• Title/Summary/Keyword: emotional generation

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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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Generational malling culture in multi-complex shopping malls - Entertainment experiences - (복합쇼핑몰에서의 세대별 몰링문화에 관한 연구 - 엔터테인먼트 경험을 중심으로 -)

  • Park, Minjung
    • The Research Journal of the Costume Culture
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    • v.21 no.5
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    • pp.726-741
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    • 2013
  • Malling culture, which refers to the enjoyment of shopping in multi-complex malls with shopping, cultural, and leisure facilities, has emerged as a major trend in society. However, few studies have researched malling culture in depth. This study classified people who go to multi-complex shopping malls as belonging to the baby-boom generation, X-generation, or Y-generation to investigate consumer culture in malls, with an emphasis on user satisfaction and entertainment experiences. Consumers who had shopped in a multi-complex shopping mall during the last 6 months were surveyed. Data were collected through a research company, and responses from 417 subjects were used in the analysis. Among the 417 subjects, 130 were baby-boomers, 136 were from the X-generation, and 151 were from the Y-generation. Investigating the components of multi-complex shopping malls that stimulate entertainment experiences, this study found that exploratory, emotional, and leisure experiences were enhanced when users were more satisfied with the image, atmosphere, and events of shopping malls. In addition, mall image and atmosphere contributed to the improvement of social experiences. With regard to generation, baby-boomers and subjects from the X-generation were generally more satisfied with mall atmosphere, image, and events and had more exploratory and leisure experiences. This study holds significance in that it examined malling culture from a wider perspective than simply the younger generation and presented scholarly and marketing implications based on insights into generational malling culture.

A Perspective of Basic Concept in Design Process for The 3rd Generation KTX(HEMU-400X) (제3세대 고속열차(HEMU-400X) 디자인 프로세스의 기본개념에 대한 고찰)

  • Kim, Sung-Yong;Yi, Jong-Ho
    • Proceedings of the KSR Conference
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    • 2009.05a
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    • pp.1779-1792
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    • 2009
  • Now, the goal of the third generation KTX project is to create a new species of high speed train in order to open a new era of high speed railway system in history by authentic Korean technology and innovative design. Now the third generation KTX, must go beyond the original stagnant paradigm and be positioned as an emotional resource which is creating a shift in the public's perspective of transportation and expanding the idea that transportation intersects the two distinct realms of culture and environment as well. In addition, the overall design should reflect the Korean culture and characteristics, simple yet resonant, both the interior space and the exterior fuselage should portray the dynamic heritage of Korea such as the powerful yet subdued energy of Jung Joong Dong. In short, through the symbolic key words in Korean, Dong(Dynamics), Mek(Pulse), Ryu(Flow), Gam(Sensibility), the third generation KTX design project aims to create an new identity of Korean high speed railway which can stand globally.

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A Perspective of Basic Concept in Design Process for The 3rd Generation KTX(HEMU-400X) (제3세대 고속열차(HEMU-400X) 디자인 프로세스의 기본개념에 대한 고찰)

  • Kim, Sung-Yong;Yi, Jong-Ho
    • Proceedings of the KSR Conference
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    • 2009.05b
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    • pp.295-308
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    • 2009
  • Now, the goal of the third generation KTX project is to create a new species of high speed train in order to open a new era of high speed railway system in history by authentic Korean technology and innovative design. Now the third generation KTX, must go beyond the original stagnant paradigm and be positioned as an emotional resource which is creating a shift in the public's perspective of transportation and expanding the idea that transportation intersects the two distinct realms of culture and environment as well. In addition, the overall design should reflect the Korean culture and characteristics, simple yet resonant, both the interior space and the exterior fuselage should portray the dynamic heritage of Korea such as the powerful yet subdued energy of Jung Joong Dong. In short, through the symbolic in Korean, Dong(Dynamics), Mek(Pulse), Ryu(Flow), Gam(Sensibility), the third generation KTX design project aims to create an new identity of Korean high speed railway which can stand globally.

