• 제목/요약/키워드: Emotional broadcasting

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고령화 사회를 위한 음성 인식 챗봇 시스템 : 기술 개발과 맞춤형 UI/UX 설계 (Voice Recognition Chatbot System for an Aging Society: Technology Development and Customized UI/UX Design)

  • 정윤지;유민성;오주영;황현석;허원회
    • 한국인터넷방송통신학회논문지
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    • 제24권4호
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    • pp.9-14
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    • 2024
  • 본 연구는 고령화 사회의 노년층 우울증과 고독감 문제를 해결하기 위해 음성 인식 챗봇 시스템을 개발하였다. 이 시스템은 Whisper 모델, GPT 2.5, XTTS2를 활용하여 고성능 음성 인식과 자연어 처리, 텍스트-음성 변환 기능을 제공한다. 사용자는 이를 통해 감정과 상태를 표현하고 적절한 반응을 얻을 수 있으며, 지인의 목소리를 이용한 음성인식 기능으로 친숙함과 안정감을 느낄 수 있다. UX/UI는 스마트 시니어 세대의 인지 반응과 시력 저하, 운동 능력 제약 등을 고려하여 설계되었다. 명도와 선명도가 높은 색상, 가독성이 좋은 서체등을 활용하여 고령자의 사용 편의성을 높였다.이 연구는 음성 기반 인터페이스를 통해 노년층의 삶의 질 향상에 기여할 것으로 기대된다.

The Role of Perceived Value of Avatar's Virtual Fashion in Metaverse on the Impact of Sense of Presence on Purchase Intention

  • Eun-Jung Lee;Ji-Hye Jeon
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권3호
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    • pp.334-345
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    • 2024
  • With the advent of Metaverse, a promising new era for business on virtual reality (VR) platforms has dawned. In this rapidly expanding Metaverse platform, the potential for virtual fashion marketing through avatars is vast, with leading fashion brands already making strides by creating virtual fashion stores or hosting virtual fashion shows. However, the research on fashion-related industries in this newly emerging virtual world platform is still in its infancy. This study sought to identify the relationship between the characteristics of the Metaverse and the factors that influence how the perceived value of virtual fashion products affects purchase intention. A survey was conducted with three hundred Korean respondents, and the hypothesis was verified through analysis using the SPSS statistical program. Our analysis revealed that the sense of presence significantly influences the value of fashion products on the Metaverse platform. As a result, the sense of presence significantly influenced the emotional, visual authority, and economic value of the avatar virtual fashion perceived by users. Second, enjoyment, visual authority, and economic value influence users' intention to purchase virtual fashion items. In addition, all of these perceived value factors were confirmed to have a significant partial mediating effect on the impact of the presence of the Metaverse platform on the purchase intention. Through this study, we empirically analyzed the causal relationship between the characteristics of the Metaverse platform and the virtual fashion experience using avatars - a topic that has yet to be covered. We formed new insights into virtual fashion consumption, providing primary data for related research streams. Our survey respondents consisted only of those with recent Metaverse experience, so the research results were highly effective.

Affective Computing in Education: Platform Analysis and Academic Emotion Classification

  • So, Hyo-Jeong;Lee, Ji-Hyang;Park, Hyun-Jin
    • International journal of advanced smart convergence
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    • 제8권2호
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    • pp.8-17
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    • 2019
  • The main purpose of this study isto explore the potential of affective computing (AC) platforms in education through two phases ofresearch: Phase I - platform analysis and Phase II - classification of academic emotions. In Phase I, the results indicate that the existing affective analysis platforms can be largely classified into four types according to the emotion detecting methods: (a) facial expression-based platforms, (b) biometric-based platforms, (c) text/verbal tone-based platforms, and (c) mixed methods platforms. In Phase II, we conducted an in-depth analysis of the emotional experience that a learner encounters in online video-based learning in order to establish the basis for a new classification system of online learner's emotions. Overall, positive emotions were shown more frequently and longer than negative emotions. We categorized positive emotions into three groups based on the facial expression data: (a) confidence; (b) excitement, enjoyment, and pleasure; and (c) aspiration, enthusiasm, and expectation. The same method was used to categorize negative emotions into four groups: (a) fear and anxiety, (b) embarrassment and shame, (c) frustration and alienation, and (d) boredom. Drawn from the results, we proposed a new classification scheme that can be used to measure and analyze how learners in online learning environments experience various positive and negative emotions with the indicators of facial expressions.

