• Title/Summary/Keyword: expression of emotion

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A Study on the Effect of Foodservice Employees' Mentoring on Expressing Emotions and Self-Esteem (외식 종사자의 멘토링 역할이 감정표현 및 자아존중감에 미치는 연구)

  • Song, Ki-Ok
    • Culinary science and hospitality research
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    • v.20 no.3
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    • pp.186-200
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    • 2014
  • This study investigates the effect of foodservice employees' mentoring part on expressing emotions and self-esteem by conducting a survey. The data collected from the survey were analysed by SPSS18.0 and AMOS for frequency analysis, exploratory analysis, confirmatory factor analysis, correlation analysis and structure equation modeling. The results are as follows. First, the mentoring part was a significant constituent for achieving an organization's objective because a mentor and a mentee could interact and sympathize through personal recommendation, consultation and support for reducing psychological stress. Second, the mentoring part had a positive effect on organizational ability to adapt. Third, organizational conflicts influenced self-esteem. As the results indicated, the foodservice industry should manage an effective mentoring system for high quality services and the attainment of an organizational goal.

Therapeutic Robot Action Design for ASD Children Using Speech Data (음성 정보를 이용한 자폐아 치료용 로봇의 동작 설계)

  • Lee, Jin-Gyu;Lee, Bo-Hee
    • Journal of IKEEE
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    • v.22 no.4
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    • pp.1123-1130
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    • 2018
  • A cat robot for the Autism Spectrum Disorders(ASD) treatment was designed and conducted field test. The designed robot had emotion expressing action through interaction by the touch, and performed a reasonable emotional expression based on Artificial Neural Network(ANN). However these operations were difficult to use in the various healing activities. In this paper, we describe a motion design that can be used in a variety of contexts and flexibly reaction with various kinds of situations. As a necessary element, the speech recognition system using the speech data collection method and ANN was suggested and the classification results were analyzed after experiment. This ANN will be improved through collecting various voice data to raise the accuracy in the future and checked the effectiveness through field test.

Decision-Tree Model of Long-term Abstention from Smoking: Focused on Coping Styles (장기적 금연 지속기간 예측 모형: 스트레스 대처를 중심으로)

  • Suh, Kyung-Hyun;You, Jae-Min
    • Korean Journal of Health Education and Promotion
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    • v.22 no.4
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    • pp.73-90
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    • 2005
  • Objectives: Smokers who had failed to quit smoking were frequently reported that life stress mostly interrupted their abstention. Stress vulnerability model for smoking cessation has been considered, and most of contemporary smoking cessation programs help smokers develop coping strategies for stressful situations. This study aims to investigate the appropriate coping styles for stress of abstention from smoking. The result of investigating the relationship between abstention following smoking cessation program and coping styles would suggest useful information for those who want to stop smoking and health practitioners who help them. Methods: Participants were 69 smokers (62 males, 7 females) participated in a hospitalized smoking cessation program, whose mean age was 44.89 (SD=9.61). Participants took medical test and completed questionnaires and psychological tests including: Fagerstrom Test for Nicotine Dependence and Multidimensional Coping Scale. To identify participants' abstention, researchers followed them for 2 years. To identify whether abstained or not and encourage them to abstain, researchers called them on the telephone once a week for 3 months. After 3 months, they were contacted every other week till 6 months passed since they left smoking cessation program. And they were contacted once a month for other 18months. Researchers also contacted their family to identify their abstention. Data Mining Decision Tree was performed with 37 variables (13 variables for the coping styles and 24 smoking-related variables) by Answer Tree 3.0v Results: Forty four (63.8%) out of sixty nine for 2 weeks, 34 (49.3%) for 6 months, 25 (36.2%) abstained for 1 year, and 22 (31.9%) abstained for 2 years. Participants of this study abstained average of 286.77 days from smoking. Included variables of a Decision Tree model for this study were positive interpretation, emotional expression, self-criticism, restraint and emotional social support seeking. Decision Tree model showed that those (n=9) who did not interpret positively (<=7.5) and criticized themselves (>6.5) abstained 23 days only, while those (n=9) who interpreted positively (>7.5), expressed their emotion freely (>6.5), and sought social support actively (>11.5) abstained 730 days, till last day of the investigation. Conclusion: The results of this study showed that certain coping styles such as positive interpretation, emotional expression, self-criticism, restraint and emotional social support seeking were important factors for long-term abstention from smoking. These findings reiterate the role of stress for abstention from smoking and suggest a model of coping styles for successful abstention from smoking. Despite of limitation of this study, it might help smokers who want to stop smoking and health practitioners who help them.

