.org/10.4028/www.scientific.net/amm.651-653.1177.

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In order to achieve the good integration of emotional factors into the links of design in the planning and design of architecture, obtain the enjoyment and pleasure of space and realize the communication between human and architecture through the revery, this paper analyses the emotional factors in the process of architecture planning and emotional interchange, which are mainly comprised of expression for the emotion of architecture design through the factors like architectural shape, shadow, color, material and lighting and enable the architecture to show more value in terms of culture and emotion.
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12

Faerm, Steven. "Evolving ‘places’: The paradigmatic shift in the role of the fashion designer". Fashion, Style & Popular Culture 8, n.º 4 (1 de octubre de 2021): 399–417. http://dx.doi.org/10.1386/fspc_00099_1.

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This study examines the concept of ‘place’ in the design process and the evolving role of the fashion designer. The contemporary fashion marketplace has reached unprecedented levels of abundance. This is altering society’s relationship with design. Consumers’ basic needs are being over-met and have moved well beyond the material realm; consumers are increasingly driven by their search for meaning and emotional fulfilment through design. The result of this process is the altering of their perception of design ‘value’ from the tangible to the intangible. While the traditional values of aesthetics and function remain essential components to design, a product’s ability to deliver ‘emotional value’ to the user must increasingly become the focus for designers. To succeed, a designer must shift his/her sense of ‘place’ ‐ namely, the figurative ‘place’ from which he/she designs. Rather than creating fashion from myopic, personal biases, future designers must enter the ‘place’ of the design process by rigorously researching their consumers’ psychographics and emotional needs to ‘design emotion’. The new role of the fashion designer ‐ the ‘Designer-As-Social-Scientist’ ‐ takes a much broader view of the consumers’ needs. The evolution of the ‘place’ of the design process will result in products having greater meaning and emotional value; designers standing out in the oversaturated market; and businesses increasing consumer loyalty and resultant sales by offering only those products that are truly desired by their target audience.
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13

Alaniz, Teresa y Stefano Biazzo. "Emotional design: the development of a process to envision emotion-centric new product ideas". Procedia Computer Science 158 (2019): 474–84. http://dx.doi.org/10.1016/j.procs.2019.09.078.

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14

Franzak, Frank, Suzanne Makarem y Haeran Jae. "Design benefits, emotional responses, and brand engagement". Journal of Product & Brand Management 23, n.º 1 (11 de marzo de 2014): 16–23. http://dx.doi.org/10.1108/jpbm-07-2013-0350.

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Purpose – The objective of this paper is to develop a better understanding of brand engagement by examining two of its antecedents: design benefits and consumer emotions. The authors explore the relationship between design and brand engagement and advance a model with emotional responses as mediator. Design/methodology/approach – This paper integrates a range of theoretical works across design and marketing, including concepts of product design, types of design benefits, brand engagement, and brand communities. Findings – The authors propose a conceptual model where emotional arousal, which differs across design benefits, mediates the relationship between design benefits and brand engagement. Brand engagement intensifies with emotional arousal as design benefits change from functional, to hedonic, to symbolic. Research limitations/implications – The conceptual model proposed in this paper can have significant applications in the areas of product design, branding strategies, and brand communications. However, it has not been tested empirically. Practical implications – The resulting model improves understanding of how marketers can use design to elicit different forms of brand engagement. Implications for marketers include planning brand engagement outcomes early in the product or service development process; involving consumers in that process, clearly communicating the benefits of the design; and supporting venues where brand engagement of different types can be practiced. Originality/value – Brand engagement is unique brand-related behavior that has received limited attention in the design and marketing literatures. The proposed model offers a look at brand engagement from a design perspective, while emphasizing the role of consumers' emotional responses to design benefits.
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15

Wang, Weizhen, Jiawei Zou y Yuan Fang. "Design and Evaluation of a Somatosensory Hat: An Emotional Semantic Perspective". AATCC Journal of Research 8, n.º 1_suppl (septiembre de 2021): 20–29. http://dx.doi.org/10.14504/ajr.8.s1.3.

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Interactive product design needs to be based on the human-centered design concept to meet the target users’ demands for affective interaction experience. Existing research on smart clothing mainly focuses on human-computer aspects of human physiological data monitoring and feedback, yet the potential emotional factors and behavioral interaction are ignored. This study adopts the somatosensory interactive hat as a carrier to explore an interactive clothing design method that reflects human emotions. The emotional semantic evaluation method is used to guide the design process of the prototype. Brain wave detection sensors and LEDs are embedded in the prototype. The results show that this dynamic interactive hat can enhance the visual attraction of the fashion accessories, and the humanistic emotional value of the smart clothing, improving the match between product attributes and users’ emotional response.
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16

Jain, Shikha y Krishna Asawa. "Emotional Computer". International Journal of Synthetic Emotions 6, n.º 2 (julio de 2015): 35–56. http://dx.doi.org/10.4018/ijse.2015070103.

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Extensive studies established the existence of a close interaction between emotion and cognition with remarkable influence of the emotion on all sorts of cognitive process. Consequently, technologies that emulate human intelligent behavior cannot be thought completely intelligent without incorporating interference of emotional component in the rational reasoning processes. Recently, several researchers have been started working in the field of emotion modeling to cater the need of interactive computer applications that demand human-like interaction with the computer. However, due to the absence of structured guidelines, the most challenging task for the researcher is to understand and select the most appropriate definitions, theories and processes governing the human psychology to design the intended model. The objective of the present article is to review the background scenario and necessary studies for designing emotion model for a computer machine so that it could generate appropriate synthetic emotions while interacting with the external environmental factors.
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17

Wu, Jianfeng, Chuchu Jin, Lekai Zhang, Li Zhang, Ming Li y Xuan Dong. "Emotionally Sustainable Design Toolbox: A Card-Based Design Tool for Designing Products with an Extended Life Based on the User’s Emotional Needs". Sustainability 13, n.º 18 (10 de septiembre de 2021): 10152. http://dx.doi.org/10.3390/su131810152.

