• Title/Summary/Keyword: G감성

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Brain Dynamics and Interactions for Object Detection and Basic-level Categorization (물체 탐지와 범주화에서의 뇌의 동적 움직임 추적)

  • Kim, Ji-Hyun;Kwon, Hyuk-Chan;Lee, Yong-Ho
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.219-222
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    • 2009
  • Rapid object recognition is one of the main stream research themes focusing to reveal how human recognizes object and interacts with environment in natural world. This field of study is of consequence in that it is highly important in evolutionary perspective to quickly see the external objects and judge their characteristics to plan future reactions. In this study, we investigated how human detect natural scene objects and categorize them in a limited time frame. We applied Magnetoencepahlogram (MEG) while participants were performing detection (e.g. object vs. texture) or basic-level categorization (e.g. cars vs. dogs) tasks to track the dynamic interaction in human brain for rapid object recognition process. The results revealed that detection and categorization involves different temporal and functional connections that correlated for the successful recognition process as a whole. These results imply that dynamics in the brain are important for our interaction with environment. The implication from this study can be further extended to investigate the effect of subconscious emotional factors on the dynamics of brain interactions during the rapid recognition process.

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A Study on Perceptions of Virtual Influencers through YouTube Comments -Focusing on Positive and Negative Emotional Responses Toward Character Design- (유튜브 댓글을 통해 살펴본 버추얼 인플루언서에 대한 인식 연구 -캐릭터 디자인에 대한 긍부정 감성 반응을 중심으로-)

  • Hyosun An;Jiyoung Kim
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.5
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    • pp.873-890
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    • 2023
  • This study analyzed users' emotional responses to VI character design through YouTube comments. The researchers applied text-mining to analyze 116,375 comments, focusing on terms related to character design and characteristics of VI. Using the BERT model in sentiment analysis, we classified comments into extremely negative, negative, neutral, positive, or extremely positive sentiments. Next, we conducted a co-occurrence frequency analysis on comments with extremely negative and extremely positive responses to examine the semantic relationships between character design and emotional characteristic terms. We also performed a content analysis of comments about Miquela and Shudu to analyze the perception differences regarding the two character designs. The results indicate that form elements (e.g., voice, face, and skin) and behavioral elements (e.g., speaking, interviewing, and reacting) are vital in eliciting users' emotional responses. Notably, in the negative responses, users focused on the humanization aspect of voice and the authenticity aspect of behavior in speaking, interviewing, and reacting. Furthermore, we found differences in the character design elements and characteristics that users expect based on the VI's field of activity. As a result, this study suggests applications to character design to accommodate these variations.

Affect of Emotional intelligence Caring efficacy and Resilience on Satisfaction on Clinical Practice in Nursing Students (간호대학생의 감성지능, 돌봄효능감, 회복탄력성이 임상실습만족도에 미치는 영향)

  • Kim, Soon-Gu;Do, Eun-Su
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.8
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    • pp.231-239
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    • 2019
  • The purpose of this study was to investigate the relationship between the satisfaction with clinical practice, the emotional intelligence, the caring efficacy and the resilience of nursing students, and also to identify the factors affecting their satisfaction with clinical practice. The subjects of this study were 253 third and fourth year nursing students who had experience with clinical practice at 5 colleges in D and K cities and G do. The data was collected by using self-reported questionnaires from October 1 to November 23, 2018. The data was then analyzed using an independent t-test, one-way ANOVA, Pearson's correlation and stepwise multiple regression analysis with the PASW/WIN 20.0 program. Satisfaction with clinical practice was significantly different according to satisfaction with nursing as a major. Satisfaction with clinical practice had significant correlations with emotional intelligence, caring efficacy and resilience. The factors affecting the satisfaction with clinical practice were caring efficacy, resilience and emotional intelligence, and the explanatory power of these models was 43.4%. Therefore, these results imply the need to develop education programs to improve caring efficacy, resilience and emotional intelligence, because all of these factors will contribute to the nursing students' satisfaction of clinical practice.

