• Title/Summary/Keyword: Emotion Identification

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Classification and Intensity Assessment of Korean Emotion Expressing Idioms for Human Emotion Recognition

  • Park, Ji-Eun;Sohn, Sun-Ju;Sohn, Jin-Hun
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.5
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    • pp.617-627
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    • 2012
  • Objective: The aim of the study was to develop a most widely used Korean dictionary of emotion expressing idioms. This is anticipated to assist the development of software technology that recognizes and responds to verbally expressed human emotions. Method: Through rigorous and strategic classification processes, idiomatic expressions included in this dictionary have been rated in terms of nine different emotions (i.e., happiness, sadness, fear, anger, surprise, disgust, interest, boredom, and pain) for meaning and intensity associated with each expression. Result: The Korean dictionary of emotion expression idioms included 427 expressions, with approximately two thirds classified as 'happiness'(n=96), 'sadness'(n=96), and 'anger'(n=90) emotions. Conclusion: The significance of this study primarily rests in the development of a practical language tool that contains Korean idiomatic expressions of emotions, provision of information on meaning and strength, and identification of idioms connoting two or more emotions. Application: Study findings can be utilized in emotion recognition research, particularly in identifying primary and secondary emotions as well as understanding intensity associated with various idioms used in emotion expressions. In clinical settings, information provided from this research may also enhance helping professionals' competence in verbally communicating patients' emotional needs.

Video Analysis System for Action and Emotion Detection by Object with Hierarchical Clustering based Re-ID (계층적 군집화 기반 Re-ID를 활용한 객체별 행동 및 표정 검출용 영상 분석 시스템)

  • Lee, Sang-Hyun;Yang, Seong-Hun;Oh, Seung-Jin;Kang, Jinbeom
    • Journal of Intelligence and Information Systems
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    • v.28 no.1
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    • pp.89-106
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    • 2022
  • Recently, the amount of video data collected from smartphones, CCTVs, black boxes, and high-definition cameras has increased rapidly. According to the increasing video data, the requirements for analysis and utilization are increasing. Due to the lack of skilled manpower to analyze videos in many industries, machine learning and artificial intelligence are actively used to assist manpower. In this situation, the demand for various computer vision technologies such as object detection and tracking, action detection, emotion detection, and Re-ID also increased rapidly. However, the object detection and tracking technology has many difficulties that degrade performance, such as re-appearance after the object's departure from the video recording location, and occlusion. Accordingly, action and emotion detection models based on object detection and tracking models also have difficulties in extracting data for each object. In addition, deep learning architectures consist of various models suffer from performance degradation due to bottlenects and lack of optimization. In this study, we propose an video analysis system consists of YOLOv5 based DeepSORT object tracking model, SlowFast based action recognition model, Torchreid based Re-ID model, and AWS Rekognition which is emotion recognition service. Proposed model uses single-linkage hierarchical clustering based Re-ID and some processing method which maximize hardware throughput. It has higher accuracy than the performance of the re-identification model using simple metrics, near real-time processing performance, and prevents tracking failure due to object departure and re-emergence, occlusion, etc. By continuously linking the action and facial emotion detection results of each object to the same object, it is possible to efficiently analyze videos. The re-identification model extracts a feature vector from the bounding box of object image detected by the object tracking model for each frame, and applies the single-linkage hierarchical clustering from the past frame using the extracted feature vectors to identify the same object that failed to track. Through the above process, it is possible to re-track the same object that has failed to tracking in the case of re-appearance or occlusion after leaving the video location. As a result, action and facial emotion detection results of the newly recognized object due to the tracking fails can be linked to those of the object that appeared in the past. On the other hand, as a way to improve processing performance, we introduce Bounding Box Queue by Object and Feature Queue method that can reduce RAM memory requirements while maximizing GPU memory throughput. Also we introduce the IoF(Intersection over Face) algorithm that allows facial emotion recognized through AWS Rekognition to be linked with object tracking information. The academic significance of this study is that the two-stage re-identification model can have real-time performance even in a high-cost environment that performs action and facial emotion detection according to processing techniques without reducing the accuracy by using simple metrics to achieve real-time performance. The practical implication of this study is that in various industrial fields that require action and facial emotion detection but have many difficulties due to the fails in object tracking can analyze videos effectively through proposed model. Proposed model which has high accuracy of retrace and processing performance can be used in various fields such as intelligent monitoring, observation services and behavioral or psychological analysis services where the integration of tracking information and extracted metadata creates greate industrial and business value. In the future, in order to measure the object tracking performance more precisely, there is a need to conduct an experiment using the MOT Challenge dataset, which is data used by many international conferences. We will investigate the problem that the IoF algorithm cannot solve to develop an additional complementary algorithm. In addition, we plan to conduct additional research to apply this model to various fields' dataset related to intelligent video analysis.

