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Difference of Autonomic Nervous System Responses among Boredom, Pain, and Surprise (무료함, 통증, 그리고 놀람 정서 간 자율신경계 반응의 차이)

  • Jang, Eun-Hye;Eum, Yeong-Ji;Park, Byoung-Jun;Kim, Sang-Hyeob;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.503-512
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    • 2011
  • Recently in HCI research, emotion recognition is one of the core processes to implement emotional intelligence. There are many studies using bio signals in order to recognize human emotions, but it has been done merely for the basic emotions and very few exists for the other emotions. The purpose of present study is to confirm the difference of autonomic nervous system (ANS) response in three emotions (boredom, pain, and surprise). There were totally 217 of participants (male 96, female 121), we presented audio-visual stimulus to induce boredom and surprise, and pressure by using the sphygmomanometer for pain. During presented emotional stimuli, we measured electrodermal activity (EDA), skin temperature (SKT), electrocardiac activity (ECG) and photoplethysmography (PPG), besides; we required them to classify their present emotion and its intensity according to the emotion assessment scale. As the results of emotional stimulus evaluation, emotional stimulus which we used was shown to mean 92.5% of relevance and 5.43 of efficiency; this inferred that each emotional stimulus caused its own emotion quite effectively. When we analyzed the results of the ANS response which had been measured, we ascertained the significant difference between the baseline and emotional state on skin conductance response, SKT, heart rate, low frequency and blood volume pulse amplitude. In addition, the ANS response caused by each emotion had significant differences among the emotions. These results can probably be able to use to extend the emotion theory and develop the algorithm in recognition of three kinds of emotions (boredom, surprise, and pain) by response measurement indicators and be used to make applications for differentiating various human emotions in computer system.

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Music Recall Technique for Affect Modification using Stimulative-Sedative Music : Case Study of Anorexia Nervosa (자극성-진정성 음악을 이용한 부적 정서 조절의 음악회상기법 (Music Recall Technique) : 신경성 식욕부진증 환자의 사례 연구)

  • Gill, Su Yeon
    • Journal of Music and Human Behavior
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    • v.2 no.1
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    • pp.1-15
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    • 2005
  • The purpose of this study is to develop Music Recall Technique for affect modification using programmed series of classical music, and further to apply the technique as therapeutic intervention for clients with anorexia nervosa. Music Recall Technique is composed of two sub-technique: first one is 'Music Recall(MR)' which is the way to reproduce of existing music on one's head and mind after listening to the music, and second intervention is 'Creative Music Recall(CMR)' which is the way to modify the exposed musical pieces or newly learned musical pieces. A client with anorexia nervosa with severe anxiety, anger and depression participated in this case study. The MRT is implemented in different stages pertaining to client's level of utilizing the music recall skill for the period of 10 sessions. Situations eliciting negative emotions were identified and music recalling was reinforced for the pertaining situation in order for the negative emotion to be coped and reduced by the end of session time. The client participated for 10 sessions, and was asked to fill out self-report on the affect change using MRT. Visual Analogue Scale was used for pre and post test for each session to measure the self perceived level of negative affect. State-trait anxiety inventory was also used to measure the anxiety level following the implementation of MRT. As results, negative emotions, such as anxiety, anger and depression were modified during stimulative-sedative music recall process. These negative emotions were decreased mostly during stimulative MR, especially, in the beginning process. Each negative affect on negative situation measured by VAS during each and entire session have been decreased. Negative emotion measured by state-trait anxiety inventory, state-trait anger expression inventory, and hopelessness-depression inventory were decreased as well. The results suggest that stimulative music using contemporary classic music was effective in reduction and modification of negative affect such as anxiety, anger and depression. It shows that Music Recall Technique can be a meaningful intervention for affect modification, and further it can be utilized as self-help in the outside of music therapy setting.

