• Title/Summary/Keyword: Adjectives for emotion

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A Study on Adjectives for Sensory Evaluation of Taste in Korean Language (한국어 맛 평가 형용사에 관한 연구)

  • Lee, Joonwhoan;Jeong, Sunghwan;Rho, Jeong-Ok;Park, Keunho
    • Science of Emotion and Sensibility
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    • v.16 no.4
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    • pp.493-502
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    • 2013
  • The purpose of this study was to find out the adjective scales, which will be used in the qualitative sensory evaluation of taste, by collecting and analyzing adjectives of expressing taste of Korean language. For the purpose, we rated the mutual similarities among selected 92 adjectives which include the sense of taste, texture, smell and temperature from foods, and then carried out factor analysis and clustering analysis by using correlation based on the similarities. According to the factor analysis there are more than 10 important factors involved in the linguistic representation of taste including food temperature, texture and smell as well as taste. Also, from the cluster analysis, we found that the adjectives can be clustered with groups of the adjectives representing general taste, negative taste, texture and temperature of food. In addition we analyzed the correlation between the adjectives to represent the generic preference of taste and the adjectives to express individual factors of the preferences that are resulted from cluster analysis. The analysis results could show that we need to restrict the type of foods to find out the meaningful limited number of sensory adjective scales for taste in the future.

Use of Emotion Words by Korean English Learners

  • Lee, Jin-Kyong
    • English Language & Literature Teaching
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    • v.17 no.4
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    • pp.193-206
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    • 2011
  • The purpose of the study is to examine the use of emotion vocabulary by Korean English learners. Three basic emotion fields, pleasure, anger, and fear were selected to elicit the participants' responses. L1 English speakers' data was also collected for comparison. The major results are as follows. First, English learners responded with various inappropriate verb forms like I feel~, I am~ while the majority of English native speaking teachers responded with subjunctive forms like I would feel~. In addition, L2 English learners used mostly simple and coordination sentences. Second, the lexical richness, measured through type/token ratio, was higher in English L1 data than in English L2 data. The proportion of emotion lemmas reflects the lexical richness or the diversity of the emotion words. Lastly, L2 English learners' responses focused on a few typical adjectives like happy, angry and scared. This structural and semantic distinctiveness of Korean English learners' emotion words was discussed from pedagogical perspectives.

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A study on the arrangement of emotional words for understanding the human's emotion

  • 권규식;이순요;우석찬
    • Proceedings of the ESK Conference
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    • 1993.04a
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    • pp.64-68
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    • 1993
  • The idia of modern product design is translated from the concept of functional importance as the basic function to that of emotional importance as the supplement function. In other words, the interests of the emotion in human performance side based on psychological factors of human are increased as well as the function in technical performance side based on physical factors of product. The standard emotional works for understanding the human's emotion are arranged in this paper. The standard emotional words are composed of words expressing the humaa's emotion. The adjectives adaptable to human's emotional works are collected from Korean dictionaries and arranged in the semantic differential(SD) scale. Next, the words with great marks evaluated by SD method are analyzed by factor analysis(FA) method and characterized as emotional words for understanding the human's emotion. The standard emotional words arranged in this paper are important because they are basic information for the development of product or technology as well as for the matter of emotional measurement technical development.

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Emotion and Sensibility Engineering Appraisal Methodology for Selecting FormFactor in Early Mobile Phone Design (휴대전화 초기설계에서 형태인자 선정에 대한 감성공학 평가방법론)

  • Cha Sung-Woon;Lee Kyung-Soo;Cho Hyun-Seung;Kim Min-Soo
    • Science of Emotion and Sensibility
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    • v.9 no.1
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    • pp.27-38
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    • 2006
  • In the planning stage of mobile phone development, one of the most important considerations is to select a FormFactor properly to determine the strategy and Purpose of a Product. Up to now, the FormFactor has been selected only by intuitional and qualitative methods. In this study, the Appraisal Methodology using Sensibility Adjectives of Emotion and Sensibility Engineering was presented to suggest the systematic and rational framework in the field of FormFactor selection. First, we verified the conceptual FormFactors with Axiomatic Design and classified the Sensibility Adjectives into the verified FormFactors. When the FormFactor and classified Design Parameters (DP) were given to a designer, the designer implemented the preliminary designs and they were assessed and analyzed by the survey. With these processes, we were able to select the proper designs for FormFactors which were fit for the purpose of a product. This was caused by connecting the Axiomatic Design and tile Sensibility Adjectives. This study gave the possibilities that can be spread to the selection factors, except for the FormFactor, from now on.

