• 제목/요약/키워드: science of emotion

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AE-Artificial Emotion

  • Xuyan, Tu;Liqun, Han
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2003년도 ICCAS
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    • pp.146-149
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    • 2003
  • This paper proposes the concept of “Artificial Emotion”(AE). The goal of AE is simulation, extension and expansion of natural emotion, especially human emotion. The object of AE is machine emotion and emotion machine. The contents of AE are emotion recognition, emotion measurement, emotion understanding emotion representation emotion generation, emotion processing, emotion control and emotion communication. The methodology, technology, scientific significance and application value of artificial emotion are discussed

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초등학교 저학년 학생을 위한 감성과학 기반 융합인재교육(STEAM) 프로그램 개발 (Development of STEAM Program Based on Emotion Science for Students of Early Elementary School)

  • 권지은;곽소정;김혜진;이세정
    • 감성과학
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    • 제20권4호
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    • pp.79-88
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    • 2017
  • 감성이 중요시되고 있는 시대가 발전함에 따라 미래 시대에 필요한 인재를 양성하기 위한 교육 분야에서도 감성과학과 관련된 교육이 요구되는 시점이다. 본 논문은 초등학교 저학년 학생을 위한 감성과학을 학습할 수 있는 융합인재교육 프로그램을 개발하고 수업에 적용해봄으로써, 가능성과 효과적인 방법을 제안하고자 한다. 이를 위하여 첫째, 감성과학을 교육하기에 적합한 융합인재교육(STEAM) 방식을 채택하여 초등학교 1~2학년을 대상으로 한 '도형으로 만드는 마음'을 개발하였다. 감성과학 관련 STEAM의 이론적 배경과 벤치마킹을 실시하고, 초등학교 해당 학년 교과서를 기반으로 한 구체적인 수업 내용과 활동 및 교재와 키트 등을 개발하였다. 둘째, 개발된 프로그램을 두 학급에 시범적으로 적용하여 만족도 조사와 교사 인터뷰 등을 통해 결과를 분석하였다. 분석 결과는 전체 만족도 평균은 매우 높게 (4.40/5) 나왔으며 특히, '수업 참여도'에 대한 만족도가 높은 것으로 분석되었다. 셋째, 분석 결과를 바탕으로 개발한 프로그램에 대한 가능성과 가치, 한계점 등을 논한다. 본 연구 결과는 과학에 대한 직접적인 이해가 어려운 초등학교 저학년을 대상으로 감성과학에 대해 쉽고 흥미롭게 접근할 수 있는 교육 프로그램이라 할 수 있다. 이러한 교육을 통해 감성과학을 효과적으로 이해하고, 감성 중심 시대를 선도할 인재를 양성하는데 도움이 될 것으로 기대한다.

Emotion Modeling for Emotion-based Personalization Service

  • Kim, Tae Yeun;Bae, Sang Hyun
    • 통합자연과학논문집
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    • 제13권3호
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    • pp.97-104
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    • 2020
  • This study suggests the emotion space modeling and emotion inference methods suitable for personalized services based on psychological and emotional models. For personalized emotion space modeling taking into account the subjective disposition based on the empirical assessment of the personal emotions felt by the personalization process of emotion space was used as a decision support tool, the Analytic Hierarchy Process. This confirmed that the special learning to perform personalized emotion space modeling without considering the subjective tendencies. In particular to check the possible reasoning based on fuzzy emotion space modeling and sensitivity for the quantification and vague human emotion to it based on the inherent human sensitivity.

초등과학 영재학급 학생과 일반학급 학생의 과학 학습정서와 과학적 상상력 비교 (Comparison of Science Academic Emotion and Scientific Imagination of Students between a Science Gifted Class and a General Class in Elementary School)

  • 안태훈;최선영
    • 한국초등과학교육학회지:초등과학교육
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    • 제36권2호
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    • pp.155-162
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    • 2017
  • The purpose of this study was to analyze science academic emotion and scientific imagination of students between a science gifted class and a general class in elementary school. Samples of this study were composed of 212 fifth and sixth graders in Gyeonggi province. The results of this study were as follows. First, positive scientific academic emotion of students in a science gifted class was higher than that of general class. Second, boredom and laziness of negative scientific academic emotion were higher scores in general students, whereas, angry area was higher scores of students in a science gifted class. Third, scientific imagination of students in a science gifted class was higher than that of general class. Fourth, both groups had a positive correlation between scientific imagination and positive science academic emotion. Especially, interest area of positive scientific academic emotion in both of the two groups influenced scientific imagination.

