842 resultados para emotional branding


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The HCI community is actively seeking novel methodologies to gain insight into the user’s experience during interaction with both the application and the content. We propose an emotional recognition engine capable of automatically recognizing a set of human emotional states using psychophysiological measures of the autonomous nervous system, including galvanic skin response, respiration, and heart rate. A novel pattern recognition system, based on discriminant analysis and support vector machine classifiers is trained using movies’ scenes selected to induce emotions ranging from the positive to the negative valence dimension, including happiness, anger, disgust, sadness, and fear. In this paper we introduce an emotion recognition system and evaluate its accuracy by presenting the results of an experiment conducted with three physiologic sensors.

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Emotions play a central role in our daily lives, influencing the way we think and act, our health and sense of well-being, and films are by excellence the form of art that exploits our affective, perceptual and intellectual activity, holding the potential for a significant impact. Video is becoming a dominant and pervasive medium, and online video a growing entertainment activity on the web and iTV, mainly due to technological developments and the trends for media convergence. In addition, the improvement of new techniques for gathering emotional information about videos, both through content analysis or user implicit feedback through user physiological signals complemented in manual labeling from users, is revealing new ways for exploring emotional information in videos, films or TV series, and brings out new perspectives to enrich and personalize video access. In this work, we reflect on the power that emotions have in our lives, on the emotional impact of movies, and on how to address this emotional dimension in the way we classify and access movies, by exploring and evaluating the design of iFelt in its different ways to classify, access, browse and visualize movies based on their emotional impac

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A series of studies in the field of Epidemiological Psychiatry have been performed over the last two decades, and these have focused on the ability of primary care physicians to detect emotional disorders in the patients that attend their practices. The scientific methodology utilized in these studies is the subject of this review, which contains a discussion concerning: a) interviewer awareness bias; b) accuracy of the instruments and c) medical and psychological concepts involved in defining minor emotional disorders. Suggestions for change in the methodology are made in each of the sections of the review.

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Emotion although being an important factor in our every day life it is many times forgotten in the development of systems to be used by persons. In this work we present an architecture for a ubiquitous group decision support system able to support persons in group decision processes. The system considers the emotional factors of the intervenient participants, as well as the argumentation between them. Particular attention will be taken to one of components of this system: the multi-agent simulator, modeling the human participants, considering emotional characteristics, and allowing the exchanges of hypothetic arguments among the participants.

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Decision Making is one of the most important activities of the human being. Nowadays decisions imply to consider many different points of view, so decisions are commonly taken by formal or informal groups of persons. Groups exchange ideas or engage in a process of argumentation and counter-argumentation, negotiate, cooperate, collaborate or even discuss techniques and/or methodologies for problem solving. Group Decision Making is a social activity in which the discussion and results consider a combination of rational and emotional aspects. In this paper we will present a Smart Decision Room, LAID (Laboratory of Ambient Intelligence for Decision Making). In LAID environment it is provided the support to meeting room participants in the argumentation and decision making processes, combining rational and emotional aspects.

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The exhibition of information does not always attend to the preferences and characteristics of the users, nor the context that involves the user. With the aim of overcoming this gap, we propose an emotional context-aware model for adapting information contents to users and groups. The proposed model is based on OCC and Big Five models to handle emotion and personality respectively. The idea is to adapt the representation of the information in order to maximize the positive emotional valences and minimize the negatives. To evaluate the proposed model it was developed a prototype for adapting RSS news to users and group of users.

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BACKGROUND: Examining changes in brain activation linked with emotion-inducing stimuli is essential to the study of emotions. Due to the ecological potential of techniques such as virtual reality (VR), inspection of whether brain activation in response to emotional stimuli can be modulated by the three-dimensional (3D) properties of the images is important. OBJECTIVE: The current study sought to test whether the activation of brain areas involved in the emotional processing of scenarios of different valences can be modulated by 3D. Therefore, the focus was made on the interaction effect between emotion-inducing stimuli of different emotional valences (pleasant, unpleasant and neutral valences) and visualization types (2D, 3D). However, main effects were also analyzed.METHODS: The effect of emotional valence and visualization types and their interaction were analyzed through a 3x2 repeated measures ANOVA. Post-hoc t-tests were performed under a ROI-analysis approach. RESULTS: The results show increased brain activation for the 3D affective-inducing stimuli in comparison with the same stimuli in 2D scenarios, mostly in cortical and subcortical regions that are related to emotional processing, in addition to visual processing regions. CONCLUSIONS: This study has the potential of clarify brain mechanisms involved in the processing of emotional stimuli (scenarios’ valence) and their interaction with three-dimensionality.

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Dissertação apresentada à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Publicidade e Marketing.

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O objetivo deste trabalho é avaliar a importância dos stakeholders, particularmente, o caso dos comerciantes locais, que correspondem à recente reformulação da “marca” Porto, enquanto cidade, que resultou na nova imagem “Porto.”, implementada em Setembro de 2014. Visto ser um tema recente, recorreu-se à revisão de literatura para verificar se existe ou não importância na integração desta população, através de um processo de branding conjunto, em parceria com quem na prática empreende a marca. Seguiu-se uma análise mais objetiva, onde se selecionou uma amostra por conveniência, sobre o critério de acessibilidade e ainda realizando um convite para entrevista, junto da organização responsável pelo desenvolvimento da marca, que impremeditávelmente foi declinado. Contudo, prosseguiu-se com o apropositado ingrediente da matéria em pesquisa, que talvez possa responder à desconformidade da organização em prestar esclarecimento. Deste modo, do elemento a ser investigado identificam-se quarenta e um negócios, de diferentes segmentos de mercado (alojamentos turísticos, restauração, garrafeiras e lojas de artesanato local), com uma média de cinco funcionários cada e localizadas na zona histórica da cidade do Porto. Em colaboração com os mesmos, foi produzido um questionário pessoal com os proprietários de cada organização investigada. Daqui resultou o nível de familiaridade, motivações e desejos, assim como nível de envolvimento, aproveitamento e aplicação destes stakeholders, imprenscindíveis à marca. Descobrindo-se que independentemente da consciência sobre a existência de uma marca e de um bom nível de reconhecimento, após o seu lançamento, isto não se correlaciona com o comprometimento disponibilizado por parte de quem a gere, nomeadamente comunicação direcionada para os stakeholders locais. Verificando-se uma incongruência quanto ao empreendimento do conceito de branding colaborativo, identificado na literatura e ao qual se atribuí uma aplicabilidade proveitosa.

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The problematic situation faced by clients, associated to the processes of health and disease, is expressed through emotions that nursing students have to deal with in the course of care and their formative experiences in clinical teaching. Students have learning needs not only to manage emotions in the context of customer care, but also in terms of their own internal world, emotional conflicts, emotional stress and burn-out. With the present literature review, we intend to explore existing evidence regarding the ways in which the nurse supervisor's support towards nursing students potentiates the development of their competences for the performance of emotional labour. These skills prove to be the key in the ability to manage the emotionally intense situations of care practice and the support function of the nursing supervisor contributes to the development of such competences.

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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics

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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics

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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics

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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics