• Title/Summary/Keyword: Emotional Interface

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A Study on the Emotional Approachs in Residential Space Design (주거 공간에 나타난 감성적 접근방법에 관한 연구)

  • Yoon, Joung-Mi;Lyu, Ho-Chang
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.05a
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    • pp.237-241
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    • 2007
  • Artificial environments and spaces developed in 20th century provided conveniences and comforts and developed spatial thoughts of interior design. But it caused significant environmental estrangement due to environmental disruption and materialism. This caused raising necessity of emotional design in human life spatial design as liberation of human nature is discussed and interest in emotion among human natures is being enhanced. This study manages how emotional design is expressed in basic area of human, residential area. Emotional design is proceeding to the direction designing interface between human and environment considering human physical and psychological characteristics focused on correlation between human and interior space. Therefore through this study, meanings and effects of design considering user emotions are reviewed to materialize expressing factors for combining into actual design.

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The Implementation of the Personalized Emotional Character Agent (개인화된 감정 캐릭터 에이전트의 설계)

  • Baek, Hye-Jung;Park, Young-Tack
    • The KIPS Transactions:PartB
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    • v.8B no.5
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    • pp.485-492
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    • 2001
  • Recently, character agents are used as a user-friendly interface. In this paper, we have studied a generic framework for emotional character agents which are designed to infer emotions from diverse personalities, situations, user behaviors and to express them. The method of emotion inference is based on blackboard systems which are used to solve the problems in AI. Because it keeps independence between knowledge sources which are rules of emotions, a blackboard-based inference engine is easy to manage knowledge sources, Blackboard-based systems gave the system flexibility. So we can adapt the engine to various application systems. Each emotional agent monitors user behavior, learns user profile and infers user behavior. And it generates characters emotions according to the user profile. So, in case of same situations, the agent can generate different emotions according to users. We have studied to build an personalized emotional character agent which according to situations and user modeling.

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Comparison and Analysis of FPS Mobile Game Interaction Design (FPS타입모바일게임의 인터랙션 디자인 비교 분석에 관한 연구)

  • Wang, Shi-Yu;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.31-37
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    • 2020
  • The rapid development of the mobile internet has gradually changed the carrier of electronic games from PC to mobile. mobile games have become an excellent choice for many people to spend their spare time and enjoy life. Among many types of mobile games, Number of users of FPS games has increased rapidly in recent years. Based on the 《Emotional Design》 proposed by Donald Norman, this article compares the interaction design of China's most popular FPS game 《Game for peace》 and Korea's most popular FPS game 《PUBG》, and analyzes their similarities and differences, and then use that as a basis to summarize the three levels of emotional design-Visceral level, Behavior level, and Reflection level, which is the user interface, interaction mode, and interaction experience in interaction design Emotional expression on the two games. This theory provides suggestions for interactive design in the information industry such as mobile games.

Designing the Memo Application Based on Emotional Satisfaction (사용자의 감성적 만족도를 고려한 메모 애플리케이션의 설계)

  • Lee, Ja-Youn;Seo, Young-Wan;Lee, Jung-Bong
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.549-556
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    • 2006
  • 본 연구에서는 일상 생활 속에서의 사람들의 행태(behavior)를 Digital 환경에 반영하여, 보다 사용자에게 친숙한 형태의 사용자 경험을 제공하고자 한다. 그리고 사용자에게 감성적인 요소를 제공함으로써 컴퓨터 기기와의 Interaction 과정에서의 사용자 만족도를 높이고자 하였다. 우리는 이 연구를 통해서 User Preference 를 고려하여 사용자 의지에 따라 UI 의 변경이 가능하도록 하는 User Interface 의 설계를 제안한다. 또한 살아있는 객체와 interaction 하는 것 같은 느낌을 제공하여 사용자의 감성적 만족도를 높이고자 했으며 이 과정에서 Fluid interaction 의 개념이 적용되었다. Digital 환경의 한정된 공간을 효율적으로 사용할 수 있도록 하기 위해서 Zoomable UI 의 개념을 적용하여 사용자에게 효과적인 정보 전달을 하고자 하였다. 이러한 연구의 결과로서 Zoom in/out 이 가능한 새로운 개념의 Memo Application 을 설계, 구현하였다.

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Measurement of Human Sensibility by Bio-Signal Analysis (생체신호 분석을 통한 인간감성의 측정)

  • Park, Joon-Young;Park, Jahng-Hyon;Park, Ji-Hyoung;Park, Dong-Soo
    • Proceedings of the KSME Conference
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    • 2003.04a
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    • pp.935-939
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    • 2003
  • The emotion recognition is one of the most significant interface technologies which make the high level of human-machine communication possible. The central nervous system stimulated by emotional stimuli affects the autonomous nervous system like a heart, blood vessel, endocrine organs, and so on. Therefore bio-signals like HRV, ECG and EEG can reflect one' emotional state. This study investigates the correlation between emotional states and bio-signals to realize the emotion recognition. This study also covers classification of human emotional states, selection of the effective bio-signal and signal processing. The experimental results presented in this paper show possibility of the emotion recognition.

