• Title/Summary/Keyword: User Emotion

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Trend on content of preservatives for emotion-fusioned sheet mask cosmetics in markets (감성 융합형 시트 마스크 화장품의 보존제 함유량 실태)

  • Kang, H.J.;Kang, S.J.;Jo, G.H.;Lee, J.M.;Lee, G.W.
    • Journal of the Korea Convergence Society
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    • v.8 no.11
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    • pp.159-165
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    • 2017
  • We were investigated the content of 7 preservatives for sheet mask samples(n=42) sold in markets of Daejeon metropolitan city in 2016. &3.3%(n=35) of all samples contained at least one of preservatives. In samples of 30.95(n=14) and 2.39%(n=1) was detected with 2 and 3 preservatives. Phenoxyethaol(PE), methylparaben(MP), chlorphenesin(CP) and benzyl alcohol(BA) showed detection rate of 76.19(n=32), 16.67(n=9), 21.43(n=7) and 2.38%(n=1), respectively. Also The content of detected preservative showed range of 0.06~0.71, 0.18~0.35, 0.06~0.71 and 0.32% and was within the maximum allowed amount established by Korean FDA. However ethylparaben(EP), propylparaben(PP) and benzylparaben(BP) in all samples was not detected. These results can be useful for sharing in emotion-fusioned information and supplying right to know of user.

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 Impact of Functional and Emotional Factors on User Satisfaction and Commitment toward Mobile Messenger Service: Investigating the Mediating Effects of Intimacy and Fatigue (기능적·정서적 요인이 모바일 메신저 서비스에 대한 사용자 만족과 몰입에 미치는 영향: 친밀감과 피로도의 매개효과를 중심으로)

  • Lee, Ae Ri;Park, Yong Wan;Park, Yujin
    • The Journal of Society for e-Business Studies
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    • v.21 no.1
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    • pp.33-63
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    • 2016
  • The diffusion of smartphone has make people engaged in communication with mobile messenger in everyday life. To understand the rapid growth of mobile messenger usage, this study investigates the unique features of mobile messenger services as communication media. Based on the media synchronicity theory and literature about online communication, we identify the functional and emotional features of mobile messenger. In particular, this study demonstrates that functional and emotional features of mobile messenger would influence intimacy and fatigue. Also, intimacy and fatigue, as mediating variables, have an impact on user satisfaction and commitment toward mobile messenger service. The results of this study provide practical implications for mobile messenger providers and users which attempt to facilitate positive effect such as intimacy among users and reduce negative effect such as fatigue on mobile messenger communication.

The Recognition Method for Focus Level using ECG(electrocardiogram) (심전도를 이용한 집중도 인식 방법)

  • Lee, Dong Won;Park, Sangin;Whang, Mincheol
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.370-377
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    • 2018
  • Focus level has been important mental state in user study. Cardiac response has been related to focus and less clarified. The study was to determine cardiac parameters for recognizing focus level. The sixty participants were asked to play shooting game designed to control two focus levels. Electrocardiogram was measured during task. The parameters of time domain and frequency domain were determined from ECG. As a result of independent t-test, RRI, SDNN, rMSSD and pNN50 of time domain indicator were statistically significant in recognizing focus level. LF, HF, lnLF and lnHF of frequency domain were observed to be significant indicator. The rule base for recognition has been developed by the combination of RRI, rMSSD and lnHF. The rule base has been verified from another sixty data samples. The recognition accuracy were 95%. This study proposed significant cardiac indicators for recognizing focus level. The results provides objective measurement of focus in user interaction design in the fields of contents industry and service design.

Factors Affecting the Mobile Instant Messenger Users' Continued Usage Behavior and the Moderating Role of Habits: Focused on WeChat (모바일 인스턴트 메신저 사용자의 지속사용행동에 대한 영향요인과 습관의 조절효과: WeChat을 중심으로)

  • Zhang, Heng;Koh, Joon;Kim, Kyun Soo
    • The Journal of Information Systems
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    • v.25 no.3
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    • pp.61-90
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    • 2016
  • Purpose Recently the usage of Mobile Instant Messenger(MIM) has been increased all over the world. With the development of Mobile Internet, a large amount of mobile application came into being, such as WeChat, the most popular MIM now in China. It has a huge number of registered users, but just only half of them are the "active users". This study intends to examine what factors affect MIM user's continuance intention and actual usage behavior. Design/Methodology/Approach Based on the framework of Perception/Emotion-Behavior and the extended ECM-ISC (Expectation Confirmation Model of IS Continuance), this research introduced some unique variables to a user satisfaction model focusing on perceived/emotional factors in WeChat. In this model, perceived/emotional factors have been divided into enabler factors and inhibitor factors to analyze the effect on continuance intention and actual usage behavior. Also, the moderate effect of the habits was discussed. An online questionnaire survey of 203 WeChat users was conducted and the empirical validation was employed to test the research model. Findings From the empirical results, perceived usefulness, expectation confirmation, and needs for affiliation significantly affected satisfaction. Also, satisfaction influenced continuance intention which led to actual usage behavior. We found that the habit moderates the relationship between satisfaction and continuance intention. The result of this study provides guidance to the developers and operators of WeChat on how to improve enhance users' satisfaction and loyalty.

