• Title/Summary/Keyword: 감정초점

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A Study of Personal Inclimation Based Electrocardigram Reactions Using Sound Stimulation (음원자극에 따른 개인 성향 기반 심전도의 반응 연구)

  • Jang, Gye-Sun;Park, Sun-Hee;Ko, Il-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2008.06a
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    • pp.343-350
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    • 2008
  • 사람들은 다양한 매체를 통하여 음악을 청취하고 있으며, 느낌별, 장르별, 연령별, 날씨별, 시간별, 장소별, 상황별, 직업별, 악기별, 템포별 등으로 다양한 분류 방법으로 음악을 제공받고 있다. 이는 음악을 분류하는 방법들이 음악 자체에 대한 분석이나 음악을 듣는 환경에 대한 분류로만 제공되고 있기 때문이다. 같은 상황, 환경이라도 개인에 따라서 같은 음악을 듣더라도 다른 감정의 상태를 나타내기 때문에, 개인을 고려한 분류 방법이 요구된다. 본 논문에서는 인간의 성격을 통해 감정의 표현 방식에 차이가 있다는 면을 초점으로 접근하였다. 감정이 미치는 심전도에 미치는 영향과 음악이 신체와 감정에 미치는 영향들을 통해 심전도를 이용하여 개인의 성향에 따른 음원자극에 대한 반응 차이를 통해 개인의 성향이 반영된 분류 방법을 제시하고자 했다.

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Emotion Analysis-Based AI Chatbot System Using GPT-3 and KoBERT (GPT-3와 KoBERT를 활용한 감정 분석 기반 AI 챗봇 시스템)

  • Junhyeon Kim;Mikyeong Moon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.367-368
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    • 2023
  • 최근 챗봇 시스템은 급격한 발전과 함께 사용자와 자연스러운 대화를 할 수 있는 인공지능 기술의 필요성이 대두되고 있다. 기존의 챗봇 시스템은 대화 상황을 충분히 이해하지 못하거나, 학습된 데이터를 벗어나는 문장에 대한 일관성 있는 응답을 제공하지 못하는 한계가 있다. 본 논문에서는 GPT-3와 KoBERT를 활용하여 사용자의 감정 상태를 파악하고 해당 감정을 고려한 일관성 있는 대화를 제공하는 감정 분석 기반 챗봇 시스템을 제안한다. 이를 바탕으로 긍정적인 대화를 이어 나가는데 초점을 두어 자연스러운 대화가 가능할 것으로 기대된다.

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A study on Practical Countermeasures of Copyright Appraisal with the Amendment of Civil Procedure Act in 2016 (민사소송법 개정에 따른 저작권 감정 제도의 실무적 대응 방안)

  • Kim, Si Yeol
    • Journal of Software Assessment and Valuation
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    • v.16 no.1
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    • pp.1-11
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    • 2020
  • The March 29, 2016, amendment to the Civil Procedure Act introduced changes to the appraisal procedures, including new obligations for appraisers, changes in the modes of appraiser testimony, and questioning of appraisers through video conferencing, with all seemingly aimed at procedurally addressing the issues with appraisal in the context of court proceedings. The changes introduced by the amendment also affect the appraisal procedures for copyrights. In light of the above, this article examines how the amendment to the Civil Procedure Act affects the appraisal procedures for copyrights. Specific issues covered by this paper include: appointment of additional appraisers, prohibition of delegated appraisal, operation of the multiple appraisal system, disclosure of participating experts, proximity of the appraiser system, and congruence of areas of expertise.

The Conceptual Model on the Effects of Emotional labor on Job Stress and Organizational Effectiveness (감정노동이 직무스트레스와 조직유효성에 미치는 영향에 관한 개념적 모형 -고객센터 여성근로자를 중심으로-)