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Kansei Measure in Movies : A study on Emotional Movements (영상자극에 의한 감성적 반응 연구)

  • Kim, Da-Hyun;Lee, Seung-Hee
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.79-82
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    • 2009
  • Movies are not only for projecting graphical contents but also for Kansei evaluation that stimulate human beings' sense and emotion in real time. Also, when one views movies or moving images with stories, including movies and dramas, the audience would often be sympathized through various factors of movies, such as performances of actors/actress, graphics, and music, are moved to tears and feel fear. Especially, emotional movement is different from impression and brought about as a result of responding to joy, which is one of the basic emotions of human beings. Moreover, it is suggested that emotion is the most positive aesthetic measurement toward objects. In this study, focusing on emotional movement that is one of many aesthetic reactions in human beings' watching movies, we developed an interface for measuring of emotional changes. The goal of this study is to apply the output of our quantitative analysis on the results of the measurements to the effective designing and production of movies.

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Emotional Communication on Interactive Typography System

  • Lim, Sooyeon
    • International Journal of Contents
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    • v.14 no.2
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    • pp.41-44
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    • 2018
  • In this paper, we propose a novel method for developing expressive typography authoring tools with personal emotions. Our goal is to implement an interactive typography system that does not rely on any particular language and provides an easy, natural user interface and allows for immediate interaction. For this purpose, we converted the text data entered by a user to image data. The image data was then used for interaction with the user. The data was synchronized with the user's skeleton information obtained from the depth camera. We decomposed the characters using the formality of language to provide a typographical movement that responds more dynamically to the user's motion. Thus, this system provides interaction as a unit of characters rather than as a whole character, allowing the user to have emotional and aesthetic emotional immersion into his or her creation.

Emotional Correlation Test from Binary Gender Perspective using Kansei Engineering Approach on IVML Prototype

  • Nur Faraha Mohd, Naim;Mintae, Hwang
    • Journal of information and communication convergence engineering
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    • v.21 no.1
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    • pp.68-74
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    • 2023
  • This study examines the response of users' feelings from a gender perspective toward interactive video mobile learning (IVML). An IVML prototype was developed for the Android platform allowing users to install and make use of the app for m-learning purposes. This study aims to measure the level of feelings toward the IVML prototype and examine the differences in gender perspectives, identify the most responsive feelings between male, and female users as prominent feelings and measure the correlation between user-friendly feeling traits as an independent variable in accordance with gender attributes. The feelings response could then be extracted from the user experience, user interface, and human-computer interaction based on gender perspectives using the Kansei engineering approach as the measurement method. The statistical results demonstrated the different emotional reactions from a male and female perspective toward the IVML prototype may or may not have a correlation with the user-friendly trait, perhaps having a similar emotional response from one to another.

An Empirical Study on Emotional Space Design-II (감성공간디자인의 실증적 연구-II)

  • Oh, Young-Keun
    • Korean Institute of Interior Design Journal
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    • v.21 no.1
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    • pp.103-110
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    • 2012
  • With a theoretical focus on the emotional experiences created via the interface, and the relationship between human beings and space, this study aims to corroborate and clarify the formation and verification of emotional interactions between human beings and space using body movements. It follows the method of Coining "Movement Phrases" through the analysis of body movements in the experimental space, thereby developing them into a complete scenario to produce the story of emotional expression. This study has hereby generated the following outcomes: First, the "pocket-type" exhibition displays a higher frequency of body movements than the "general" exhibition. It has close connections with emotional vocabularies: "Curious," "interesting," "warm," and "fun." The "general" exhibition records a relatively high frequency of emotional vocabularies like "natural," "efficient," and "free." Second, it is possible to analyze the story of space using a scenario, just like drama, based upon attributes and serial relationships. The "exposition" section reveals a high degree of "curiosity" and a large number of body movements, while the "development" section indicates high degree of "surprise" plus slight body movements. The "transition" sections manifest high "interest" and many body movements, and the "climax" section shows a high frequency of "surprise" and many changes in body movements. The "conclusion" section finally invokes images together with body movements.

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Development of Data Base and Interface for Sofa Design Considering Consumer Sensibility (소비자 감성을 고려한 소파 설계 DB 및 Interface 개발)

  • Song, Mi-Jin;Sim, Joung-Hoon;Heo, Chun-Wook;Yoon, Hoon-Yong
    • Journal of the Ergonomics Society of Korea
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    • v.26 no.3
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    • pp.81-89
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    • 2007
  • The purpose of this study is to develop data base and interface for sofa consumers and sofa designers. The human sensibility ergonomics method was used to find the consumer needs and Quality Function Deployment (QFD) method was used to extract the designing characteristics required for sofa production. About 200 words and 100 images were gathered from sofa and furniture related catalogs and internet sites to find the best emotional words and images that can express the various sofa aspect. Among the collected words and images, 34 emotional words were selected for sensibility experiment according to the opinions of experts, relations of closeness and frequency of use, and 50 images were selected for the experiment by the diversity. Selected words and images were used for the semantic differential method with 94 subjects, and sensibility characteristics of sofas were defined through various statistical analysis methods including basic statistical analysis, factor analysis and multi-dimensional scale. In reflecting design characteristics of sofas, design factors of sofas were divided into backrest, seat, armrest, neck support and leg, and relative importance of each factor for design was determined with analytic hierarchy process (AHP) by utilizing the experts' opinions. Based on the results above, relationship analysis between emotional evaluation results and design factors was performed. Also, as various sofa images are presented diagrammatically through multidimensional scaling method, it can be used as an important tool for the development of sofa design. This study will contribute improving the product quality of sofas as it enables applying consumer needs into the sofa design.