• Title/Summary/Keyword: Anger Expression

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Development of Emotion Recognition and Expression module with Speech Signal for Entertainment Robot (엔터테인먼트 로봇을 위한 음성으로부터 감정 인식 및 표현 모듈 개발)

  • Mun, Byeong-Hyeon;Yang, Hyeon-Chang;Sim, Gwi-Bo
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2007.11a
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    • pp.82-85
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    • 2007
  • 현재 가정을 비롯한 여러 분야에서 서비스 로봇(청소 로봇, 애완용 로봇, 멀티미디어 로봇 둥)의 사용이 증가하고 있는 시장상황을 보이고 있다. 개인용 서비스 로봇은 인간 친화적 특성을 가져야 그 선호도가 높아질 수 있는데 이를 위해서 사용자의 감정 인식 및 표현 기술은 필수적인 요소이다. 사람들의 감정 인식을 위해 많은 연구자들은 음성, 사람의 얼굴 표정, 생체신호, 제스쳐를 통해서 사람들의 감정 인식을 하고 있다. 특히, 음성을 인식하고 적용하는 것에 관한 연구가 활발히 진행되고 있다. 본 논문은 감정 인식 시스템을 두 가지 방법으로 제안하였다. 현재 많이 개발 되어지고 있는 음성인식 모듈을 사용하여 단어별 감정을 분류하여 감정 표현 시스템에 적용하는 것과 마이크로폰을 통해 습득된 음성신호로부터 특정들을 검출하여 Bayesian Learning(BL)을 적용시켜 normal, happy, sad, surprise, anger 등 5가지의 감정 상태로 패턴 분류를 한 후 이것을 동적 감정 표현 알고리즘의 입력값으로 하여 dynamic emotion space에 사람의 감정을 표현할 수 있는 ARM 플랫폼 기반의 음성 인식 및 감정 표현 시스템 제안한 것이다.

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Institutionalized & Home-reared Adolescents' Perception of Social Support and Aggression (시설청소년과 일반청소년의 사회적지지 지각과 공격성간의 관계)

  • 유안진;한유진;최나야
    • Journal of the Korean Home Economics Association
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    • v.40 no.3
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    • pp.67-82
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    • 2002
  • The purpose of this study was to investigate the relation of social support and aggression of early adolescents. The subject were 220 adolescents aged 11 & 14 years, who were enrolled 11 child welfare facilities or 6 public schools(3 elementary & 3 middle schools) in Seoul. That is, 110 institutionalized(IA) & 110 middle class home-reared adolescent (HA)s were examined. They subjects were asked to complete the questionnaire on social support and aggression. According to the results, 1)IAs perceived less support from peers or adults and showed more aggressive behaviors than HAs. 2)Significant sex difference was observed in aggression. Girls showed lower level of aggression than boys. 3)Adolescents' aggression was significantly correlated with social support. The more support from friends, classmates, and parents HAs perceive, the less aggression they reported. Though support from peers was correlated significantly only with anger expression, support from parents was correlated significantly with all the components of aggression. And the more support from friends and classmates HAs perceive, the less aggression they reported. These findings implicate that social support is a important factor in preventing aggressive behaviors of early adolescents.

Qualitative Study on Sexual Harassment in Digital Games : Applying the Grounded Theory (디지털 게임에서의 성적 괴롭힘 피해 경험에 대한 질적 연구 : 근거이론을 적용하여)

  • Kim, Jee Yeon
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.133-150
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    • 2019
  • The purpose of this study is to explore the contents and process of sexual harassment experience in digital games. We interviewed 12 Female gamers and analyzed their experiences through grounded theory. In the paradigm model, the core phenomenon was psychological confusion and influence. Various causal, contextual and interventional conditions have been identified. The strategies were 'direct and passive action', and 'anger expression'. The consequences were 'decreasing the value of game' and 'negative perception of Korean society and men'.

A Study of Multiple Video Players as Media Art -Focusing on (다중 동영상 플레이어를 이용한 미디어아트로써의 확장성 연구 -작품 <희로애락(喜怒哀樂)>을 중심으로)

  • Na, Jung-Jo;Lee, Jee-Hee;Song, Pil-Jae;Lee, Myung-Hak;Fan, Bai;Kim, Kyu-Jung
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.115-120
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    • 2008
  • It provides technical analyze and conceptual idea by oneself through Media Art One's feeling expresses multiple video players by using 3 dimensional graphic techniques Multiple video players work in interlocking. Spectators join in clicking mouse on the screen and the working of multiplevideo players realize with computer software. It has a chance, which spectators get a sensitive stimulation. Each player express human's facial expression - happiness, anger, sadness, excitement. Players are able to accelerateaccording to computer system. It seems that artistic messages send through cooperation and connection of multiple players.

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Clinical Guidelines for Hwabyung III. (Diagnosis and Assessment of Hwabyung) (화병 임상진료지침 III. (화병의 진단과 평가))

  • Jung, In Chul;Choi, Woo Chang;Lee, Sang Ryong
    • Journal of Oriental Neuropsychiatry
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    • v.24 no.spc1
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    • pp.23-36
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    • 2013
  • Objectives : The purpose of this guideline is to show the evidence-based guidelines of diagnosis and evaluation of Hwabyung by the synthesis and organization of existing research contents. Methods : We investigated the existing research on the concept of Hwabyung. Further, we investigated the diagnostic tools, self-diagnostic method, symptoms assessment tools, oriental medical diagnostic methods, treatment evaluation tools and other testing methods of Hwabyung. Results : There was a Hwabyung diagnostic interview schedule (HIBDS) in the standardized measure for the diagnosis of Hwabyung. In the symptoms assessment tools of Hwabyung, there was a self-report measurement tool of Hwabyung and measurement tool of Hwabyung to be evaluated by the interviewer. In the oriental medical diagnostic method, there was an instrument of pattern identification for Hwabyung. In the treatment assessment tool, there was an instrument of oriental medical evaluation for Hwabyung. In addition, MMPI, SCL-90R, Zung's self-rating anxiety scale (SAS), Zung's self-rating depression scale (SDS), State-Trait Anger Expression Inventory (STAXI) and etc. can be used for the diagnosis and assessment of Hwabyung. Conclusions : We expect 'Clinical Guidelines for the Treatment of Hwabyung' to be useful for the diagnosis and assessment of Hwabyung.

