• Title/Summary/Keyword: emotional context

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Effects of Anthropomorphic Conversational Interface for Smart Home: An Experimental Study on the Voice and Chatting Interactions (스마트홈 대화형 인터페이스의 의인화 효과 음성-채팅 인터랙션 유형에 따른 실험 연구)

  • Hong, Eunji;Cho, Kwangsu;Choi, Junho
    • Journal of the HCI Society of Korea
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    • v.12 no.1
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    • pp.15-23
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    • 2017
  • Applying the concept and components of human nature to the conversational agent in the smart home context, this study investigated the effects of the level of anthropomorphism and interaction type on the emotional user experiences and future use intention. The results of experiment study showed that the high-low condition of anthropomorphism and the voice-chatting interaction type have impacts on the perceived closeness, likability, and future use intention. That is, people evaluate the conversational agent as more close, likable, and useful when they perceive more human nature components and when in the voice interaction mode. Psychological resistance was lower in the voice than in the chatting mode regardless of the level of anthropomorphism. The results also demonstrated an interaction effect of anthropomorphism and interaction type on the future use intention: the effect of anthropomorphism existed only in the voice interaction mode. It leads to the conclusion that a conversational agent with the voice recognition interface should be designed with the higher level of human nature components for the continuous use.

The Analysis of Research Trends on STEAM Instructional Program and the Development of Mathematics-Centered STEAM Instructional Program (STEAM 교수-학습 프로그램의 개발 동향 분석 및 수학교과 중심의 STEAM 교수-학습 프로그램의 개발)

  • Han, Hyesook
    • Communications of Mathematical Education
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    • v.27 no.4
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    • pp.523-545
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    • 2013
  • The purposes of the study were to analyze STEAM instructional materials to find research trends on STEAM instructional program and to develop mathematics-centered STEAM instructional program for middle school second graders. To conduct this study, the researcher collected total 123 research papers and thesis focused on the development of STEAM instructional material and deduced implications for the development of mathematics-centered STEAM instrucational materials from the findings. The researcher found that important components of such as 'context for learning', 'internalization-mmersion', 'new challenge', and 'self-assessment' in STEAM education were not reflected properly in 19 mathematics-centered STEAM instructional programs. Therefore, the researcher put more emphasis on those components in the process of developing mathematics-centered STEAM program.

Artificial Life Art : Research on Artificial Life Artworks of VIDA (인공생명 예술의 특성 : VIDA의 작품 분석을 중심으로)

  • Lim, Kyung-Ho;Yoon, Joon-Sung
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.193-201
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    • 2011
  • In this study, we consider the evolved interactivity at the Artificial Life Art beyond 'open interactivity' as 'closed relationship' between viewer/participant and artwork by immersive and interactive features of digital media art. In order to consider this evolved interactivity, we survey the theory of artificial life of which result of many studies like biology and computational science. And then we analysed characteristics related artistic context of artificial life at the autonomy and emergent behavior of artificial life. Especially, we research the artworks of interaction with ecologies and of living in outside(not in- silico) among the artworks of officially adopting an artificial life arts in 'VIDA : Art and Artificial Life International Awards'. And we are going to understand the relationship of emotional subjects between viewer/participant and artwork, and a step further to understand the diverse relationship of symbiosis and co-evolution of the technology and human.

A case study on mathematics narrative's influences on affects about mathematics of ordinary high school students (수학 내러티브가 일반고 학생의 수학 정서에 미치는 영향에 대한 사례 연구)

  • Lee, Gi Don
    • Journal of the Korean School Mathematics Society
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    • v.19 no.1
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    • pp.21-41
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    • 2016
  • Ministry of Education has proposed storytelling in context of the actual or fantasy for the sake of fun and easy mathematics education. However most of school mathematics is not associated with the real life. In that case it could be one method for cultivating positive affects about mathematics that we make up and apply mathematics narrative with which we can reveal what makes mathematics interesting. In this study, among every problem in every examination in four regular examination that targeted the first-year of one ordinary high school in Seoul, I elected a total of four problems, and wrote a total 4 of mathematics narratives. I analysed a case on a few students with which I had conversations after teaching those 4 number of mathematics narratives, and studied mathematics narrative's influences on affects about mathematics of ordinary high school students. As a result, from one of a few students we could observe that his mathematical emotional mind had varied positively. From the student and the other students who had been engaged I discussed some implications and some points to be improved about making up and applying mathematics narrative for cultivating positive affects about mathematics.

