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      • KCI우수등재

        정서조절을 통한 다문화 이주민에 대한 정서 변화

        김민영,한규은 한국사회및성격심리학회 2018 한국심리학회지 사회 및 성격 Vol.32 No.3

        In the era of multicultural society, one of the social issues in Korea is hatred toward immigrants. This study suggested emotion regulation as a way to resolve this issue and investigated the effect of emotion regulation on changing emotions toward immigrants. In study 1, 236 participants completed online survey in which emotion regulation strategies (cognitive reappraisal, emotion suppression) and emotional experiences (sympathy, fear, hostility, and anger) toward immigrant workers were asked. Results showed that when age, gender, right-wing authoritarianism, and hostile attribution bias were controlled, sympathy was explained by cognitive reappraisal and emotion suppression. In addition, hostility was explained by emotion suppression. Study 2 was designed to investigate the effect of training on the change of emotional experience toward immigrants. In the training session, participants exercised cognitive reappraisal for 15 minutes upon the exposure to a series of emotion-eliciting pictures. Participants in control group were instructed to accept aroused emotions as it is for the same time amount of time. Participants completed three times of emotion ratings including post-training session (Time 1) and two times of online follow-up sessions for the following two months (Times 2 and 3). Results of hierarchical linear model, in which three times of emotion ratings are entered as within-person variables and group conditions as a between-person variable, showed that training group (n = 27) reported higher sympothy than the control (n = 27). The changing rate in the sympathy across times did not differ across groups. The results suggest the potential of short-term effect of cognitive reappraisal training in reducing negative emotions toward immigrants in Korea. 다문화 사회로 진입하고 있는 한국 사회에서 다문화 이주민에 대한 국민의 부정적 정서는 사회적 문제로 대두되고 있다. 이를 해결하는 방안 모색의 목적으로 본 연구에서는 정서조절의 영향력에 대해 알아보았다. 연구 1에서 연구자들은 20대에서 50대의 성인남녀 236명의 기질적 정서조절 정도를 측정한 후 그들이 외국인 노동자에게 가지는 정서(동정심, 두려움, 적대감, 분노)를 설문을 통해 알아보았다. 회귀분석 결과, 나이, 성별, 우익권위주의, 적대적 귀인 편향 정도를 통제하였을 때 정서조절의 전략 중 하나인 인지적 재평가가 높은 동정심을, 또 다른 형태의 정서조절 전략인 정서억압이 낮은 동정심을 유의미하게 설명하는 것으로 나타났다. 정서억압은 또한 높은 적대감을 유의미하게 설명하는 것으로 나타났다. 연구 2에서는 정서조절의 훈련을 한 후 정서조절이 다문화 이주민(외국인 노동자, 결혼 이주민, 외국인 범죄자)에 대한 정서 경험 변화에 영향을 미치는지를 추적연구를 통해 알아보았다. 훈련 세션에는 총 87명이 훈련 집단 또는 통제 집단에 참가하여 인지적 재평가에 대한 훈련을 받거나 대조적으로 정서를 그대로 받아들이는 것에 대한 지시사항을 들었다. 참가자는 훈련 직후와 그 후 두 달간 한 달 간격으로 총 3회차에 걸쳐 다문화 이주민에 대한 정서를 보고하였다. 3회차에 걸친 정서의 변화를 개인 내 변인으로 하고, 훈련 여부를 개인 간 변인으로 하여 위계적 선형 모델을 통해 분석해 본 결과, 훈련 집단(n = 27)의 동정심 평균이 통제 집단(n = 27)보다 유의미하게 더 높은 것으로 나타났으며, 회차에 따른 동정심의 변화율에는 유의미한 차이가 없는 것으로 나타났다. 종합적으로, 연구 1과 2의 결과는 외국인 노동자를 포함한 다문화 이주민 집단에 대한 개인의 정서 변화에 인지적 재평가를 통한 정서조절이 다양한 정서 중 동정심 변화에 단기적으로 긍정적 영향을 줄 수 있다는 점을 시사한다.