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Emotionally sustainable design helps users to develop an emotional attachment to a product and motivates them to continue using it, thus extending the product lifecycle, minimizing the need for new products and achieving product sustainability. However, the existing relevant design principles are still very scattered, and they could not effectively guide the emotionally sustainable design practice in a systematic way. We proposed an emotionally sustainable design (ESD) toolbox for product design based on the literature review and expert argumentation. The toolbox consists of seven themes and 20 principles under the three levels of emotional design. The usability of the ESD toolbox was then validated through design practice for the teapot product. The result shows that the ESD toolbox improved the efficiency of the sustainable design process and was helpful to the product’s sustainability.
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18

Liu, Xin Xiong, Lin Gan y Hai Ping Zhao. "Campus Souvenirs Design Research Based on Emotional Needs". Applied Mechanics and Materials 496-500 (enero de 2014): 2616–20. http://dx.doi.org/10.4028/www.scientific.net/amm.496-500.2616.

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This paper discusses the concept of campus souvenirs and emotional needs, analyzed the classical campus souvenirs design case. In the proposed campus souvenirs design process, heterogeneous isomorphism principle are used to explain the interaction between the emotional demands design and process. Finally discusses the campus souvenirs design problems existing in the research and development trend
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19

Zhu, Junxi y Wenqing Wei. "Research on Emotional Expression of Daily-use Ceramic Product Design Based on Meta-model". Tobacco Regulatory Science 7, n.º 5 (30 de septiembre de 2021): 1923–33. http://dx.doi.org/10.18001/trs.7.5.113.

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Objectives: Modern people’s pursuit and consumption of ceramic products are different from those in the past. Therefore, designing new daily ceramic products full of enthusiasm, touching and spiritual enjoyment is our constant pursuit of innovative goals. The design of daily-use ceramics has developed from satisfying the needs of life at first to pursuing the individuality and emotion of products at later stages, showing different cultural connotations and pursuits in each stage of development. Methods: Information objects under meta-model are obtained by extracting the characteristics of project management information and product design information, reflecting the relationship between information entities, while knowledge objects are obtained by associating related information objects. Results: Emotional information products have more understanding of human psychology in the design process, which runs through the whole process of product interaction design. Conclusion: Through theoretical analysis of emotional design and analysis of a series of classic design cases of daily ceramic products, emotional expression forms of daily ceramic product design are summarized, and emotional design products that can bring people better use experience are designed.
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20

Fentress, John C. "Emotional networks: The heart of brain design". Behavioral and Brain Sciences 23, n.º 2 (abril de 2000): 198–99. http://dx.doi.org/10.1017/s0140525x0029242x.

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The concept of emotion as defined by Rolls is based upon reinforcement mechanisms and their underlying neural networks. He shows how these networks process signals at many levels, through both separate and convergent pathways essential for adaptive action. While many behavioral issues related to emotion are omitted from his review, he succeeds admirably in summarizing both the “current state of the art” in single unit analyses and in pointing out how future research directions may be crafted.
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21

Zhao, Zikang, Yujia Zhang, Tianjun Wu, Hao Guo y Yao Li. "Emotionally Controllable Talking Face Generation from an Arbitrary Emotional Portrait". Applied Sciences 12, n.º 24 (14 de diciembre de 2022): 12852. http://dx.doi.org/10.3390/app122412852.

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With the continuous development of cross-modality generation, audio-driven talking face generation has made substantial advances in terms of speech content and mouth shape, but existing research on talking face emotion generation is still relatively unsophisticated. In this work, we present Emotionally Controllable Talking Face Generation from an Arbitrary Emotional Portrait to synthesize lip-sync and an emotionally controllable high-quality talking face. Specifically, we take a facial reenactment perspective, using facial landmarks as an intermediate representation driving the expression generation of talking faces through the landmark features of an arbitrary emotional portrait. Meanwhile, decoupled design ideas are used to divide the model into three sub-networks to improve emotion control. They are the lip-sync landmark animation generation network, the emotional landmark animation generation network, and the landmark-to-animation translation network. The two landmark animation generation networks are responsible for generating content-related lip area landmarks and facial expression landmarks to correct the landmark sequences of the target portrait. Following this, the corrected landmark sequences and the target portrait are fed into the translation network to generate an emotionally controllable talking face. Our method controls the expressions of talking faces by driving the emotional portrait images while ensuring the generation of animated lip-sync, and can handle new audio and portraits not seen during training. A multi-perspective user study and extensive quantitative and qualitative evaluations demonstrate the superiority of the system in terms of visual emotion representation and video authenticity.
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22

Wang, Weizhen, Yukari Nagai, Yuan Fang y Masami Maekawa. "Interactive technology embedded in fashion emotional design". International Journal of Clothing Science and Technology 30, n.º 3 (4 de junio de 2018): 302–19. http://dx.doi.org/10.1108/ijcst-09-2017-0152.

