• Title/Summary/Keyword: 사용자 감성

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The Exploratory Study for the Application of the Sports Field in the Fourth Industrial Revolution: Focus on the Social Big Data (4차 산업혁명의 스포츠 현장 적용을 위한 탐색적 연구: 소셜 빅데이터 활용 방안을 중심으로)

  • Park, SungGeon;Hwang, YoungChan
    • 한국체육학회지인문사회과학편
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    • v.56 no.4
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    • pp.397-413
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    • 2017
  • The purpose of this study is to introduce the case and to provide related information for the physical education major to handle and utilize the social big data through the exploratory study for the application of sports industry in the fourth industrial revolution. For this study, data was collected from the article database, which covers the keyword such as 'Social Big Data', 'Sports' and so on. The analyzed articles were 86 articles. As a results, The research on social big data applied to sports industry are as follows: 1) Analysis of major issues related to sports fans' interests and sports events, 2) A study on media sports engagement, 3) The prediction analysis of sports game based on the sentiment analysis, 4) Development of salary estimation model for professional player in sports, 5) Research trend analysis and so on. In conclusion, the social big data analysis technology in the sports industry and management can be utilized variously. Therefore, the specialists of the sports industry and management field need to learn the techniques, to acquire the know-how for the research project, to convert the convergence thinking.

An EEG-based Deep Neural Network Classification Model for Recognizing Emotion of Users in Early Phase of Design (초기설계 단계 사용자의 감정 인식을 위한 뇌파기반 딥러닝 분류모델)

  • Chang, Sun-Woo;Dong, Won-Hyeok;Jun, Han-Jong
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.12
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    • pp.85-94
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    • 2018
  • The purpose of this paper was to propose a model that recognizes potential users' emotional response toward design by classifying Electroencephalography(EEG). Studies in neuroscience and psychology have made an effort to recognize subjects' emotional response by analyzing EEG data. And this approach has been adopted in design since it is critical to monitor users' subjective response in the preface of design. Moreover, the building design process cannot be reversed after construction, recognizing clients' affection toward design alternatives plays important role. An experiment was conducted to record subjects' EEG data while they view their most/least liked images of small-house designs selected by them among the eight given images. After the recording, a subjective questionnaire, PANAS, was distributed to the subjects in order to describe their own affection score in quantitative way. Google TensorFlow was used to build and train the model. Dataset for model training and testing consist of feature columns for recorded EEG data and labels for the questionnaire results. After training and testing, the measured accuracy of the model was 0.975 which was higher than the other machine learning based classification methods. The proposed model may suggest one quantitative way of evaluating design alternatives. In addition, this method may support designer while designing the facilities for people like disabled or children who are not able to express their own feelings toward alternatives.

An Analysis of Interior Color of Experience Yachts : Focused on 40ft Yachts (체험형 요트 실내공간의 색채분석 : 40ft급 요트를 중심으로)

  • Cho, Joung-Hyung
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.125-130
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    • 2020
  • The Korean maritime industry is growing rapidly as income levels rise. In particular, the domestic yacht market is generating steady market demand, which is a good opportunity for users who want to enjoy leisure. Among them, the experience-type yacht is operated smoothly around Suyeong Bay in Busan. In this study, a survey of experienced yacht users conducted an analysis focusing on color as much as the interior structure. The colors you experience when you stay in a specific space for a short time have a significant impact on the user's satisfaction and sensibility. Often, systematic research into space is often focused on physical distribution. However, color leaves a strong impression on short experiences as much information as it accepts through the optic nerve. A survey of yacht passengers was conducted to derive appropriate adjectives, and the results were obtained after analyzing them by means of I.R.I monochrome and image scale. Afterwards, it is expected that this research will be used as a theoretical basic data that can be used to carry out the production, repair, and repair of hands-on yachts that are developed on their own.

Research on toy design based on children's education and experience (교육 및 체험 기반으로 한 어린이 장난감 디자인에 관한 연구)

  • Wang, Zheng;Hong, Dongsik
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.119-127
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    • 2022
  • Based on the theory of interactive experience in children's toy design, this paper analyzes and explores the interactive experience of education children's toys. Based on the basic elements of product design, a case study of the popular children's educational toys in the Korean sales rankings was carried out. In addition, according to the user experience model, a questionnaire survey was conducted on the popular children's educational toys sold in Korea. The results show that the top three children's educational toys by sales are smart toys. Satisfaction is highest for feeling, feeling, thinking, acting, and related experiences. It provides a theoretical basis for the interactive experience design of children's smart toys. Design experiential toys that are more suitable for children's physical and mental health and more suitable for children's psychological development.

