• Title/Summary/Keyword: Emotion flow

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A Study of Digital Cartoon Authoring Tool with Specialized Emotion Viewer in Smart Phone (스마트폰에 특화된 감성 뷰어와 디지털 만화 저작도구에 관한 연구)

  • Koh, Hee-Chang;Min, Hyun-Ki;Cho, Jae-Hoon;Cho, Eun-Ae;Lee, Se-Hoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.87-90
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    • 2010
  • 최근 급속도로 보급되고 있는 스마트폰은 큰 화면과 터치 기능은 물론 GPS를 포함한 다양한 센서와 표현기능이 포함되어 있다. 이 연구에서는 대부분의 스마트폰이 제공하고 있는 풍부한 표현성능을 최대한 활용하여 작가의 의도가 독자에게 최대한 전달될 수 있는 디지털 만화 감성 뷰어와 그 저작도구에 대하여 연구하고 구현하였다. 스마트폰에 탑재된 뷰어에서 독자는 각 Cut의 장면 전환 효과, 진동, 사운드 효과 등을 통하여 효과적인 디지털 만화읽기를 할 수 있도록 하였다. 또한 이러한 기능들을 컴퓨터 비전문가인 만화저작자들이 쉽게 적용할 수 있는 저작도구를 구현하였다. 저작도구는 이러한 감성표현 기능 외에도 화면전환 효과와 씬플로우(scene-flow)도 작가의 의도대로 적용할 수 있도록 하였다. 뷰어는 Apple, Android, Windows Mobile과 Symbian 운영체제에 대해 개발하였으며, 저작도구는 Windows XP 환경에서 개발하였다. 이 연구에서 개발된 뷰어와 저작도구가 상용화되면 현재 일본제품이 독점하고 있는 국내 이동통신의 디지털 만화 시장에 적용될 것이며, 디지털 만화의 앱스토어로 발전될 수 있을 것이다.

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A Study on the Characteristics of Healing Space of Children Medical Facilities -Focused on the behavioral affordance based on the theory of Rudolf Steiner and Max L$\ddot{u}$scher (어린이 의료시설의 치유공간적 특성에 관한 연구 -루돌프슈타이너와 막스 뤼셔의 이론에 근거한 행태지원성을 중심으로)

  • Kim, Hye-Yeon;Kim, Kwang-Ho
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.16 no.2
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    • pp.37-45
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    • 2010
  • This study is the analysis of characteristics of hospital space for the holistic healing environment of children on the basis of the healing theory on emotion of Max L$\ddot{u}$scher and the healing theory on senses of Rudolf Steiner of the overseas children's hospitals. According to the theory of Rudolf Steiner, children make comprehensive advancement of physical, spirit and soul through the interaction of 12 senses. In addition, Max Luscher asserts that the psychological health can be maintained when the 4 emotional status in content, confidence, self-esteem and liberty make the balance. The 4 elements of Luscher have correspond with spatial expression elements for refuge, flow, prospect and void, and this is analyzed in conjunction with the eight kinds of behavior affordance of ying and yang (-, +) that helps our the advancement of 12 senses of Steiner. WORK & STUDY(+), REST(-), MOBILITY(+), VISUAL SEQUENCE(-), SOCIAL EXCHANGE(+), REFRESHMENT(-), COMMUNITY(+) and MEDITATION (-) would be the 8 kinds of behavioral affordances to make the healing environment as presented in this study and the case analysis for children's hospitals have been undertaken.

Analysis on the Movement Found in an Animation - Focusing on Laban's Effort - (애니메이션 <몬스터 대학교>의 움직임 분석 -라반의 에포트를 중심으로)

