• Title/Summary/Keyword: Recognizing Emotion

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Effect of the Peer Emotion Coaching Program on the High School Students' Emotional Recognizing, Empathy and Emotional Regulation (또래정서코칭프로그램이 고등학생의 정서인식, 감정이입, 정서조절에 미치는 효과)

  • Jeon, Kong-Sun;Ko, Eun-Kyo
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.691-705
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    • 2018
  • Purpose of this study was to improve the emotional intelligence of high school students in adolescence, to solve the difficulties of relationships, to solve the maladjustment problems, and to provide practical data that can be used to prevent their deviant behaviors by identifying the effect of peer emotional coaching program on emotional intelligence in high school students. This study consisted of the experimental group of 14 students and the control group of 14 students from 28 students who voluntarily wanted to participate in the peer emotional coaching program from April 17 to May 29, 2017 in S high school located in G city. The peer emotional coaching program was applied for the experimental group over 12 sessions, and the pre and post test of both groups were performed simultaneously. A corresponding sample T test was performed for the collected data that were analyzed using SPSS 20.0 for Windows. As a result, the emotional awareness of the experimental group was found to have a significant effect on the peer emotional coaching program, but the empathy and the emotion regulation did not show any significant effect. It was found that the peer emotional coaching program was a medium that could affect the emotional awareness of high school students. With the results of this study, we suggested a way to improve the emotional awareness for high school students.

The Influences of Emotional Intelligence and Psychological Well-being at e-Sports Game on Life Satisfaction (정서지능과 e스포츠 게임에서의 심리적 웰빙이 삶의 만족도에 미치는 영향)

  • Lee, Hang;Kim, Joon-Hwan
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.23-30
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    • 2022
  • This study analyzed the effects of e-sports games on psychological well-being and life satisfaction of individuals by focusing on social and psychological aspects, recognizing e-sports games as subjective area activities based on psychological experiences as well as a means of leisure activities. To this end, 250 game users with actual experience in online games were analyzed using a structural equation modeling(SEM). The research results are as follows. First, except for other's emotion appraisal, which was a sub-factor of emotional intelligence of e-sports game users, self-emotional appraisal, use of emotion and regulation of emotion were found to have a significant positive effect on psychological well-being. Second, psychological well-being in e-sports games was found to have a significant positive relationship with life satisfaction, and psychological well-being was found to significantly mediate the relationship between emotional intelligence and life satisfaction. The findings of this study imply that managerial implications for related organizations as a platform that could support individual psychological well-being in a situation where the stress level of young adults as well as teenagers in a non-face-to-face environment is increasing.

Facial Expression Training Digital Therapeutics for Autistic Children (자폐아를 위한 표정 훈련 디지털 치료제)

  • Jiyeon Park;Kyoung Won Lee;Seong Yong Ohm
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.581-586
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    • 2023
  • Recently a drama that features a lawyer with autism spectrum disorder has attracted a lot of attention, raising interest in the difficulties faced by people with autism spectrum disorders. If the Autism spectrum gets detected early and proper education and treatment, the prognosis can be improved, so the development of the treatment is urgently needed. Drugs currently used to treat autism spectrum often have side effects, so Digital Therapeutics that have no side effects and can be supplied in large quantities are drawing attention. In this paper, we introduce 'AEmotion', an application and a Digital Therapeutic that provides emotion and facial expression learning for toddlers with an autism spectrum disorder. This system is developed as an application for smartphones to increase interest in training autistic children and to test easily. Using machine learning, this system consists of three main stages: an 'emotion learning' step to learn emotions with facial expression cards, an 'emotion identification' step to check if the user understood emotions and facial expressions properly, and an 'expression training' step to make appropriate facial expressions. Through this system, it is expected that it will help autistic toddlers who have difficulties with social interactions by having problems recognizing facial expressions and emotions.

