• Title/Summary/Keyword: 정서 어휘

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Lexical and Phrasal Analysis of Online Discourse of Type 2 Diabetes Patients based on Text-Mining (텍스트마이닝 기법을 이용한 제 2형 당뇨환자 온라인 담론의 어휘 및 구문구조 분석)

  • Hwang, Moonl-Hyon;Park, Jungsik
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.655-667
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    • 2014
  • This paper has identified five major categories of the T2D patients' concerns based on an online forum where the patients voluntarily verbalized their naturally occurring emotional reactions and concerns related to T2D. We have emphasized the fact that the lexical and phrasal analysis brought to the forefront the prevailing negative reactions and desires for clear information, professional advice, and emotional support. This study used lexical and phrasal analysis based on text-mining tools to estimate the potential of using a large sample of patient conversation of a specific disease posted on the internet for clinical features and patients' emotions. As a result, the study showed that quantitative analysis based on text-mining is a viable method of generalizing the psychological concerns and features of T2D patients.

감성개념 차원구조의 특징에 관한 연구 -아동청소년 및 임상집단을 중심으로-

  • 문혜신;김진관;오경자
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1998.11a
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    • pp.59-64
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    • 1998
  • 정상 성인의 경우, 감성 개념의 내적 차원 구조는 쾌/불쾌 차원과 각성 차원이라는 2차원 구조에 원형의 체계적인 분포를 보이는 것으로 알려져 왔다. 본 연구에서는 이와 같은 2차원 구조가 얼마나 보편적이고 일관된 양상으로 나타나고 있는지를 살펴보고자 하였다 이를 위해 연구1에서는 아동 및 청소년에게 15개의 정서 관련 어휘로 이루어진 10i개의 단어 쌍에 대한 7점 척도의 유사성 평정을 시행하였으며, 연구 2에서는 정신분열증 환자에게 통일한 절차를 시행하였다 다차원 분석 결과, 1차원(초등5년:74%, 중등2 년:72%, 정신분열증 환자: 60%)과 2차원(초등5년: 18%, 중등2년16%, 정신분열증 환자: 11%)이 도출되었다 정상 성인의 경우와 마찬가지로 1차원은 쾌/불쾌 차원, 2차원은 각성 차원으로 해석될 수 있었다. 따라서, 감성 개념의 구조에 있어서 쾌/불쾌 및 각성은 인지적 성숙의 단계나 인지, 정서적 손상에 관계 없이 매우 일관되게 나타나는 비교적 안정적인 차원 구조인 것으로 생각된다. 다만, 발달 단계나 병리적 속성에 따라 각 차원의 비중치는 다소 차이를 보이는데, 아동 및 청소년의 경우, 주로 쾌/불쾌 차원을 통해 감성을 개념화 하는 특징을 보이며, 정신분열증 환자 집단의 경우, 1,2차원 모두 상대적으로 설명량이 낮은 것으로 나타나는데, 의 경우, 비중치가 더욱 낮은 것으로 나타났다. 이러한 결과를 통해 내적 차원 구조의 타당성 및 제한점에 관해 논의하였다.

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Brutal sorigeuk of the use of educational view of (잔혹소리극 <내다리내놔>의 가치 교육적 활용에 대한 고찰)

  • Kim, Jeong Sun
    • (The) Research of the performance art and culture
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    • no.32
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    • pp.595-628
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    • 2016
  • Pansori of a creative group pansori 2006 demonstration factory floor sound brutal sorigeuk the home of is a legend 'deokttaegol' in pansori, a creative for adaptation to remakes Work is. Evil Twin 'deokttaegol' called "Give me my leg back" in of Ghost Stories, broadcast on a kbs of lines from breakneck work is considered to be a pronoun. Sound and shadow play and playing drums and payments sentiments of the cruelty I've come across in this 'Give me my leg back' audience to be deployed to the cruel is formed by the center. Based on emotional horror of cruelty. When I was little, ever heard of Korean Ghost Stories, a bedrock of the main feeling revulsion of value in a short time and is contained in a story of filial piety, while in education, to the target Provided. Done in our lives using genre called 'pansori' sentiment and efficient learning can move about the value education can know. Sound and stories, many carefree a stimulus such as Pansori is a great gesture can be a means of education. Valued with any information, work is performed in pansori, depending upon efficient and the various, education and made an emotional cultivation resulting from the value. In my life friendly, our own via a variety of materials that can easily access many values and sentiments, and to culture for each age group on languages and customs Each age groups and instructive preferred allowing them access through their rhythm, pansori, access to the target is persistent about it with curiosity and interest. Can have interest. This wealth not belong to the traditional pansori and new together private and to the tune called creative work for the Pansori. Therefore, our language and customs, their poems span a friendly, the pansori and created using the vocabulary for each age group creative content is educational effects if used in education It is expected to be big thing. These effective approach for each age group and based on the vocabulary by the content easily understood lessons by causing only a smoothly acquired Can to provide an opportunity. Therefore, the Pansori of a creative education is important to take advantage of educational value.