Educators' Perception on the Use of Robots in the Early Childhood Environment

  • Choi, Wonkyung;Stantic, Bela;Jo, Jun
    • International journal of advanced smart convergence
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    • 제8권3호
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    • pp.138-144
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    • 2019
  • Understanding teachers in the early childhood education is crucial as it can not only affect the quality of children's education but also cause many critical problems such as child abuse. A significant amount of research work has been made on the use of robots in childcare classrooms. The finding from the research has shown many advantages such as the improvement of learning performance, social/emotional skills, creativity, concentration period, physical and cognitive development. However, most of the study has been implemented at the K-12 classrooms but not much has been focused on the education at the early childhood classrooms. Importantly, it is very crucial to understand teachers' perception, demands and technical competence about the new teaching tool, in order to maximize its educational effect. This paper investigates some critical issues existing in both teaching and managing in the early childhood education. It will also explore teachers' perceptions and expectations on the use of robots to identify some dilemmas that exist in their working and teaching environment. A survey study was conducted with 119 early childhood educators in South Korea. It analyzed the educators' perception of using robots to improve their teaching performance and to make better outcomes for children, investigated job satisfaction and difficulties that they have in the current work environment. This paper concludes with several guidelines for integrating and setting robotics in the early childhood environment, in order to engender productive outcomes for the future early childhood education.

Effect of Gardening as a physical activity on the improvement of Blood lipoprotein profile in an urban population in Republic of Korea: A pilot study

  • Jang, TaeSu;Lee, Ae-Kyung;Park, EunJi;Kim, Jae Kyung
    • International journal of advanced smart convergence
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    • 제11권3호
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    • pp.170-178
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    • 2022
  • Purpose: Gardening has been reported to have positive emotional and physical effects in older adults. However, limited studies have assessed this relationship in Korea. Therefore, in this pilot study of densely populated urban dwellers, we aimed to investigate whether temporary but repeated experiences of the natural environment could positively change metabolism-related blood indicators. Methods: This study used pre- and post-interventional designs to investigate the effects of 16 weeks of gardening on lipid profiles in an urban adult population and investigate their relationships. This study was conducted 30 times at the H Botanical Garden in Yongin City from August 16, 2021 to November 30, 2021 (16 weeks, twice a week, 3 hours each time). Before and after the gardening program, a clinical pathologist collected blood samples from the participants. Results: High-density lipoprotein levels increased, low-density lipoprotein levels decreased, and total cholesterol levels decreased after the gardening activity. Conclusions: Our findings suggest that gardening has potential for clinical application as it has good control over the lipid profile through physical activity. These findings can be used as basic data for studying the relationship between urban populations and their living environment and for various studies in the future as experiencing the natural environment provides many health benefits.

A Study on Character Consistency Generated in [Midjourney V6] Technology

  • Xi Chen;Jeanhun Chung
    • International journal of advanced smart convergence
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    • 제13권2호
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    • pp.142-147
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    • 2024
  • The emergence of programs like Midjourney, particularly known for its text-to-image capability, has significantly impacted design and creative industries. Midjourney continually updates its database and algorithms to enhance user experience, with a focus on character consistency. This paper's examination of the latest V6 version of Midjourney reveals notable advancements in its characteristics and design principles, especially in the realm of character generation. By comparing V6 with its predecessors, this study underscores the significant strides made in ensuring consistent character portrayal across different plots and timelines.Such improvements in AI-driven character consistency are pivotal for storytelling. They ensure coherent and reliable character representation, which is essential for narrative clarity, emotional resonance, and overall effectiveness. This coherence supports a more immersive and engaging storytelling experience, fostering deeper audience connection and enhancing creative expression.The findings of this study encourage further exploration of Midjourney's capabilities for artistic innovation. By leveraging its advanced character consistency, creators can push the boundaries of storytelling, leading to new and exciting developments in the fusion of technology and art.

