• Title/Summary/Keyword: Emotion Display

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Emotion Regulation as a Predictor of Aggression and Peer Relationships in School-Age Children (아동의 정서조절 능력과 공격성 및 또래관계의 질)

  • Han, Eugene
    • Korean Journal of Child Studies
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    • v.26 no.4
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    • pp.85-100
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    • 2005
  • The 299(162 female and 137 male) participants in this study listened to six stories designed to elicit prosocial or self-protective rules. The Aggression Scale is composed of verbal and physical aggression and expression of anger. The Quality of Peer Relationships scale has both positive and negative components. Results showed girls used more appropriate emotional regulation strategies for managing negative emotions and more prosocial motives than boys. In the regression analysis emotional display rules and gender positive strategies accounted for 6%, 9%, and 5% of the variance in verbal aggression, physical aggression and anger expression of anger. Children with prosocial motives for emotional regulation and many strategies showed lower levels of egocentricity and peer rejection.

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The Effect of Participation Motivation on Exercise Emotion and Psychological Well-being of Marathon Participants (마라톤 참여자의 참여동기가 운동정서 및 심리적 행복감에 미치는 영향)

  • Nam, In-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.9
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    • pp.4285-4295
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    • 2013
  • The purpose of this study was to investigate the effect of participation motivation on exercise emotion and psychological well-being of marathon participants. The subjects of this study consisted of 241 marathon participants. The result of this study were as follows. First, the subscales of participation motivation, enjoyment, achievement and excitement positively influenced to fun, vigor, pride, achievement, catharsis. And skill development positively influenced to vigor, pride, achievement, catharsis. And external display positively influenced to vigor but, affiliation negatively influenced to vigor, achievement, and catharsis. And amotivation negatively influenced to fun, vigor, pride, catharsis. Second, the subscales of participation motivation, skill development and enjoyment positively influenced to feeling of flow, feeling of competence, feeling of self-realization, hedonic enjoyment. achievement and excitement positively influenced to feeling of flow and hedonic enjoyment, external display positively influenced to feeling to flow. And amotivation negatively influenced to feeling of self-realization and hedonic enjoyment. Third, the subscales of exercise emotion, pride positively influenced to feeling of flow, feeling of competence, feeling of self-realization, hedonic enjoyment. And vigor positively influenced to feeling of flow and hedonic enjoyment. And fun positively influenced to feeling of competence and feeling of self-realization. And achievement positively influenced to hedonic enjoyment.

A Study on Facial expressions for the developing 3D-Character Contents (3D캐릭터콘텐츠제작을 위한 표정에 관한 연구)

  • 윤봉식;김영순
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.478-484
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    • 2004
  • This study is a fundamental research for the developing 3D character contents about facial expression as a sort of non-linguistic signs, focusing on an expression of emotion factors of a person. It contributes a framework for symbolic analysis about Human's emotions along with a general review of expression. The human face is the most complex and versatile of all species. For humans, the face is a rich and versatile instrument serving many different functions. It serves as a window to display one's own motivational state. This makes one's behavior more predictable and understandable to others and improves communication. The face can be used to supplement verbal communication. A prompt facial display can reveal the speaker's attitude about the information being conveyed. Alternatively, the face can be used to complement verbal communication, such as lifting of eyebrows to lend additional emphasis to stressed word. The facial expression plays a important role under the digital visual context. This study will present a frame of facial expression categories for effective manufacture of cartoon and animation that appeal to the visual emotion of the human.

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Research about the Abstraction of Area Typicality of Emotions for Systematization of Human's Sensitivity Symbol (인간의 감성기호 체계화를 위한 감정영역범주화에 관한 연구)

  • Yun Bong-Shik
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.137-145
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    • 2005
  • This study is a model of research for the developing 3D character contents about facial expression as a sort of non-linguistic signs, focusing on an expression of emotion factors of a person. It contributes a framework for symbolic analysis about Human's emotions along with a general review of expression. The human face is the most complex and versatile of all species. For humans, the face is a ich and versatile instrument serving many different functions. It serves as a window to display one's own motivational state. This makes one's behavior more predictable and understandable to others and improves communication. The face can be used to supplement verbal communication. A prompt facial display can reveal the speaker's attitude about the information being conveyed. Alternatively, the face can be used to complement verbal communication, such as lifting of eyebrows to lend additional emphasis to stressed word. The facial expression plays a important role under the digital visual context. This study will present a frame of facial expression categories for effective manufacture of cartoon and animation that appeal to the visual emotion of the human.