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Development of Automatic Subjective Assessment System Using Adjectives (형용사를 이용한 자동 주관적 평가 시스템의 개발)

  • Min, Byeong-Un;Min, Byeong-Chan;Jeong, Sun-Cheol;Kim, Cheol-Jung
    • Journal of the Ergonomics Society of Korea
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    • v.22 no.3
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    • pp.1-11
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    • 2003
  • The objective of this research is the development of the Automatic Subjective Assessment System (ASAS). The proposed subjective assessment system is designed to evaluate human emotion and sensibility (or "gamsung" in Korean terminology) with subjective responses of volunteers about the experiment of emotion and sensibility. Once volunteers enter their subjective responses about the experiment into the developed system, the proposed system can automatically generate statistical results of human emotion and sensibility using Statistical Package for the Social Sciences (SPSS). Then, the system stores the statistical results in the database which will be open to public through internet. The proposed system will be integrated into the universal" gamsung" assessment system for evaluation of human emotion and sensibility.

The Types of Emotion Experienced in the Process of Wearing Clothes (의복착용시 경험하는 감정의 유형)

  • 최신형;이은영
    • Journal of the Korean Society of Clothing and Textiles
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    • v.18 no.3
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    • pp.395-409
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    • 1994
  • Consumers experience various emotional responses to clothing in consumption process. These emotional responses are important in explaining consumer behavior of clothing. The Purpose of the study was to identify the types of emotion that consumers experience in the process of wearing clothes. A questionnaire consisted of 35 words expressing emotion was developed. 110 female college students were surveyed to find out consumption experience of clothing. The empirical study was conducted in two ways. One is that the subjects were asked to respond six-point unipolar scale of emotional adjectives to identify the various emotions that consumers experienced. The other is that four different wearing situations were described for the survey and then the subjects were asked to respond same questionnaire. The data surveyed for research were analyzed by factor analysis. The conclusion of empirical study was as follows. The types of emotion that consumers experienced at various situstions were: pleasure, arousal, unpleasure, aversion, dominance, sandness, security and tension.

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Emotional Term Thesaurus for the Design Characteristics of Games (게임성 정의를 위한 형용사 시소리스)

  • Hyun, Hye-Jung
    • The Journal of the Korea Contents Association
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    • v.8 no.3
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    • pp.138-145
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    • 2008
  • The development of human-friendly game technologies understanding and responding to human emotion is a very crucial element in designing games. Out of emotion derived from games, this study attempted to define characteristics of games as a meaning representing the degree of reaching the targeted emotion. When examining most of researches regarding emotion, it has been noted that they tried to extract the most representative emotion through the systematization of emotional vocabulary and evaluate it by the association with the design elements in question. However, this definition would be beneficial only to understanding the direction of game entity and it could not express the emotion of concrete and objective players. Therefore, this study attempted to analyze the sense correlation of adjectives so as for emotional expressions to be represented accurately corresponding to players' intention, by using adjective thesaurus for the systematic understanding of such game entity.

Development of Music Recommendation System based on Customer Sentiment Analysis (소비자 감성 분석 기반의 음악 추천 알고리즘 개발)