A Comparative Study of Symptoms in Patients with Hwabyung according to Yin-Yang Personality Types (음양 성격 유형에 따른 화병 환자의 증상 비교 연구)

  • Seok-In Yoon;Han Chae;Hui-Yeong Park;Hyun Woo Lee;Chan Park;Sun-Yong Chung;Jong Woo Kim
    • Journal of Oriental Neuropsychiatry
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    • v.35 no.2
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    • pp.141-151
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    • 2024
  • Objectives: To compare symptoms and characteristics among patients diagnosed with Hwabyung according to their yin-yang personality types. Methods: A structured clinical interview was conducted to diagnose Hwabyung, followed by a cross-sectional study involving a total of 118 Hwabyung patients (95 females). Various measures including the Sasang Personality Questionnaire (SPQ), Hwabyung Comprehensive Test (HCT), HwaByung Scale (HBS), State-Trait Anger Expression Inventory (STAXI), Beck Depression Inventory-II (BDI-II), Beck Anxiety Inventory (BAI), Eogul Scale (ES), and Patient Health Questionnaire-15 (PHQ-15) were administered. Results: SPQ-total showed significant negative correlations with HBS-personality and STAXI-control, and a significant positive correlation with STAXI-out. SPQ-behavior showed significant positive correlations with HBS-symptom, STAXI-trait, STAXI-in, STAXI-out, BDI-II, BAI, ES, and PHQ-15. SPQ-cognition exhibited significant negative correlations with HBS-personality, STAXI-control, and ES. SPQ-emotion had significant negative correlations with HBS-personality and STAXI-in and a significant positive correlation with STAXI-out. SPQ-Yin demonstrated a significantly higher HBS-personality than SPQ-Yang. SPQ-Yang exhibited significantly higher STAXI-out than SPQ-Yin, whereas SPQ-Yin showed significantly higher STAXI-control and STAXI-in than SPQ-Yang. Although differences in depression, anxiety, resentment, and physical symptoms between yin and yang were not statistically significant, variations in interpretation criteria were observed. Conclusions: Anger expression patterns and physical/psychological symptoms among Hwabyung patients are different based on their yin-yang personality types. These findings can inform the prediction of symptoms in Hwabyung patients according to their yin-yang personality types and aid in establishing appropriate treatment plans.

A study about the improvement plan in production processes of digital entertainment image using the motion capture system (모션캡쳐시스템을 활용한 디지털 엔터테인먼트 영상에서 제작과정상 개선 방안에 관한 연구)

  • Lee, Man-Woo;Yun, Deok-Un;Park, Jin-Seok;Kim, Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.824-828
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    • 2006
  • Introduction of motion capture system to the field of digital entertainment paved the way to accelerate the development of 3D character animation all the more. Motion capture system has been developed of the level that it can capture the fierce motions of character particularly in the digital game image and improve the dynamic characteristics by capturing the movement of human muscle or express the human's true emotion by capturing wrinkles and expression on face. Such an extension of realistic expression enables them to be used increasingly in movie, TV, advertisement, music video, etc centering around the game industry in the field of digital entertainment. The fact is, however, that many difficulties are held in the image production process compared with the competing countries such as USA and Japan, owing to inferiorities in technical expertise and capital in the image production process using the local motion capture, insufficient professional human resources of motion capture and small size of local motion capture image market. Hence, this study intends to suggest the plan to improve the technical problems in terms of integrated motion capture system, motion capture professional human resources and motion capture in-house program development in the production process of digital entertainment image using the motion capture system by surveying local and overseas examples of image production.

