• Title/Summary/Keyword: Emotion contents

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A Study on the Applicability of Facial Action Coding System for Product Design Process (제품 디자인 프로세스를 위한 표정 부호화 시스템(FACS) 적용성에 대한 연구)

  • Huang, Chao;Go, Jung-Wook
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.80-88
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    • 2019
  • With more emphasis on emotional communication with users in product design field, designers' clear and prompt grasp of user's emotion has become the core activity in product design research. To increase the flexibility applying emotion measurement in the process of product design, this study has used Facial Action Coding System (FACS) of behavioral emotion measurement method in product design evaluation. To select specimens, it has flexibly used the emotional product Image Map. Then this study has selected six product irritants inducing positive, negative and neutral emotions, and conducted FACS experiment with ordinary product users of 20 generations as the experimental subject, and analyzed users' emotional state in response to the irritants through their facial expressions. It also analyzes the advantages and disadvantages of FACS in the process of product design, such as "recording users' unconscious facial expressions" and puts forward some applicable schemes, such as "choosing a product stimulus with high user response". It is expected that this paper can be helpful to the flexibility of FACS as a method to predict user's emotion in advance at the trial stage of product design before launching them to the market.

A Comparative Study of Emotional Response to Korean Drama among Countries: With Drama 'Goblin' (한국 드라마 수용에 있어서 국가별 감정 반응 분석: 드라마 <도깨비>를 중심으로)

  • Lee, Yewon;Woo, Sungju
    • Science of Emotion and Sensibility
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    • v.20 no.4
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    • pp.31-40
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    • 2017
  • This research aims to investigate 'Hallyu' contents consumption tendency of consumers from Korea, Japan, and the United States by analyzing their emotional responses. With the development of social media, research on emotion analysis by reviewing text materials has grown. Whereas environmental variables affect consumer demand towards 'Hallyu' contents, little comparative analyses have been conducted on the emotional responses of consumers from different countries. In this research, the emotional prototype model proposed by Russell(1980) used to extract and distinguish emotional words to clarify how people in the three countries differently perceive the Korean drama "Goblin". First of all, the SNS reviews were collected during a two-month period (February 12 to April 12). Second, significant factors were identified in the collected data according to Russell's emotion model. Third, random forest was applied to organize the selected variables in the order of variable importance. Fourth, the correlations among the emotional words were compared. Lastly, the accuracy of the trained model was measured using the test dataset. The results show that "Happy" was found to be the greatest factor in Korea and in the United States and "Pleased" in Japan. Emotional words correlations showed that when watching the drama "Goblin", "passive unpleasure" was the main factor associated with individual's interest in Korea whereas "passive pleasure" was associated with individual's interest in Japan and in the United States. Based on the results, this research suggests the possibility of developing evaluation guidelines for emotional responses of different countries towards 'Hallyu' contents.

Research Representative Color Image Emotion Emotional Image Size Changes through Tree (영상 이미지 색채 감성트리를 통한 대표감성크기 변화 연구)

  • Lee, Yean-Ran;Park, Hyo-Jin
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.10-17
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    • 2015
  • Emotional computer that you want to study in a regular number change is the continuing sensitivity. Emotional Computing manner the sensibilities numbered and emotions were running through the trees. Emotional assessment of emotional sensibility computing was used as the coordinates of the key effects of the James A. Russell (Core Affect). Emotional tree runs purpose was to verify the correlation of sensitivity and emotion computing tree. Emotional tree attributes experiment color, brightness, saturation was configured with. When 50% brightness increase, about pleasure (X-axis) has increased by 10.49 points. Brightness 50%, GREEN 50% increase in the degree of pleasure (X-axis) of 10.49 points, tone (Y axis) has increased by 15.85 points. Brightness 50%, GREEN 50% increase in the degree of pleasure (X-axis) of 10.49 points, tone (Y axis) has increased by 15.85 points. Brightness 50% of the free-extent (X-axis), BLUE 50% when the tone (Y axis), pleasure extent (X-axis) of 10.49 points, tone (Y axis) as much as 14.65 points sensibilities have changed. When representatives emotions size changes have increased 50% brightness, color RED 50%, increased 5.4% Emotional excitement, emotion depressed declined -4.2%. 50% brightness, color GREEN 50% increase in emotional excitement had increased to 8.6%, declined by -5.5% this melancholy sensibility. Representative emotion and emotional changes increase or decrease the size of the emotional attributes were analyzed by quantitative methods. After the happy emotions number is needed to study more similar to the human emotion through the execution of the video image emotion emotional tree computing.

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.

Effects of Servicescapes in the Hospitality Business on Purchasing Intentions: Indirect Influence of Emotions in Korean Coffee-shop Cases (환대서비스의 물리적 환경이 감정을 통해 구매의도에 미치는 영향 -국내 커피전문점을 중심으로-)

  • Chung, Hyunyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.1
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    • pp.437-446
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    • 2013
  • Physical environments of service firms have been found to influence on customers' quality and purchase intentions. This study began with the preposition that purchase of service products derived from utilitarian or hedonic needs would be different in the influential path. With cases of Korean coffee-shops, this study found ambient, interior, cleanliness of physical environment directly influence to customers' emotion but indirectly influences to purchase intentions. The study also found, differently from some previous studies, appearances of employees had no effect on emotion nor on purchase intentions.

