• Title/Summary/Keyword: emotion knowledge

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An Emotion Scanning System on Text Documents (텍스트 문서 기반의 감성 인식 시스템)

  • Kim, Myung-Kyu;Kim, Jung-Ho;Cha, Myung-Hoon;Chae, Soo-Hoan
    • Science of Emotion and Sensibility
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    • v.12 no.4
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    • pp.433-442
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    • 2009
  • People are tending to buy products through the Internet rather than purchasing them from the store. Some of the consumers give their feedback on line such as reviews, replies, comments, and blogs after they purchased the products. People are also likely to get some information through the Internet. Therefore, companies and public institutes have been facing this situation where they need to collect and analyze reviews or public opinions for them because many consumers are interested in other's opinions when they are about to make a purchase. However, most of the people's reviews on web site are too numerous, short and redundant. Under these circumstances, the emotion scanning system of text documents on the web is rising to the surface. Extracting writer's opinions or subjective ideas from text exists labeled words like GI(General Inquirer) and LKB(Lexical Knowledge base of near synonym difference) in English, however Korean language is not provided yet. In this paper, we labeled positive, negative, and neutral attribute at 4 POS(part of speech) which are noun, adjective, verb, and adverb in Korean dictionary. We extract construction patterns of emotional words and relationships among words in sentences from a large training set, and learned them. Based on this knowledge, comments and reviews regarding products are classified into two classes polarities with positive and negative using SO-PMI, which found the optimal condition from a combination of 4 POS. Lastly, in the design of the system, a flexible user interface is designed to add or edit the emotional words, the construction patterns related to emotions, and relationships among the words.

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Visualization using Emotion Information in Movie Script (영화 스크립트 내 감정 정보를 이용한 시각화)

  • Kim, Jinsu
    • Journal of the Korea Convergence Society
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    • v.9 no.11
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    • pp.69-74
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    • 2018
  • Through the convergence of Internet technology and various information technologies, it is possible to collect and process vast amount of information and to exchange various knowledge according to user's personal preference. Especially, there is a tendency to prefer intimate contents connected with the user's preference through the flow of emotional changes contained in the movie media. Based on the information presented in the script, the user seeks to visualize the flow of the entire emotion, the flow of emotions in a specific scene, or a specific scene in order to understand it more quickly. In this paper, after obtaining the raw data from the movie web page, it transforms it into a standardized scenario format after refining process. After converting the refined data into an XML document to easily obtain various information, various sentences are predicted by inputting each paragraph into the emotion prediction system. We propose a system that can easily understand the change of the emotional state between the characters in the whole or a specific part of the various emotions required by the user by mixing the predicted emotions flow and the amount of information included in the script.

The Automatic Processing of Emotion (정서의 자동처리기제)

  • 이수정;권준모;이훈구
    • Korean Journal of Cognitive Science
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    • v.9 no.1
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    • pp.13-29
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    • 1998
  • This literature review explores the possibilities for the automatic processing to account for the people's responses to emotional stimuli. The most fundamental question is if some parts of emotions are experienced without any intrusion of cognitions. In other words. can emotions be processed completely implicitly$\ulcorner$ Some studies advocate emotion related processes are much more immediate and primary than semantic processes. The phenomena to catch up the emotive values of stimuli even subliminally suggest that the implicit knowledge structure takes charge of this automatic processes of emotional information. This study summarizes the explanatory scheme of emotional processing by means of applying implicit memory principle and physiological evidences related to e emotional memories.

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Study on a Connector between Virtual World and Real World (가상세계와 현실세계 사이의 정보전달자에 관한 연구)

  • Hyungjun Seo;Park, Jae-Hee;Heedong Ko
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.05a
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    • pp.65-69
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    • 2003
  • The concept of connector is introduced as mediator between virtual environment and real environment. A connector has interest on usefulness in real world while previous interfaces of virtual reality system have focus on virtual world. A functional connector among connectors gives solution if disorientation problem in virtual environment and helps user to take out the knowledge experienced through virtual reality system in real environment. An example of a functional connector is designed and developed. Evaluation of designed and developed. Evaluation of connector will be executed later.

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RESEARCH ON KANSEI COLOR DESIGN BY PLEASANT SOUND

  • Okamoto, Miyoshi;Mori, Akira
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.144-148
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    • 2000
  • A new paradigm is urgently needed to create the textile product that appeal to human Kansei or Gosei. A future of textiles depends heavily on this new paradigm. In order to create new paradigm Kansei color designs by pleasant sound are tried. These computing color designs are treated by the method of Fast fourier Transformation. As several result good color designs are given in forms of ring color patterns and band. But these judgments depend finally on human kansei. These new technology give us good hints in order to create new paradigm that appeal to Kansei goods. This new concept should be developed to higher level by additional improvements.

