• Title/Summary/Keyword: affective interaction

Search Result 9, Processing Time 0.076 seconds

Trend Analysis on Treatment of Psychological Disorders Using Virtual Reality (가상현실을 이용한 심리치료 기술 동향과 전망)

  • Yoon, Hyun Joong;Chung, Seong Youb
    • Journal of Institute of Convergence Technology
    • /
    • v.2 no.2
    • /
    • pp.5-12
    • /
    • 2012
  • Recently, peoples are suffering from various psychological disorders such as addiction, phobia, depression, and bipolar disorder. Moreover, children with ADD/ADHD and autism are increasing. Korean tends to regard the psychological disorders as taboo. Therefore, it is unusual case that the mental patient gets the psychological therapy. Virtual reality has come to the spotlight as a useful tool for the therapy due to its anonymity and easy accessibility. The therapy in the virtual reality is called cyber-therapy. Emotion of the patient is important for the treating process. The objective of this paper is to review the researches on the treatment of psychological disorders using the virtual reality and prospect the affective interaction technology for the cyber-therapy.

  • PDF

An Analysis of 2nd Grade Students' Interaction in the Classification Activities of LTTS Program (LTTS 분류 활동에서 나타난 초등학교 2학년 학생들의 상호 작용 분석)

  • Kim, Sun-Ja;Shin, Jae-Sop;Park, Jong-Wook
    • Journal of Korean Elementary Science Education
    • /
    • v.26 no.4
    • /
    • pp.395-406
    • /
    • 2007
  • The purpose of this study was to investigate the characteristics of 2nd grade students' interaction in the classification activities of LTTS. For the purposes of this study, three heterogeneous groups, chosen by cognitive level, were selected. The students' interactions were audio/video taped and classified as either cognitive or affective interaction. The results of this study are as follows. In the cognitive interactions, the frequency and quality of the functions of 'questions' and 'making suggestions' were higher than those of 'Responses' and 'Receiving opinions'. In the affective interactions, the frequency of 'induction' and 'dissatisfaction' was higher than that of the other types. The frequency and quality of interactions of students in both the early and mid concrete stage were higher than those of students in the transitional stage. Qualitatively higher-level interactions such as 'making suggestions' and positive interactions such as 'induction' to induce students who were passive in activities were made by the students at higher cognitive levels. However, the low-level of interaction in suggesting their opinion to the constituent's suggestion and 'dissatisfaction' with student in transition period who were passive in activity influenced group working negatively.

  • PDF

Affective Interaction Technologies for Human Care (휴먼 케어를 위한 초실감 감성 상호작용 기술)

  • Kim, J.S.;Park, C.J.;Lee, K.S.;Kim, M.;Yoo, W.Y.;Jee, H.K.;Jeong, I.K.
    • Electronics and Telecommunications Trends
    • /
    • v.36 no.1
    • /
    • pp.43-53
    • /
    • 2021
  • Super-realistic content technology has recently attracted attention as a core of the "new normal" that can overcome the spatial constraints caused by pandemics. It is moreover the core that allows users in remote locations to meet and engage in various social, cultural, and economic activities based on a network. Content technology is rapidly spreading beyond the existing entertainment area to various industries as an innovative tool that can be used to overcome space-time constraints and improve the productivity of industrial sites, because reality and virtual reality are now super-connected with ultra-low latency. However, existing services such as teleconferencing and tele-collaboration do not provide a level of realism that replaces face-to-face services, and various technical requirements have been proposed to overcome this. The trends in core technologies such as XR twins, hyper-realistic reproduction, sensory interaction, and emotional recognition technology, which are necessary for interactive realistic content that leads to feelings, from reproduction to experience and emotion, are explained. In this article, our aim is to present the future of realistic content that enables human care and can even overcome psychological difficulties such as the "Corona blues".

"Elsa, Why are you in Fear and Anger?": The Power of Magic and Control of Emotion in Frozen ("엘사여, 뭐가 그리 두렵고 분한가?": 『겨울왕국』에서의 마술의 힘과 감정의 통제)

  • Park, Eun Jung
    • Journal of Digital Contents Society
    • /
    • v.17 no.6
    • /
    • pp.613-621
    • /
    • 2016
  • This paper has the first aim to analyze Elsa's magic power of why and how she, as a heroine in the animation of Frozen, is in the emotion of fear and anger. This paper will explain why these two emotions are twisted compound to identify Elsa's iced emotion in the ice kingdom. And secondly, this paper attempts to connect Elsa's fear emotion in her real life is the other flip with that of anger throughout the characters' network in Frozen, which symbolically reflect the feminine pattern of real society that Walt Disney prospects for the dream society. Through the cognitive process for Elsa's ice kingdom between emotion status and social network, we can assume the pattern of social network with emotional chart and the archetype of human emotion through the cognitive-emotional storytelling on the emotion of Elsa in Frozen.

