• Title/Summary/Keyword: 감성 상호작용

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Development of a Design Factor Matrix for Internet EC Interfaces (인터넷 전자상거래 인터페이스의 디자인평가체계에 관한 연구)

  • 박형근;임춘성
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.11a
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    • pp.60-66
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    • 1999
  • 최근 쇼핑몰을 통한 소비자 대상의 전자상거래가 확산되고 있으며, 많은 연구들이 쇼핑몰의 성공요인에 대해 다루고 있다. 그러나 대부분의 연구들이 주로 기술 및 마케팅 측면을 강조하고 있으며, 쇼핑몰 사용의 주체인 사용자를 다룬 연구는 그리 많지 않다. 본 연구에서는 쇼핑몰과 사용자간의 상호작용을 대상으로 하여 사용자의 사용편의성을 향상시킴으로써 효과적인 전자상거래 시스템을 구현할 수 있도록 하는 디자인평가체계를 개발하였다. 디자인평가체계는 쇼핑몰과 사용자간의 상호작용을 다룬 4가지 영역의 디자인 요소와 디자인 요소들을 평가하기 위한 5가지의 평가요소로 구성되어 있다. 본 연구를 통해 쇼핑몰의 개발자나 연구자들은 쇼핑몰 구축 및 관련 연구 수행시에 보다 효과적인 쇼핑몰을 디자인하고 적절한 연구방향을 설정할 수 있을 것이다.

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MyMusicShuffler: Mood-Based Music Recommendation with the Practical Usage of Brainwave Signals (MyMusicShuffler: 뇌파의 실용적 활용을 통한 감정분석 기반 음악 추천 시스템에 관한 연구)

  • Shin, Saim;Jang, Salwon;Lee, Jong-Seol;Jang, Sei-Jin;Kim, Ji-Hwan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.11a
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    • pp.1195-1198
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    • 2014
  • 이 논문은 실시간으로 취득되는 뇌파를 기반으로 자동으로 음악을 추천하는 음악추천 기능의 시스템인 MyMusicShuffler 를 소개한다. 이 시스템은 뇌파 분석을 통한 사용자의 감성을 자동으로 분류하는 방식으로 멀티태스킹 환경에 익숙한 사용자들의 음악 청취를 위한 소모적인 상호작용을 없애는 새로운 방식의 인터페이스 환경을 실험하였다. 뇌파의 분석을 통하여 실시간으로 사용자의 감성 관련 반응을 반영하여 음악을 선택하여 제공하는 시스템이다. 이 논문은 개인의 감성적 반응에 의하여 상호작용하는 음악 추천 서비스인 MyMusicShuffler 시스템의 구현 내용을 설명할 것이다.

A prototype of digital humans capable of emotionally using deep generative models (사전학습 기반 생성모델을 이용한 정서적 지지형 디지털 휴먼 프로토타입 구현)

  • Song, Chejung;Lee, Jee Hang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.1005-1008
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    • 2021
  • 메타버스의 산업적/학술적 가치가 증대되면서, 실세계 인간과 메타버스 내 디지털 휴먼과의 상호작용 시스템 또한 큰 조명을 받고 있다. 본 논문에서는 인간과 디지털 휴먼이 상호작용할 때, 인간의 발화에 대해 감성적 지지가 가능한 디지털 휴먼 프로토타입을 소개한다. 대화의 의미에 따른 동작 생성이 가능한 아바타 구축 공개 프레임워크를 도입하고, 사전학습모델을 바탕으로 감성적 지지가 가능한 심층 대화 생성 모델 기반 대화 시스템을 여기에 통합하여 인간의 감성 상태에 따른 동작과 대화를 진행하는 감성 지지형 디지털 휴먼 프로토타입을 구현하였다. 이러한 프로토타입을 고도화 하면, 향후 메타버스 기반 정신 건강 케어 및 디지털 치료제로의 확장이 가능할 것으로 사료된다.

An Interactive UCC Creation and the Effect Analysis (상호작용 UCC의 제작 및 효과 분석)

  • Kim, Min-Su;Boo, Kyung-Min;Im, Kyung-Duk;Ko, Seong-Bo;Kim, Seong-Baeg
    • Science of Emotion and Sensibility
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    • v.13 no.3
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    • pp.459-466
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    • 2010
  • Recently, UCC, which stands for User Created Content, has emerged in various media industries including Internet. However, there exists little research regarding interaction to overcome the drawback of UCC, one way superficial form. In particular, little research has been done on the creation and effect of experiential UCC type. In the existing research, the interactive feature shows to bring the effectiveness in the field of education or promotion. So, in this study, we examine the problem of provider-centered UCC and to solve this problem, we propose a new experiential UCC form with interactive functionality by adapting the product test between UCCs. From the results of the analysis on the effectiveness of UCC after users experience the proposed UCC related to water industry, watching the interactive UCC represented the values of the higher levels in the aspect of recognition change than watching the existing UCCs. Also, the outcome showed that if this interactive UCC invigorates, UCC application will be very useful in eduction, industry, and promotion. From the analysis of the question instrument on whether an interactive UCC would be helpful or not, the positive response ratios was 84% in promotion, 70% in education, and 52% in industry, respectively.