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Structure Comparison of Roget's Categories and Basic Emotions (Roget 범주와 기본정서의 구조 비교)

  • Yang Jae-Gun;Bae Jae-Hak J.
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.547-549
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    • 2005
  • 본 논문에서는 Roget 범주 시스템과 Plutchik의 기본정서 구조를 서로 비교하였다. 이를 위해서 우선, 8가지 기본정서(Joy, Acceptance, fear, Surprise, Sadness, Disgust, Anger Anticipation) 각각을 Roget 범주에 대응시켰다. 대응한 Roget 범주 간의 참조정보 거리를 토대로 두 구조의 유사성을 가늠하였다. 실험결과, 기본정서에 대응하는 Roget 범주 거리 편차가 일정한 양상을 보이지 않았다(네 개의 정서차원 중에서 두 차원이 Roget 범주구조와 호응함). 본 논문의 실험 결과를 이용하연 Roget 범주와 기본정서 분류를 상호 보완할 수 있을 것이다. 나아가 개연규칙과 Plot Unit에서 사건과 상태의 선호도를 세분화 하는데 이용하고자 한다.

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Affective Responses to ASMR Using Multidimensional Scaling and Classification (다차원척도법과 분류분석을 이용한 ASMR에 대한 정서표상)

  • Kim, Hyeonjung;Kim, Jongwan
    • Science of Emotion and Sensibility
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    • v.25 no.3
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    • pp.47-62
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    • 2022
  • Previous emotion studies revealed the two core affective dimensions of valence and arousal using affect-eliciting stimuli, such as pictures, music, and videos. Autonomous sensory meridian response (ASMR), a type of stimuli that has emerged recently, produces a sense of psychological stability and calmness. We explored whether ASMR could be represented on the core affect dimensions. In this study, we used three affective types ASMR (negative, neutral, and positive) as stimuli. Auditory ASMR videos were used in Study 1, while auditory and audiovisual ASMR videos were used in Study 2. Participants were asked to rate how they felt about the ten adjectives using five-point Likert scales. Multidimensional scaling (MDS) and classification analyses were performed. The results of the MDS showed that distinctions between auditory and audiovisual ASMR videos were represented well in the valence dimension. Additionally, the results of the classification showed that affective conditions within and across individuals for within- and cross-modalities. Thus, we confirmed that the affective representations for individuals could be predicted and that the affective representations were consistent between individuals. These results suggest that ASMR videos, including other affect-eliciting videos, were also located in the core affect dimension space, supporting the core affect theory (Russell, 1980).

Development of Facial Emotion Recognition System Based on Optimization of HMM Structure by using Harmony Search Algorithm (Harmony Search 알고리즘 기반 HMM 구조 최적화에 의한 얼굴 정서 인식 시스템 개발)

  • Ko, Kwang-Eun;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.21 no.3
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    • pp.395-400
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    • 2011
  • In this paper, we propose an study of the facial emotion recognition considering the dynamical variation of emotional state in facial image sequences. The proposed system consists of two main step: facial image based emotional feature extraction and emotional state classification/recognition. At first, we propose a method for extracting and analyzing the emotional feature region using a combination of Active Shape Model (ASM) and Facial Action Units (FAUs). And then, it is proposed that emotional state classification and recognition method based on Hidden Markov Model (HMM) type of dynamic Bayesian network. Also, we adopt a Harmony Search (HS) algorithm based heuristic optimization procedure in a parameter learning of HMM in order to classify the emotional state more accurately. By using all these methods, we construct the emotion recognition system based on variations of the dynamic facial image sequence and make an attempt at improvement of the recognition performance.

Differentiation of children' five emotions with cardiovascular reactivity parameters (심혈관계 생리반응을 이용한 아동정서 구분)

