• Title/Summary/Keyword: Use of Emotion

검색결과 711건 처리시간 0.048초

Emotion-Based Control

  • Ko, Sung-Bum;Lim, Gi-Young
    • 한국감성과학회:학술대회논문집
    • /
    • 한국감성과학회 2000년도 춘계 학술대회 및 국제 감성공학 심포지움 논문집 Proceeding of the 2000 Spring Conference of KOSES and International Sensibility Ergonomics Symposium
    • /
    • pp.306-311
    • /
    • 2000
  • We, Human beings, use both powers of reason and emotion simultaneously, which surely help us to obtain flexible adaptability against the dynamic environment. We assert that this principle can be applied into the general system. That is, it would be possible to improve the adaptability by covering a digital oriented information processing system with analog oriented emotion layer. In this paper, we proposed a vertical slicing model with an emotion layer in it. And we showed that the emotion-based control allows us to improve the adaptability of a system at least under some conditions.

  • PDF

마감재를 통한 공간감성 표현에 관한 연구 - 감성어휘 평가와 요인분석을 통해 - (A Study on Expression of Space Emotion by Finishing Materials - According to Evaluation of Emotional Vocabulary and Factor Analysis -)

  • 서지은;박의정
    • 한국실내디자인학회논문집
    • /
    • 제21권1호
    • /
    • pp.177-185
    • /
    • 2012
  • The purpose of this study is to use as the basic data for design method in commercial space. So, we analyzed whether any emotion was induced by finishing materials in the commercial space. And we was to suggest expression methods of finish materials to induce in the emotional space. The results of this study are as follows : First, we could know that the emotional design is needed to enhance satisfaction of consumers. The role of finishing material is very important in emotional expression in the commercial space. Second, we extracted the adjectives vocabulary(14 pairs) to evaluate the space emotion. we could educe the four kinds of space emotion by Factor Analysis. In addition, we could arrange the emotional words to represent each space type(Decoration : 5 pairs, Expand : 4 pairs, Limitation : 3 pairs, Hierarchy : 2 pairs). Third, to use finishing materials and wall is very effective to induce the emotion in the emotional space. To use the color is good among the elements of finishing materials. Fourth, We could find that the center of the types of emotional space was induced with the boundary and the decoration. If we use contrasting colors and accent colors in the commercial space, we can induce the center and the boundary together. And if we use colorful or unusual patterns, we can induce the center and the decoration together. Fifth, To induce the expand, we should finish with one color in space. And To induce the center, we should finish with one type of the color or pattern and then we should partially use the contrast color and special pattern. the case of boundary, it is good method to part emphasize by color, texture and materials. And we can induce the decoration with materials and patterns.

  • PDF

아동의 또래친밀도에 따른 정서조절전략과 사회적능력 (Children's Social Competence and Emotion Regulation Strategy according to Peer Friendliness)

  • 송지혜;황혜신
    • 한국생활과학회지
    • /
    • 제18권1호
    • /
    • pp.29-39
    • /
    • 2009
  • The purpose of this study is to investigate children's emotional regulation and social competence in relation with peer friendliness. Specifically, it examined the hypotheses that children's emotion regulation strategies would be different depending on age, gender, and peer friendliness, and that children's emotion regulation strategies would affect their social competences. The subjects were 197 of the second, fourth, and sixth graders in an elementary school located in Gangdong-gu, Seoul. The findings are as follows: first, children's emotion regulation strategies are different according to gender and age. Girls use more 'external response strategy' than boys do. Elder children use more 'internal response strategy' than younger children, and younger children use more 'problem solving strategy' than elder children. Second, children's emotion regulation strategies are different depending on the degree of peer friendliness. Children employ more 'problem solving' and 'internal response' strategies to close friends rather than to just friends. Children used more the strategies as 'request for social support', 'evasion', and 'external response' to just friends rather than to close friends. Finally, children's social competencies are influenced by the strategies of 'problem solving' and 'evasion'.

