• Title/Summary/Keyword: 감정 상태

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Development of Emotion Contents Recommender System for Improvement of Sentimental Status (감정 및 정서상태 전이를 위한 감성 컨텐츠 추천 시스템 개발)

  • Park, Myon-Woong;Ha, Sung-Do;Jeong, Do-Un;Lyoo, In-Kyoon;Ahn, Seong-Min
    • Science of Emotion and Sensibility
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    • v.10 no.1
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    • pp.1-11
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    • 2007
  • An Infotainment Service intended to enhance the human emotion is introduced in this paper. The service is to be installed on the robot helping elderly persons to live comfortable and enjoyable life. The research started with defining the undesirable status of emotion in everyday life, and the psychological skills to cope with the status were sought about. Then, a methodology for providing emotion contents reflecting the coping skill has been suggested. Based on the Cognitive Behavior Therapy, the coping skill is used to edit animation clips. A movie recommendation system to utilize the edited animation clips has been being developed. A series of process for developing the system is described, where the emotion elements are taken into consideration in addition to the user preference as the criterion for recommendation.

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Measurement of Emotional Transition Using Physiological Signals of Audiences (관객의 생체신호 분석을 통한 감성 변화)

  • Kim, Wan-Suk;Ham, Jun-Seok;Sohn, Choong-Yeon;Yun, Jae-Sun;Lim, Chan;Ko, Il-Ju
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.168-176
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    • 2010
  • Audience observing visual media with care experience lots of emotional transition according to characteristics of media. Enjoy, sadness, surprising, etc, a variety of emotional state of audiences is often arranged by James Russell's 'A circumplex model of affect' utilized on psychology. Especially, in various emotions, 'Uncanny' mentioned by Sigmund Freud is represented a sharp medium existing in a crack of clearly emotional conception. Uncanny phenomenon is an emotional state of changing from unpleasant to pleasant on an audience observing visual media is been aware of immoral media generally, therefore, because this is a positive state on a social taboo, we need to analyze with a scientific analysis clearly. Therefore, this study will organize James Russell's 'A circumplex model of affect' and uncanny phenomenon, will be progressed to establish a hypothesis about a state of uncanny on audiences observing visual media and analyze results of the physiological signals experiment based on ECG(Electronic Cardiogram), GSR(Galvanic Skin Response) signals with distribution, distance, and moving time in a circumplex model of affect.

Effect of drone's moving image on audience's flow, arousal of interest, emotional state (드론의 무빙 영상이 수용자의 몰입도, 흥미유발, 감정상태에 미치는 영향)

  • Park, Dug-Chun
    • Journal of Digital Convergence
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    • v.16 no.4
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    • pp.313-319
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    • 2018
  • This experimental research explores the effect of drone's moving image on media audience's flow, arousal of interest and emotional state. Most previous researchers of media image effect insisted that camera movement should be abstained in order to give audience the feeling that movement of figures is in the contents story itself. and camera movement also can disturb natural viewing of audience. For the purpose of finding the effect of drone's moving image on media audience's flow, arousal of interest and emotional state, 2 groups of subjects composed of 56 university students were exposed to 2 different video clips, one with moving drone's image, the other with hovering drone's image. After this experiment, Questions which were designed to measure audience's flow, arousal of interest and emotional state were asked and analysed. This research found that subjects exposed to moving drone's image felt more interested and more positive emotional state than subjects exposed to hovering drone's image. However meaningful effect of drone's moving image on audience's flow was not found.

Calmness as an Emotion in Aristotle's Rhetoric II 3 (아리스토텔레스가 『수사학』 II 3장에서 말하는 평온의 감정)

  • Hahn, Seok-whan
    • Journal of Korean Philosophical Society
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    • v.144
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    • pp.371-398
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    • 2017
  • The emotions that Aristotle treats in Rhetoric II 2-11 are broadly divided into two groups: the one is the so-called basic emotions, the other the emotions that are opposed to them. The reason that he draws attention to the opposite emotions is that, for example, angry judges must be placed in an opposite state. The question is whether the calmness treated in Rhetoric II 3 is an emotion. Because it is treated in the Ethics as a virtue and thus as a trait of character. How is calmness distinguished as an emotion from that as a virtue? And in what way is it opposed to anger? In short, what is the calmness, inasmuch as it is an emotion? This is the question which is the task of this work. The thesis asserted in this paper is that calmness is the disposition to do a service for another that results from praise or some other act that enhances a belief in one's worth. To substantiate the thesis, the following questions are discussed. The first question is whether the calmness could also contain proportions of pleasure and pain. The question also arises whether it could be also treated properly according to the standard 'target person-intentional object-mental state'. Finally, there is a comparison between the concept of calmness in the Ethics and Rhetoric, so that the latter concept places itself in the foreground.