  • Sung, Rea
    • Cartoon and Animation Studies
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    • s.40
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    • pp.33-53
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    • 2015
  • The movement of characters is one of the crucial elements to deliver their emotion flowing inside. Though it is the same movement, it may appear or be expressed differently according to the character's personality or emotion or the particular situation. The purpose of this study is to analyze not only the movement found superficially in an animation but also a character's internal emotion and attitude with Laban's movement analysis system, particularly effort, one of its analysis categories, and examine how effectively Laban's movement analysis often employed at the circles of dance can analyze movement in an animation. is about a monster that constantly makes efforts to realize its dream to be a scarer. Functional movement forms the most part, but expressive movement to show how a character thinks or feels also appears harmoniously. Characters' externally shown movement can express their internal emotion properly sometimes, but they also often move expressing their feelings in moderation. Therefore, this study analyzes the movement of characters found in the four scenes of with LMA's effort. According to the findings, at the scene where Michael enters the door leading to the human world following the scarer, the emotional state of Michael envious of the scarer is expressed with the Vision Drive giving the strong feel of dreaming. At the scene of the second game to choose the best scare team, it shows us the Spell Drive with its careful and light movement having clear intention to survive at the game. At the scene where there is a party held for the teams that have survived, it shows the Passion Drive of being eagerly expressing happy and delightful feelings without considering what is around. At the scene where Michael and Sullivan are pursued by people, the Action Drive was used to express movement that was heavy and strong and was getting faster gradually by focusing the feelings of the characters in haste into one place.

Harmony Arrangements using B-Spline Tension Curves (B-스플라인 텐션 곡선을 이용한 음악 편곡)

  • Yoo, Min-Joon;Lee, In-Kwon;Kwon, Dae-Hyun
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.1-8
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    • 2006
  • We suggest a graphical representation of the tension flow in tonal music using a piecewise parametric curve, which is a function of time illustrating the changing degree of tension in a corresponding chord progression. The tension curve can be edited by using conventional curve editing techniques to reharmonize the original music with reflecting the user's demand to control the tension of music. We introduce three different methods to measure the tension of a chord in terms of a specific key, which can be used to represent the tension of the chord numerically. Then, by interpolating the series of numerical tension values, a tension curve is constructed. In this paper, we show the tension curve editing method can be effectively used in several interesting applications: enhancing or weakening the overall feeling of tension in a whole song, the local control of tension in a specific region of music, the progressive transition of tension flow from source to target chord progressions, and natural connection of two songs with maintaining the smoothness of the tension flow. Our work shows the possibility of controlling the perceptual factor (tension) in music by using numerical methods. Most of the computations used in this paper are not expensive so they can be calculated in real time. We think that an interesting application of our method is an interactive modification of tension in background music according to the user's emotion or current scenario in the interactive environments such as games.

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A study on skin temperature distribution of the human body as fundamental data for developing heat energy harvesting clothing (열전에너지 수확 의류를 위한 인체표면 온도분포의 기초적 고찰)

  • Yang, Jin-Hee;Cho, Hyun-Seung;Park, Sun-Hyung;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.14 no.3
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    • pp.435-444
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    • 2011
  • The development of ubiquitous healthcare technology and portable electronic devices requires new energy sources for providing continuous power supply. This study particularly focuses on an energy harvesting system capable of charging energy using clothing. One of the sources for energy harvesting is heat energy, which is the difference in temperature of the body and the surrounding environment. In this study, the skin temperature distribution of the human body was empirically measured to determine the basic materials needed to develop heat energy harvesting clothing. The distribution of skin temperature in different sections of the human body was analyzed. The analysis found that the skin temperature of the upper body was higher than that of the lower body. The area close to the heart with a lot of blood flow was especially high. The skin temperature of the back side of the body, such as the back of the neck, upper back, and waist, was higher than that of the front side of the body. As for the arms, the skin temperature of the upper arms was higher than that of the lower arms, and the skin temperature of the back side of the arms was lower than that of the front and the flank side of the arms. The difference in the average skin temperature and the environment temperature was highest at the back of the neck, and thereby is considered to be the most appropriate section to integrate the heat energy harvesting function and structure. The following sections had the next highest difference in values, listed in descending order: the back of the waist, the sides of shoulders, the front chest area, the front side of the upper arms, and the front abdomen. Based on the skin temperatures of the different sections of the human body, this study outlines the basic guidelines for developing heat energy harvesting clothing.