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Research on Emotional Convergence Technology based on Non Contact Sensing and Social Interaction. (비접촉 센싱 기술과 사회적 상호작용에 따른 감성융합기술 연구)

  • Hwang, Sung Teac;Whang, Mincheol
    • Journal of the Korea Convergence Society
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    • v.8 no.6
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    • pp.163-170
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    • 2017
  • In this paper want to recognize competition and cooperation as a non-contact sensing method among the social emotion that are caused by interaction. Experiments were conducted in a pattern matching task divided into competition and cooperation situations. Data collection was performed by extracting the micro-movement data of 15Hz component from the upper body image. We compared and analyzed the amount and the variation and synchronization. As a result, Amount and variation are bigger in competition than cooperation. Synchronization was higher in cooperation than competition. This can be seen as the difference between two people trying to win when they are in competition and trying to breathe each other in cooperation. This study is significant in confirming the possibility of competition and cooperation through non contact sensing method based on physiological response.

A study on the emotional changes of learners according to the emotions provided by virtual characters (가상 캐릭터가 제공하는 감정에 따른 학습자의 감정적 반응에 관한 연구)

  • Choi, Dong-Yeon
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.155-164
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    • 2022
  • Considerable interest has been directed toward utilizing virtual environment-based simulations for teacher education which provide authentic experience of classroom environment and repetitive training. Emotional Interaction should be considered for more advanced simulation learning performance. Since emotion is important factors in creative thinking, inspiration, concentration, and learning motivation, identifying learners' emotional interactions and applying these results to teaching simulation is essential activities. In this context, this study aims to identify the objective data for the empathetic response through the movement of the learner's EEG (Electroencephalogram) and eye-tracking, and to provide clues for designing emotional teaching simulation. The results of this study indicated that intended empathetic response was provided and in terms of valence (positive and negative) states and situational interest played an important role in determining areas of interest. The results of this study are expected to provide guidelines for the design of emotional interactions in simulations for teacher education as follow; (a) the development of avatars capable of expressing sophisticated emotions and (b) the development of scenarios suitable for situations that cause emotional reactions.

The Effect of Emotional Clarity on Social Interaction Anxiety among Senior Citizens: The Mediating Role of Self-Esteem and Self-Efficacy (노년기 정서인식명확성이 사회적 상호작용 불안에 미치는 영향: 자존감과 자기효능감의 매개효과)

  • Myung Hyun Cho;SangHee Nam
    • Science of Emotion and Sensibility
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    • v.26 no.2
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    • pp.85-102
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    • 2023
  • This study aims to examine whether emotional clarity predicts low levels of social interaction anxiety among senior citizens and to verify whether self-esteem and self-efficacy play a critical role as mediators between them. An online survey measuring emotional clarity, social interaction anxiety, self-esteem, and self-efficacy was conducted with 217 Korean senior citizens. The analysis revealed that emotional clarity in old age predicted lower social interaction anxiety. Besides, self-esteem mediated the relationship between emotional clarity and social interaction anxiety, while self-efficacy did not produce consistent results. That is, recognizing one's emotions increases one's self-esteem, which reduces social interaction anxiety, but this mediating effect could not be confirmed through self-efficacy. This result emphasizes that recognizing one's emotions in old age is an important factor in facilitating interaction with others, and shows that individuals can be comfortable in relational situations because emotional clarity increases one's self-esteem. Finally, the implications of this study and the future direction of this research area were discussed.

Effects of Guilt Appeal Level and Personal Disposition on Responses to International Relief Messages (죄책감 소구 수준과 개인성향의 상호작용이 국제기아 돕기 메시지의 반응에 미치는 영향)

  • Lee, Seungjo;Lee, Hankyu
    • Science of Emotion and Sensibility
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    • v.18 no.3
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    • pp.49-62
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    • 2015
  • This study investigates the interactive effects of guilt appeal level and empathic disposition (personal distress/empathic concern) on responses over the international relief messages. Guilt appeal level refers to the high or low degree of a message eliciting guilty feeling from the recipient. Empathic disposition is defined as personal tendency to assimilate and concern about the experience of others and we used two sub-dimensions, empathic concern and personal distress. The experiment was composed of two steps. At the first step, the participants rated the personal disposition measures and at the second step, they were shown one of the relief messages with different guilt level. Thus, the whole experiment was guilt appeal level ${\times}$ personal traits factorial design on guilty feeling, attitudes and behavioral intention. The results showed that guilt appeal level interacted with the personal distress disposition on the responses. The interaction was induced mainly from the differences of personal distress in the condition of high guilt appeal. High empathic concern individuals showed more favorable attitudes and behavioral intention regardless of the appeal conditions compared to low empathic concern individuals.

Development of Software Which Interactively Controls the Playback Speed of Moving Picture (상호작용에 의한 실영상 속도 제어 소프트웨어 개발)

  • 김성중;양길태;김종윤;송철규
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2001.05a
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    • pp.249-252
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    • 2001
  • 본 연구에서는 실영상의 재생 속도를 가변적으로 제어하여 인터렉티브한 환경을 제공할 수 있는 소프트웨어를 개발하고자 하였다. 시청각 정보로 이루어진 동영상에서 시각 정보에 관한 정보만을 추출하는 필터부, Decoder Filter로부터 Upstream된 Stream의 Time Stamp를 변경시키는 변환 필터의 제작 및 Microsoft DirectShow Component를 이용한 영상의 가변적 속도 제어 프로그램으로 이루어진다. 본 소프트웨어의 사용 결과 실영상을 최소 1/8배속에서 최대 5배속사이의 배속을 임의로 제어할 수 있었으며, 영상이 끊기는 현상 없이 부드럽게 재생 되었다.

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