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SUPPORTING USERS IN ELECTRONIC BUSINESS-TO-BUSINESS MARKETS

  • Roberto Okada;Akihiro Fujii;Tuyoshi Ohtani
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.337-341
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    • 2000
  • In recent years, electronic commerce (EC) business has shown a tremendous growth, which put additional cognitive and time-consuming loads on the human users. Intelligent software agents are one key technology to support users doing real EC-business.We propose an Agent-based Business-to-Business(B2B) Marketplace on Internet, where constituent members cooperate or compete in order to get the best possible deals, with the aim of reducing user loads.In case of B2B deals, the good itself shows a complicated behaviour, e.g.price discounts depending o the lot, discounts for cross-buying and so on. It is impractical to concentrate all the knowledge about the goods and the trading strategies at the buyer/seller side. Instead, we include such information in the good itself, which allow us to model the goods as being agents.

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Assessment Criteria and Capability Scores for Upper Extremity Functions from Inclusive Design Perspectives

  • Kim, Taesun
    • Science of Emotion and Sensibility
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    • v.19 no.2
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    • pp.89-100
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    • 2016
  • Inclusive design is increasingly gaining attention, as some people find using products difficult after becoming physically impaired, despite daily use. However, making inclusive products is a challenge for designers or companies, as a lack of knowledge and tools stems their low involvement in it. Developing inclusive design tools is thus needed. This study developed criteria to assess upper extremity capabilities corresponding to specific daily activities. A questionnaire survey was conducted among 58 physiatrists and orthopedists. Non-parametric statistics were employed and medians were adopted as representative scores in the assessment criteria based on normality and reliability test results, non-normal data, and strong reliability of respondents in ranking. Consequently, an assessment tool was developed with 14 criteria (divided into range of motion and strength) and capability scores between 0 and 100, which discerned the moderately impaired from the severely disabled and fully capable. Since the doctors agreed to adopt the criteria but assign numeric values, especially for mild impairments, their capability assessment perception was likely influenced by dichotomy. To compensate for these deficits, qualitative or ergonomic approaches are considered simultaneously.

Prototyping a Student Model for Educational Games

  • Choi, Young-Mee;Choo, Moon-Won;Chin, Seong-Ah
    • Journal of Information Processing Systems
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    • v.1 no.1 s.1
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    • pp.107-111
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    • 2005
  • When a pedagogical agent system aims to provide students with interactive help, it needs to know what knowledge the student has and what goals the student is currently trying to achieve. That is, it must do both assessment and plan recognition. These modeling tasks involve a high level of uncertainty when students are allowed to follow various lines of reasoning and are not required to show all their reasoning explicitly. In this paper, the student model for interactive edutainment applications is proposed. This model is based on Bayesian Networks to expose constructs and parameters of rules and propositions pertaining to game and problem solving activities. This student model could be utilized as the emotion generation model for student and agent as well.

Analytical Research on Knowledge Production, Knowledge Structure, and Networking in Affective Computing (Affective Computing 분야의 지식생산, 지식구조와 네트워킹에 관한 분석 연구)

  • Oh, Jee-Sun;Back, Dan-Bee;Lee, Duk-Hee
    • Science of Emotion and Sensibility
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    • v.23 no.4
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    • pp.61-72
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    • 2020
  • Social problems, such as economic instability, aging population, heightened competition, and changes in personal values, might become more serious in the near future. Affective computing has received much attention in the scholarly community as a possible solution to potential social problems. Accordingly, we examined domestic and global knowledge structure, major keywords, current research status, international research collaboration, and network for each major keyword, focusing on keywords related to affective computing. We searched for articles on a specialized academic database (Scopus) using major keywords and carried out bibliometric and network analyses. We found that China and the United States (U.S.) have been active in producing knowledge on affective computing, whereas South Korea lags well behind at around 10%. Major keywords surrounding affective computing include computing, processing, affective analysis, research, user modeling categorizing recognitions, and psychological analysis. In terms of international research collaboration structure, China and the U.S. form the largest cluster, whereas other countries like the United Kingdom, Germany, Switzerland, Spain, and Canada have been strong collaborators as well. Contrastingly, South Korea's research has not been diverse and has not been very successful in producing research outcomes. For the advancement of affective computing research in South Korea, the present study suggests strengthening international collaboration with major countries, including the U.S. and China and diversifying its research partners.

Parents' Emotional Reactions to Preschoolers' Negative Emotions, Emotional Knowledge, and Emotional Reaction: A Comparison Between Low-income and Middle-income Preschoolers (유아의 부정적 정서에 대한 부모의 정서반응과 유아의 정서지식 및 정서반응 - 저소득층 유아와 중류층 유아의 비교 -)

  • Sung, Mi-Young;Choi, In-Suk;Lee, Kang-Yi
    • Journal of the Korean Home Economics Association
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    • v.45 no.8
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    • pp.61-75
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    • 2007
  • This study investigated preschoolers' emotional knowledge, emotional reactions and parents' emotinal reactions to children's negative emotions according to their family income and sex. Subjects were 99 five-year-olds(46 low-income preschoolers, 53 middle-income preschoolers) recruited from three day-care centers and a kindergarten in Seoul and their parents. Each child was individually interviewed with pictorial tasks and parents reported on their own reactions by questionnaires. Results showed that low-income preschoolers were lower than middle-income preschoolers in emotional knowledge. Low-income preschoolers showed higher level of perceptions of the peer's anger in emotional reactions than middle-income preschoolers. Low-income mothers also were more likely than middle income mothers to show punitive reaction in parents' emotional reactions.