      • KCI등재

        (인공) 정서 시대의 과학적 정서 이론과 연기 테크닉의 문제 -알바 이모팅 테크닉을 중심으로-

        이강임 ( Lee Gang-im ) 한국드라마학회 2022 드라마연구 Vol.- No.68

        본 논문은 (인공) 정서 시대에, 다양한 사회적 영역에서 수렴적 이슈가 되고 있는 정서와 연기 테크닉을 연구한다. 필자는 주디스 버틀러(Judith Butler)가 우리의 실제 삶과 지배적 ‘젠더’ 개념의 틈에서 발생하는 ‘젠더 문제(gender trouble)’를 심층적으로 다루었듯이, 연기 창조 과정과 연기 테크닉 개발에 있어서, 기존 정서 개념과 현상학적으로 우리가 마주하는 정서 ‘사이’에서 발생하는 ‘정서 문제(emotion trouble)’를 다룬다; ‘정서의 소환,’ ‘정서 재현,’ ‘정서 동일화,’ ‘연기자의 감정선,’ ‘정서적 몰입,’ ‘진정성 있는 연기,’ ‘진짜 정서.’ 과학적 정서 이론의 계보를 살펴보면, 정서 개념은 크게, 본질주의적 정서 개념과 구성주의적 정서 개념으로 나눌 수 있다. 전자에는 내용적 차이가 존재하지만, 폴 에크만(Paul Ekman)과 수잔나 블로흐(Susana Bloch) 등이 속하는데, ‘보편적 기본 정서,’ ‘내재적 신경 다발,’ ‘순수 정서’와 같은 본질주의적 아이디어를 옹호한다. 본질주의적 접근의 특징은 ‘줄무늬 무지개’로 표현되는 확실하고 명확한 구분과 경계로서의 정서 개념이다. 한편, 정서의 구성주의적 입장을 지지하는 리사 펠드먼 배럿(Lisa Feldman Barret)과 마크 브라켓(Marc Brackett) 같은 인지심리 학자들은, 정서를 ‘스펙트럼으로 나타나는 무지개’처럼, 경계가 모호한 다양한 차이로 정의한다. 필자는 정서 문제에 과학적으로 접근하기 위해, 본질주의적 정서 개념을 비판하며, ‘구성’으로서의 정서 개념을 도출하는 배럿의 ‘구성된 정서 이론’을 살펴본다. ‘구성된 정서 이론’에서, 정서는 우리 몸마음의 신경 네트워크에 의해 ‘구성’되며, 감각, 이미지, 사고, 언어 수행과 동시적으로 발생하는 과정이며, 우리 몸마음의 ‘행위’이다. 살아 숨 쉬는 연기자의 몸이, ‘제2의 몸,’ 즉 ‘가상의 몸’을 구성해서 가상 세계를 살아가는 연기 창조 과정에서, 정서는 언제든지 소환해서 불러낼 수 있고, 필요 없으면, 도로 갖다 놓을 수 있는 재현 가능한 그 어떤 것이 아니다. 뇌과학자이자 인지심리학자인 수잔나 블로흐는 본질주의적 정서 개념을 바탕으로, 연기자가 언제든지, 의지하는 대로, 정서를 유도하고, 관객에게 생생하게 전달할 수 있는, 비법 같은 알바 이모팅 테크닉(Alba Emoting Technique)을 제시한다. 필자는 드니 디드로(Denis Diderot)의 역설을 풀 황금 열쇠를 가질 수 있다고 약속하는 것처럼 들리는, 이 알바 이모팅 테크닉을 ‘구성된 정서 이론’의 전망에서 조명한다. 연기자의 가상의 몸에 숨을 불어 넣고 맥박을 뛰게 할 수 있을 만한 강력한 알바 메소드의 정서 효과기 패턴(Emotional Effector Pattern) 훈련은 그 매력만큼이나, 리스크 또한 적지 않다. 그러나, 무엇보다, 알바 이모팅 테크닉은 연기자가 상징적인 기호로서의 얼굴 표정이나, 제스처에 의존할 것이 아니라, 온전히 집중된 몸마음의 생리신체적 접근을 강조한다. 배럿의 구성된 정서 이론의 신경 메카니즘에서 바라보면, 테크닉의 체화는 신체적 근육의 움직임을 포함하는, 우리 세포와, 신경계, 내장을 변화시키는 재체화(reembodiment)이며, 우리 몸마음의 재구성(reconstruction)이다. 필자는 구성된 정서 이론의 입장에서, 알바 이모팅 테크닉의 본질주의적 태도를 비판하면서도, 알바 이모팅 테크닉의 생리신체적 접근의 장점을 활용할 수 있는 방안을 제시한다. 필자는 알바 이모팅 테크닉과 다른 체화 테크닉들, 즉 이미지 체화법, 신체적 행동법, 가상의 몸, 조형술, 뷰포인트 등의 다양한 테크닉들이, 어떠한 기초적 바탕과 원리에서 상호보완적으로 활용될 수 있는지 논의한다. In this paper, I deal with ‘emotion trouble,’ in a manner Judith Butler looks at the matter of gender. According to Burtler, we do not inherit gender, but we do perform our gender. Likewise, our emotions are not based on a bunch of neuronal bundles with which we react to our environment. Rather, our emotions are the active simulations of our bodymind from which we can predict our present and future against the harsh environment surrounding us. Truly, the matter of emotion is a converging issue throughout many disciplines and fields. We are witnessing the production of a human-like robot and an autonomous agent in terms of having a human-like artificial emotion. Even for the machines, compassion and empathy are the most valuable ethical grounds. As an acting teacher and a director, I face ‘emotion trouble,’ both in a class and in the theatre. What is an emotion? Or, in the way William James questions, where is an emotion? Why do we so care about our emotions? Why do the actors try hard to get right emotions during the course of storytelling? As a practitioner, how can I approach emotions being described as a spectrum of a rainbow? How can we control our emotions even though we do not know much about our emotions? In this paper, I examine ‘emotion trouble,’ especially, regarding an acting technique, focused on a specific acting technique called Alba Emoting Technique(AET) conceived by Susana Bloch. Against the theory of the constructed emotion, I look into the core system of ATE, Emotional Effector Patterns, which are constituted as triad of breathing, facial-expression, and posture. From the perspectives of the new emotion paradigm, I examine the promises and hopes of ATE to unlock the Diderot’s paradoxes, not to reject ATE, but to reconsider the matter of embodiment of emotions from the ground.