Pre-visualization of Interaction on Game Character's Quest Play : Towards of Narrative Structure (내러티브 구조 관점에서 본 게임 캐릭터의 퀘스트 플레이에 대한 인터랙션 사전 시각화)

  • Kim, Mi-Jin;Woo, Kim-Sang
    • Journal of Korea Game Society
    • /
    • v.11 no.2
    • /
    • pp.3-11
    • /
    • 2011
  • A game designer is the initial design of the quest based on narrative. It is important that to predict game character of play experience to establish these static content. This paper deal with player's affective interaction distinguishing among game characters are perform quest-play based on their characteristic status. To achieve this, First of all, previous studies regarding pre-visualization of narrative structure for other visual media are reviewed. Secondly, it is specified that quest-play experience and player's cognitive behavior. At last, these features of status by character were pre-visualized with QUG(Quest Unit Graph), which could be represented differences in precess of quest-play through analysis on world of warcarft game. Previous research is about of numerical balance in terms of character's achievement, whereas this study is meaningful that is proposed that visual model of quest-play interaction focused on narrative structure to predict game designer's architecture of quest experience.

Affective interaction to emotion expressive VR agents (가상현실 에이전트와의 감성적 상호작용 기법)

  • Choi, Ahyoung
    • Journal of the Korea Computer Graphics Society
    • /
    • v.22 no.5
    • /
    • pp.37-47
    • /
    • 2016
  • This study evaluate user feedback such as physiological response and facial expression when subjects play a social decision making game with interactive virtual agent partners. In the social decision making game, subjects will invest some of money or credit in one of projects. Their partners (virtual agents) will also invest in one of the projects. They will interact with different kinds of virtual agents which behave reciprocated or unreciprocated behavior while expressing socially affective facial expression. The total money or credit which the subject earns is contingent on partner's choice. From this study, I observed that subject's appraisal of interaction with cooperative/uncooperative (or friendly/unfriendly) virtual agents in an investment game result in increased autonomic and somatic response, and that these responses were observed by physiological signal and facial expression in real time. For assessing user feedback, Photoplethysmography (PPG) sensor, Galvanic skin response (GSR) sensor while capturing front facial image of the subject from web camera were used. After all trials, subjects asked to answer to questions associated with evaluation how much these interaction with virtual agents affect to their appraisals.

Development of Intelligent Messenger for Affective Interaction of Content Robot (콘텐츠 로봇의 감성적 반응을 위한 지능형 메신저 개발)

  • Park, Bum-Jun;So, Su-Hwan;Park, Tae-Keun
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.9
    • /
    • pp.9-17
    • /
    • 2010
  • Nowadays, many research have been conducted on robots or interactive characters that properly respond to the users affection. In this paper, we develop an intelligent messenger that provides appropriate responses to text inputs according to user's intention and affection. In order to properly respond, the intelligent messenger adapts methods to recognize user's speech act and affection. And it uses an AIML-based interactive script to which tags are additionally attached to express affection and speech act. If the intelligent messenger finds a proper reply in the interactive scripts, it displays the reply in a dialog window, and an animation character expresses emotion assimilated with a user's affection. If the animation character is synchronized with a content robot through a wireless link, the robot in the same space with the user can provide emotional response.

Impacts of Relative Advantage of Fast Food Restaurant's O2O Service and Consumer Involvement on Consumer Engagement, and Store Loyalty: Focused on MZ Generationsin Untact Consumption Era

  • LEE, Young-Eun;LEE, Yong-Ki
    • The Korean Journal of Franchise Management
    • /
    • v.11 no.2
    • /
    • pp.41-51
    • /
    • 2020
  • Purpose: Fast food franchise companies are trying a variety of innovative services to increase their competitiveness in response to changes in population composition in the fast food market and rapid changes in consumption trends due to technological development. From this point of view, franchise companies that have focused on offline store operations are providing O2O (offline to online) service as a core service for customer convenience. This new attempt is a strategy to increase loyalty by applying an interaction method based on understanding the characteristics of new generation consumers. However, existing studies are focused on the relationship between O2O service and acceptance, so very little is known about how O2O service affects customer loyalty. Therefore, this study examines the impacts of customer involvement and relative advantages of fast food O2O service on customer brand engagement (cognitive and affective engagement) and store loyalty for MZ(Millennials - Z) generations. Research design, data, and methodology: In order to achieve the purposes of this research, several hypotheses were developed. The data were collected from 247 questionnaires in their 16-30s and were analyzed using SPSS 22.0 and SmartPLS 3.0 program. Measurement model analysis was carried out to assess convergent and discriminant validity. Also, common method bias was tested using the values of VIF (variance inflation factor). The hypotheses was tested using structural equation modeling. Result: First, involvement has a positive effect on cognitive and affective engagement. Second, relative advantages have has a positive effect on cognitive and affective engagement. Third, cognitive influences affective engagement. Finally, both cognitive and affective engagement affect store loyalty, but affective engagement has a stronger effect on store loyalty than cognitive engagement. Conclusions: In the process of consumer-brand interaction, it was confirmed that store loyalty was influenced by cognitive and affective engagement sequentially. However, the results show that affective engagement has a relatively stronger on store loyalty than cognitive engagement. Therefore, it is necessary to establish an O2O service strategy to maintain long-term loyal customers by inducing cognitive participation with high-involved consumer, as well as affective interaction, in order to obtain new customers and increase customer loyalty.