• Title/Summary/Keyword: emotion of fear and anger

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Relationship between emotions and emoticons in adolescents in digital communication environment (디지털 커뮤니케이션 환경에서 청소년들의 감정과 이모티콘의 관계)

  • Kim, Yoon-Ji;Kang, Dongmug;Kim, Ju-Young;Kim, Jong-Eun
    • Health Communication
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    • v.12 no.1
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    • pp.51-72
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    • 2017
  • Purpose: Adolescents use emoticons to express their emotions in an online environment. Hence, medical experts can understand the emotions of adolescents by emoticons. The goal of this study was to investigate the relationship between various emotions and emoticons among the Korean adolescents. Methods: The questionnaire survey was conducted between September 1 and 30, 2014, involving 3,272 students in elementary schools, middle schools, and high schools affiliated in the Department of Education of the metropolitan city of Busan. A total of 1,717 students responded to the survey. The participants consisted of 806 males (46.9%), and 911 females (53.1%). Among these, there were 557 elementary school students (32.4%), 617 middle school students (35.9%), and 543 high school students (31.6%). A social networking analysis was conducted using NodeXL. Results: The frequency of emoticon use among adolescents runs in the order of joy, sadness, fear, surprise, anger, disgust, and then depression. Elementary school females mainly use emoticons to express joy; middle school females use emoticons to express sadness, surprise, anger, disgust, and depression; and high school females use emoticons to express fear. Age- and gender-specific emoticon networks were visualized by using the Haren-Korel fast multiscale algorithm. Commonly used emoticons by age and gender were expressed in the networks. Results of age- and gender-specific emoticon networks visualization show similar results of centrality of seven emoticons. Conclusion: In the digital communication environment, emoticons could be used to catch the emotions of adolescents in Korea.

A Study on the Development of Emotional Content through Natural Language Processing Deep Learning Model Emotion Analysis (자연어 처리 딥러닝 모델 감정분석을 통한 감성 콘텐츠 개발 연구)

  • Hyun-Soo Lee;Min-Ha Kim;Ji-won Seo;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.687-692
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    • 2023
  • We analyze the accuracy of emotion analysis of natural language processing deep learning model and propose to use it for emotional content development. After looking at the outline of the GPT-3 model, about 6,000 pieces of dialogue data provided by Aihub were input to 9 emotion categories: 'joy', 'sadness', 'fear', 'anger', 'disgust', and 'surprise'. ', 'interest', 'boredom', and 'pain'. Performance evaluation was conducted using the evaluation indices of accuracy, precision, recall, and F1-score, which are evaluation methods for natural language processing models. As a result of the emotion analysis, the accuracy was over 91%, and in the case of precision, 'fear' and 'pain' showed low values. In the case of reproducibility, a low value was shown in negative emotions, and in the case of 'disgust' in particular, an error appeared due to the lack of data. In the case of previous studies, emotion analysis was mainly used only for polarity analysis divided into positive, negative, and neutral, and there was a limitation in that it was used only in the feedback stage due to its nature. We expand emotion analysis into 9 categories and suggest its use in the development of emotional content considering it from the planning stage. It is expected that more accurate results can be obtained if emotion analysis is performed by additionally collecting more diverse daily conversations through follow-up research.

The Influence of Negative Emotions on Customer Contribution to Organizational Innovation in an Online Brand Community (온라인 브랜드 커뮤니티 내 부정적 감정들이 기업 혁신을 위한 고객 기여에 미치는 영향)

  • Jung, Suyeon;Lee, Hanjun;Suh, Yongmoo
    • Journal of Internet Computing and Services
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    • v.14 no.4
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    • pp.91-100
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    • 2013
  • In recent years, online brand communities, whereby firms and customers interact freely, are emerging trend, because customers' opinions collected in these communities can help firms to achieve their innovation effectively. In this study, we examined whether customer opinions containing negative emotions have influence on their adoption for organizational innovation. To that end, we firstly classified negative emotions into five categories of detailed negative emotions such as Fear, Anger, Shame, Sadness, and Frustration. Then, we developed a lexicon for each category of negative emotions, using WordNet and SentiWordNet. From 81,543 customer opinions collected from MyStarbucksIdea.com which is Starbucks' brand community, we extracted terms that belong to each lexicon. We conducted an experiment to examine whether the existence, frequency and strength of terms with negative emotions in each category affect the adoption of customer opinions for organizational innovation. In the experiment, we statistically verified that there is a positive relationship between customer ideas containing negative emotions and their adoption for innovation. Especially, Frustration and Sadness out of the five emotions are significantly influential to organizational innovation.

