• Title/Summary/Keyword: 감정표현 규칙

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Evaluating Pre-defined Kinetic Typography Effects to Convey Emotions (키네틱 타이포그래피를 통한 텍스트 기반 커뮤니케이션에서의 감정 전달 연구)

  • Lee, Joonhwan;Kim, Dongwhan;Wee, Jieun;Jang, Sooyeun;Ha, Seyong;Jun, Soojin
    • Journal of Korea Multimedia Society
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    • v.17 no.1
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    • pp.77-93
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    • 2014
  • Kinetic typography has been suggested to express emotions in computer-mediated communication (CMC) by empowering static texts with dynamic attributes, where conversations occur primarily in text-based forms. In this work, we investigate whether pre-defined kinetic typography effects are capable of delivering emotions, and further, which specific attributes of kinetic typography arouse such emotions. The results show that emotional response of users were corresponding to the emotions intended by experts, indicating that pre-defined kinetic typography is an applicable way to express emotions consistently in CMC. Also, results demonstrate some key attributes that derive certain levels of mood and energy respectively. Energy level turned out to be affected by the font size, transparency, direction of movement, amount of movement, velocity, and acceleration of the text, while mood level was influenced by the transparency, direction of movement, regularity in movement, and speed of the text.

Development of the Artwork using Music Visualization based on Sentiment Analysis of Lyrics (가사 텍스트의 감성분석에 기반 한 음악 시각화 콘텐츠 개발)

  • Kim, Hye-Ran
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.89-99
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    • 2020
  • In this study, we tried to produce moving-image works through sentiment analysis of music. First, Google natural language API was used for the sentiment analysis of lyrics, then the result was applied to the image visualization rules. In prior engineering researches, text-based sentiment analysis has been conducted to understand users' emotions and attitudes by analyzing users' comments and reviews in social media. In this study, the data was used as a material for the creation of artworks so that it could be used for aesthetic expressions. From the machine's point of view, emotions are substituted with numbers, so there is a limit to normalization and standardization. Therefore, we tried to overcome these limitations by linking the results of sentiment analysis of lyrics data with the rules of formative elements in visual arts. This study aims to transform existing traditional art works such as literature, music, painting, and dance to a new form of arts based on the viewpoint of the machine, while reflecting the current era in which artificial intelligence even attempts to create artworks that are advanced mental products of human beings. In addition, it is expected that it will be expanded to an educational platform that facilitates creative activities, psychological analysis, and communication for people with developmental disabilities who have difficulty expressing emotions.

Smart Affect Jewelry based on Multi-modal (멀티 모달 기반의 스마트 감성 주얼리)

  • Kang, Yun-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.7
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    • pp.1317-1324
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    • 2016
  • Utilizing the Arduino platform to express the emotions that reflect the colors expressed the jewelry. Emotional color expression utilizes Plutchik's Wheel of Emotions model was applied to the similarity of emotions and colors. It receives the recognized value from the temperature, lighting, sound, pulse sensor and gyro sensor of a smart jewelery that can be easily accessible from your smartphone processes that recognize and process the emotion applied the rules of inference based on ontology. The emotional feelings color depending on the color looking for the emotion seen in context and applied to the smart LED jewelry. The emotion and the color combination of contextual information extracted from the recognition sensors are reflected in the built-in smart LED Jewelry depending on the emotions of the wearer. Take a light plus the emotion in a smart jewelery can represent the emotions of the situation, the doctor will be able to be a tool of representation.