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Healing Effect Assessment by the Autonomic Nervous Responses Using the Aroma-Treated Fabrics (자율신경반응에 의한 방향성 의류소재의 힐링효과 평가)

  • Park, Hae-Li;Cho, Gil-Soo
    • Science of Emotion and Sensibility
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    • v.18 no.2
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    • pp.19-30
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    • 2015
  • The healing effect of the aroma treated fabrics with lavender and lemon aromas was investigated by assessing the autonomic nervous responses of human body. For this cause Lemon and lavender microcapsules were coated on a cotton fabric using a water-based acrylic binder, respectively. And the study created a total of four aroma treated fabrics at a concentration of 2% and 5% respectively. Electrocardiogram(ECG), skin conductance, and Blood flow, of ten participants were measured for 30 sec at a stable condition, at a stress status (working memory task), and at a stimulation status (after rubbing aroma treated fabrics). Subjective sensibilities of the aromas were also evaluated. With regard to the responses of the autonomic nervous system, in order to understand how the values gained after the normalization process would cause different physiological signals between the stable state and the aroma-stimulated state as well as between the stress state and the aroma-stimulated state, the study conducted a non-parametric test, friedman test as well and analyzed tendencies. LF/HF turned out to be significantly different to the stress state, and according to the results of the post-hoc comparison, lemon 5% presented statistically significant differences among the lavender 2%, lavender5%, lemon2%. Lemon 5% stimuli increased stress but stimuli consisting of the lavender 2%, the lavender 5% and the lemon 2% decreased stress because of a psychological rest. And the stimuli of the lavender 2%, the lavender 5%, the lemon 2% presented a healing effect in this research.

Evaluation of Sleep Comfort for Indoor Thermal Environment based on the Physiological Signal Analysis (생리신호 분석을 이용한 실내온열환경에서의 수면 쾌적성 평가)

  • 이낙범;임재중;금종수;이구형;최호선
    • Science of Emotion and Sensibility
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    • v.3 no.2
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    • pp.75-84
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    • 2000
  • 문명의 발달과 함께 수면부족으로 인한 여러 가지 스트레스와 질환이 증가하게 되어 최근 수면연구에 대한 관심이 증가하고 있다. 본 연구는 다양한 온열환경 조건에서의 쾌적한 수면을 위한 온열환경을 제시하기 위해, 5명의 여성 피험자를 대상으로 22$^{\circ}C$, 26$^{\circ}C$, 3$0^{\circ}C$의 일정온도 조건과 $25^{\circ}C$에서 1시간 후와 2시간 후에 각각 1, 2$^{\circ}C$를 상승시켜주는 변동온도 조건하에서 수면생리신호를 측정하였다. 그리고, 수면단계 평가를 이용하여 총 수면시간, 깊은 수면의 비율, 그리고 최초 수면시작 시간에서 최초의 서파 수면이 나타나기까지의 지연시간 등의 수면효율을 평가하였다. 그 결과, 일정온도 조건에서는 26$^{\circ}C$에서 총 수면시간(466.7$\pm$10.25분)과 깊은 수면의 비율(33.1$\pm$4.95%)은 타 조건에 비해 높게 나타났고, 최초 서파수면까지의 지연시간(9.8$\pm$3.33분)은 타 조건에 비해 낮게 나타나 쾌적한 수면을 위한 가장 적절한 온열조건임을 관찰할 수 있었다. 그리고 변동온도 조건에서는 4가지 온열조건간에는 큰 차이가 나타나지 않았지만, 모든 조건에서 일정온도 조건보다는 좋은 결과를 나타내었다. 또한 수면 중 신체 움직임과 설문 분석에서도 동일한 결과를 보였다. 본 연구를 통해, 수면생리신호를 이용한 수면 쾌적성 분석은 수면의 질적인 상태를 관찰하는데 매우 적합한 파라메터를 도출할 수 있으며, 여러 가지 수면환경 조건을 평가하는데 매우 유용한 지표가 될 수 있음을 보였다.e results suggest that hCG treatment at 7 days after insemination could be used to increase the pregnancy rate of embryo transfer, and transfer, and only the recipients with PUN concentration of <12 mg/dl were influenced by treatment with hCG./TEX>이었으며, 이는 화성 기원을 지시한다.sucrose를 이용한 2단계 희석이 수정란의 생존성을 향상시키는 것으로 나타났다. 또한 발육 단계별 생존성에 있어서는 발육이 진전된 확장배 반포 시에 동결하는 것이 배반포기에 동결하는 것 보다 유리한 것으로 나타났다.ody를 사용하여 flow cytometery해석을 실시하는 한편 125I-hGH binding assay에 의하여 hGH binding activity를 측정하였다. 최종적으로 GH signal transduction의 target genedf으로 알려져 있는 serine protease inhibitor 2.1(Spi 2.1) gene의 promotor activity를 검토한 결과 hGHR을 transfect한 CHO Cell에 있어서 hGH의 농도에 의존적으로 증가되었다. 따라서 본 실험에서 cloning한 cDNA hGHR는 native hGHR와 같은 기능을 가지는 것으로 판명되었다.것으로 판명되었다..ments of that period left both in Japan and Korea. "Hyojedo" in Korea is supposed to have been influenced by the letter design. Asite- is also considered to

