• Title/Summary/Keyword: User Emotion

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Analysis of Indirect Uses of Interrogative Sentences Carrying Anger

  • Min, Hye-Jin;Park, Jong-C.
    • Proceedings of the Korean Society for Language and Information Conference
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    • 2007.11a
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    • pp.311-320
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    • 2007
  • Interrogative sentences are generally used to perform speech acts of directly asking a question or making a request, but they are also used to convey such speech acts indirectly. In the utterances, such indirect uses of interrogative sentences usually carry speaker's emotion with a negative attitude, which is close to an expression of anger. The identification of such negative emotion is known as a difficult problem that requires relevant information in syntax, semantics, discourse, pragmatics, and speech signals. In this paper, we argue that the interrogatives used for indirect speech acts could serve as a dominant marker for identifying the emotional attitudes, such as anger, as compared to other emotion-related markers, such as discourse markers, adverbial words, and syntactic markers. To support such an argument, we analyze the dialogues collected from the Korean soap operas, and examine individual or cooperative influences of the emotion-related markers on emotional realization. The user study shows that the interrogatives could be utilized as a promising device for emotion identification.

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User context conjecture system using location and schedule information

  • Ogasawara, Naohito;Sato, Kiwamu;Nunokawa, Hiroshi;Shiratori, Norio;Noguchi, Shoichi
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.152-155
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    • 2002
  • In recent years, with the spread of communication media, such as a cellular phone and E-mail, we are able to communicate with others without any restriction of position or time. However, complexity of communicative context has increased so that user has to guess a partner user's situation and status in order to use various medias efficiently. This problem will grow larger as new media are brought in the expanding communications network. To solve this problem, we propose the system that guesses the context in communication by a user's media from the position information on PHS (Personal Handy phone System) and schedule information from schedule application. In this system a user's agent guesses automatically the context that owner has set, and answers the demand of the context from a partner user. Moreover, the agent decides a suitable answer, when there is a demand of communication by the media, which cannot be used.

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A Study on Intelligent Navigation System using Soft-computing (소프트 컴퓨팅을 이용한 지능형 네비게이션에 관한 연구)

  • Choi, In-Chan;Lee, Hong-Gi;Jeon, Hong-Tae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.20 no.6
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    • pp.799-805
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    • 2010
  • In this paper, we propose an intelligent navigation system that selects a proper route for user and applies the user's preference, user's tendency and environmental state estimated by driving information of user and road state. The system uses data of sensors, navigation and intelligent transport system to evaluate conditions of roads and it considers state of user's emotion. The system also uses soft-computing method to infer and learn the user's preference and tendency. We verify the proposed algorithm by computer simulation.

An Auto Playlist Generation System with One Seed Song

  • Bang, Sung-Woo;Jung, Hye-Wuk;Kim, Jae-Kwang;Lee, Jee-Hyong
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.10 no.1
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    • pp.19-24
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    • 2010
  • The rise of music resources has led to a parallel rise in the need to manage thousands of songs on user devices. So users have a tendency to build playlist for manage songs. However the manual selection of songs for creating playlist is a troublesome work. This paper proposes an auto playlist generation system considering user context of use and preferences. This system has two separated systems; 1) the mood and emotion classification system and 2) the music recommendation system. Firstly, users need to choose just one seed song for reflecting their context of use. Then system recommends candidate song list before the current song ends in order to fill up user playlist. User also can remove unsatisfied songs from the recommended song list to adapt the user preference model on the system for the next song list. The generated playlists show well defined mood and emotion of music and provide songs that the preference of the current user is reflected.

A Study on the Development of the Interactive Emotional Contents Player Platform (인터랙티브 감성 콘텐츠 플레이어 플랫폼 개발에 관한 연구)

  • Kim, Min-Young;Kim, Dong-Keun;Cho, Yong-Joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.7
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    • pp.1572-1580
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    • 2010
  • This thesis presents an emotion-based contents player platform that can change its visual and aural components as user's emotions. It analyzes the emotion as pleasant, unpleasant, aroused, and relaxed based on the physiological signals and the user's active response. Accordingly. the system reorganizes graphical and aural stimuli, such as, light, color, sound, in real-time. It can be used to develop and show the emotional contents and also be applied for the systematic analysis to find out how the components would affect the emotion. This paper describes overall the system architecture and the implementations of the sub-systems, as well as the actual contents built on top of the platform.

