• Title/Summary/Keyword: User Emotion Information

Search Result 239, Processing Time 0.025 seconds

Distributed Power Saving Control System Using Mobile Agent Based Active Rules (이동에이전트 기반 능동규칙을 이용한 분산형 절전제어시스템)

  • Lee, Yonsik;Jang, Minseok
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.14 no.5
    • /
    • pp.153-159
    • /
    • 2014
  • In this paper, we propose the Distributed Power Saving Control System that enables the active and intelligent control(on/off and/or dimming control) of the lightning device using sensors and mobile agents. The proposed system is effective for energy saving and induces cost reductions in design and development of power saving control system as adding remote-monitoring or controlling functions is easier with the application of a variety of active rules. Moreover, the system improves the effectiveness of the acquired sensing data by real-time event handling and device controlling using a mobile agent based sensor network middleware that regularize the contextual information or a user's emotion. The results of this paper present the potential applicability of the proposed distributed control system using mobile agent in various active sensor network applications.

The Effects of Driver's Trust in Adaptive Cruise Control and Traffic Density on Workload and Situation Awareness (적응형 정속 주행 시스템에 대한 운전자 신뢰와 도로 혼잡도가 작업부하 및 상황인식에 미치는 효과)

  • Kwon, Soon-Chan;Lee, Jae-Sik
    • Science of Emotion and Sensibility
    • /
    • v.23 no.2
    • /
    • pp.103-120
    • /
    • 2020
  • Using driving simulation, this study investigated the effects of driver's trust in the adaptive cruise control (ACC) system and road density on driver's workload and situation awareness. The drivers were allocated into one of four experimental conditions manipulated by ACC system trust level (trust-increased vs. trust-decreased) and road congestion (high vs. low). The workload and situational awareness of the participants were measured as dependent variables. The results showed followings. First, trust-decreased group for the ACC system had significantly lower trust scores for the system in all of the measurement items, including reducing the driving load and securing safe driving due to the use of this system, than the trust-increased group. Second, the trust-decreased group showed a slower reaction time in the secondary tasks and higher subjective workload than trust-increased group. Third, in contrast, the situational awareness for the driving situation was significantly higher in the trust-decreased group than trust-increased group. The results of this study showed that the driver's trust in the ACC system can affect the various information processing performed while driving. Also, these results suggest that trust in the user's system should be considered as an important variable in the design of an automated driving assistance system.

Designing Smart Sportswear to Support the Prevention of Sports Injuries in Badminton Club Activities (배드민턴 동호회의 스포츠 상해 예방을 지원하는 스마트의류 디자인 제안)

  • Kim, Shin-Hye;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
    • /
    • v.23 no.3
    • /
    • pp.37-46
    • /
    • 2020
  • This study was aimed at investigating the activities of a badminton club and designing smart wear to prevent sports injuries during badminton club activities. Everyone is familiar with sports in an aging society and clubs are gradually developing. Popular badminton club activities lead to frequent sports injuries, especially ankle injuries, which are a serious problem that hampers members' participation in sports. Therefore, this study aims to propose a prototype design for smart wear to prevent sports injuries, including ankle injuries. First, we identified the characteristics and considerations of members of badminton clubs, and the components of smart wear to prevent sports injuries. Second, members of the badminton clubs and an elite badminton player participated in a survey on the issues and requirements associated with wearing smart wear. Third, usage scenarios for smart wear were created based on literature reviews and the user assessment lists. Fourth, a prototype of the smart wear to prevent sports injuries including ankle injuries was created based on the scenarios. With the proposed smart wear, members of badminton clubs who may require assistance with sports injuries will be able to monitor said injuries, as well as their health condition, as avatars in visual games through a smart terminal. The visual game system will provide easier access to information about sports injuries and health. This smart sportswear will allow members of badminton clubs to prevent sports injuries and review their performance. This study can be utilized to design smart wear to prevent sports injuries and monitor sporting activities or bio-signals.

