• Title/Summary/Keyword: Emotional images

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A Human Sensibility Ergonomic Design for Developing Aesthetically and Emotionally Affecting Glass Panels of Changing Colors

  • Kim, Sang Ho;Kim, Sun Ah;Shin, Jong Kyu;Ahn, Jeong Yoon
    • Journal of the Ergonomics Society of Korea
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    • v.35 no.6
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    • pp.535-550
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    • 2016
  • Objective: To enhance user experience of the product by using "wow" materials and parts, a framework for participatory emotional design and evaluation was proposed and validated through a case study in this paper. Background: Customers in recent days value a product which provides new feeling and images they want to get while interacting with it beyond its function, quality, and usability. Since the product consists of various parts and materials, "wow" materials and parts which can affect the customer's feeling and emotions are the essential components for changing the user experience. Method: A framework for participatory and human sensibility ergonomic design was considered and applied on developing the aesthetically and emotionally affecting glass panels of changing colors. Design experts defined a target market for this multicolor glass panels and modified the existing designing goal. Constraints for this design modification were identified by market trend research and consulting with the company which owns the technology for checking out its feasibility. The company developed and provided prototype samples as well as their competing materials. Quantitative and qualitative evaluation of the emotional quality was conducted to validate whether the design goal was achieved successfully. Results: The target market for the developing materials was defined as finishing for the buildings. The designing goal was set as to feed new visual sensation of clean and colorful images. The emotional quality of two different types of multicolor glass panels and an ordinary unicolor panel were evaluated quantitatively with semantic differential method. Results showed that the emotion of the subjects for the multicolor glass panels can be abstracted into two dimensions; named 'colorfulness' and 'harmony'. It was found that the developed samples got higher scores in emotional quality for both dimensions compared to the ordinary one. Age was found to be a significant factor for evaluating the emotional quality of colorfulness. Conclusion and Applications: The proposed framework is a valid approach for enhancing the user experience of the product by participatory design of emotional materials and parts. This framework can be applied easily on the emotional design and evaluation of different materials and components.

Novel Ubiquitous Concept of Real Reality Robot Game Controlled by Mobile Server Robot

  • Joo, Byoung-Kyu;Jeon, Poong-Woo;Jung, Seul
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.2481-2485
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    • 2003
  • In this paper novel concept of real reality robot game controlled by a mobile server robot is proposed. Real reality robot game means that two real robots controlled by two human operator through the internet are playing a boxing game. The mobile server robot captures playing images of the boxing game and send them to GUI on the screen of human operators’ PC. The human operator can login to boxing game from any computer in any place if he/she is permitted. Remote control of boxing robot by a motion capture system through network is implemented. Successful motion control of a boxing robot remotely controlled by a motion capture system through network can be achieved.

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Discrimination of Emotional States In Voice and Facial Expression

  • Kim, Sung-Ill;Yasunari Yoshitomi;Chung, Hyun-Yeol
    • The Journal of the Acoustical Society of Korea
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    • v.21 no.2E
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    • pp.98-104
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    • 2002
  • The present study describes a combination method to recognize the human affective states such as anger, happiness, sadness, or surprise. For this, we extracted emotional features from voice signals and facial expressions, and then trained them to recognize emotional states using hidden Markov model (HMM) and neural network (NN). For voices, we used prosodic parameters such as pitch signals, energy, and their derivatives, which were then trained by HMM for recognition. For facial expressions, on the other hands, we used feature parameters extracted from thermal and visible images, and these feature parameters were then trained by NN for recognition. The recognition rates for the combined parameters obtained from voice and facial expressions showed better performance than any of two isolated sets of parameters. The simulation results were also compared with human questionnaire results.