Painters who Climbed Out the Museum and Disappeared (박물관 넘어 도망친 화가들)

  • Kim, Hyeonji;Song, Jiuhn;Yeo, Hwaseon;Kang, Je-won
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.11a
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    • pp.358-360
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    • 2020
  • 본 팀은 웹캠으로 촬영한 영상에서 원하는 물체를 선택하여 텍스처를 선택한 이미지의 스타일로 변환하는 프로젝트를 수행했다. 영상을 세그멘테이션하고 원하는 물체만을 원하는 텍스처로 변환하여 최종 아웃풋을 얻는다. 제안하는 네트워크는 물체를 다양한 스타일로 바꾸는 것이 가능한데, 이 중에서 이미지에 명화의 화풍을 입히는 것을 중점으로 하여 데모를 구현했다. 빠른 속도로 네트워크를 실행하기 위해 기존 연구들에 비디오 처리의 관점을 접목했다. 여러 프레임을 묶어 옵티컬 플로우를 생성하고, 첫 번째 프레임을 인스턴스 세그멘테이션한 후 마스크를 추출했다. 이후 마스크 영역만 뽑아낸 이미지를 새로운 입력으로 하여 스타일 트랜스퍼를 거치고, 이 첫번째 프레임과 나머지 프레임들의 옵티컬 플로우로 나머지 프레임들의 세그멘테이션과 스타일 트랜스퍼를 예측하여 다시 비디오 프레임으로 만들어 주었다. 본 알고리즘은 옵티컬 플로우 설정으로 네트워크의 계산량을 줄이며 속도를 개선했다. 빠른 데이터 처리로 사용자가 원하는 물체의 텍스쳐가 바뀔 수 있게 되었고, 이는 현실 세계가 실제로 바뀐 듯한 느낌을 들게 한다. 또한, 컴퓨터 비전에서 활발하게 연구되었던 분야를 AR로 끌어와 두 분야의 융합 가능성을 열었다. 현재 코로나의 영향으로 집에서 취미생활을 즐기는 인구가 많아졌다. 본 연구를 통해 많은 사람에게 집에서 쉽게 명화의 감성을 즐기고 느낄 수 있는 양질의 콘텐츠를 제공해주려 한다. 또한, 박물관과 미술관 등의 기관에서도 이 기술이 활용될 수 있다. 명화를 느낄 수 있는 다양한 콘텐츠를 이용하여 박물관이나 미술관의 홍보 효과도 기대할 수 있다.

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Adventure filming game for people in need of healing (힐링이 필요한 사람들을 위한 3D 어드벤처 촬영 게임)

  • Shin, Soyeon;Joo, Heesun;Choi, Yeonho;Choi, Jongin;Park, Su-E
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.133-136
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    • 2022
  • As the number of stress-related diseases increases due to the prolonged Corona 19, Corona Blue is attracting attention. This social background causes negative emotions due to frustration at work, changes in existing life rhythms, and blockade of economic sources, and makes us understand our era as an era in need of healing. Therefore, the purpose of this study is to propose a 3D-based adventure filming game that adventures a fantastic space and stores memories and experiences through photos. For this, important elements of healing were explored through literature study, and based on this, a game using 3ds Max and Unity was implemented. As a result of the study, the game was implemented with a filming function that contains visual elements for cute and warm healing, an emotionally approaching story, and the meaning of space. This study provides a game that can provide non-face-to-face healing to users and presents effective and important healing factors to service providers.

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Analyzing Contextual Polarity of Unstructured Data for Measuring Subjective Well-Being (주관적 웰빙 상태 측정을 위한 비정형 데이터의 상황기반 긍부정성 분석 방법)

