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1

Piker, Gürer Seçkin Yavuz. "Evaluation Of Product Sound Design Within The Context Of Emotion Design And Emotional Branding/." [s.l.]: [s.n.], 2005. http://library.iyte.edu.tr/tezler/master/endustriurunleritasarimi/T000363.pdf.

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Risgaard-Nielsen, Ann-Maj. "EMOTIONS TO WEAR : An exploration in expressing the emotion hopelessness within a series of body objects." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-26586.

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In a series of body objects, this project aims to discover the specific emotion of hopelessness through the physical sensation of gravity. The project is investigating a femininity concept by exploring the emotions evoked when reading about the myth of Pandora and how she is used in academic reports such as Diseases of Women to argue upon discriminating arguments directed towards a female identity. The outcome of the workshops situate this project in a participatory driven field where somatic experiences make it possible to discuss sensitive topics such as hopelessness and gender equality. The outcome of the project is five sensorial body objects that suggest possibilities in designing wear to trigger emotions. It should be presented as a participatory installation in an exhibition.
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Gu, Junhua. "Emotional design of smart pantry for mid-age women." Thesis, Available online, Georgia Institute of Technology, 2006, 2006. http://etd.gatech.edu/theses/available/etd-07052006-120502/.

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Maicher, Kellen R. "Exploring the Relationships between Affective Character Design and Interactive Systems." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1385477326.

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Aguilera, Alderete Paulina. "Food Stories: A Design Method for Understanding Meaning Through Identity, Emotion, and Experience." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin153563433451446.

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Wu, Yutong. "SEME Design Methodology For Nostalgic Design." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1530880404101115.

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Anniko, Malin, and Fielding Lisa Bodland. "Stressing emotions : A single subject design study testing an emotion-focused transdiagnostic treatment for stress-related ill health." Thesis, Örebro universitet, Akademin för juridik, psykologi och socialt arbete, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-20632.

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Abstract  Individual psychological factors have been recognized to play an important role in the development of stress-related symptomatology. Despite extensive comorbidity between stress-related ill health and mood disorders, the advances in research on emotion regulation and transdiagnostics, have not been recognized in stress research to any considerable degree. In the current study, using a single subject design with multiple baselines across individuals (n=6), a transdiagnostic treatment intervention targeting maladaptive emotional regulation strategies was implemented on patients suffering from stress-related symptomatology. Results show that symptoms of exhaustion decreased in five of six participants on post-measures, with considerable convergence between measures of depression, anxiety and stress. Further investigation of treatment effects, alongside the processes linking emotion regulation and stress-related symptomatology are needed.
Sammanfattning  Individuella psykologiska faktorer spelar en viktig roll i utvecklingen av stressrelaterade symtom. Trots en omfattande samsjuklighet mellan å ena sidan stressrelaterad ohälsa, å andra sidan depression och ångest, har framsteg inom emotionsforskning och transdiagnostik inte uppmärksammats i någon stor utsträckning inom stressforskningen. I den aktuella studien användes en single subject design med multipla baslinjer mellan individer (n=6), för att implementera en emotionsinriktad transdiagnostisk behandling på patienter som lider av stressrelaterade symtom. Resultaten visar att fem av sex deltagare visade minskade tecken på utmattning efter genomgången behandling, med avsevärd konvergens mellan mått på depression, ångest och stress. För att kunna påvisa behandlingseffekter, samt förklara de processer som förbinder emotionsreglering och stressrelaterade symtom, behövs ytterligare forskning på området.
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BIANCO, BIANCA DAL. "PARTICIPATORY DESIGN: REFLECTIONS ABOUT A PECULIAR WAY TO PROJECT UNDER THE DESIGN AND EMOTION VIEWPOINT." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2007. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=10346@1.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
A presente dissertação aborda o Design em Parceria realizado pelo Laboratório de Investigação em Living Design - LILD/PUC- Rio sob a ótica do Design e Emoção, e tem como foco os sentimentos envolvidos na relação das pessoas com os objetos que as cercam e o entorno construído. A autora contrapõe o Design em Parceria - que se caracteriza pelo envolvimento ativo do usuário em praticamente todas as etapas do processo projetual - à idéia de que o design resulte do trabalho de um gênio solitário, que não precisa conhecer a realidade e as demandas dos usuários para quem projeta. A dissertação apresenta o pensamento de pesquisadores que apontam para a importância de o usuário ser parceiro do designer ao longo do desenvolvimento de produtos, e, também, para o papel social e ético do design. É promovido um encontro teórico entre os autores e o Professor José Luiz Mendes Ripper, coordenador do LILD, para quem o designer deve preparar o mundo para todos. Este encontro se dá em torno de aspectos da prática do Design em Parceria observados durante o trabalho de campo junto ao LILD, por meio da observação participante. Após apresentar exemplos de projetos desenvolvidos pelo LILD em parceria com usuários, a autora traz algumas reflexões e identifica o importante sentimento de co-autoria presente na prática do Design em Parceria.
The present dissertation deals with Participatory Design carried out by the Investigation Laboratory in Living Design - LILD/ PUC-Rio under the Design and Emotion view-point, in which the focus is the feelings people have about the objects that surround them and the built environment. The author contrasts Participatory Design - characterized by the user´s active involvement in almost all stages of the planning process - against the idea that the design should be a result of the work of a solitary genius, who does not need to know the user´s reality and desires. The dissertation presents some researchers´ thoughts that assert that the user has to be the designers´s partner throughout the entire product design process and that the design has to play a social and ethical role. The dissertation promotes the theoretical meeting between the authors and Professor José Luiz Mendes Ripper, LILD coordinator, to whom the designer has to prepare the world to all. This meeting occurs around aspects of Participatory Design practice observed throughout the LILD work field, under the author participant observation. After presenting examples of objects developed by LILD in partnership with users, the author brings out some reflections and identifies the important feeling of coauthorship present in the practice of Participatory Design.
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Amantini, Susy Nazare Silva Ribeiro. "Desenvolvimento da maca infantil multifuncional para atendimento odonto-médico-hospitalar de bebês e pré-escolares." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/25/25145/tde-08092014-100422/.

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O público infantil, na faixa etária de 0 - 5 anos, ainda é pouco assistido no que se refere aos recursos de acomodação para atendimento odontopediátrico. No mercado brasileiro o que se encontra disponível para esta finalidade, são produtos pouco funcionais para as crianças de zero a trinta e seis meses e que não atendem às exigências mínimas de adequação ergonômica, seja para o bom desempenho dos profissionais, ou para conforto, segurança e bem estar à criança. Este relatório de tese apresenta a pesquisa e desenvolvimento da maca infantil para atendimento odontopediátrico, sob a ótica do design aplicado à saúde, cujas bases se estruturaram nos conceitos de ergonomia, usabilidade e emotion design, com o objetivo de propor um equipamento adequado às características psicofísicas do público usuário. A pesquisa se desenvolveu sob duas vertentes de usuários pacientes e profissionais, observando os impactos psicofísicos, nesses dois públicos, da relação interface X usuário. Esta pesquisa ofereceu as prerrogativas para especificar os requisitos de projeto do design da maca, observando as necessidades evidenciadas para identificar as funções que a nova maca deverá desempenhar. O resultado apresentado exibe uma estrutura morfológica semelhante a da cadeira odontológica para adultos, porém seu dimensionamento é correspondente e apropriado ao público infantil de 0 - 5 anos. A proposta final foi incrementada com acessórios, cujas funções são de ajustar a posição da criança na da maca, oferecer os apoios necessários para acomodação confortável do pescoço e dos membros inferiores, além de proporcionar uma contenção confortável de movimentos bruscos do tronco, membros inferiores e cabeça, a fim de garantir a segurança da criança durante o seu atendimento. As cores empregadas têm objetivo lúdico e de adequação psicodinâmica ao contexto de uso da maca, para favorecer o comportamento colaborativo da criança durante o atendimento, além de contribuir para o desempenho do profissional. Para que o profissional possa trabalhar de forma segura e confortável, a maca apresenta ajuste de altura acionado por pedal, além de recursos de redução e ampliação da maca, para possibilitar e facilitar a aproximação do paciente e a satisfatória visualização da cavidade bucal da criança.
Children in the age group from 0-5 years are still poorly assisted in what concerns suitable accommodation resources for pediatric dental care. The products available to this audience in the Brazilian market are little functional to the age group of 0-36 months. These products fail to meet minimum requirements for ergonomic adjustment in what concerns the professional performance or the childs welfare and safety. This research presents research and development of a stretcher for pediatric dental care, under the viewpoint of healthcare design. This kind of design is based upon ergonomics concepts, usability and emotion design. The aim is to present an equipment suitable to the psychophysics features of the target audience. The present research was developed considering both the professional and the patient approach. Psychophysics impact of interface versus user on both audiences were observed. It also propounds the prerogatives to establish the project requirements for the stretcher design, observing the identified needs in order to identify the functions this new stretcher should perform. The result exhibits a morphological structure similar to the adult targeted stretcher but its dimensioning is suitable and adequate to the age group of 0-5 years old. The final proposal was incremented with accessories whose functions are to adjust childs position in the stretcher, and to offer the necessary rests for neck and legs comfortable accommodation and, finally, to provide a comfortable contention of abrupt movements of the trunk, legs and head, in order to ensure the childs safety during its attendance. Colors were employed with a ludic and psychodynamics purpose, considering its application context and to favor a collaborative behavior of the child. In order to provide a safe and comfortable performance of the professional, the stretcher offers a pedal operated height adjustment and resources for its diminution and expansion therefore making it easier to approach the patient and to have a better sight on the childs buccal cavity.
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Jerčić, Petar. "Design and Evaluation of Affective Serious Games for Emotion Regulation Training." Doctoral thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10478.

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Emotions are thought to be one of the key factors that critically influences human decision-making. Emotion regulation can help to mitigate emotion related decision biases and eventually lead to a better decision performance. Serious games emerged as a new angle introducing technological methods to learning emotion regulation, where meaningful biofeedback information communicates player's emotional state. Games are a series of interesting choices, where design of those choices could support an educational platform to learning emotion regulation. Such design could benefit digital serious games as those choices could be informed though player's physiology about emotional states in real time. This thesis explores design and evaluation methods for creating serious games where emotion regulation can be learned and practiced. Design of a digital serious game using physiological measures of emotions was investigated and evaluated. Furthermore, it investigates emotions and the effect of emotion regulation on decision performance in digital serious games. The scope of this thesis was limited to digital serious games for emotion regulation training using psychophysiological methods to communicate player's affective information. Using the psychophysiological methods in design and evaluation of digital serious games, emotions and their underlying neural mechanism have been explored. Effects of emotion regulation have been investigated where decision performance has been measured and analyzed. The proposed metrics for designing and evaluating such affective serious games have been extensively evaluated. The research methods used in this thesis were based on both quantitative and qualitative aspects, with true experiment and evaluation research, respectively. Digital serious games approach to emotion regulation was investigated, player's physiology of emotions informs design of interactions where regulation of those emotions could be practiced. The results suggested that two different emotion regulation strategies, suppression and cognitive reappraisal, are optimal for different decision tasks contexts. With careful design methods, valid serious games for training those different strategies could be produced. Moreover, using psychophysiological methods, underlying emotion neural mechanism could be mapped. This could inform a digital serious game about an optimal level of arousal for a certain task, as evidence suggests that arousal is equally or more important than valence for decision-making. The results suggest that it is possible to design and develop digital serious game applications that provide helpful learning environment where decision makers could practice emotion regulation and subsequently improve their decision-making. If we assume that physiological arousal is more important than physiological valence for learning purposes, results show that digital serious games designed in this thesis elicit high physiological arousal, suitable for use as an educational platform.
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Jerčić, Petar. "Design and Evaluation of Affective Serious Games for Emotion Regulation Training." Licentiate thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00567.