Comparative Analysis of Facial Animation Production by Digital Actors - Keyframe Animation and Mobile Capture Animation

  • Choi, Chul Young
    • International journal of advanced smart convergence
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    • 제13권3호
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    • pp.176-182
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    • 2024
  • Looking at the recent game market, classic games released in the past are being re-released with high-quality visuals, and users are generally satisfied. It can be said that the realization of realistic digital actors, which was not possible in the past, is now becoming a reality. Epic Games launched the MetaHuman Creator website in September 2021, allowing anyone to easily create realistic human characters. Since then, the number of animations created using MetaHumans has been increasing. As the characters become more realistic, the movement and expression animations expected by the audience must also be convincingly realized. Until recently, traditional methods were the primary approach for producing realistic character animations. For facial animation, Epic Games introduced an improved method on the Live Link app in 2023, which provides the highest quality among mobile-based techniques. In this context, this paper compares the results of animation produced using both keyframe facial capture and mobile-based capture. After creating an emotional expression animation with four sentences, the results were compared using Unreal Engine. While the facial capture method is more natural and easier to use, the precise and exaggerated expressions possible with the keyframe method cannot be overlooked, suggesting that a hybrid approach using both methods will likely continue for the foreseeable future.

유료 유튜브 채널멤버십 이용동기가 이용만족과 지속이용의도에 미치는 영향: 소비가치이론을 기반으로 (The Effect of Paid YouTube Channel Membership Motivation on Usage Satisfaction and Continuance Intention: Based on Consumption Value Theory)

  • ;권지윤;양성병
    • 서비스연구
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    • 제13권2호
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    • pp.181-203
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    • 2023
  • 유튜브는 OTT와 개인방송 플랫폼의 특성을 모두 갖춘 하이브리드적 성격을 띠고 있다. 그러나, 이러한 하이브리드적 특성을, 특히 유료 채널멤버십의 맥락에서 조사한 선행연구는 제한적이다. 따라서, 본 연구에서는 소비가치이론과 선행연구를 바탕으로 유튜브 유료 채널멤버십과 관련된 소비가치 요인이 이용만족도와 지속이용의도에 미치는 영향을 검증하고자 한다. 구체적으로, 본 연구는 유튜브 유료 채널멤버십 맥락에서 인지된 네 가지 소비가치 요인(기능적 가치, 사회적 가치, 감정적 가치, 진귀적 가치)을 도출하고, 각 요인이 이용만족과 지속이용의도에 미치는 영향을 검증한 후, 이러한 관계에서 상황적 가치(유료 유튜브 멤버십 채널에서의 실시간 방송 시청경험)의 조절효과를 추가적으로 살펴보고자 한다. 데이터는 여러 유료 유튜브 채널멤버십에 가입한 한국 성인을 대상으로 온라인 설문조사를 통해 총 274부가 수집되었다. 구조방정식모델링 기법을 활용하여 연구모형을 검증한 결과, 네 가지 소비가치 요인이 모두 이용만족에 유의미한 영향을 미치며, 이용만족은 지속이용의도에 긍정적인 영향을 미치는 것으로 나타났다. 상황적 가치 또한, 기능적/감성적 가치와 이용만족 간의 관계와 이용만족과 지속이용의도 간의 관계를 유의하게 조절하는 것으로 조사되었다. 본 연구는 OTT와 개인방송 플랫폼의 특성을 모두 포괄하는 유튜브 채널 유료 멤버십에 초점을 맞춘 최초의 연구로서, 본 연구의 결과를 통해 개인방송 진행자 및 이해관계자들에게 시청자의 이용만족에 영향을 미치고 채널멤버십 가입 및 지속유지를 유도하는 동기부여 요인에 대한 인사이트를 제공할 수 있을 것으로 기대한다.