Development of STEAM Program Based on Emotion Science for Students of Early Elementary School (초등학교 저학년 학생을 위한 감성과학 기반 융합인재교육(STEAM) 프로그램 개발)

  • Kwon, Jieun;Kwak, Sojung;Kim, HeaJin;Lee, SeJung
    • Science of Emotion and Sensibility
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    • v.20 no.4
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    • pp.79-88
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    • 2017
  • As the age in which the importance of sensitivity has increased, education for the future generation regarding emotion engineering, affective recognition and cognitive science have taken center stage. We measure human's emotion quantitatively, analyze evaluation and apply them to various services in life, which are based on human technology. Therefore, we need the education which is related to emotion science to cultivate talented people. The goal of this paper is to suggest the possibility of emotion science education and effective methods through development of the STEAM (Science, Technology, Engineering, Arts, Mathematics) program which can teach emotion science to early elementary school students by applying it to pilot classes. For this study, first, we build a program, 'The mind made by figure' for student of early elementary school. The method of STEAM was used in this program, because it is an effective system to educate the emotion science. We recognize the needs and value of this program development through theory and benchmarking of STEAM related to emotion science. And then the contents of class, activities, course book and kit are designed with elementary school textbook of pertinent grade. Secondly, we analyze the result which is applied in two pilot classes of second grade by satisfaction survey and teacher interview. As a result, the average of satisfaction level was very high (4.40/5), Class participation was especially high. Third, we discuss the ability, value and limits of this program based on the result of analysis. The outcome of this research shows that students of early elementary school who have difficulty in understanding science can approach the education program related to emotion science with ease and interest. We hope this education will help students understand emotion science effectively, and to train people to lead the emotion centered era.

Impact Analysis of nonverbal multimodals for recognition of emotion expressed virtual humans (가상 인간의 감정 표현 인식을 위한 비언어적 다중모달 영향 분석)

  • Kim, Jin Ok
    • Journal of Internet Computing and Services
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    • v.13 no.5
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    • pp.9-19
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    • 2012
  • Virtual human used as HCI in digital contents expresses his various emotions across modalities like facial expression and body posture. However, few studies considered combinations of such nonverbal multimodal in emotion perception. Computational engine models have to consider how a combination of nonverbal modal like facial expression and body posture will be perceived by users to implement emotional virtual human, This paper proposes the impacts of nonverbal multimodal in design of emotion expressed virtual human. First, the relative impacts are analysed between different modals by exploring emotion recognition of modalities for virtual human. Then, experiment evaluates the contribution of the facial and postural congruent expressions to recognize basic emotion categories, as well as the valence and activation dimensions. Measurements are carried out to the impact of incongruent expressions of multimodal on the recognition of superposed emotions which are known to be frequent in everyday life. Experimental results show that the congruence of facial and postural expression of virtual human facilitates perception of emotion categories and categorical recognition is influenced by the facial expression modality, furthermore, postural modality are preferred to establish a judgement about level of activation dimension. These results will be used to implementation of animation engine system and behavior syncronization for emotion expressed virtual human.

2D Emotion Classification using Short-Time Fourier Transform of Pupil Size Variation Signals and Convolutional Neural Network (동공크기 변화신호의 STFT와 CNN을 이용한 2차원 감성분류)

  • Lee, Hee-Jae;Lee, David;Lee, Sang-Goog
    • Journal of Korea Multimedia Society
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    • v.20 no.10
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    • pp.1646-1654
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    • 2017
  • Pupil size variation can not be controlled intentionally by the user and includes various features such as the blinking frequency and the duration of a blink, so it is suitable for understanding the user's emotional state. In addition, an ocular feature based emotion classification method should be studied for virtual and augmented reality, which is expected to be applied to various fields. In this paper, we propose a novel emotion classification based on CNN with pupil size variation signals which include not only various ocular feature information but also time information. As a result, compared to previous studies using the same database, the proposed method showed improved results of 5.99% and 12.98% respectively from arousal and valence emotion classification.

Application and Analysis of Emotional Attributes using Crowdsourced Method for Hangul Font Recommendation System (한글 글꼴 추천시스템을 위한 크라우드 방식의 감성 속성 적용 및 분석)

  • Kim, Hyun-Young;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.20 no.4
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    • pp.704-712
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    • 2017
  • Various researches on content sensibility with the development of digital contents are under way. Emotional research on fonts is also underway in various fields. There is a requirement to use the content expressions in the same way as the content, and to use the font emotion and the textual sensibility of the text in harmony. But it is impossible to select a proper font emotion in Korea because each of more than 6,000 fonts has a certain emotion. In this paper, we analysed emotional classification attributes and constructed the Hangul font recommendation system. Also we verified the credibility and validity of the attributes themselves in order to apply to Korea Hangul fonts. After then, we tested whether general users can find a proper font in a commercial font set through this emotional recommendation system. As a result, when users want to express their emotions in sentences more visually, they can get a recommendation of a Hangul font having a desired emotion by utilizing font-based emotion attribute values collected through the crowdsourced method.

Website Evaluation Framework Development Using Usability (Usability 중심의 웹사이트 평가 프레임워크 개발)

  • 이수열;박종현;윤명환
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.11a
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    • pp.1221-1222
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    • 2003
  • 본 연구는 Usability 중심의 웹사이트 평가를 위한 프레임워크 모델의 구축을 목표로 한다. 이를 위해 기존에 구축된 웹사이트 평가 방법론을 분석하여 평가 요소 별 중요도를 설정하였다. 비교 분석을 통해 나온 문제점들을 기초로 웹사이트평가를 위한 평가요인(Critical Factor)을 선정하여 새로운 프레임워크 모델 $C^3$ISP(Contents, Community, Commerce, Interface, Security, Performance)를 제시하였다. 향후 연구과제로는 프레임워크의 유용성을 분석하기 위한 Running Test를 실시한다.

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