A Tag-based Music Recommendation Using UniTag Ontology (UniTag 온톨로지를 이용한 태그 기반 음악 추천 기법)

  • Kim, Hyon Hee
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.11
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    • pp.133-140
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    • 2012
  • In this paper, we propose a music recommendation method considering users' tags by collaborative tagging in a social music site. Since collaborative tagging allows a user to add keywords chosen by himself to web resources, it provides users' preference about the web resources concretely. In particular, emotional tags which represent human's emotion contain users' musical preference more directly than factual tags which represent facts such as musical genre and artists. Therefore, to classify the tags into the emotional tags and the factual tags and to assign weighted values to the emotional tags, a tag ontology called UniTag is developed. After preprocessing the tags, the weighted tags are used to create user profiles, and the music recommendation algorithm is executed based on the profiles. To evaluate the proposed method, a conventional playcount-based recommendation, an unweighted tag-based recommendation, and an weighted tag-based recommendation are executed. Our experimental results show that the weighted tag-based recommendation outperforms other two approaches in terms of precision.

An Intelligent Character Manipulation System Suitable for Wireless Broadband Network Environment (휴대인터넷에 활용 가능한 지능형 캐릭터 제작 시스템 개발에 대한 연구)

  • Ryu, Seuc-Ho;Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok;Lee, Kyoung-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.100-107
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    • 2008
  • The aim of this paper is to design an intelligent character manipulation system suitable for the wireless broadband network environment named as Wibro and for the recent social networking service (SNS). The main feature of our proposed system is an automatic synthesis of a character utilizing the meta data which is attached to each component stored in a character database. It is the second advantageous feature that a user can make or modify his or her own character by modifying the component animation clip of its character. Once the character database is created, it can be represented and utilized in several ways by utilizing the meta data which is related to personal properties including emotion, life style, favorite things, and so on. The system can be evolved to a more powerful one by adopting the more user-related information and the more intelligent synthesis module.

Visual Tactility in Web-based Digital Contents (웹기반 디지털 콘텐츠에서의 시각적 촉각성 연구)

  • Kim, Hyo-Joong;Park, Soo-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.121-131
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    • 2011
  • Visual tactility implies feelings of touch through sight. To be exact, the eyes are doing the touch rather than the body and the subject concerned will experience the sensation of touch by looking at an object similar to that of physical touch. This is quasi tactility to put it simply and it can be defined as to touch with the eyes. This can not only provide opportunities to experience something close to reality but also another completely different form of modern experience. Experiencing visual tactility through the use of the web permits lavish communication between the user and the designer. This paper has reorganize the concept of visual tactility, characteristic and way to use in digital contents. Visual tactility stimulates the users' emotion as such. If it was to be utilized to develop edutainment contents or web sites will foster children's capability to develope problem solving skills and raise efficiency in creative learning, and prolong the period of concentration in order to encourage revisits to the place and extend the time of stay.

Structural study on storytelling of VR contents (VR 콘텐츠의 스토리텔링에 대한 구조적 연구)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.295-300
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    • 2019
  • Modern society is the era of convergence, and storytelling requires the necessity of storytelling in which two types of data types, emotional stories and information, are fused. Particularly, in the case of VR contents, the user must directly participate in the content and select the information through the process of freely searching $360^{\circ}$ space, so that the user can interact with the content immediately. Therefore, there is a limit to access to the existing storytelling method, and it is considered that the implementation of 'convergent storytelling' that meets two areas of sensitivity and information is considered to be an urgent genre. In this paper, we focus on the spatial characteristics of VR contents, and then, as a way to effectively implement 'convergent storytelling' in VR contents, We propose a custom system by organizing the type into a circle structure. Based on this, it is expected that the technology will be developed into a research of a personalized system that meets two areas of emotion and information by utilizing the context recognition process for VR content and interaction in the fourth industrial revolution era.

Study on Characteristics and User Reactions of Videos Related to COVID-19 Vaccine (코로나19 백신 관련 영상의 특성 및 이용자 반응에 대한 연구)

  • Lee, Mina;Hong, Juhyun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.163-171
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    • 2021
  • This study aimed to investigate the main characteristics of the COVID-19 vaccine-related videos spread on YouTube and differences in user responses in the infodemic situation caused by COVID-19. As a result of content analysis of 579 videos related to the COVID-19 vaccine, it was found that all of the false information was written by individual channels. Institutions, organizations, media companies, and government channels reported spread of false information as well as fact-oriented reporting. The progressive channel had a high percentage of positive sentiment in favor of vaccination, and the conservative channel had a high percentage of negative emotion against vaccination. After the vaccination started, the number of videos on government channels increased, and it was found that the number of videos with positive emotions increased. Results of regression analysis of video characteristics that affect the number of likes indicated that personal expert videos and videos from progressive channels received more likes. Combining the research results, we propose a plan to promote government policies regarding the COVID-19 vaccine using social media.