• 제목/요약/키워드: User Emotion Information

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Active Rule System Based on User's Emotional Margin for Power Saving Control (절전제어를 위한 사용자 감성마진 적용 능동규칙시스템)

  • Lee, Yonsik;Jang, Minseok;Kang, Sunkyung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.119-124
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    • 2014
  • In this paper, we propose the active rule system applying with emotional margin for power saving control. The proposed system in this paper is a part of the system which derives smart power saving by adjusting the illuminance using active rules within compromising the user's emotion. For this, we set the specific range of standard illuminance and the lower bound of user's emotional margin of illuminance based on measurements and analysis, and use these data in design of active rules. And then, we design and implement the active rule system using mobile agent. The mobile agent in the proposed system migrates to the destination sensor nodes, acquires and transmits sensor data according to the purpose and needs through the active rules, and directly executes the actions corresponding to the optional events(changed sensor data and/or time etc.). And then, we show the potential applicability of the proposed active rule system in various active sensor network applications through the interaction with the rule base and mobile sensor network middleware system.

Detects depression-related emotions in user input sentences (사용자 입력 문장에서 우울 관련 감정 탐지)

  • Oh, Jaedong;Oh, Hayoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.12
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    • pp.1759-1768
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    • 2022
  • This paper proposes a model to detect depression-related emotions in a user's speech using wellness dialogue scripts provided by AI Hub, topic-specific daily conversation datasets, and chatbot datasets published on Github. There are 18 emotions, including depression and lethargy, in depression-related emotions, and emotion classification tasks are performed using KoBERT and KOELECTRA models that show high performance in language models. For model-specific performance comparisons, we build diverse datasets and compare classification results while adjusting batch sizes and learning rates for models that perform well. Furthermore, a person performs a multi-classification task by selecting all labels whose output values are higher than a specific threshold as the correct answer, in order to reflect feeling multiple emotions at the same time. The model with the best performance derived through this process is called the Depression model, and the model is then used to classify depression-related emotions for user utterances.

A User Interface Model for B2B Negotiation (B2B 협상을 위한 사용자 인터페이스 모델)

  • Im, Gi-Yeong;Go, Seong-Beom;Won, Il-Yong;Lee, Chang-Hun
    • The KIPS Transactions:PartB
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    • v.9B no.2
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    • pp.163-172
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    • 2002
  • One of the characteristics the agent-based negotiation model has is that we have to input the related parameters together. Considering such properties as vagueness, incompleteness and dynamism B2B domain inherently has this may be an unreasonable request. In this paper we suggested a user interface model for B2B negotiation which mainly focussed on this problem. The suggested model supports such functions as a two dimensional negotiation space, diverse negotiation modes and emotion-based control mechanism. In this paper, we tried to show how these three functions can be used for improving the usefulness of the existing agent-based negotiation model.

Collective Sentiments and Users' Feedback to Game Contents : Analysis of Mobile Game UX based on Social Big Data Mining (집단 감성과 모바일 게임 사용경험 : 카카오게임 사례연구)

  • Cheon, Youngjoon;Kwak, Kyu Tae
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.145-156
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    • 2015
  • Existing researches have been limited to one-dimensional analysis of game experience (enjoyment, addictive user, usability). However, we considered to analyze complex sentiments of mobile game users due to diffusion of multitasking in these days. In this study, We focused on 'collective sentiments' of mobile game users and studied 'connected emotions and mental model' of them. To support theoretical assumption, we analyzed social data which reflect intention and unintended behavior of users. As a result, multiple consumption of service, diversified patterns of information recommendation and quest experience based on networking were critical to mobile game UX.

Specifying the Characteristics of Tangible User Interface: centered on the Science Museum Installation (실물형 인터렉션 디자인 특성 분석: 과학관 체험 전시물을 대상으로)

  • Cho, Myung Eun;Oh, Myung Won;Kim, Mi Jeong
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.553-564
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    • 2012
  • Tangible user interfaces have been developed in the area of Human-Computer Interaction for the last decades, however, the applied domains recently have been extended into the product design and interactive art. Tangible User Interfaces are the combination of digital information and physical objects or environments, thus they provide tangible and intuitive interaction as input and output devices, often combined with Augmented Reality. The research developed a design guideline for tangible user interfaces based on key properties of tangible user interfaces defined previously in five representative research: Tangible Interaction, Intuitiveness and Convenience, Expressive Representation, Context-aware and Spatial Interaction, and Social Interaction. Using the guideline emphasizing user interaction, this research evaluated installation in a science museum in terms of the applied characteristics of tangible user interfaces. The selected 15 installations which were evaluated are to educate visitors for science by emphasizing manipulation and experience of interfaces in those installations. According to the input devices, they are categorized into four Types. TUI properties in Type 3 installation, which uses body motions for interaction, shows the highest score, where items for context-aware and spatial interaction were highly rated. The context-aware and spatial interaction have been recently emphasized as extended properties of tangible user interfaces. The major type of installation in the science museum is equipped with buttons and joysticks for physical manipulation, thus multimodal interfaces utilizing visual, aural, tactile senses etc need to be developed to provide more innovative interaction. Further, more installation need to be reconfigurable for embodied interaction between users and the interactive space. The proposed design guideline can specify the characteristics of tangible user interfaces, thus this research can be a basis for the development and application of installation involving more TUI properties in future.