A Study on the Performance of Music Retrieval Based on the Emotion Recognition (감정 인식을 통한 음악 검색 성능 분석)

  • Seo, Jin Soo
    • The Journal of the Acoustical Society of Korea
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    • v.34 no.3
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    • pp.247-255
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    • 2015
  • This paper presents a study on the performance of the music search based on the automatically recognized music-emotion labels. As in the other media data, such as speech, image, and video, a song can evoke certain emotions to the listeners. When people look for songs to listen, the emotions, evoked by songs, could be important points to consider. However; very little study has been done on the performance of the music-emotion labels to the music search. In this paper, we utilize the three axes of human music perception (valence, activity, tension) and the five basic emotion labels (happiness, sadness, tenderness, anger, fear) in measuring music similarity for music search. Experiments were conducted on both genre and singer datasets. The search accuracy of the proposed emotion-based music search was up to 75 % of that of the conventional feature-based music search. By combining the proposed emotion-based method with the feature-based method, we achieved up to 14 % improvement of search accuracy.

Study the properties of Chiljung using Positive Affect and Negative Affect Schedule (정적 정서 및 부적 정서 척도에 의한 칠정의 속성 연구)

  • Kim, Woo-Chul;Kim, Kyung-Soo;Kim, Kyeong-Ok
    • Journal of Oriental Neuropsychiatry
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    • v.23 no.3
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    • pp.33-46
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    • 2012
  • Objectives : Emotion is composed by several basic feelings. This basic feeling is called Chiljung in Oriental Medicine. This study examines the positive and negative affects related to Chiljung. Methods : A total of 199 students of Dongshin university oriental medicine were tested by Questionnaire for Sasang Constitution ClassificationII(QSCCII) and Positive Affect and Negative Affect Schedule(PANAS). This study is used 156 students' data, excluding 43 students' data. Of the enrolled 156 students, four groups were classified by QSCCII. The positive and negative properties of Chiljung were determined by PANAS. These data were analyzed by frequency, Pearson's chi-square test, Crosstabulation Analysis with SPSS windows 15.0. Results : 1. Joy(喜) and Anger(怒) has directly-opposed emotional properties. 2. Thought(思) difficult to tell the difference between positive and negative, but it is distinct from Anxiety(憂) and Sorrow(悲) 3. Anxiety(憂) and Sorrow(悲) are superior in negative emotional properties. 4. Fear(恐) and Fright(驚) are superior in negative emotional properties, and Fright(驚) is superior over Fear(恐) in positive emotional properties. Conclusions : This study may serve as the foundation in identifying the psychological traits of Chiljung.

Alexithymia and the Recognition of Facial Emotion in Schizophrenic Patients (정신분열병 환자에서의 감정표현불능증과 얼굴정서인식결핍)

  • Noh, Jin-Chan;Park, Sung-Hyouk;Kim, Kyung-Hee;Kim, So-Yul;Shin, Sung-Woong;Lee, Koun-Seok
    • Korean Journal of Biological Psychiatry
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    • v.18 no.4
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    • pp.239-244
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    • 2011
  • Objectives Schizophrenic patients have been shown to be impaired in both emotional self-awareness and recognition of others' facial emotions. Alexithymia refers to the deficits in emotional self-awareness. The relationship between alexithymia and recognition of others' facial emotions needs to be explored to better understand the characteristics of emotional deficits in schizophrenic patients. Methods Thirty control subjects and 31 schizophrenic patients completed the Toronto Alexithymia Scale-20-Korean version (TAS-20K) and facial emotion recognition task. The stimuli in facial emotion recognition task consist of 6 emotions (happiness, sadness, anger, fear, disgust, and neutral). Recognition accuracy was calculated within each emotion category. Correlations between TAS-20K and recognition accuracy were analyzed. Results The schizophrenic patients showed higher TAS-20K scores and lower recognition accuracy compared with the control subjects. The schizophrenic patients did not demonstrate any significant correlations between TAS-20K and recognition accuracy, unlike the control subjects. Conclusions The data suggest that, although schizophrenia may impair both emotional self-awareness and recognition of others' facial emotions, the degrees of deficit can be different between emotional self-awareness and recognition of others' facial emotions. This indicates that the emotional deficits in schizophrenia may assume more complex features.