Design of an Artificial Emotion for visualizing emotion (감정의 시각화를 위한 인공감정 설계)

  • Ham, Jun-Seok;Son, Chung-Yeon;Jeong, Chan-Sun;Park, Jun-Hyeong;Yeo, Ji-Hye;Go, Il-Ju
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.91-94
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    • 2009
  • 인공감정에 관련된 기존의 연구는 대부분 감정의 인식과 물리적 표현에 중점 되어 연구되었다. 하지만 감정은 성격에 따라 달리 표출되고, 시간에 따라 변화 양상을 갖는다. 또한 새로운 감정자극을 받기 이 전의 감정상태에 따라서 표출 될 감정은 달라진다. 본 논문은 감정을 성격, 시간, 감정간의 관계에 따라 관리하여 현재 표출될 감정을 시각화 해주는 인공감정을 제안한다. 감정을 시각화하기 위해서 본 논문의 인공감정은 감정그래프와 감정장을 갖는다. 감정그래프는 특정 감정을 성격과 시간에 따라 표현하는 2차원 형태의 그래프 이다. 감정장은 감정그래프에서 표현된 서로 다른 종류의 감정들을 시간과 감정간의 관계에 따라 시각화 해주는 3차원 형태의 모델이다. 제안된 인공감정을 통해 감정을 시각화해 보기 위해, 감정의 인식과 물리적 표현을 텍스트 기반으로 간소화시킨 시뮬레이터에 적용했다.

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Recognition of the emotional state through the EEG (뇌파를 통한 감정 상태 인식에 관한 연구)

  • Ji, Hoon;Lee, Chung-heon;Park, Mun-Kyu;An, Young-jun;Lee, Dong-hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.958-961
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    • 2015
  • Emotional expression is universal and emotional state impacts important areas in our life. Until now, analyzing the acquired EEG signals under circumstances caused by invoked feelings and efforts to define their emotional state have been made mainly by psychologists based on the results. But, recently emotion-related information was released by research results that it is possible to identify mental activity through measuring and analyzing the brain EEG signals. So, this study has compared and analyzed emotional expressions of human by using brain waves. To get EEG difference for a particular emotion, we showed specific subject images to the people for changing emotions that peace, joy, sadness and stress, etc. After measured EEG signals were converged into frequence domain by FFT signal process, we have showed EEG changes in emotion as a result of the performance analyzing each respective power spectrum of delta, theta, alpha, beta and gamma waves.

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Query-based User Emotion Prediction (질의 기반 사용자 감정상태 예측)

  • Min, Hye-Jin;Kang, Inho
    • Annual Conference on Human and Language Technology
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    • 2014.10a
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    • pp.211-214
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    • 2014
  • 본 연구에서는 질의를 기반으로 사용자의 감정상태를 예측하는 방법을 제안한다. 제안방법은 자극-감정 규칙베이스 구축, 규칙확률 값 기반 질의 랭킹, 질의 랭킹 기반 사용자 감정예측의 단계로 구성된다. 방법의 적절성을 검증하기 위하여 힘들다와 심심하다에 대한 결과로 사용자평가를 실시하였다. 힘들다의 결과에서는 힘들다 정도에 대한 점수가 높은 질의들을 지속적으로 검색하는 사용자들을 힘들다라고 판단할 수 있다고 분석되었다. 심심하다의 결과에서는 방법 간 유의미한 차이를 보이지 않았으나, 특정 개별질의의 지속적인 패턴을 분석하는 것이 좀 더 높은 점수를 얻은 것으로 평가되었다.