The effect of behavioral and emotional change on usage mode and response-delay situation (사용 모드에 따른 반응지연 상황의 행동적, 정서적 효과)

  • Joo, Hyo-Min;Kim, Hyo-Sun;Kim, Hye-Ryeong;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.129-146
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    • 2010
  • System response times(SRTs) are getting important while increasing the function of system. In the past, most research studied SRTs on situation of computer usage. There are lacking the research on simple domain. This study focuses on behavioral and emotional effect on situation of cell phone usage(experience 1; independent variables: degree of SRTs, dependent variables: behavioral and emotional evaluation). And this study investigates the behavioral and emotional effect in same SRTs on different situation(experience 2; independent variables: degree of SRTs, usage mode, dependent variables: behavioral and emotional evaluation, stress, mental strain). The result indicated that long SRTs increased problem solving time and negative emotion. User evaluated the system differently according to usage mode after they performed the same task. In other word, if user had a strong goal, then they felt more negative emotion and mental effort than the user don't have a strong goal. In the goal mode group, it was important there are being of delay or not. This study demonstrated that SRTs and usage mode influence user's emotion and behavior performance in same task.

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STUDY ON THE VISUAL COGNITIVE CHARACTERISTICS BY THE FIXATION POINT ANALYSIS USING THE EYE MARK RECORDER

  • Yamanoto, Satoshi;Yamaoka, Toshiki;Matsunobe, Takuo
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2001.05a
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    • pp.20-25
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    • 2001
  • In recent years, the concern about a user center design in increasing, and it's needed to task a user's visual cognitive characteristics for information presentation. Then this study aims to grasp user's cognitive characteristics about the information presentation by analyzing the fixation points. In the experiment, actually subject operated a copy machine. Recorded the fixation point movement of the operation panel by the eye mark recorder. Analysis examined the screen interface of the operation panel from the field of a fixation point trace. The top down type fixation oder by experience or the context became clear as a result. Furthermore, the difference of the fixation order by skill level was also examined. In this study, it was assumed that to grasp the visual cognitive characteristics becomes the key of efficient information.

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The Method to Build Knowledge-Base for User's Preference Retrieval (감성정보검색을 위한 지식베이스 구축방법)

  • Kim, Don-Han
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2008.10a
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    • pp.5-8
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    • 2008
  • This study proposed the Knowledge Base Building method reflecting the user's preferences based on the fuzzy set theory to develop information contents which support pedestrian's navigation. This research evaluated subject's preferences on the commercial spaces set to the hypothetical destination. Also it surveyed the causal relationship between the visual characteristics and the emotional characteristics to propose the methods of Navigation Knowledge Base (NKB). The NKB was composed by three elements; 1.the correlation model between emotional characteristics, 2.the causal relationship between visual characteristics and emotional characteristics, 3.the transformation model between visual characteristics and the physical characteristics.

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Collecting the Information Needs of Skilled and Be-ginner Drivers Based on a User Mental Model for a Cus-tomized AR-HUD Interface

  • Zhang, Han;Lee, Seung Hee
    • Science of Emotion and Sensibility
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    • v.24 no.4
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    • pp.53-68
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    • 2021
  • The continuous development of in-vehicle information systems in recent years has dramatically enriched drivers' driving experience while occupying their cognitive resources to varying degrees, causing driving distraction. Under this complex information system, managing the complexity and priority of information and further improvement in driving safety has become a key issue that needs to be urgently solved by the in-vehicle information system. The new interactive methods incorporating the augmented reality (AR) and head-up display (HUD) technologies into in-vehicle information systems are currently receiving widespread attention. This superimposes various onboard information into an actual driving scene, thereby meeting the needs of complex tasks and improving driving safety. Based on the qualitative research methods of surveys and telephone interviews, this study collects the information needs of the target user groups (i.e., beginners and skilled drivers) and constructs a three-mode information database to provide the basis for a customized AR-HUD interface design.

Measuring user’s emotions while using a cellular phone (휴대폰 사용 중 표출되는 사용자의 감성 평가)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.11 no.2
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    • pp.215-226
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    • 2008
  • The previous research suggested a self-report questionnaire-type scale to measure a user's emotions naturally expressed while using a product. Using the scale, this research measured their emotions expressed while users use cellular phones naturally for a certain time without setting tasks. The results suggest that the cellular phone of high usability lead to higher 'Satisfaction in Usability' and lower 'Uncomfortableness' than the cellular phone with usability flaws. On the other hand the cellular phone with usability flaws lead to higher 'Uncomfortableness' and lower 'Satisfaction in Usability' but higher in other representative emotions such as 'Aesthetics', 'Novelty', 'Pleasure', and 'Excellence' than the other cellular phone. It can be insufficient to define the correlation between the product usability and the user's emotions based on the results of this research: however, the correlation between these two factors will be discovered in more detail by analyzing the changes of the user's emotions according to the length of time of using cellular phone.

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