Research of Real-Time Emotion Recognition Interface Using Multiple Physiological Signals of EEG and ECG (뇌파 및 심전도 복합 생체신호를 이용한 실시간 감정인식 인터페이스 연구)

  • Shin, Dong-Min;Shin, Dong-Il;Shin, Dong-Kyoo
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.105-114
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    • 2015
  • We propose a real time user interface that utilizes emotion recognition by physiological signals. To improve the problem that was low accuracy of emotion recognition through the traditional EEG(ElectroEncephaloGram), We developed a physiological signals-based emotion recognition system mixing relative power spectrum values of theta/alpha/beta/gamma EEG waves and autonomic nerve signal ratio of ECG (ElectroCardioGram). We propose both a data map and weight value modification algorithm to recognize six emotions of happy, fear, sad, joy, anger, and hatred. The datamap that stores the user-specific probability value is created and the algorithm updates the weighting to improve the accuracy of emotion recognition corresponding to each EEG channel. Also, as we compared the results of the EEG/ECG bio-singal complex data and single data consisting of EEG, the accuracy went up 23.77%. The proposed interface system with high accuracy will be utillized as a useful interface for controlling the game spaces and smart spaces.

The Congruent Effects of Gesture and Facial Expression of Virtual Character on Emotional Perception: What Facial Expression is Significant? (가상 캐릭터의 몸짓과 얼굴표정의 일치가 감성지각에 미치는 영향: 어떤 얼굴표정이 중요한가?)

  • Ryu, Jeeheon;Yu, Seungbeom
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.21-34
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    • 2016
  • In the design and develop a virtual character, it is important to correctly deliver target emotions generated by the combination of facial expression and gesture. The purpose of this study is to examine the effect of congruent/incongruent between gesture and facial expression on target emotion. In this study four emotions, joy, sadness, fear, and anger, are applied. The results of study showed that sadness emotion were incorrectly perceived. Moreover, it was perceived as anger instead of sadness. Sadness can be easily confused when facial expression and gestures were simultaneously presented. However, in the other emotional status, the intended emotional expressions were correctly perceived. The overall evaluation of virtual character's emotional expression was significantly low when joy gesture was combined with sad facial expression. The results of this study suggested that emotional gesture is more influential correctly to deliver target emotions to users. This study suggested that social cues like gender or age of virtual character should be further studied.

Young Children's Perceptions and Responses to Negative Emotions (유아가 인식하는 부정적 정서와 반응)

  • Jeong, Youn Hee;Kim, Heejin
    • Korean Journal of Child Studies
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    • v.23 no.2
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    • pp.31-47
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    • 2002
  • In this study, the perceptions and responses of 136 kindergarten children from middle SES families were recorded in one-to-one interviews about the cause, reasons for expression, and responses to negative emotions. Results showed that children perceived he causes of anger and sadness as 'interpersonal events' and they perceived he cause of fear to be 'fantasy/scary events'. The children tended not to express their negative emotions because they expected negative responses from their peers and mothers, but when they did, the expressed their negative emotions to their mothers rather than to peers. Children responded to the negative emotions of their peers with 'problem-solving focused strategies', but they responded to their mothers' negative emotions with passive strategies, such as 'emotion focused response' and 'avoidance'.

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Strategies for Emotional Regulation in Infancy and Maternal Responsiveness (영아의 정서조절 전략과 어머니의 반응유형 간의 관련성)

  • Kwak, Keumjoo;Kim, Minhwa;Hahn, Eun Joo
    • Korean Journal of Child Studies
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    • v.26 no.6
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    • pp.173-187
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    • 2005
  • This study examined relations between infants' strategies for emotional regulation and maternal responsiveness. Fifty 24-month-olds were observed for six kinds of emotional regulation strategy during four negative emotion-eliciting tasks; their mothers were observed for five styles of maternal responsiveness during toy-centered free play. Infants used different strategies according to the kinds of negative emotioneliciting tasks; their strategies correlated with maternal responsive styles. In the anger-eliciting tasks, infants used "distraction" and "self soothing." In the fear-eliciting tasks, they used "avoidance" and "problem solving." Infants who received more negative feedback from their mothers used the "irritation" strategy. Infants who got received more positive feedback from their mother used the "getting reference" strategy.

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