• Title/Summary/Keyword: User Emotion

Search Result 563, Processing Time 0.023 seconds

ME-based Emotion Recognition Model (ME 기반 감성 인식 모델)

  • Park, So-Young;Kim, Dong-Geun;Whang, Min-Cheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2010.05a
    • /
    • pp.985-987
    • /
    • 2010
  • In this paper, we propose a maximum entropy-based emotion recognition model using individual average difference. In order to accurately recognize an user' s emotion, the proposed model utilizes the difference between the average of the given input physiological signals and the average of each emotion state' signals rather than only the input signal. For the purpose of alleviating data sparse -ness, the proposed model substitutes two simple symbols such as +(positive number)/-(negative number) for every average difference value, and calculates the average of physiological signals based on a second rather than the longer total emotion response time. With the aim of easily constructing the model, it utilizes a simple average difference calculation technique and a maximum entropy model, one of well-known machine learning techniques.

  • PDF

Interactive Feature selection Algorithm for Emotion recognition (감정 인식을 위한 Interactive Feature Selection(IFS) 알고리즘)

  • Yang, Hyun-Chang;Kim, Ho-Duck;Park, Chang-Hyun;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.16 no.6
    • /
    • pp.647-652
    • /
    • 2006
  • This paper presents the novel feature selection method for Emotion Recognition, which may include a lot of original features. Specially, the emotion recognition in this paper treated speech signal with emotion. The feature selection has some benefits on the pattern recognition performance and 'the curse of dimension'. Thus, We implemented a simulator called 'IFS' and those result was applied to a emotion recognition system(ERS), which was also implemented for this research. Our novel feature selection method was basically affected by Reinforcement Learning and since it needs responses from human user, it is called 'Interactive Feature Selection'. From performing the IFS, we could get 3 best features and applied to ERS. Comparing those results with randomly selected feature set, The 3 best features were better than the randomly selected feature set.

A Study on the Emotion Analysis of Instagram Using Images and Hashtags (이미지와 해시태그를 이용한 인스타그램의 감정 분석 연구)

  • Jeong, Dahye;Gim, Jangwon
    • The Journal of Korean Institute of Information Technology
    • /
    • v.17 no.9
    • /
    • pp.123-131
    • /
    • 2019
  • Social network service users actively express and share their feelings about social issues and content of interest through postings. As a result, the sharing of emotions among individuals and community members in social network is spreading rapidly. Therefore, resulting in active research of emotion analysis on posting of users. However, There is insufficient research on emotion analysis for postings containing various emotions. In this paper, we propose a method that analyzes the emotions of an Instagram posts using hashtags and images. This method extracts representative emotion from user posts containing multiple emotions with 66.4% accuracy and 81.7% recall, which improves the emotion classification performance compared to the previous method.

The Role of Website Quality, Positive Emotion and Personalized Advertising in Triggering Impulse Buying Behavior: A Study of Online Retailer in Indonesia

  • Agung UTAMA;Hunik Sri Runing SAWITRI;Budhi HARYANTO;Lilik WAHYUDI
    • Journal of Distribution Science
    • /
    • v.22 no.2
    • /
    • pp.11-20
    • /
    • 2024
  • Purpose: The primary objective of this study is to investigate the impact of website quality on impulse buying of the online retailer, which is mediated by positive emotion and moderated by personalized advertising. Research design, data and methodology: The present study used a survey methodology conducted on many user's smartphones. The sample in this study included 409 college students in Indonesia. Purposive sampling was used as the sampling technique. Data was collected by distributing questionnaires to many respondents through the Google Documents online survey. Results: The findings derived from the application of structural equation modelling for data analysis show that 1). Website quality affects impulse buying and positive emotion, and 2). The impact of website quality on impulse buying was mediated by positive emotion and moderated by personalized advertising. Conclusions: The findings presented in this study has significant theoretical implications that contribute to the existing concept on the relationship between website quality, positive emotion, personalized advertising and impulse buying. The findings of the research possess managerial implications. It can be used can as a reference in determining website quality and the appropriate personalized advertising that increases online impulse buying at online retailer In Indonesia.

Validation in Emotional Evaluation System as Game Evaluation Tool -Focused on Comparison with Jakob Nielson's Evaluation System- (게임 평가도구로써 감성 평가시스템의 타당화 -Jakob Nielsen의 사용성 평가시스템과의 비교를 중심으로-)

  • Seo, Mi-Ra
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.8
    • /
    • pp.86-93
    • /
    • 2007
  • Online game industry is also making much efforts in developing games that have emotional disposition which is rapidly growing by the increase of emotional demand by the user. In the online game development that induces immersion stimulating the emotion of the human has the evaluation stage it must surely pass, and in this stage, emotional evaluation system is known as the evaluation method that one can verify the function, usage and human emotion desire of the game before its launching. Nevertheless, at this situation the studying result is absent in the verification of efficiency and validity of the emotional evaluation system, this study is to work on the availability and validity of the emotional evaluation system as the evaluation tool of the game comparing with the Jakob Nielsen's evaluation system through common user group which are the subjects.

