Understanding dialogue participant's emotion is important as well as decoding the explicit message in human communication. It is well known that non-verbal elements are more suitable for conveying speaker's emotions than verbal elements. Written texts, however, contain a variety of linguistic units that express emotions. This study aims at analyzing components for constructing an emotion ontology, that provides us with numerous applications in Human Language Technology. A majority of the previous work in text-based emotion processing focused on the classification of emotions, the construction of a dictionary describing emotion, and the retrieval of those lexica in texts through keyword spotting and/or syntactic parsing techniques. The retrieved or computed emotions based on that process did not show good results in terms of accuracy. Thus, more sophisticate components analysis is proposed and the linguistic factors are introduced in this study. (1) 5 linguistic types of emotion expressions are differentiated in terms of target (verbal/non-verbal) and the method (expressive/descriptive/iconic). The correlations among them as well as their correlation with the non-verbal expressive type are also determined. This characteristic is expected to guarantees more adaptability to our ontology in multi-modal environments. (2) As emotion-related components, this study proposes 24 emotion types, the 5-scale intensity (-2~+2), and the 3-scale polarity (positive/negative/neutral) which can describe a variety of emotions in more detail and in standardized way. (3) We introduce verbal expression-related components, such as 'experiencer', 'description target', 'description method' and 'linguistic features', which can classify and tag appropriately verbal expressions of emotions. (4) Adopting the linguistic tag sets proposed by ISO and TEI and providing the mapping table between our classification of emotions and Plutchik's, our ontology can be easily employed for multilingual processing.
Journal of the Korean Academy of Child and Adolescent Psychiatry
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v.3
no.1
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pp.147-157
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1992
The fragile X syndrome, which is considered to be synonymous with the Martin-Bell syndrome, is a relatively common form of X-linked mental retardation. The syndrome seems to occure in many different ethnic groups and its prevalence among mentally retarded males has been estimated to be in the order of 2 to 6%. The karyotypic hallmark of the syndrome is made up with a pronounced constriction near each tip of the long arm of the X chromosome(fragile site), shown in vitro only under conditions in which thymidylate production is blocked(lowered folate levels). Special culture media are needed to demonstrate this constriction site. Major clinical features associated with the syndrome include macroorchidism, large or prominent ears, significant emotional and behavioral dysfunctions such as hyperactivity, self-injury, lack of eye contact and social interaction, schizophrenia, autism, etc., and speech and language dysfunctions ranging from nonverbal to verbal speech with moderate to severe expressive language delays. Some have minor clinical features in common such as an increase in birth weight high forehead, prognathism, increased head circumference in infancy and childhood which did not persist into adult life. The recent research findings have shown that the fragile X syndrome is associated with infantile autism. Many patients with the fragile X syndrome fulfill the diagnostic criteria for infantile autism. Therefore it is recommendable that any patient with developmental delays and autism or autistic manifestations should have a chromosomal analysis, including fragile X examination. In the present review, historical aspects, incidence, and clinical features are presented. Recent anecdotal reports of the association with autism and the clinical improvement following high dose folic acid treatment will be discussed.
International Journal of Advanced Culture Technology
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v.6
no.2
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pp.107-116
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2018
In the past, design has been recognized as a means to determine colors, shapes, and functions Recently, however, it has been accepted in a wider sense, namely designing the entire service, including product and user experience design. In this way, in addition to creativity and expressive power that designers have as their main competence, according to the expansion of this design object, designers are required to have comprehensive abilities in related fields and accompanying technical professional abilities. If designing as a technology application as a direction toward this situation, design education can be carried out by approaching technology as a method of expression or design subject. It can also be an effective alternative towards improving the understanding of technology. Meanwhile, many small microcontroller board products with advanced functions and multi-functional specialized programming integrated development environments (IDEs) are becoming widespread due to their open source, low cost, and scalable features. However, students in the design department who lack the basic knowledge of science and engineering have difficulties learning, which requires considerable time and is required for practical use. From this point of view, we have made advancements in the technical understanding of design education by conducting fundamental research to the effectiveness of microcontroller-based prototyping tools as means of expression. We also conducted basic education of microcontroller boards for a certain period of time on students who majored in design in conjunction with the basic survey and investigated the obstacle factors using a questionnaire. Through these surveys, we have confirmed the necessity of designing microcontroller boards of low difficulty, which simplify the coding process that can act as a barrier in difficulty for design students to apply smoothly in design education. In addition, we intend to carry out a basic study on the guideline of microcontroller design for design education and composition of education programs.
