• Title/Summary/Keyword: Emotion Variation

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The study on emotion recognition by time-dependent parameters of autonomic nervous response (TDP(time-dependent parameters)를 적용하여 분석한 자율신경계 반응에 의한 감성인식에 대한 연구)

  • Kim, Jong-Hwa;Whang, Min-Cheol;Kim, Young-Joo;Woo, Jin-Cheol
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.637-644
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    • 2008
  • Human emotion has been tried to be recognized by physiological measurements in developing emotion machine enabling to understand and react to user's emotion. This study is to find the time-dependent physiological measurements and their variation characteristics for discriminating emotions according to dimensional emotion model. Ten university students were asked to watch sixteen prepared images to evoke different emotions. Their subjective emotions and autonomic nervous responses such as ECG (electrocardiogram), PPG (photoplethysmogram), GSR (Galvanic skin response), RSP (respiration), and SKT(skin temperature) were measured during experiment. And these responses were analyzed into HR(Heart Rate), Respiration Rate, GSR amplitude average, SKT amplitude average, PPG amplitude, and PTT(Pulse Transition Time). TDPs(Time dependent parameters) defined as the delay, the activation, the half recovery and the full recovery of respective physiological signal in this study have been determined and statistically compared between variations from different emotions. The significant tendencies in TDP were shown between emotions. Therefore, TDP may provide useful measurements with emotion recognition.

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Design and Implementation of Walking Motions Applied with Player's Emotion Factors According to Variable Statistics of RPG Game Character (RPG게임캐릭터의 능력치변화량에 따라 감정요소가 적용된 걷기동작 구현)

  • Kang, Hyun-Ah;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.63-71
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    • 2007
  • From several commercialized games the technique of changing facial expressions is imported, and a design method of a game character for the player's empathy is expected to be diversified in the future. In this paper, as a design method of a game character for the player's empathy, this makes walking motion for the game character applied with 'human-emotion' factors as statistics variation of a game character in RPG genre. After this paper implements analyzed emotions of human facial expression and walking motions applied with emotion in examples of character animation theory, this paper divides walking motion applied with human-emotion factors into 8 types through relationship to statistics factors in RPG genre. And then these are applied to a knight character, which has the most similarity with human's physical feature of the game characters in RPG genre, and makes walking motion as variable statistics. As a game player controls the game character applied with 'human-emotion' factors, the effect of the player's empathy about the game character becomes higher, and the level of immersion in game play is also expected to increase.

시각 감성 변화의 뇌파 특성

  • 황민철;유은경;김철중
    • Proceedings of the ESK Conference
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    • 1997.10a
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    • pp.468-472
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    • 1997
  • Visual Emotion is attempted to be evaluated by EEG(Electroencephalogram). Twenty university students were participated in this study. IAPS(International Affective Picture System) was used for the visual stimuli. Most positive and most negative emotional response were pairely compared. The results showed alpha increase, delta and beta decrease with postive emotional response, and alpha-delta inter-variation with emotional progress.

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A Study on Students' Adaptation to Changes in Their Learning Environments at School - Focused on Students' Experience of Transition to the New Variation Type Middle School - (학교 학습환경 변화에 따른 학생적응에 관한 연구 - 신축 교과교실제 중학교로의 이전경험을 중심으로 -)

  • Rieh, Sun-Young
    • Journal of the Korean Institute of Educational Facilities
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    • v.27 no.2
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    • pp.79-86
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    • 2020
  • Since the introduction of the new Variation Type school, few studies have focused on students' adaptation to the changes in their learning environments at school. This paper is based on the Stage-Environment Fit theory, which asserts that a successful school life(in terms of motivation to learn) is ensured only when the school environment meets the social and emotional needs of students. Focusing on the third-grade student's adaptation to a new Variation Type school during their middle school period, the following conclusions were drawn. First, the transition to a new Variation Type school during middle school is much more difficult than adjusting to a new Variatio Type school upon admission to middle school. Second, this difficulty in adaptation is caused by socio-emotional dissatisfaction in adolescent students, for whom deconstruction of previous friendships can hinder motivation to learn. Third, third-grade students who experienced stress due to spatial changes tended to have a negative attitude towards the new Variation Type itself as they feel more tired from failing to use the space properly. Fourth, to transition successfully to a new Variation Type school, socio-emotional problems must be solved through the reduction of scale of the homebase, and the provision of various choices increasing the number of homebase.

