• Title/Summary/Keyword: 사용자 감정모델링

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User Experience Evaluation of Menstrual Cycle Measurement Application Using Text Mining Analysis Techniques (텍스트 마이닝 분석 기법을 활용한 월경주기측정 애플리케이션 사용자 경험 평가)

  • Wookyung Jeong;Donghee Shin
    • Journal of the Korean Society for information Management
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    • v.40 no.4
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    • pp.1-31
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    • 2023
  • This study conducted user experience evaluation by introducing various text mining techniques along with topic modeling techniques for mobile menstrual cycle measurement applications that are closely related to women's health and analyzed the results by combining them with a honeycomb model. To evaluate the user experience revealed in the menstrual cycle measurement application review, 47,117 Korean reviews of the menstrual cycle measurement application were collected. Topic modeling analysis was conducted to confirm the overall discourse on the user experience revealed in the review, and text network analysis was conducted to confirm the specific experience of each topic. In addition, sentimental analysis was conducted to understand the emotional experience of users. Based on this, the development strategy of the menstrual cycle measurement application was presented in terms of accuracy, design, monitoring, data management, and user management. As a result of the study, it was confirmed that the accuracy and monitoring function of the menstrual cycle measurement of the application should be improved, and it was observed that various design attempts were required. In addition, the necessity of supplementing personal information and the user's biometric data management method was also confirmed. By exploring the user experience (UX) of the menstrual cycle measurement application in-depth, this study revealed various factors experienced by users and suggested practical improvements to provide a better experience. It is also significant in that it presents a methodology by combines topic modeling and text network analysis techniques so that researchers can closely grasp vast amounts of review data in the process of evaluating user experiences.

Framework for Designing Explanatory Style of Interactive Agents (상호작용형 에이전트의 설명 양식을 디자인하기 위한 프레임워크 개발)

  • Oh, Se-Jin;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.5
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    • pp.63-73
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    • 2008
  • Recent years have seen an explosion of interest in interactive agents motivating human learners to engage in edutainment systems which are designed to be entertaining and educational at the same time. Especially, work on socio-emotional processes has focus on understanding of human's social behavior in training and entertainment a applications. In contrast with work on social emotion, where research groups have developed detailed models of emotional processes, models of personality have emphasized shallow surface behavior. Here, we build on computational appraisal models of emotion to better characterize dispositional differences in how people come to understand social situations. Known as explanatory style, this dispositional factor plays a key role in social interactions and certain socio-emotional disorders, such as depression. Building on appraisal and attribution theories, we model key conceptual variables underlying the explanatory style, and enable agents to exhibit different explanatory tendencies with respect to their personalities. Furthermore, we developed an interactive AR agent based on our framework and applied it into an interactive teaming system that allows participants to explore individual differences in the explanation of social events, with the goal of encouraging the development of perspective laking and emotion-regulatory skills.

3D Facial Modeling and Synthesis System for Realistic Facial Expression (자연스러운 표정 합성을 위한 3차원 얼굴 모델링 및 합성 시스템)

  • 심연숙;김선욱;한재현;변혜란;정창섭
    • Korean Journal of Cognitive Science
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    • v.11 no.2
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    • pp.1-10
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    • 2000
  • Realistic facial animation research field which communicates with human and computer using face has increased recently. The human face is the part of the body we use to recognize individuals and the important communication channel that understand the inner states like emotion. To provide the intelligent interface. computer facial animation looks like human in talking and expressing himself. Facial modeling and animation research is focused on realistic facial animation recently. In this article, we suggest the method of facial modeling and animation for realistic facial synthesis. We can make a 3D facial model for arbitrary face by using generic facial model. For more correct and real face, we make the Korean Generic Facial Model. We can also manipulate facial synthesis based on the physical characteristics of real facial muscle and skin. Many application will be developed such as teleconferencing, education, movies etc.

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Mental Healthcare Digital Twin Technology for Risk Prediction and Management (정신건강 위험 예측 및 관리를 위한 멘탈 헬스케어 디지털 트윈 기술 연구)

  • SeMo Yang;KangYoon Lee
    • The Journal of Bigdata
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    • v.7 no.1
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    • pp.29-36
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    • 2022
  • The prevalence of stress and depression among emotional workers is increasing due to the rapid increase in emotional labor and service workers. However, the current mental health management of emotional workers is difficult to consider the emotional response at the time of stress situations, and the existing mental health management is limited because the individual's base state is not reflected. In this study, we present mental healthcare digital twin solution technology, a personalized stress risk management solution. For mental health risk management due to emotional labor, a solution simulation is performed to accurately predict stress risk through synchronization/modeling of dynamic objects in virtual space by extracting individual stress risk factors such as emotional/physical response and environment into various modalities. It provides a mental healthcare digital twin solution for predicting personalized mental health risks that can be configured with modalities and objects tailored to the environment of emotional workers and improved according to user feedback.