  • Choi, Joung-Im
    • Proceedings of the KAIS Fall Conference
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    • 2012.05a
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    • pp.401-405
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    • 2012
  • 우리나라의 서비스 직업에 대한 고용비중이 점차 높아지고 있는 동시에 여성의 경제활동도 함께 증가하는 추세를 보여주고 있다. 또한 현재 경영의 환경에 있어서의 소비자들은 기업과의 직접적인 대면과 함께 우량의 서비스 품질을 요구하는 경영환경의 시대에 있다. 각 기업은 차별화 전략으로서 최상의 서비스 제공을 통한 고객 만족 극대화에 초점을 맞추고 있으며 특히, 서비스 기업에서 추구하는 고객만족 또는 서비스 만족도가 기업의 경쟁우의를 결정짓고 기업의 이미지를 표현하는 중요한 요인으로 여겨지고 있다. 이러한 고객만족을 중시하는 기업과 조직의 목표에 의해 대부분의 고객센터의 여성 근로자들은 조직이 요구하는 감정표현의 규범에 의해 자신의 감정이나 느낌을 고객에게 연출하도록 강요받고 있다. 근로자의 기분과 감정과는 관계없이 고객에게 미소와 친절을 보내야 하는 고객센터 근로자들은 감정노동을 하고 있는 것이다. 이에 본 연구에서는 서비스 산업 중에서도 여성인력에 대한 의존도가 높은 고객만족센터(텔레마케터 or 전화상담원)에 근무하는 여성근로자를 중심으로 감정적 부조화에 따른 감정노동이 직무스트레스에 미치는 영향에 대하여 알아보고 연구 결과를 통해 고객센터의 여성근로자들의 인적자원관리 차원에서 감정노동에 대한 인지와 직무스트레스 조절을 통한 관리에 시사점을 제안하고자 한다.

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Emotion Based Gesture Animation Generation Mobile System (감정 기반 모바일 손제스쳐 애니메이션 제작 시스템)

  • Lee, Jung-Suk;Byun, Hae-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.129-134
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    • 2009
  • Recently, percentage of people who use SMS service is increasing. However, it is difficult to express own complicated emotion with text and emoticon of exited SMS service. This paper focuses on that point and practical uses character animation to express emotion and nuance correctly, funny. Also this paper suggests emotion based gesture animation generation system that use character's facial expression and gesture to delivery emotion excitably and clearly than only speaking. Michel[1] investigated interview movies of a person whose gesturing style they wish to animate and suggested gesture generation graph for stylized gesture animation. In this paper, we make focus to analyze and abstracted emotional gestures of Disney animation characters and did 3D modeling of these emotional gestures expanding Michel[1]'s research. To express emotion of person, suggests a emotion gesture generation graph that reflects emotion flow graph express emotion flow for probability. We investigated user reaction for research the propriety of suggested system and alternation propriety.

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A Study on the Research Model for the Standardization of Software-Similarity-Appraisal Techniques (소프트웨어 복제도 감정기법의 표준화 모델에 관한 연구)

  • Bahng, Hyo-Keun;Cha, Tae-Own;Chung, Tai-Myoung
    • The KIPS Transactions:PartD
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    • v.13D no.6 s.109
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    • pp.823-832
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    • 2006
  • The Purpose of Similarity(Reproduction) Degree Appraisal is to determine the equality or similarity between two programs and it is a system that presents the technical grounds of judgment which is necessary to support the resolution of software intellectual property rights through expert eyes. The most important things in proceeding software appraisal are not to make too much of expert's own subjective judgment and to acquire the accurate-appraisal results. However, up to now standard research and development for its systematic techniques are not properly made out and as different expert as each one could approach in a thousand different ways, even the techniques for software appraisal types have not exactly been presented yet. Moreover, in the analyzing results of all the appraisal cases finished before, through a practical way, we blow that there are some damages on objectivity and accuracy in some parts of the appraisal results owing to the problems of existing appraisal procedures and techniques or lack of expert's professional knowledge. In this paper we present the model for the standardization of software-similarity-appraisal techniques and objective-evaluation methods for decreasing a tolerance that could make different results according to each expert in the same-evaluation points. Especially, it analyzes and evaluates the techniques from various points of view concerning the standard appraisal process, setting a range of appraisal, setting appraisal domains and items in detail, based on unit processes, setting the weight of each object to be appraised, and the degree of logical and physical similarity, based on effective solutions to practical problems of existing appraisal techniques and their objective and quantitative standardization. Consequently, we believe that the model for the standardization of software-similarity-appraisal techniques will minimizes the possibility of mistakes due to an expert's subjective judgment as well as it will offer a tool for improving objectivity and reliability of the appraisal results.