대학적응력 검사도구 척도 개발과 양호도 검증 (The Development of Scales on Rating College Students' Adaptability and the Analysis of Technical Quality)

  • 김수연
    • 한국인터넷방송통신학회논문지
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    • 제16권6호
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    • pp.295-303
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    • 2016
  • 본 연구는 대학생의 대학적응력에 영향을 미치는 요인을 구성하고, 이를 진단하기 위한 대학적응력 척도 개발의 절차를 소개하며 검사도구의 양호도를 검증하였다. 이 도구는 3단계의 척도 추출 과정 및 6단계의 문항 추출 과정을 거쳐 제작하였다. 추출 결과, 학문적 통합성, 사회적 통합성, 정서적 안정성, 진로정체성, 학업여건 안정성, 교수와의 관계, 교육서비스 만족도, 대학교육 만족도 등 8개 척도, 142개 문항 구성을 통해 대학적응력을 측정하였다. 4개 대학 1,959명의 대학생을 대상으로 검사를 실시한 도구의 양호도 분석 결과는 다음과 같다. 첫째, 문항내적 일관성 전체 신뢰도 계수 Cronbach's ${\alpha}$는 .965, 범위는 .742~.937로써 신뢰도가 매우 높다. 둘째, 개별 문항의 양호도를 평가하기 위하여 각 척도 및 하위요인별로 문항 점수와 총점 간 상관계수에 의한 문항 변별도를 구했으며, 평균은 .147~.841이다. 셋째, 확인적 요인분석에 따른 구인타당도 검증 결과, CFA모델의 RMSEA = .08~.09이고, 모든 부합도지수가 기준에 양호하게 부합함으로써 각 척도에 속하는 문항들이 측정하고자 하는 특성을 타당하게 측정하고 있는 것으로 나타났다. 넷째, 척도별 대학적응경향성과 중도탈락경향성 점수 차이에 기초한 공인타당도 검증 결과, 학업여건 안정성을 제외한 모든 척도에서 유의수준 .05수준에서 통계적으로 유의한 차이가 있음이 확인되었다. 연구결과, 대학적응력 진단 도구는 대학생의 대학적응경향성과 중도탈락경향성을 타당하게 예측하는 도구로 확인되었다.

케이블 지역채널은 방송 지역성 강화의 대안일 수 있을까? 지역 지상파와 케이블 지역채널 간 접목 가능성 탐색 (Could Cable Local Channels Be an Alternative to Strengthen Broadcast Locality? Exploring the Possibility of Linking Local Terrestrial and Cable Local Channels)

  • 김재영
    • 한국언론정보학보
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    • 제84권
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    • pp.7-27
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    • 2017
  • 이 논문은 지역 지상파와 케이블 지역채널의 시너지를 통한 방송 지역성의 극대화 가능성을 모색한다. 이를 위해 4차 산업혁명으로 대별되는 시대적 환경 변화 속에서 지역성 개념이 갖는 유의미성을 검토하고, 방송 지역성의 현재적 상황과 케이블 지역채널에 관한 기존 논의의 지형을 분석한다. 이를 통해 그간 이질적 유형의 사업자로 동떨어져 존재한 지역 지상파와 케이블 지역채널이 지역성 향상을 위해 유기적으로 연계할 수 있는 가능성을 탐색한다. 권역의 규모와 편성시간의 상이성은 두 매체의 시너지를 위한 최적의 조건을 구성한다. 이에 따른 쟁점으로 무료 보편적 성격이 강한 지역 지상파와 유료방송인 케이블 지역채널을 동일한 법체계로 묶는 것의 적합성과 현실성 문제를 논하며, 케이블 지역채널을 공적 범주로 제도화하는 데 있어서 가장 큰 걸림돌이 정서적 거부감에서 비롯함을 밝힌다. 이를 타개하기 위한 당면과제로 현재의 정책기조인 동일 서비스 동일 규제에 입각한 유료방송 일원화와 케이블 SO 지역사업권 폐지의 폐기, 지역채널의 해설 논평 허용, 종합유선방송사업자의 자체 역량 강화를 제시한다.

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