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Emotional Labor and Psychosocial Stress Difference of Hairdressers in Beauty Shops Depending on Variables related to Thrid Jobs (미용실 헤어분야 종사자들의 직업관련 변인에 따른 감정노동과 사회심리적 스트레스 차이)

  • Jung, Sook-Hee;Shim, Sun-Nyu;Yoo, Eun-Ju
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.347-354
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    • 2013
  • This study has attempted to figure out differences between emotional labor and psychosocial stress by occupation-related variables against hairdressing industry workers. For this, a total of 191 hairdressers in Busan were examined using emotional labor scale and psychosocial stress scale. The survey was conducted from July 1 to 30, 2011 using t-test, ANOVA and Scheffe's test. Then, the following results were obtained: First, according to analysis on difference in emotional labor by occupation-related variables, difference was found by monthly income in 'control of emotion' category. In terms of 'emotional dissonance,' difference was observed by job title and monthly income. In 'positive expression of emotions,' difference was detected by monthly income and number of off-days per month. Second, according to analysis on difference in psychosocial stress by occupation-related variables, differences were found by age, job title, education, work experience, monthly income, working hours and number of off-days per month. According to the analysis above, monthly income is related with both emotional labor and psychosocial stress among occupation-related variables.

Robust AAM-based Face Tracking with Occlusion Using SIFT Features (SIFT 특징을 이용하여 중첩상황에 강인한 AAM 기반 얼굴 추적)

  • Eom, Sung-Eun;Jang, Jun-Su
    • The KIPS Transactions:PartB
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    • v.17B no.5
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    • pp.355-362
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    • 2010
  • Face tracking is to estimate the motion of a non-rigid face together with a rigid head in 3D, and plays important roles in higher levels such as face/facial expression/emotion recognition. In this paper, we propose an AAM-based face tracking algorithm. AAM has been widely used to segment and track deformable objects, but there are still many difficulties. Particularly, it often tends to diverge or converge into local minima when a target object is self-occluded, partially or completely occluded. To address this problem, we utilize the scale invariant feature transform (SIFT). SIFT is an effective method for self and partial occlusion because it is able to find correspondence between feature points under partial loss. And it enables an AAM to continue to track without re-initialization in complete occlusions thanks to the good performance of global matching. We also register and use the SIFT features extracted from multi-view face images during tracking to effectively track a face across large pose changes. Our proposed algorithm is validated by comparing other algorithms under the above 3 kinds of occlusions.

A Study on the Preference Factors of KakaoTalk Emoticon (카카오톡 이모티콘 선호도에 미치는 영향 요인에 관한 연구)

  • Lee, Jong-Yoon;Eune, Juhyun
    • Cartoon and Animation Studies
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    • s.51
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    • pp.361-390
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    • 2018
  • Users of KakaoTalk emoticons use Kakao Talk emoticons as means of communicating their emotions in virtual space. Emotional state is represented by design element (auxiliary, color, form, motion) and storytelling element contained in emoticons. The purpose of this study is to investigate the factors of the storytelling and design elements of kakaoTalk emoticons and how they prefer the kakaoTalk emoticons as emotional expression means. In terms of storytelling, crocodiles, peaches, dogs, ducks, lions, moles, and rabbits were made up of ordinary fruits and animals. Most of the emoticons are composed of stories with unique personality, and each story has a complex one by one, which makes it easy for users to approach and use them. In terms of design, I used various auxiliary elements (flame, sweat, tears, runny nose, angry eyes, etc.) to express angry, sincere, nervous, begging, joy, and sadness. The color elements consisted of most of the warm color series with the unique colors (green, red, yellow, pink, white, black, brown, etc.) of emoticon characters regardless of feelings of joy, anger, sadness, pleasure. The form factor is composed of a round shape when expressing factors such as joy and sadness. On the other hand, when FRODO and NEO express sadness and anger, they represent the shape of a rectangle. The motion elements are horizontal, vertical, and oblique expressions of APPEACH, NEO, TUBE, and JAY-G, expressing emotional expressions of sadness, anger, and pleasure. APEACH, TUBE, MUZI & / Shows the dynamic impression of the oblique and the radiation / back / forward / rotation. The anger of TUBE and FRODO shows horizontal / vertical / diagonal and radial motion. As a result of this study, storytelling is structured in accordance with each emoticon character. In terms of design, auxiliary elements such as flame, sweat, and tears are represented by images. The color elements used the unique colors of the character series regardless of the difference of emotion. The form factor represented various movements for each emotion expression. These findings will contribute to the development of communication, emotional design and industrial aspects. Despite the significance of the above paper, I would like to point out that the analysis framework of the storytelling and the semiotic analysis of the supplementary elements are not considered as limitations of the study.

