• 제목/요약/키워드: emotion evaluation

Search Result 602, Processing Time 0.022 seconds

Development of Protocol for Standardized Emotion Induction in Children (아동 정서 유발 프로토콜 개발)

  • Jang, Eun-Hye;Yang, Gyung-Hye;Lee, Jeong-Mi;Chung, Myung-Ae;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
    • /
    • v.12 no.4
    • /
    • pp.381-392
    • /
    • 2009
  • The aim of this study was to develop a research protocol that provides standardized conditioning stimuli in effectively evoking emotion-specific responses in children. The protocol targets five specific emotions(i.e., happiness, sadness, anger, distress, and boredom) by introducing study participants to a combination of music, color, stories, and dolls. This research protocol also includes a self-report emotion assessment scale specially developed for this study to verify the types of emotion induced. Evaluation of the method entailed triangulation of the results from the subjects' self-reported emotional state corresponding to each conditioned stimulus as well as behavioral observations conducted by researchers. Findings suggest that this new protocol effectively evokes five emotions in correspondence to the way it was intended for appropriate emotion induction. Additionally, results showed that female children than male children are more likely to feel boredom; and school-aged children were more likely to react to sadness than pre-school children.

  • PDF

A Korean Emotion Features Extraction Method and Their Availability Evaluation for Sentiment Classification (감정 분류를 위한 한국어 감정 자질 추출 기법과 감정 자질의 유용성 평가)

  • Hwang, Jae-Won;Ko, Young-Joong
    • Korean Journal of Cognitive Science
    • /
    • v.19 no.4
    • /
    • pp.499-517
    • /
    • 2008
  • In this paper, we propose an effective emotion feature extraction method for Korean and evaluate their availability in sentiment classification. Korean emotion features are expanded from several representative emotion words and they play an important role in building in an effective sentiment classification system. Firstly, synonym information of English word thesaurus is used to extract effective emotion features and then the extracted English emotion features are translated into Korean. To evaluate the extracted Korean emotion features, we represent each document using the extracted features and classify it using SVM(Support Vector Machine). In experimental results, the sentiment classification system using the extracted Korean emotion features obtained more improved performance(14.1%) than the system using content-words based features which have generally used in common text classification systems.

  • PDF

Video image analysis algorithms with happy emotion tree (영상 이미지 행복 감성 트리를 이용한 분석 알고리즘)

  • Lee, Yean-Ran;Lim, Young-Hwan
    • Cartoon and Animation Studies
    • /
    • s.33
    • /
    • pp.403-423
    • /
    • 2013
  • Video images of emotional happiness or unhappiness, stress or emotional division of tranquility in the form of a tree is evaluated by weighting. Representative evaluation of the video image brightness contrast sensitivity ratings 1 car happy, unhappy or nervous, calm and refined with two car dependency, sensitivity to visual images are separated. Emotion Recognition of four compared to the numerical data is measured by brightness. OpenCV implementation through evaluation graph the stress intensity contrast, tranquility, happiness, unhappiness with changes in the value of four, separated by sensitivity to computing. Contrast sensitivity of computing the brightness according to the input value 'unhappy' to 'happy' or 'stress' to 'calm' the emotional changes are implemented. Emotion computing the regularity of the image to calculate the sensitivity localized computing system can be controlled according to the emotion of the contrast value of the brightness changes are implemented. The future direction of industry on the application of emotion recognition will play a positive role.

Similarity Evaluation of Popular Music based on Emotion and Structure of Lyrics (가사의 감정 분석과 구조 분석을 이용한 노래 간 유사도 측정)

  • Lee, Jaehwan;Lim, Hyewon;Kim, Hyoung-Joo
    • KIISE Transactions on Computing Practices
    • /
    • v.22 no.10
    • /
    • pp.479-487
    • /
    • 2016
  • People can listen to almost every type of music by music streaming services without possessing music. Ironically it is difficult to choose what to listen to. A music recommendation system helps people in making a choice. However, existing recommendation systems have high computation complexity and do not consider context information. Emotion is one of the most important context information of music. Lyrics can be easily computed with various language processing techniques and can even be used to extract emotion of music from itself. We suggest a music-level similarity evaluation method using emotion and structure. Our result shows that it is important to consider semantic information when we evaluate similarity of music.

