• Title/Summary/Keyword: 시각감정정보

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Context Visualizing SMS Based on Decision Tree (의사결정트리 기반의 컨텍스트 시각화 SMS)

  • Gahng, Shinwook;Oh, Jehwan;Lee, Eunseok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.04a
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    • pp.515-518
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    • 2009
  • 이동단말기가 보급이 확산됨에 따라 많은 사용자들이 이동단말기를 사용하고 필연적으로 많은 통신행동을 하고 있다. 특히 SMS 는 시간과 장소의 제한이 적어 사용자들의 통신행동 중 큰 비중을 차지하고 있다. SMS 통신행동에서 이모티콘의 사용이 많이 나타나고 있으며 이는 텍스트 기반의 의사소통의 한계를 극복하기 위한 방안으로 볼 수 있다. SMS 로부터 사용자의 감정을 추론하려는 기존의 연구가 있었지만 SMS 텍스트에 국한된다는 문제점이 있다. 본 논문에서는 최근 휴대폰, PDA, 스마트폰 등 이동단말기의 발전에 따라 통신행동 기록, 위치 정보와 같은 컨텍스트 정보를 수집하고 이용할 수 있음에 착안하여 SMS 텍스트와 함께 이동단말기의 컨텍스트 정보를 추론에 사용하였다. 의사결정트리를 이용하여 가용한 컨텍스트 정보로부터 추론한 정황 정보를 SMS 통신에서 사용하여 기존의 텍스트 기반의 의사소통의 한계를 극복할 수 있는 Visual SMS 를 제안한다. 사전에 정의한 훈련 데이터 집합을 통하여 의사결정트리를 생성하고 이를 기반으로 Visual SMS 를 구현, 시뮬레이션하여 추론 결과를 통해 그 기대효과를 확인한다.

An Implementation of a Classification and Recommendation Method for a Music Player Using Customized Emotion (맞춤형 감성 뮤직 플레이어를 위한 음악 분류 및 추천 기법 구현)

  • Song, Yu-Jeong;Kang, Su-Yeon;Ihm, Sun-Young;Park, Young-Ho
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.4
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    • pp.195-200
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    • 2015
  • Recently, most people use android based smartphones and we can find music players in any smartphones. However, it's hard to find a personalized music player which applies user's preference. In this paper, we propose an emotion-based music player, which analyses and classifies the music with user's emotion, recommends the music, applies the user's preference, and visualizes the music by color. Through the proposed music player, user could be able to select musics easily and use an optimized application.

Design and Implementation of Mobile Communication System for Hearing- impaired Person (청각 장애인을 위한 모바일 통화 시스템 설계 및 구현)

  • Yun, Dong-Hee;Kim, Young-Ung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.5
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    • pp.111-116
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    • 2016
  • According to the Ministry of Science, ICT and Future Planning's survey of information gap, smartphone retention rate of disabled people stayed in one-third of non-disabled people, the situation is significantly less access to information for people with disabilities than non-disabled people. In this paper, we develop an application, CallHelper, that helps to be more convenient to use mobile voice calls to the auditory disabled people. CallHelper runs automatically when a call comes in, translates caller's voice to text output on the mobile screen, and displays the emotion reasoning from the caller's voice to visualize emoticons. It also saves voice, translated text, and emotion data that can be played back.

Effect of Consumer Confusion on Word of Mouth and Trust Through Anger: Focusing on The Moderation Effect of Consumer's Negative Affectivity and Intolerance of Uncertainty (소비자 혼란이 분노를 통해 구전, 신뢰에 미치는 영향: 소비자의 부정적 감정 성향과 불확실성 인내력 부족의 조절역할을 중심으로)

  • Moon, Sun-Jung;Kang, Bo-Hyeon;Lee, Soo-Hyung
    • Asia Marketing Journal
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    • v.13 no.1
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    • pp.113-141
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    • 2011
  • Companies are competing each other, and as the competitions became higher, consumer's information processing for purchase became more complicated. Consumer confusion problem is getting more serious, but there are still not much considerations on this problem. The purpose of this study is to find out that the consumer confusion can causes consumer's negative emotion(anger). This research studied the mediation effect of negative emotion on the relationship between consumer confusion, which was classified into three categories, and two consequences, word-of-mouth and trust. And also it concentrates on moderating effects of negative affectivity and intolerance of uncertainty in the relationship between consumer confusion and negative emotion. For the empirical study, we carried out a survey targeting consumers who live in the Dae-gu metropolitan area. The specific results of this study are as follows. First, all sub-dimensions of the consumer confusion had a positive effect on anger. Second, anger had a positive effect on word of mouth and on the other hand, anger had a negative effect on trust. Third, negative affectivity had a moderating effects on the links between overload and ambiguity confusion with anger, and intolerance of uncertainty only had a moderating effects on the links between overload confusion and anger.

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Classifying learner's states and Monitoring it by using opinion Mining (오피니언 마이닝을 통한 학습자 상태 분류 및 활동 모니터링 시스템)

  • Kim, Dong hyun;Chang, Doo Soo;Choi, Yong SuK
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.10a
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    • pp.640-643
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    • 2016
  • 오피니언 마이닝은 객관적인 정보를 필요로 하는 많은 분야에서 쓰이는 기법이다. 그러나 표현의 자유도가 높은 한글 Text를 분석하는 것은 상당히 어려운 일이다. 또한 한글 파괴 현상도 하나의 원인으로 대두되고 있다. 본 논문에서는 Text를 음소단위로 분할하는 Trigrarn-Signature 기법과 구문태그 패턴 기법을 통합한 새로운 상태 분류 기법을 제안했고, 만족, 불만, 낙담, 의문, 흥분 5가지 감정 분류를 시도했다. 이를 토대로 사용자의 정보를 그래프로 보여주는 시각화 시스템을 제안한다.