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PurposeThe purpose of this paper is to bridge the gap between human emotions and wearable technologies for interactive fashion innovation. To consider the reasons why smart clothing should satisfy the internet of things (IoT) technical functions and human emotional expression simultaneously, to investigate the manner in which artistic design perspectives and engineering methods combined effectively, to explore the R&D elements of future smart clothing based on the IoT technology.Design/methodology/approachThis study combines artistic design perspectives with information-sensing engineering methods as well askanseievaluation method. Micro-sensors and light-emitting diodes (LEDs) embedded in couples clothing prototype. The first experiment step in the design and production of prototype clothing, and do the initial emotional evaluation. The second experiment is the comparative evaluation of the prototype and other typical smart clothing.FindingsThe interactive clothing prototype was proven to correlate well with human emotional expressive patterns. The evaluation I indicated the prototype can stimulate the emotional response of the participants to achieve a higher score in the activate sensor state. Evaluation II revealed that in the process of interactive clothing design, the technical functionality should synchronize with the requirements of human emotional expression.Originality/valueThis study builds the research and development theoretical model of interactive clothing that can be integrated into daily smart clothing life design, and analyze the methods and means of blending IoT smart information-sensing technology with emotional design. By means of this experimental demonstration of human-centered interactive clothing design, the authors provide smart clothing 3.0 evolutionary roadmap and propose a new concept of internet of clothes (IoC) for further research reference.
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23

Champney, Roberto K. y Kay M. Stanney. "Using Emotions in Usability". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 51, n.º 17 (octubre de 2007): 1044–49. http://dx.doi.org/10.1177/154193120705101710.

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Emotions are evermore present in discussions of product design and are becoming part of a usability practitioner's repertoire of evaluation criteria. Nonetheless, emotions in design are far more than simply using satisfaction and frustration as criteria, noting how pleasant or unpleasant a product is, or listing a number of emotions elicited during an evaluation. Evaluating the emotional impact of a user interaction as part of a usability evaluation requires that emotions be adequately assessed and, most importantly, interpreted to identify their source. This article aims to present a method and process of Emotional Profiling to show how emotions may be utilized to aid usability professionals in further understanding the emotional reactions to human-system interactions, thereby identifying factors that enhance or detract from the user experience.
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24

Peng, Boxin. "Emotional State Analysis Model of Humanoid Robot in Human-Computer Interaction Process". Journal of Robotics 2022 (6 de mayo de 2022): 1–6. http://dx.doi.org/10.1155/2022/8951671.

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The traditional humanoid robot dialogue system is generally based on template construction, which can make a good response in the set dialogue domain but cannot generate a good response to the content outside the domain. The rules of the dialogue system rely on manual design and lack of emotion detection of the interactive objects. In view of the shortcomings of traditional methods, this study designed an emotion analysis model based on deep neural network to detect the emotion of interactive objects and built an open-domain dialogue system of humanoid robot. In affective state analysis language processing, language coding, feature analysis, and Word2vec research are carried out. Then, an emotional state analysis model is constructed to train the emotional state of a humanoid robot, and the training results are summarized.
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Paavola, Tiina, Kaiju Kangas, Sirpa Kokko, Sini Riikonen, Varpu Mehto, Kai Hakkarainen y Pirita Seitamaa-Hakkarainen. "Video Data Analysis for Tracing Emotional Aspects of Collaborative Design and Making Processes". Techne serien - Forskning i slöjdpedagogik och slöjdvetenskap 21, n.º 3 (22 de junio de 2021): 1–14. http://dx.doi.org/10.7577/technea.4053.

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The purpose of the article is to introduce a systematic, three-level video analysis method for tracing the emotional aspects of a collaborative design and making process. Maker-centred learning can evoke strong emotions affecting students’ motivation because it involves them in externalising their ideas through conceptual, visual and material artefacts. For analysing longitudinal collaborative processes, we developed the visual Making-Process-Rug video analysis method, which enables tracing materially mediated verbal and embodied making processes. We provide examples of the method using data, where a team of seventh-grade students performing regular schoolwork were engaged in using traditional and digital fabrication technologies for inventing, designing, and making artefacts. Taking a case study perspective, we focus on a team of four students who worked on a smart product project. We analysed video recordings from the team’s 11 hours of design and making sessions on three levels: macro, intermediate and micro. The benefit of the three-level method is that it allows simultaneous analysis of social-discursive and materially embodied aspects of activities. It also enables analysing large samples of video data systematically, and focusing on both micro-level and macro-level perspectives of activity. The method for identifying emotions from video data has potential for educational research on various fields, however, the culture-specific expressions and interpretations of emotions require special attention when developing the method further. Keywords: basic education, collaborative process, emotional expression, Making-Process-Rug, sociomateriality, video analysis method
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26

Uglanova, I. L., I. V. Brun y G. M. Vasin. "Evidence-Centered Design method for measuring complex psychological constructs". Современная зарубежная психология 7, n.º 3 (2018): 18–27. http://dx.doi.org/10.17759/jmfp.2018070302.

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The article describes validation process of the diagnostic tool for monitoring assessment of socio-emotional habits in elementary school. The tool is based on the Big Five model and includes three scales: Goal achievement, Cooperation and Emotional control. Two validation researches have been conducted, both on third-grade students from Moscow and Tatarstan elementary schools. Preliminary research (N=1318) examined the construct validity and reliability of the questionnaire. Confirmatory and exploratory factor analysis and methods of Modern Test Theory have confirmed hypothecated factorial structure. Subsequent research (N=2559) proved criterion validity of the questionnaire: it showed expected level and direction of correlation with the results of reading and mathematical skills testing. Presented questionnaire can be used for group monitoring assessment of socio-emotional development in elementary school.
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Lo, Wei-Yuan, Yu-Kai Lin, Chun-Yu Lin y Hsiang-Ming Lee. "Invisible Erosion of Human Capital: The Impact of Emotional Blackmail and Emotional Intelligence on Nurses’ Job Satisfaction and Turnover Intention". Behavioral Sciences 13, n.º 1 (31 de diciembre de 2022): 37. http://dx.doi.org/10.3390/bs13010037.

