• Title/Summary/Keyword: Expressed Emotion

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Study on Expression Characteristic of Patchwork Quilt Technique Type Expressed in Modern Fashion (현대 패션에 표현된 패치워크 퀼트기법 유형의 표현특성에 관한 연구)

  • Lee, Ji-Eun;Kwak, Tai-Gi
    • Journal of the Korea Fashion and Costume Design Association
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    • v.19 no.3
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    • pp.17-32
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    • 2017
  • Modern society has been transformed into a digital emotional society that could gradually be seen, felt, and enjoyed by the diversification of personal consumption desires due to digital development. Accordingly, in fashion, an original fashion sense that arose out of classical and conventional thinking has become important and there is an increasing interest in patchwork quilts. The purpose of this study lies in contributing to the development and utilization of creative and emotional fashion design by expanding the mental changes that have emerged in modern society to creative areas after analyzing the classification and expression characteristics of the type cases of patchwork quilt techniques expressed in modern fashion. In addition, it is meaningful to examine how the expressive characteristics of patchwork quilts are expressed in the digital emotion era. This study paralleled literature research and empirical case studies. In the scope and method of research, the theatrical research was centered on literature data. For visual data, website photos were collected, limited to women's clothing among the collections from Fall & Winter 2014 to Spring & Summer 2017. After drawing the expression types of patchwork quilts extracted from the previous research based on the design formative factors, the fashion-related expert group analyzed the expressive characteristics of 501 photographs in which the patchwork quilt of the designer clothing collection were reflected. As a result of analysis, the expressive types appeared in the order of diversification of techniques and materials, extended dual images, new formative composition, and reconstruction of traditional patchwork. In this study, the expressive characteristics of patchwork quilts expressed in contemporary fashion are analyzed and drawn as variability, compromise, convergence, and playfulness. Through this, it is hoped that this study can be used variously in the development of fashion design by expanding the interpretation of costume culture.

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Experiencing and Expression of Deaf Adolescents (농인 청소년의 감정 경험 및 표현 특성)

  • Park, Ji-Eun;Kim, Eun-Ye;Jang, Un-Jung;Cheong, E-Nae;Eum, Young-Ji;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
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    • v.19 no.3
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    • pp.51-58
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    • 2016
  • This study examined the difference between the deaf and hearing adolescents of experiencing emotions and the intensity levels of expressing them. Three different video clips were used to induce pleasure, anger, and sadness. While watching the clips, facial expressions of the participants were recorded. The experienced emotions were measured by a self-report method, and the third person rated participants' expressed emotions based upon the recorded facial images. Two groups (deaf and hearing) were compared if those two groups shared the same experienced emotions, and whether the ratings scored by the third person corresponded with the self-rated scores. There was no significant difference in experienced emotion and its intensity level. However, hearing adolescents showed more intensive responses of pleasure than they reported, while deaf adolescents showed less intensive expressions of happiness than they reported themselves. Thus, hearing people might not be able to detect and fully comprehend how the deaf feel in general circumstances. This further indicates that the deaf adolescents cannot get enough supports from the hearing people when they express their feelings, and consequently, have a possibility of causing misunderstandings, conflicts, or even a break in relationships.

Color and Blinking Control to Support Facial Expression of Robot for Emotional Intensity (로봇 감정의 강도를 표현하기 위한 LED 의 색과 깜빡임 제어)

  • Kim, Min-Gyu;Lee, Hui-Sung;Park, Jeong-Woo;Jo, Su-Hun;Chung, Myung-Jin
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.547-552
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    • 2008
  • Human and robot will have closer relation in the future, and we can expect that the interaction between human and robot will be more intense. To take the advantage of people's innate ability of communication, researchers concentrated on the facial expression so far. But for the robot to express emotional intensity, other modalities such as gesture, movement, sound, color are also needed. This paper suggests that the intensity of emotion can be expressed with color and blinking so that it is possible to apply the result to LED. Color and emotion definitely have relation, however, the previous results are difficult to implement due to the lack of quantitative data. In this paper, we determined color and blinking period to express the 6 basic emotions (anger, sadness, disgust, surprise, happiness, fear). It is implemented on avatar and the intensities of emotions are evaluated through survey. We figured out that the color and blinking helped to express the intensity of emotion for sadness, disgust, anger. For fear, happiness, surprise, the color and blinking didn't play an important role; however, we may improve them by adjusting the color or blinking.