      • KCI등재

        Reading Emotion of a Video Game Character: Focusing on Primary and Secondary Emotion

        Young June Sah(사영준) 한국컴퓨터게임학회 2019 한국컴퓨터게임학회논문지 Vol.32 No.1

        본 논문에서는 사람들이 비디오 게임 캐릭터로부터 감정을 읽는 것이 가능한지에 관하여 살펴보았다. 감정에 관한 기존 연구는 감정을 사람만이 느낄 수 있다는 제1종 감정과 사람뿐만 아니라 동물까지 느낄 수 있다는 제2종 감정으로 구분하고 있다. 게임 플레이어는 게임 캐릭터가 사람이 아닌 가상의 존재라는 사실을 알고 있지만, 동시에 플레이어는 캐릭터가 사람의 심리적 상태를 갖는 것으로 가정하고 게임에 임한다. 이에 본 연구에서는 사람들이 게임 캐릭터로부터 1종 감정과 2종 감정 모두를 인지하는지 조사하였고, 이 같은 감정 읽기가 사전 게임 경험과 관련되어 있는지, 게임 캐릭터의 평가와 연관되어 있는지 조사하였다. 온라인 조사 연구에서 참여자들은 게임 캐릭터의 그림을 보고 감정상태를 평가하였으며 캐릭터의 선호도를 보고 하였다. The current study explored perceiving emotion of video game characters. Previous studies on emotion proposed two types of emotion--primary and secondary emotion--and suggest that people tend to read primary emotion from non-human beings as well as humans, yet perceive secondary emotion only from humans. Acknowledging that a video game characters are often considered as humanlike objects despite their non-human nature, we examined whether people perceive both primary and secondary emotion from a video game character and whether emotion reading is influenced by character- and user-related factors. Participants were completed an online questionnaire, in which they reported to what extent they read each type of emotion from a female and male video game character. Results revealed that people read both primary and secondary emotion from a video game character, while positive emotion was more likely to be perceived than negative emotion. Prior video game experience was related to the extent to people read emotion, such that the more experience people have, to a lesser extent they read negative emotion. Furthermore, positive emotion reading was associated with likability of a video game character, suggesting that emotion reading may lead to positive evaluation of the character.