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Emotion is a compelling factor in the retention and job satisfaction of professionals, and the impacts of emotional feelings and reactions have become an indispensable issue in the nursing workforce. Drawing on the cognitive theory of emotions, this study bridges the research gap to investigate the relationships among emotional blackmail, emotional intelligence, job satisfaction, and turnover intentions of nurses. A cross-sectional design was used to collect data from a sample of 374 full-time nurses in Northern Taiwan. Hypotheses were tested and analyzed by means of SPSS 22, structural equation modeling (SEM), and PROCESS v3.3. The results revealed the direct relationships between emotional blackmail, job satisfaction, and turnover intentions, and job satisfaction partially mediated the relationship between emotional blackmail and turnover intentions. However, there is no statistical support that emotional intelligence moderates the relationships between emotional blackmail and job satisfaction and turnover intentions. Healthcare organizations must take the initiative and form strategies that will help balance nurses’ work stresses. These strategies should aim to reduce unnecessary demands from supervisors, patients, and co-workers, as well as in the socio-emotional domain.
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Byun, Sung-Woo y Seok-Pil Lee. "Design of a Multi-Condition Emotional Speech Synthesizer". Applied Sciences 11, n.º 3 (26 de enero de 2021): 1144. http://dx.doi.org/10.3390/app11031144.

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Recently, researchers have developed text-to-speech models based on deep learning, which have produced results superior to those of previous approaches. However, because those systems only mimic the generic speaking style of reference audio, it is difficult to assign user-defined emotional types to synthesized speech. This paper proposes an emotional speech synthesizer constructed by embedding not only speaking styles but also emotional styles. We extend speaker embedding to multi-condition embedding by adding emotional embedding in Tacotron, so that the synthesizer can generate emotional speech. An evaluation of the results showed the superiority of the proposed model to a previous model, in terms of emotional expressiveness.
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Guo, You Nan y Xiao Wei Xu. "Talking Designer's Emotional State in the Fashion Creation". Advanced Materials Research 796 (septiembre de 2013): 538–41. http://dx.doi.org/10.4028/www.scientific.net/amr.796.538.

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Designer's emotional state in the fashion creation process is the subject of long-term concern. This article attempts to clothing fabrics, clothing brand fashion and clothing design goal level, attempts to explore how designers will infuse art and technology into the fabric material and fashion design, turning it into a designer emotion materialized form..
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30

Jung,Chul-Jong. "Application of Image­telling for development process of Emotional CI design - Based on the symbol design -". Journal of Digital Design 11, n.º 1 (enero de 2011): 9–18. http://dx.doi.org/10.17280/jdd.2011.11.1.002.

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Baharom, Shahrel Nizar, Wee Hoe Tan y Mohammad Zaffwan Idris. "Emotional Design for Games: A Framework for Player-Centric Approach in the Game Design Process". International Journal of Multimedia and Ubiquitous Engineering 9, n.º 10 (31 de octubre de 2014): 387–98. http://dx.doi.org/10.14257/ijmue.2014.9.10.37.

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32

Gyrard, Amelie y Karima Boudaoud. "Interdisciplinary IoT and Emotion Knowledge Graph-Based Recommendation System to Boost Mental Health". Applied Sciences 12, n.º 19 (27 de septiembre de 2022): 9712. http://dx.doi.org/10.3390/app12199712.

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Humans are feeling emotions every day, but they can still encounter difficulties understanding them. To better understand emotions, we integrated interdisciplinary knowledge about emotions from various domains such as neurosciences (e.g., neurobiology), physiology, and psychology (affective sciences, positive psychology, cognitive psychology, psychophysiology, neuropsychology, etc.). To organize the knowledge, we employ technologies such as Artificial Intelligence with Knowledge Graphs and Semantic Reasoning. Furthermore, Internet of Things (IoT) technologies can help to acquire physiological data knowledge. The goal of this paper is to aggregate the interdisciplinary knowledge and implement it within the Emotional Knowledge Graph (EmoKG). The Emotional Knowledge Graph is used within our naturopathy recommender system that suggests food to boost emotion (e.g., chocolate contains magnesium that is recommended when we feel depressed). The recommender system also answers a set of competency questions to easily retrieve emotional related-knowledge from EmoKG, such as what are the basic emotions and the more sophisticated ones, what are the neurotransmitters and hormones related to emotions, etc. To follow FAIR principles, EmoKG is mapped to existing knowledge bases found on the BioPortal biomedical ontology catalog such as SNOMEDCT, FMA, RXNORM, MedDRA, and also from emotion ontologies (when available online). We design the LOV4IoT-Emotion ontology catalog that encourages researchers from heterogeneous communities to apply FAIR principles by releasing online their (emotion) ontologies, datasets, rules, etc. The set of ontology codes shared online can be semi-automatically processed; if not available, the scientific publications describing the emotion ontologies are semi-automatically processed with Natural Language Processing (NLP) technologies. This research is also relevant for other use cases such as European projects (ACCRA for emotional robots to reduce the social isolation of aging people, StandICT for standardization, and AI4EU for Artificial Intelligence) and alliances for IoT such as AIOTI. The recommender system can be extended to address other advice such as aromatherapy and take into consideration medical devices to monitor patients’ vital signals related to emotions and mental health.
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Gutierrez, Alma Maria Jennifer, Anthony Shun Fung Chiu y Rosemary Seva. "A Proposed Framework on the Affective Design of Eco-Product Labels". Sustainability 12, n.º 8 (16 de abril de 2020): 3234. http://dx.doi.org/10.3390/su12083234.