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Design and Implementation of Optimal LED Emotional-Lighting Control System (최적의 LED 감성조명 제어 시스템 설계 및 구현)

  • Yun, Su-Jeong;Lin, Chi-Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.8
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    • pp.1637-1642
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    • 2015
  • Next-generation applications using technology IT fused to biological signals from the emotional state to extract a lot of research has been, and the sensitivity of the human sensory functions influences the physiological condition known to be the fact that. In this paper, Propose an Emotional-lighting control algorithm using bio-signals. LED lighting for Emotion light is environmentally friendly and has a high efficiency and long life. In particular, LED lights are different colors represent the possible single light sphere advantages. And, Human sensitivity for determining a more accurate biological signals using EEG was collected using EEG equipment sensitivity was determined to analyze the EEG.

Design of Neuro-Fuzzy LED Emotional Lighting System for Concentration and Resting Situations in Indoor Environment (실내 환경 집중 및 휴식상황에서의 뉴로-퍼지를 통한 LED 감성조명 시스템 설계)

  • Kang, Eun-Yeong;Kim, Hyo-Jun;Park, Keon-Jun;Kim, Young-Kab
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.3
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    • pp.558-566
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    • 2015
  • LED, the next-generation light source, rapidly develops and has advantages of low power, high efficiency, and long life. Accordingly, an interest in lightings by using LED rises. If emotional lighting is implemented by using LED, all colors can be represented by using 3 primary colors of light, differently from the conventional single-color lighting. LED emotional lightings which can control human emotions continue to be developed thanks to these advantages. This study was conducted to design an algorithm for expressing LED emotional lighting in line with the situation and temperature by extracting colors for concentration and resting situations in indoor environment and mixing them with colors of the temperature felt by user. The LED emotional lighting designed with a neuro-fuzzy system was found to have effects on user's emotions during concentration and resting.

The Impact of Personal Traits, Family Characteristics, and Job Satisfaction on the Psychological Well-Being of Middle Aged Men from the Baby Boomer Generation Working in Large Corporations (개인내적 특성과 가족 특성 및 직업만족도가 중년남성의 심리적복지감에 미치는 영향: 베이비붐 세대 대기업 근무자를 중심으로)

  • Jang, Mi-Ja;Kim, Deuk-Sung
    • Journal of the Korean Home Economics Association
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    • v.49 no.2
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    • pp.1-11
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    • 2011
  • This research surveyed middle aged men, who were from the 'baby boomer generation' and worked for large corporations in Seoul, Busan, Ulsan, Cheonan, Yeoju, Sugi, Suwon and Daejon. A total of 166 subjects were included in the final analysis. The major findings were as follows: first, most participants worked in administrative management and were professionals with high educational levels and incomes. Second, the middle aged men were found to enjoy high psychological well-being when they had high ego-resilience, when they had high satisfaction with fatherhood, when they expressed themselves more(emotional expression), when they had higher job satisfaction, and when they had experienced less of a burden in supporting their parents. Marital satisfaction did not affect their psychological well-being.

On the Physical Function Evaluation, Prevention Training, and Cognitive Ability Improvement through the Design of a Healthcare Independence Support System based on Emotional Satisfaction of Senior Users

  • Lee, Sang Min;Kim, Joo Uk;Kim, Young Min
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.1
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    • pp.37-46
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    • 2021
  • Recently, social technologies have been created to solve problems from businesses for the establishment of generational solidarity ecosystem in terms of employment, residential space, network and social capital, age, cognitive and environmental aspects. This is senior-friendly healthcare business system aimed at meeting the senior needs for health life to enjoy active consumption culture life even after retirement, becoming a catalyst for minimizing generational conflicts, preventing the cognitive and physical deterioration of seniority in the areas of life healthcare, fitness and well-aging, and expanding into systems necessary for seniority self-reliance. We would like to draw up the development and requirements of the concept of the service platform for the study of collective characteristics for generation solidarity with senior class and the establishment of a customized senior health life system for generation solidarity. This system is characterized by a platform that can prevent the decline of seniors' cognitive and physical functions and enhance emotional stability. It is significant in providing feedback on the risk perception index, fall index, and prevention training index information to the child through the analysis and extraction of the senior health index for risk perception, fall probability, and fall prevention.