An Ontological and Rule-based Reasoning for Music Recommendation using Musical Moods (음악 무드를 이용한 온톨로지 기반 음악 추천)

  • Song, Se-Heon;Rho, Seung-Min;Hwang, Een-Jun;Kim, Min-Koo
    • Journal of Advanced Navigation Technology
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    • v.14 no.1
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    • pp.108-118
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    • 2010
  • In this paper, we propose Context-based Music Recommendation (COMUS) ontology for modeling user's musical preferences and context and for supporting reasoning about the user's desired emotion and preferences. The COMUS provides an upper Music Ontology that captures concepts about the general properties of music such as title, artists and genre and also provides extensibility for adding domain-specific ontologies, such as Mood and Situation, in a hierarchical manner. The COMUS is music dedicated ontology in OWL constructed by incorporating domain specific classes for music recommendation into the Music Ontology. Using this context ontology, we believe that the use of logical reasoning by checking the consistency of context information, and reasoning over the high-level, implicit context from the low-level, explicit information. As a novelty, our ontology can express detailed and complicated relations among the music, moods and situations, enabling users to find appropriate music for the application. We present some of the experiments we performed as a case-study for music recommendation.

Methodological Review of Cartoon Analysis (만화분석에 관한 방법론적 고찰)

  • Kwon, Kyung-Min
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.110-115
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    • 2004
  • The cartoon communicates its messages by cartoon semiotics as a vehicle of emotion, face expression, act, glance, and texts along the story. this style of communication showed in the cartoon can be defined as "Cartoon communication style". Since, the cartoon is cultural and social product, an understanding of "Cartoon communication style" plays a major role in understanding culture and society as well as its production and interchange. To understand what is the "Cartoon communication style", systemic and objective research method through "Cartoon Analysis" is required. The study review cognitive tendency of cartoon expression through semiotic analysis of total 35,225 cuts of Korea, Japanese and Chinese published cartoons and consequently, classifies the cartoons by 3 forms - One-Root, One-Idea and One-Style to encode.

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The Moderating Effects of Display Rule Fairness Perception and Problem-Focused Stress Coping on Emotional Labor (감정 노동에서 표현 규칙의 공정성에 대한 지각과 문제 중심 스트레스 대처의 조절효과에 관한 연구)

  • Kang, Won-Kyung;Kim, Min-Soo;Oh, Won-Kyung
    • Journal of the Korean Operations Research and Management Science Society
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    • v.37 no.2
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    • pp.57-72
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    • 2012
  • The moderators that relieve negative effects of emotional labor have been studied such as job characteristics and situational variables. But as reviewing these studies, they focused on the degree of emotional on certain condition, there's no distinction between that degree and moderating effects. So we should focus on the moderating variables as a organizational involvement. In this study, I hypnotized the mediating effect of job stress between emotional labor and organizational effectiveness. Then I explored moderating role of 'fairness perception of emotional labor' and 'problem-focused stress coping'. This study tested these relationships using data from 166 employees of domestic security service company. From this data, I found that emotional labor increases job stress and job stress fully mediates the relationship between individual attitude(job satisfaction, turnover intention). And one who perceives display rule fairer, feels less job stress than who is not. Lastly, one who copes more problem-focused when he/she experiences job stress, have less negative effect on turnover intention.

Reading Children's Mind from Digital Drawings based on Dominant Color Analysis using ART2 Clustering and Fuzzy Logic (ART2 군집화와 퍼지 논리를 이용한 디지털 그림의 색채 주조색 분석에 의한 아동 심리 분석)

  • Kim, Kwang-baek
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.6
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    • pp.1203-1208
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    • 2016
  • For young children who are not spontaneous or not accurate in verbal communication of their emotions and experiences, drawing is a good means of expressing their status in mind and thus drawing analysis with chromatics is a traditional tool for art therapy. Recently, children enjoy digital drawing via painting tools thus there is a growing needs to develop an automatic digital drawing analysis tool based on chromatics and art therapy theory. In this paper, we propose such an analyzing tool based on dominant color analysis. Technically, we use ART2 clustering and fuzzy logic to understand the fuzziness of subjects' status of mind expressed in their digital drawings. The frequency of color usage is fuzzified with respect to the membership functions. After applying fuzzy logic to this fuzzified central vector, we determine the dominant color and supporting colors from the digital drawings and children's status of mind is then analyzed according to the color-personality relationships based on Alschuler and Hattwick's historical researches.