Emotional User Experiences on Narrative-Based Social Issue Serious Game : Focused on (내러티브 기반 소셜 이슈 기능성 게임의 사용자 감정 경험 연구 : <나누별 이야기>를 중심으로)

  • Lim, Su-Jin;Doh, Young-Yim;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.131-144
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    • 2012
  • To affect users' attitudes on social issues, some serious games use narrative which can be an effective tool to provoke users' emotions. In this paper, focus group interview on the experiences about playing was conducted to figure out if the parts of narratives containing educational goals can actually provoke certain emotions or not. From the interview, words having emotional meaning were extracted and matched with Korean Emotion Terms Database. Then the emotion terms were compared with Russell's schematic map of core affect and were categorized. The result showed that users mostly felt unpleasant emotions during the play. The unpleasant emotions helped to achieve the game's goal which is conveying the tragedy of war.

The Moderating Effect of Perceived Values on The Luxury Brand Preference Depending on Consumers' Regulatory Focus (소비자 조절초점이 명품브랜드의 가치와 브랜드태도의 관계에 미치는 조절효과)

  • Suh, Yong-Han
    • Management & Information Systems Review
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    • v.30 no.4
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    • pp.73-92
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    • 2011
  • The purpose of this study was to investigate the differences of influence between luxury brand value and preferences according to consumers' regulatory focus. For data collection, research questionnaires were responded by females consumers living in Pusan and Ulsan. The collected data were analyzed according to the frequency-factor analysis using SPSS 14.0 for windows Package, the factor analysis using Varimax, reliability analysis, T-test, multi-regression analysis, and chow-test. The results were as follows: First, Based on an independent samples t-test, It was found that prevention-oriented respondents were significantly more qualify value and economic value than promotion-oriented respondents, promotion-oriented respondents were significantly more aesthetic value than prevention-oriented respondents. Second, concerning the worth of luxury brands that aesthetic value, qualify value, economic value, conspicuous value, and emotional value significantly affected the consumers' preference about luxury brand. On the other hand, only social value of the luxury brand did not have a significant effect on the consumers' preference about luxury brand. Second, the study was to investigate whether the luxury brand value has an effect on the brand preference depending on the consumer's regulatory focus. The results showed that there were different perceived values of luxury brand preference between the promotion-focused and the prevention-focused consumers. The promotion focus group had the effect on conspicuous value and emotional value, while the prevention focus group had the effect on quality value and economic value for luxury brand preference.

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Emotion-based Gesture Stylization For Animated SMS (모바일 SMS용 캐릭터 애니메이션을 위한 감정 기반 제스처 스타일화)

  • Byun, Hae-Won;Lee, Jung-Suk
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.802-816
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    • 2010
  • To create gesture from a new text input is an important problem in computer games and virtual reality. Recently, there is increasing interest in gesture stylization to imitate the gestures of celebrities, such as announcer. However, no attempt has been made so far to stylize a gestures using emotion such as happiness and sadness. Previous researches have not focused on real-time algorithm. In this paper, we present a system to automatically make gesture animation from SMS text and stylize the gesture from emotion. A key feature of this system is a real-time algorithm to combine gestures with emotion. Because the system's platform is a mobile phone, we distribute much works on the server and client. Therefore, the system guarantees real-time performance of 15 or more frames per second. At first, we extract words to express feelings and its corresponding gesture from Disney video and model the gesture statistically. And then, we introduce the theory of Laban Movement Analysis to combine gesture and emotion. In order to evaluate our system, we analyze user survey responses.

Convergence Study on the Relationship between Emotional Labor and Burnout in Early Childhood Teachers : The Buffering Effect of Goal-Focused Self-Regulation (유아교사의 감정노동과 직무소진에 있어 목표중심 자기조절의 완충역할에 대한 융합연구)

  • Chung, Myung-Sun
    • Journal of the Korea Convergence Society
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    • v.8 no.6
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    • pp.291-297
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    • 2017
  • As part of the target-specific convergence study of welfare focusing on the relationships between emotional labor, burnout, and goal-focused self-regulation, this study was designed to examine whether goal-focused self-regulation of the early childhood teachers buffers in the relation between emotional labor and burnout. A total of 231 childcare teachers participated in this study and by responding to a questionnaire including measures of emotional labor, burnout, and goal-focused self-regulation. Moderated multiple regression through simultaneously entry was performed for analysis using SPSS (PASW) 18.0 and PROCESS Macro for SPSS. First, the results indicated that the level of emotional labor increase, burnout of the early childhood teachers also increase. Second, goal-focused self-regulation was found to have a protective function in terms of buffering the negative effect of emotional labor on burnout. Based on the results, this study suggests the importance of mental healthcare and the need for internal resources development such as self-regulation.