Journal of the Korean Society of Clothing and Textiles
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v.39
no.5
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pp.745-754
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2015
This study analyzed Korean middle-aged men's fashionable styles according to ageless trends as their representative characteristic and deriving their special features from men's magazines. Literature and case studies were conducted together. The research findings are as follows. First, it showed uniformity, conformity, passive clothing selection and consumption in 1990s as characteristics of middle-aged men's wear by period. However, clothing became an expressive way to pursue individuality and an ageless trend gradually, and middle-aged men positioned themselves as subjects of a consumer market for men's wear after 2010 through active clothing selection and consumption. Second, along with a trend change preferring a comfortable and active to formal atmosphere, it showed that casual style became diversified and segmented gradually in Korean middle-aged men's ageless trend and fashionable style. Third, as for formative characteristic changes in middle-aged men's fashionable style by period, it contained a slim silhouette, bright and splendid colors and patterns, increase of light, active and functional materials, generalization of casual items and pursuit of individuality by various mix & match styles. Fourth, in Korean men's ageless trend and changing fashionable style, four kinds of special characteristics were derived that included a change of the traditional clothing symbolism, weakened conformity & pursuit of personality, obscured boundaries between age and wearing style, and active embracing of a trend.
Jo Taek-seung(曺澤承, 1841-1907), who devoted himself to medical science mostly living in Haenam, and his son Jo Byeong-hu(曺秉侯, 1869-?) are significant in the history of Korean oriental medicine. The medical science of Jo Taek-seung appointed as Jusa(主事) of Hyeminwon(惠民院) in 1902 was handed down to his only son Jo Byeong-hu, who succeeded to his father's medicine and polished up the medicine, and recorded the results "Sanghangyeongheombangyochwal(傷寒經驗方要撮)" in 1933. Jo Taek-seung's portrait has been handed down to Jo Taek-seung's descendents' house in Munane-ri, Haeman. Not only does Jo Taek-seung's portraits well present the features of portrait mode of Joseon Dynasty period in the 19th century in their front view, exposure of two hands, expressive mode, background articles, etc, but also praises, poems, etc. giving information on manufacture intent, etc. to give prominence to the authors recorded by Jo Taek-seung, time of manufacture and position of medical official appears in one screen. In this paper, through disaster-removing poetic sentence showed in Jo Taek-seun'sg portraits, it was found that the author of the portrait is Choi Byeong-uk who worked mostly staying in Seoul and the present portrait was the one re-painted in 1907 by revising the portrait painted in 1894 when Jo Taek-seung was 54 years old, after Jo Taek-seung died. With regard to revised portion, presuming through records on the picture and comparative analysis of mode with portraits of doctors in the 20th century, it seems that the clothing of Confucian scholars in the first version was revised into the clothing of medical officials showing the position of Jo Taek-seung who took office as Jusa of Hyeminwon at the time of re-painting the portrait. Jo Taek-seung's portrait not only becomes important materials in the oriental medicine and historical world in the aspect of manufacture process, mode, etc. of Korean portraits including an aspect of medical official's portraits, but has significant meaning from the aspect of fine art history or clothing history.
Art is an ongoing process of experimenting and challenging. The challenge and experiments of the artists encompass both the conceptual process and the expressive process of creating artworks. It is not mandatory to use cutting-edge technologies for interactive performances, since they can be realized by adapting pre-existing technologies. Using previous technologies reduces the difficulties in the production process and makes it easier for the audience to understand the way of participation. In this paper, propose an ARS-server-based control system in which a large audience can participate during a performance to control certain features on stage. This system was first proposed during the 'Ubiplay Workshop and Seminar' hosted by the GSCT, KAIST, and applied to the digital performance 'Syntasia' in June and July, 2007, hosted by the Goyang Culture Foundation.