A Study on 3D Character Design for Games (About Improvement efficiency with 2D Graphics) (3D Game 제작을 위한 Character Design에 관한 연구 (3D와 2D Graphics의 결합효율성에 관하여))

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Multimedia Society
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    • v.10 no.10
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    • pp.1310-1318
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    • 2007
  • First of all, What was the modeling technique used to model 3D-Game character? It's a technique developed along several years, by experience... here is the bases Low polygons characters I always work in low polygon for two reasons -You can easily modify a low-poly character, change shapes, make morph for facial expressions etc -You can easily animate a low-poly character When the modeling is finished, Second, In these days, Computer hardware technologies have been bring about that expansion of various 3D digital motion pictured information and development. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. Besides, as computing power has been better and higher, the development of 3D Animations and Character are required gradually. In order to satisfy the requirement, Research about how to make 3D Game modeling that represents Character's emotions, sensibilities, is beginning to set its appearance. 3D characters in 3D Games are the core for the communications of emotion and the informations through their facial expression and characteristic motions, Sounds to Users. All concerning about 3D motion and facial expression are getting higher with extension of frequency in use. Therefore, in this study we suggest the effective method of modeling for 3D character and which are based on 2D Graphics.

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Low Frequency Noise Induces Stress Responses in the Rat (흰쥐에서 저주파소음에 의한 스트레스 반응)

  • Choi, Woong-Ki;Lee, Kyu-Sop;Joung, Hye-Young;Lee, Young-Chang;Sohn, Jin-Hun;Lee, Bae-Hwan;Pyun, Kwang-Ho;Shim, In-Sop
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.411-418
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    • 2007
  • Exposure to low frequency noise(LFN) can lead to vibroacoustic diseases(VADs), which include a systemic disease with lesions in a broad spectrum of organs and a psychiatric condition. It is known that VAD is an established risk factor for the development of many psychological conditions in humans and rodents, including major depression and anxiety disorder. The present study investigated the effects of LFN on neuronal stress responses in the rat brain. The neuronal expression of the proto-oncogene c-fos in the paraventricular nucleus(PVN) of the hypothalamus and tyrosine hydroxylase(TH) in the LC was observed. The immunocytochemical detection of the Fos protein and TH has been used as a marker of neuronal activation in response to stress. In addition, corticosterone concentration was evaluated by using an enzyme-linked immunosorbent assay(ELISA). The LFN groups were exposed to 32.5Hz and 125Hz of noise(4hr/day for 2days). The numbers of c-fos and TH-immunoreactive cells in the PVN and LC were significantly increased in the LFN groups(32.5Hz and 125Hz) compared to the normal group. Corticosterone concentration in plasma was also increased in LFN groups. The present results demonstrated that exposure with LFN produced a pronounced increase in expression of c-Fos and TH in stress-relevant brain areas. These results suggest that the neural characteristics involved in LFN are similar to those activated by typical processive stressors. These results also suggest that the central and peripheral activations by LFN may be related to LFN-related negative behavioral dysfunctions such as VADs.

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