Methodological Review of Cartoon Analysis (만화분석에 관한 방법론적 고찰)

  • Kwon, Kyung-Min
    • The Journal of the Korea Contents Association
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    • v.7 no.7
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    • pp.68-76
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    • 2007
  • The cartoon communicates its messages by cartoon semiotics as a vehicle of emotion, face expression, act, glance, and texts along the story. this style of communication showed in the cartoon can be defined as ${\ulcorner}$Cartoon communication style${\lrcorner}$. Since, the cartoon is cultural and social product, an understanding of ${\ulcorner}$Cartoon communication style${\lrcorner}$ plays a major role in understanding culture and society as well as its production and interchange. To understand what is the ${\ulcorner}$Cartoon communication style${\lrcorner}$, systemic and objective research method through ${\ulcorner}$Cartoon Analysis${\lrcorner}$ is required. The study review cognitive tendency of cartoon expression through semiotic analysis of total 30,081 cuts of Korea, and Japanese published cartoons and consequently, classifies the cartoons by 3 forms - One-Root, One-Idea and One-Style to encode.

A Study on Expression of the Film (2019) : Focusing on Genre-Shifting Characters and Actors' Acting (영화 <기생충>(2019)의 표현성 연구 : 장르를 변주하는 캐릭터와 배우의 연기를 중심으로)

  • Lee, A-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.6
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    • pp.77-89
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    • 2020
  • The film "Parasite" portrays Korea's history and its present in a space that clearly represents the real world's hierarchy as a vertical structure. It demonstrates the problems of an insurmountable reality and the elements of various conflicts occurring below the surface of Korean society through a complex mix of human emotions and relationships. The most realistic yet unrealistic characters cross boundaries between being victims and perpetrators, defamiliarizing ordinary scenes from everyday life through their small mistakes, strange obsessions, bizarre behavior, anxious psychology, and desperate struggles. This study analyzes the expression of the film "Parasite" through its characters with the belief that the film expresses director Bong Joon-ho's consistent cinematic philosophy of taking reality beyond the traditional rules of film genres. By doing so, Bong creates a feature of the expression that shifts genres as the characters' personalities amplify related behaviors, conflicts and questions, and that this is the core of the unique nuance and distinct humor of this film. In addition, the personalities of the characters interact with all the film's elements (cinematic techniques, space, props, etc.), evoking effects of various meanings, which are transmitted through the actors'images and acting. In this respect, the study analyzes how the actors were cast in order to realistically reproduce the characters of the actors, how their acting was harmonized with the film's elements, and its features as well as how they were expressed.

Fuzzy Inference System Architecture for Customer Satisfaction Service (고객 만족 서비스를 위한 퍼지 추론 시스템 구조)

  • Kwon, Hee-Chul;Yoo, Jung-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.1
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    • pp.219-226
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    • 2010
  • Recently most parking control systems provide customers with various services, but most of the services are just the extension of parking spaces, automatic parking control system and so on. It is essential to use the satisfaction degree as the extent that customer are satisfied with parking control system to improve the quality of the system services and diversify the system services. The degree of satisfaction is different from customer to customer in same condition and can be represented as linguistic variables. In this paper, we present therefore a technique that quantify how much customer are satisfied with parking control system and fuzzy inference system architecture as a solution that can help us to make a efficient decision for these parking problems. In this architecture, inference engine using fuzzy logic compares context data with the rules in the fuzzy rule-based system, gets the sub-results, aggregates them and defuzzifies the aggregated result using MATLAB application programming to obtain crisp value. Fuzzy inference system architecture presented in this paper, can be used as a efficient method to analyze the satisfaction degree which is represented as fuzzy linguistic variables by human emotion. And it can be used to improve the satisfaction degree of not only parking system but also other service systems of various domains.