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There was a shift in sustainability consumption in the last decade that stimulated new strategies for ecological friendly industries and new product innovations. Environmental labeling is a marketing technique used to inform consumers that a company has employed a process to protect the environment. However, uncertainty remains concerning how eco-labels influence consumers. Buying green products can elicit emotion in consumers. When consumers buy eco-products, they feel that they are helping save the environment. Products provide certain emotional benefits and therefore affect mood and behavior. This study aims to examine how consumers who differ in environmental attitudes respond to eco-labels. Aside from this, it wants to determine the intensity and type of emotions elicited by these kinds of products based on a certain set of pre-purchase emotions. These emotions are still unknown. Also, it proposes the Green Emotion Model (GEM) 2.0 that correlates environmental attitudes, visual attention towards these eco-labels, emotion and the desirability of purchasing a product. This framework proposes that the environmental attitudes and awareness of consumers are crucial for them to look for this eco-label on a product. These environmental labels should be able to capture the attention of consumers and thus will provoke positive emotions and lead to the purchase of an eco-product.
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Ayyal Awwad, Aiman Mamdouh. "Visual Emotion-Aware Cloud Localization User Experience Framework Based on Mobile Location Services". International Journal of Interactive Mobile Technologies (iJIM) 15, n.º 14 (28 de julio de 2021): 140. http://dx.doi.org/10.3991/ijim.v15i14.20061.

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<p>Recently, the study of emotional recognition models has increased in the human-computer interaction field. With high recognition accuracy of emotions’ data, we could get immediate feedback from mobile users, get a better perception of human behavior while interacting with mobile apps, and thus make the user experience design more adaptable and intelligent. The harnessing of emotional recognition in mobile apps can dramatically enhance users’ experience. Therefore, in this paper, we propose a visual emotion-aware cloud localization user experience framework based on mobile location services. An important feature of our proposed framework is to provide a personalized mobile app based on the user’s visual emotional changes. The framework captures the emotion-aware data, process them in the cloud server, and analyze them for an immediate localization process. The first stage in the framework builds a correlation between the application’s default language and the user’s visual emotional feedback. In the second stage, the localization model loads the appropriate application’s resources and adjusts the screen features based on the real-time user’s emotion obtained in the first stage and according to the location data that the app collected from the mobile device. Our experiments demonstrate the effectiveness of the proposed framework. The results show that our proposed framework can provide a high-quality application experience in terms of a user’s emotional levels and deliver an excellent level of usability that was before not possible.</p>
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Song, Duan Shu, Yue Xin Huang y Shao Wei Cheng. "The Application of Emotional Design on Service Robots". Applied Mechanics and Materials 716-717 (diciembre de 2014): 1476–80. http://dx.doi.org/10.4028/www.scientific.net/amm.716-717.1476.

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This paper analyzed the emotional design, and Chinese children's education regulations were considered as the precondition. We tried to acquire the potential demands of the children, referring to the development of robot on a world scale. On the basis above, the authors designed the emotional design-oriented a children's education service robot. The design process offers recommendations and suggestions for the concept and practice of Chinese education service robotdesign.
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Chistopolskaya, A. V., S. Yu Korovkin, I. N. Makarov y V. A. Mayorova. "The Emotional Feedback as a Metacognitive Component of Insight Problem Solving". Experimental Psychology (Russia) 15, n.º 2 (2022): 144–58. http://dx.doi.org/10.17759/exppsy.2022150211.

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The main goal of the work is to examine possibilities and limitations of solver’s metacognitive monitoring using emotional feedback in the process of insight problem solving. In the research participants solved Katona’s Five-Square problem. During the solution participants received feedback as emotional stimuli: negative or positive. To control nonspecific influence of emotions on problem solving emotional feedback was given only when participants made moves. Feedback was either congruent (for example, positive — correct move, negative — incorrect) or non-congruent (for example, positive — incorrect, negative — correct). We did not reveal the effect of emotional congruency, but showed that positive emotional feedback facilitates solution of the insight problem. The paper discusses possible limitations of experimental design that do not allow making unambiguous conclusions about emotional feedback in the process of insight problem solving.
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37

Liao, Ting, Kesler Tanner y Erin MacDonald. "Revealing Insights of Users’ Perceptions: An Approach to Evaluate Wearable Products Based on Emotions". Proceedings of the Design Society: International Conference on Engineering Design 1, n.º 1 (julio de 2019): 3969–78. http://dx.doi.org/10.1017/dsi.2019.404.

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AbstractThe wearable products market is growing rapidly. Engaging users on an emotional level may be the key to long-term use and attracting new customers. While researchers have proposed various design approaches to realize design qualities for wearable devices, emotional needs are overlooked in the design process. To bridge this gap, we developed an approach with an online tool that uses a two-axis interactive collage for users to compare and evaluate wearable products with targeted emotion-related descriptive words. This approach enabled us to explore how users perceive products and identify types of emotions that were associated with their preferences for and perceptions of the product's form and visible characteristics. The study demonstrated this design approach to reveal insights into the relationships between product characteristics and design goals, such as user comfort, user delight, and perceived product usefulness. The results showed that products that resemble clothes were perceived as more delightful and comfortable. This study suggests that the approach can be further used to explore other design concepts or goals.
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38

Chulvi, Vicente y Mª Carmen González-Cruz. "The influence of design methodology on a designer's emotional parameters and on design results". DYNA 83, n.º 196 (20 de abril de 2016): 106–12. http://dx.doi.org/10.15446/dyna.v83n196.49783.