The Relationship between Cultural Self-construal of Korean and Alexithymia: A Serial Mediation Process Model of Ambivalence over Emotion Expression and Emotion Suppression Moderated by Generation (한국인의 문화적 자기관과 감정표현불능증의 관계: 세대에 의해 조절된 정서표현양가성 및 정서억제 연속매개과정 모형)

  • Haejin Kim;Soyoung Kwon;Sunho Jung;Donghoon Lee
    • Korean Journal of Culture and Social Issue
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    • v.29 no.2
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    • pp.171-197
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    • 2023
  • The traditional Korean society has been classified as an Eastern collectivist culture, but in the flow of globalization and digitalization along with the post-Cold War era of the 1970s, Western individualistic culture and values quickly permeated the Korean younger generation. Since rapid changes occurred within a short period of time, there may be differences in cultural self-construal between generations living in the same era. Due to this, psychological problems related to emotional expression and suppression may appear differently depending on generations. Therefore, in the current study, 1,000 Korean adult men and women from their 20s to 60s were investigated for their level of independent and interdependent self-construal, alexithymia, ambivalence over emotional expression(AEE) and emotional suppression(ES). Then the relationship between the variables(self-construal and alexithymia,) and the mediating process of AEE and ES were examined. The generation of participants were divided into the industrialization cohort (birth year < 1970) and the digitalization cohort (birth year starting from 1970). Using the PROCESS macro(Hayes, 2022), we tested a serial mediation model of AEE and ES between the relative independent self-construal(RIS) and alexithymia. The results indicate that the level of alexithymia increases by the serial increase of AEE and ES when RIS decreases. Next, we examined a moderation effect of generatione on the mediation process of AEE and ES, and found that generation moderates the relationship between ES and alexithymia. That is, the effect of ES on alexithymia is significant for the digitalization cohort, while it is not significant for the industrialization cohort. The current results imply that emotion regulation strategies of Koreans have been differently developed according to prevailing cultural values in each generation, and that the negative influence of emotion suppression could be different according to the cultural background of each generation.

Study of emoticon as an emotional sign under the digital communication environment (디지털 커뮤니케이션 환경에서 감성기호로서 이모티콘에 관한 연구)

  • 조규명;김경숙
    • Archives of design research
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    • v.17 no.1
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    • pp.319-328
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    • 2004
  • The communication environment made by digital technologies has made it possible to exchange information and deliver messages fast and easily among people of various classes in virtual space beyond time and space. Net-generation, who is accustomed to this virtual space, couldn't be satisfied with the linear text-oriented language any more, and began to make signs by use of computers in order to differentiate itself from others and to express its desires. Among the signs, emoticon created by joint of popular culture and digital communication centering around young generation is a new visual sign and emotional sign that can deliver a sender's feelings contained in a message. This paper has studied social phenomena, their relationships with emoticon and background of its creation through documentary review of media development, changes in the communication environment and popular culture. Furthermore, it has analyzed the meaningful action and roles of emoticon as a sign in terms of semiotics and also, studied a possibility of using emoticon as a new emotional sign. The study results say that emoticon can play the roles of a non-linguistic sign just like general signs that make mutual exchange through meaningful action, and also that it can be used to effectively deliver messages not only in virtual space, but also in advertising, posters, magazines and CI. However, emoticon is better at emotional expressions yet than other textual signs or visual signs, but in order to position itself as a universal and popular sign, emotional expressions should be clear, any difference in understanding messages should be removed, and message delivery should be more efficient.

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