The Development of Characters with Artificial Emotion through Analyzing Drama characters - With a Korean Drama titled 'The Sons of Sol Pharmacy House' (드라마 대본 분석을 통한 등장인물의 성격이 반영된 인공정서 캐릭터 개발 - '솔약국집 아들들'을 중심으로)

  • Ham, Jun-Seok;Rhee, Shin-Young;Bang, Green;Ko, Il-Ju
    • Science of Emotion and Sensibility
    • /
    • v.15 no.2
    • /
    • pp.239-248
    • /
    • 2012
  • This paper looks to extract personality traits from the drama characters within a drama script, and to apply it them to a character that has an artificial emotion. The method of applying the personality of a character from a drama script is as follows. First, we separate a drama script into several pieces, by the characters therin. Next, we extract emotion-related terms by matching morphemes analysis and by using an emotion terms database. Next, we analyze a dominant emotion using extracted emotion terms. Finally last, we apply the analyzed dominant emotion to an equation pertaining to artificial emotion. We made progress in developing user evaluation that features blind testing, to verify that the artificial emotion character bears the personality of a drama character. We apply three drama character personalities to artificial emotion characters bearing the same appearance. The user had to match three artificial emotion characters and drama characters according to personality. The users had a high percentage of correct answers, thus confirming the efficacy of our method of applying a personality, using information from a drama script.

  • PDF

Development of STEAM Program Based on Emotion Science for Students of Early Elementary School (초등학교 저학년 학생을 위한 감성과학 기반 융합인재교육(STEAM) 프로그램 개발)

  • Kwon, Jieun;Kwak, Sojung;Kim, HeaJin;Lee, SeJung
    • Science of Emotion and Sensibility
    • /
    • v.20 no.4
    • /
    • pp.79-88
    • /
    • 2017
  • As the age in which the importance of sensitivity has increased, education for the future generation regarding emotion engineering, affective recognition and cognitive science have taken center stage. We measure human's emotion quantitatively, analyze evaluation and apply them to various services in life, which are based on human technology. Therefore, we need the education which is related to emotion science to cultivate talented people. The goal of this paper is to suggest the possibility of emotion science education and effective methods through development of the STEAM (Science, Technology, Engineering, Arts, Mathematics) program which can teach emotion science to early elementary school students by applying it to pilot classes. For this study, first, we build a program, 'The mind made by figure' for student of early elementary school. The method of STEAM was used in this program, because it is an effective system to educate the emotion science. We recognize the needs and value of this program development through theory and benchmarking of STEAM related to emotion science. And then the contents of class, activities, course book and kit are designed with elementary school textbook of pertinent grade. Secondly, we analyze the result which is applied in two pilot classes of second grade by satisfaction survey and teacher interview. As a result, the average of satisfaction level was very high (4.40/5), Class participation was especially high. Third, we discuss the ability, value and limits of this program based on the result of analysis. The outcome of this research shows that students of early elementary school who have difficulty in understanding science can approach the education program related to emotion science with ease and interest. We hope this education will help students understand emotion science effectively, and to train people to lead the emotion centered era.

The Study for Securing Reproducibility of Experimental Method in Papers of Spatial Image Evaluation - Focusing on the Papers of Domestic Journals - (공간 이미지 평가 연구에서 실험방식의 재현성 확보 방안 - 국내 학회지 게재 논문을 중심으로 -)

  • Mun, Jae-Eun;Kim, Jong-Ha
    • Korean Institute of Interior Design Journal
    • /
    • v.26 no.4
    • /
    • pp.93-102
    • /
    • 2017
  • The study of space through image evaluation has reached the stage of measuring the emotion with the development of IT technology and the advent of VR AR era. Many researches have been trying to evaluate the space and measure the emotion in objective form by providing various forms of spatial images such as photographs, sketches, and CG. In order for these studies to be used as objective data with logical relevance, it is necessary to describe in detail the method of collecting the data used in the experiment, the characteristics of the test procedure, and the method of analysis. This study is a basic study for constructing a database by systematically organizing the attributes, experimental methods and experimental procedures of subjects. From the viewpoint of securing the objectivity and reproducibility of the paper, we analyzed the spatial image evaluation process focusing on 1) evaluation subject, 2) experimental method, and 3) analysis standard. It is necessary to examine whether the object of evaluation and the form of image and the method of providing it meet the purpose of the study. In addition, the size and order of the image, the viewing time and the interval (break time) should be different according to the gender and group experiment and the individual test method.