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<p>This paper presents the results of an experiment carried out on 21 subjects, all of whom had an engineering background, with the aim of determining the influence of the designer’s attitude on the design process and on the finished design. The participants were asked to solve a range of design problems by employing different methods while their emotional response parameters were being registered by a noninvasive neuroheadset. The recorded data was used firstly to compare the different reactions of the subjects when using different design methods. A second analysis was carried out to determine whether the variations in the emotional parameters bore any direct relation to the creativity of the outcomes. The results obtained indicate a relation between emotional parameters, individuals and the design method used. However, there does not appear to be any direct association between emotional parameters and the creativity of the results.</p>
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39

Zhu, Leiming. "Optimization of Digital Media Product Interface Design Based on Multidimensional Heterogeneous Emotion Analysis of Users". Mathematical Problems in Engineering 2022 (21 de mayo de 2022): 1–8. http://dx.doi.org/10.1155/2022/6944909.

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Due to the characteristics of strong interaction, pertinence, and digital communication of digital media technology, this study combines it with interactive technology. It not only increases customers’ feelings in the process of experience but also promotes the progress of new media technology. However, people’s demand for digital media interface has gradually shifted from functional demand to emotional demand. In order to make a good interaction design, interaction designers must first deeply understand and study users’ cognitive behavior and psychological activities. In this study, through multidimensional heterogeneous emotion analysis of users and optimizing the interface design of digital media products, users can easily and efficiently complete tasks, increase the sense of intimacy, comfort, and success, and improve user satisfaction and brand reputation. Digital media product interface carries the function of visual invisible logic language. As the most common form of visual communication, it affects everyone’s life. Digital media carries all kinds of information. How to get more user experience in the same type of media is a problem to be considered in the design of digital media interface. Applying emotional design to digital media interface design, users can not only meet the needs of actual functions but also get a more emotional experience. Starting with the emotional design theory of digital media product interface, this paper studies the emotional instinct layer, behavior layer, and reflection layer in the creativity of user interface design, analyzes the emotional relationship between users and products with the three layers of emotion of design, and discusses the characteristics of the emotional design of digital media product interface from the perspective of design.
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40

Hou, Xuanfang, Qiao Yuan, Kailin Hu, Rong Huang y Yunqi Liu. "Employees' emotional intelligence and innovative behavior in China: Organizational political climate as a moderator". Social Behavior and Personality: an international journal 48, n.º 11 (4 de noviembre de 2020): 1–11. http://dx.doi.org/10.2224/sbp.9476.

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We used conservation of resources theory to explore the moderated mediation effect of employees' emotional intelligence on their innovative behavior in an organization context. Data were collected from 237 employees and their supervisors in two innovative Chinese enterprises, with a dual time point pairing design. The results show that emotional intelligence positively influenced innovative behavior via innovative process engagement, a strongly negative organizational political climate negatively moderated the effect of emotional intelligence on innovative process engagement, and innovative process engagement mediated the relationship between emotional intelligence and innovative behavior. These results support the need to strengthen the management of employees' emotions; to build a new ecology of organizational politics in China (e.g., offering fair pay and promotions); and to promote coworker relationships that are characterized by openness, transparency, and integrity, to promote innovation among employees.
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41

Sutono, Sugoro Bhakti, Zahari Taha, Salwa Hanim Abdul Rashid, Hideki Aoyama y Subagyo Subagyo. "Application of Robust Design Approach for Design Parameterization in Kansei Engineering". Advanced Materials Research 479-481 (febrero de 2012): 1670–80. http://dx.doi.org/10.4028/www.scientific.net/amr.479-481.1670.

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Nowadays, consumers have become more selective in choosing products not only deciding based on its functionality and its value but also on its aesthetic and emotional value. Aesthetic and emotional values have thus become important aspects in the success of a product in a competitive market. Consequently, recognizing the primary parameters used to generate combinative product shape which has the ability to evoke a particular emotion should be given strong consideration. This paper describes the application of robust design approach which allows the designer to determine the optimal design parameters to obtain form impression evoked by a product shape feature. A Taguchi’s orthogonal array method is applied to design the experiment and is analyzed to obtain the optimal parameters for each factor. ANOVA is then employed to identify the most significant factors. A Taguchi’s L18orthogonal array was adopted for an experiment on the design of an office chair. The case study contains six three-level factors, and 18 different combinative design samples created from shape parameters. The results of the experiment shows that it is possible to create a design support system that can facilitates the designer in the creative process by suggesting shape parameters relating to a specific form impression.
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42

Yari Zanganeh, Marzieh y Nadjla Hariri. "The role of emotional aspects in the information retrieval from the web". Online Information Review 42, n.º 4 (13 de agosto de 2018): 520–34. http://dx.doi.org/10.1108/oir-04-2016-0121.

