• Title/Summary/Keyword: Dimensional emotion

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Dimensional Structure of Emotion in Schizophrenic Patients (정신분열병 환자의 정서구조 분석: 2차원 모형을 중심으로)

  • 오경자;문혜신;김영아;박수경;김진관
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.11a
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    • pp.362-367
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    • 1999
  • 본 연구에서는 정신분열증 환자들이 정서상태를 개념화하고 얼굴표정을 통하여 타인의 정서 상태를 판단하는 과정을 정상인과 비교하였다. 연구1에서는 만 19세-46세의 정신분열병 환자 19명에게 정서 관련 형용사 15개로 구성된 105개의 형용사 쌍에 대하여 유사성을 평정하도록 하여 MDS로 분석한 결과, 쾌/불쾌와 각성의 두 차원이 일관되게 보고되고 있는 정상집단과는 달리 정신분열병 집단의 자료에서는 쾌/불쾌 차원만이 뚜렷하게 나타나고 각성 차원은 얻어지지 않았다. 연구 2에서는 다양한 정서를 표현한 얼굴 사진 28개를 정신분열병 환자 30명과 대학생 31명에게 제시하고 각 사진의 인물이 경험하고 있는 내적 상태를 쾌/불쾌와 각성의 두 차원에 대하여 각각 7점 척도로 평정하도록 한 결과 정신분열병 집단은 대학생 집단에 비하여 쾌/불쾌 차원에서는 보다 긍정적으로 평정하는 경향이, 각성 차원에서는 상대적으로 낮게 평가하는 경향을 나타냈다. 특히 부정적이고 각성 수준이 높은 내적 상태를 표현하는 사진 자극에 대하여 정신분열병 환자 집단이 각성수준을 과소평가하는 경향이 두드러지게 나타났다. 이와 같은 결과를 종합하여 볼 때, 정신분열병 환자들은 정서상태의 개념화 과정에서 각성 차원에 대하여 상대적으로 낮은 민감도를 보이고 있으며, 특히 부정적인 정서상태를 표현하는 얼굴들에 대란 판단에서는 각성 차원을 과소평가하여 높은 각성수준을 나타내는 표정과 낮은 각성수준을 변별하는데 어려움을 보이는 것으로 해석될 수 있다. 본 연구의 결과는 정신분열병 환자들은 자율신경계의 높은 각성 수준으로 인하여 각성 수준을 더 높일 가능성이 있는 자극을 회피하는 경향이 있다는 Mednick의 가설과 일관되는 결과로 이들의 각성 수준에 대한 낮은 민감도는 방어적인 회피성향의 지속에 따른 둔감화의 결과로 해석될 수 있다. 효과는 GSR를 비롯한 자율신경계지표에서 잘 반영되었다.^2$=.792가 되었다. 설명되는 누적분산값은 67.18%였다.주관적 평가의 결과와 객관적 평가 결과를 이용해 마직물의 태를 평가하는 산출식을 제시하였다. 태 평가치의 경우 16가지 특성치를 모두 넣는 방법과 stepwise 방법, 또 Kawabatark 사용한 순차적 군 회귀법의 세가지 방법의 회귀식 중 16가지 특성치를 모두 넣는 방법의 결정계수가 가장 높았다.tosterone농도는 107.7$\pm$12.0 pmol/l이었고, 남성의 타액내 농도는 274.2$\pm$22.1 pmol/l이었다. 이상의 결과로 보아 본 연구에서 정립된 EIA 방법은 RIA를 대신하여 소규모의 실험실에서도 활용할 수 있을 것으로 사려된다.또한 상실기 이후 배아에서 합성되며, 발생시기에 따라 그 영향이 다르고 팽창과 부화에 관여하는 것으로 사료된다. 더욱이, 조선의 ${\ulcorner}$구성교육${\lrcorner}$이 조선총독부의 관리하에서 실행되었다는 것을, 당시의 사범학교를 중심으로 한 교육조직을 기술한 문헌에 의해 규명시켰다.nd of letter design which represents -natural objects and was popular at the time of Yukjo Dynasty, and there are some documents of that period left both in Japan and Korea. "Hyojedo" in Korea is supposed to have been influenced by the letter design. Asite- is also considered to have been "Japanese Lett

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Representation of Facial Expressions of Different Ages: A Multidimensional Scaling Study (다양한 연령의 얼굴 정서 표상: 다차원척도법 연구)

  • Kim, Jongwan
    • Science of Emotion and Sensibility
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    • v.24 no.3
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    • pp.71-80
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    • 2021
  • Previous studies using facial expressions have revealed valence and arousal as two core dimensions of affective space. However, it remains unknown if the two dimensional structure is consistent across ages. This study investigated affective dimensions using six facial expressions (angry, disgusted, fearful, happy, neutral, and sad) at three ages (young, middle-aged, and old). Several studies previously required participants to directly rate subjective similarity between facial expression pairs. In this study, we collected indirect measures by asking participants to decide if a pair of two stimuli conveyed the same emotions. Multidimensional scaling showed that "angry-disgusted" and "sad-disgusted" pairs are similar at all three ages. In addition, "angry-sad," "angry-neutral," "neutral-sad," and "disgusted-fearful" pairs were similar at old age. When two faces in a pair reflect the same emotion, "sad" was the most inaccurate in old age, suggesting that the ability to recognize "sad" decreases with old age. This study suggested that the general two-core dimension structure is robust across all age groups with the exception of specific emotions.

