• Title/Summary/Keyword: Emotion Making

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Validation in Emotional Evaluation System as Game Evaluation Tool -Focused on Comparison with Jakob Nielson's Evaluation System- (게임 평가도구로써 감성 평가시스템의 타당화 -Jakob Nielsen의 사용성 평가시스템과의 비교를 중심으로-)

  • Seo, Mi-Ra
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.86-93
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    • 2007
  • Online game industry is also making much efforts in developing games that have emotional disposition which is rapidly growing by the increase of emotional demand by the user. In the online game development that induces immersion stimulating the emotion of the human has the evaluation stage it must surely pass, and in this stage, emotional evaluation system is known as the evaluation method that one can verify the function, usage and human emotion desire of the game before its launching. Nevertheless, at this situation the studying result is absent in the verification of efficiency and validity of the emotional evaluation system, this study is to work on the availability and validity of the emotional evaluation system as the evaluation tool of the game comparing with the Jakob Nielsen's evaluation system through common user group which are the subjects.

Intuitive conception method based on the experiential emotion information (경험적 감성 정보에 의한 직관적인 아이디어 발상 기법)

  • 허성철
    • Science of Emotion and Sensibility
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    • v.6 no.1
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    • pp.1-10
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    • 2003
  • Information gathered through experience transforms into knowledge and such knowledge becomes a foundation for intuitive decisions. Based on such background, the following study investigates intuitive decision making on basic elements needed for design concepts and visual conceptualizations. The study consist two phases. first, 12 structural elements of a digital camera and relation between each elements were arranged intuitively on a board. Next, sketches were generated with relationship of structural elements in mind. As a result of the study, concept with intuitive decisions effect structural thinking, various developments, specific operation methods , and sketch expressions. However, study also revealed that the freedom of human emotions don't accord with the qualification map.

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Variations in Neural Correlates of Human Decision Making - a Case of Book Recommender Systems

  • Naveen Z. Quazilbash;Zaheeruddin Asif;Saman Rizvi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.3
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    • pp.775-793
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    • 2023
  • Human decision-making is a complex behavior. A replication of human decision making offers a potential to enhance the capacity of intelligent systems by providing additional user assistance in decision making. By reducing the effort and task complexity on behalf of the user, such replication would improve the overall user experience, and affect the degree of intelligence exhibited by the system. This paper explores individuals' decision-making processes when using recommender systems, and its related outcomes. In this study, human decision-making (HDM) refers to the selection of an item from a given set of options that are shown as recommendations to a user. The goal of our study was to identify IS constructs that contribute towards such decision-making, thereby contributing towards creating a mental model of HDM. This was achieved through recording Electroencephalographic (EEG) readings of subjects while they performed a decision-making activity. Readings from 16 righthanded healthy avid readers reflect that reward, theory of mind, risk, calculation, task intention, emotion, sense of touch, ambiguity and decision making are the primary constructs that users employ while deciding from a given set of recommendations in an online bookstore. In all 10 distinct brain areas were identified. These brain areas that lead to their respective constructs were found to be cingulate gyrus, precentral gyrus, inferior parietal lobule, posterior cingulate, medial frontal gyrus, anterior cingulate, postcentral gyrus, superior frontal gyrus, inferior frontal gyrus, and middle frontal gyrus (also referred to as dorsolateral prefrontal gyrus (DLPFC)). The identified constructs would help in developing a design theory for enhancing user assistance, especially in the context of recommender systems.

EEG Analysis at the Moment of Yes/No Decision: Study of Spatio-Temporal Relations (긍/부정 선택 순간의 뇌파 변화 연구: 두 위치에서 측정된 뇌파의 상호관계 분석)

  • 김민준;신승철;송윤선;류창수;문성실;손진훈
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2001.05a
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    • pp.26-31
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    • 2001
  • 긍/부정 선택 실험에서 나타나는 뇌파 변화를 연구하였다. 서로 다른 위치에서 측정된 뇌파의 시공간적 상호관계를 정량화하는 변수로, 시간영역에서 계산하기 용이한 동기율(synchronization rate), 편향성(synchronization rate), 편향성(polarity), 상호상관(cross-correlation) 등의 변수를 도입하여, 긍/부정 선택 순간의 뇌파 변화를 살펴보았다. 좌우 전전두엽(Fp1, Fp2)에서 특정된 뇌파를 사용하여 계산한 동기율, 편향성의 평균과 요동폭, 상호상관 등은, 선택 순간 근처에서, 평상시에 뇌파와 통계적으로 유의미한 차이를 보였다.

