• Title/Summary/Keyword: Emotion Generation

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The Comparative Study on Consumer's Purchase Behaviors by Sexuality (성별에 따른 외식구매행동 비교연구 - 20대 초반 대학생을 중심으로 -)

  • Jin, Yang-Ho
    • Culinary science and hospitality research
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    • v.13 no.1 s.32
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    • pp.224-234
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    • 2007
  • Consumers' awareness has been changing through the development of information industry and change of life style. To understand the new generation came to be our concern in terms of being able to predict the trend of the future. Companies are trying to go through the market-change by making a marketing strategy that matches their emotion and characteristics. There should be a research on the new generation, specially university students, according to sex. Therefore, this research covers the university students in early twenties to see the differences between sexes. Foodservice industry needs to have consideration on coupon-books. It is reconfirmed that advertisement by word of mouth is still effective in sales promotion.

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Recognition and Generation of Facial Expression for Human-Robot Interaction (로봇과 인간의 상호작용을 위한 얼굴 표정 인식 및 얼굴 표정 생성 기법)

  • Jung Sung-Uk;Kim Do-Yoon;Chung Myung-Jin;Kim Do-Hyoung
    • Journal of Institute of Control, Robotics and Systems
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    • v.12 no.3
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    • pp.255-263
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    • 2006
  • In the last decade, face analysis, e.g. face detection, face recognition, facial expression recognition, is a very lively and expanding research field. As computer animated agents and robots bring a social dimension to human computer interaction, interest in this research field is increasing rapidly. In this paper, we introduce an artificial emotion mimic system which can recognize human facial expressions and also generate the recognized facial expression. In order to recognize human facial expression in real-time, we propose a facial expression classification method that is performed by weak classifiers obtained by using new rectangular feature types. In addition, we make the artificial facial expression using the developed robotic system based on biological observation. Finally, experimental results of facial expression recognition and generation are shown for the validity of our robotic system.

A Study on the Clothing Involvement and Clothing Consumption Behavior of Female University Students according to Gender Role Attitude (여대생의 성역할 태도에 따른 의복관여와 의복소비행동에 대한 고찰)

  • Choi, Mi-Young
    • Journal of the Korean Society of Costume
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    • v.60 no.8
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    • pp.15-28
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    • 2010
  • The purpose of this study was to investigate how gender role attitudes affect clothing involvement and clothing consumption behaviors in young female generation by changing the traditional sex role stereotype. For the research, the survey was conducted for a month from June 15 to July 15, 2009. Data was collected a total of 368 questionnaires from 20's female university students and analyzed 301 questionnaires with SPSS 12.0. The results were as follows. First, the results of factor analysis on gender role attitudes confirmed the multifactorial theory of gender schema: modern masculinity, conservative gender roles, modern feminity based on emotion, gender role openness, and traditional feminity. Second, gender role attitude of female university students was a little conservative but flexible to accommodate masculinity and active in the emotion expression. Third, gender role attitudes had important effects on clothing involvement which was identified into 4 different factors; fashion involvement, clothing interest, performance risk, and social psychological risk. Fourth, gender role attitudes were related with clothing consumption behaviors as like shopping orientation, on-going information search behavior and brand loyalty because of needs for innovation, exhibition and differentiation. Therefore, it was concluded that not only 'androgynous' from modern feminity based on emotion but also 'masculinity' was applied to important fashion marketing strategic tools by statically affecting female consumer's clothing involvement and clothing behaviors.

Energy-Efficient DNN Processor on Embedded Systems for Spontaneous Human-Robot Interaction

  • Kim, Changhyeon;Yoo, Hoi-Jun
    • Journal of Semiconductor Engineering
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    • v.2 no.2
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    • pp.130-135
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    • 2021
  • Recently, deep neural networks (DNNs) are actively used for action control so that an autonomous system, such as the robot, can perform human-like behaviors and operations. Unlike recognition tasks, the real-time operation is essential in action control, and it is too slow to use remote learning on a server communicating through a network. New learning techniques, such as reinforcement learning (RL), are needed to determine and select the correct robot behavior locally. In this paper, we propose an energy-efficient DNN processor with a LUT-based processing engine and near-zero skipper. A CNN-based facial emotion recognition and an RNN-based emotional dialogue generation model is integrated for natural HRI system and tested with the proposed processor. It supports 1b to 16b variable weight bit precision with and 57.6% and 28.5% lower energy consumption than conventional MAC arithmetic units for 1b and 16b weight precision. Also, the near-zero skipper reduces 36% of MAC operation and consumes 28% lower energy consumption for facial emotion recognition tasks. Implemented in 65nm CMOS process, the proposed processor occupies 1784×1784 um2 areas and dissipates 0.28 mW and 34.4 mW at 1fps and 30fps facial emotion recognition tasks.

A Study on the Form Generation Applied to the Variation of Rhythm Affection Aesthetic Elements - Focused on Korean Typeface - (심미적 요소인 율동의 변화를 통한 형태발상에 관한 연구 -한글서체를 중심으로-)

  • 조경숙;홍정표
    • Science of Emotion and Sensibility
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    • v.7 no.1
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    • pp.9-21
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    • 2004
  • Among the factors of consumer preference, aesthetics has been importantly considered in competitive market environment. Generally, consumers' purchasing standard is influenced as their awareness increases relative to variations in their lifestyles and due to these changes in consumers' wishes, design techniques and methods are focused towards adapting to these changes. Thus, in order to satisfy consumers' needs, and markets characterized with the short durability cycle of products, a distinctive design should be developed with respect to the form of products. The proposed design should also support form as an important factor to attract consumers preference. This study attempts to understand typology based on a categorization theory, and the conceptual structure of aesthetics. Both are importantly considered simultaneously. In addition, the study proposes a new design process by extracting Rhythm affecting aesthetic. In conclusion, the result of this study aims at developing more consumer preferring design beyond the scope of the ordinary designer's idea and generation.