Case Study on Functional Bike Design for Elderly and Disabled (고령자.장애인을 위한 기능성 자전거디자인 사례연구)

  • Hong, Jung-Pyo;Hyoung, Sung-Eun;Jin, Hye-Ryeon;Seo, Seung-Hyun;Lee, Se-Hee;Yu, Mi;Kwon, Tae-Kyu
    • Science of Emotion and Sensibility
    • /
    • v.14 no.1
    • /
    • pp.17-26
    • /
    • 2011
  • Health care service's added value and sustainability has been formed, through the product developing about sports equipment and special equipment for disabled in order to improve the life quality, with the increasing population of elderly and the attention about health care. This research's design and 3 testing sections has been done according to design process for design development of functional bike. 1st test is done through researching from 4 aspects: structure, aesthetic, function and using. In the 2nd testing, 10 universal design items were used to evaluate 10 modeling samples, and sample F which has high evaluation overall was chosen. In 3rd test, evaluation was done from the user service scene about the mock-up with 1/4 scale size. PPP (product performance program) which is constructed with 60 evaluation items about functional bike's service was tested, and these items were fixed through discussing with experts. Through the result we knew the aesthetic elements had relationship with proportion, unity and typicality. In 10 items (55 survey items), the scores of items with physical exposure's minimization, simple and intuitively usage showed high, on the contrary, the other items' scores was very low, such as information delivery's consideration and thought, failure preventing. The evaluation will be done once more by health care experts, designers and elderly together if the physical model could be made for getting accurate measurement about above test result in the future.

  • PDF

Usability Evaluation of Artificial Intelligence Search Services Using the Naver App (인공지능 검색 서비스 활용에 따른 서비스 사용성 평가: 네이버 앱을 중심으로)

  • Hwang, Shin Hee;Ju, Da Young
    • Science of Emotion and Sensibility
    • /
    • v.22 no.2
    • /
    • pp.49-58
    • /
    • 2019
  • In the era of the 4th Industrial Revolution, artificial intelligence (AI) has become one of the core technologies in terms of the business strategy among information technology companies. Both international and domestic major portal companies are launching AI search services. These AI search services utilize voice, images, and other unstructured data to provide different experiences from existing text-based search services. An unfamiliar experience is a factor that can hinder the usability of the service. Therefore, the usability testing of the AI search services is necessary. This study examines the usability of the AI search service on the Naver App 8.9.3 beta version by comparing it with the search services of the current Naver App and targets 30 people in their 20s and 30s, who have experience using Naver apps. The usability of Smart Lens, Smart Voice, Smart Around, and AiRS, which are the Naver App beta versions of their artificial intelligence search service, is evaluated and statistically significant usability changes are revealed. Smart Lens, Smart Voice, and Smart Around exhibited positive changes, whereas AiRS exhibited negative changes in terms of usability. This study evaluates the change in usability according to the application of the artificial intelligence search services and investigates the correlation between the evaluation factors. The obtained data are expected to be useful for the usability evaluation of services that use AI.

Cybersickness and Experience of Viewing VR Contents in Augmented Reality (증강현실에서의 가상현실 콘텐츠 시청 경험과 사이버 멀미)

  • Jiyoung Oh;Minseong Jin;Zion Park;Seyoon Song;Subin Jeon;Yoojung Lee;Haeji Shin;Chai-Youn Kim
    • Science of Emotion and Sensibility
    • /
    • v.26 no.4
    • /
    • pp.103-114
    • /
    • 2023
  • Augmented reality (AR) and virtual reality (VR) differ fundamentally, with AR overlaying computer-generated information onto the real world in a nonimmersive way. Despite extensive research on cybersickness in VR, its occurrence in AR has received less attention (Vovk et al., 2018). This study examines cybersickness and discomfort associated with AR usage, focusing on the impact of content intensity and exposure time. Participants viewed 30-minute racing simulation game clips through AR equipment, varying in racing speed to alter content intensity. Cybersickness was assessed subjectively using the Simulator sickness questionnaire (SSQ; Kennedy et al., 1993). Findings revealed a progressive increase in cybersickness with longer exposure, persisting even after removing the AR equipment. Contrarily, content intensity did not significantly influence cybersickness levels. Analysis of the SSQ subscales revealed higher oculomotor (O) scores compared to nausea (N) and disorientation (D), suggesting that discomfort primarily stemmed from oculomotor strain. The study highlights distinct differences in user experience between AR and VR, specifically in subjective responses.

Design and Implementation of a Real-Time Emotional Avatar (실시간 감정 표현 아바타의 설계 및 구현)

  • Jung, Il-Hong;Cho, Sae-Hong
    • Journal of Digital Contents Society
    • /
    • v.7 no.4
    • /
    • pp.235-243
    • /
    • 2006
  • This paper presents the development of certain efficient method for expressing the emotion of an avatar based on the facial expression recognition. This new method is not changing a facial expression of the avatar manually. It can be changing a real time facial expression of the avatar based on recognition of a facial pattern which can be captured by a web cam. It provides a tool for recognizing some part of images captured by the web cam. Because of using the model-based approach, this tool recognizes the images faster than other approaches such as the template-based or the network-based. It is extracting the shape of user's lip after detecting the information of eyes by using the model-based approach. By using changes of lip's patterns, we define 6 patterns of avatar's facial expression by using 13 standard lip's patterns. Avatar changes a facial expression fast by using the pre-defined avatar with corresponding expression.