      • Preliminary Test of Affective Virtual Reality Scenes with Head Mount Display for Emotion Elicitation Experiment

        Kenta Hidaka,Haoyu Qin,Jun Kobayashi 제어로봇시스템학회 2017 제어로봇시스템학회 국제학술대회 논문집 Vol.2017 No.10

        Emotion elicitation experiments are conducted to collect biological signals from a subject who is in a state of emotion. The recorded signals are used as training/test dataset for constructing an emotion recognition system by means of machine learning. In conventional emotion elicitation experiments, affective images or videos were provided for a subject to draw out an emotion from them. However, the authors have concerns about the effectiveness. To surely evoke a specific emotion from subjects, we have produced several Virtual Reality (VR) scenes and provided the subjects with the scenes through a Head Mount Display (HMD) in emotion elicitation experiments. Usability and effectiveness of the VR scenes with the HMD for emotion elicitation were experimentally verified. It was confirmed that experience of the VR scenes with the HMD was effective in evoking emotions, but we have to improve how subjects learn a way of playing VR scenes and provide measures against VR sickness at any cost. Moreover, Support Vector Machine classifiers as an emotion recognition system were constructed using the biological signals measured from the subjects in the emotion elicitation experiments.

      • KCI등재

        혼합정서 얼굴표정의 범주적 지각에 미치는 정서명칭 효과

        양현보,김비아,이동훈 한국인지및생물심리학회 2020 한국심리학회지 인지 및 생물 Vol.32 No.2

        From the view of the basic emotion theory, categorical perception (CP) of facial expressions occurs as a result of the biologically endowed ability for recognition of emotions. On the contrary, the theory of constructed emotion argues that people perceive facial expressions categorically because they have labels like “anger,” “sadness,” and “fear,” which provide conceptual knowledge of emotions to structural information of facial movements. However, it is difficult to determine whether CP of facial expressions is due to the innate ability for facial expression or due to emotion labels, because adults are already familiar with basic facial expressions and may label them easily. To answer this question, we created a non-stereotypical blended facial expression, which is relatively ambiguous to categorize as a specific emotion, by blending of two basic emotion expressions (‘fear’, ‘disgust’). In the CP experiment using X-AB discrimination task, the influence of the label was examined by providing an emotion label (“horrible”) to the blended expression or not. As a result of the experiment, CP was only observed in the groups who labeled the blended expression. The current result showing that CP of a blended facial expression is facilitated by an emotion label supports the claim of the theory of constructed emotion. 범주적 지각(CP)이란 특정 경계를 기준으로 대상의 연속적인 변화가 급격히 불연속적인 범주로 지각되는 현상이다. 얼굴표정 CP는 기본정서이론의 관점에서 진화적 정서처리 기제의 결과물로 해석되었으나, 구성된 정서 이론은 사람들이 “분노”, “슬픔”, “공포” 등의 명칭으로 얼굴표정을 범주화함으로써 이 현상이 발생한다고 주장한다. 그러나 성인은 이미 반복적인 정서경험을 통해 얼굴표정을 “기쁨”, “공포”, “슬픔” 등의 명칭으로 범주화하는 행위에 전문화 되어있어, 얼굴표정 CP가 진화적 정서처리 기제에 의한 것인지, 정서명칭에 의한 것인지를 구분하기 어려웠다. 본 연구는 두 기본정서표정(공포, 혐오)을 물리적으로 혼합함으로써 상대적으로 정서범주가 불분명한 비전형적 ‘공포+혐오’ 혼합정서표정을 생성하고, 여기에 정서명칭(‘끔찍하다’)을 부여하거나 부여하지 않음으로써 정서명칭이 얼굴표정 CP에 미치는 영향을 확인하였다. 실험 결과, 혼합정서표정에 명칭을 부여한 집단에 한하여 CP가 발생하였다. 정서명칭의 부여를 통해 비전형적 혼합정서표정의 CP를 유발한 본 연구의 결과는 정서지각이 구성되는 과정에 언어가 핵심적인 역할을 한다는 구성된 정서 이론을 지지한다.

