• Title/Summary/Keyword: User Emotion

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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.

Color Transformation of Food Images based on User Sensibility (사용자의 감성을 반영한 음식 이미지 색변환)

  • Choi, Jae-Pil;Choi, Go-Eun;Kang, Hang-Bong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.04a
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    • pp.510-513
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    • 2010
  • Color is basically composed of hue, saturation and value. Many objects are made up with color. When people see color, they feel different emotion because of different combination of hue, saturation and value of different colors. Thus, people feel different feeling about the taste of food depending on its color. Thus, by analyzing what color makes people feel tasty about food, we can make food to look more delicious. When people take pictures of food, theyusually do not consider this into account. However if we apply this technology into taking pictures of food, we can make the food look more delicious. This technology can be applied when people want to upload pictures of food in blog, homepage and twitter and so on. In this paper, we analyze the feelings of color of people and then choose the best color combination to present food. After that we change the original image into the new one based on the analysis of color. This way, we can reflect each user's preference.

Sentiment Analysis of movie review for predicting movie rating (영화리뷰 감성 분석을 통한 평점 예측 연구)

  • Jo, Jung-Tae;Choi, Sang-Hyun
    • Management & Information Systems Review
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    • v.34 no.3
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    • pp.161-177
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    • 2015
  • Currently, the influence of the Internet portal sites that can make it quick and easy to contact the vast amount of information is increasing. Users can connect the Internet through a portal to obtain information, such as communication between Internet users, which can be used to meet a variety of purposes. People are exposed to a variety of information from other users in the search for a movie and get information. The impact on the reviews and ratings with the limited number of characters of the film allows users to form a relationship to the movie, decide whether you want to see the movie or find another movie. but, the user can not read the whole movie review. When user see the overall evaluation, the user can receive the correct information. This research conducted a study on the prediction of the rating by the use of review data. Information of reviews, is divided into two main areas: the"fact" and "opinion". "Fact" is to convey the dispassionate information and "Opinion" is, to represent the user's feelings. In this study, we built sentiment dictionary based on the assessment and evaluation of the online review and applied to evaluate other movies. In the comparative study with a simple emotion evaluation technique, we found the suggested algorithm got the more accurate results.

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An Evaluation Model for Software Usability using Mental Model and Emotional factors (정신모형과 감성 요소를 이용한 소프트웨어 사용성 평가 모델 개발)

  • 김한샘;김효영;한혁수
    • Journal of KIISE:Software and Applications
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    • v.30 no.1_2
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    • pp.117-128
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    • 2003
  • Software usability is a characteristic of the software that is decided based on learnability, effectiveness, and satisfaction when it is evaluated. The usability is a main factor of the software quality. A software has to be continuously improved by taking guidelines that comes from the usability evaluation. Usability factors may vary among the different software products and even for the same factor, the users may have different opinions according to their experience and knowledge. Therefore, a usability evaluation process must be developed with the consideration of many factors like various applications and users. Existing systems such as satisfaction evaluation and performance evaluation only evaluate the result and do not perform cause analysis. And also unified evaluation items and contents do not reflect the characteristics of the products. To address these problems, this paper presents a evaluation model that is based on the mental model of user and the problems, this paper presents a evaluation model that is based on the mental model of user and the emotion of users. This model uses evaluation factors of the user task which are extracted by analyzing usage of the target product. In the mental model approach, the conceptual model of designer and the mental model of the user are compared and the differences are taken as a gap also reported as a part to be improved in the future. In the emotional factor approach, the emotional factors are extracted for the target products and evaluated in terms of the emotional factors. With this proposed method, we can evaluate the software products with customized attributes of the products and deduce the guidelines for the future improvements. We also takes the GUI framework as a sample case and extracts the directions for improvement. As this model analyzes tasks of users and uses evaluation factors for each task, it is capable of not only reflecting the characteristics of the product, but exactly identifying the items that should be modified and improved.

Applying Social Strategies for Breakdown Situations of Conversational Agents: A Case Study using Forewarning and Apology (대화형 에이전트의 오류 상황에서 사회적 전략 적용: 사전 양해와 사과를 이용한 사례 연구)

  • Lee, Yoomi;Park, Sunjeong;Suk, Hyeon-Jeong
    • Science of Emotion and Sensibility
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    • v.21 no.1
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    • pp.59-70
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    • 2018
  • With the breakthrough of speech recognition technology, conversational agents have become pervasive through smartphones and smart speakers. The recognition accuracy of speech recognition technology has developed to the level of human beings, but it still shows limitations on understanding the underlying meaning or intention of words, or understanding long conversation. Accordingly, the users experience various errors when interacting with the conversational agents, which may negatively affect the user experience. In addition, in the case of smart speakers with a voice as the main interface, the lack of feedback on system and transparency was reported as the main issue when the users using. Therefore, there is a strong need for research on how users can better understand the capability of the conversational agents and mitigate negative emotions in error situations. In this study, we applied social strategies, "forewarning" and "apology", to conversational agent and investigated how these strategies affect users' perceptions of the agent in breakdown situations. For the study, we created a series of demo videos of a user interacting with a conversational agent. After watching the demo videos, the participants were asked to evaluate how they liked and trusted the agent through an online survey. A total of 104 respondents were analyzed and found to be contrary to our expectation based on the literature study. The result showed that forewarning gave a negative impression to the user, especially the reliability of the agent. Also, apology in a breakdown situation did not affect the users' perceptions. In the following in-depth interviews, participants explained that they perceived the smart speaker as a machine rather than a human-like object, and for this reason, the social strategies did not work. These results show that the social strategies should be applied according to the perceptions that user has toward agents.