This study aims to analyze typographic expressions used in recent fashion trends from the perspective of conceptual art and thus identify a variety of meanings. Towards this end, theoretical considerations were made vis-à-vis the main concepts of research, such as typography and conceptual art, and the ready-made, documentation, intervention and language, which are the expressive features of conceptual art, were applied to fashion typography as analytical frameworks. The results are as follows. The ready-made appears in a way that borrows or transforms the visual identity of other brands, and documentation is utilized in a way that lays tautological or contradictory texts together. Intervention arises, while leading to more complex layers of meaning when borrowing the visual identity of the brand, which is conceptually irrelevant. The language is expressed as statements about contemporary social issues, such as environmental protection, ethical consumption and gender problems. Based on the findings of this study, it can be confirmed that in fashion design, typography serves as an effective marketing tool and a medium of social statements. Moreover, it can expand into the possibility of generating new meanings as a novel way of visual expression.
The purpose of this study is to explore the potential of digital graffiti as a new creative tool in fashion through analysis of its expressive features and methods merged in fashion. The results from the analysis of fashion cases using digital graffiti may be summarized as follows. First, 'Mixing of Materials and Non-materials' matched immaterial lights and images with physical clothing materials and space, effectively expressing imaginary spheres that were not expressible with the existing materials. Second, 'Fantastic Storytelling' expressed theme such as 'Sun', 'UFO', 'Science Fiction Film', 'Fantasy Fairy Tale', and 'Universe' through lasers, lights, augmented reality and LED graffiti. Third, 'Convergence with Human and Digital Media' accentuated the active participation of spectators thereby causing human and digital media to interact with each other. Designer's ideas and unexpected responses of spectators realized various digital graffiti effects, which came across by sheer chance. Fourth, 'Utilizing of Site-Specificity' met with the best results when the digital graffiti was expressed in context of a place or location where fashion performance is taking place. Fifth, ' Playfulness by Consumer Participation' intended to induce voluntary participation from consumers by providing the fashion digital graffiti as play tools, and created new fashion digital graffiti or altered existing stereotypes, thereby invoking new visual and tactile experiences. Likewise, today's digital graffiti are emerging in various fields, and the trend of fashion-digital graffiti integration has already created interesting works.
This study considers the expressive types of 'Glocalism' trends and its inherent aesthetic characteristics through the analysis of flight attendants' uniform design. The following is the conclusions regarding the glocalism trend according to the analysis of airline uniform design that reflect it. First, the design approach was developed appropriating the whole or parts of traditional attire and applying decorative items in terms of a formal aspect. Secondly, the colors of the airline's homeland symbols or natural environment were used while, thirdly, the fabrics represent glocalism by employing folk elements of the region and patterns of nature for a uniform design. Induced from these design analyses, the aesthetic characteristics of airline uniforms reflecting glocalism are traditionality, naturality, and compromisability. To begin with, traditionality is what is realized in interpreting the historical aesthetics in a contemporary perspective, contributing in inspiring the historical value of the homeland and contributing to the establishment of identity by applying forms and colors of traditional garments with folk patterns on a uniform design. In addition, naturality means the reorganization of unprocessed pure nature, expressing the image of nature through colors taken from the natural environment or motifs of the regional plants. Finally, combining general sensibilities with diverse cultural features, compromisability is realized as a modern design which combines a standardized uniform with the aesthetic components of the local environment and traditional garments.
As the paradigm which emphasizes nurturing creative elites is introduced, more attention has been paid to children playing and their creativity. This change means that the importance of creativity is emphasized in the education of children, and furthermore, playgrounds which focus on creativity and imagination are needed. Therefore, this study examines the spatial characteristics of playgrounds for children and suggested strategies to improve them. There are five spatial characteristics of a creative playground: aesthetics, being eco-friendly, exploration, challenging and variable. Through the five characteristics, playgrounds were analysed based on ten expressive elements and the results are summarized: Creative playgrounds for children should have an attractive design with sculptural elements which stimulate children to be excited through associable shapes and abstract colors. Second, shelter type structures and a flexible flow design are needed so that children can feel free and be encouraged to explore in diverse ways. Third, as playgrounds for children provide spaces for rest in addition to play, organic facilities and eco-friendly materials for the rest space should to be used. Fourth, as childhood is a period when emotional, cognitive and physical development are achieved, organic geographical features and atypical facilities should be provided so that children can acquire extensive skills and join in physical activities. Finally, creative playgrounds for children should have mobile or variable facilities which consider the characteristics of children who want to do diverse activities and play different games. This study analysed playgrounds for children and suggested strategies to improve them. For successful design and use of creative playgrounds, it is suggested that intensive research on them and consultation with experts should be considered.
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