The Effects of Compassion and Virtue experienced by police officer on Organizational Identification : Mediating effects of positive emotions and moderating effect of collective self-esteem (경찰관들이 경험하는 컴페션(Compassion)과 미덕(Virtue)이 조직 동일시에 미치는 영향: 긍정적 감정의 매개효과와 집단적 자긍심의 조절효과)

  • Jo, Seung-Won
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.1-10
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    • 2019
  • The purpose of this study is to verify the effect of the compaction and virtue experienced by police officers in the organization on positive emotion and, second, to demonstrate the effect of positive emotion on the organization uniformity, which is subordinate variable. Third, we intend to verify the mediated effect of positive emotion in the relationship between compassion and organization uniformity, and fourthly, to demonstrate the coordination effect of collective self-esteem in the relationship between positive emotion and organization identicalness. Sampling of this study was conducted on 353 male and female police officers working at police stations belonging to the National Police Agency and used these samples for hypothesis testing. Studies have confirmed that the compaction and virtue experienced by police officers have a positive effect on positive emotion, and that positive emotion has a positive effect on the phenomenon of tissue co-ordination. And it has been shown that positive emotion plays a full role in the relationship between compassion, virtue and organizational co-ordination, and that positive emotion and collective self-esteem plays a controlling role in the relationship with organizational co-ordination. The theoretical implications of this study will contribute to creating a positive organizational culture by maintaining a strict hierarchical relationship and spreading the compaction and virtuous behavior to police organizations with high task stress.

A Study on ERP and Behavior Responses in Emotion Regulation (정서조절에 관한 Event related potentials 및 행동학적 반응 연구)

  • Seo, Ssang-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.10
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    • pp.5003-5011
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    • 2013
  • This paper measured whether neural and behavior responses to attention-emotion task were reflected to emotion regulation capacities. For this purpose, Nineteen healthy right-handed graduates participated in the emotion-attention task three times for three days. Before and after the negative and positive video clips were shown, the participants performed emotion-attention task. EEG and response time were recorded during emotion-attention task. There was positive correlation between ERP P100 and P300 component. The larger the P100 amplitudes at the specific positions, the longer the P300 latencies at these same positions during attention-emotion task. The longer the P300 latencies at the specific positions, the longer the delay in response time. Also, there is and individual differences in ERP components and response time during attention-emotion integration task. Individuals who had lower amplitude and shorter latency of ERP showed faster response time during attention-emotion task, regardless of the type of video clips. This characteristic was interpreted to the lower emotional controls due to premature response for target identification.

Emotion Recognition Using Template Vector and Neural-Network (형판 벡터와 신경망을 이용한 감성인식)

  • 오재흥;이상윤;주영훈
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2002.12a
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    • pp.325-328
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    • 2002
  • 본 논문에서는 사람의 식별과 감정을 인식하기 위한 하나의 방법을 제안한다. 제안된 방법은 색차 정보에 의한 형판의 위치 인식과 형판 벡터 추출에 기반한다. 단일 색차 공간만을 이용할 경우 살색 영역을 정확히 추출하기 힘들다. 이를 보완하기 위해서 여러 가지 색차 공간을 병행하여 살색 영역을 추출하며, 이를 응용하여 각각의 형판을 추출하는 방법을 제안한다. 그리고, 사람의 식별과 감정 인식을 위해서 추출된 형판에 대한 각각의 특징 벡터 추출 방법을 제시하며, 마지막으로 추출된 형판 벡터를 이용하여 신경망을 통한 학습과 인식을 수행하는 방법을 제시한다.