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Emotions are thought to be a key factor that critically influences human decision-making. Emotion regulation can help to mitigate emotion related decision biases and eventually lead to a better decision performance. Serious games emerged as a new angle introducing technological methods to learning emotion regulation, where meaningful biofeedback information displays player's emotional state. This thesis investigates emotions and the effect of emotion regulation on decision performance. Furthermore, it explores design and evaluation methods for creating serious games where emotion regulation can be learned and practiced. The scope of this thesis was limited to serious games for emotion regulation training using psychophysiological methods to communicate user's affective information. Using the psychophysiological methods, emotions and their underlying neural mechanism have been explored. Through design and evaluation of serious games using those methods, effects of emotion regulation have been investigated where decision performance has been measured and analyzed. The proposed metrics for designing and evaluating such affective serious games have been exhaustively evaluated. The research methods used in this thesis were based on both quantitative and qualitative aspects, with true experiment and evaluation research, respectively. Serious games approach to emotion regulation was investigated. The results suggested that two different emotion regulation strategies, suppression and cognitive reappraisal, are optimal for different decision tasks contexts. With careful design methods, valid serious games for training those different strategies could be produced. Moreover, using psychophysiological methods, underlying emotion neural mechanism could be mapped to provide optimal level of arousal for a certain task. The results suggest that it is possible to design and develop serious game applications that provide helpful learning environment where decision makers could practice emotion regulation and subsequently improve their decision making.
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Ely, Cristina. "Processo de seleção de cores no projeto do produto orientado ao bem-estar." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2016. http://hdl.handle.net/10183/143906.

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As cores fazem parte da nossa vida, assim como os produtos e objetos que nos cercam, que ao longo do tempo puderam ser ofertados em variadas cores. Tendo em vista a atividade do designer de produto, buscou-se com este estudo compreender como a seleção de cores no projeto de produto pode ser orientada para gerar bem-estar. Para isso, foi realizado um trabalho de pesquisa aplicada que entrevistou professores e designers visando conhecer o processo de seleção de cores de designers gaúchos articulando com o potencial emocional despertado pelas cores em produtos. Este trabalho apresenta como resultado um marco teórico sobre a influência da cor na relação emocional com produtos, que ocorre em duas dimensões: a cor como estímulo e a cor como experiência. Além disso, apresenta-se a diferença entre professores e designers no processo de seleção de cor em produtos, por fim, através de um mapa, sugere um processo para seleção de cores no projeto de produto.
Colors are an important part of our lives, as are the products and objects that surround us, and as time went by, they could be offered in a multiple array of colors. Looking at the activities of a product designer, this study sought out understanding how the selection of color in a project of a product can be oriented towards common well-being. To achieve this, an applied research was done, interviewing professors and designers, looking into the process of selection of colors made by local designers, articulated with the emotional potential that emerges by colors on products. This study shows as a result e theoretical model about the influence of color on the emotional relations with the products, that presents itself in two dimensions: color as a stimulus and color as an experience itself. Furthermore, it presents through a map, a suggestion on the process of color selection on the product project. Besides that the differences between professors and designers colors choosing methods will be presented at the end, a process of color selection will be presented through a map.
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Jones, Neena White. "Simulated Clinical Experience: An Investigation of Emotion Understanding and Management." ScholarWorks, 2019. https://scholarworks.waldenu.edu/dissertations/7481.

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Many investigators have documented that lack of emotional intelligence (EI) in professional nursing correlates with patient dissatisfaction, negative patient outcomes, and litigation. However, much less information is available to nurse educators for an effective instructional strategy to increase EI skills, specifically emotion understanding and management (the most influential branches of EI) in nursing students. Grounded in the theory of EI and the theory of simulation, the purpose of this quantitative quasi experimental study was to introduce educational technology as a useful strategy for influencing EI in a convenience sample of 88 second semester students in a baccalaureate program. Research questions for the study examined the treatment (human patient simulators, stressful situational scenarios, and role playing) for changing EI skill levels. Repeated measures, within factors analysis of variance was used to test for a relationship between the variables at three time periods during a semester. Key results for emotion understanding were significant with small effect, F(1.973, 171.686) = 7.526, p = .001, partial ω2 = .047. Key findings for emotion management were significant with medium effect, F(1.827, 158.965) = 9.981, p < .0005, ω2 = .063. However, conclusions were mixed for influence, as the instructional strategy resulted in negative EI learning (consistent decreased gain) for most participants. By weeding out irrelevancies, this study contributes to current nursing research and informs nursing educators of the need to continue the search for an effective strategy for teaching emotion understanding and management skills in nursing curricula.
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Gaspar, Ana Paula de Jesus Lopes. "A provocação dos sentidos no cartaz de divulgação da arte contemporânea em Portugal 1989 - 2009." Doctoral thesis, Universidade de Lisboa, Faculdade de Arquitetura, 2012. http://hdl.handle.net/10400.5/17715.

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Dissertação para obtenção do grau de Doutor em Design, apresentada na Faculdade de Arquitectura da Universidade Técnica de Lisboa.
A provocação dos sentidos no cartaz de divulgação da arte contemporânea em Portugal 1989-2009, foi a designação atribuída ao presente trabalho de investigação. A partir do título, apresentamos o objecto seleccionado no âmbito deste estudo. Assim, partimos da selecção de quarenta cartazes que integram actualmente um espólio, nas colecções salvaguardadas, dos arquivos gráficos e documentais nas duas instituições eleitas, a Fundação de Serralves, na cidade do Porto, e a Fundação da Culturgest, na cidade de Lisboa, instituições que têm a missão de divulgar a arte contemporânea e têm ainda uma responsabilidade na estética produzida e projectada para a sociedade portuguesa e contemporânea. Deste modo, após a selecção dos objectos de estudo, procedemos ao levantamento dos pontos que foram considerados como problemáticos nesta abordagem. Para o seguimento da proposta, foram observados as seguintes questões: os objectos eleitos não foram ainda alvo de investigação para o período cronológico em causa, a sua missão foi cumprida, no entanto, qual o impacto deste tipo de objecto, e qual a importância da salvaguarda do cartaz, enquanto objecto de colecção e de arte, porquê que não se encontram inventariados e apenas preservados, porque não têm inscrição do autor ou designer, estes objectos obedeceram a uma estética, a um contexto histórico, foram produzidos em Portugal. Outra questão, o designer a instituição juntam-se para divulgar o artista, ou apenas o nome do artista é estrutural no layout do cartaz. Assim, procedemos à definição de um campo de investigação, o conceito emergente de design emocional, e a partir deste criámos uma metodologia de investigação de modo a atingir os objectivos que nos propusemos, ou seja investigar o impacto deste tipo de objecto no receptor, quais os mecanismos que despertam no indivíduo uma reacção emocional e abordar as áreas do cérebro que foram provocadas por estímulos sensoriais e quais os sentidos estimulados. No que diz respeito à metodologia de investigação foi adoptada uma metodologia não intervencionista de base qualitativa, suportada por dois estudos de caso e validação de resultados por meio de grupos de foco. Foi neste âmbito desenhada uma ferramenta de trabalho de modo a recolher os dados necessários ao estudo, bem como entrevistas a profissionais e análise dos resultados observados. Após a análise dos resultados, concluímos, que se tratam de objectos estruturantes ao nível da imagem projectada, sobretudo no impacto que adquirem na provocação de reacções sensitivas no receptor, bem como numa estética contemporânea.
ABSTRACT: The provocation of the senses on the poster for the dissemination of contemporary art in Portugal 1989 - 2009, was the name given to this research. From the title, we present the object selected for this study. Thus, from a selection of forty posters currently forming a collection, safeguarded in the collections, archives and documentary charts the two elected institutions, the Serralves Foundation, the city of Oporto, and the Foundation of Culturgest the city of Lisbon institutions that have the mission to promote contemporary art and also have a responsibility in the aesthetic produced and designed for the contemporary Portuguese society. Thus, after the selection of study objects, a mapping of points that were considered problematic in this approach. To follow the proposal was observed the following questions: objects has not yet been chosen subject to investigation for the chronological period in question, their mission was accomplished, however, the impact of this type of object, and the importance of safeguarding the poster, as an object of art collection and, why they are not inventoried and preserved only because they have no registration of the author or designer, these objects obeyed an aesthetic, historical context, were produced in Portugal. Another question, the designer join the institution to promote the artist, or just the name of the artist is the structural layout of the poster. Thus, we proceed to the definition of a field of research, the emerging concept of emotional design, and from this we have created a research methodology to achieve the objectives we set ourselves, that is to investigate the impact of this type of object in the receiver, the mechanisms that awaken an emotional response in the individual and address the areas of the brain that were triggered by sensory stimuli and which stimulated the senses. Regarding the research methodology adopted was a non-interventionist approach to qualitative basis, supported by two case studies and validation of results through focus groups. In this context has been an working tool designed in order to collect the necessary data to the study, as well as interviews with professionals and analysis of the results observed. After analyzing the results, we conclude that these are structural objects in terms of the projected image, especially the impact that they acquire in provoking reactions in sensitive receiver, and a contemporary aesthetic.
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Hilborn, Olle. "A Serious Game for Training in Emotion Regulation : From Design to Evaluation." Licentiate thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00607.

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Games are often used as training devices in various tasks, but proper biofeedback is more seldom used. Within an EU project it was explored how biofeedback games can target emotion regulation and be evaluated meaningfully. While many use games and biofeedback separately, here the focus was to combine them. This was explored through how the games were perceived and played while players were punished in-game, based on their physiological activity. By implementing games and study the interaction patterns in experimental settings, primarily correlational data was acquired. The results suggest that targeting cognitive constructs has to be validated for each specific game, since game strategies can influence the activation of the cognitive constructs.
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Modh, John. "Understanding Multiple Sclerosis symptoms and feelings : Designing a bridge of understanding between those with M.S. and those without." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-74621.