Emotion-based Real-time Facial Expression Matching Dialogue System for Virtual Human (감정에 기반한 가상인간의 대화 및 표정 실시간 생성 시스템 구현)

  • Kim, Kirak;Yeon, Heeyeon;Eun, Taeyoung;Jung, Moonryul
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.23-29
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    • 2022
  • Virtual humans are implemented with dedicated modeling tools like Unity 3D Engine in virtual space (virtual reality, mixed reality, metaverse, etc.). Various human modeling tools have been introduced to implement virtual human-like appearance, voice, expression, and behavior similar to real people, and virtual humans implemented via these tools can communicate with users to some extent. However, most of the virtual humans so far have stayed unimodal using only text or speech. As AI technologies advance, the outdated machine-centered dialogue system is now changing to a human-centered, natural multi-modal system. By using several pre-trained networks, we implemented an emotion-based multi-modal dialogue system, which generates human-like utterances and displays appropriate facial expressions in real-time.

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.

Design of Biofeedback Interface using Biomedical Signal Analysis (생체신호 분석을 이용한 바이오피드백 인터페이스 설계)

  • Hwang, Gu-Youn;Shin, Dong-Kyoo;Shin, Dong-Il
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06a
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    • pp.337-339
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    • 2012
  • 최근 인간공학 및 감성공학 분야에 대한 관심이 크게 증가하여 다양한 연구가 활발히 진행되고 있다. 바이오피드백 인터페이스 기술에 대한 기초 연구로서 복합 생체신호를 처리하고 모델링 하는 시스템을 만드는 것은 매우 중요하며 이러한 기술들의 궁극적 역할은 쾌적한 삶의 환경을 제공하는 것이므로 생체 신호 분석을 기반으로 한 인간 중심의 시스템이 미래 기술의 핵심 키워드가 될 것이다. 본 논문에서는 생체신호(EEG, ECG)분석을 통해 사용자의 집중도 및 감정 상태를 인식하고 사용자의 의도를 효과적으로 반영 가능한 바이오피드백 인터페이스를 설계하였다. 기존의 단일 생체신호를 이용한 인터페이스 기법에 비해 복합 생체신호를 분석함으로써 사용자의 상태 및 의도를 판단함에 용이하고 활용성이 향상 되도록 하였다.

AI speakers!, Speak with feelings - Focusing on Analysis of SNS Comments (AI 스피커!, 감정을 담아 말해봐 - SNS 댓글 분석을 중심으로)

  • Kim, Joon-Hwan;Lee, Namyeon
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.101-110
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    • 2020
  • Devices that add emotion-specific services or various functions are appearing in AI speakers and related devices. To this end, this study performed topic modeling analysis on the topics of post-purchase texts written by AI speaker users, and compared them with the data collected via survey questionnaires. Furthermore, data on the emotional intelligence of AI speakers and relationship quality were collected from 600 users and analyzed using structural equation modeling. The findings of the study are as follows: First, the analysis results of topic modeling showed that most of the articles mainly mention the functional aspects of AI speakers. Second, emotional intelligence of AI speaker perceived by consumer affected relationship quality, and relationship quality had a positive effect on customer satisfaction. Therefore, this study expands the area of AI research by integrating the concept of emotional intelligence and relationship quality to provide new theoretical and practical implications.

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.

Text-Mining Analysis on the Interaction between the American Consumers Aged over 60 and Companion Pets Robots: Focused on Amazon Reviews for Joy For All Companion Pets (텍스트 마이닝을 활용한 미국 노년 소비자와 애완용 로봇 간 상호작용에 대한 분석: Joy For All Companion Pets에 대한 아마존 리뷰를 중심으로)

  • Chung, Yea-Eun;Lee, Yu Lim;Chung, Jae-Eun
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.469-489
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    • 2021
  • This study explores consumers' responses to socially assistive robotics by using text-mining method focusing on Companion Pets from Hasbro as it gives emotional support. We conducted text frequency analysis, LDA analysis using R programming. The key findings are 1)the most frequently used words the mimicry of living pets and the appearance of companion pets, 2)the five topics were derived from the LDA analysis and classified keywords in each topic split between positive and negative, 3)user, product, environment affect the interaction between consumer and companion pets, 4)consumers who have difficulty in cognition and physical conditions use companion pets to replace living pets. This study provides an understanding of consumer responses in companion pets and gives practical implications that may improve the efficacy of usage for consumers and understand the companion robot, which provides emotional support in COVID-19.