      • KCI등재

        Classification of Three Different Emotion by Physiological Parameters

        Eun-Hye Jang,Byoung-Jun Park,Sang-Hyeob Kim,Jin-Hun Sohn 대한인간공학회 2012 大韓人間工學會誌 Vol.31 No.2

        Objective: This study classified three different emotional states(boredom, pain, and surprise) using physiological signals. Background: Emotion recognition studies have tried to recognize human emotion by using physiological signals. It is important for emotion recognition to apply on human-computer interaction system for emotion detection. Method: 122 college students participated in this experiment. Three different emotional stimuli were presented to participants and physiological signals, i.e., EDA(Electrodermal Activity), SKT(Skin Temperature), PPG(Photoplethysmogram), and ECG (Electrocardiogram) were measured for 1 minute as baseline and for 1~1.5 minutes during emotional state. The obtained signals were analyzed for 30 seconds from the baseline and the emotional state and 27 features were extracted from these signals. Statistical analysis for emotion classification were done by DFA(discriminant function analysis) (SPSS 15.0) by using the difference values subtracting baseline values from the emotional state. Results: The result showed that physiological responses during emotional states were significantly differed as compared to during baseline. Also, an accuracy rate of emotion classification was 84.7%. Conclusion: Our study have identified that emotions were classified by various physiological signals. However, future study is needed to obtain additional signals from other modalities such as facial expression, face temperature, or voice to improve classification rate and to examine the stability and reliability of this result compare with accuracy of emotion classification using other algorithms. Application: This could help emotion recognition studies lead to better chance to recognize various human emotions by using physiological signals as well as is able to be applied on human-computer interaction system for emotion recognition. Also, it can be useful in developing an emotion theory, or profiling emotion-specific physiological responses as well as establishing the basis for emotion recognition system in human-computer interaction.

      • KCI등재

        정서명칭단어와 정서내포단어의 어휘정보처리 차이

        권소영,윤홍옥,이동훈 한국인지및생물심리학회 2022 한국심리학회지 인지 및 생물 Vol.34 No.2

        Emotion words are often categorized into emotion-label words which refer to specific emotional states (e.g., happy, sad) and emotion-laden words which do not directly mention but embed emotional states (e.g., success, fail). This study aimed to investigate whether emotion words belonging to different categories are processed differently. Participants performed a lexical decision task on emotion-label and emotion-laden words in Experiment 1 and a valence decision task on the same words in Experiment 2. A series of linear mixed-effect models were conducted on response latencies (RTs) while lexical frequency, concreteness and emotionality of words were controlled for. The model results yielded that emotion-laden words were processed slower than emotion-label words, and that positive emotion words were processed faster than negative emotion words regardless of word categories. The slower RTs to emotion-laden words imply that the valence of the words is constructed through emotional experience requiring additional information processing. We insist that the informational processing of emotion-laden words is different from that of emotion-label words, independent of the concreteness and emotionality of emotional words.