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This work is to them who have recently received the diagnosed with Multiple Sclerosis (MS), since the disease is quite a life changer this by creating limitations and cause serious health problems. Problems that would changes their life forever, this in adapting to their new life situation where communication has become harder this to express in an understandable way and understanding has become even harder. Since being diagnosed with MS it affect more than a single person, the one diagnosed family is also experiencing almost the same sort of difficulties and life changer. In not knowing what their family member is trying to express, this in order to make the family understand them will create a gap between them of misunderstanding. Evan the healthcare experience this sort of troubles when they are trying to understand what their patient is trying to express, without the proper understanding it might cause mistreatment of the patient. With a clearer understanding of their patient could they early understand their patients in knowing what they are trying to express. Since the healthcare staffs has been educated about this sort of disease would an easy understanding about their patient be helpful, this to provide the patient with the proper care. People that has never heard and been in contact with this sort of disease and what sort of features it could cause would be enlighten about the disease as well how it is to live with it. Providing an eye-opener to the public in what this disease is and what sort of problems it causes, this to inform and sharing the information. By sharing the information concerning this would the public be enlighten and have an understanding about the problems, which the person with MS experience. In order of enable, this sort of understanding between those with MS and the healthy ones would to use design in order of creating a sort of platform of common understanding. Creating a sort of bridge of understanding between healthy people and those with MS, it would improve the understanding of the person with MS as well the disease itself. This sort of tool would be helpful in the health care in helping those who recently been diagnosed with MS, reducing the stress in knowing their disease. This would as well ease and milder the shock of them diagnosed, providing them some sort of comfort in knowing their disease. To understand this sort of problems and symptoms, it would be possible to enlighten people as well health care, about the hardship that those who live with MS which they are enduring each day. To be diagnosed with MS and not knowing about what it is could cause extreme stress, worsening the diseases, being in a new situation with an unknown disease, without having someone to ask about this, expect the healthcare. In healthcare there exists no book written by one having MS describing the different symptoms as well the troubles, which they experience, this sort of information would be helpful since the one having MS wants to know from one experience the same troubles as they. To feel the comfort regarding their disease as well to feel that there is someone that has gone through the same experience as they have gone through. The result, which is a book that would act as a tool for understanding the disease, its troubles and problems in a clear as well informed way. This would create a sort of bridge of understanding between those with MS and those without. The pictures in the book are illustrating and informing in a clear way about the disease and its different symptoms. Since the disease is difficult to understand due to its diversity of problems, the book is displaying some of the most common problems in how it is to experience MS. This sort of book could help the already diagnosed in understanding their disease and be something they could find comfort to know as well knowing that someone else has experienced the same things as them.
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Tafreshi, Shabnam. "Cross-Genre, Cross-Lingual, and Low-Resource Emotion Classification." Thesis, The George Washington University, 2021. http://pqdtopen.proquest.com/#viewpdf?dispub=28088437.

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Emotions can be defined as a natural, instinctive state of mind arising from one’s circumstances, mood, and relationships with others. It has long been a question to be answered by psychology that how and what is it that humans feel. Enabling computers to recognize human emotions has been an of interest to researchers since 1990s (Picard et al., 1995). Ever since, this area of research has grown significantly and emotion detection is becoming an important component in many natural language processing tasks. Several theories exist for defining emotions and are chosen by researchers according to their needs. For instance, according to appraisal theory, a psychology theory, emotions are produced by our evaluations (appraisals or estimates) of events that cause a specific reaction in different people. Some emotions are easy and universal, while others are complex and nuanced. Emotion classification is generally the process of labeling a piece of text with one or more corresponding emotion labels. Psychologists have developed numerous models and taxonomies of emotions. The model or taxonomy depends on the problem, and thorough study is often required to select the best model. Early studies of emotion classification focused on building computational models to classify basic emotion categories. In recent years, increasing volumes of social media and the digitization of data have opened a new horizon in this area of study, where emotion classification is a key component of applications, including mood and behavioral studies, as well as disaster relief, amongst many other applications. Sophisticated models have been built to detect and classify emotion in text, but few analyze how well a model is able to learn emotion cues. The ability to learn emotion cues properly and be able to generalize this learning is very important. This work investigates the robustness of emotion classification approaches across genres and languages, with a focus on quantifying how well state-of-the-art models are able to learn emotion cues. First, we use multi-task learning and hierarchical models to build emotion models that were trained on data combined from multiple genres. Our hypothesis is that a multi-genre, noisy training environment will help the classifier learn emotion cues that are prevalent across genres. Second, we explore splitting text (i.e. sentence) into its clauses and testing whether the model’s performance improves. Emotion analysis needs fine-grained annotation and clause-level annotation can be beneficial to design features to improve emotion detection performance. Intuitively, clause-level annotations may help the model focus on emotion cues, while ignoring irrelevant portions of the text. Third, we adopted a transfer learning approach for cross-lingual/genre emotion classification to focus the classifier’s attention on emotion cues which are consistent across languages. Fourth, we empirically show how to combine different genres to be able to build robust models that can be used as source models for emotion transfer to low-resource target languages. Finally, this study involved curating and re-annotating popular emotional data sets in different genres, and annotating a multi-genre corpus of Persian tweets and news, and generating a collection of emotional sentences for a low-resource language, Azerbaijani, a language spoken in the north west of Iran.
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Costa, Paulo Carlos da Rocha. "O design de costumização das cadeiras de rodas." Doctoral thesis, Faculdade de Arquitectura de Lisboa, 2012. http://hdl.handle.net/10400.5/5643.

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Shah, Drishti Rajesh. "LOST FRAGMENTS A Therapy Center to cope with grief in Richmond, Virginia." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/90773.

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An exploration began to understand the relationship between architecture and human emotion. Inspired by a personal story of loss, this thesis began to disseminate the five stages of the Elizabeth Kübler Ross model of grief. Each of the stages was studied in depth to find architectural elements that relate to every stage. Furthermore, the elements helped establish a mood and quality of the spaces that were directly associated with program, light, and material. As the project began to evolve, a series of questions of architectural sequence, material practices, and placemaking followed and with every step, a decision was to be made. This constant decision-making was influenced by sets of conditions and contexts resulting in a methodology specific to a particular site. This thesis presents a case to look at architecture through a qualitative design process. It endeavors to define and explore elements of architecture to create an experience, that has impact on human emotion.
Master of Architecture
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Kim, Ji Sun. "A study of passengers' anxiety on the London Underground to help design its information environment." Thesis, Brunel University, 2017. http://bura.brunel.ac.uk/handle/2438/16008.

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Provision of information has been used as a strategy to relive travel-related anxiety. This study is motivated by the successful attempts for reducing the anxiety. Although, passengers' anxiety about using public transport (PT) has already been discussed, the London Underground passengers' anxiety has rarely been a target of investigation in the academic literature. Anxiety associated with the Underground use is reported to be greater than other PT modes. Although the existing studies discussing PT passengers' anxiety have attempted to provide solutions for anxiety reduction, few endeavours have been made to offer them based on the investigated causality between determinants of anxiety and its arousal. Thus, this study fills the gap by identifying antecedents, and verifying their effects on anxiety about the Underground use. This, in turn, furnishes theoretical grounds for designing content of information with an aim to relieve the anxiety in the circumstance that little data exists, which can be utilised for developing information for the purpose. To achieve the goal, two sets of phases have been engaged. First, a questionnaire (N=81) was conducted to identify anxiety triggers. The results revealed that they were other people's anti-social behaviour, overcrowding, noise, and late-night travel. An expert group interview was carried out to investigate what efforts are made to support passengers in the anxiety inducing situations. Second, examination was performed to understand about the passengers' anxiety based on theoretical knowledge about anxiety, and to determine its antecedents. A research model was formulated including six factors, perceived invulnerability, perceived physical ability, trust in other passengers (informal social control), confidence in the authorities, safety knowledge, and perceived uncontrollability. The effects were assessed through structural equation modelling, using questionnaire data (N=269). The results uncovered that perceived invulnerability, perceived physical ability, and confidence in the authorities have negative indirect effects on anxiety through perceived uncontrollability, and safety knowledge has a negative direct effect on anxiety. The confirmed anxiety buffering effects of the factors will be suggested to be used for developing content of information to help relieve the arousal. The study contributes to knowledge by identifying the determinants of the passengers' anxiety, and testing their effects on anxiety, and to produce theoretical support to create service information environment which helps relieve the anxiety.
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Obeidi, Amer. "Emotion, Perception and Strategy in Conflict Analysis and Resolution." Thesis, University of Waterloo, 2006. http://hdl.handle.net/10012/2828.

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Theoretical procedures are developed to account for the effect of emotion and perception in strategic conflict. The possibility principle facilitates modeling the effects of emotions on future scenarios contemplated by decision makers; perceptual graph models and a graph model system permit the decision makers (DMs) to experience and view the conflict independently; and perceptual stability analysis, which is based on individual- and meta-stability analysis techniques, is employed in analyzing graph model systems when the DMs have inconsistent perceptions. These developments improve the methodology of the Graph Model for Conflict Resolution by reconciling emotion, perception, and strategy to make predictions consistent with the actual unfolding of events.

Current research in neuroscience suggests that emotions are a necessary component of cognitive processes such as memory, attention, and reasoning. The somatic marker hypothesis, for example, holds that feelings are necessary to reasoning, especially during social interactions (Damasio, 1994, 2003). Somatic markers are memories of past emotions: we use them to predict future outcomes. To incorporate the effect of emotion in conflict, the underlying principle of Damasio?s hypothesis is used in developing the possibility principle, which significantly expands the paradigm of the Graph Model for Conflict Resolution of Fang, Hipel, and Kilgour (1993).

State identification is a crucial step in determining future scenarios for DMs. The possibility principle is integrated into the modeling stage of the Graph Model by refining the method of determining feasible states. The possibility principle enables analysts and DMs to include emotion in a conflict model, without sacrificing the parsimonious design of the Graph Model methodology, by focusing attention on two subsets of the set of feasible states: hidden and potential states. Hidden states are logically valid, feasible states that are invisible because of the presence of negative emotions such as anger and fear; potential states are logically valid, feasible states that are invisible because of missing positive emotions. Dissipating negative emotions will make the hidden states visible, while expressing the appropriate positive emotions will make the potential states visible. The possibility principle has been applied to a number of real world conflicts. In all cases, eliminating logically valid states not envisioned by any DM simplifies a conflict model substantially, expedites the analysis, and makes it an intuitive and a realistic description of the DMs' conceptualizations of the conflict.

A fundamental principle of the Graph Model methodology is that all DMs' directed graphs must have the same set of feasible states, which are integrated into a standard graph model. The possibility principle may modify the set of feasible states perceived by each DM according to his or her emotion, making it impossible to construct a single standard graph model. When logically valid states are no longer achievable for one or more DMs due to emotions, the apprehension of conflict becomes inconsistent, and resolution may become difficult to predict. Therefore, reconciling emotion and strategy requires that different apprehensions of the underlying decision problem be permitted, which can be accomplished using a perceptual graph model for each DM. A perceptual graph model inherits its primitive ingredients from a standard graph model, but reflects a DM's emotion and perception with no assumption of complete knowledge of other DMs' perceptions.