  • PDF

A Study on Temporality of 'Phenomenology of music' in Rem Koolhaas's space (렘 콜하스 공간의 음악현상학적 시간성에 대한 연구)

  • Kang, So-Yeon;Yoon, Sang-Young;Yoon, Jae-Eun
    • Korean Institute of Interior Design Journal
    • /
    • v.22 no.1
    • /
    • pp.115-123
    • /
    • 2013
  • Today, the views on Temporality of space have been changed not only to be based on the concept of time, but also to identify the space with a body adapted to the new circumstances. The study suggests that the actions of performers in space have been important by changes of views and are connected to the music phenomenology mixed with music whose tempo is the phenomenology related with of human consciousness itself, and derives the temporal property by putting them into Rem Koolhaas space with the fluid quality. According to Clifton's Phenomenology of Music, an understanding of music is made in both human body and consciousness as two ways to listen to sounds and enjoy music. Though a correlation between the characteristics of Clifton's Phenomenology of Music and one of resulted from uncertainty and immateriality of modern space Temporality, we could work out four kinds of characters which are the continuity of the fluidity from temporal programs, contrasting changes or synchronicity, the multidimensionality from synesthesia of line and face, ventilation by quality of the material and immaterial circumstances of sound effects, the implication in events resulted from cognition for information and unexpected actions, and the autonomy of the route of a variety of experiences including intimate connection of inter-related events and temporary and diverse external conditions. Hereby Temporality of musical phenomenology in Rem Koolhaas's space can be experienced by systems base oh the importance of host's motion, changes of programs according to the motion as well as uncertainty and immaterial changes. Due to the changes user's emotion and motion is undergone as Temporality that changes automatically.

Design and Implementation of E-mail Client based on Automatic Feeling Recognition (인간의 감정을 자동 인식하는 전자메일 클라이언트의 설계 및 구현)

  • Kim, Na-young;Lee, Sang-kon
    • The Journal of Korean Association of Computer Education
    • /
    • v.12 no.2
    • /
    • pp.61-75
    • /
    • 2009
  • Modern day people can easily use an e-mail client for general communication, because of using Internet and cellular phone. The mail client for the purpose of private and business affair, advertisement, news searching, and business letter is widely used and has side effects. People could send an important document via an electronic mail client. It is important to support an e-mail client intelligent. We think that many kinds of techniques of natural language processing must be provided in the client with human's emotion. We consider to design a new mail client with six kinds of senders' emotional information; delight, angry, sad feeling and message to express, manner of talking, a discomfort index etc. Before sending an e-mail, we suggest a user to correct a bad word because we do not want to feel bad to a receiver. We present a proper process of sending/receiving for users with a new designed e-mail clients.

  • PDF

A Study of Users' EEG Responses to Different Types of Fashion Films (패션필름의 유형에 따른 이용자의 뇌파 반응 연구)

  • Chungsun Lee;Seunghee Lee
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.47 no.2
    • /
    • pp.323-336
    • /
    • 2023
  • In the 21st century, fashion films are frequently used throughout the fashion industry. In particular, as videos have become an essential element and a communication tool of social media, they are becoming even more important in the world of fashion. In this study, different types of short-length fashion films (< 0:60) in current use were derived, and the effects of on the cognitive and emotional responses of users were analyzed using electroencephalogram(EEG) findings. EEG measurements were performed using Epoc+ on 31 healthy women aged 20-29 years after viewing six types of fashion films[fiction/well-made, fiction/user generated content(UGC), documentary/well-made, documentary/UGC, art/well-made, and art/UGC] in random order. The results demonstrate differences among four types of films. Specifically, alpha waves in the frontal lobe decreased more while watching documentary/UGC films than while watching art/well-made films. Gamma waves in the temporal lobe decreased more while watching fiction/well-made films than while watching documentary/UGC films. Furthermore, theta waves in the occipital lobe increased more while watching fiction/well-made films than while watching art/UGC films. These findings suggest that different types of fashion films can stimulate different parts of the brain that process thinking, cognition, emotion, and visual and auditory information and consequently evoke emotional responses.