감성측정 테크놀로지의 교육적 활용방안 탐색 (Educational Use of Emotion Measurement Technologies)

  • 이창윤;조영환;홍훈기
    • 한국콘텐츠학회논문지
    • /
    • 제15권8호
    • /
    • pp.625-641
    • /
    • 2015
  • 감성이 기억 및 학습과 밀접하게 관련되어 있다는 최근의 연구결과와 학습의 정의적 측면에 관한 교육계의 높은 관심에도 불구하고 학습자의 감성에 기반한 교수방법이나 학습환경에 대한 체계적인 연구가 부족하다. 면대면 강의와 온라인 학습에서 감성의 역할을 이해하고 긍정적 감성을 촉진하기 위한 노력이 점차 증가하고 있으나, 학습자의 감성을 타당하고 신뢰롭게 측정하는 것은 여전히 도전적인 과제로 남아있다. 감성을 고려한 교육을 실천하기 위해서는 학습자의 기억에 의존한 자기보고식 감성측정도구의 제한점을 보완하는 것이 필요하다. 본 연구는 최근 교육학과 인접학문 영역에서 사용되고 있는 감성측정도구를 자기보고, 생리적 신호, 행동적 반응의 측면에서 조사하고 그 도구들이 교수학습 상황에서 어떻게 활용될 수 있는지를 논의하였다. 특히, 실시간으로 학습자의 감성을 편리하게 수집하여 분석할 수 있는 첨단 테크놀로지의 교육적 활용방안을 조사하였다. 이 연구는 향후 실제적인 교수학습 상황에서 감성의 역할을 규명하고 학습자의 감성 변화를 고려한 적응적 학습환경을 설계하는 데 크게 기여할 것이다.

온라인 게임 내 캐릭터의 정서구조 연구 (A study on Emotion Structure of Online Game Character)

  • 박이슬;고일주;박준형
    • 디지털산업정보학회논문지
    • /
    • 제12권3호
    • /
    • pp.167-179
    • /
    • 2016
  • Online games, by a massive influx of many players, it has diverse situations in which emotion is generated. Emotion plays an important role that helps players to interact and immerse in game. In the previous games, simple structures are used to express emotion. By increasing the user's needs of emotion in the game, it is necessary to structure a various type of emotion. In this paper, the game components were classified as background, object, and character in order to analyze emotion structurally in game. We defined how to use the rule of emotion, and applied to League of legend, Cyphers and World of Warcraft which belong to the AOS genre. The AOS game is well-suited for analyzing emotion structure, because a various emotional changes and situations can arise in the game. Through this paper, it was discovered similarities emotion to be used in online games. It is expected to generalize the emotion in the game by analyzing the emotional structure of more games in future.

인간심리를 이용한 감성 모델과 영상검색에의 적용 (Emotional Model via Human Psychological Test and Its Application to Image Retrieval)

  • 유헌우;장동식
    • 대한산업공학회지
    • /
    • 제31권1호
    • /
    • pp.68-78
    • /
    • 2005
  • A new emotion-based image retrieval method is proposed in this paper. The research was motivated by Soen's evaluation of human emotion on color patterns. Thirteen pairs of adjective words expressing emotion pairs such as like-dislike, beautiful-ugly, natural-unnatural, dynamic-static, warm-cold, gay-sober, cheerful-dismal, unstablestable, light-dark, strong-weak, gaudy-plain, hard-soft, heavy-light are modeled by 19-dimensional color array and $4{\times}3$ gray matrix in off-line. Once the query is presented in text format, emotion model-based query formulation produces the associated color array and gray matrix. Then, images related to the query are retrieved from the database based on the multiplication of color array and gray matrix, each of which is extracted from query and database image. Experiments over 450 images showed an average retrieval rate of 0.61 for the use of color array alone and an average retrieval rate of 0.47 for the use of gray matrix alone.