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Purpose The purpose of this paper is to identify the role of emotional aspects in information retrieval of PhD students from the web. Design/methodology/approach From the methodological perspective, the present study is experimental and the type of study is practical. The study population is PhD students of various fields of science. The study sample consists of 50 students as selected by the stratified purposive sampling method. The information aggregation is performed by observing the records of user’s facial expressions, log file by Morae software, as well as pre-search and post-search questionnaire. The data analysis is performed by canonical correlation analysis. Findings The findings showed that there was a significant relationship between emotional expressions and searchers’ individual characteristics. Searchers satisfaction of results, frequency internet search, experience of search, interest in the search task and familiarity with similar searches were correlated with the increased happy emotion. The examination of user’s emotions during searching performance showed that users with happiness emotion dedicated much time in searching and viewing of search solutions. More internet addresses with more queries were used by happy participants; on the other hand, users with anger and disgust emotions had the lowest attempt in search performance to complete search process. Practical implications The results imply that the information retrieval systems in the web should identify emotional expressions in a set of perceiving signs in human interaction with computer, similarity, face emotional states, searching and information retrieval from the web. Originality/value The results explicit in the automatic identification of users’ emotional expressions can enter new dimensions into their moderator and information retrieval systems on the web and can pave the way of design of emotional information retrieval systems for the successful retrieval of users of the network.
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43

Marshall, James. "Agent-Based Modelling of Emotional Goals in Digital Media Design Projects". International Journal of People-Oriented Programming 3, n.º 1 (enero de 2014): 44–59. http://dx.doi.org/10.4018/ijpop.2014010103.

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The authors promote agent-oriented models to identify, represent and evaluate high-level abstractions of digital media design projects. A major aspect is the introduction of emotional goals, in addition to functional goals and quality goals to describe feelings such as having fun, being engaged and feeling cared for. To establish emotional goals, digital media design methods and processes were employed including the development of emotional scripts, user profiles, mood boards and following an iterative participatory design process. This approach proved to be highly successful, not only to represent emotional goals such as fun, tension and empathy, but also to facilitate the ideation, creation and progressive evaluation of projects. The process supports communication between designers, developers and other stakeholders in large multidisciplinary development teams by providing a shared language and common artefact. The process is demonstrated in the development of a Multiplayer Online Role Play Game (MORPG) called Aspergion that promotes respect for people with Asperger's Syndrome.
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44

Straker, Karla y Cara Wrigley. "Emotionally engaging customers in the digital age: the case study of “Burberry love”". Journal of Fashion Marketing and Management 20, n.º 3 (11 de julio de 2016): 276–99. http://dx.doi.org/10.1108/jfmm-10-2015-0077.

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Purpose – The purpose of this paper is to investigate how companies can design digital channels to evoke desired emotions. Design/methodology/approach – The successful business case of retailer Burberry has been examined to understand the strategy and customer engagement of digital channels implemented by decoding the emotional intensions. Findings – Results illustrate that the ability to create engaging interactions via digital channels with customers has a significant impact on growth, revenue and brand advocacy. Findings from this study provide a new empirical support for the proposition that emotions can be utilised to guide company digital strategy for building digital channel relationships with customers. Originality/value – This is the first study to examine the relationship between digital channels, emotion and customer responses to digital engagements. The inclusion of an emerging theory model is outlined to explain the successful process of reformulating business strategy through a dynamic and creative process of intersecting emotion, strategy and digital channels.
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45

Afroz, Sharmin, Zubaed Hassan Shimanto, Rafiqua Sifat Jahan y Mohammad Zavid Parvez. "EXPLORING THE COGNITIVE LEARNING PROCESS BY MEASURING COGNITIVE LOAD AND EMOTIONAL STATES". Biomedical Engineering: Applications, Basis and Communications 31, n.º 04 (27 de junio de 2019): 1950032. http://dx.doi.org/10.4015/s1016237219500327.

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Cognitive load and emotional states may impact the cognitive learning process. Detection of reliable emotions and cognitive load would benefit the design of the emotional intelligent mobility system for visually impaired peoples (VIPs). Application of learning process using electroencephalography (EEG) offers novel and promising approaches to measure cognitive load and emotional states. EEG is used to identify the physiological index that can lead to detecting cognitive load and emotions which can help to explore the knowledge of learning processes. Basically, EEG is a record of ongoing electrical signals to represent the human brain activity due to external and internal stimuli. Therefore, in this study EEG signals are captured from participants with nine different degrees of sight loss people. EEG signals are then used to measure various cognitive load and emotional states to evaluate cognitive learning process for the VIPs. To support the argument of cognitive learning process, the complexity of the tasks in terms of cognitive load and emotional states are quantified considering diverse factors by extracting features from various well-established metrics such as permutation entropy, event related synchronization/desynchronization, arousal, and valence when VIPs are navigating unfamiliar indoor environments. A classification accuracy of door is 86.67% which is achieved by the proposed model. It has almost 10% of improvement compared to another state-of the-art method who have used same dataset. Moreover, we have achieved 10% and 1% more accuracy in the corridor and open space conditions compared to the existing method. Experimental results also demonstrated that learning process is significantly improved considering wide range of obstacles when they are navigating indoor environments.
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46

Kim, Jeongmin y Nayeon Kim. "Quantifying Emotions in Architectural Environments Using Biometrics". Applied Sciences 12, n.º 19 (5 de octubre de 2022): 9998. http://dx.doi.org/10.3390/app12199998.

