• Title/Summary/Keyword: Emotion UI

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Development of Future Soldier Battle Jacket Design Based on the Measurement by Moir$\acute{e}$ Photographing (동작에 따른 체표변화 측정결과를 이용한 미래 병사 전투복 설계안 개발 -Moir$\acute{e}$ 계측 방법을 중심으로)

  • Yang, Jin-Hui;Park, Seon-Hyeong;Jeong, Gi-Sam;Chae, Jae-Uk;Kim, Hyeon-Jun;Choe, Ui-Jung;Lee, Ju-Hyeon
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.49-53
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    • 2009
  • 미래병사를 위한 전투지원 시스템은 여러 가지 디지털 디바이스로 구성되며, 이러한 디바이스들을 적절한 위치에 분산시킴으로써 병사의 전투력을 향상시킬 수 있도록 설계하는 것이 중요하다. 분산 디자인을 위해서는 동작에 따른 인체의 변화를 측정하는 것이 중요하며, 특히 센서를 탑재하기 위해서는 인체 표면의 변화가 세밀히 분석되어야 할 것이다. 본 연구는 Moir$\acute{e}$ 계측방법을 이용하여 동작에 따른 체표변화를 측정함으로써 각종 디지털 디바이스를 탑재할 적절한 신체 부위를 알아내어 기기를 배치함으로써 미래 전장에 적합한 스마트 전투복 디자인을 개발하는 것을 목표로 한다.

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A Vision-based Electronic Chalk System by Using Infrared Light (적외선을 이용한 카메라 기반의 전자 분필 시스템)

  • Kim, Ji-Ae;Park, So-Yeon;Lee, Seon-A;Choe, Hye-Yeong;Lee, Ui-Cheol;Hwang, Min-Cheol
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.249-252
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    • 2009
  • 본 연구는 화면전환 및 필기 등의 프레젠테이션을 편리하게 제어 할 수 있는 시스템을 구현하고자 한다. 카메라를 이용한 컴퓨터 비전 분야에서 주변의 조명 환경의 영향을 적게 받는 적외선을 이용한 연구가 활발하게 진행되고 있다. 제안하는 방법에서는 USB(Universal Serial Bus) 타입의 카메라를 적외선 환경에 맞게 개조하고, 이를 이용하여 적외선 LED(Light Emitting Diode)를 이용한 전자 분필 영상을 취득하여, 실시간으로 전자 분필의 위치를 검출한다. 검출된 영역은 사전에 사용자가 설정한 '필기 가능 영역'과 변형 함수에 기반하여, 실제 모니터 좌표로 사상되어 화면에 표시되게 된다. 제안하는 시스템은 저렴한 가격의 웹 캠과 적외선 조명 이외에는 별도의 장비가 필요하지 않으면서도, 대형 스크린을 터치 방식으로 활용할 수 있다는 장점을 가진다. 실험 결과, 계산된 모니터 좌표와 사용자가 의도한 위치간의 평균 RMS(Root Mean Square) 오차는 약 15픽셀로 나타나서, 글씨를 필기하고 화면의 특정 부분을 강조하기 위한 활용이 가능함을 확인할 수 있었다.

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A research design of one dimensional emotion recognition mobile engine and hardware platform (모바일 독립차원 감성추론엔진 및 하드웨어 플랫폼 설계에 관한 연구)

  • Park, Byeong-Ha;Im, Yong-Seok;Park, Yeong-Chung;Im, Seung-Ok;Kim, Jong-Hwa;Lee, Jeong-Nyeon;Hwang, Min-Cheol
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.239-242
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    • 2009
  • 본 연구에서는 독립차원 감성추론이 가능한 추론엔진과 하드웨어를 모바일 상황에서 사용가능 하도록 설계하였다. 설계된 시스템은 크게 감성 신호 센싱 디바이스에서 수신한 생체 신호 데이터를 이용해 독립차원의 감성을 판단하는 모바일 기반 감성 추론 엔진 소프트웨어 시스템과, 감성 추론 엔진을 탑재하고 감성 신호 센싱 디바이스와 최종 감성 응용 서비스 단말과의 인터페이스 기능을 갖는 모바일 감성 단말 하드웨어 시스템으로 구성된다. 모바일 독립차원 감성 추론 엔진은 감성 신호 센싱 디바이스로부터 측정되어 정규화(Normalization)된 감성 유발 채널별 특징 신호 데이터를 입력 받아 사용자 별 감성 추론을 위한 개인화 인자를 추출하고, 최종적으로 사용자의 현재 감성 상태를 추론하는 기능을 수행한다. 모바일 감성 단말 하드웨어 시스템은 독립차원 감성 추론 엔진을 내장해 실행하고, 감성 추론을 위한 감성 신호 센싱 디바이스와의 인터페이스와 추론된 감성 정보 데이터를 감성 증강 UI 기반 서비스 플랫폼으로 전송하기 위한 인터페이스 기능을 수행한다. 본 연구에서 설계된 시스템은 다양한 환경에서 실시간으로 감성을 추론할 수 있는 알고리즘과 하드웨어를 구축하는 기술로 향후 다양한 제품에 접목하여 다양한 감성 서비스가 가능할 것으로 예상된다.