The Effects of Music Therapy on the Changes in Brain Waves and Emotion, and Reduction of Depression and Anxiety for the Post-traumatic Stressed Adolescent (음악치료가 외상 후 스트레스를 받은 청소년의 뇌파 변화 및 정서, 우울, 불안 감소에 미치는 영향)

  • Choi, Ae-Na;Park, Hyoung-Joon
    • Journal of Families and Better Life
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    • v.26 no.4
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    • pp.13-25
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    • 2008
  • This study of a music therapy program for the 18 subjects residing in Jeollanam-do province was conducted two times per week during 4 months totalling 17 times in order to evaluate the reduction of the characteristics of patients suffering from stress disorder patients such as depression, and anxiety, Though the experiment for non-symmetric level the concentration and appearance of Alpha wave were determine to be stable but the findings from non-symmetric level according to the left-right brain activity were not significant for T-test, though its effective intermission of music therapy due to variation of the mean values was demonstrated, and the variation of the Alpha wave appearance rate was also significant for the statistics of the T-test for the effectiveness of the music therapy. And for the reduction of depression, emotion, and state-trait anxiety between groups divided into the control group and the experiment, pre-measurement and post-measurement comparisons through psychological tess, validated the effectiveness of music therapy for Posttraumatic stress disorder patients. First of all, this study was conducted in the situation of scarce study cases and program developments for the efficacy of music therapy for the patients suffering from Posttraumatic stress disorders without precedent studies of scientific identification through brain wave measurement. Because this study is insightful in the context of validating the efficacy of musical treatment, we expect that these kinds of studises will be continued.

A Study on the Effects of Online Word-of-Mouth on Game Consumers Based on Sentimental Analysis (감성분석 기반의 게임 소비자 온라인 구전효과 연구)

  • Jung, Keun-Woong;Kim, Jong Uk
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.145-156
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    • 2018
  • Unlike the past, when distributors distributed games through retail stores, they are now selling digital content, which is based on online distribution channels. This study analyzes the effects of eWOM (electronic Word of Mouth) on sales volume of game sold on Steam, an online digital content distribution channel. Recently, data mining techniques based on Big Data have been studied. In this study, emotion index of eWOM is derived by emotional analysis which is a text mining technique that can analyze the emotion of each review among factors of eWOM. Emotional analysis utilizes Naive Bayes and SVM classifier and calculates the emotion index through the SVM classifier with high accuracy. Regression analysis is performed on the dependent variable, sales variation, using the emotion index, the number of reviews of each game, the size of eWOM, and the user score of each game, which is a rating of eWOM. Regression analysis revealed that the size of the independent variable eWOM and the emotion index of the eWOM were influential on the dependent variable, sales variation. This study suggests the factors of eWOM that affect the sales volume when Korean game companies enter overseas markets based on steam.

Analysis of Emotion Pattern for Game Player on Quest System : Towards of Tutorial Mode in Mabinogi Game (퀘스트 시스템에 대한 게임플레이어의 감정패턴 분석 : 마비노기 Tutorial Mode를 중심으로)

  • Kim, Mi-Jin;Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.15-22
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    • 2010
  • The purpose of this research is to analyze players' emotion pattern for conducting a quest in Role Playing Game(RPG). We have rebuilt up the action and content of gameplay related to category to set up five action classes of game players based on the literature review about the human behavior classification. Moreover, Mabinogi game includes the composition of various quests by story-centered expanse. We classified the quest structure of the tutorial mode, initial state, of its game into the cognitive action. We build the model of the correlation between cognitive behavior patterns of gameplay and emotions derived from targeting ten novices. The result of this research reveals that gameplayers' stimulus levels are identified to emotion pattern. It is enable to grope to concrete the design of the quest and the level in a specified state. Moreover, players' emotion variation is indicated to the type of expression of fun elements. We expect to use a device to induce the curiousness and the challenge for conducting the higher goal of game in the whole.