The Study of the Foundation of Establishing the Value of the Unification of the Korean Peninsula in Muliticultural Society of Korea -focused on a possibility of the mulitucultural conception of culture and emotion (한국 다문화 사회에서 한반도 통일의 가치정립의 토대에 대한 연구 -문화 개념과 정서 개념의 다문화적 접근의 가능성을 중심으로)

  • Song, Sun-Young
    • Journal of Ethics
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    • no.80
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    • pp.51-77
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    • 2011
  • This study aims to explore how to establish any foundation of the value of the unification of the Korean Peninsula in multicultural society of Korea. Its main issue is related to Korean identity of a nation and its shared value among the mulitcultural members, in particular, of North Koreans including defectors, foreign workers, and immigrants of international marriage and their children. For this study, I would utilize a given research of the application of two concepts of culture to multicultural levels by criticizing its limit; as an alternative, furthermore, I would pay attention to the possibility of the concept of emotion in multicultural members. A short feature in a given study of two conceptions of culture in a multicultural society is as follows: the first is to regard it as the patterns of meanings and symbols, which is very useful to understand others or other culture; secondly, to see it as the lasting process of perfection in human life, which makes us recognize ourselves as a member, so to speak, identity. In application it to Korean muliticultural members, however, there are crucial and complicated problems according to the cases of their lives. For North Koreans, firstly, they tend to get the conception of Korean identity in terms of ideological policies and education of North Korean government. This means that they have a strong hatred towards the word multiculture, in the level of recognizing the self-culture. Secondly, North Korean defectors also have the recognition of the self-culture, but their serious problem is discriminative treatments by South Korean in terms of socio-economics, in the process of their settlement. Thirdly, parents and their children in multicultural family can have their identity as Korean. In parents, however, the level is double that they can have both identities of Korean as well as of their countries. The foundation, therefore, of the value of the unification in the Korean Peninsula is closely related to the issue of identity as Korean. To recognize it, it is possible only to consider and reflect all members' lives by applying the dual conceptions of culture to their multicultural lives. That is not of outer system, but of inner, relational and cultural emotion, which enables them to share their common value of unification.

The effect of orientation on recognizing object representation (규범적 표상의 방향성 효과)

  • Jung, Hyo-Sun;Lee, Seung-Bok;Jung, Woo-Hyun
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.501-510
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    • 2008
  • The purpose of this study was to investigate whether the orientation of the head position across different categories affect reaction time and accuracy of object recognition. Fifty four right handed undergraduate students were participated in the experiment. Participants performed the word-picture matching tasks, which were different in terms of head direction of object (i.e., Left-headed or Right-headed) and object category (i.e., natural : animal or artificial : tool). Participants were asked to decide whether each picture matched the word which was followed by the picture. For accuracy, no statistically significant difference was found for both animal and tool pictures due to the ceiling effect. Interaction effect of category and orientation were statistically significant, whereas only the main effect of category was significant. In the animal condition, faster reaction times were observed for left to right than right to left presentation, while no statistical significant difference was found in the tool condition. The orientation of the object's canonical representation was different across different categories. The faster RT for the animal condition implies that the canonical representation for animal is left-headed. This could be due to the orientation of the face.

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Space Image and Preference of Stylish Hotel -Focusing on Verbal Image and Color Image of 'Stylish'- (스타일리시 호텔의 공간이미지와 선호도 -스타일리시의 언어이미지와 색채이미지를 중심으로-)

  • Jang, Mi-Jeong;Jang, Young-Soon;Rhie, Jin-Min
    • Science of Emotion and Sensibility
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    • v.14 no.1
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    • pp.49-58
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    • 2011
  • This study is the one on space image and preference of stylish hotels. And in addition to them, it is the one to verify the minimal style arrangement in the survey results about verbal image and color image of stylish according to gender and age which are the precedent studies. The research result has found that there was no any meaningful difference in gender and age. And the result which extracted the representative languages to investigate correlationship between space image and verbal image of stylish has done that you feel that space image is stylish recognizing individual, sensuous, simple and urban characteristics. Also, space image and preference has done that there are B Hotel of Robby space, C Hotel of food and drink space and A Hotel of room space and color image and preference has done that there are respectively high brightness and low chroma, high brightness and low chroma and low brightness and low chroma. They are the same result with the minimal style arrangement which was recognized as the most stylish things in the precedent studies. It has found that the respondents recognize space image of Stylish hotels as refined, sensuous and individual one linguistically and space of high brightness and low chroma, low brightness and low chroma and low brightness and low chroma as the stylish things. The purpose of the study is to suggest the new design directions for stylish space display and design marketing.