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A Study on Voice User Interface for Domestic Appliance (가전제품의 음성 인터페이스 디자인 적용에 대한 연구)

  • Hong, Ji-Young;Jeon, Myoung-Hoon;Han, Kwang-Hee;Chae, Haeng-Suk
    • Science of Emotion and Sensibility
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    • v.10 no.1
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    • pp.55-68
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    • 2007
  • This paper describes a Voice User Interface(VUI) method and a design guideline tool which supports the studies for domestic appliance. This issue covers specification of user requirement and selection of appropriate VUI to represent speech generation. The criteria for paper is interaction design to enhance user engagement. The studies were carried out to measure prototype of domestic appliance such as a refrigerator, a washing machine, a Gimchi refrigerator, an oven range, a dishwasher and an air conditioner. This paper is presented a study of user preferences and suitability. The results of these findings to voice interface design are discussed and it is suggested that VUI guideline and optimal prototyping can provide a useful application tools in the design process.

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Top-down Behavior Planning for Real-life Simulation

  • Wei, Song;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
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    • v.10 no.12
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    • pp.1714-1725
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    • 2007
  • This paper describes a top-down behavior planning framework in a simulation game from personality to real life action selection. The combined behavior creating system is formed by five levels of specification, which are personality definition, motivation extraction, emotion generation, decision making and action execution. Along with the data flowing process in our designed framework, NPC selects actions autonomously to adapt to the dynamic environment information resulting from active agents and human players. Furthermore, we illuminate applying Gaussian probabilistic distribution to realize character's behavior changeability like human performance. To elucidate the mechanism of the framework, we situated it in a restaurant simulation game.

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A Study on the Diagnosis of Appendicitis using Fuzzy Neural Network (퍼지 신경망을 이용한 맹장염진단에 관한 연구)

  • 박인규;신승중;정광호
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.253-257
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    • 2000
  • the objective of this study is to design and evaluate a methodology for diagnosing the appendicitis in a fuzzy neural network that integrates the partition of input space by fuzzy entropy and the generation of fuzzy control rules and learning algorithm. In particular the diagnosis of appendicitis depends on the rule of thumb of the experts such that it associates with the region, the characteristics, the degree of the ache and the potential symptoms. In this scheme the basic idea is to realize the fuzzy rle base and the process of reasoning by neural network and to make the corresponding parameters of the fuzzy control rules be adapted by back propagation learning rule. To eliminate the number of the parameters of the rules, the output of the consequences of the control rules is expressed by the network's connection weights. As a result we obtain a method for reducing the system's complexities. Through computer simulations the effectiveness of the proposed strategy is verified for the diagnosis of appendicitis.

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Design Generation Methodology For Creative Design Thinking (창의적 사고를 통한 아이디어 발상 방법론)

  • Hong, Jeong-Pyo;Jeong, Su-Gyeong;Jo, Dong-Min
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2007.05a
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    • pp.81-84
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    • 2007
  • 소비자들이 상품에 대한 미학적인 측면을 점점 더 중요시 하게 됨에 따라 현대 디자인은 기존의 개념을 탈피하여 새롭고 부드러우며 유연한 감성이 요구되고 있다. 디자인의 궁극적인 목표가 '소비자의 꿈을 현실로 만들어 주는 것'이라면 이러한 목표에 이르기 위한 '창의적 아이디어발상' 은 디자이너가 갖추어야 할 가장 중요한 능력 중의 하나이다. 따라서 본 연구는 창의적 아이디어 발상법에 대한 선행연구의 프로세스와 방법론의 문제점을 파악하고, 이를 보완한 새로운 디자인 방법론을 제시하고자 한다. 이와 같은 연구목적을 이루기 위해 사례연구로써 컴퓨터를 이용한 창의적 아이디어 발상법을 제안하여 디자이너에게 실제 디자인현장에서 활용할 수 있도록 하며 창의적 아이디어발상법의 개발에 대한 효과와 새로운 가능성을 제시하고자 한다.

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Basic Neurobiological Aspect of Dream (꿈의 신경생물학적 측면의 기초)

  • Kim, Seog-Ju
    • Sleep Medicine and Psychophysiology
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    • v.16 no.2
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    • pp.49-55
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    • 2009
  • This review aims to introduce the basic neurobiological aspects of dream. There have been long debates on whether the neurobiology of rapid eye movement (REM) sleep is identical to that of dream. However, many theories on dream are based on the findings of REM sleep. Bizarre cognition and intense emotion in dream have been suggested to derive from physiological (e.g. desynchronized gamma oscillation and postsynaptic inhibition), chemical (e.g. decreased noradrenalin and serotonin, increased acetylcholine and modulation of dopamine), anatomical (e.g. deactivation of dorsolateral prefrontal cortex and activation of limbic and paralimbic areas) change in REM sleep. In addition, dream has been suggested to play its neurobiological roles. Processing of negative emotion may be one of the functions of dream. Dream is also supposed to consolidate memory, especially semantic memory. Despite a number of hypotheses and debates, the neurobiological mechanism of dream generation has not been concluded.

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