Face Recognition using Emotional Face Images and Fuzzy Fisherface (감정이 있는 얼굴영상과 퍼지 Fisherface를 이용한 얼굴인식)

  • Koh, Hyun-Joo;Chun, Myung-Geun;Paliwal, K.K.
    • Journal of Institute of Control, Robotics and Systems
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    • v.15 no.1
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    • pp.94-98
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    • 2009
  • In this paper, we deal with a face recognition method for the emotional face images. Since the face recognition is one of the most natural and straightforward biometric methods, there have been various research works. However, most of them are focused on the expressionless face images and have had a very difficult problem if we consider the facial expression. In real situations, however, it is required to consider the emotional face images. Here, three basic human emotions such as happiness, sadness, and anger are investigated for the face recognition. And, this situation requires a robust face recognition algorithm then we use a fuzzy Fisher's Linear Discriminant (FLD) algorithm with the wavelet transform. The fuzzy Fisherface is a statistical method that maximizes the ratio of between-scatter matrix and within-scatter matrix and also handles the fuzzy class information. The experimental results obtained for the CBNU face databases reveal that the approach presented in this paper yields better recognition performance in comparison with the results obtained by other recognition methods.

The Forms of Man's Wig in Seventeen-Eighteen Century Focused on the movie "Pirates Of The Caribbean: The Curse of the Black Pearl" (17, 18세기 남성의 가발형태 영화 "캐리비안의 해적-블랙펄의 저주-"을 중심으로)

  • Choi, Mi-Ouk;Kim, Sung-Nam
    • Journal of the Korean Society of Fashion and Beauty
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    • v.5 no.3
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    • pp.105-110
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    • 2007
  • With the beginning of seventeenth century, the men in France royal palace began to wear wigs and by eighteenth century wig became sole possession of men. Then, it had been become a satire thing filling one side of the era with the pouf that had been for women. All these things were closely related with the unstable social situation. The bourgeoisie expressed the anger for the privilege that come from the disparity of class consciousness. The reaction against the discriminative treatment by the illuminists stimulated the outbreak of the French Revolution on 14th, July in 1789. This paved way of characterizing the wig styles of the time. The symbolism of cultural-historical meaning in the west is not confined only in Europe. The worship of hair that is different from one cultural area to another had started with their own unique taboo consciousness and had developed to the form speaking for the expression of masculine, the symbol of man power and the extravagance of the privileged class.

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Emotion Recognition Method Based on Multimodal Sensor Fusion Algorithm

  • Moon, Byung-Hyun;Sim, Kwee-Bo
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.8 no.2
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    • pp.105-110
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    • 2008
  • Human being recognizes emotion fusing information of the other speech signal, expression, gesture and bio-signal. Computer needs technologies that being recognized as human do using combined information. In this paper, we recognized five emotions (normal, happiness, anger, surprise, sadness) through speech signal and facial image, and we propose to method that fusing into emotion for emotion recognition result is applying to multimodal method. Speech signal and facial image does emotion recognition using Principal Component Analysis (PCA) method. And multimodal is fusing into emotion result applying fuzzy membership function. With our experiments, our average emotion recognition rate was 63% by using speech signals, and was 53.4% by using facial images. That is, we know that speech signal offers a better emotion recognition rate than the facial image. We proposed decision fusion method using S-type membership function to heighten the emotion recognition rate. Result of emotion recognition through proposed method, average recognized rate is 70.4%. We could know that decision fusion method offers a better emotion recognition rate than the facial image or speech signal.

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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Expression and Reader Cognition of Japanese Comics Character (일본 만화 캐릭터의 표정과 독자 인지)

  • Yoon, Jang-Won
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.246-254
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    • 2007
  • As for comics and animation, the specific gravity came to become still larger in all the art fields together with the importance in various image media now which is useful and goes the time of the 21st century new media. Especially the demand of users to the vision culture which develops day by day, Sensitivity Engineering Department is trying to realize the necessity for a sensitivity design acutely together. The influence of the comics which have toxicity most also in Japanese culture in a geographical position like South Korea on it, and animation is the actual condition in the reason which has reached from youth universally to the layer for years, to be inquired systematic to a Korean comics language. This research was conducted as we thought sufficient study on various situations are required, and among them for the research of expressions of cartoons's characters, we've divided the expressions of characters that comes out in Japanese cartoons into categories of 'happiness, anger, sadness, pleasure' and 'fear, astonishment and dislike' and based on these categories, we've drawn out the minimum elements to express emotions in cartoon and prepared image-map by relating them with languages that express emotions of people and based on this, we've made a calculating tools on how our readers would recognize the expression languages. Samples of Japanese cartoons of which we've chosen for the purpose of drawing out the elements of expressions were limited to only published cartoons and we've made a foot steps for expression analysis of animation characters in the future.