Each DM's perceptual graph model constitutes a complete standard graph model. Hence, conclusions drawn from a perceptual graph model provide a limited view of equilibria and predicted resolutions. A graph model system, which consists of a list of DMs' perceptual graph models, is defined to reconcile perceptions while facilitating conclusions that reflect each DM's viewpoint. However, since a DM may or may not be aware that other graph models differ from his or her own, different variants of graph model systems are required to describe conflicts. Each variant of graph model system corresponds to a configuration of awareness, which is a set of ordered combinations of DMs' viewpoints.

Perceptual stability analysis is a new procedure that applies to graph model systems. Its objective is to help an outside analyst predict possible resolutions, and gauge the robustness and sustainability of these predictions. Perceptual stability analysis takes a two-phase approach. In Phase 1, the stability of each state in each perceptual graph model is assessed from the point of view of the owner of the model, for each DM in the model, using standard or perceptual solution concepts, depending on the owner's awareness of others' perceptions. (In this research, only perceptual solution concepts for the 2-decision maker case are developed. ) In Phase 2, meta-stability analysis is employed to consolidate the stability assessments of a state in all perceptual graph models and across all variants of awareness. Distinctive modes of equilibria are defined, which reflect incompatibilities in DMs' perceptions and viewpoints but nonetheless provide important insights into possible resolutions of conflict.

The possibility principle and perceptual stability analysis are integrative techniques that can be used as a basis for empathetically studying the interaction of emotion and reasoning in the context of strategic conflict. In general, these new techniques expand current modeling and analysis capabilities, thereby facilitating realistic, descriptive models without exacting too great a cost in modeling complexity. In particular, these two theoretical advances enhance the applicability of the Graph Model for Conflict Resolution to real-world disputes by integrating emotion and perception, common ingredients in almost all conflicts.

To demonstrate that the new developments are practical, two illustrative applications to real-world conflicts are presented: the US-North Korea conflict and the confrontation between Russia and Chechen Rebels. In both cases, the analysis yields new strategic insights and improved advice.
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Patrício, Ana Filipa Cruz de Melo. "O género e as emoções face aos electrodomésticos de cozinha." Master's thesis, Universidade Técnica de Lisboa. Faculdade de Arquitectura, 2010. http://hdl.handle.net/10400.5/2792.

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Tese de Mestrado em Design de Produto
O presente trabalho enquadra-se na área do design emocional e pretende verificar a prevalência de diferenças emocionais entre os géneros face aos electrodomésticos de cozinha. Do mesmo modo é nosso objectivo averiguar se os electrodomésticos estão aptos a suscitar emoções positivas tanto nos homens quanto nas mulheres. Este estudo é de carácter exploratório e foi utilizada uma metodologia quantitativa tendo-se recor¬rido á técnica do inquérito por questionário através da internet que decorreu no contexto específico da Faculdade de Arquitectura da Universidade Técnica de Lisboa. A amostra aleatória simples é constituída por 87 indivíduos do sexo feminino e 46 do sexo mascu¬lino num total de 113 casos ou seja 6,2% do universo em estudo, de entre alunos de todos os cursos ministrados na Faculdade, professores e funcionários. Nos resultados apurados para as diferenças emocionais entre os géneros face aos electrodomésticos constata-se a existência de particularidades sendo que no geral não se verificaram fortes assimetrias. Relativamente à valência emocional de ambos os sexos, destacam-se a Máquina de Secar Roupa Conceptual e o Frigorífico Eletrolux com maior índice emocional. Todos os electrodomésticos despertaram emoções positivas tanto nos ho¬mens quanto nas mulheres. Porém a fritadeira Delonghi e o Microondas LG apresentam ausência de emoção positiva e negativa muito elevada (acima dos 50%) e fraca existência de emoção positiva nos restantes níveis. No que toca às diferenças emocionais entre os géneros em específico, os testes estatísticos apontam divergências significativas nas médias de emoção positiva relativas ao Microon¬das LG sendo que os homens apresentam média global superior. Relativamente aos electrodomés¬ticos definidos como femininos ou masculinos, verifica-se a prevalência de diferenças nas médias de emoção positiva em relação ao Frigorífico Smeg. Ao nível das características valorizadas pelos inquiridos, à parte algumas peculiaridades constata-se mais homogeneidade do que diferença.
This work is fit in the area of emotional design and intends to verify the prevalence of emotional differences between genders due to kitchen appliances. In a similar way it is our aim to verify if the appliances are able to elicit positive emotions in both men and women. This study is exploratory in its nature. It was used a quantitative methodology having recourse to the technique of the inquiry for questionnaire (survey) through the Internet and took place in the specific context of the School of Architecture at the Technical University of Lisbon. The random sample consists of 87 female individuals and 46 male with a total of 113 cases or 6.2% of the universe under study, among students of all courses currently taught at the university, fac¬ulty and staff. In the results reported for the emotional differences between the sexes in relation to electrical kitchen appliances, it is evidenced the existence of specificities being that, in general: there were no strong asymmetries. For the emotional valence of both genders, are distinguished the Dryer Machine and the Conceptual Refrigerator Electrolux as having bigger emotional index. All appliances aroused positive emotions in both men and women. However the absence of posi¬tive and negative emotion for Fryer Delonghi and the Microwave LG was very high (above 50%) and there was poor existence of positive emotion in the other levels. As regards the emotional differences between the sexes, in particular statistical tests, show significant differences in mean positive emotion on the LG Microwave where men had higher overall mean. For appliances set to male or female, there is a prevalence of differences in mean positive emotion related to the Smeg Fridge. In terms of the characteristics valued for the inquired ones, apart from some peculiarities there is more homogeneity verified than difference.
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Xin, Chen. "Communicating Emotion Management: Improving Mental Health Self-care for Chinese Emerging Adults." University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1595499387373559.

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24

Streck, Melissa. "Análise da influência dos personagens sobre a experiência de games narrativos : um estudo de caso de vínculos emocionais com o jogo portal." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2014. http://hdl.handle.net/10183/115301.

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A pesquisa apresentada nesta dissertação teve como tema os personagens em games. Seu objetivo foi compreender a influência dos personagens sobre as emoções da experiência de jogo, levando em conta as questões relativas à carracterização, atuação e ao papel dos mesmos no encadeamento da narrativa. Para isso, foi realizada uma análise da estrutura narrativa do jogo Portal (Valve Co., 2007) e um estudo empírico qualitativo dos vínculos emocionais dos jogadores durante a experiência de jogo. Além de seu grande sucesso e popularidade, esse jogo foi escolhido devido à importância do NPC, cujas manifestações constróem a narrativa. A pesquisa verificou a coerência entre as teorias sobre a construção de personagens, bem como sobre narrativa e emoção e a experiência dos jogadores. Além disso, foi possível constatar que os vínculos emocionais dos jogadores que participaram do estudo divergiram nos momentos de maior e menor tensão e convergiram nas passagens de tensão intermediária. A visualização da estrutura narrativa do jogo Portal e sua comparação com as marcações efetuadas pelos jogadores nas várias passagens do jogo contribuem para a melhor compreensão da relação entre a variação dos vínculos emocionais e os momentos da narrativa, com destaque para a relação do jogador com os NPCs.
The research presented in this dissertation has its object the characters in games. The goal was to understand the influence of the characters on the emotions of the game experience, taking into account issues relating to carracterização, performance and the role of teachers in the thread of the narrative. For this, an analysis of the narrative structure of the game Portal (Valve Co., 2007) and a qualitative empirical study of the emotional bonds of the players during the game experience was performed. Besides its great success and popularity, this game was chosen because of the importance of the NPC, whose manifestations construct the narrative. The survey found consistency between theories about characters’development, as well as on narrative and emotion, and the experience of players. Furthermore, it was found that the emotional bonds of the players who participated in the study differed in times of high and low tensions and converged in the passages of intermediate twnsions. The visualization of the narrative structure of the game Portal and its comparison with the markings made by players in several passages of the game contribute to a better understanding of the relationship between the variation of emotional bonds and the moments of the narrative, highlighting the relationship between the player and the NPCs.
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25

Marson, Elissandra. "Vitrina, design e emoção : uma investigação sobre a percepção visual feminina /." Bauru : [s.n.], 2011. http://hdl.handle.net/11449/96268.

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Orientador: Paula da Cruz Landim
Banca: Monica Cristina de Moura
Banca: Miriam Mirna Korolkovas
Resumo: No cenário atual, muitas estratégias são usadas para atrair o consumidor, que deixou de suprir apenas, as necessidades consideradas naturais para satisfazer desejos e necessidades correspondentes a expectativas sociais. Diante desse consumidor ávido por novidades, o comércio estimula seu ímpeto para o consumo, fazendo uso da comunicação para atingir seus objetivos. Uma das mídias utilizadas, a vitrina, é o objeto deste estudo, aqui apresentada como uma mídia de comunicação com grande capacidade de atrair o consumidor. Objeto de estudos restritos, porém, com grande capacidade de persuasão, a vitrina investiga esta pesquisa que tem o objetivo de avaliar o papel do design em seu planejamento como atrativo para valorizar a imagem do produto e do ponto de venda, agregando valor na forma de expô-los ao consumidor. O objetivo específico visa relacionar o impacto emocional que sua composição, com o uso de conceitos e técnicas do design, pode proporcionar ao público, em específico o feminino. Para isso, optou-se por uma investigação bibliográfica e de campo. Compreende uma pesquisa exploratória, com abordagem qualitativa e por raciocínio indutivo. Os dados obtidos geraram informações que contribuem como ferramentas no planejamento visual da vitrina. Os conceitos do design, da emoção e da percepção visual, articulados por profissionais capacitados por meio do ensino de design, permitem que a informação transmitida pelas vitrinas seja compreendida pelos consumidores
Abstract: In the present scenery, many strategies are used to attract the consumers, which stopped supplying just the necessities considered natural to satisfy desires and the necessities towards the social expectations. Considering this eager consumer of news, the commerce stimulates his willing for consumption, making use of the communication to reach its aims. One of the used media, the window display, is the object of this study, here presented as a communication media with a great capacity to attract the shopper. Object of restrict studies, however, with a great persuasion power, the window display instigates this research that has the aim of evaluating the role of the design in its planning as an attractive to worth the image of the product and the store as well, attributing value in the way it is displayed to the shopper. The specific objective aims to connect the emotional impact that is composition, with the design's concepts and technical, can provide to the public, mainly the female one. That's why the option was to use both a bibliographic and a camping research. It concerns an exploratory research with qualitative approach and inductive throught. The obtained data created information that contributes a tools in the visual planning of the window display. The concepts of the design, emotion and visual perception said by the most capable professionals in design teaching, allow that the information transmited by the window display is understood by the shoppers
Mestre
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Aoki, Yuko. "Approaches to Housing Design Focusing on Human Well-being in Japan." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/theses/633.