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The effect of color on apparent warmth and judgment distortion (색의 속성에 따른 지각된 온도감과 판단 왜곡)

  • Kim, Moon-Ju;Han, Kwang-Hee;Lee, Ju-Hwan
    • Science of Emotion and Sensibility
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    • v.9 no.4
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    • pp.341-351
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    • 2006
  • The effect of color evokes a certain feeling and affects behavior. Especially, an understanding and applying color are critical because well-designed color substantially contributes to quality and usability. In this study, the effects of three color components(hue, value, and chroma) on apparent warmth were investigated separately and relatively, and then feasibility of applying to the information display was examined. The result showed that the apparent warmth of 10 Hues was a U-shaped function declining from Red to Purple-Blue and increasing from Purple-Blue to Red-Purple with following order of color-circle. Chroma made the character of hues remarkably clear, so warm color becomes warmer and cool color becomes cooler if chroma gets higher. But value has no effect on warmth. These results propose that we can change the apparent warmth by varying chroma in the limitation of color use. And there was a sharp distinction between warm and cool color, Meanwhile, in the reading task of the graphical information, the subjects' judgment distortion overestimating or underestimating the actual degrees was ascertained. This result should be applied to control operator's sensitivity in accordance with the purpose of task and display.

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A study on AR(Augmented Reality) game platform design using multimodal interaction (멀티모달 인터렉션을 이용한 증강현실 게임 플랫폼 설계에 관한 연구)

  • Kim, Chi-Jung;Hwang, Min-Cheol;Park, Gang-Ryeong;Kim, Jong-Hwa;Lee, Ui-Cheol;U, Jin-Cheol;Kim, Yong-U;Kim, Ji-Hye;Jeong, Yong-Mu
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.87-90
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    • 2009
  • 본 연구는 HMD(Head Mounted Display), 적외선 카메라, 웹 카메라, 데이터 글러브, 그리고 생리신호 측정 센서를 이용한 증강현실 게임 플랫폼 설계를 목적으로 하고 있다. HMD 는 사용자의 머리의 움직임을 파악하고, 사용자에게 가상 물체를 디스플레이화면에 제공한다. 적외선 카메라는 HMD 하단에 부착하여 사용자의 시선을 추적한다. 웹 카메라는 HMD 상단에 부착하여 전방 영상을 취득 후, 현실영상을 HMD 디스플레이를 통하여 사용자에게 제공한다. 데이터 글러브는 사용자의 손동작을 파악한다. 자율신경계반응은 GSR(Galvanic Skin Response), PPG(PhotoPlethysmoGraphy), 그리고 SKT(SKin Temperature) 센서로 측정한다. 측정된 피부전기반응, 맥파, 그리고 피부온도는 실시간 데이터분석을 통하여 집중 정도를 파악하게 된다. 사용자의 머리 움직임, 시선, 그리고 손동작은 직관적 인터랙션에 사용되고, 집중 정도는 직관적 인터랙션과 결합하여 사용자의 의도파악에 사용된다. 따라서, 본 연구는 멀티모달 인터랙션을 이용하여 직관적 인터랙션 구현과 집중력 분석을 통하여 사용자의 의도를 파악할 수 있는 새로운 증강현실 게임 플랫폼을 설계하였다.

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A Study on Chair Design for User's Interpersonal Exchange of Emotion - Focused on Chair Structure and Function - (이용자 상호간 감성교류를 위한 의자디자인 연구 - 의자의 구조와 기능을 중심으로 -)

  • Kim, Kyung-Won
    • Journal of the Korea Furniture Society
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    • v.21 no.2
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    • pp.157-166
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    • 2010
  • Furniture in the modern living environment, inclusive the importance of its practical value, is a plastic element of indoor space, and its artistic value also holds an important position. Moreover, emotional design based on the emotional engineering in a structural change of modern society such as urbanization, small family, aging society is proposed as an important keyword in the modern design. Namely, furniture as an component of modern residential space has been advanced as a human-oriented environmental element considering people's emotional and mental value to the functional satisfaction and artistic and emotional satisfaction. Furniture is a living tool that is much contacted to people, which affects highly on people's body and mind. This means that people's volition action can be naturally induced by furniture design, and that furniture can display a role as an active tool of means to make people's interpersonal communication and interchange. Namely, I think furniture design of emotional interchange that understands furniture user's pattern behavior and pattern, and observes furniture form and structure and functionality on users' relationship affecting on people's emotional stability and interpersonal interchange of emotion, as an indispensable element necessary for producing more human and prosperous environment of life.