A Study on Frequency Analysis of Websites Quality Evaluation Factors (웹사이트 품질평가 요인들의 빈도분석에 관한 연구)

  • Kwon, Youngjik
    • Journal of Korea Society of Industrial Information Systems
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    • v.21 no.4
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    • pp.55-66
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    • 2016
  • In this paper, 99 evaluation factors for website quality were derived from 79 research papers. Among them, 19 factors which are quoted in more than 7 research papers are summarized. The followings show such summarized factors: (1) Reliability (2) Ease of use (3) Design (4) Response time (5) Information Quality (6) Learnability (7) Accessibility (8) Effectiveness (9) Navigation (10) Sensibility (11) Accuracy (12) Contents (13) Aesthetic Impression (14) Completeness (15) Sympathy (16) Security (17) Delivery (18) Interaction (19) Responsibility.

A study on the similarities between folk painting and illustration(Concentrating on functions and roles, molding specificity) (민화와 일러스트레이션의 유사성 연구(기능과 역할, 조형특성을 중심으로))

  • 유동관
    • Archives of design research
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    • v.15 no.4
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    • pp.111-120
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    • 2002
  • Folk paintings influence the lifestyle of the general public, and is visible practical communication presenting emotion, feelings and phenomenon through various functions and aesthetic molding specificity. Illustration as a medium for conveying information in modern society is time communication forming time circumstance based on a creative image, becoming an importance in the means of molding an active information society. Folk paintings and illustration express the subject of various kinds of stories of surroundings of daily lives ironically, humorously and symbolically, convey it in an accurate and detailed way in the various use of color and shape representation, and have a similar specificity as the general public's art influencing the society, culture, and environment, the general public's emotion and feelings of that time. The current research is to suggest the possibility and direction of Korean image representation in illustration by analyzing folk painting and illustration characters based on social, cultural function and role and molding specificity.

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A Study of Visualizing Relational Information - In Mitologia Project - (관계형 정보의 시각화에 관한 연구 - 미톨로지아 프로젝트를 중심으로 -)

  • Jang, Seok-Hyun;Hwang, Hyo-Won;Lee, Kyung-Won
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.73-80
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    • 2006
  • Mitologia is about visualizing relations of information in user-oriented method. Most information given in life has invisible relations with each other. By analyzing the common characters and relations of information, we can not only measure the importance of the information but also grasp the overall properties of the information. Especially human relations are the major concerns of social network having several visualization methodologies shown by analyzing relations of each individual in society. We applied social network theory to grasp relationships between characters in Greek mythology representing a limited society. But the current tools of social network analysis have limits that they show the information one-sided way because of the ignorance of user-oriented design. Mitologia attempts to suggest the visual structure model more effective and easy to understand in analyzing data. We extracted connections among myth characters by evaluating classes, frequencies of appearance and emotional links they have. And we raised the understanding of users with furnishing the proper interaction to the information. The initial interface offers 4 kinds of indexes helping to access character nodes easily, while zoom-in function can be used for the detailed relations. The Zoom-in is quite different from usual filtering methods. It makes the irrelative information invisible so that users can find out the characters' relation more easily and quickly. This project suggests the layout to show overall information relationships and the appropriate interactions to present detailed information at the same time.

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The Association of Auditive and Visual Meanings in (영화 <이미테이션 게임>에 나타난 청각적·시각적 의미의 연합)

  • Ahn, Soo Hwan
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.83-92
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    • 2021
  • The goal of this paper is to explore the relationship between visual and auditive meanings of the film "The Imitation Game"(2013) which is directed by Morten Tyldum, and with music composed by Alexandre Desplat. The author accepted Zwikowski's idea of analyzing how film music and visual information created a chemical and meaningful signal for the audience. Lawrence Zbikowski has used Conceptual Integration Networks (CIN), devised by Golles Fauconnier and Mark Turner, to analyze latent meanings which was produced by the association of visual and auditive meanings. Therefore, The author applied the CIN analyzing methodology to the research combination of music and imagery in "The Imitaion Game." Desplat, the composer, has used aeolian instead of tonality to represent the main character. The aeolian melodic line was changed to create a similar atmosphere of imagery and narratives. The irregular time and minor chord was associated with unstable emotion and familiar intervals, while the major chord was associated with stable feelings. Desplat also applied instrumental diversity and extreme changes of dynamic to create positive or negative cognition. The author, therefore, found how the meanings of auditive materials and visual information combined and emphasized encoded messages in the film.

Data analysis by Integrating statistics and visualization: Visual verification for the prediction model (통계와 시각화를 결합한 데이터 분석: 예측모형 대한 시각화 검증)

  • Mun, Seong Min;Lee, Kyung Won
    • Design Convergence Study
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    • v.15 no.6
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    • pp.195-214
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    • 2016
  • Predictive analysis is based on a probabilistic learning algorithm called pattern recognition or machine learning. Therefore, if users want to extract more information from the data, they are required high statistical knowledge. In addition, it is difficult to find out data pattern and characteristics of the data. This study conducted statistical data analyses and visual data analyses to supplement prediction analysis's weakness. Through this study, we could find some implications that haven't been found in the previous studies. First, we could find data pattern when adjust data selection according as splitting criteria for the decision tree method. Second, we could find what type of data included in the final prediction model. We found some implications that haven't been found in the previous studies from the results of statistical and visual analyses. In statistical analysis we found relation among the multivariable and deducted prediction model to predict high box office performance. In visualization analysis we proposed visual analysis method with various interactive functions. Finally through this study we verified final prediction model and suggested analysis method extract variety of information from the data.