Effect of the Multisensory on the Stress-relieving for Vehicle Driver (운전자 스트레스 저감을 위한 다감각 자극의 효과)

  • Kim, Young-Joo;Kim, Hyejin;Lee, Hyunwoo;Jo, Youngho;Whang, Mincheol
    • Science of Emotion and Sensibility
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    • v.24 no.4
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    • pp.107-116
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    • 2021
  • This study aims to investigate the effect of multisensory stimulation on relieving the stress experienced by drivers. The photoplethysmograms (PPGs) of 30 healthy subjects were measured, and their subjective response to stressful situations and normal driving were evaluated. The subjects underwent nonstimulation and multisensory stimulation in stressful driving situations. Heart rate estimation from the PPG was collected via an ear-type sensor to reduce movement noise. The signals acquired were sampled at 200 Hz using BIOPAC PPG100C. Heart rate variability (HRV) was analyzed to compare the effect of multisensory stimulation on stress situations. In the multisensory stimulation, blue, green, and yellow were used for the visual sensory system; white, pink, and brown noises were used for the auditory sensory system; and lavender, lemon, and rosemary were used for the olfactory sensory system. No difference was observed in the subjective evaluation; however, the HRV results showed an increased HF (%) and decreased LF (%) and LF/HF (%) in the multisensory stimulation (e.g., green, pink noise, and rosemary) when compared to the nonstimulation.

Testing the Auto-regressive Cross-lagged Effects Between Relative Extrinsic Value Orientation and Life-satisfaction (상대적 외적 가치 지향과 삶의 만족 간 자기회귀교차지연 효과 검증)

  • Koo, Jaisun
    • Science of Emotion and Sensibility
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    • v.22 no.4
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    • pp.85-96
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    • 2019
  • The relative extrinsic value orientation (REVO) means the relative importance to extrinsic values (e.g. wealth, fame and social approval) compared with intrinsic values (e.g. affiliation, self-acceptance and personal growth). This study aimed to investigate the causal relation between REVO and life-satisfaction using the auto-regressive cross-lagged modeling. For this purpose, 3rd, 5th, and 7th year data from the Korea Children and Youth Panel Survey (KCYPS) middle school 1st grade panel was analyzed (N = 2,259; 1,140 males and 1,119 females). The results are as follows; Firstly, positive auto-regressive effects of REVO and life-satisfaction were significant. Secondly, REVO was found to have negative and cross-lagged effect on life-satisfaction. However, cross-lagged effect from life-satisfaction to REVO was not significant. Finally, no gender difference was found in this relationship. These results suggest that low life satisfaction does not cause the relative extrinsic value orientation, but high relative extrinsic value orientation may cause low life satisfaction.

A Study on Evaluation of LED Lighting Environments for Energy Saving and Work Effectiveness (에너지 저감과 업무 효율성을 위한 LED 조명환경 평가에 대한 연구)

  • Kim, Hyung-Sun;Lim, Jae-Hyun;Lee, Kee-Sun;Kim, Kil-Hee;Jung, Hee-Chang;Kim, Jin Ho
    • Science of Emotion and Sensibility
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    • v.18 no.2
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    • pp.45-54
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    • 2015
  • This study carried out an experiment to identify subject's work effectiveness and energy saving effect using LED light. Towards this end, this study configured nine various lighting environments in order to control PWM (Pulse Width Modulation) and illuminance (lux), which are the characteristics of LED light. The PWM ratio of LED light was set as R:G:B=1:1:1, R:G:B=4:1:5, and R:G:B=8:7:7, respectively, and illuminance (lux) was set as 400 lx, 700 lx, and 1000 lx, respectively. In addition, the indoor environment was set temperature $20-24^{\circ}C$, humidity 50%-60%, and the amount of clothing 1. This study analyzed work effectiveness and energy consumption in nine lighting environments, each. Error correction was performed for work effectiveness analysis, and cumulative power consumption was measured in each lighting environment for energy consumption analysis. According to experiment results through the lighting environments suggested in this study, accuracy and spent time effectiveness were good in 700lux and higher than 400lux. For spent time, the best effectiveness was revealed in the suggested PWM ratio, R:G:B=8:7:7. The lowest power consumption on each illuminance (lux) was revealed in the order of R:G:B=8:7:7, RGB=1:1:1, and R:G:B=4:1:5. Therefore, pulse-width modulation effect is proposed in this paper was found to affect the efficiency and energy saving.