A Study on the Relationship between Emotional Problems and Game Commitment in Adolescents (청소년의 정서문제와 게임 몰입의 관련성에 대한 연구)

  • Cho, Ok Hue;Huh, Myo Yeon
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.101-110
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    • 2018
  • This thesis analyzed the correlation between the psychological characteristics of adolescents and the use of games in the first year students of the national high school in 2016. The game is one of the representative entertainment industries in Korea and is an industry that has a great influence on becoming a powerhouse as cultural contents. However, games and immersion are expressed as a negative vocabulary of game addiction and are referred to as social problems and youth problems, and they give negative perception to the content of games. All users have the right to enjoy the content, but only negative words are used in poisonous games and they are packed as if they are social problems. In the present study, many emotional problems that were derived from previous studies were not related to game use in general adolescents. Through the questions related to 'depression', students who are not motivated or energy. The results of this study are as follows. First, the positive effects of game and youth emotional problems were derived through the conclusion that students who are active and emotionally bright are more likely to use game contents. This study was conducted to help change the social perception of the game positively by breaking the social fixed point of view that the emotionally troubled adolescents engage with the game and cause social problems.

Comparison of prosodic characteristics by question type in left- and right-hemisphere-injured stroke patients (좌반구 손상과 우반구 손상 뇌졸중 환자의 의문문 유형에 따른 운율 특성 비교)

  • Yu, Youngmi;Seong, Cheoljae
    • Phonetics and Speech Sciences
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    • v.13 no.3
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    • pp.1-13
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    • 2021
  • This study examined the characteristics of linguistic prosody in terms of cerebral lateralization in three groups of 9 healthy speakers and 14 speakers with a history of stroke (7 with left hemisphere damage (LHD), 7 with right hemisphere damage (RHD)). Specifically, prosodic characteristics related to speech rate, duration, pitch, and intensity were examined in three types of interrogative sentences (wh-questions, yes-no questions, alternative questions) with auditory perceptual evaluation. As a result, the statistically significant key variables showed flaws in production of the linguistic prosody in the speakers with LHD. The statistically significant variables were more insufficiently produced for wh-questions than for yes-no and alternative questions. This trend was particularly noticeable in variables related to pitch and speech rate. This result suggests that when Korean speakers process linguistic prosody, such as that of lexico-semantic and syntactic information in interrogative sentences, the left hemisphere seems to be superior to the right hemisphere.

Solitude and Loneliness: Developmental Exploration of the Familiarity and Appropriateness of Words (고독과 외로움: 단어의 친숙성 및 적절성에 관한 발달적 탐색)

  • Hyejin Jang;Youngkeun Kim
    • Science of Emotion and Sensibility
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    • v.27 no.1
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    • pp.13-46
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    • 2024
  • This study aimed to develop a Korean word tool related to solitude and loneliness. Because collecting the right words is very important, words that express the two emotions were selected from three language dictionaries. At this time, related words were collected to specifically reflect the increasing number of people seeking voluntary solitude. Consequently, 1,768 words were collected. From these, 684 words were selected based on specific criteria that everyone can understand and use, and they went through a six-iteration selection process, which extracted a total of 243 words. Considering the nature of the study, the meanings of the words collected must be clear and comprehensively represent the overall aspects of solitude and loneliness. Accordingly, a total of 243 words were selected, focusing on words that received the highest ratings in terms of familiarity and appropriateness. It is expected that this study will establish a clear concept of solitude and loneliness and provide basic data that can be used to understand the realistic and universal perception of Koreans from a developmental perspective.

Affective Effect of Video Playback Style and its Assessment Tool Development (영상의 재생 스타일에 따른 감성적 효과와 감성 평가 도구의 개발)

  • Jeong, Kyeong Ah;Suk, Hyeon-Jeong
    • Science of Emotion and Sensibility
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    • v.19 no.3
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    • pp.103-120
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    • 2016
  • This study investigated how video playback styles affect viewers' emotional responses to a video and then suggested emotion assessment tool for playback-edited videos. The study involved two in-lab experiments. In the first experiment, observers were asked to express their feelings while watching videos in both original playback and articulated playback simultaneously. By controlling the speed, direction, and continuity, total of twelve playback styles were created. Each of the twelve playback styles were applied to five kinds of original videos that contains happy, anger, sad, relaxed, and neutral emotion. Thirty college students participated and more than 3,800 words were collected. The collected words were comprised of 899 kinds of emotion terms, and these emotion terms were classified into 52 emotion categories. The second experiment was conducted to develop proper emotion assessment tool for playback-edited video. Total of 38 emotion terms, which were extracted from 899 emotion terms, were employed from the first experiment and used as a scales (given in Korean and scored on a 5-point Likert scale) to assess the affective quality of pre-made video materials. The total of eleven pre-made commercial videos which applied different playback styles were collected. The videos were transformed to initial (un-edited) condition, and participants were evaluated pre-made videos by comparing initial condition videos simultaneously. Thirty college students evaluated playback-edited video in the second study. Based on the judgements, four factors were extracted through the factor analysis, and they were labelled "Happy", "Sad", "Reflective" and "Weird (funny and at the same time weird)." Differently from conventional emotion framework, the positivity and negativity of the valence dimension were independently treated, while the arousal aspect was marginally recognized. With four factors from the second experiment, finally emotion assessment tool for playback-edited video was proposed. The practical value and application of emotion assessment tool were also discussed.