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Saving Mama Turtle: Designing A Computer Game to Make Emotion Directly and Indirectly (엄마 거북이 구하기: 직간접 감정유발 게임의 디자인)

  • Song, Byoung-Ho
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.118-125
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    • 2006
  • To solve the reverse function problem of computer games criticized nowadays, the main fact to be concerned in design should be to make feelings of satisfaction during playing and solving the given situation in the game world. In this paper, a design to fulfill the feelings of satisfaction directly and indirectly, controlling playable characters to help another non-playable character in some sort of danger is explained. The requirements to do so is analyzed and the result of demonstration is also presented.

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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 modeling on the physical suitability of office chairs (사무용 의자의 물리적 적합도 모델링 개발)

  • 박수찬;신미경;최경주;김진호;윤지은
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.81-85
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    • 2000
  • The present study investigated the processes of selecting and modeling of design variables based on HIEs for developing the evaluational model on the physical suitability of office chairs. Evaluational model can be used for development of the new products or improvement of the old products. For the best utilization of the evaluational model, the process of scrutinizing the variables and the complex interactions among the variables is indispensible. Also, for this, it is necessary to select only the right HIEs which influence the physical suitability of products greatly.The present study suggested analytical processes for making the evaluational model on the physical suitability (Comfortability, Suitability, Stability, Adjustability, Clearance) of office chairs.

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The Color Simulation Experiment for Measuring of Color Sensibility in Living Room

  • Lee, Jin-Sook;Shin, Eun-Young;Jang, So-Hyun
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.330-336
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    • 2000
  • A color is the most important of all factors that have influence on interior spaces, and plays an visually and psychologically important role in making interior environment. Thus, the aim of this study is to propose predictable color models by image types specially for color design in living room.This study was composed of three steps, and was carried out as follows.1) The evaluation experiment was carried out by color simulation using Color Image Processor. 2) Image types were extracted by factor analysis. 3) The characteristics of colors by image types were analysed by the multi regression and as a result the predictable color models by image types was determined.

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REACTION-TIME INFLUENCED BY SENSIBILITY BASED ON THE ORIENTAL HUMAN CONSTITUTION x (동양 체질론에 근거한 감성적 기질이 반응시간에 미치는 영향에 관한 연구)

  • 최성운;이영석
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.03a
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    • pp.207-211
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    • 1999
  • Nowadays human sensibility ergonomics is spotlighted as one of trends which we have pursued for improvement of humanity. Human sensibility ergonomics is a technique making human life more convenient by applying it to many kinds of products and design for environment by measuring and estimating human sensibility more qualitatively and quantitatively. The study of human sensibility can be discovered in oriental philosophy based on human being. Therefore there is an close relationship between human sensibility ergonomics and oriental philosophy. In this study, we research the sensibility factors of diagnostics by Sasang constitutional medicine, Five element properties and biorhythm by human sensibility ergonomics, and will apply the result of this study - the analyses of the difference among reaction time by using ANOVA after measuring the reaction time depending on one's individual temperament and condition- to job design.

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Cognitive Decision Making Model with Human Sensibility Factors (감성요소를 포함하는 인지적 의사결정 모형)

  • 이구형;김영준
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1997.11a
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    • pp.193-198
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    • 1997
  • 고도로 자동화된 시스템에서 인간이 수행하는 작업은 대부분 '감시와 반응'으로 단순화될수 있으며, 시스템에 이상이나 비상사태가 발생되는 경우 이에 대응되는 조치를 취하기 위한 정보처리와 의사결정을 수행하는 인지과정이 중요한 사항이다. 본 연구는 숙련된 작업자가 인지적 의사결정과정에서 잘못된 정보처리를 초래하는 원인으로 감각정보의 잘못된 해석에 있다고 보았으며, 이 과정에 감성의 영향을 도입하였다. 인간감성의 특성은 감각자극에 대하여 반사적이고 직관적으로 발생하며, 개인에 따라 다양함과 함께 애매모호성과 변화성을 가지고 있다. 감성은 두뇌의 limbic systim에 축적된 생활경험의 기억에 의하여 발생되며, 이 후에 발생되는 감정이나 두뇌에서의 정보초리에 영향을 미친다. 감성의 발생과 정보처리 및 의사결정과정에 대한 영향을 모형화하기 위해서는 조종사의 레이더 감시에 대한 인지과정을 정밀하게 기술하였으며, 이 과정에 감성요소를 도입하여 인지모형을 개발하였다.

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