• Title/Summary/Keyword: Emotional Vocabulary

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A Study on the Checklist of Emotional Evaluation for MMORPG (MMORPG의 감성평가 체크리스트에 관한 연구)

  • Park, Sang-Jin;Kwak, Hoon-Sung;Seo, Mi-Ra
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.217-224
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    • 2006
  • As the online game which is possible of large-scale multiple access enjoys popularity, the number of development by many online game manufacturers came to increase exponentially. But, the reason why the qualitative expansion pace cannot follow the pace of the quantitative expansion on games is that most of them are paltry enterprises except the leading enterprises which are occupying few competitive advantages, so there is no well-established production procedure, and accurate test before the launch isn't accompanied. Therefore, it doesn't cope flexibly to the expectable results. Now, important function is not embodied through the game feature checking stage of the same feature or is under the situation being used in finding out the fatal error of the specific parts. To this, this study collects the emotional vocabulary in the games to suggest the evaluation system that can evaluate the emotion the user feels while playing the game with the usage of the evaluation system that is leaned toward the existing usage evaluation system, and through factor analysis, we classify them into interactivity, interface and information factors and suggest the emotion evaluation system while designing the evaluation questions according to it.

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Emotional Analysis on the Building Background of Chinese History Film 'Hero' (중국역사영화 '영웅'의 건물배경에 대한 감성분석)

  • Yu, Shen;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.291-292
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    • 2018
  • The purpose of this study is to examine the sensitivity of the audience to the background of the building where Chinese historical film 'Hero' is used. In this study, the sensitive vocabulary suitable for the building background was derived through previous research related to sensitivity, and the sensitive analysis was analyzed by questionnaire form. Research result shows that the building background of the movie can have an sensitive impact on the audience and will help to understand Chinese traditional style and culture.

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Emotional Vocabulary-based Multimedia Contents Management System

  • Park, Kyung-Woo
    • Journal of Integrative Natural Science
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    • v.6 no.3
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    • pp.158-162
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    • 2013
  • In these days, production and management of various digital contents increased because of growing internet users. Now the digital contents production system is producing video which is based on keywords and contents. This paper proposes the sensibility-based contents management system which can analyze and manage contents of video production system. Due to the sensibility-based multimedia contents management system, it is possible to analyze and manage sensibility contents what users want. As a result, by building a database, we can provide intelligent and meaningful services. In addition, contrary to low grade's contents-based production system, we can cope actively with users' demands.

The Exploratory Study on Sensibility of 'Harry Potter' towards the Building Background ('해리 포터'에 대한 감성의 탐색적 연구 : 건물배경을 중심으로)

  • Yu, Shen;Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.124-125
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    • 2018
  • The purpose of this study was to explore the sensibilities of audiences about the buildings and backgrounds in the movie with Harry Potter, a magic movie. For this purpose, the sensibility vocabulary suitable for the background of the movie was derived. I expect that the building background of the movie will have an sensibility impact on the audience and I hope that it will help to understand the Western classical Gothic style and culture in an emotional aspect.

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A Study on Characteristics of Objects Appeared in Interior Spaces of Contemporary Restaurants and Bars (현대 식음공간에 나타난 오브제의 표현특성에 관한 연구)

  • An, Ju-Hui;Lyu, Ho-Chang
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2008.05a
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    • pp.184-189
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    • 2008
  • The change in a society have brought about other changes in the overall areas of culture and art. And have brought the advent of "object", which is a unique cultural aspect. The object became a trend of the world in a culture and art. This trend has satisfied the modern people who have look for new visual stimulation. The object appears well in the spaces restaurants and bars where are reflected in consumer's needs and change of life pattern. The reason is that the spaces restaurants and bars have expressed the differentiated and individualized image with the characteristic of the times. There are three types of the expressed characteristics of objects in interior design. These are visual, functional, and emotional characteristics. But in this study it could not be found that it characterized with one concrete vocabulary and concept. Therefore, it is need to understand the various tendency which expressed characteristics of objects in the spaces restaurants and bars.

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Design of Emotional Vocabulary Analysis Model for Interview Environment Enhancement Based on Mobile Web (모바일 웹 기반의 면접 환경 개선을 위한 감성어휘 분석 모형 설계)

  • Kim, Yong-Woo;Park, Seok-Cheon;Hong, Suk-Woo;Kim, Tae-Youb
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.1038-1041
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    • 2013
  • 모바일의 발전과 확산으로 인해 모바일 웹의 필요성이 높아지고 있으며 사용성과 접근성이 용이한 웹 기반에서 인적자원 시스템이 구축되고 있는 사례가 많아지고 있다. 인적자원과 관련된 모바일 애플리케이션 개발과 활용성에 대한 연구가 여러 기업에서 진행 중이며 국내외 인적 자원 시스템을 개발하고 있는 기업들은 모바일을 활용하여 인적자원 시스템에 다양한 각도에서 접근하기 위해 노력하고 있다. 본 논문은 모바일 웹 기반의 인사 시스템에서 감성 어휘를 구축하여 면접자가 면접을 통해 받은 감성이나 인상에 대한 정보를 면접자의 모바일을 통해 설문지 형태로 모바일 웹 기반으로 한 채용 시스템에 입력하게 한다. 입력된 정보는 감성 어휘의 특정 형용사를 기준으로 구축된 감성 사전을 통해 면접 환경 개선에 필요한 정보들을 시각적으로 제공하는 모바일 웹 기반의 감성 어휘 분석 모형을 설계하여 면접 환경 개선을 할 수 있는 시각화 모델을 제안한다.