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This paper reviews studies that have quantified humans’ emotions in architectural environments using biometrics. We analyzed the design variables that induced positive emotions and compared the study conditions for each result, including the biometric tools utilized. The objective was to analyze the design characteristics of the architectural environment, biometric tools, and study conditions that measure emotional responses in design research, their limitations, and future uses of biometric devices. Twenty papers were selected using the preferred reporting items for systematic reviews and meta-analyses. The population, intervention, control, outcome, and setting study design were used as an analysis framework. The reviewed papers used biometric tools such as electroencephalography, functional near-infrared spectroscopy, functional magnetic resonance imaging, galvanic skin response, electromyography, electrocardiography, and eye-tracking to analyze emotions. Environmental factors that produce positive emotional responses in the architectural spaces included form, layout, material, color, furniture, and lighting. The findings from methodology using biometric tools have the potential to develop an evidence-based design to produce positive emotions in architectural environments that improve our mental health and well-being.
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47

Lü, Jia, Dongsheng Chen y Yue Sui. "Event-related potentials technique using in affective fashion design". International Journal of Clothing Science and Technology 28, n.º 1 (7 de marzo de 2016): 77–91. http://dx.doi.org/10.1108/ijcst-09-2014-0110.

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Purpose – The purpose of this paper is to utilize the spontaneous brain potentials as an index to quantifying the consumers’ inner emotions, and propose an objective method to obtain the clothing recognitions of consumers by only monitoring brain activities. Design/methodology/approach – Different styles of men’s casual jacket were studied as a case. The research included four phases: first, stimuli samples were constructed by clustering algorithm. Second, self-report for the perception of stimuli samples were recorded by self-assessment manikin. Third, real-time brain potentials while viewing stimuli samples were recorded and analyzed. Finally, the output data were compared with the classical research achievements of visual evoked emotional ERPs to examine the effectiveness. Findings – The results indicated significant difference in main effect of different emotional categories which was identified a corresponding relationship between the emotional trigger and the emotional reaction, of which the early components were the typical components that provided the major physiology characteristics for emotional fashion design. The middle components could be used as the assist reference indexes. The negative stimuli were first noticed because its shorter processing times and larger amplitudes. The comparison confirmed that the proposed method was capable of quantifying cognitive activities of consumers by only monitoring brain activities and then transferred the analyzed data to the design references. Originality/value – The results quantifying the qualities of consumers’ emotional preference for men’ casual jackets based on the neural mechanism of human brain, which could eliminate the systematic biases associated with the uses of words and semantic comprehension in self-report methods. The proposed method may help to enrich and complete the sentimental fashion design for the cognitive experience of consumer oriented. Moreover, it also could be beneficial to optimize design process and improve efficiency and core competitiveness for clothing producers.
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48

Alvinius, Aida, Malin Elfgren Boström y Gerry Larsson. "Leaders as emotional managers". Leadership & Organization Development Journal 36, n.º 6 (3 de agosto de 2015): 697–711. http://dx.doi.org/10.1108/lodj-11-2013-0142.

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Purpose – The purpose of this paper is to develop a deeper understanding of how leaders manage their own and others’ emotions in professional crisis management organizations during severely demanding episodes. The empirical case is a hostage drama that occurred in a small Swedish town. Although staff at the local prison were situationally prepared and trained in incident exercises, two inmates with knives fled the prison after taking a warden hostage. Design/methodology/approach – A grounded theory approach was used. In all, 14 informants from four Swedish authorities were interviewed on the basis of their involvement in the hostage drama. Findings – According to the analysis, an emergency response leader’s emotion management is framed by an organizationally embedded emotional regime which is summed up in two core themes: focus on the task and do not let emotions interfere; and provide the task force with maximum physical and psychological security. The leader’s emotion management within this framework consists of two interdependent processes, one more organization oriented and one more individual oriented. Research limitations/implications – Small sample, lack of representativeness, and lack of illumination of possible gender-related aspects. Practical implications – The suggested model may be valuable in educational settings. Originality/value – A new integrative, theoretical process model of leadership and emotion management in complex, stressful operations.
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Yu, Ling. "Study on Urban Environment Color Design". Applied Mechanics and Materials 340 (julio de 2013): 833–36. http://dx.doi.org/10.4028/www.scientific.net/amm.340.833.

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According to the concept of computer aided design system and color matching colors based on color solid theory, color coordination guide designers great tools its realization process, and give users more than free choice. This article through the emotional color that quantitative puts forward nine tones the concept of the emotional tone. Finally, this paper summarizes the Buddha tonal coordination than process, design optimization method in a certain extent color according to the comparison of the new and old model of configuration. This method should be widely used in new cases of urban planning management, the color. Thanks to the building should be improved and color should adapt to test the feasibility of in a different environment, improve computer aided design and color of the update other areas, color design.
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Sadipun, Donatus Korbianus, Meidiana Dwidiyanti y Megah Andriany. "EFFECT OF SPIRITUAL BASED MINDFULLNESS INTERVENTION ON EMOTIONAL CONTROL IN ADULT PATIENTS WITH PULMONARY TUBERCULOSIS". Belitung Nursing Journal 4, n.º 2 (11 de mayo de 2018): 226–31. http://dx.doi.org/10.33546/bnj.357.

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Background: Emotions have an impact on the healing process as it affects the body's defense system. The work that can be done to control the emotions of pulmonary TB patients is mindfulness with a spiritual approach.Objective: To examine the effect of spiritual based mindfulness intervention on the emotional control in adult patients with pulmonary TB.Methods: This was a pre-experimental study with one group pre-post test design with a total of 45 adult patients with pulmonary TB recruited purposively in the public health centers. A questionnaire of emotional regulation was used for data analysis. Paired t-test was used for data analsyis.Results: This study showed that there was a significant difference in emotional control between before and after given spiritual based mindfulness intervention with p = 0.000 (<0.05).Conclusion: The spiritual based mindfulness intervention has a significant effect to improve the emotional control of adult patients with pulmonary TB. This can be used as one of the efforts to control the emotions of pulmonary TB patients as well as as to speed the healing process.
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