  • Lee, Seung Jun;Seo, Bong-Goon;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.24 no.4
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    • pp.197-217
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    • 2018
  • Music is one of the most creative act that can express human sentiment with sound. Also, since music invoke people's sentiment to get empathized with it easily, it can either encourage or discourage people's sentiment with music what they are listening. Thus, sentiment is the primary factor when it comes to searching or recommending music to people. Regard to the music recommendation system, there are still lack of recommendation systems that are based on customer sentiment. An algorithm's that were used in previous music recommendation systems are mostly user based, for example, user's play history and playlists etc. Based on play history or playlists between multiple users, distance between music were calculated refer to basic information such as genre, singer, beat etc. It can filter out similar music to the users as a recommendation system. However those methodology have limitations like filter bubble. For example, if user listen to rock music only, it would be hard to get hip-hop or R&B music which have similar sentiment as a recommendation. In this study, we have focused on sentiment of music itself, and finally developed methodology of defining new index for music recommendation system. Concretely, we are proposing "SWEMS" index and using this index, we also extracted "Sentiment Pattern" for each music which was used for this research. Using this "SWEMS" index and "Sentiment Pattern", we expect that it can be used for a variety of purposes not only the music recommendation system but also as an algorithm which used for buildup predicting model etc. In this study, we had to develop the music recommendation system based on emotional adjectives which people generally feel when they listening to music. For that reason, it was necessary to collect a large amount of emotional adjectives as we can. Emotional adjectives were collected via previous study which is related to them. Also more emotional adjectives has collected via social metrics and qualitative interview. Finally, we could collect 134 individual adjectives. Through several steps, the collected adjectives were selected as the final 60 adjectives. Based on the final adjectives, music survey has taken as each item to evaluated the sentiment of a song. Surveys were taken by expert panels who like to listen to music. During the survey, all survey questions were based on emotional adjectives, no other information were collected. The music which evaluated from the previous step is divided into popular and unpopular songs, and the most relevant variables were derived from the popularity of music. The derived variables were reclassified through factor analysis and assigned a weight to the adjectives which belongs to the factor. We define the extracted factors as "SWEMS" index, which describes sentiment score of music in numeric value. In this study, we attempted to apply Case Based Reasoning method to implement an algorithm. Compare to other methodology, we used Case Based Reasoning because it shows similar problem solving method as what human do. Using "SWEMS" index of each music, an algorithm will be implemented based on the Euclidean distance to recommend a song similar to the emotion value which given by the factor for each music. Also, using "SWEMS" index, we can also draw "Sentiment Pattern" for each song. In this study, we found that the song which gives a similar emotion shows similar "Sentiment Pattern" each other. Through "Sentiment Pattern", we could also suggest a new group of music, which is different from the previous format of genre. This research would help people to quantify qualitative data. Also the algorithms can be used to quantify the content itself, which would help users to search the similar content more quickly.

A Study on Semantic Association between Transmitted Information and Design Parameters of Vibrotactile Signals

  • Kim, Sangho;Lee, Hyunsoo
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.4
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    • pp.371-380
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    • 2013
  • Objective: The aim of this study is to investigate the effects of design parameters of vibrotactile signals on semantic association with transmitted information conveying different meanings. Background: As information communication relying on human visual channel becomes excessive, the utility of vibrotactile signals is being interested as a substitute measure of delivering information. Properly designed hapticons may relieve burden of visual communication by rendering distinct and meaningfully compatible haptic sensations. Method: A typical Kansei engineering approach was adopted in this study. Ten most distinctive hapticons were selected among those having different frequencies and amplitudes. Associations between the hapticons and twenty four pairs of adjectives used to describe the state of automobile in control were gathered from thirty subjects using semantic differential scales. Results: The selected pairs of adjectives were summarized by factor analysis into two semantic dimensions named 'Awareness' and 'Directionality'. The experimental hapticons matched with the semantic dimensions were presented as a haptic emotion map. Conclusion: The results from this study support that frequencies and amplitudes of haptic signals play important roles in arousing different human perceptions regarding the two haptic emotional dimensions. Application: Properly designed hapticons with respect to the contents of transmitted information will increase human operator's situation awareness as well as system performance. The result from this study can be used to develop standardized hapticons for active haptic communication.

Analysis of Emotion and Consumption Sensibility on Character T-Shirt (캐릭터 티셔츠에 대한 감정과 소비감성 분석)

  • Lee, Kyoung-Hee;Son, Sei-Young
    • Fashion & Textile Research Journal
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    • v.9 no.2
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    • pp.203-210
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    • 2007
  • The purpose of this study is to understand consumer needs through emotion on character T-shirts. Study results suggest the basis for planning effective designs of character T-shirts. The results were summarized as follows: Emotion factors such as complex and arousal occupied 64.0% of the total. The types of the character T-shirts were clustered as four groups. The four types showed significant differences in all emotion factors. Complex emotion indicated its highest and lowest scores in types 4 and 2, respectively; and arousal emotion in types 2 and 3, respectively. As for the relation of consumption sensibility to emotions, three consumption sensibilities were related to all eight emotional adjectives. In the demographical aspect of emotions and consumption sensibilities, significant differences were found in age, gender, job and education. Therefore, the results of this study can be used as criteria improving emotions and consumption sensibility of character T-shirts. Especially, enhanced comsumption sensibility can be expected by the elimination of texts and the use of preferred character actions and vivid warm colors.