  • Choi, Sukjae;Song, Yeongeun;Kwon, Ohbyung
    • Journal of Intelligence and Information Systems
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    • v.22 no.1
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    • pp.83-105
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    • 2016
  • Measuring an individual's subjective wellbeing in an accurate, unobtrusive, and cost-effective manner is a core success factor of the wellbeing support system, which is a type of medical IT service. However, measurements with a self-report questionnaire and wearable sensors are cost-intensive and obtrusive when the wellbeing support system should be running in real-time, despite being very accurate. Recently, reasoning the state of subjective wellbeing with conventional sentiment analysis and unstructured data has been proposed as an alternative to resolve the drawbacks of the self-report questionnaire and wearable sensors. However, this approach does not consider contextual polarity, which results in lower measurement accuracy. Moreover, there is no sentimental word net or ontology for the subjective wellbeing area. Hence, this paper proposes a method to extract keywords and their contextual polarity representing the subjective wellbeing state from the unstructured text in online websites in order to improve the reasoning accuracy of the sentiment analysis. The proposed method is as follows. First, a set of general sentimental words is proposed. SentiWordNet was adopted; this is the most widely used dictionary and contains about 100,000 words such as nouns, verbs, adjectives, and adverbs with polarities from -1.0 (extremely negative) to 1.0 (extremely positive). Second, corpora on subjective wellbeing (SWB corpora) were obtained by crawling online text. A survey was conducted to prepare a learning dataset that includes an individual's opinion and the level of self-report wellness, such as stress and depression. The participants were asked to respond with their feelings about online news on two topics. Next, three data sources were extracted from the SWB corpora: demographic information, psychographic information, and the structural characteristics of the text (e.g., the number of words used in the text, simple statistics on the special characters used). These were considered to adjust the level of a specific SWB. Finally, a set of reasoning rules was generated for each wellbeing factor to estimate the SWB of an individual based on the text written by the individual. The experimental results suggested that using contextual polarity for each SWB factor (e.g., stress, depression) significantly improved the estimation accuracy compared to conventional sentiment analysis methods incorporating SentiWordNet. Even though literature is available on Korean sentiment analysis, such studies only used only a limited set of sentimental words. Due to the small number of words, many sentences are overlooked and ignored when estimating the level of sentiment. However, the proposed method can identify multiple sentiment-neutral words as sentiment words in the context of a specific SWB factor. The results also suggest that a specific type of senti-word dictionary containing contextual polarity needs to be constructed along with a dictionary based on common sense such as SenticNet. These efforts will enrich and enlarge the application area of sentic computing. The study is helpful to practitioners and managers of wellness services in that a couple of characteristics of unstructured text have been identified for improving SWB. Consistent with the literature, the results showed that the gender and age affect the SWB state when the individual is exposed to an identical queue from the online text. In addition, the length of the textual response and usage pattern of special characters were found to indicate the individual's SWB. These imply that better SWB measurement should involve collecting the textual structure and the individual's demographic conditions. In the future, the proposed method should be improved by automated identification of the contextual polarity in order to enlarge the vocabulary in a cost-effective manner.

The Approach of Human Sensibility Measurement based on The Cosmic Dual And The Five Elements (음양오행사상에 기초한 감성측정 접근방법 연구)

  • 박인찬
    • Archives of design research
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    • v.11 no.2
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    • pp.31-45
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    • 1998
  • Human beings receive experiences and education in viewing and manipulating objects since birth, These experiences in forms and colours influence signifrcantty the formation of the person's humanity, sensibility and constituOOn until he becomes an adult. Considering that all objects coexist through space and time with human beings from birth to an adulthood, we can imagine how these things shape a person, Human beings' perception of form and colour might be different according to the person's living environment, experiences, education, age and job, However, when we see there are certain kinds of form and colour of that most people favor, we can understand that human beings have a certain inherent feelings about forms and colours, Let's suppose a man faces an object that dosen't correspond with his basic feelings about form and colour, He would avoid that object at least unconsoousty, All of his acts dealing with form and colour probably satisfy a desire for beauty which can be required from certain proper forms and colours, By revealing the feelings about forms and colours that human beings originally have, this study is going to explore what kinds of form and colour have what kinds of psychological and physical influences on human beings. Another purpose of this study is to be a theory suggesting more profitable and effective forms and colours psychologically and physically to the consumer. this study demonstrates that the basic feelings about forms and colours which human beings possess are different according to the individual's psychology and the body's condition. It also establishes the reality of the principle of how human psychology and the body change according to the surrounding environment. Finally, it will be appropriate for the suggested theory from this study to be used as fundamental material in deciding the forms and colours used in the design field in the future in that these forms and colours are more profitable and efftient.