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Effects of Blood Indicators and Stress on Obesity by Gender in Korean Adults (성별에 따른 혈액 지표 및 스트레스가 비만에 미치는 영향)

  • Lee, Kyung Hee
    • Science of Emotion and Sensibility
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    • v.25 no.2
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    • pp.45-54
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    • 2022
  • This study aimed to investigate the effect of subjective factors (figure recognition and stress) and objective factors (blood biochemical parameters) on body mass index by gender difference in Korean adults. This study analyzed 3,343 subjects older than 20 years according to gender using the Sixth Korean National Health and Nutrition Examination Survey database. Specifically, male subjects had higher body mass index than female subjects (p < .001) and were more frequent in the obese group. Female subjects had higher stress and platelet score than male subjects (p < .001). Male subjects had significantly higher white blood cell counts (p < .001). The factors affecting the occurrence of obesity by gender difference was highly associated with subjective figure recognition (95% CI = 0.026~0.045, p < .001), stress (95% CI = 0.487~0.925, p = .015) and white blood count (95% CI = 1.232~1.392, p < .001) in females. These findings demonstrate a gender-specific difference in recognizing subjective factors and especially the objective factors of white blood cells and platelets affecting obesity. These results can be used for obesity education or fundamental data for establishing a nursing arrangement program for Korean adults.

Design and Implementation of a Real-Time Emotional Avatar (실시간 감정 표현 아바타의 설계 및 구현)

  • Jung, Il-Hong;Cho, Sae-Hong
    • Journal of Digital Contents Society
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    • v.7 no.4
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    • pp.235-243
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    • 2006
  • This paper presents the development of certain efficient method for expressing the emotion of an avatar based on the facial expression recognition. This new method is not changing a facial expression of the avatar manually. It can be changing a real time facial expression of the avatar based on recognition of a facial pattern which can be captured by a web cam. It provides a tool for recognizing some part of images captured by the web cam. Because of using the model-based approach, this tool recognizes the images faster than other approaches such as the template-based or the network-based. It is extracting the shape of user's lip after detecting the information of eyes by using the model-based approach. By using changes of lip's patterns, we define 6 patterns of avatar's facial expression by using 13 standard lip's patterns. Avatar changes a facial expression fast by using the pre-defined avatar with corresponding expression.

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A Context-aware Messenger for Sharing User Contextual Information (사용자 컨텍스트 공유를 위한 상황인지 메신저)

  • Hong, Jin-Hyuk;Yang, Sung-Ihk;Cho, Sung-Bae
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.9
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    • pp.906-910
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    • 2008
  • As the mobile environment becomes widely used, there is a growth on the concern about recognizing and sharing user context. Sharing context makes the interaction between human more plentiful as well as helps to keep a good social relationship. Recently, it has been applied to some messengers or mobile applications with sharing simple contexts, but it is still required to recognize and share more complex and diverse contexts. In this paper, we propose a context-aware messenger that collects various sensory information, recognizes representative user contexts such as emotion, stress, and activity by using dynamic Bayesian networks, and visualizes them. It includes a modular model that is effective to recognize various contexts and displays them in the form of icons. We have verified the proposed method with the scenario evaluation and usability test.

Real-time Recognition System of Facial Expressions Using Principal Component of Gabor-wavelet Features (표정별 가버 웨이블릿 주성분특징을 이용한 실시간 표정 인식 시스템)

  • Yoon, Hyun-Sup;Han, Young-Joon;Hahn, Hern-Soo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.6
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    • pp.821-827
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    • 2009
  • Human emotion can be reflected by their facial expressions. So, it is one of good ways to understand people's emotions by recognizing their facial expressions. General recognition system of facial expressions had selected interesting points, and then only extracted features without analyzing physical meanings. They takes a long time to find interesting points, and it is hard to estimate accurate positions of these feature points. And in order to implement a recognition system of facial expressions on real-time embedded system, it is needed to simplify the algorithm and reduce the using resources. In this paper, we propose a real-time recognition algorithm of facial expressions that project the grid points on an expression space based on Gabor wavelet feature. Facial expression is simply described by feature vectors on the expression space, and is classified by an neural network with its resources dramatically reduced. The proposed system deals 5 expressions: anger, happiness, neutral, sadness, and surprise. In experiment, average execution time is 10.251 ms and recognition rate is measured as 87~93%.