  • 이정미;이경화;최지연;방석원;김재우;이미희;손진훈
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2001.05a
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    • pp.162-168
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    • 2001
  • 성인의 정서에 따른 심혈관계 반응의 변화에 대한 연구는 많이 있으나, 아동 정서에 따른 심혈관계 반응에 대한 연구는 거의 없는 실정이다. 본 연구에서는 본 연구실에서 개발한 자극을 이용하여 유발된 정서에 따른 심혈관계 반응의 차이를 규명하고자 한다. 복합자극으로 구성된 아동용 정서유발 프로토콜을 사용하여 아동에게 다섯가지 정서(기쁨, 슬픔, 분노, 스트레스, 무료함)를 유발시키는 동안 심혈관계 반응(ECG, PPG)을 측정하였다. 실험참여 아동은 만 5세에서 9세 사이의 아동으로 모두 141명이며, 분석에는 132명 (학령전 남: 30/ 학령전 여: 33/ 학령후 남:37, 학령후 여:32)의 데이터가 활용되었다. 분석에 사용하나 심혈관계 생리반응 변수는 심박률(HR), 호흡주기 관련 심박률변화 (RSA), 심박률분산(HRV), 심박률분산의 고주파수성분 (HFHRV)과 저주파수성분 (LF HRV), 혈류량 (FPV)이었다. 이 변수들 중 심박률, R파 간 간격을 기준으로 한 심박률변산의 고주파수 성분과 저주파수 성분, 그리고 혈류량에서 정서에 따라 유의미한 차이가 나타났다. 심박률은 기쁨, 슬픔을 스트레스나 무료함과 구분할 수 있고, 분노를 다른 정서들과 구분하는 것으로 나타났다. 혈류량 역시 분노와 다른 정서들 간에 유의미한 차이를 보였다. 고주파수 성분은 무료함을 나머지 정서들과, 저주파수 성분은 슬픔, 스트레스를 무료함과 구별할 수 있었다. 정서에 따라서는, 기쁨과 분노 유발정서에서는 심박률과 혈류량이 감소하였고, 슬픔은 심박률과 저주파수성분이 감소하였으며, 스트레스는 독특하게 심박률이 감소하였다. 그리고 무료함에서는 고주파수성분과 저주파수성분은 증가하고 혈류량은 감소하는 특징적인 양상을 보였다. 결론적으로 본 연구는 심혈관계 반응을 이용하여 아동정서를 구분하는 것이 가능함을 밝혔다.공을 제외한 BH-2, BH-3호공에서의 이방성 투수량계수텐서값은 이 논문의 가정인 대수층이 이방성이고 균질하다는 가정에 일치하지 않았다. 따라서 원형좌표계에 도시하였을 때 다른 공에 비해서 비균질성이 심한 결과로 인해 이방성타원체 에서 많이 벗어남을 보였다. 이로인해 3개의 공 BH-1, BH-4, BH-5호공을 사용하여 대수층의 이방성을 분석하여 보았다. BH-1호공에서의 $T_{{\varepsilon}{\varepsilon}}$는 171.90 $m^2$/day, $T_{ηη}$는 71.0l $m^2$/day이고 주 텐서방향은 Nl5.39$^{\circ}$ E로 나타났다. BH-4호공의 $T_{{\varepsilon}{\varepsilon}}$는 268.20 $m^2$/day, $T_{ηη}$는 28.75 $m^2$/day이고 주 텐서방향은 N7.55$^{\circ}$E이며 BH-5호공에서의 $T_{{\varepsilon}{\varepsilon}}$는 168.40 $m^2$/day, $T_{ηη}$는 66.80 $m^2$/day이고 주 텐서방향은 N76.59$^{\circ}$E로 나타났다. 이처럼 연구지역에서의 각각의 공에 대한 투수량계수텐서는 서로 다르게 나타났으며 이에 따른 주 텐서방향도 서로 다름을 알 수 있다.. Targeting a 10% recycling rate for municipal waste in 2001. EPA plans to research and develop new rec

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Character Animation Based on Emotional Model (정서모델을 이용한 캐릭터 애니메이션)

  • Shim, Youn-Sook;Byun, Hye-Ran
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10a
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    • pp.229-232
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    • 2001
  • 최근 컴퓨터를 이용하여 사용자와 상호작용 하는 과정에서 사용자의 정서 상태를 파악하고, 이에 대응하여 적절한 행동을 할 수 있는 감성 캐릭터 생성에 대한 연구가 요구되고 있다. 특히 캐릭터 애니메이션에 있어서도 애니메이터의 수작업이나 외부 장비를 이용하지 않고, 캐릭터의 감성 상태에 따라 애니메이션을 자동으로 생성할 수 있다. 본 논문은 이러한 감성 시스템을 설계하고 캐릭터의 감성에 따라 애니메이션 하는 방법을 제안한다. 본 연구에서는 캐릭터에 감성을 부여하기 위하여 Ortony의 인지적 정서 모델을 바탕으로 하여 새로운 감성 모델을 제안하였고 이를 바탕으로 물고기 캐릭터에 적용하여 시스템을 구현하였다.