      • KCI등재

        감정에 관한 또 하나의 퍼즐

        김한승 한국미학회 2003 美學 Vol.34 No.-

        What I call 'Cognitivism' in this paper is a theory of emotion, according to one version of it (which I call 'Strong Cognitivism') emotion is nothing but a judgement or belief, and according to another version ('Weak Cognitivism') emotion is essentially dependent upon cognitive factors. Cognitivism is superior to other available theories of emotion for various reasons. First of all, it could individuate various modes of emotions. Secondly, it could explain the rational aspect of emotion. Thirdly, it could explain the normative aspect of emotion. Especially, I propose 'Cognition Dependence Thesis' for emotion to stand out its rationality as follows: [Cognition Dependence Thesis] That a person has emotion E under the situation S depends upon the fact that s/he has a belief B (or does not have a belief B'). Following this thesis someone's having (or being in) a specific mode of emotion is rationally explained by her having (or not having) a specific belief. Also, I propose, we could individuate various modes of emotion by finding the very specific belief as expressed in the thesis. Despite its pluasibility, however, Cognitivism has not been free from objections. I consider two. According to the first one, Cognitivism is wrong because we, in fact, experience some emotions for which we never find rational grounds. I claim, however, that this objection only shows that we sometimes have no clue for the grounds of our emotions. The second objection is an older and more serious one, which involves the infamous 'puzzle of fiction'. A long list of literature on this issue indicates that this has been puzzling many philosophers, and suggests that there might be no solution to this puzzle. I do not intend to offer another solution but only suggest a promising one. Even if this puzzle is successfully solved, I claim, there would be another task for Cognitivists. For full-fledged rationality of emotion we should expect emotion to play an active role in yielding new beliefs or, even better, knowledge, which is put as follows: [Causal Role Thesis] For some emotion E, if a person has E under the situation S, it is causally responsible for her having a non-trivial belief B. I propose Cognition Dependence Thesis and Casual Role Thesis complete Cognitivism in the full sense. However, I claim that Cognitivism meets another puzzle -- we cannot have both theses. For, whenever we find a 'new' belief that is yielded by emotion, it is in fact an old one which rationally explains the very emotion.

      • KCI등재

        Reading Emotion of a Video Game Character: Focusing on Primary and Secondary Emotion

        사영준 (사)한국컴퓨터게임학회 2019 한국컴퓨터게임학회논문지 Vol.32 No.1

        The current study explored perceiving emotion of video game characters. Previous studies on emotion proposed two types of emotion--primary and secondary emotion--and suggest that people tend to read primary emotion from non-human beings as well as humans, yet perceive secondary emotion only from humans. Acknowledging that a video game characters are often considered as humanlike objects despite their non-human nature, we examined whether people perceive both primary and secondary emotion from a video game character and whether emotion reading is influenced by character- and user-related factors. Participants were completed an online questionnaire, in which they reported to what extent they read each type of emotion from a female and male video game character. Results revealed that people read both primary and secondary emotion from a video game character, while positive emotion was more likely to be perceived than negative emotion. Prior video game experience was related to the extent to people read emotion, such that the more experience people have, to a lesser extent they read negative emotion. Furthermore, positive emotion reading was associated with likability of a video game character, suggesting that emotion reading may lead to positive evaluation of the character.

      • 한국어 감정용언의 구문 특성에 대한 연구

        이연희 ( Li Lianji ),이화자 ( Li Huazi ) 중국한국(조선)어교육연구학회 2022 한국(조선)어교육연구 Vol.20 No.0

        The purpose of this study is to examine the construction of Korean emotion verbs based on their syntactic and semantic features. In this regard, the arguments that an emotion verb requires should be analyzed according to the semantic conceptual structure of its lexical information. Emotion is defined as an unintentional mental state ensuing in reaction to judgments about a particular stimulus. Emotion verbs which linguistically frame emotions, should specify the agent of emotion and the agent of stimulation external stimulus (external stimulus). When the emotion is directed to any person other than the agent of emotion, they require the object of emotion. Therefore, when directly describing the emotion of the agent of emotion, the construction of the emotion verbs forms a structure of ‘agent of emotion’. When describing the emotion of the agent of emotion toward a stimulus, it comes in the structure of ‘agent of emotion agent of stimulation’. When the emotion of the agent of emotion is directed to any person other than the agent, it takes a structure of ‘agent of emotion agent of stimulation object of emotion’. These structures are rendered into sentences according to the syntactic realization of arguments of each verb. The syntactic analysis of Korean emotion verbs drawing on such an approach offers a direct look into the linguistic construction of emotions.

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