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The Implementation of Demo Scenario in 3D Visual Display System (3차원 시청각 환경 제시 시스템에서 데모 시나리오의 구현)

  • 박문호;박경동;고희동;변혜란
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1998.04a
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    • pp.196-200
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    • 1998
  • 3차원 시청각 환경 제시 시스템은 감성측정평가 시뮬레이터 개발의 일환으로 KIST에서 개발한 시청각 정보 중심의 가상환경 저작 및 실시간 제시 시스템이다. 개발 시스템이 감성측정평가 시뮬레이터 담당하는 기능은 감성측정 대상 제품이나 환경에 대한 3차원 시청각 정보들을 가상환경으로 저작해주고, 또한 저작된 가상환경을 원활한 감성측정평가를 위해 피측정자에게 실시간 대화식으로 제시해 주는 것이다. 이러한 시스템을 개발하는데 있어서 핵심적인 기술은 감성측정평가 대상 제품 및 환경의 다양성을 수용하면서 필요한 3차원 시청각 환경을 얼마나 신속하고 용이하게 저작할 수 있느냐 하는 것과 컴퓨터의 성능을 비롯한 현존의 기술적인 한계를 감안하면서 감성측정평가 시뮬레이터에서 필요로 하는 수준의 현실감과 상호작용 등을 갖는 3차원 시청각 환경을 제공하는 것이다. 본 논문에서는 상기의 기술적인 개념하에서 가상현실 기술을 기반으로 하며, 필요한 가상환경을 보다 신속하고 편리하게 저작 및 제시할 수 있도록 현재 개발 중에 있는 3차원 시청각 환경 제시 시스템의 개발과정에서 구현된 데모 시스템의 전반적인 내용과 개발시스템에 사용된 요소 기술들을 소개한다. 아울러, 향후 수행될 기능적인 보완작업과 시스템 안정화 작업, 그리고 개발 시스템이 갖는 의의 및 기대효과 등에 대해서도 소개하기로 한다.

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The Influence of Creator Information on Preference for Artificial Intelligence- and Human-generated Artworks

  • Nam, Seungmin;Song, Jiwon;Kim, Chai-Youn
    • Science of Emotion and Sensibility
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    • v.25 no.3
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    • pp.107-116
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    • 2022
  • Purpose: Researchers have shown that aesthetic judgments of artworks depend on contexts, such as the authenticity of an artwork (Newman & Bloom, 2011) and an artwork's location of display (Kirk et al., 2009; Silveira et al., 2015). The present study aims to examine whether contextual information related to the creator, such as whether an artwork was created by a human or artificial intelligence (AI), influences viewers' preference judgments of an artwork. Methods: Images of Impressionist landscape paintings were selected as human-made artworks. AI-made artwork stimuli were created using Google's Deep Dream Generator by mimicking the Impressionist style via deep learning algorithms. Participants performed a preference rating task on each of the 108 artwork stimuli accompanied by one of the two creator labels. After this task, an art experience questionnaire (AEQ) was given to participants to examine whether individual differences in art experience influence their preference judgments. Results: Setting AEQ scores as a covariate in a two-way ANCOVA analysis, the stimuli with the human-made context were preferred over the stimuli with the AI-made context. Regarding the types of stimuli, the viewers preferred AI-made stimuli to human-made stimuli. There was no interaction effect between the two factors. Conclusion: These results suggest that preferences for visual artworks are influenced by the contextual information of the creator when the individual differences in art experience are controlled.

Interactive electronic book utilizing tabletop display and digi-pet (테이블탑 디스플레이와 디지팻을 활용한 상호작용 전자책)

  • Song, dae-hyeon;Park, jae-wan;Lee, yong-chul;Kim, dong-min;Moon, joo-pil;Lee, chil-woo
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.175-178
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    • 2009
  • In this paper, we describe about interactive electronic book utilizing tabletop display interface and digi-pet. Because of this system can define a lot of gestures using touch point of finger, help that user experiences electronic book effectively more than existent input device. Also, support 1 users in 1 input device in existent mode, but this system can expect various effect because support Multi-user. The digi-pet(digital pet) is physical tools that convey emotion between tabletop display platform and user. And this shows various results acting as assistance because becomes master of story of imagination and participate directly on talk and makes change of story. In this paper, we described about oriented electronic book system the future that combines tabletop display and Digi-pet. This system is expected that the usefulness is increased by leaps and bounds along with technology development forward.

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