A Study on the Attraction Factors of the Enetertainment Industry (엔터테인먼트산업의 어트랙션 요소에 관한 연구)

  • 이호숭
    • Archives of design research
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    • v.15 no.2
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    • pp.59-70
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    • 2002
  • The psychological system of human beings has gone through changes from material satisfaction to spiritual satisfaction. That is, $\ulcorner$From real goods to feel goods$\lrcorner$: much attention is not paid to physical consumption of real products but to consumption of time containing information value such as services capable of enriching and entertaining life. Entertainment is a cultural industry based on mass consumption culture. In this context, this research is designed to look into the entertainment tendency of the industrial areas and to take a look at various forms of attraction serving as the factor of absorption to users. The study indicates that the moderns impose much value on invisible goods such as experience. And the most popularized method is to appeal to clients for sensory interaction by presenting the experience of joy. Entertainment in a true sense is generated on the basis of creativity, which is a product of intuition and efforts directed toward the understanding of emotional ties with the general public characterized by uncertainty.

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Redesigning of STEAM Learning/Teaching Program for Robot (로봇 STEAM 교수학습 프로그램 제안)

  • Park, HyunJu;Baek, Yoon Su
    • Journal of Engineering Education Research
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    • v.18 no.6
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    • pp.3-10
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    • 2015
  • The purpose of this study was to analyze STEAM learning/teaching program that relates robots and to develop and redesign STEAM teaching/learning program with a robot for elementary and secondary schools. 'Learning with a robot' is considered as one of the best candidates for STEAM education. This article mainly concerns a robot that can be helpful to improve students' interests in learning science and mathematics in schools. As the results of the STEAM learning/teaching program analyzing, the program for elementary schools contained more contents of liberal arts and fine arts, and the program for secondary schools contained more contents of science, technology, and math. In the middle school program, context for learning, class activities of creative design and emotional touch, evaluation, and job and career information were evenly implemented. In the elementary and high school program, there were few information about robotics career. We extracted all robot utilizable subjects and units from school curriculums, and redesigned contents which can be applicable to regular classes for schools. As the result of this study, we conclude that 'learning with a robot' can encourage students' interests in STEM area.

Multiple Stakeholder Perspectives on Cancer Stigma in North India

  • Gupta, Adyya;Dhillon, Preet K;Govil, Jyotsna;Bumb, Dipika;Dey, Subhojit;Krishnan, Suneeta
    • Asian Pacific Journal of Cancer Prevention
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    • v.16 no.14
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    • pp.6141-6147
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    • 2015
  • Background: Cancer is a leading cause of death worldwide. A large proportion of cancer deaths are preventable through early detection but there are a range of social, emotional, cultural and financial dimensions that hinder the effectiveness of cancer prevention and treatment efforts. Cancer stigma is one such barrier and is increasingly recognized as an important factor influencing health awareness and promotion, and hence, disease prevention and control. The impact and extent of stigma on the cancer early detection and care continuum is poorly understood in India. Objectives: To evaluate cancer awareness and stigma from multiple stakeholder perspectives in North India, including men and women from the general population, health care professionals and educators, and cancer survivors. Materials and Methods: A qualitative study was conducted with in-depth interviews (IDIs) and focus group discussions (FGDs) among 39 individuals over a period of 3 months in 2014. Three groups of participants were chosen purposively - 1) men and women who attended cancer screening camps held by the Indian Cancer Society, Delhi; 2) health care providers and 3) cancer survivors. Results: Most participants were unaware of what cancers are in general, their causes and ways of prevention. Attitudes of families towards cancer patients were observed to be positive and caring. Nevertheless, stigma and its impact emerged as a cross cutting theme across all groups. Cost of treatment, lack of awarenes and beliefs in alternate medicines were identified as some of the major barriers to seeking care. Conclusions: This study suggests a need for spreading awareness, knowledge about cancers and assessing associated impact among the people. Also Future research is recommended to help eradicate stigma from the society and reduce cancer-related stigma in the Indian context.