Human Motion Analysis for Designing Social Robots Based on Cultural Difference (문화적 차이를 중심으로 본 사회적 로봇 디자인을 위한 인간 동작의 분석)

  • Yang, Eui-Jung;Hwang, Won-Il
    • Journal of Korean Institute of Industrial Engineers
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    • v.38 no.2
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    • pp.133-143
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    • 2012
  • The study on social robots has been actively conducted in the robot research community. In the area of robot design, however, there are few studies regarding robot motions that are one of the methods for interaction between humans and robots. This is a preliminary study to find preferred human motions that can be applied to social robots. We conducted a two-phased empirical study about preferred human motions. In the first phase, four representative human motions, such as 'greeting', 'I don't know', 'positive answer', and 'giving', were captured through 28 body makers and video recording. 10 young and 6 elderly Singaporeans participated in the motion capture process. In the second phase, the communication efficiency, emotion, and satisfaction of the human motions recorded in the first phase were measured by a questionnaire and 31 young Koreans, 35 young Singaporeans participated to investigate cultural differences. We drew the conclusion that motions used in the same culture are efficient in communication and also give friendliness and satisfaction. In addition, regardless of user's culture, young people's motions and female motions were preferred in terms of communication efficiency, emotional aspect, satisfaction.

Application recommender system based on personalized collaborative-filtering using user's emotion information from smartphone (스마트폰에서 사용자 감성정보를 이용한 개인화된 협업필터링 기반 애플리케이션 추천 시스템)

  • Lee, Chang-Hyun;Lee, Sung-Young;Chung, Tae-Choong;Yun, Seok-Hwan
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06a
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    • pp.224-226
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    • 2012
  • 최근 스마트폰의 대중화와 더불어 스마트폰 애플리케이션의 공급과 수요 또한 활성화 되고 있다. 이에 스마트폰의 애플리케이션 시장 또한 활성화 되었다. 하지만 기하급수적으로 증가한 애플리케이션에 사용자가 자신에게 적합한 애플리케이션을 선택하기가 용이하지 않다. 이에 본 논문에서는 사용자 개인 정보와 감정을 이용한 애플리케이션 추천 시스템을 제안한다. 사용자 정보와 감정을 k-means 알고리즘을 이용하여 군집화를 시켜주었으며 사용자가 평가한 애플리케이션에 대한 만족도를 이용하여 유사도를 검출 및 추천하기 위하여 피어슨 상관계수와 교차추천을 이용하였다. 또한 협업 필터링의 신규 사용자에 대한 초기 평가치 부재에 의한 콜드 스타트(cold-start) 문제를 해결하기 위해 신규 사용자의 개인정보와 감성정보를 활용하여 기존 사용자와의 유사도를 비교한다. 이웃사용자를 추출하고 이웃사용자로부터 추천을 받는다. 즉, 추천시스템 데이터베이스 내의 정보가 충분한 사용자에게는 협업필터링을 그렇지 않은 신규 사용자에게는 협업필터링 대신 제시한 방법을 적용하는 하이브리드 추천 방법을 제안하였다.

A Study on the Emotional Vocabulary Based on Space Assessment of the Academic Library (대학도서관 공간 평가를 위한 감성어휘 도출에 관한 연구)

  • Noh, Dong-Jo
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.4
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    • pp.83-104
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    • 2015
  • This study intends to provide guidance for library design and assessment by eliciting the emotional vocabulary related to academic library space. In order to accomplish the goal of this study, 12 major emotional vocabularies related to academic library space were derived through 5 stages of extraction and refinement processes. Literature search and analysis of preceding research, focus group interview and survey of academic librarians and users of the academic library, evaluation of similarity through KJ Method, etc., selected 12 adjectives of emotional vocabulary as follows: diverse, satisfactory, necessary, full, clean, stable, appropriate, harmonious, open, warm, natural, and excellent.

Effect of Experiential Marketing on the Smart Car: Application of Human-Car Interaction Design to a Marketing Paradigm (스마트 자동차의 경험 마케팅 효과에 대한 연구: 인간-자동차 상호작용 디자인의 마케팅 패러다임 적용)

  • Kim, Taeksoo;You, Gaon;Choi, Junho
    • Journal of the HCI Society of Korea
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    • v.12 no.4
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    • pp.17-25
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    • 2017
  • From the vehicle-human interaction perspective, this study investigated the effect of experiential marketing paradigm which considers user experience as main value. We conducted an experiment to compare traditional marketing and experience marketing messages with the smart cruise control and the smart trunk in the context of driving and non-driving context. As a result of the analysis, experience marketing message had higher overall satisfaction than traditional message exposure. Usefulness, usability, and emotion were partially influenced by experience marketing message. The contribution of this study is that the experiential marketing paradigm was applied to automobile UX and practically demonstrated the value of experience design of smart automobile system.

Mental States in Information Search Process (정보검색과정에서의 정신적 상태)

  • Na, Kyoungsik;Choi, Wontae
    • Journal of Korean Library and Information Science Society
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    • v.48 no.3
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    • pp.281-302
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    • 2017
  • This study examined the differences in a searcher's mental states of a complex information search and retrieval task during information search process between the two groups: participants who were exposed to mental demand manipulation and those not exposed. Data from the experiments and questionnaires were analyzed. Based on qualitative approach and quantitative analyses, the results indicated that the participants exposed to mental demand required more thoughts; addressed negative emotions more often; reduced a searcher's efforts; and interrupted search performance than those not exposed. These results suggest that mental demand contributed to a searcher's perceived thought, emotion, effort, and performance, although these mental states differed in relative contribution of information search process. Significant differences were found between the two groups with respect to the component of mental demand, performance, and frustration of the NASA-TLX subjective cognitive load. These results have implications for search user interface design and information search systems among others.