The Relationship between Visual Perception and Emotion from Fear Appeals and Size of Warning Images on Cigarette Packages

  • Hwang, Mi Kyung;Jin, Xin;Zhou, Yi Mou;Kwon, Mahn Woo
    • Journal of Multimedia Information System
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    • v.9 no.2
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    • pp.137-144
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    • 2022
  • This research aims to identify the relationship between visual perception and emotion by the types of fear responses elicited from warning images on cigarette packages as well as the effectiveness of the size of such images through questionnaires and eye-tracking experiments with twenty university students from the colleges based in Busan. The research distinguished and analyzed the warning images as rational appeals and emotional appeals by the degree of fear and disgust and the result concurred with the research conclusions of Maynard that people would naturally avoid eye contact when presented with a warning image on cigarette packages. Also, eye avoidance was highly identified with larger (75%) warning images. While the previous research mostly adopted the self-rated validation method, this research tried to make the methodology more objective by adopting both questionnaires and eye-tracking experiments. Through this research, authors contribute to finding effective warning images on cigarette packages in a way to increase public awareness of the dangers of smoking and discourage smoking. Further research is recommended to explore the effectiveness of using explicit images on cigarette packages by the types of smokers such as heavy smokers, normal smokers, and non-smokers.

A Cross-Cultural Investigation of Adults' Formation of Sense of Community through Environmental Autobiography

  • Kim, Wonpil
    • Architectural research
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    • v.14 no.4
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    • pp.125-132
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    • 2012
  • In contemporary Korean society, urban community environment is often associated with high-density and high-rise residences that make people's relationships superficial, instrumental and impersonal. Furthermore, urban community consistently interplays with neighboring residents and childhood emotional experience are influential on their unconscious images and attitude about their current neighborhood environment, while affecting the environmental attitude and the formation of community sense. Previous research found evidences that increased level of community sense is fostering more feeling of living in so-called "real neighborhood environment." This study aimed to cross-culturally examine what the respondents' emotional perception and their attitude were about the community environment in their childhood through environmental autobiography method and to examine the effects of the results on adults' formation of sense of community for their current community environment. Extensive literature review explored a few important theoretical framework which are closely related to sense of community (SOC) as a result of emotional experience: membership, influence, integration and fulfillment of needs, shared emotional connection and community satisfaction. Chi-square and GLM analysis revealed that there were no demographic, and socio-economic differences between two groups of Korean and US residents. Correlation analysis indicated that childhood emotional experience of Koreans and US citizens was statistically significant on sense of community for their current living community. Multi-regression analysis also found that the degree of influence were the main predictors for building strong sense of current community throughout a cross-cultural group. Furthermore, the relationship between various emotional experience of each factor in previous and current community environment were statistically significantly related. It is concluded that as the positive childhood experience of influence in their past community was going up, the level of sense of community for their current community was strengthened across their cross-cultural background.

A Study on the Satisfaction of Visual Elements of Package Design for Carbonated Beverage Based on Emotional Experience Theory (감성경험 이론에 기반한 탄산음료 패키지 디자인 시각요소의 만족도에 관한 연구)

  • Zhang, Shang-Shang;Jang, Chung-Gun
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.271-278
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    • 2022
  • Carbonated drinks are a kind of drink that is popular in our daily lives and are sold mainly among young people. There are many brands of carbonated drinks currently on sale, and most of them emphasize the distinction of texture, and brand images and packages have further commercialized package design as a whole. It is necessary to increase the emotional experience of soda package design, which can increase the added value of the brand. Sensibility is the most common psychological experience in humans and is the subjective experience and feeling of things. By combining the emotional experience with the package design of carbonated drinks, it provides more emotional user experience while purchasing carbonated drinks, realizing diversification of product package designs and satisfying consumers' emotional needs. This paper first examines the package design of carbonated drinks, I hope it will be an implication if you increase the emotional experience of soda package design.

An Expansion of Affective Image Access Points Based on Users' Response on Image (이용자 반응 기반 이미지 감정 접근점 확장에 관한 연구)

  • Chung, Eun Kyung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.25 no.3
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    • pp.101-118
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    • 2014
  • Given the context of rapid developing ubiquitous computing environment, it is imperative for users to search and use images based on affective meanings. However, it has been difficult to index affective meanings of image since emotions of image are substantially subjective and highly abstract. In addition, utilizing low level features of image for indexing affective meanings of image has been limited for high level concepts of image. To facilitate the access points of affective meanings of image, this study aims to utilize user-provided responses of images. For a data set, emotional words are collected and cleaned from twenty participants with a set of fifteen images, three images for each of basic emotions, love, sad, fear, anger, and happy. A total of 399 unique emotion words are revealed and 1,093 times appeared in this data set. Through co-word analysis and network analysis of emotional words from users' responses, this study demonstrates expanded word sets for five basic emotions. The expanded word sets are characterized with adjective expression and action/behavior expression.