The Antecedents and Consequence of Brand Personality in the Service Environment (서비스 환경에서 브랜드 개성의 결정요인과 결과)

  • Kim, Hyoung-Gil;Kim, Youn-Jeong;Kim, Jung-Hee
    • Science of Emotion and Sensibility
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    • v.10 no.2
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    • pp.221-241
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    • 2007
  • It was intended in this study to identify how much contributions are made in establishment of brand personality by inputting service experience, price, advertisement, and physical environment in the service industries. Also, this study examines how service brand personality affects brand identification and repurchase intention by switching barrier. Data were collected from consumers with experience of use in Seoul and Gyeonggi-do. The result of analysis of this study was as follows: 1) It was identified that service experience, price, advertisement, and physical environment influenced on brand personality, 2) it demonstrates that service brand personality influenced on brand identification, switching barrier, and repurchase intention.

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Age Differences in Perceptions and Relationships Among Determinants of Loyalty in Online Games (연령별 차이를 중심으로 본 온라인게임 애호도 영향요인에 관한 연구)

  • Um, Myoung-Yong;Kwon, Moon-Ju;Byun, Wan-Soo;Kim, Tae-Ung
    • Journal of Information Technology Services
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    • v.6 no.1
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    • pp.83-99
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    • 2007
  • The purpose of this research is to identify the determinants of loyalty in online games. This study developed a research model to analyze the factors explaining the loyalty level from gamers, employing social identification, flow, and positive anticipated emotion as major research variables, and collected 1308 survey responses from gamers. Within the context of arguing that the exploration of age range issues with respect to online games is important, this research also examines the age differences in path coefficients. To this end, the structural model was tested with the data from entire data sample (i.e., the age of 10s, 20s, and 30s pooled together) and each of the subsamples (i.e., teens taken separately, twenties taken separately, and thirties taken separately). Properties of the causal paths, including standardized path coefficients, the significance of difference, in the hypothesized model, are also presented, so that we can investigate the relative influences of different dominants, demonstrating how teens, twenties, and thirties differ in their decision-making processes regarding the flow, social identification and loyalty from online games.

Handy Robot that Conveys User's Emotion (사용자의 감정을 표현하는 소형 로봇)

  • Kim, Sung-Sik;Kim, Sang-Ho;Park, Jin-Kyu;Han, Chang-Hee;Kim, Wan-Il
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.1
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    • pp.48-53
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    • 2009
  • In this paper, we propose an efficient method of representing human emotions that are conveyed during conversations. In order to develop a robot that comes close to thinking, acting, and expressing like humans, many researches have been conducted. Among these researches, the proposed method is developed based upon 6 emotion identification systems. The proposed method first analyzes conversations between humans, decides an emotion on the basis of the analysis, and represents the emotion by an action, an image, and a sound. We implemented the proposed method using a hand-sized robot.

Effect of Depressive Mood on Identification of Emotional Facial Expression (우울감이 얼굴 표정 정서 인식에 미치는 영향)

  • Ryu, Kyoung-Hi;Oh, Kyung-Ja
    • Science of Emotion and Sensibility
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    • v.11 no.1
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    • pp.11-21
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    • 2008
  • This study was designed to examine the effect of depressive mood on identification of emotional facial expression. Participants were screened out of 305 college students on the basis of the BDI-II score. Students with BDI-II score higher than 14(upper 20%) were selected for the Depression Group and those with BDI-II score lower than 5(lower 20%) were selected for the Control Group. A final sample of 20 students in the Depression Group and 20 in the Control Group were presented with facial expression stimuli of an increasing degree of emotional intensity, slowly changing from a neutral to a full intensity of happy, sad, angry, or fearful expressions. The result showed that there was the significant interaction of Group by Emotion(esp. happy and sad) which suggested that depressive mood affects processing of emotional stimuli such as facial expressions. Implication of this result for mood-congruent information processing were discussed.

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