A Fashion Design Recommender Agent System using Collaborative Filtering and Sensibilities related to Textile Design Factors (텍스타일 기반의 협력적 필터링 기술과 디자인 요소에 따른 감성 분석을 이용한 패션 디자인 추천 에이전트 시스템)

  • 정경용;나영주;이정현
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.2
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    • pp.174-188
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    • 2004
  • In the life environment changed with not only the quality and the price of the products but also the material abundance, it is the most crucial factor for the strategy of product sales to investigate consumer's sensibility and preference degree. In this perspective, it is necessary to design and merchandise the products in cope with each consumer's sensibility and needs as well as its functional aspects. In this paper, we propose the Fashion Design Recommender Agent System (FDRAS-pro) for textile design applying collaborative filtering personalization technique as one of the methods of material development centered on consumer's sensibility and preference. For a collaborative filtering system based on textile, Representative-Attribute Neighborhood is adopted to determine the number or neighbors that will be used for preferences estimation. Pearson's Correlation Coefficient is used to calculate similarity weights among users. We build a database founded on the sensibility adjectives to develop textile designs by extracting the representative sensibility adjectives from users' sensibility and preferences about textile designs. FDRAS-pro recommends textile designs to a customer who has a similar propensity about textile. To investigate the sensibility and emotion according to the effect of design factors, fertile designs were analyzed in terms of 9 design factors, such as, motif source, motif-background ratio, motif variation, motif interpretation, motif arrangement, motif articulation, hue contrast, value contrast, chroma contrast. Finally, we plan to conduct empirical applications to verify the adequacy and the validity of our system.

Wearable based Electrocardiogram Sensing Clothes for Monitoring of Vital Signal (생체신호 측정을 위한 웨어러블 기반의 심전도 측정 의복)

  • Yu, Ki-Youp;Han, Ki-Tae;Kim, Ju-Hyun;Kim, Jong-Hun;Chung, Kyung-Yong;Lee, Jung-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.11a
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    • pp.277-278
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    • 2009
  • 차세대 하이테크 스마트 의류는 복합 차원에서의 감성적인 요소를 섬유 패션기술에 IT융합 기술을 이용하여 제공하고 있다. 생체신호를 이용한 감성은 모호하여 정량적이고 객관적인 측정이 어렵고, 그 표현도 제한된 감성 어휘에 의하여 나타나기 때문에 구체적으로 파악하는 것은 어려운 일이다. 이를 위하여 제품의 기능적 측면뿐만 아니라 정서적 감정과 선호도가 반영된 제품의 설계나 디자인 또한 요구되고 있다. 본 논문에서는 생체신호 측정을 위한 웨어러블 기반의 심전도 측정 의복을 제안하였다. 착용자가 평소 자주 입는 티셔츠를 응용하여 답답해하거나 불편하지 않게 제작하고 소매 형태로 신축성있는 소재를 사용한다. 인체의 형태에 따라 의복과 바이오센서의 전극이 안정적으로 밀착될 수 있도록 고탄력 밴드를 이용하여 일자형으로 제작하였다. 심전도 측정 의복을 착용에 의해 수집된 심전도 ECG 파형을 수집하고 심박변화율을 계산하는 시뮬레이션을 개발한다.

The Characteristics of Malicious Comments: Comparisons of the Internet News Comments in Korean and English (악성 댓글의 특성: 한국어와 영어의 인터넷 뉴스 댓글 비교)

  • Kim, Young-il;Kim, Youngjun;Kim, Youngjin;Kim, Kyungil
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.548-558
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    • 2019
  • Along generalization of internet news comments, malicious comments have been spread and made many social problems. Because writings reflect human mental state or trait, analyzing malicious comments, human mental states could be inferred when they write internet news comments. In this study, we analyzed malicious comments of English and Korean speaker using LIWC and KLIWC. As a result, in both English and Korean, malicious comments are commonly more used in sentence, word phrase, morpheme, word phrase per sentence, morpheme per sentence, positive emotion words, and cognitive process words than normal comments, and less used in the third person singular, adjective, anger words, and emotional process words than normal comments. This means people are state that they can not control their feeling such as anger and can not think well when they write news comments. Therefore, when internet comments were written, service provider should consider the way that commenters monitor own writings by themselves and that they prevent the other users from getting close to comments included many negative-emotion words. In other sides, it is discovered that English and Korean malicious comments was discriminated by authenticity. In order to be more objective, gathering data from various point of time is needed.