A Study on the Emotional Characteristics of Community Space in Apartment (사례분석을 통한 주거공간 커뮤니티 시설의 감성적 표현특성)

  • Kim, Seong-Yen;Hwang, Yeon-Sook;Chang, Ah-Ri
    • Journal of The Korean Digital Architecture Interior Association
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    • v.11 no.1
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    • pp.73-81
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    • 2011
  • The purpose of this research is to analyze the emotional characteristics of community space with recently constructed apartment complexes. The designated subjects of this research are located in Dongtan the first New Town, with 500 to 1000 households and constructed as single buildings for community space are 14 apartment. The results are as follows: 1)The space for day care planned for children's emotional comfort and stability measured by symbolizing image of nature. Also, allowing children to recognize their own space by decorating the walls with the works of themselves and their friends was shown to break down extraneous feelings against other spaces, and allow intimacy for spaces. 2)The space for the aged was shown to give a secure and friendly feeling by considering the psychological and physical traits of the elderly. It can replenish the depressed bodies of aged people with vigor and stimulate their emotion. 3)The space for indoor exercise utilized various visual facilities, such as graphics and images, to bring out specific areas and create affiliation in stimulating the emotion of residents.

Analysis of Emotional Responses to Different Graphical Styles of Natural Scenery in Video Games (게임에서의 자연풍경의 그래픽 스타일 차이에 따른 감성 반응 분석)

  • Hansun Hong;Seongsu Kim;Minji Kang;Juyoung Lee
    • Journal of Environmental Science International
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    • v.32 no.12
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    • pp.979-985
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    • 2023
  • After the outbreak of COVID-19, the demand for home-enjoyable video games has surged, driven by extended pandemic conditions and resulting in rapid graphic technology advancements. Consequently, games with diverse expression techniques have emerged, captivating players. Virtual Reality (VR) environments predominantly feature natural landscapes, with advancing graphic technology enabling lifelike scenes. The rise in individuals seeking solace through natural elements in games has followed suit. As VR technology and metaverse interest grow, more people are exposed to digital imagery. However, evidence on the influence of graphic expression methods on emotional response to that is lacking. Our study examined user emotional responses, focusing on natural landscapes in digital graphics of games. Analyzing a group of 47 young adults as frequent digital media consumers, we studied reactions to different image styles (Realism, Semi-Realism, Stylized). In the analysis, Realism-style images were perceived the most positively, while emotional responses to natural landscapes with different graphical expressions showed no significant differences. Results suggest that recognizing digital natural landscapes may outweigh expression style impacting the evaluation of digital nature. This study's empirical analysis enhances the understanding of digital nature's application to actual situations.

Neural correlates of the aesthetic experience using the fractal images : an fMRI study (프랙탈 이미지를 이용하여 본 미적 경험의 뇌 활성화: 기능적 자기공명영상 연구)

  • Lee, Seung-Bok;Jung, Woo-Hyun;Son, Jung-Woo;Jo, Seong-Woo
    • Science of Emotion and Sensibility
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    • v.14 no.3
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    • pp.403-414
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    • 2011
  • The current study examined brain regions associated with aesthetic experience to fractal images using functional MRI. The aesthetic estimations of the images showed that there is a general consensus regarding the perception of beautiful images. Out of 270 fractal images, fifty images rated highest(beautiful images) and fifty images rated lowest(non-beautiful images) were selected and presented to the participants. The two conditions were presented using the block design. Frontal lobes, cingulate gyri, and insula, the areas related to the cognitive and emotional processing in aesthetic experience, were activated when beautiful images were presented. In contrast, the middle occipital gyri and precuneus, the areas associated with experience of negative emotions, were activated when non-beautiful images were presented. The conjunction analysis showed activations in temporal areas in response to beautiful images and activations in parietal areas in response to non-beautiful images. These results indicate that beautiful images elicit semantic interpretations whereas non-beautiful images facilitate abstract processes.

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