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Modeling an Emotional Memory mechanism Using SOM (SOM을 이용한 감정 기억 메커니즘의 설계)

  • Yeo, Ji-Hye;Ham, Jun-Seok;Go, Il-Ju
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.87-90
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    • 2009
  • 사람들은 같은 상황에서도 감정적 경험에 따라 다르게 반응한다. 상황에 따른 감정을 나타내고자 하는 인공감정에 대한 많은 연구가 이루어지고 있지만, 기존의 인공감정들은 같은 상황에서 같은 반응을 하도록 설계되었다. 하지만 현재 느끼는 감정이 과거에 경험했던 감정적 경험에 영향을 받기 때문에 같은 상황에서 다른 반응을 유발한다. 본 논문은 감정적 경험을 기억해서 현재의 감정에 영향을 주는 메커니즘을 제안한다. 감정적 기억은 연관성이 있는 기억끼리 연상되는데 이 과정은 SOM의 연관성이 있는 것끼리 뭉치면서 스스로 학습하는 자기조직화의 특성과 유사하다. 이러한 유사점을 이응해서 감정적 경험을 기억하는 과정을 설계했다. 제안된 방법을 가위바위보로 승자가 패자를 뿅망치로 때리는 게임에 적용하여 같은 상황에서도 감정적 경험에 의해 다르게 반응하는 모습을 나타낸다. 게임을 진행하면서 가위바위보 승패에 따라 분노, 공포, 쾌락 등의 감정을 경험하게 되는데 이러한 감정적 경험이 SOM을 이용한 감정기억메커니즘에 의해 기억된다. 그 결과 감정적 경험에 대한 기억이 가위바위보에 이겼을 때의 느끼는 감정에 영향을 주어 현재 느끼는 감정 상태에 따라 뿅망치 파워가 달라지도록 했다.

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How to Express Emotion: Role of Prosody and Voice Quality Parameters (감정 표현 방법: 운율과 음질의 역할)

  • Lee, Sang-Min;Lee, Ho-Joon
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.11
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    • pp.159-166
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    • 2014
  • In this paper, we examine the role of emotional acoustic cues including both prosody and voice quality parameters for the modification of a word sense. For the extraction of prosody parameters and voice quality parameters, we used 60 pieces of speech data spoken by six speakers with five different emotional states. We analyzed eight different emotional acoustic cues, and used a discriminant analysis technique in order to find the dominant sequence of acoustic cues. As a result, we found that anger has a close relation with intensity level and 2nd formant bandwidth range; joy has a relative relation with the position of 2nd and 3rd formant values and intensity level; sadness has a strong relation only with prosody cues such as intensity level and pitch level; and fear has a relation with pitch level and 2nd formant value with its bandwidth range. These findings can be used as the guideline for find-tuning an emotional spoken language generation system, because these distinct sequences of acoustic cues reveal the subtle characteristics of each emotional state.

Multimodal Emotional State Estimation Model for Implementation of Intelligent Exhibition Services (지능형 전시 서비스 구현을 위한 멀티모달 감정 상태 추정 모형)

  • Lee, Kichun;Choi, So Yun;Kim, Jae Kyeong;Ahn, Hyunchul
    • Journal of Intelligence and Information Systems
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    • v.20 no.1
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    • pp.1-14
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    • 2014
  • Both researchers and practitioners are showing an increased interested in interactive exhibition services. Interactive exhibition services are designed to directly respond to visitor responses in real time, so as to fully engage visitors' interest and enhance their satisfaction. In order to install an effective interactive exhibition service, it is essential to adopt intelligent technologies that enable accurate estimation of a visitor's emotional state from responses to exhibited stimulus. Studies undertaken so far have attempted to estimate the human emotional state, most of them doing so by gauging either facial expressions or audio responses. However, the most recent research suggests that, a multimodal approach that uses people's multiple responses simultaneously may lead to better estimation. Given this context, we propose a new multimodal emotional state estimation model that uses various responses including facial expressions, gestures, and movements measured by the Microsoft Kinect Sensor. In order to effectively handle a large amount of sensory data, we propose to use stratified sampling-based MRA (multiple regression analysis) as our estimation method. To validate the usefulness of the proposed model, we collected 602,599 responses and emotional state data with 274 variables from 15 people. When we applied our model to the data set, we found that our model estimated the levels of valence and arousal in the 10~15% error range. Since our proposed model is simple and stable, we expect that it will be applied not only in intelligent exhibition services, but also in other areas such as e-learning and personalized advertising.