Recognition of Facial Emotion Using Multi-scale LBP (멀티스케일 LBP를 이용한 얼굴 감정 인식)

  • Won, Chulho
    • Journal of Korea Multimedia Society
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    • v.17 no.12
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    • pp.1383-1392
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    • 2014
  • In this paper, we proposed a method to automatically determine the optimal radius through multi-scale LBP operation generalizing the size of radius variation and boosting learning in facial emotion recognition. When we looked at the distribution of features vectors, the most common was $LBP_{8.1}$ of 31% and sum of $LBP_{8.1}$ and $LBP_{8.2}$ was 57.5%, $LBP_{8.3}$, $LBP_{8.4}$, and $LBP_{8.5}$ were respectively 18.5%, 12.0%, and 12.0%. It was found that the patterns of relatively greater radius express characteristics of face well. In case of normal and anger, $LBP_{8.1}$ and $LBP_{8.2}$ were mainly distributed. The distribution of $LBP_{8.3}$ is greater than or equal to the that of $LBP_{8.1}$ in laugh and surprise. It was found that the radius greater than 1 or 2 was useful for a specific emotion recognition. The facial expression recognition rate of proposed multi-scale LBP method was 97.5%. This showed the superiority of proposed method and it was confirmed through various experiments.

AM-FM Decomposition and Estimation of Instantaneous Frequency and Instantaneous Amplitude of Speech Signals for Natural Human-robot Interaction (자연스런 인간-로봇 상호작용을 위한 음성 신호의 AM-FM 성분 분해 및 순간 주파수와 순간 진폭의 추정에 관한 연구)

  • Lee, He-Young
    • Speech Sciences
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    • v.12 no.4
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    • pp.53-70
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    • 2005
  • A Vowel of speech signals are multicomponent signals composed of AM-FM components whose instantaneous frequency and instantaneous amplitude are time-varying. The changes of emotion states cause the variation of the instantaneous frequencies and the instantaneous amplitudes of AM-FM components. Therefore, it is important to estimate exactly the instantaneous frequencies and the instantaneous amplitudes of AM-FM components for the extraction of key information representing emotion states and changes in speech signals. In tills paper, firstly a method decomposing speech signals into AM - FM components is addressed. Secondly, the fundamental frequency of vowel sound is estimated by the simple method based on the spectrogram. The estimate of the fundamental frequency is used for decomposing speech signals into AM-FM components. Thirdly, an estimation method is suggested for separation of the instantaneous frequencies and the instantaneous amplitudes of the decomposed AM - FM components, based on Hilbert transform and the demodulation property of the extended Fourier transform. The estimates of the instantaneous frequencies and the instantaneous amplitudes can be used for modification of the spectral distribution and smooth connection of two words in the speech synthesis systems based on a corpus.

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A Wavelet-based Yarn Quality Assessment for Fabric Visual Qualities (직물외관을 위한 웨이블릿 기반의 방적사 평가시스템)

  • Kim, Jooyong
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.16-19
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    • 2002
  • Random and/or periodic defects occur in all spun yarns. These irregularities can often lead to defects in finished fabric. Yarn evenness tests are used to obtain statistical data about yarn properties, such as CV%, which is useful in comparing several sets of similar data that differ in mean value but may have some commonality in relative variation. Although this statistical data is helpful in determining relative yarn Quality, accurate predictions of how the yarn will appear in fabric form are still difficult to obtain. As an promising alterative, wavelet analysis has been employed to localize yam defect so as to predict the visual qualifies of the fabrics.

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