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A Face Robot Actuated with Artiflcial Muscle (인공근육을 이용한 얼굴로봇)

  • 곽종원;지호준;정광목;남재도;전재욱;최혁렬
    • Journal of Institute of Control, Robotics and Systems
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    • v.10 no.11
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    • pp.991-999
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    • 2004
  • Face robots capable of expressing their emotional status, can be adopted as an efficient tool for friendly communication between the human and the machine. In this paper, we present a face robot actuated with artificial muscle based on dielectric elastomer. By exploiting the properties of polymers, it is possible to actuate the covering skin, eyes as well as provide human-like expressivity without employing complicated mechanisms. The robot is driven by seven types of actuator modules such as eye, eyebrow, eyelid, brow, cheek, jaw and neck module corresponding to movements of facial muscles. Although they are only part of the whole set of facial motions, our approach is sufficient to generate six fundamental facial expressions such as surprise, fear, anger, disgust, sadness, and happiness. Each module communicates with the others via CAN communication protocol fur the desired emotional expressions, the facial motions are generated by combining the motions of each actuator module. A prototype of the robot has been developed and several experiments have been conducted to validate its feasibility.

Aesthetics of Ugliness Expressed on Contemporary Women's Hair Styles

  • Lee, Su-in;Park, Kil-Soon
    • The International Journal of Costume Culture
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    • v.6 no.2
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    • pp.117-125
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    • 2003
  • Aesthetics of ugliness enlarged aesthetic field and brought back the repressed, estranged things. Hair style is not an exception. So I intended to examine the contemporary(1995-2002) women's hair styles on the basis of Rosenkranz' concept of ugliness. The results are as follows: First, extrinsic aspect contains formlessness and disfiguration. Among characteristics of formlessness, discord means appearing on a stage with a hair style derailed from our common sense or an incomplete hair style. Asymmetry means hair decoration or hair dressing which violates the principles of design. Disharmony means excessiveness beyond the concept of accent. Disfiguration has characteristics of vulgarity, disgust and caricature, and means cruelty, grimness or ridiculousness instead of pleasing beauty. Second, intrinsic aspect has incorrectness. As minority ethnic groups, estranged classes, children and women which in the previous field of absolute aesthetics were never considered as beauty appeared as subject matters of hair styles, the repressed things returned and a new genre was created thereby enlarging true aesthetic field. Like this, 1 cloud confirm that aesthetics of ugliness organized today's characteristic, peculiar hair styles, and enlarged aesthetic field.

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The Bizarreness Phenomenon in The Contemporary Fashion - Focused on the works of korean fashion designers - (현대패션에 나타난 엽기현상 - 국내 패션디자이너의 작품을 중심으로 -)

  • 박옥미;송정선
    • Journal of the Korean Society of Costume
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    • v.54 no.2
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    • pp.53-65
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    • 2004
  • As the contemporary public consensus prefers individuality to classical things, they have gotten sick of the universality and pursue fashion anew. As a result the new concept of artistic value delivers a shock to ordinary and traditional images. The bizarreness culture of fashion contains two extremes, horror and humor. which make people uneasy but amused by sensuous descriptions. Bizarre things captivate the audience regardless of the violent stimuli. The conversion of aesthetic consciousness is brought accordingly by horror and humor. In this paper, It is discussed that the concept of history of bizarreness and the social effect from its phenomena in current fashion are expressed through the two methods above. The bizarreness phenomena in current fashion is shown as a new hybrid type which has been recreated and came out of the internet. This phenomena has caused abnormal results and ironically mixed products, what was once directness, violence and disgust, are on the other hand enjoyment and amusement. A widening field, the bizarreness phenomenon, as an important implication in which can completely change the current trend, will be on track as a crucial concept representing contemporary cultures.