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This thesis attempts to find ways in which the designs of single family residential units can be changed to increase the happiness and comfort of residents. Houses are humans' fundamental locations to start and end their days. They are places to grow a family's health and safety. By looking at a failed attempt at residential housing (Pruitt-Igoe), this thesis will try to gain insight about what design aspects are not effective. No one want the same result as what was created at Pruitt-Igoe. The main thrust of the research presented in this thesis was captured by use of a survey. The questions was designed using three (3) categories with which Happy Index uses to measure happiness, life satisfaction, life expectancy, and ecological footprint (Abdallah, Michaelson, Marks, & Steuer, 2009). The survey was given to both Japanese and American people. Japan makes us think of a very different culture and efficient use of limited space. Conducting a survey on happiness, greenery, comfort, lighting, stress, community interactions, and satisfaction of homes with total of one hundred twenty one (121) Japanese and American participants shed some light on what the most important design aspects are to be happy. For most of the participants, family makes up a huge part of their happiness. For this reason, single family homes need to be designed for more easy interaction with family members. Even with the difference of cultures, the definition of happiness is the same, but American people comment more positively in regard to comfort, satisfaction and happiness in their current homes.
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Baumer, Eric. "Toward the Design of an Emotion-like State Generator for a Robotic Office Assistant." Honors in the Major Thesis, University of Central Florida, 2004. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/696.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.
Bachelors
Engineering and Computer Science
Computer Science
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MENEZES, CRISTIANE SCHIFELBEIN DE. "DESIGN & EMOTION: ABOUT THE RELATIONSHIP FIRST-TIME EXPERIENCES OF PEOPLE WITH THE OBJECTS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2007. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=10319@1.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
Esta dissertação se insere no campo do Design & Emoção. Seu tema é a relação afetiva que as pessoas estabelecem com os objetos e seu objetivo, estudar as experiências promovidas pelos objetos usados pela primeira vez. O método adotado para o desenvolvimento desta investigação foi o de entrevistas e conversas com pessoas de idades e origens distintas. Este estudo foi norteado pelo pensamento e pelas idéias de importantes autores do campo, como António Damásio e a idéia de que os objetos têm competência emocional e evocam emoção e sentimento; Donald Norman e os três aspectos do design: o design visceral, o design comportamental e o design reflexivo; Peter Stallybrass e sua reflexão sobre a vida social das coisas e sobre os objetos, onde imprimimos as nossas marcas e que carregam a nossa memória; e Patrick Jordan e a idéia de que os produtos podem proporcionar diversos prazeres: o físico, o social, o psicológico e o ideológico. A fim de contextualizar, enriquecer e ilustrar o pensamento destes autores, foram utilizados relatos dos entrevistados sobre suas experiências de uso de algo pela primeira vez. Este estudo foi motivado pela idéia de que o design é um processo intencional, e, assim sendo, é possível projetar objetos capazes de evocar sentimentos. Neste sentido, as conclusões gerais são que os objetos que usamos pela primeira vez inauguram e participam de importantes fases da vida e de rituais de passagem; nos apresentam novos universos; lembram pessoas; intermediam ações sociais; podem nos levar a adotar novos hábitos e condutas; e, ainda, evocam sentimentos como auto-dependência ou independência; estou crescendo ou estou podendo e incapacidade e exclusão.
This dissertation inserts in the field of Design & Emotion, which subject is the affective relationship that people establish with the objects. The objective of this text is to study the first-time experiences of people with the objects. The method used for the development of this investigation was the one with interviews and talks with people from different origins and ages. This study was guided based on the thoughts and ideas of important authors on this field, as António Damásio and the idea that objects have emotional competence and evoke emotions and feelings; Donald Norman and the three aspects of design: the visceral design, the behavioral design and the reflexive design; Peter Stallybrass and his reflexion about the social life of things and about the objects, where we put our sings; that carry our memory; and Patrick Jordan and the idea that the products can provide many pleasures: the physical, the social, the psychological and the ideological. In order to context, to enrich and to illustrate the thoughts of these authors were used stories of the interviewed people about their experiences of using something for the first time. This study was motivated by the idea that design is an intentional process and, being like that, is possible to project objects able to evoke positive feelings and trigger positives changes of behavior for the society. In this direction, general conclusions are that the objects that we use for the first-time inaugurate and participate of important phases of the life and rituals of passage; in them they present new universes; they remember people; they participated of social actions; they can in taking them to adopt new habits and behaviors; and, still, evokes feelings as self-sufficiency or independence; I am growing up or I being able and incapacity and exclusion.
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Seo, Jimin. "Jacquard weave for interior design : valuing arts and crafts through encoding emotion and information." Thesis, Royal College of Art, 2016. http://researchonline.rca.ac.uk/1756/.

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This dissertation exists in relation to the exhibition of design practice at the RCA, November 7th 2014 (documented in photographs accompanying the text); it is structured according to my construction of the exhibition. It therefore integrates the question of describing my practice-based research methods along with the descriptions of my research context, and case studies of other contemporary designers; the history of the Arts and Crafts ethos, as a precursor of modernity, is also reconsidered as of potential use for a crafts approach to textile sustainability. The methods used are a compound of the workshop method of experiments at the desk, drawing board, computer screen, loom and print room, along with a search for existing cases of similar textile-weave practice in current production, some historical research and some autoethnography, which documents the subjective experience of researching sustainability in one aspect of textile design. The thesis explores aspects of emotional durability through textile design. The meaning of emotionally durable textiles, particularly those using a Jacquard weave design, was encoded in the form of QR code (Quick Response code) patterns, which, when scanned by a smartphone, lead users through the digital portal to digital platforms which inform and network users. Considering the origins of the computer in the digital binary logic of weave and its mechanisation in the Jacquard loom, the use of the weave process as a medium for encoding the meaning of the material is especially interesting for the designer as a means of activating the agency of the maker and the user. The use of textiles in all aspects of everyday life ensures the proximity of textile as an interface between the familiarity and comfort of the material and the designer’s addition of the function of rationality in relation to others and to the world of knowledge, networking and activism. The research concludes with a range of prototype Jacquard designs, which activate the relationship between designer and user through the medium of encoded messages. Using the Jacquard code as a part of new digital media of twenty-first-century technology is a way for design practice to celebrate the industrial innovation of mechanised weave and to apply this to the challenges of sustainability.
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30

Rosa, Velcy Soutier da. "Design e emoção : a mediação do designer na interpretação dos desejos e necessidades das pessoas." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2009. http://hdl.handle.net/10183/17628.

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Este trabalho visa a oferecer um contraponto à funcionalidade globalizante que desconsidera as particularidades humano-geográficas e seus valores culturais. Para tanto, sua fundamentação se apóia nos discursos que enfatizam o valor da emoção como fator desencadeador da ação, bem como atribuem qualidades relacionais aos objetos, como Donald Norman e outros importantes pensadores. Seu objetivo é contribuir para a elaboração de uma metodologia de mediação do designer entre a indústria e o usuário. A metodologia adotada, em sintonia com a fundamentação, foi a consulta direta a determinados segmentos da sociedade, para conhecer os seus desejos e necessidades. Além de um referencial quantitativo, buscou-se depoimentos de valor qualitativo. Os resultados confirmam a primazia da emoção nas relações sujeito-objeto e destacam o papel da mediação como veículo de afirmação cultural e promoção da sustentabilidade.
This paper means to offer a counterpoint to the globalizing functionality that ignores human-geographic particularities and their cultural aspects. For this purpose, foundamentation was based on reports emphasizing the importance of emotion as an action-starter and ascribing relational qualities to the objects, as stated by Donald Norman and other great studiers. The objective is to contribute for the development of a methodology for the designer to mediate the relationship between the industry and the consumer. The method used to elaborate this paper, in consonance with foundamentation, was a direct consult to specific segments of the society, to discover their wishes and necessities. Beyond stablishing a quantitative reference, we searched for reports of qualitative value. Results confirm the preponderance of emotion in subject-objetc relations and show out the role of mediation as a vehicle of cultural affirmation and sustenance promotion.
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Galan-Diaz, Carlos Roberto. "Responses to representations of the built environment : the influence of emotion, attention and perspective-taking." Thesis, Robert Gordon University, 2011. http://hdl.handle.net/10059/694.

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The main aim of this thesis is to investigate how environmental preference for the built environment, either in-situ or based on visual representations (e.g. visualisations of final architectural design), may be affected by three distinct variables. One of them is emotion, operationalised as the mood people are in at the time of the evaluation and the way people feel with regards to the environment. A second variable considers the participants' attention and how they may be influenced by task instructions. The third variable, intrinsically related to the second one, is how environmental preference may be influenced depending on the perspective taken at the time of the evaluation. The main research questions in this thesis are: a) How does emotion influence environmental preference? b) What is the impact of perspective-taking on environmental preference? c) What are the benefits of using emotional reactions to the environment as predictors of preference? These main research questions are addressed using both quantitative and qualitative methods, mainly quantitative, underpinned by a pragmatic approach. The unit of analysis in this thesis is the person who evaluates or judges an environment or a representation of it. Five studies are presented in this thesis. Study 1 (n=10) reports the results from interviews with practising architects in the city of Aberdeen. These results show that when designing architects take two distinct perspectives: a prescriptive inferential perspective and a self, referential perspective. These interviews are used to set the context within which this thesis operates: the presentation of design to people with no expertise in architecture and built environment disciplines. The remaining four studies directly address this thesis' main research questions. In Study 2 (n=133), Study 3 (n=146) and Study 5 (n=64) the effects of perspective-taking on different dependent variables are experimentally tested. The dependent variables are: perceived restorativeness (Study 2), environmental preference as measured via informational variables (Study 3), and the emotional reactions people have to representations of the environment (Study 5). Results of these studies show that perspective-taking carries an interpersonal perception bias whereby taking a perspective other than the self results in different environmental evaluation outcomes, but that this process can also be affected by formal training. The influences of emotion on environmental preference are directly explored in Studies 4 (n=32) and 5 (n=64). The results show that mood can have an influence on environmental preference by influencing the emotional reactions people have to the environment, but that these influences vary over time. Overall the thesis shows that perspective-taking and emotion have a range of influences on environmental preference in a built environment context, that these are important at the point at which architecture and built environment professionals design environments, and that timing of environmental evaluations in longitudinal assessments can make the difference between positive and less positive evaluations. This thesis' results are discussed in light of existing knowledge and some recommendations are made for future research and practitioners in architecture and built environment disciplines.
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Nouri, M. "Creativity-supporting environments : an emotion-based framework for influencing designers' creativity through using design environments." Thesis, City, University of London, 2016. http://openaccess.city.ac.uk/16161/.