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A Study on Nonnative Expectation of Emotional Process in Children′s Textbooks of the Chosen Dynasty (I) (조선시대 아동교육용 문헌에 나타난 정서과정에 대한 규범적 기대(I))

  • 신양재
    • Journal of the Korean Home Economics Association
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    • v.42 no.8
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    • pp.147-167
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    • 2004
  • The purpose of this study was to investigate the nonnative expectations of anger, sadness, fear, and shame in Korean culture by analyzing the textbooks for children's education in the Chosen Dynasty period. The method of this study was document analysis and the materials for analysis were the following four textbooks for children's education that involved individual ethics in everyday life based on Confucianism: 'Dongmongsenspj, 'Gyukmongyogyulj, 'Myungsimbogamj, and 'Sohakj. The analysis was focused on the antecedent events, emotional consequences, and emotional regulations in the emotional processes of anger, sadness, fear, and shame. According to the analysis, anger was caused by ought violations, especially sociomoral violations, and the expression of anger brought about undesirable results, and the inhibition of anger was expected as the regulation rule. Also, many methods of regulating anger were encouraged in the textbooks. For example, one of the regulating methods was to appraise a situation in such a way that anger would not arise. in other hand, sadness was allowed to be expressed only at the death of parents, and the expression of sadness stood for filial piety. Meanwhile, the antecedents of fear were the events to threaten self-esteem, which was mainly focused on keeping moral and social standards. Also the social consequence of fear led to observance of the social norms, and thereby could gain social approval. Therefore, the regulation rule was the enhancement of fear because of anticipated advantageous effects. Finally, the main cause of shame arousal was negative evaluation of self caused by bad performance of ethical or social standards. Accordingly, having shame could prevent wrong behaviors or transgressions which might break interpersonal connectedness, and the regulation rule of shame was to enhance this because of contributing to collective relationship.

A Study on the Sensitive Image of Pattern Applied Color & Formative Types of the Traditional Jokakbo (전통조각보의 색채, 면구성을 응용한 패턴의 감성이미지 연구)

  • Choi, Yoon-Hye;Eun, Young-Ja
    • Fashion & Textile Research Journal
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    • v.6 no.3
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    • pp.266-274
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    • 2004
  • This study is on the sensitive image of pattern expressed in the color & formative types of traditional Jokakbo(scraps of cloth). The object of this research is Korean traditional scraps of cloth in the latter period of Chosun Dynasty. This study is to be classified into 10 formative types like square type 1, square type 2, diagonal type, diamond type, many color striped type, concentric circle type, pinwheel type, vertical line type, cintamani pattern type, and free style type to apply the design of Jokakbo to Korean design. And color group is divided into vivid tone and pale tone. And it constitutes 17 patterns from the combination of these two types. As for the factors of constitution of scraps of cloth, it consists of factors like revelation, attraction, temperature sense, abstract, and rigidity. In the emotional image in the patterns, both vivid tone and pale tone showed dynamic and warm emotion together. Also, the factors of revelation and attraction were evaluated as opposite images, and it evaluated the plain and dim emotion as more attractive emotion. They preferred the pale tone to the vivid tone. They preferred the cintamani pattern in the vivid tone, and the diamond pattern in the pale tone most. From the research result above, this study made the abstract image of scraps of cloth standardized and prepared for a basis to execute it essentially. This research will be used as basic data to make traditional Korean image spotlighted in the world fashion markets as well as it will be helpful to the development of pattern design for the scraps of cloth essentially.

Development a self-report questionnaire-type scale for measuring user's emotions while using a product (제품 사용 중 사용자의 감성 측정을 위한 자기-보고 질문지형 척도 개발)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.403-410
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    • 2007
  • The most common method in the psychological measuring method for measuring user's emotions is to indirectly measure the user's emotion by using adjectives, called emotional words. The previous research, in order to observe user's emotional changes while they interact with a product, has extracted some emotional words and representative emotions, and made a set of subjective evaluation scale. In addition to adjective checklists, self-report questionnaire-type scales have been extensively used to assess user's emotions. This research suggested a self-report questionnaire-type scale using the representative emotions and a set of subjective evaluation scale made in the previous research. Also the reliability of the suggested self-report questionnaire-type scale was confirmed through the analysis of Cronbach's coefficient alpha. Therefore, the self-report questionnaire-type scale extracted through this research can be used in various ways to measure a user's user's emotions naturally expressed while using a product.