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A study on an application of 'Virtual Reality Therapy' concerning a technology of real-time interaction. (실시간 상호작용 기술의 '가상현실치료' 적용에 관한 연구)

  • Kim, Jeong-Hwan
    • Cartoon and Animation Studies
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    • s.22
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    • pp.81-97
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    • 2011
  • The technology of 'Virtual Reality' has placed in advanced tools for human beings' joy and anger together with sorrow and pleasure in our generation. It has recently tried in a variety ways to use as an implication for treatment in the field of Cognitive Psychology. Especially, it widely approaches to human in terms of that a sense of reality in a virtual world through the five senses should reinterpret the meaning of cognition in the real world. Based on this paradigm shift, it allows for new treatment using the technology of virtual reality. A typical example is a field of Therapy in order to overcome panic disorder. It has advantages that in particular development of flexible interaction technologies in a virtual space can lead patients to experience psychological environments rather than physical one. the interaction technology provides environments in which users' five senses can be actively stimulated, it is very useful that information from the experiences in the virtual world allows people to learn through real experiences by renewing potential energies, advantages of Virtual Reality Therapy can be customized treatment by depending on symptoms in patients with panic disorder and are capable of differentiate application for the cure at each stage. It is to treat by leading patients to get accustomed to environments and situations in real world through care process with each symptom and stage. It is helpful that based on A Human-Sensibility Ergonomics, technologies like immersive virtual reality equipment, force-relative feedback and stereophonic sound, and like stimulating the sense of smell make people to induce experiences by stimulating human's five senses. There are many advantages of immersion in virtual world in that the phenomenon such as challenge, interaction, reality, illusion, and cooperation is expanded. As an application for therapy by growing such augmented reality, virtual space and sharing of data through the Internet and also inexpensive its availability have recently expanded the base. There are other benefits of Virtual Reality Therapy offering active interaction environments for cognitive experience which can provide appropriately adjusted environments for patients who are hard to overcome the real situation because of phobia. In addition to that it is safe and economical and patients' confidentiality is assured. Moreover, due to the principles of applying real-time navigation the Virtual Reality Therapy makes modification and supplementation easier and also it can reduce cybersickness because of the supply of Lenticular allowing people to see stereoscopy without eyeglasses, which makes sense of presence clearer. On top of that due to the development of interactive technologies, it is becoming close to sense of reality similar to real world by leading users to navigate by themselves and to operate objects in a virtual space. This paper will therefore examine, although it is of limited, characteristics of application of virtual reality technology based on A Human-Sensibility Ergonomics used for treatment for a disorder. this paper will analyse a range of its application and problems and it will suggest the future possibilities.

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A Comparative Study on the Aesthetic Aspect of Design Preferred Between Countries Centering Around the Analysis on the Aesthetic Aspect of Mobile Phone Preferred by Korean and Chinese Consumers - (국가 간 선호 디자인의 심미성요소 비교연구 - 한.중 소비자 선호휴대폰의 심미성요소 분석을 중심으로 -)

  • Jeong Su-Kyoung;Hong Jung-Pyo
    • Science of Emotion and Sensibility
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    • v.9 no.1
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    • pp.49-61
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    • 2006
  • The present mobile phone industry has significant effect on the domestic economy and has taken root as the core item that has the responsibility to lead the Korean economy for a considerable period of time. As the mobile phone market becomes gigantic, the mobile phone is being used by people in broader age bracket, and functions or designs preferred by people of various age are getting more diverse. Like that, as the mobile phone has greater effect on and meaning in our daily lives, consumers of mobile phone have growing expectation of the mobile phone Now, the core function of voice communication via the mobile phone is not a great concern to consumers. But the function, such as more convenient and friendly information input and output, processing and storage, and the design, which is more sophisticated and optimized for the user environment, are being demanded, not just the simple voice communication. And as the modern design is getting more similar to the objects of traditional high art consumed by consumers every day, the aesthetic aspect of design can play an important role, as the factor that differentiates the product, in creating new value which forms the spiritual and emotional value of human beings to improve the quality of living, and in addition, the willingness of consumers to buy is determined by the design that they prefer the most. Like that, a new design of mobile phone based on a new dimension and preferred by the consumers the most is urgently required to be developed by shedding light on the factors related to the preference of consumers on the basis of the analysis on the aesthetic aspect, which can be said to be the most critical factor in the design process. Therefore, this study aims to identity the common preference and different factors of aesthetic aspects through the analysis on the aesthetic aspects of the mobile phone preferred by users among countries, and figure out the formative artistic factors of aesthetic aspects that are considered to be important, in order to propose the guideline on the aesthetic aspect of mobile phone that can be applied to the design of mobile phone practically.

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