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Organisations need to develop their physical/psychological environments in order to build more creative, positive, activated and motivated spaces for people to work. Although previous research has investigated the effect of environment on creative performance, there has been little research into how it might support creative work that evolves through a sequence of divergent and convergent activities based on people’s emotions. This research proposes a theoretical framework with which to design the environments to support creative thinking that recognize and apply components that link creativity and emotions. Environment, emotion and creativity are the 3 main elements that form the structure of this framework. It is called the CSE (Creativity-Support-Environment) framework. The framework uses the link between emotion and creativity to create physical and digital environments that actively enhance and maintain different types of creative thinking in the design workspace. The framework addresses that gap in knowledge in the fields of environmental design and psychology, the effect of physical and digital work environment on creativity on the one hand, and the impact of emotions on creativity in the environment. On the other, the framework gives rise to guidelines for designing physical and digital spaces that facilitate creative thinking. To validate the CSE framework, empirical studies were undertaken in different environments, a set of design guidelines that can be applied in designing spaces with different stimuli (physical and digital), to foster divergent and convergent creative thinking. The CSE framework is important because it examines creativity from the perspective of emotion and applies the link of creativity and emotion in designing the environment to improve creative thoughts. In practice, the design guidelines can be adopted by designers of physical and digital environments to ensure those environments better support divergent and convergent design tasks. The results of this research have implications for the development of further design guidelines to form the construction of creative design environments in organizations with the aim of optimizing creative potential.
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Gartland, Connor. "Making Mori: Emotional Depth and the Art of Video Games." Ohio University Honors Tutorial College / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1400681933.

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Avery, Carrie. "ONLY SCREEN DEEP? EVALUATING AESTHETICS, USABILITY, AND SATISFACTION IN INFORMATIONAL WEBSITES." Master's thesis, University of Central Florida, 2005. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4121.

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This thesis explores the role aesthetics plays in informational websites. In commercial interfaces, aesthetics (the perceived visual appeal and appropriateness of an object) has shown to correlate positively with many aspects of usability and emotional satisfaction. This thesis examines whether aesthetics has similar positive correlations in informational websites. Heuristics or guidelines for evaluating informational websites are developed based on empirical research and practitioner expertise. Categories for heuristic evaluation include usability, credibility, visual clarity, visual richness, and emotional satisfaction. A class of graduate students browsed three academic websites, evaluated them, and critiqued the heuristics. Results indicate that aesthetics does correlate with overall impression, usability, satisfaction, and credibility. The data also suggests that there are two dimensions of aesthetics: visual richness and visual clarity. Overall impression correlated with the average of all categories. The heuristics used in this pilot study are now ready to be tested on a larger population.
M.A.
Department of English
Arts and Sciences
English
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35

Marson, Elissandra [UNESP]. "Vitrina, design e emoção: uma investigação sobre a percepção visual feminina." Universidade Estadual Paulista (UNESP), 2011. http://hdl.handle.net/11449/96268.

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Made available in DSpace on 2014-06-11T19:28:04Z (GMT). No. of bitstreams: 0 Previous issue date: 2011-10-26Bitstream added on 2014-06-13T20:36:57Z : No. of bitstreams: 1 marson_e_me_bauru.pdf: 6541029 bytes, checksum: 037719360bac8f410784d129b86ac7a7 (MD5)
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
No cenário atual, muitas estratégias são usadas para atrair o consumidor, que deixou de suprir apenas, as necessidades consideradas naturais para satisfazer desejos e necessidades correspondentes a expectativas sociais. Diante desse consumidor ávido por novidades, o comércio estimula seu ímpeto para o consumo, fazendo uso da comunicação para atingir seus objetivos. Uma das mídias utilizadas, a vitrina, é o objeto deste estudo, aqui apresentada como uma mídia de comunicação com grande capacidade de atrair o consumidor. Objeto de estudos restritos, porém, com grande capacidade de persuasão, a vitrina investiga esta pesquisa que tem o objetivo de avaliar o papel do design em seu planejamento como atrativo para valorizar a imagem do produto e do ponto de venda, agregando valor na forma de expô-los ao consumidor. O objetivo específico visa relacionar o impacto emocional que sua composição, com o uso de conceitos e técnicas do design, pode proporcionar ao público, em específico o feminino. Para isso, optou-se por uma investigação bibliográfica e de campo. Compreende uma pesquisa exploratória, com abordagem qualitativa e por raciocínio indutivo. Os dados obtidos geraram informações que contribuem como ferramentas no planejamento visual da vitrina. Os conceitos do design, da emoção e da percepção visual, articulados por profissionais capacitados por meio do ensino de design, permitem que a informação transmitida pelas vitrinas seja compreendida pelos consumidores
In the present scenery, many strategies are used to attract the consumers, which stopped supplying just the necessities considered natural to satisfy desires and the necessities towards the social expectations. Considering this eager consumer of news, the commerce stimulates his willing for consumption, making use of the communication to reach its aims. One of the used media, the window display, is the object of this study, here presented as a communication media with a great capacity to attract the shopper. Object of restrict studies, however, with a great persuasion power, the window display instigates this research that has the aim of evaluating the role of the design in its planning as an attractive to worth the image of the product and the store as well, attributing value in the way it is displayed to the shopper. The specific objective aims to connect the emotional impact that is composition, with the design's concepts and technical, can provide to the public, mainly the female one. That's why the option was to use both a bibliographic and a camping research. It concerns an exploratory research with qualitative approach and inductive throught. The obtained data created information that contributes a tools in the visual planning of the window display. The concepts of the design, emotion and visual perception said by the most capable professionals in design teaching, allow that the information transmited by the window display is understood by the shoppers
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36

Jun, Soojin. "Information and the Experience of Wonder: A Rhetorical Study of Information Design." Research Showcase @ CMU, 2011. http://repository.cmu.edu/dissertations/52.

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In the last two decades, emotion has emerged as an important theme in discussions of design. However, there is no framework to date that encompasses both emotion and information design in a single theory. This dissertation was motivated by a lack of substantive theory that would allow design researchers and educators to model the relationships among information artifacts, audiences, and designers in specific contexts. This demand for work in this area also calls for a reconsideration of the current scholarship of information design by shifting its focus from objects to people, from technical rationality to value-laden human communication, from efficiency to holistic experience and effectiveness. Through examination of existing views about information design and the nature of information, this work advances the idea that information can be better conceptualized as a medium in which designers have the ability to influence situated and value-laden human actions, as well as a medium in which designers can be influenced by situated human actions. This conceptualization of information as twoway mediation between designer and audience allows us to reconsider information design as a meaningful social activity, of which designers are an integral part. This research consists of two parts. First, it proposes a framework called Modes of Wonder that allows designers to model an audience's emotional experience in relation to information artifacts. Through examination of four thematic variations of wonder (wonder, astonishment, amazement, and sublimity), Modes of Wonder provides a meta-language that is able to model one's emotional experience in relation to information artifacts. Furthermore, it may be used by designers in the planning process when solving a design problem, and by educators as a tool for critique. Second, this research presents a Point of View framework, which allows us to describe design strategies used for creating information artifacts. While Modes of Wonder, in Chapter 3, focuses on the relationship between information artifacts and audiences, the Point of View framework in Chapter 4 – which includes person, perspective, mode, and principle as the primary frames – illustrates the relationship between information artifacts and the designer who has created a specific response to a particular design problem. In order to demonstrate how these two frameworks can help us uncover plausible design strategies in a particular context of information ii design, I examine three cases of information artifacts that respond to specific design problems through use of the thematic variations of Point of View and Modes of Wonder as conceptual tools for analysis. This research makes the following contributions: it provides a theoretical framework that models the relationship among information artifacts, audiences, and designers in specific contexts. Specifically, Modes of Wonder allows design researchers and educators to articulate the relationships between information artifacts and audiences. In turn, the Point of View framework provides an approach for modeling design strategies that are often implicitly used by designers to create information artifacts aimed at producing a particular emotional effect for an audience.
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Grundström, Petter. "Design and Implementation of an Appraisal Module for Virtual Characters." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-78886.

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In the field of artificial intelligence the production of believable emotions are vital to be able to produce believable behavior of virtual agents. This is done with a process called affective appraisal, which means that events and situations are appraised and emotions are produced accordingly. The Artificial Intelligence and Computer Graphics (AICG) lab at Linköpings University has been devel- oping an AI architecture for virtual agents. This architecture had an appraisal module in need of improvement. This M.Sc. thesis had the purpose of doing this. Several approaches to affective appraisal are discussed and compared and finally one approach, called the OCC model, is chosen for implementation. This model is suitable for a real-time AI architecture as it is simple, easy to implement and can produce a wide range of emotions. The implementation of the OCC model is described in terms of how its different parts are incorporated into the previously existing AI architecture. Three extensions to the OCC model are also implemented to improve the results: emotional memories, the appraisal of unexpected events and interaction between the produced emotions. Finally the implementation is tested and the results of the tests are discussed. It is found that the implementation produces sufficient results for the scope of the thesis and for the requirements of the AI architecture into which it is incorporated.
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Vanegas-Farfano, Minerva, Ramírez Mónica González, and Guzmán Rodrigo Cantú. "Stress and emotion regulation with graphic activities and expressive narrative." Pontificia Universidad Católica del Perú, 2016. http://repositorio.pucp.edu.pe/index/handle/123456789/99978.

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The present study evaluated instructions in graphic and expressive writing tasks as stress and emotion regulation activity aids. Six experimental groups were composed of thirty university students. Effects were measured with the Mexican versions of the Perceived Stress Scale (PSS) and the Positive and Negative Affect Schedule (PANAS). The groups were similar in  the perceived stress and affect measures in time 1. Results demonstrated positive changes in both variables in time 2,for the intervention groups. The results indicate that it is necessary to evaluate the types of instructions given in experimental and clinical settings.
Se evalúa el impacto de las instrucciones dadas para el uso de actividades gráficas y escritura expresiva como una forma de apoyo en el manejo del estrés y las emociones a partir de seis grupos experimentales con treinta estudiantes universitarios. Los efectos fueron estimados mediante la adaptación mexicana de la Escala de Estrés Percibido y la adaptación de Escala de Afecto Positivo y Negativo. Los grupos fueron similares en su estrés percibido y en emociones en el tiempo 1. Los resultados indican que ambas variables mejoran tras la intervención (tiempo 2), mostrando diferencias entre los grupos. Se concluye que es necesario evaluar el tipo de instrucciones en ambientes experimentales y clínicos considerando estas diferencias.
O propósito do estudo foi avaliar o impacto das instruções dadas para o uso de atividades gráficas e escritura expressiva como uma forma de apoio no controle do estresse e das emoções. A amostra foi formada por trinta estudantes universitários. Deste modo formaram-se seis grupos experimentais, cujos efeitos foram medidos mediante a adaptação mexicana da Escala de Estresse Percebido e a adaptação da Escala de Afeto Positivo e Negativo. Os grupos foram similares no estresse percebido e nas emoções no tempo 1. Os resultados indicam que ambas variáveis melhoram depois da intervenção (tempo 2); mas com diferenças entre os grupos. Deste modo se conclui que é necessário avaliar o tipo de instruções em ambientesexperimentais e clínicos considerando estas diferenças.
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Zhang, Ke Anne. "Proximal mechanisms of externalizing behaviors: an intensive longitudinal design investigating the effects of temporally varying processes." Diss., University of Iowa, 2016. https://ir.uiowa.edu/etd/6530.