상표평가에서 기억감정의 이용을 촉진하는 요인에 관한 연구 (A Study on the Factors Promoting the Use of Memory-based Emotion in Evaluating the Brand)

  • 최낙환;나지은
    • 마케팅과학연구
    • /
    • 제13권
    • /
    • pp.49-70
    • /
    • 2004
  • 소비자들은 상표에 대하여 과거에 자신이 경험한 주관적인 감정반응을 기억하여 상표를 평가한다는 연구가 최근 제시되고 있는데, 기억감정이 상표평가에 사용되기 위한 조건에 관한 연구는 미흡하다. 따라서, 본 연구에서는 소비자가 상표를 평가하는 데에 기억감정이 작용하기 위한 조건으로 접근속도, 상표에 대한 기억감정의 표상성, 소비목적관련성을 탐색해 보았다. 또한 상표평가에서 기억감정의 반응수준(접근속도, 표상성)에 영향을 미치는 요인들로 부호화 유사성과 조직화 수준을 탐색하였다. 실증연구 결과 기억 속에 감정의 조직화 수준은 기억감정의 접근속도, 표상성에 긍정적인 영향을 미치게 되며, 기억감정의 접근속도, 상표에 대한 기억강정의 표상성이 상표평가에서 기억감정의 이용 정도에 영향을 미치는 것으로 나타났다.

  • PDF

Use of Word Clustering to Improve Emotion Recognition from Short Text

  • Yuan, Shuai;Huang, Huan;Wu, Linjing
    • Journal of Computing Science and Engineering
    • /
    • 제10권4호
    • /
    • pp.103-110
    • /
    • 2016
  • Emotion recognition is an important component of affective computing, and is significant in the implementation of natural and friendly human-computer interaction. An effective approach to recognizing emotion from text is based on a machine learning technique, which deals with emotion recognition as a classification problem. However, in emotion recognition, the texts involved are usually very short, leaving a very large, sparse feature space, which decreases the performance of emotion classification. This paper proposes to resolve the problem of feature sparseness, and largely improve the emotion recognition performance from short texts by doing the following: representing short texts with word cluster features, offering a novel word clustering algorithm, and using a new feature weighting scheme. Emotion classification experiments were performed with different features and weighting schemes on a publicly available dataset. The experimental results suggest that the word cluster features and the proposed weighting scheme can partly resolve problems with feature sparseness and emotion recognition performance.

제스처와 EEG 신호를 이용한 감정인식 방법 (Emotion Recognition Method using Gestures and EEG Signals)

  • 김호덕;정태민;양현창;심귀보
    • 제어로봇시스템학회논문지
    • /
    • 제13권9호
    • /
    • pp.832-837
    • /
    • 2007
  • Electroencephalographic(EEG) is used to record activities of human brain in the area of psychology for many years. As technology develope, neural basis of functional areas of emotion processing is revealed gradually. So we measure fundamental areas of human brain that controls emotion of human by using EEG. Hands gestures such as shaking and head gesture such as nodding are often used as human body languages for communication with each other, and their recognition is important that it is a useful communication medium between human and computers. Research methods about gesture recognition are used of computer vision. Many researchers study Emotion Recognition method which uses one of EEG signals and Gestures in the existing research. In this paper, we use together EEG signals and Gestures for Emotion Recognition of human. And we select the driver emotion as a specific target. The experimental result shows that using of both EEG signals and gestures gets high recognition rates better than using EEG signals or gestures. Both EEG signals and gestures use Interactive Feature Selection(IFS) for the feature selection whose method is based on a reinforcement learning.

Emotion - Based Intelligent Model

  • Ko, Sung-Bum;Lim, Gi-Young
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 제어로봇시스템학회 2001년도 ICCAS
    • /
    • pp.178.5-178
    • /
    • 2001
  • We, Human beings, use both powers of reason and emotion simultaneously, which surely help us to obtain flexible adaptability against the dynamic environment. We assert that this principle can be applied into the general system. That is, it would be possible to improve the adaptability by covering a digital oriented information processing system with an analog oriented emotion layer. In this paper, we proposed a vertical slicing model with an emotion layer in It. And we showed that the emotion-based control allows us to improve the adaptability of a system at least under some conditions.

  • PDF