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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.

Effective Design of Visual Information for the Elderly: A Study on the Interaction between Wrist Band Type Walking Aid Device and the Elderly (노인을 위한 효과적인 시각 정보 디자인: 노인과 손목에 착용하는 보행 보조 장치의 상호 교류에 대한 연구)

  • Kim, A-Ram;Kim, Hye-Mi;Jeong, Kwang-Min;Kim, Jin-Woo
    • Science of Emotion and Sensibility
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    • v.20 no.2
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    • pp.11-22
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    • 2017
  • For the elderly whose path-finding capability and distance perception abilities have been weakened, the study intends to provide UI design of a wrist type walking aid device which allows the elderly to receive both visual and haptic information that induces the elderly' occasional attention by utilizing currently available haptic technology. The study asked 30 the elderly older than 65 years old, target consumers of the technology, to wear a smart watch and find a path by following the directions provided by four different UI versions of Wizard of Oz. Then, the study has conducted post-experience interview. Quantitative analyses was performed their preference level, number of misguided participants and the number of deviations incurred. Based on the data collected, the study has applied grounded theory, a qualitative research methodology, in order to grasp new understanding about the research, and has consequently reached some significant implications for further research on wrist type walking aid device for the elderly, who show self-contradictory demands.

An Expansion of Affective Image Access Points Based on Users' Response on Image (이용자 반응 기반 이미지 감정 접근점 확장에 관한 연구)

  • Chung, Eun Kyung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.25 no.3
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    • pp.101-118
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    • 2014
  • Given the context of rapid developing ubiquitous computing environment, it is imperative for users to search and use images based on affective meanings. However, it has been difficult to index affective meanings of image since emotions of image are substantially subjective and highly abstract. In addition, utilizing low level features of image for indexing affective meanings of image has been limited for high level concepts of image. To facilitate the access points of affective meanings of image, this study aims to utilize user-provided responses of images. For a data set, emotional words are collected and cleaned from twenty participants with a set of fifteen images, three images for each of basic emotions, love, sad, fear, anger, and happy. A total of 399 unique emotion words are revealed and 1,093 times appeared in this data set. Through co-word analysis and network analysis of emotional words from users' responses, this study demonstrates expanded word sets for five basic emotions. The expanded word sets are characterized with adjective expression and action/behavior expression.

The feature of scanning path algorithm shown at natural visual search activities of space user (공간사용자의 본능적 시선탐색활동에 나타난 주사경로 알고리즘 특성)

  • Kim, Jong-Ha;Kim, Ju-Yeon
    • Science of Emotion and Sensibility
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    • v.17 no.2
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    • pp.111-122
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    • 2014
  • This study has analyzed the scanning path algorithm shown at the process of exploring spatial information through an observation experiment with the object of lobby in subway station. In the estimation of observation time by section, the frequency of scanning type was found to increase as the observation time got longer, which makes it possible that the longer the observation lasts the more the observation interruptions occur. In addition, the observation slipped out of the range of imaging when any fatigue was caused from the observation or the more active exploration took place. Furthermore, when the trend line was employed for the examination of the changes to the scanning type by time section, "concentration" "diagonal or vertical" showed a sharp and a gentle increases along with the increase of time section respectively, while "circulation. combination, horizontal" showed a reduction. The observation data of the subjects observing a space include various visual information. The analysis of the scanning type found at "attention concentration" enabled to draw this significant conclusion. The features of increase and decrease of scanning types can be a fundamental data for understanding the scanning tendency by time.

A Study on the Checklist of Emotional Evaluation for MMORPG (MMORPG의 감성평가 체크리스트에 관한 연구)

  • Park, Sang-Jin;Kwak, Hoon-Sung;Seo, Mi-Ra
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.217-224
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    • 2006
  • As the online game which is possible of large-scale multiple access enjoys popularity, the number of development by many online game manufacturers came to increase exponentially. But, the reason why the qualitative expansion pace cannot follow the pace of the quantitative expansion on games is that most of them are paltry enterprises except the leading enterprises which are occupying few competitive advantages, so there is no well-established production procedure, and accurate test before the launch isn't accompanied. Therefore, it doesn't cope flexibly to the expectable results. Now, important function is not embodied through the game feature checking stage of the same feature or is under the situation being used in finding out the fatal error of the specific parts. To this, this study collects the emotional vocabulary in the games to suggest the evaluation system that can evaluate the emotion the user feels while playing the game with the usage of the evaluation system that is leaned toward the existing usage evaluation system, and through factor analysis, we classify them into interactivity, interface and information factors and suggest the emotion evaluation system while designing the evaluation questions according to it.

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