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A Storytelling approach to user affective interface design (감성적 인터페이스 디자인을 위한 스토리텔링 접근)

  • Hwang, Sin-Woong;Lee, Sun-Ah;Sohn, Young-Woo
    • Science of Emotion and Sensibility
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    • v.12 no.1
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    • pp.19-32
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    • 2009
  • Recently emotional relationships between industrial products and user experience are getting more attention than ever. However, current user interface design has focused just on the mechanical and logical aspects. This research proposed a new approach to improve user's emotional experience to interface design and introduced storytelling as a new possibility. Four types of user interface - logical interface, picture added interface, storytelling-applied interface, and storytelling-applied interface with a story script - were used for this research. Eighty college students participated in this research. Each participant was randomly assigned to one of four types of user interfaces. Additionally, their individual differences in affect intensity were measured. he results show that users reported more emotional experience in the storytelling-applied interface and storytelling-applied interface with a story script than the logical interface and just picture added interface. The results also suggest that the higher satisfaction was experienced for the storytelling-applied interface. And all those results are differentiated by the users' affect intensity. The users who have higher affect intensity expressed heavier emotional experience and deeper satisfaction for the storytelling-applied interface.

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An approach to utilize human empathy measurement (인간의 공감 측정에 대한 기술 및 활용방안)

  • Jin, Jung-A;Kim, Sun-Woo;Choi, Yeon-Sung
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.9 no.1
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    • pp.32-37
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    • 2016
  • When another person is injured finger in the car door do you know that feeling? Do you feel the emotion reading a novel? How do you feel the emotion of other person? This is due to empathy. Empathy is feel emotion or react emotionally of other person. Empathy is feel together. In this paper, we are going to describe how to measure these empathy. Before you begin, it is not easy to measure human empathy. The reason is that humans have communications system is diverse. Because it is different feel and be expressed sympathy for each person, is required various data analysis. In this paper, we proposed a new method to utilize Head Nodding and a short speech units (1sec : A-ha, Yes, Good etc.).

Facial Color Control based on Emotion-Color Theory (정서-색채 이론에 기반한 게임 캐릭터의 동적 얼굴 색 제어)

  • Park, Kyu-Ho;Kim, Tae-Yong
    • Journal of Korea Multimedia Society
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    • v.12 no.8
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    • pp.1128-1141
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    • 2009
  • Graphical expressions are continuously improving, spurred by the astonishing growth of the game technology industry. Despite such improvements, users are still demanding a more natural gaming environment and true reflections of human emotions. In real life, people can read a person's moods from facial color and expression. Hence, interactive facial colors in game characters provide a deeper level of reality. In this paper we propose a facial color adaptive technique, which is a combination of an emotional model based on human emotion theory, emotional expression pattern using colors of animation contents, and emotional reaction speed function based on human personality theory, as opposed to past methods that expressed emotion through blood flow, pulse, or skin temperature. Experiments show this of expression of the Facial Color Model based on facial color adoptive technique and expression of the animation contents is effective in conveying character emotions. Moreover, the proposed Facial Color Adaptive Technique can be applied not only to 2D games, but to 3D games as well.

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The Effect of Call Center Consultant 's Emotional Labor on Burnout: The Moderating Effect of Resilience and Social Support (콜센터 상담원의 감정노동이 소진에 미치는 영향: 회복 탄력성과 사회적 지지의 조절효과)

  • Park, Hayoung;Kim, Jungkyu
    • Stress
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    • v.26 no.4
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    • pp.340-349
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    • 2018
  • Background: The purpose of this study was to examine the moderating effect of resilience and social support to analyze that call center consultants' emotional labor impacts on the burnout. Methods: A survey questionnaire was conducted to people who work at call center in Gwangju and Deagu. The data from 444 were analyzed. Results: The result from the hierarchical multiple regression is as follows. First, deep acting decreased burnout, but surface acting of emotional labor increased burnout. Also, frequency of emotion display, variety of emotion required to be expressed and attentiveness to required display rules increased burnout. Second, Resilience had moderating effect between deep acting and burnout. Third, the moderate effect of interaction of social support from leader with surface action was found at burnout. Also, moderating effect of social support from leader were shown in frequency of emotion display with burnout and attentiveness to required display rules with burnout. Fourth, social support from colleague did not have buffering effect on emotional labor and burnout. Conclusions: It is expected that the moderator variables identified in this study can be used for prevention and treatment of burnout caused by emotional labor.