A Case Study of Personal and Creative Fashion Design Development: Swirls in Motion - a Goddess and Seashells -

  • Choi, Kyung-Hee
    • International Journal of Costume and Fashion
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    • v.6 no.1
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    • pp.1-19
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    • 2006
  • This case study is to embody the birth of a beautiful goddess out of seashells in a contemporary fashion design collection, on the basis of the mythology of The Birth of Venus. The main theme attempts to reinterpret the image of the goddess of love and beauty and express the organic vitality of seashells and oceanic feelings by swirls in motion. To accomplish this, three dimensional silhouette of layered forms of voluminous outer and fitted inner is applied to design ideas with spiral curves. The opposite texture of something sculptural and transparent versus smooth and shiny is used to express the layered structure of seashells with the delicacy of goddess. Neutral colours and different tones of pink appeal to oceanic feelings and feminine emotion in a modern way. Various techniques by the geometric simplicity of flat patterns and pleating with boning are also performed to express the vital movement of organism. Throughout the whole process of this case study, the conceptual idea of Swirls in Motion - a goddess and seashells is reinterpreted to a contemporary fashion by personal and creative design development process. In particular, it is evaluated by the process of primary researches, various design developments and experimentations to the main theme.

Facial Expression Analysis Framework (표정 분석 프레임워크)

  • Ji, Eun-Mi
    • Journal of the Korea Computer Industry Society
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    • v.8 no.3
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    • pp.187-196
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    • 2007
  • Human being represents his emotion through facial expression on purpose or unconsciously. Several psychologists started the research for analysis of facial expression, and over the last decade, many computer scientists were also interested in it. Facial expression recognition is a future-valuable research that can be applicable in many kinds of field based on man-computer interface. However, in spite of lots of study, it is hard to find any practical systems because of a variety of illumination and scale of face, and high dimensional information to be processed. In this paper, I tried to describe a generic framework for facial expression analysis, the need of each level, and international research tendency. Also, I analyzed the case study of facial expression in Korea. I expect it to be helpful for the scientists willing to make contribution on facial expression.

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Comparison between Guibi-tang Questionnaire and Related Questionnaires using Multidimensional Scaling (다차원척도법을 이용한 귀비탕변증설문지(歸脾湯辨證設問紙)와 관련 설문지와의 비교 연구)

  • Lee, Byoung-Hee;Park, Young-Jae;Oh, Whan-Sup;Lee, Sang-Chul;Kim, Min-Yong;Park, Young-Bae
    • The Journal of the Society of Korean Medicine Diagnostics
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    • v.15 no.2
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    • pp.169-174
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    • 2011
  • Objectives: Seven Emotions consist of Joy(喜), Anger(怒), Anxiety(憂), Thought(思), Sorrow(悲), Fear(恐), Fright(驚). If Seven Emotions are excessive, their extreme mental stimulations cause physical illness. The aim of the research is to make a proposal on the concept of Seven Emotions by a statistical comparison between guibi-tang questionnaire and health related questionnaires. Methods: We studied the similarities among three factors of guibi-tang questionnaire and three health related questionnaires(subjective symptoms of fatigue test, beck depression inventory, state-trait anxiety inventory, etc.) using multidimensional scaling. Results and Conclusions: 1. Physical-Emotion Dimension and Chronic-Acute Dimension were labelled in two-dimensional solution. 2. Seven Emotions and Fatigue have a high correlation. 3. Seven Emotions and Trait-Anxiety have a high correlation.

A User Interface Model for B2B Negotiation (B2B 협상을 위한 사용자 인터페이스 모델)

  • Im, Gi-Yeong;Go, Seong-Beom;Won, Il-Yong;Lee, Chang-Hun
    • The KIPS Transactions:PartB
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    • v.9B no.2
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    • pp.163-172
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    • 2002
  • One of the characteristics the agent-based negotiation model has is that we have to input the related parameters together. Considering such properties as vagueness, incompleteness and dynamism B2B domain inherently has this may be an unreasonable request. In this paper we suggested a user interface model for B2B negotiation which mainly focussed on this problem. The suggested model supports such functions as a two dimensional negotiation space, diverse negotiation modes and emotion-based control mechanism. In this paper, we tried to show how these three functions can be used for improving the usefulness of the existing agent-based negotiation model.