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Emotion Recognition of Korean and Japanese using Facial Images (얼굴영상을 이용한 한국인과 일본인의 감정 인식 비교)

  • Lee, Dae-Jong;Ahn, Ui-Sook;Park, Jang-Hwan;Chun, Myung-Geun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.2
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    • pp.197-203
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    • 2005
  • In this paper, we propose an emotion recognition using facial Images to effectively design human interface. Facial database consists of six basic human emotions including happiness, sadness, anger, surprise, fear and dislike which have been known as common emotions regardless of nation and culture. Emotion recognition for the facial images is performed after applying the discrete wavelet. Here, the feature vectors are extracted from the PCA and LDA. Experimental results show that human emotions such as happiness, sadness, and anger has better performance than surprise, fear and dislike. Expecially, Japanese shows lower performance for the dislike emotion. Generally, the recognition rates for Korean have higher values than Japanese cases.

A Usability Testing for the Verification of User Mental Model in Using Multifunction Printer (프린터 복합기의 사용자 심성모형 검증을 위한 사용성 평가)

  • Chung, Sung-Jae;Kim, Bong-Gun;Ha, Kwang-Soo;Jung, Hye-Heon;Lim, Bong-Uk
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.1-10
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    • 2010
  • This study is about what process and methodology could make UI designer be able to achieve the interface which considers user's mental model through implementing corporate line-up model, when people design an interface between product of multi-function printer and user. The most important concern of UI designers who are dealing with an interface between product and user is how they can make product system image match user's mental model so that users can utilize products without any confusion and discomfort. If concept model which designers bring up and mental model which users expect and recognize could be of one accord, then users can feel ease of use toward products. The understanding and observation for user behavior and use pattern is prerequisite to develop user-centered interface between product and user. However, UI designers do design interface from their own perspective and assumption in many business areas, and users do not react as designers assumed and intended in many cases or examples. This study is to find inappropriate system images against users' mental model on basic function of multi-function printer, and the relationship of system image and user's mental model is diagramed to build up a hypothesis. The hypothesis from this study is validated through evaluation of domestic and international users. In addition, two suggestions to improve usability problems revealed from user test are proposed. The optimal solution is designed based on the result of user evaluation and consideration of many user environments, and then it is implemented to line-up product. In conclusion, this study considers how UI designers can create system image which is close to user's mental model.

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A Comparative Study of the Use of Intelligent Personal Assistant Services Experiences: Siri, Google Assistant, Bixby (지능형 개인비서 서비스의 사용경험 비교 연구: 시리, 구글어시스턴트, 빅스비를 중심으로)

  • Yoo, Cho-Rong;Kim, Song-Hyun;Kim, Jin-Woo
    • Science of Emotion and Sensibility
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    • v.23 no.1
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    • pp.69-78
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    • 2020
  • This study compares and analyzes user experiences of intelligent personal assistant services based on the evaluation criteria of human-computer interaction to explore positive elements of user experiences and factors that could be improved. The research was conducted on Apple's Siri, Google's Google Associate, and Samsung's Bixby, which is presently the smartest personal assistant service on the market. The research method was to compare and analyze the concepts and characteristics of the current services through a literature review and by interviewing seven UI/UX design experts for the second 2 weeks using contextual inquiry. The interview reorganized Peter Morville's user experience honeycomb, reducing his seven usability principles down to five, asking questions about usability, convenience, visual attractiveness, reliability, and satisfaction. On the basis of the reconfigured usability principle, the assessment was conducted on the basis of the assessment timing and the system usability scale. This study is meaningful in that it analyzed the user experience of artificial intelligence personal assistant services both quantitatively and qualitatively.