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The Study on the Lighting Directing of Animation - Focusing on the Emotional Vocabulary that Appears in the 3D Animation Scene (애니메이션의 조명 연출에 대한 연구 - 3D 애니메이션 장면에서 나타나는 정서적 어휘를 중심으로)

  • Lee, Jong Han
    • Cartoon and Animation Studies
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    • s.36
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    • pp.349-374
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    • 2014
  • The light is the language. Directors have to describe the scene component effectively his intention to configure the scene as an appropriately. After this act of the character, the layout of the props and scene lights will enter to the scene components. Those things help to audiences can understand narrative of work and emotion that producer want to send. Expressing their emotions especially using the lights by adjusting the colors and contrast makes audience to concentrate on work and understand naturally. This lighting technique clearly appears on early year theaters stage of England and Rembrandt's paintings. Properly dividing and controlling the lights dramatically increases the beauty of the work elements to express a variety of emotions such as worries and fear. Therefore, it can be evolve depending on director's intent of using lights on his work. Lights can increase involvement of human emotion through basic features that cognition of object, visualization of space-time and by artistic method in the product. This study will examine the role and how to use lighting to express the proper sentiment based on the narrative of the work. Making research named "Lighting Research of 3D animated film which applying light features to express emotion" previous study and have to combine emotional vocabulary and emotion-based theory for classifying the emotional language that can be applied on 3D animation. And choosing most emotional scene from 3D animation for analyze how they used lighting to expressing emotions. Directors trying to show up about the light role through light method that matched perfectly with an emotional language. Expecting this research work of directing 3D animations light for expressing emotional feelings will be continue successfully.

A Convergence Study on Music-color Association Responses of People with Visual Impairment Mediated by Emotion (시각장애인의 정서 기반 음악-색채 연합에 대한 융복합적 연구)

  • Park, Hye-Young
    • Journal of the Korea Convergence Society
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    • v.10 no.5
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    • pp.313-321
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    • 2019
  • The purpose of this study was to examine music-color association response(MCAR) of people with visual impairment through music-emotion scale and music-color scale. The study was conducted on 60 participants(30 congenital/ 30 adventitious) who are using services of two welfare centers at S and B cities. For this, four basic emotions (happiness, sadness, anger, and fear) mediated by music were selected, and MCAR to emotion-inducing music were analyzed through self-report method. As a result, first, there were found contrasts in MCAR between happiness and sadness according to type of emotion, however, similar in anger and fear. Second, in MCAR among three variables of the music-emotion scale(valence, arousal and intensity), valence was congruent with MCAR according to type of emotion, arousal marked high scores in negative emotions, and scores of intensity in happiness and sadness were higher than those in anger and fear. Third, there were no significant differences between two groups of people with congenital and adventitious visual impairments. It is meaningful that this study showed the MCAR can be mediated by music through investigating those of people with visual impairment.

Facial Color Control based on Emotion-Color Theory (정서-색채 이론에 기반한 게임 캐릭터의 동적 얼굴 색 제어)

  • Park, Kyu-Ho;Kim, Tae-Yong
    • Journal of Korea Multimedia Society
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    • v.12 no.8
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    • pp.1128-1141
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    • 2009
  • Graphical expressions are continuously improving, spurred by the astonishing growth of the game technology industry. Despite such improvements, users are still demanding a more natural gaming environment and true reflections of human emotions. In real life, people can read a person's moods from facial color and expression. Hence, interactive facial colors in game characters provide a deeper level of reality. In this paper we propose a facial color adaptive technique, which is a combination of an emotional model based on human emotion theory, emotional expression pattern using colors of animation contents, and emotional reaction speed function based on human personality theory, as opposed to past methods that expressed emotion through blood flow, pulse, or skin temperature. Experiments show this of expression of the Facial Color Model based on facial color adoptive technique and expression of the animation contents is effective in conveying character emotions. Moreover, the proposed Facial Color Adaptive Technique can be applied not only to 2D games, but to 3D games as well.

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