Collective Sentiments and Users' Feedback to Game Contents : Analysis of Mobile Game UX based on Social Big Data Mining (집단 감성과 모바일 게임 사용경험 : 카카오게임 사례연구)

  • Cheon, Youngjoon;Kwak, Kyu Tae
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.145-156
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    • 2015
  • Existing researches have been limited to one-dimensional analysis of game experience (enjoyment, addictive user, usability). However, we considered to analyze complex sentiments of mobile game users due to diffusion of multitasking in these days. In this study, We focused on 'collective sentiments' of mobile game users and studied 'connected emotions and mental model' of them. To support theoretical assumption, we analyzed social data which reflect intention and unintended behavior of users. As a result, multiple consumption of service, diversified patterns of information recommendation and quest experience based on networking were critical to mobile game UX.

A Study on the Necktie Design to Day Marketing using CAD - Focused on Christmas - (CAD를 활용한 데이 마케팅에 의한 넥타이 디자인 연구 - 크리스마스를 중심으로 -)

  • Chu, Mi-Kyung
    • The Research Journal of the Costume Culture
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    • v.18 no.4
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    • pp.640-654
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    • 2010
  • The purpose of this study is to design neckties that are motivated by Christmas symbol images that have been known to public most widely in the basis of Day marketing so as to develop the competitive commodities closed to consumers' emotion in the fashion industry. As a method of this study were to use Adobe Illustrator CS2, which is one of the vector graphic programs, to present the motif design such as Santa Claus, trees, presents and letters among Christmas symbols, and are to apply to neckties by giving a change with striped pattern, all over pattern and one point pattern. The results are as follows; Firstly, Santa Claus image was expressed by color contrast with red and white, which was perceived by red, green and white that are mostly used in Christmas. Secondly, tree images are expressed abstractly with color contrast where red and green are contrasted, and color way change was given for symbol color of Christmas. Third, in the image of gift, the image of share and image of colorfulness were considered for expression by making motifs of three dimensional hexahedron shape. Fourthly, in the image of type, motif was expressed by giving a change in horizontal and vertical writing types.

A Deep Learning Model for Extracting Consumer Sentiments using Recurrent Neural Network Techniques

  • Ranjan, Roop;Daniel, AK
    • International Journal of Computer Science & Network Security
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    • v.21 no.8
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    • pp.238-246
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    • 2021
  • The rapid rise of the Internet and social media has resulted in a large number of text-based reviews being placed on sites such as social media. In the age of social media, utilizing machine learning technologies to analyze the emotional context of comments aids in the understanding of QoS for any product or service. The classification and analysis of user reviews aids in the improvement of QoS. (Quality of Services). Machine Learning algorithms have evolved into a powerful tool for analyzing user sentiment. Unlike traditional categorization models, which are based on a set of rules. In sentiment categorization, Bidirectional Long Short-Term Memory (BiLSTM) has shown significant results, and Convolution Neural Network (CNN) has shown promising results. Using convolutions and pooling layers, CNN can successfully extract local information. BiLSTM uses dual LSTM orientations to increase the amount of background knowledge available to deep learning models. The suggested hybrid model combines the benefits of these two deep learning-based algorithms. The data source for analysis and classification was user reviews of Indian Railway Services on Twitter. The suggested hybrid model uses the Keras Embedding technique as an input source. The suggested model takes in data and generates lower-dimensional characteristics that result in a categorization result. The suggested hybrid model's performance was compared using Keras and Word2Vec, and the proposed model showed a significant improvement in response with an accuracy of 95.19 percent.

Suggestion of Similarity-Based Representative Odor for Video Reality (영상실감을 위한 유사성 기반 대표냄새 사용의 제안)

  • Lee, Guk-Hee;Choi, Ji Hoon;Ahn, Chung Hyun;Li, Hyung-Chul O.;Kim, ShinWoo
    • Science of Emotion and Sensibility
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    • v.17 no.1
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    • pp.39-52
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    • 2014
  • Use of vision and audition for video reality has made much advancement. However use of olfaction, which is effective in inducing emotion, has not yet been realized due to technical limitations and lack of basic research. In particular it is difficult to fabricate many odors required for each different video. One way to resolve this is to discover clusters of odors of similar smell and to use representative odor for each cluster. This research explored clusters of odors based on pairwise similarity ratings. 300 diverse odors were first collected and sorted them into 11 categories. We selected 152 odors based on their frequency, preference, and concreteness. Participants rated similarity on 1,018 pairs of odors from selected odors and the results were analyzed using multi-dimensional scaling (MDS). Based on the idea that low odor concreteness would support valid use of representative odor, the MDS results are presented from low to high smell concreteness. First, flowers, plants, fruits, and vegetables was classified under the easy categories to use representative odor due to their low smell concreteness (Figure 1). Second, chemicals, personal cares, physiological odors, and ordinary places was classified under the careful categories of using it due to their intermediate concreteness (Figure 2). Finally, food ingredients, beverages, and foods was classified under the difficult categories to use it because of their high concreteness (Figure 3). The results of this research will contribute to reduction of cost and time in odor production and provision of realistic media service to customers at reasonable price.