Movie Corpus Emotional Analysis Using Emotion Vocabulary Dictionary (감정 어휘 사전을 활용한 영화 리뷰 말뭉치 감정 분석)

  • Jang, Yeonji;Choi, Jiseon;Park, Seoyoon;Kang, Yejee;Kang, Hyerin;Kim, Hansaem
    • Annual Conference on Human and Language Technology
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    • 2021.10a
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    • pp.379-383
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    • 2021
  • 감정 분석은 텍스트 데이터에서 인간이 느끼는 감정을 다양한 감정 유형으로 분류하는 것이다. 그러나 많은 연구에서 감정 분석은 긍정과 부정, 또는 중립의 극성을 분류하는 감성 분석의 개념과 혼용되고 있다. 본 연구에서는 텍스트에서 느껴지는 감정들을 다양한 감정 유형으로 분류한 감정 말뭉치를 구축하였는데, 감정 말뭉치를 구축하기 위해 심리학 모델을 기반으로 분류한 감정 어휘 사전을 사용하였다. 9가지 감정 유형으로 분류된 한국어 감정 어휘 사전을 바탕으로 한국어 영화 리뷰 말뭉치에 9가지 감정 유형의 감정을 태깅하여 감정 분석 말뭉치를 구축하고, KcBert에 학습시켰다. 긍정과 부정으로 분류된 데이터로 사전 학습된 KcBert에 9개의 유형으로 분류된 데이터를 학습시켜 기존 모델과 성능 비교를 한 결과, KcBert는 다중 분류 모델에서도 우수한 성능을 보였다.

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A Study on the Digital Image Creating Through Emotional Dimension (감성어휘을 통한 디지털이미지 크리에이팅에 관한 연구)

  • Park Sang-Jin;Kwak Hoon-Sung;Seo Mi-Ra
    • The Journal of the Korea Contents Association
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    • v.6 no.4
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    • pp.89-97
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    • 2006
  • Such changes that the digital paradigm brought propels a change of the value system itself in the existing society so that a way of thinking that differentiates oneself from others is getting much stronger. As public interests are higher in the image production on the internet, such authoring environments as development of related technologies, expansibility of information, and systematization of available information continue to change. Therefore, a variety of unique image presentations that fit to the changed environments are necessary and an expression method is indispensable for such image production. This study focuses on digital image creating in which a synectics method is applied. It suggests digital image application methods and examples that contain not just simple image distortion or variation but intrinsic significance. It is believed that it will be of good use to produce a variety of unique and innate digital images in the end.

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A Study on the Visual Image of Newtro fashion style (뉴트로 패션 스타일의 시각적 이미지에 관한 연구)

  • Jeong-Hu Kim;Jeong-Mee Kim
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.3
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    • pp.81-95
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    • 2023
  • The purpose of this study is to analyze the newtro fashion style and extract key descriptive terms for visual image evaluation based on the style. To achieve this, a literature review, case study, and survey were conducted. The results are as follows: 1) Newtro fashion exhibited a variety of styles depending on the items being considered. In particular, the windbreaker style is composed of windbreakers, sweatshirts, and training pants, the blazer style consists of blazers, sweatshirts, and denim pants, and the padding style is characterized by short padding, sweatshirts, and jogger pants. 2) A total of 28 terms were identified as vocabulary to represent the visual images of newtro fashion. Among these, 17 terms appeared with a frequency of 30 or more times across the three styles. Commonly used terms included 'emotional', 'desirable', 'empathetic', 'unique', 'moody', 'retro', 'sophisticated', 'stylish', 'vintage', 'confident', 'youthful', 'trendy', and 'modern'. 3) By examining terms with a frequency of 50 times or more, the visual images associated with each style were compared. For the windbreaker style, the newtro fashion image was predominantly described as 'desirable', 'youthful', 'modern', 'stylish', and 'emotional'. The blazer style was associated with 'retro', 'unconventional', 'stylish', 'trendy', 'empathetic', 'modern', 'intricate', and 'unique'. In the padding style, the newtro fashion image was characterized as 'youthful', 'intricate', 'cute', 'stylish', 'modern', 'unique', and 'confident'.

A Study on the Relationship between Emotional Problems and Game Commitment in Adolescents (청소년의 정서문제와 게임 몰입의 관련성에 대한 연구)

  • Cho, Ok Hue;Huh, Myo Yeon
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.101-110
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    • 2018
  • This thesis analyzed the correlation between the psychological characteristics of adolescents and the use of games in the first year students of the national high school in 2016. The game is one of the representative entertainment industries in Korea and is an industry that has a great influence on becoming a powerhouse as cultural contents. However, games and immersion are expressed as a negative vocabulary of game addiction and are referred to as social problems and youth problems, and they give negative perception to the content of games. All users have the right to enjoy the content, but only negative words are used in poisonous games and they are packed as if they are social problems. In the present study, many emotional problems that were derived from previous studies were not related to game use in general adolescents. Through the questions related to 'depression', students who are not motivated or energy. The results of this study are as follows. First, the positive effects of game and youth emotional problems were derived through the conclusion that students who are active and emotionally bright are more likely to use game contents. This study was conducted to help change the social perception of the game positively by breaking the social fixed point of view that the emotionally troubled adolescents engage with the game and cause social problems.