Structure Comparison of Roget's Categories and Basic Emotions (Roget 범주와 기본정서의 구조 비교)

  • Yang Jae-Gun;Bae Jae-Hak J.
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.547-549
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    • 2005
  • 본 논문에서는 Roget 범주 시스템과 Plutchik의 기본정서 구조를 서로 비교하였다. 이를 위해서 우선, 8가지 기본정서(Joy, Acceptance, fear, Surprise, Sadness, Disgust, Anger Anticipation) 각각을 Roget 범주에 대응시켰다. 대응한 Roget 범주 간의 참조정보 거리를 토대로 두 구조의 유사성을 가늠하였다. 실험결과, 기본정서에 대응하는 Roget 범주 거리 편차가 일정한 양상을 보이지 않았다(네 개의 정서차원 중에서 두 차원이 Roget 범주구조와 호응함). 본 논문의 실험 결과를 이용하연 Roget 범주와 기본정서 분류를 상호 보완할 수 있을 것이다. 나아가 개연규칙과 Plot Unit에서 사건과 상태의 선호도를 세분화 하는데 이용하고자 한다.

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Analysis of the Fear Inventory by Preschoolers' Sex, Age, and Degree of Emotional and Behavioral Problems (유아의 성, 연령, 정서행동문제 수준에 따른 유아기 두려움 목록 분석)

  • Koo, Mee-Hyang
    • Korean Journal of Child Studies
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    • v.30 no.3
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    • pp.55-69
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    • 2009
  • The purpose of this study was to describe preschoolers' perceptions of fear from their own perspective. Qualitative data from 213 preschoolers 4 to 6 years of age were obtained by semi-structured interviews. The fear inventory was analyzed by content analysis and frequency. The most common fears of preschoolers in this study were fear of ferocious animals and imaginary figures, such as tigers, lions, snakes, spirits and ghosts. Fear of ghosts was the primary fear of both boys and girls. Results showed that most fears were caused by disgust-related visual images. Worry about injury and pain was another common pathway to fear. At-risk preschoolers scored significantly higher than normal preschoolers on fears of criticism and getting an injection.

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Extracting and Clustering of Story Events from a Story Corpus

  • Yu, Hye-Yeon;Cheong, Yun-Gyung;Bae, Byung-Chull
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.10
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    • pp.3498-3512
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    • 2021
  • This article describes how events that make up text stories can be represented and extracted. We also address the results from our simple experiment on extracting and clustering events in terms of emotions, under the assumption that different emotional events can be associated with the classified clusters. Each emotion cluster is based on Plutchik's eight basic emotion model, and the attributes of the NLTK-VADER are used for the classification criterion. While comparisons of the results with human raters show less accuracy for certain emotion types, emotion types such as joy and sadness show relatively high accuracy. The evaluation results with NRC Word Emotion Association Lexicon (aka EmoLex) show high accuracy values (more than 90% accuracy in anger, disgust, fear, and surprise), though precision and recall values are relatively low.

Understanding the difficulties of delivery through the perspective of young women

  • Jungae Kim;Milang Kim
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.284-290
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    • 2023
  • This study was a phenomenological study to examine the meaning and structure of the difficulty of delivery. Participants in this study conducted deep interviews with seven female 20 to 24. The interview data was conducted through the process of analysis and interpretation using the Giorgi method. As a result of study, 12 themes were derived and 4 categories. As a result of the analysis, young women's thoughts on observing delivery consisted of 'fear', 'powerlessness', 'disgust', and 'inevitable fate'. Based on the above meaning, the structure of young women's thoughts on delivery was found to be a point of view that it is regrettable that delivery compensates for all difficulties and pain with the joy of birth. Accordingly, it is proposed to develop and apply a program that can actually alleviate the anxiety, fear, and physical discomfort experienced by women in childbearing age through childbirth.

Engine of computational Emotion model for emotional interaction with human (인간과 감정적 상호작용을 위한 '감정 엔진')

  • Lee, Yeon Gon
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.503-516
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    • 2012
  • According to the researches of robot and software agent until now, computational emotion model is dependent on system, so it is hard task that emotion models is separated from existing systems and then recycled into new systems. Therefore, I introduce the Engine of computational Emotion model (shall hereafter appear as EE) to integrate with any robots or agents. This is the engine, ie a software for independent form from inputs and outputs, so the EE is Emotion Generation to control only generation and processing of emotions without both phases of Inputs(Perception) and Outputs(Expression). The EE can be interfaced with any inputs and outputs, and produce emotions from not only emotion itself but also personality and emotions of person. In addition, the EE can be existed in any robot or agent by a kind of software library, or be used as a separate system to communicate. In EE, emotions is the Primary Emotions, ie Joy, Surprise, Disgust, Fear, Sadness, and Anger. It is vector that consist of string and coefficient about emotion, and EE receives this vectors from input interface and then sends its to output interface. In EE, each emotions are connected to lists of emotional experiences, and the lists consisted of string and coefficient of each emotional experiences are used to generate and process emotional states. The emotional experiences are consisted of emotion vocabulary understanding various emotional experiences of human. This study EE is available to use to make interaction products to response the appropriate reaction of human emotions. The significance of the study is on development of a system to induce that person feel that product has your sympathy. Therefore, the EE can help give an efficient service of emotional sympathy to products of HRI, HCI area.