A Case Study on the Development of New Brand Concept through Big Data Analysis for A Cosmetics Company (화장품 회사의 빅데이터분석을 통한 브랜드컨셉 개발 사례분석)

  • Lee, Jumin;Bang, Jounghae
    • Knowledge Management Research
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    • v.21 no.3
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    • pp.215-228
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    • 2020
  • This study introduces the case of a company that newly jumped into the competitive cosmetics market with a brand concept developed through big data analysis. Skin Reverse Lab, which possesses anti-aging material technology, launched a new brand in the skincare cosmetics market. Using a big data analysis program called Luminoso, SNS data was analyzed in four areas, which were consumer attitudes toward overall cosmetics, skincare products, competitors, and consumers' experiences of product use. The age groups and competitors were analyzed through the emotional analysis technique including context, which is the strength of Luminoso, and insights on consumers were derived through the related word analysis and word cloud techniques. Based on the analysis results, Logically Skin have won various awards in famous magazines and apps, and have been recognized as products that meet global trend standards. Besides, it has entered six countries including the United States and Hong Kong. The Logically Skin case is a case in which a new company entered the market with a new brand by deriving consumer insights only from external data, and it is significant as a case of applying AI-based sentiment analysis.

Emotion Classification of User's Utterance for a Dialogue System (대화 시스템을 위한 사용자 발화 문장의 감정 분류)

  • Kang, Sang-Woo;Park, Hong-Min;Seo, Jung-Yun
    • Korean Journal of Cognitive Science
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    • v.21 no.4
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    • pp.459-480
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    • 2010
  • A dialogue system includes various morphological analyses for recognizing a user's intention from the user's utterances. However, a user can represent various intentions via emotional states in addition to morphological expressions. Thus, a user's emotion recognition can analyze a user's intention in various manners. This paper presents a new method to automatically recognize a user's emotion for a dialogue system. For general emotions, we define nine categories using a psychological approach. For an optimal feature set, we organize a combination of sentential, a priori, and context features. Then, we employ a support vector machine (SVM) that has been widely used in various learning tasks to automatically classify a user's emotions. The experiment results show that our method has a 62.8% F-measure, 15% higher than the reference system.

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Research about the Abstraction of Area Typicality of Emotions for Systematization of Human's Sensitivity Symbol (인간의 감성기호 체계화를 위한 감정영역범주화에 관한 연구)

  • Yun Bong-Shik
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.137-145
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    • 2005
  • This study is a model of research for the developing 3D character contents about facial expression as a sort of non-linguistic signs, focusing on an expression of emotion factors of a person. It contributes a framework for symbolic analysis about Human's emotions along with a general review of expression. The human face is the most complex and versatile of all species. For humans, the face is a ich and versatile instrument serving many different functions. It serves as a window to display one's own motivational state. This makes one's behavior more predictable and understandable to others and improves communication. The face can be used to supplement verbal communication. A prompt facial display can reveal the speaker's attitude about the information being conveyed. Alternatively, the face can be used to complement verbal communication, such as lifting of eyebrows to lend additional emphasis to stressed word. The facial expression plays a important role under the digital visual context. This study will present a frame of facial expression categories for effective manufacture of cartoon and animation that appeal to the visual emotion of the human.

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