A study on the preference between emotion of human and media genre in Smart Device (스마트 디바이스 기반의 인간의 감정과 미디어 장르 사이의 선호도 연구)

  • Lee, Jong-Sik;Shin, Dong-Hee
    • Science of Emotion and Sensibility
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    • v.18 no.1
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    • pp.59-66
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    • 2015
  • To date, contents' usability of most multimedia devices has been focused on developer not on user, which made difficult in solving the problems or fulfilling the needs while people using real system. Although user-centered UX and UI researches have been studied and have resulted in innovation in some part, it does not show great effect on usability as it is not easy to interpret human emotions and needs and to apply those to system. Usability is the matter on how deeply smart devices can interpret and analyze human mind not on how much functions and technologies are improved. This study aims to help with usability improvement based on user when people use smart devices in multimedia environment. We studied the interaction between human and contents by analyzing the effect of human emotions and personalities on preference and consumption of contents' type. This study was done by assuming that proper analysis on human emotions may increase user satisfaction on multimedia environment. We analyzed contents preference by gender and emotion. The results showed that there is significant relationship between 'Happy' emotion and 'Comedy Program' preference and men are more prefer it than women. However, it does not reveal any significant relationship between 'Sad' emotion and contents preferences but women are slightly more prefer 'Comedy Program' than men. This result supports the Zillmann's 'mood based management', which suggests that the needs for pleasant contents are revealed to relieve sadness when people are in a sad mood. In addition, our finding corresponds with Oliver's insistence on meeting all four factors, insight, meaningfulness, understanding and reflection, rather than just pleasure for more satisfaction. This study focused on temporary emotional factors and contents and additionally on effect of users' emotion, personality and preference on type of contents consumption. This relationship between emotions and contents study would suggest the better direction for developing smart devices with great contents usability and user satisfaction in the future.

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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Analysis of Medical Records of Korean Medicine based Psychotherapy (한방정신요법의 의안 분석)

  • Jeong, Seon-Yeong;Kim, Jae-Yeong;Cho, Myoung-Ui;Kho, Young-Tak
    • Journal of Oriental Neuropsychiatry
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    • v.27 no.2
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    • pp.43-55
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    • 2016
  • Objectives The aim of this systemic review was to summarize medical records of Korean medicine based psychotherapy and investigate its therapeutic mechanism.Methods We searched articles on Korean neuropsychiatry in Korean databases. Subsequently, we selected and analyzed medical records on Korean medicine based-psychotherapy that met inclusion criteria.Results Fifty-five medical records were included. They were classified into the following 5 categories. Five minds mutual restriction therapy in 19 medical records; counseling and persuading therapy in 12 medical records; moving essence and changing Qi therapy in 10 medical records; Kyungjapyungji psychotherapy in 2 medical records; and suggestion psychotherapy in 11 medical records.Conclusions The results indicated that emotion is mainly used for cure. Buddhism affects Korean medicine based psychotherapy. Korean medicine based psychotherapy corresponds to western psychotherapy such as short-term dynamic psychotherapy (STDP), supportive psychotherapy, cognitive therapy, behavior therapy, and guided imagery.

Adopting Design Thinking for Website Innovation: Case Studies of Korean Award Winners

  • Kim, Yu-Jin
    • Science of Emotion and Sensibility
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    • v.23 no.1
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    • pp.57-68
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    • 2020
  • This research investigates how digital design agencies and client companies incorporate design thinking-a human-centered approach to solving difficult problems-into their website development processes. Based on a literature review on the design-thinking-driven web development process, multiple case studies of award-winning website projects were performed by in-depth interviews with key practitioners. Through analyses of these cases, their user-centered approaches for website innovation were identified according to the following four phases: web planning (discovery and defining phases) and web design and development (development and delivery phases). Moreover, distinct approaches of design thinking practices were identified according to two website types: a brand promotion website with a killer brand storytelling approach; and a service channel website with a strategic UI/UX-driven approach. Next, the key success drivers of these website projects were suggested in light of the typical themes of design thinking (i.e., human centeredness, research based, context awareness, and collaboration). Some practical limitations were also found in adopting the design-thinking-driven web development process, such as limited research methods and tools, and insufficient prototyping and experimentation. Along with these limitations, it was also discovered that current digital design agencies still face the following challenges in adopting the design-thinking-driven web development process: building a long-term, playful partnership with clients; leveraging decision-makers' design thinking awareness; and coping with limited resources (design thinking practitioners, budgets, and schedules).