Development of Emotional Feature Extraction Method based on Advanced AAM (Advanced AAM 기반 정서특징 검출 기법 개발)

  • Ko, Kwang-Eun;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.19 no.6
    • /
    • pp.834-839
    • /
    • 2009
  • It is a key element that the problem of emotional feature extraction based on facial image to recognize a human emotion status. In this paper, we propose an Advanced AAM that is improved version of proposed Facial Expression Recognition Systems based on Bayesian Network by using FACS and AAM. This is a study about the most efficient method of optimal facial feature area for human emotion recognition about random user based on generalized HCI system environments. In order to perform such processes, we use a Statistical Shape Analysis at the normalized input image by using Advanced AAM and FACS as a facial expression and emotion status analysis program. And we study about the automatical emotional feature extraction about random user.

A Study on Providing Music in Vehicle using User Bio-rhythm (사용자 바이오리듬을 이용한 차량내 음악제공에 관한 연구)

  • Yong, Sung Jung;Kim, Yoon Sang
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.4 no.3
    • /
    • pp.91-95
    • /
    • 2008
  • In this paper, a method for providing musics in vehicle user's bio-rhythm is proposed. The proposed method is a method to select and play musics automatically suitable for the user's emotion. Experimental results confirmed that the proposed method could provide better satisfaction to the users (drivers) compared to the methods given randomly.

Emotion Based Gesture Animation Generation Mobile System (감정 기반 모바일 손제스쳐 애니메이션 제작 시스템)

  • Lee, Jung-Suk;Byun, Hae-Won
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.129-134
    • /
    • 2009
  • Recently, percentage of people who use SMS service is increasing. However, it is difficult to express own complicated emotion with text and emoticon of exited SMS service. This paper focuses on that point and practical uses character animation to express emotion and nuance correctly, funny. Also this paper suggests emotion based gesture animation generation system that use character's facial expression and gesture to delivery emotion excitably and clearly than only speaking. Michel[1] investigated interview movies of a person whose gesturing style they wish to animate and suggested gesture generation graph for stylized gesture animation. In this paper, we make focus to analyze and abstracted emotional gestures of Disney animation characters and did 3D modeling of these emotional gestures expanding Michel[1]'s research. To express emotion of person, suggests a emotion gesture generation graph that reflects emotion flow graph express emotion flow for probability. We investigated user reaction for research the propriety of suggested system and alternation propriety.

  • PDF

A Study on the Emotional Quality Design Framework for Improvement of the User Experience -with emphasis on the User Interface Design- (사용자 경험 증진을 위한 감성 품질 디자인 프레임웍에 관한 연구 -사용자 인터페이스 디자인을 중심으로-)

  • Seo, Jong-Hwan;Lee, Kun-Pyo
    • Science of Emotion and Sensibility
    • /
    • v.13 no.3
    • /
    • pp.523-532
    • /
    • 2010
  • In the field of user interface design for interactive product, it is becoming more important than ever to understand emotional quality and its characteristics. By a series of experiments on emotional quality of user interface, this paper aimed to develope a systematic approach to investigating emotional quality. First, a emotional quality framework that consists of 6 dimensions (Usefulness, Easy of Use, Aesthetics, Stimulation, Identification, and Harmony) and 18 elements was developed through two experiments that users and UI expert participated in. Second, by conducting a user survey based on the emotional quality framework, it was illustrated how various emotional qualities of interactive product can be evaluated and what effects they have on overall satisfaction of the product. Finally, this paper analyzed the relative importance of emotional quality dimensions and the contextual factors that change emotional quality, and provided basic knowledge related to the construction of emotional quality for the succeeding studies.

  • PDF

A Study on Voice User Interface for Domestic Appliance (가전제품의 음성 인터페이스 디자인 적용에 대한 연구)

  • Hong, Ji-Young;Jeon, Myoung-Hoon;Han, Kwang-Hee;Chae, Haeng-Suk
    • Science of Emotion and Sensibility
    • /
    • v.10 no.1
    • /
    • pp.55-68
    • /
    • 2007
  • This paper describes a Voice User Interface(VUI) method and a design guideline tool which supports the studies for domestic appliance. This issue covers specification of user requirement and selection of appropriate VUI to represent speech generation. The criteria for paper is interaction design to enhance user engagement. The studies were carried out to measure prototype of domestic appliance such as a refrigerator, a washing machine, a Gimchi refrigerator, an oven range, a dishwasher and an air conditioner. This paper is presented a study of user preferences and suitability. The results of these findings to voice interface design are discussed and it is suggested that VUI guideline and optimal prototyping can provide a useful application tools in the design process.

  • PDF