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A Study on the Development of Sleep Monitoring Smart Wear based on Fiber Sensor for the Management of Sleep Apnea (수면 무호흡증 관리를 위한 섬유센서 기반의 슬립 모니터링 스마트 웨어 개발에 관한 연구)

  • Park, Jin-Hee;Kim, Joo-Yong
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.89-100
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    • 2019
  • Sleep apnea, a medical condition associated with a variety of complications, is generally monitored by standard sleep polysomnography, which is expensive and uncomfortable. To overcome these limitations, this study proposes an unconstrained wearable monitoring system with stretch-fiber sensors that integrate with the wearer's clothing. The system allows patients to undergo examinations in a familiar environment while minimizing the occurrence of skin allergies caused by adhesive tools. As smart clothing for adult males with sleep apnea, long-sleeved T-shirts embedding fibrous sensors were developed, enabling real-time monitoring of the patients' breathing rate, oxygen saturation, and airflow as sleep apnea diagnostic indicators. The gauge factor was measured as 20.3 in sample 4. The maximum breathing intake, measured during three large breaths, was 2048 ml. the oxygen saturation was measured before and during breath-holding. The oxygen saturation change was 69.45%, showing a minimum measurable oxygen saturation of 70%. After washing the garment, the gauge factor reduced only to 18.0, confirming the durability of the proposed system. The wearable sleep apnea monitoring smart clothes are readily available in the home and can measure three indicators of sleep apnea: respiration rate, breathing flow and oxygen saturation.

Effects of EMS Compression Belts with Different Muscular Patterns on Lumbar Stabilization (근육모양의 패턴을 달리한 EMS 복압벨트가 요추 안정화에 미치는 영향에 관한 연구)

  • Kim, Dae-Yeon;Park, Jin-hee;Kim, Joo-Yong
    • Science of Emotion and Sensibility
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    • v.24 no.2
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    • pp.81-92
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    • 2021
  • In this study, we investigated the effects of five EMS lumbar back pressure belts produced on an anatomical basis on lumbar spine stabilization. Five core muscles were selected, including the urinal, vertebral column, endotracheal, external abdominal, and large back muscles, and patterns were designed using a conductive fabric considering the appropriate muscle shape and pain-causing points. We experimented with four motions to examine the effects of different EMS abdominal compression belts on lumbar spine stabilization. Five healthy men in their 20s were selected. The selection conditions include no back pain history for the past three months, no restricted movements through pre-inspection, and the muscular strength of the body should belong to the normal grade. Using SLR, the sequence of experimental actions was chosen from the following but not limited to left-hand, body-hand, and back-line forces. Resting between movements lasted for 2 min, and the experiments were conducted after wearing the EMS abdominal pressure belt. Electrical stimulation was applied for 10 min to increase blood flow and muscle activation. The statistics of the experimental results were analyzed for specific differences by conducting the Wilcoxon and Friedman tests with nonparametric tests. The ranking results of each pattern were successfully assessed in the order of 5, 4, 3, 1, 2 for the five patterns, and we could identify slightly more significant results for experimental behavior associated with each muscle movement. Patterns produced based on anatomy showed differentiated effects when electric stimulation was applied to each muscle in different shapes, which could improve the stabilization of the lumbar spine in everyday life or training to the public. Based on these results, subsequent research would focus on developing smart healthcare clothing that is practical in daily life by employing different anatomical mechanisms, depending on the back pain, to utilize trunk-type tights.

The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses (가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합)

  • Cha, Jae-Yol;Im, Kun-Shin
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.101-124
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    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.