A survey on the students' discomfort to school desks and chairs (학생용 책상 및 의자에 대한 초,중,고생의 불편도 조사)

  • Kim, Eun-Ha;Park, Jae-Hui
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.140-143
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    • 2009
  • KS G 2010 규격은 학생용 책상 및 의자에 대한 호수와 치수를 규정하고 있다. JIS 를 참조한 이 규격은 지난 10 여 년 간 사용되어 왔는데, 그간 학생집단의 신체 크기가 크게 성장해 이에 대한 검토와 개정이 요청되고 있다. 본 연구는 이러한 개정의 필요성과 방향을 알아보기 위해 초,중,고등 학생들을 상대로 한 설문조사를 계획, 실시하였다. 설문 조사 결과 많은 학생들이 책상과 의자에 대한 많은 불편을 느끼고 있으며, 허리와 엉덩이 등 신체부위에도 불편함으로 느끼는 것으로 조사되었다. 이러한 조사 결과는 학생용 책상 및 의자의 규격 개정 방향에 대한 참조 자료로 사용될 것이다.

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Visual Information for Inducing Interactivity and Presence (유도된 상호작용성을 통한 가상환경에서의 현실감 제고)

  • Lee, Jayeon;Kim, G. Jounghyun
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.05a
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    • pp.70-77
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    • 2003
  • 가상환경에서의 실재감을 증대시키는 방법 중에 하나는 상호작용을 이용하는 방법이다. 즉, 사용자가 가상환경에 변화를 줄 수 있게 하여, 사용자와 가상환경 사이의 결속감을 통해, 사용자가 가상환경 속에 있는 듯한 느낌을 주는 것이다. 그러나, Architectural Walkthrough 혹은 Navigation 시스템은 기능적으로 가상객체와에 affordance 와 그 밖의 interactivity cue를 적용하여 사용자로 하여금 시각적으로만 상호작용감을 유발하게 하여, 사용자의 실재감을 높이기 위한 방법에 대한 것이다. 두 개의 가상환경에 대하여 아무런 visual cue가 없는 경우, 텍스트를 이용한 직접 표현 방법, 객체가 simulation 된 trace 그리고 affordance cue 등 총 4가지 방법들, 즉 총 8가지 실험 조합에서 사용자가 느끼는 상호작용성과 실재감을 측정하였는데 interactivity유도를 위한 간접적인 visual cue가 쓰였을 경우 통계적으로 유의하게 상호작용성 및 실재감이 증대하는 결과를 보여주었다. 이는 적은 모델링만의 노력으로, 실제 인터액션에 대한 구현 없이 가상환경에서 어느 정도의 실재감을 높일 수 있는 방법을 제시하고 있다.

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A PROPOSAL OF SEMI-AUTOMATIC INDEXING ALGORITHM FOR MULTI-MEDIA DATABASE WITH USERS' SENSIBILITY

  • Mitsuishi, Takashi;Sasaki, Jun;Funyu, Yutaka
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.120-125
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    • 2000
  • We propose a semi-automatic and dynamic indexing algorithm for multi-media database(e.g. movie files, audio files), which are difficult to create indexes expressing their emotional or abstract contents, according to user's sensitivity by using user's histories of access to database. In this algorithm, we simply categorize data at first, create a vector space of each user's interest(user model) from the history of which categories the data belong to, and create vector space of each data(title model) from the history of which users the data had been accessed from. By continuing the above method, we could create suitable indexes, which show emotional content of each data. In this paper, we define the recurrence formulas based on the proposed algorithm. We also show the effectiveness of the algorithm by simulation result.

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SUPPORTING USERS IN ELECTRONIC BUSINESS-TO-BUSINESS MARKETS

  • Roberto Okada;Akihiro Fujii;Tuyoshi Ohtani
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.337-341
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    • 2000
  • In recent years, electronic commerce (EC) business has shown a tremendous growth, which put additional cognitive and time-consuming loads on the human users. Intelligent software agents are one key technology to support users doing real EC-business.We propose an Agent-based Business-to-Business(B2B) Marketplace on Internet, where constituent members cooperate or compete in order to get the best possible deals, with the aim of reducing user loads.In case of B2B deals, the good itself shows a complicated behaviour, e.g.price discounts depending o the lot, discounts for cross-buying and so on. It is impractical to concentrate all the knowledge about the goods and the trading strategies at the buyer/seller side. Instead, we include such information in the good itself, which allow us to model the goods as being agents.

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