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Funology Body : Classified Application System Based on Funology and Philosophy of the Human Body (Funology Body : Funology와 '몸의 철학' 이론을 바탕으로 한 어플리케이션 분류 검색 체계 연구)

  • Kihl, Tae-Suk;Jang, Ju-No;Ju, Hyun-Sun;Kwon, Ji-Eun
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.635-646
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    • 2010
  • This article focuses on Funology and a new classified application system based on concept of language and thought which are formed by body experience. It is defined by Funology Body as that. Funology Body is classifying and searching system which are consisted of a body, world (environment), and device tool. The body is sectioned by Brain, Eyes, Ears, Nose, Mouth, Hand, Torso, Feet, and Heart according as parts of the human body. This allows intuiting and experience searching as making classified system connected to the application relationship with concept of an each part of body. The Brain of the body is sub-classified by Book, Account, Business, Memory, Education, Search, and Aphorism to imply the application with thought. The Eyes take Video, Photography, and Broadcast for visibility. The Ears is categorized as Music, Instrument, Audio, and Radio for hearing. The Nose gets Perfume, Smell for olfactory sense. The Mouth is sectioned by Food, SNS, Chatting, Email, and Blog for eating and communication. The Hand sorts into Games, Kits, and Editing to handle, create, and play. The Torso is grouped by Health, Medical, Dance, Sport, Fashion, and Testyuorself related by protecting internal and meaning of the body core. The Feet is classified by Travel, Transportation, Map, and Outdoor for moving and concept of expanding the terrain. The Heart is consisted of Fear, Anger, Joy, Sadness, Acceptance, Disgust, Expectation, and Surprise for a human feeling. Beyond that, the World takes News, Time, Weather, Map, Fortune, and Shop, and Device tool gets Interface, Utilities. The Funology Body has a unique characteristic of giving intuitive and sensuous pleasure and reflection of users' attitude and taste for changing application flexibly.

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Korean Emotion Vocabulary: Extraction and Categorization of Feeling Words (한국어 감정표현단어의 추출과 범주화)

  • Sohn, Sun-Ju;Park, Mi-Sook;Park, Ji-Eun;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.105-120
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    • 2012
  • This study aimed to develop a Korean emotion vocabulary list that functions as an important tool in understanding human feelings. In doing so, the focus was on the careful extraction of most widely used feeling words, as well as categorization into groups of emotion(s) in relation to its meaning when used in real life. A total of 12 professionals (including Korean major graduate students) partook in the study. Using the Korean 'word frequency list' developed by Yonsei University and through various sorting processes, the study condensed the original 64,666 emotion words into a finalized 504 words. In the next step, a total of 80 social work students evaluated and classified each word for its meaning and into any of the following categories that seem most appropriate for inclusion: 'happiness', 'sadness', 'fear', 'anger', 'disgust', 'surprise', 'interest', 'boredom', 'pain', 'neutral', and 'other'. Findings showed that, of the 504 feeling words, 426 words expressed a single emotion, whereas 72 words reflected two emotions (i.e., same word indicating two distinct emotions), and 6 words showing three emotions. Of the 426 words that represent a single emotion, 'sadness' was predominant, followed by 'anger' and 'happiness'. Amongst 72 words that showed two emotions were mostly a combination of 'anger' and 'disgust', followed by 'sadness' and 'fear', and 'happiness' and 'interest'. The significance of the study is on the development of a most adaptive list of Korean feeling words that can be meticulously combined with other emotion signals such as facial expression in optimizing emotion recognition research, particularly in the Human-Computer Interface (HCI) area. The identification of feeling words that connote more than one emotion is also noteworthy.

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