An Effect of Presentation Order on Product Evaluation (제품의 제시 순서가 제품 평가에 미치는 영향에 관한 연구)

  • Seok, Hyeong-Jeong;Park, U-Seong
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 2008.10a
    • /
    • pp.78-81
    • /
    • 2008
  • The purpose of this research is to verify whether presentation order has an effect on the evaluation of products. In the empirical study, three types of humidifier and those of toaster were used. These products have 6 different sets of combination (3! = 3${\times}$2${\times}$1), and each set was evaluated by 15 subjects who were provided with two sets of images from humidifier and toaster in empirical study (N=90). Subjects completed measures assessing the five aspects: attractiveness, convenience, hygiene, efficiency and durability of the product. Each of the dependent measures was assessed on Likert-scale ranging 1 to 7. The ratings to the five aspects were added individually. Three types of humidifier and those of toaster were divided into 3 classes in terms of 'class A' which consists of the highest rated product, 'class C' which consists of the lowest rated product, and 'class B' which consists of the rest. Two main findings were discovered: First, the presentation order of both class A and class C influences the product evaluation whereas that of class B does not. As class A was presented as the last one, the subjects evaluated it the most positive. In the case of class C, on the contrary, when it is presented as the first is the best for itself; Secondly, the result shows that presented C-B-A sequence combination has a greater effect on entire evaluation than all other conditions in this study.

  • PDF

Relationship between User's-Oriented Emotional Design and Elements of Creativity (소비자 지향적 감성디자인과 창의성 속성과의 관계)

  • Jin, Yuan;Kwon, Jong-Dae;Hong, Jung-Pyo;Kim, Tai-Ho
    • Science of Emotion and Sensibility
    • /
    • v.11 no.4
    • /
    • pp.481-488
    • /
    • 2008
  • This study examined the relationship of what kind of creative thinking has related factors for emotion design products in order to let consumers focusing on the successful cases of emotion products. For the design creativity attribute used in this experiment, the design evaluation creativity tools revealed by Kim Eun-Ju's 2007 design creativity evaluation tool development were used mostly and of the 12 most common emotion products and general product, MP3s, which have various forms, functions and sizes were selected as the target for experiment. Results of the experiment showed that for design creativeness items of all emotional products, vision creation, favorableness, convenience, practicality and being purchasable were relevant, while for MP3, uniqueness, favorableness and convenience were relevant. Accordingly, the common features of design creativeness items for emotional products were identified. When summing up the contents of the two experiments above, for emotional designs, the interest level of uniqueness for the design creativity evaluation items and the functional items for practicality had a high level of relativity. Therefore, there is a need to examine the common features between the design creativity items for general products other than MP3s in the future.

  • PDF

A Study on Preference of Smoking Booth Design (흡연 부스 디자인의 선호도 조사 연구)

  • Yang, Keun-Young
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.1
    • /
    • pp.183-192
    • /
    • 2017
  • This study aims to suggest improved design for both non-smokers and smokers to minimize inconvenience of smoke, at the same time, allow smoking in comfortable environment. The study was researched in three categories: First, consciousness research regarding smoking booth, second, preference research regarding product design, and third, research on emotional words about smoking booth by emotion evaluation. The result of design preference research was, first of all, smoking booth for smokers should be designed in both notable and familiar shape rather than stiff and rough shape. Second, color for the booth should apply warm colors such as white, pastel, and bright tone rather than prime colors. Third, the internal circulation filter in smoking booth should be managed thoroughly. In addition, extra seats and ventilation design is necessary to prevent passive smoking. The result of emotion evaluation was that people recognized certain words in four aspects. Each image word for factor 1 was "functional emotion', factor 2 was "psychological emotion", factor 3 as "color emotion", and factor 4 as "shape emotion". User-centered service design is necessary for both smokers and non-smokers, to minimize the damage by smoke and to spend time for short break.