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Externalizing behaviors have been shown to exhibit within-individual changes, increasing the need to identifying factors that influence such behavior to be more or less likely to occur in any given moment. The current study aimed to contribute to the understanding of mechanisms that influence externalizing behavior using an intensive longitudinal design. Demographic variables and personality traits were measured at baseline. Momentary personality states, situational context, affect, decision-making processes, and externalizing behaviors were measured three times per day for seven days in a university sample (N = 170). Results: A new measure of momentary externalizing—Momentary-Externalizing Spectrum Inventory—was created as a practically feasible measure to administer multiple times per day and its psychometric properties were investigated. Trait disinhibition-versus-constraint predicted mean levels of externalizing behaviors. Results supported the incremental utility of personality states, such that they appear to offer additional predictive power for momentary externalizing behavior over and above personality traits. Candidate proximal mechanisms such as situational factors, momentary affect, and delay discounting were shown have the ability to predict momentary externalizing behavior in an ongoing temporally varying manner. Personality traits moderated some of these relationships between candidate proximal mechanisms and momentary externalizing behavior. Implications for the understanding of externalizing behaviors were discussed while hypotheses for future research were generated.
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40

Carvalho, Janessa O. "Emotion and Executive Functioning: The Effect of Normal Mood States on Fluency Tasks." Connect to this title, 2008. http://scholarworks.umass.edu/theses/121/.

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Seferin, Mariana Toledo. "Design, emoção e o calçado feminino : mulheres que amam calçados." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2012. http://hdl.handle.net/10183/76181.

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Esta pesquisa aborda, pela perspectiva do design e emoção, a relação afetiva que mulheres estabelecem com os calçados femininos. Tem como objetivo geral descrever as relações afetivas que mulheres que declaram amar ou gostar muito de calçados estabelecem com esse tipo de produto. A história do calçado feminino permite compreender a evolução de suas funções, especialmente a partir do momento em que a moda passou a influenciar sua configuração. Tendo em vista isso, a fundamentação desta pesquisa contemplou a influência da moda, o fetiche e os simbolismos atribuídos aos calçados, e a percepção de conforto e de risco acerca do uso dos calçados femininos. Para melhor compreensão quanto a preferências e desejos das pessoas na configuração de produtos, foram também consideradas as funções dos produtos, o papel das emoções relacionadas aos objetos e a semântica de produtos. A partir da revisão de literatura, foram selecionadas vinte e oito categorias relacionadas às emoções com produtos, com o intuito de auxiliar na descrição das relações afetivas entre as mulheres e seus calçados. Essas relações foram exploradas por meio da análise do discurso de mulheres que declaram gostar muito de calçados. Para tanto, foram realizadas entrevistas em profundidade com um grupo de onze mulheres entre 19 e 44 anos, residentes da região metropolitana de Porto Alegre. As entrevistas seguiram um protocolo que abordou motivação de compra, motivação de uso, preferência, cuidados e sentimentos relacionados com o calçado. A análise das entrevistas foi feita com o auxílio das vinte e oito categorias abordadas na literatura sobre design e emoção, e se deu em dois eixos. O primeiro considerando as respostas de todas as mulheres para cada tópico e questão do protocolo e o segundo analisando as respostas de cada entrevistada individualmente. Os resultados desta pesquisa indicam que as motivações de afeto por calçados são baseadas no conforto, na versatilidade, na aprovação das outras pessoas (elogios) e na estética.
This research addresses from the perspective of design and emotion, the emotional relationship that women have with their shoes. It aims to describe the general emotional relationships that women who claim to love or like a lot shoes establish with this type of product. The history of female footwear allows us to understand the evolution of their functions, especially from the moment when fashion began to influence its configuration. In view of this, the reasoning of this research includes the influence of fashion, fetish and symbolism assigned to shoes, perception of comfort and risk and about the use of women's footwear. To better understand how people’s preferences and desires in the context of product configuration, were also considered the product’s functions, the role of emotions related to objects and product semantics. From the literature review, we selected twenty-eight categories related to emotions with products in order to assist in the description of affective relationships between women and their shoes. These relationships were explored by analyzing the speech of women which declare to really like shoes. Thus, we conducted in-depth interviews with a group of eleven women between 19 and 44 years, residents of the metropolitan area of Porto Alegre. The interviews followed a protocol that addressed the buying motivation, usage motivation, preference, care and feelings related to the footwear. The data analysis was done with the aid of the twenty-eight categories addressed in the literature on design and emotion, and was divided in two axes. The first considers the responses of all women for every topic and protocol issue and the second examines the responses of each respondent individually. The results of this research indicate that the motives of affection for shoes are based on comfort, versatility, the approval of others (praise) and aesthetics.
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42

Holland, Alissa Kate. "A Functional Cerebral Systems Approach to Hostility: Changes in Frontal Lobe Delta Activation and Fluency Performance as a Function of Stress." Diss., Virginia Tech, 2008. http://hdl.handle.net/10919/27829.

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Executive functions, potentially including the regulatory control of emotions and expressive fluency (verbal or design), have historically been associated with the frontal lobes. Moreover, research has demonstrated the importance of cerebral laterality with a prominent role of the right frontal regions in the regulation of negative affect (anger, hostility) and in the generation or fluent production of designs rather than verbal fluency (left frontal). In the present research, participants identified with high and with low levels of hostility were evaluated on a design fluency test twice in one experimental session. Before the second administration of the fluency test, each participant underwent the cold pressor stressor. EEG data collection took place before and after each experimental manipulation. It was hypothesized that diminished right frontal capacity in high hostiles would be evident through lowered performance on this cognitive stressor. Convergent validity of the â capacity modelâ was partially supported wherein high hostile men evidenced reduced delta magnitude over the right frontal region after exposure to a physiological stressor but failed to maintain consistent levels of right cerebral activation across conditions. The results suggest an inability for high hostile men to maintain stable levels of cerebral activation with stress after exposure to physiological and cognitive stress. Moreover, low hostiles showed enhanced cognitive performance on the design task with lower levels of arousal (heightened delta magnitude). In contrast, reduced arousal (heightened delta magnitude) yielded increased executive deficits in high hostiles as evidenced through increased perseverative errors on the design fluency task.
Ph. D.
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43

Faller, Roberto da Rosa. "Engenharia e design : contribuição ao estudo da seleção de materiais no projeto de produto com foco nas características intangíveis." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2009. http://hdl.handle.net/10183/25047.

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Nos anos recentes, evidenciou-se o destaque de outros aspectos dos produtos além dos ligados ao bom funcionamento e usabilidade. Estudos nesse âmbito trouxeram à tona a importância da relação emocional envolvida na interação indivíduo-objeto. Intermediando essa relação estão os materiais, elementos capazes de transferir parte de sua personalidade aos produtos por meio de suas características tangíveis e intangíveis. O estudo dos aspectos técnicos dos materiais é amplamente apoiado por diferentes programas computacionais, livros e pesquisas científicas. Já seus aspectos ligados à subjetividade não encontram suporte semelhante. Assim, os métodos de Seleção de Materiais e as fontes de pesquisa existentes mostram-se incapazes de dar o suporte exigido pelo projeto de produtos com foco no usuário. Dessa forma, o presente trabalho apresenta contribuições ao processo de Seleção de Materiais em Design de Produto, destinadas a capacitar os projetos na incorporação de aspectos emocionais. É proposto, então, um modelo de elucidação das emoções, que demonstra e relaciona as variáveis envolvidas durante a interação indivíduo-objeto; são apresentadas duas pesquisas de campo que visam levantar atributos verbais utilizados na descrição de produtos e materiais e é proposto, por fim, um método de Seleção de Materiais que dê suporte a busca de características intangíveis.
In the last years, several aspects related to product features other than good operation and usefulness have been discussed. Studies regarding this topic enlighten the importance of user-product emotional interaction. Materials work as a link in this relation, as they may transfer part of its personality to the products through its tangible and intangible characteristics. The study of the material's technical aspects is widely supported by a large number of softwares, books and scientific researches. However, their aspects appealing to subjectivity do not share the same support. Therefore, the existing methods of material selection and sources of research do not provide the support demanded by user-focused projects. Thus, this paper presents contributions to the Material Selection process in Product Design, aiming to the incorporation of emotional aspects in such projects. It is proposed an emotion elucidation model, that presents and links the variables involved during the interaction individual-object. This work consists of two field researches aiming to raise verbal attributes used to descript products and materials, and a method of material selection that supports searching for intangible characteristics.
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Scott, Samantha L. "Is Selective Mutism an Emotion Regulation Strategy for Children with Social Phobia? A Single Case Design Investigation." Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5489.

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To determine whether children with selective mutism (SM) withhold speech to regulate their emotional arousal and decrease automatic distress, the current study examines the behavioral and physiological responses of children with SM in comparison to children with social phobia (SP) and children with no psychiatric disorder (TD) as they participate in two social situations. A single case design strategy is used to compare behavioral and physiological responses both within and across groups. Examining the temporal sequencing of behaviors and physiology provides a direct test of the utility of emotion regulation theory as it pertains to children with social phobia/selective mutism. The results indicate that children with SM show elevated arousal and emotional reactivity across all interaction segments relative to other children. Unique affective, behavioral and physiological responses occur between and within groups in relation to situational demands. The temporal sequencing of behavioral and physiological responses suggests that behavioral deficits may be related to underutilized and/or deficient physiological response systems and that not speaking represents a primitive avoidance strategy by children with SM to regulate extreme physiological arousal.
ID: 031001331; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Adviser: Deborah C. Beidel.; Title from PDF title page (viewed April 9, 2013).; Thesis (Ph.D.)--University of Central Florida, 2012.; Includes bibliographical references (p. 79-90).
Ph.D.
Doctorate
Psychology
Sciences
Psychology; Clinical Psychology
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KALMAN, GABRIELA ESTER. "ANALYSIS OF THE DISCOURSE THAT PRIVILEGES EXPERIENCE AND EMOTION IN ITS CONCERNS ABOUT THE DESIGN PROJECT PROCESS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2007. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=10692@1.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
Este trabalho realiza uma análise do discurso que privilegia a emoção e a experiência em suas considerações sobre o processo projetual de design. Apresenta enunciados coletados nos contextos de branding, experience design e design & emoção que exemplificam o discurso apontado, recortado nas falas de teóricos e profissionais do design de mainstream e do marketing. O propósito do trabalho é investigar alguns aspectos desse discurso, em especial o modo como ele propõe considerar o sujeito no processo projetual do design, além de apontar algumas implicações do mesmo.
This Analysis of the discourse that privileges experience and emotion in its concerns about the design project process presents some propositions from the branding, experience design and design & emotion contexts that exemplifies this discourse. The propositions were selected from texts from theorists and professionals of mainstream design and marketing. The dissertation aims to examine some aspects of this discourse, especially the way it suggests to consider the subject in the design project process as well as some of its implications.
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Han, Meng-Ju, and 韓孟儒. "Design of Robotic Emotion Model and Human Emotion Recognition." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/22117751638529041900.

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博士
國立交通大學
電控工程研究所
101
This thesis aims to develop a robotic emotion model and mood transition method for autonomous emotional interaction with human. A two-dimensional (2-D) emotional model is proposed to combine robotic emotion, mood and personality in order to generate emotional behaviors. In this design, the robot personality is programmed by adjusting the big five factors referred from psychology. Using Big Five personality traits, the influence factors of robot mood transition are analyzed. A method to fuse basic robotic emotional behaviors is proposed in this work in order to manifest robotic emotional states via continuous facial expressions. Through reference psychological results, we developed the relationships of personality vs. mood transition for robotic emotion generation. Based on these relationships, personality, mood transition and emotional behaviors have been integrated into the robotic emotion model. Comparing with existing models, the proposed method has the merit of having a theoretical basis to support the human-robot interaction design. In order to recognize the user’s emotional state, both bimodal emotion recognition and speech-signal-based emotion recognition methods are studied. In the design of the bimodal emotion recognition system, a novel probabilistic strategy has been proposed for a classification design to determine statistically suitable fusing weights for two feature modalities. The fusion weights are selected by the distance between test data and the classification hyperplane and the standard deviation of training samples. In the latter bimodal SVM classification, the recognition result with higher weight is selected. In the design of the proposed speech-signal-based emotion recognition method, the proposed method uses voice signal processing and classification. Firstly, end-point detection and frame setting are accomplished in the pre-processing stage. Then, the statistical features of the energy contour are computed. Fisher's linear discriminant analysis (FLDA) is used to enhance the recognition rate. In this thesis, the proposed emotion recognition methods have been implemented on a DSP-based system in order to demonstrate the functionality of human-robot interaction. We have realized an artificial face simulator to show the effectiveness of the proposed methods. Questionnaire surveys have been carried out to evaluate the effectiveness of the proposed emotional model by observing robotic responses to user’s emotional expressions. Evaluation results show that the feelings of the testers coincide with the original design.
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47

Chen, Yi-Chun, and 陳宜君. "Applying Relative Emotion in Emotion Design – A Case Study of Design Transformation for Embarrassment." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/57518974778138843612.

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碩士
大同大學
工業設計學系(所)
97
The purpose of this research is to proceed from negative emotion and explore how to transform embarrassment into product design through design techniques. The content is divided into three primary parts: The first part is based on prior research where the reasons for embarrassment emotion in using product and the obtained three major reasons for embarrassment emotion from operation error structure, and carry out practical incidents of products related to relevant embarrassment copings from embarrassment reasons. A total of 11 embarrassment coping sub-concepts have been analyzed and abstracted and the corresponding design factors of embarrassment copings have been investigated. The second part explores the product error reasons of the embarrassment incidents and examined the feasibility of the design factors for various embarrassment copings. The matrix method is being used to analyze and conclude 11 design transformation techniques of embarrassment emotions. The third part tests the design transformation images of embarrassment emotions and the changes of emotions. The primary results are concluded as follows: (1) The embarrassment transformation image of various samples may be exhibited by “novel-plain” factors to show product features and “carefree-restrained” factors to show product operation. (2) In summation, what influence embarrassment transformation comprehensive evaluation image is “free”. The G1 group which has “intimate,” “intuitive,”and “practical” images would have joyous feeling and like such product where unexpected functions would suppress errors. The G2 group which has “interesting” and “carefree” images would have joyous feeling and those with “intimate” feeling would like such product where errors are confessed with adorned skills. The G3 group which has “practical” images would have joyous feeling while those with “intimate” images would like such product where humanized function would adjust to the errors. (3) Overall, the changes of embarrassment emotions before use are strong while embarrassment emotions would generally be lowered after use and transformed into positive feeling. The testing samples could reconcile the embarrassment incident but the extent of reconciliation is slightly lower if compared to feeling after use. (4) The overall comprehensive evaluation and emotion after use would correlate into positive relative relation. However, reconciliation of embarrassment emotions is unrelated and the more joy and elation the product delivers to people there will be less embarrassment. But this does not indicate that the product can reconcile embarrassment.
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48

Ferreira, Rafael Maia Moreira Ribeiro. "The sonic nature of an emotion : designing emotional timbre." Master's thesis, 2020. http://hdl.handle.net/10400.14/34515.

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The goal of this dissertation is to make a qualitative assessment of the various phenomena and interrelationships that shape our emotional connections with timbre. By better understanding this concept and its intricate contours, we believe that we can contribute to the ability of greater effectiveness in sonic and artistic expression. Through an approach based on the Grounded Theory methodology, we gathered information in collaboration with a group of 12 artists and professionals with proven relevance in the field of timbre design. This approach allowed us to combine preexisting literature and quantitative evidence with the missing qualitative and empirical knowledge. From the interviews we were able to identify the key factors contributing to the artist’s emotional relationship with timbre. As a result from the practitioners group, the research was guided by the construct that timbre is a sound property that conveys a large amount of sonic information, or clues as we called them, that completes a timbral message. It is suggested that this timbral message is further modulated by a number of personal and general paradigms. These, which we have termed "shifting paradigms," are simultaneously social, cultural, generational, and economic in nature. As these paradigms evolve over time, the ones we focus on are relevant to the present era. We also contribute with a contextualization of our relationship to timbre in different artistic contexts. The contextual variables on which our perception of timbre depends and how different artistic contexts are prone to liberate or constrain our mostly visceral relationship to timbre are tentatively explained. In this dissertation we will also list a number of acoustic and psychoacoustic factors that contribute to shape our emotional relationship to timbre. By first understanding how the cognitive process tends to imprint innate and acquired knowledge into the interpretation of a timbral message, we will be able to bridge the gap between what is physically felt and what is psychologically relevant. This paves the way for the practical exploration of acoustic and psychoacoustic phenomena such as sound gesture, timbral dynamics and temporal exposure, soundstage, reverberation and spatialization as the group of aspects that most influence the perception of the emotional valence of timbre.
O objetivo desta dissertação é fazer uma avaliação qualitativa dos vários fenómenos e inter-relações que moldam a nossa relação emocional com o timbre. Ao compreender este fenómeno e o seus contornos, acreditamos que estamos a contribuir para uma maior eficácia na expressão sonora e artística. Através de uma abordagem baseada na metodologia de Grounded Theory, recolhemos informação em colaboração com um grupo de 12 artistas e profissionais de comprovada relevância na área do design de timbre. Esta abordagem permitiu-nos combinar literatura pré-existente e evidências quantitativas com o conhecimento empírico e qualitativo que estava em falta. A partir das entrevistas, fomos capazes de identificar os principais fatores que contribuem para a relação emocional do artista com o timbre. Conforme validado pelo grupo de entrevistados, a pesquisa foi guiada pela ideia basilar de que o timbre é uma propriedade sonora que veicula uma grande quantidade de informações sonoras, ou pistas, como lhes chamamos, que completam uma mensagem tímbrica. Sugere-se que essa mensagem tímbrica seja modulada por uma série de paradigmas pessoais e gerais. Esses, que denominamos “Shifting paradigms", são de carácter social, cultural, geracional e económico. Como estes paradigmas evoluem ao longo do tempo, aqueles que aqui descrevemos, são contemporâneos à era atual. Contribuímos também com uma contextualização da nossa relação com o timbre em diferentes contextos artísticos. São explicadas as variáveis contextuais das quais nossa percepção do timbre depende e como diferentes contextos artísticos tendem a libertar ou restringir a nossa relação mais visceral com o timbre. Nesta dissertação, também listaremos uma série de fatores acústicos e psicoacústicos que contribuem para moldar a nossa relação emocional com o timbre. Ao compreender primeiro como o processo cognitivo tende a imprimir o conhecimento inato e adquirido na interpretação de uma mensagem da timbrica, seremos capazes de preencher a lacuna entre o que é sentido fisicamente e o que é psicologicamente relevante. Isto abre caminho para a exploração prática de fenómenos acústicos e psicoacústicos, como o gesto sonoro, dinâmica timbrica e exposição temporal, palco sonoro, reverberação e espacialização, destacados nesta investigação como o grupo de aspectos que tem maior influência na percepção da valência emocional do timbre.
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49

Lin, Yu-Ci, and 林郁綺. "Emotion metaphors in chair design: Love." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/d6ubpw.

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碩士
國立臺北科技大學
創新設計研究所
97
This research redefines the value of utensils through the discussion of emotional meanings and the construction of modeling elements. This result contributes to the fact that products are no longer simply only the tools utilized by designers. Instead of putting so much emphasis on the emergence of external characteristics, designers begin to include the revelation of user’s real emotions into their products. In the process, the intentions of behavior of users are explained and the reasons for the occurrence of behavior are provided for the masses; both are supported by the “the Mirror Stage” of Lacan of the psychoanalysis. Finally, the users can achieve the goal of “self-identification” by projecting their emotions on products. The arrangement of the experiment first clarifies the meanings of love with the reference to literature review. Then 46 groups of vocabulary samples are established. With the responses from the public and the results of the experiment of descriptive statistics and element-analysis explanation, “affection” is consider the closest word to the people’s ideas for love. In addition to quantitative studies, the semi-structured interview is carried on simultaneously. According to expert’s opinion and the results of the experiment, the idea of how to transfer the “love” into elements of design is explained. Finally, 3 groups of vocabulary which can be used to showcase the meanings of love are chosen from the experimental result. The 3 groups include 3 units of vocabulary - “worrying”, “caring” and “intimacy” – of which ideas are utilized in the theme concept of designing chairs. Based on this research, 4 steps-“Setting up the Prototype→Free Association→Association Strengthening→Transforming” - can be summarized and then be used as evidence for confirmation. This research transfers the emotion of love into the product design, and hopefully, another method of expressing loves can be provided to the populace to arouse the situation of intimate interaction between people. Finally, the goal of Humanity-organic Living Environment can be achieved.
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50

Hsu, Chun-Chi, and 許純綺. "Nostalgic emotion in product design techniques." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/25200183051826809356.

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Abstract:
碩士
國立雲林科技大學
工業設計系碩士班
97
This elaboration takes materials of creation by nostalgia emotion of Taiwan postwar emotion. Its goal is as follows: 1) The product is not only the tool, but have the emotion and makes people to goods. 2) Because of nostalgic emotion to make the product significance, lets the user be intimate with the product. 3) By nostalgic emotion to awakens people’s memory and reproduce the history.At the same time, it develops product vitality. Design direction is emotion of historical nostalgia which has collective cognition; its utilization''s design technique has the following three points. 1) Design techniques: Using four design methods including anzeichen, symbol, simile and metaphor. 2) Nostalgic Level: Matching three levels including the element of nostalgia, the experience of nostalgia, and the spirit of nostalgia. 3) Nostalgic percipience: It will make three kinds of nostalgic percipience when you operate product including familiar feeling, the emotion of satisfy, inheritance and the extension of experience in the life and culture. His research carries on product design of actual nostalgic emotion, and confirms that can guide the user to make nostalgic percipience deeply by product demonstration and utilize the design technique of historical nostalgic emotion. Even if people never have any experience, he still can feel the nostalgic emotion by the product of conveyance. However, the user recalls the past and simultaneously displays inheritance and the extension of nostalgic emotion.
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