얼굴 감정을 이용한 시청자 감정 패턴 분석 및 흥미도 예측 연구 (A Study on Sentiment Pattern Analysis of Video Viewers and Predicting Interest in Video using Facial Emotion Recognition)

  • 조인구;공연우;전소이;조서영;이도훈
    • 한국멀티미디어학회논문지
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    • 제25권2호
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    • pp.215-220
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    • 2022
  • Emotion recognition is one of the most important and challenging areas of computer vision. Nowadays, many studies on emotion recognition were conducted and the performance of models is also improving. but, more research is needed on emotion recognition and sentiment analysis of video viewers. In this paper, we propose an emotion analysis system the includes a sentiment analysis model and an interest prediction model. We analyzed the emotional patterns of people watching popular and unpopular videos and predicted the level of interest using the emotion analysis system. Experimental results showed that certain emotions were strongly related to the popularity of videos and the interest prediction model had high accuracy in predicting the level of interest.

SYMMER: A Systematic Approach to Multiple Musical Emotion Recognition

  • Lee, Jae-Sung;Jo, Jin-Hyuk;Lee, Jae-Joon;Kim, Dae-Won
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제11권2호
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    • pp.124-128
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    • 2011
  • Music emotion recognition is currently one of the most attractive research areas in music information retrieval. In order to use emotion as clues when searching for a particular music, several music based emotion recognizing systems are fundamentally utilized. In order to maximize user satisfaction, the recognition accuracy is very important. In this paper, we develop a new music emotion recognition system, which employs a multilabel feature selector and multilabel classifier. The performance of the proposed system is demonstrated using novel musical emotion data.

패밀리 레스토랑에서의 브랜드 증거가 감정, 브랜드 만족 및 고객애호도에 미치는 영향 (Effects of Brand Evidence on Emotion, Brand Satisfaction and Customer Loyalty in Family Restaurants)

  • 전귀연;하동현
    • 한국식품조리과학회지
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    • 제25권2호
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    • pp.206-218
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    • 2009
  • The study assessed the relationship between brand evidence (e.g., brand name, price/value for money, servicescape, core service, employee service and self-image congruence) and positive/negative emotion and brand satisfaction, and between positive/negative emotion and brand satisfaction in the family restaurant setting. Also, the relationship of positive/negative emotion and brand satisfaction with customer loyalty were assessed. Customers who used five brands of family restaurant in Daegu and Pusan during October of 2008 were surveyed by questionnaires. Brand evidence was positively related to positive emotion and brand satisfaction, and was negatively related to negative emotion. Positive emotion was positively related to brand satisfaction and negative emotion was negatively related to brand satisfaction. Brand satisfaction was positively relatively to customer loyalty. The results indicate that management of family restaurants should focus on brand evidence as a means of increasing profits and sales volume.

얼굴 특징점 추적을 통한 사용자 감성 인식 (Emotion Recognition based on Tracking Facial Keypoints)

  • 이용환;김흥준
    • 반도체디스플레이기술학회지
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    • 제18권1호
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    • pp.97-101
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    • 2019
  • Understanding and classification of the human's emotion play an important tasks in interacting with human and machine communication systems. This paper proposes a novel emotion recognition method by extracting facial keypoints, which is able to understand and classify the human emotion, using active Appearance Model and the proposed classification model of the facial features. The existing appearance model scheme takes an expression of variations, which is calculated by the proposed classification model according to the change of human facial expression. The proposed method classifies four basic emotions (normal, happy, sad and angry). To evaluate the performance of the proposed method, we assess the ratio of success with common datasets, and we achieve the best 93% accuracy, average 82.2% in facial emotion recognition. The results show that the proposed method effectively performed well over the emotion recognition, compared to the existing schemes.

긍정정서와 부정정서에 따른 아동의 안면근육반응 차이 (Differentiation of Facial EMG Responses Induced by Positive and Negative Emotions in Children)

  • 장은혜;임혜진;이영창;정순철;손진훈
    • 감성과학
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    • 제8권2호
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    • pp.161-167
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    • 2005
  • 정서를 경험하는 동안 자율신경 반응과 외현적 반응, 그리고 얼굴 표정, 몸짓, 자세, 언어 등과 같은 정서적 의사소통을 나타낸다. 안면근육반응은 공포, 놀람, 행복, 혐오, 슬픔, 분노와 같은 감정적인 표현을 측정하는 하나의 수단으로, 특정한 안면근육에 기초를 둔 반응을 식별할 수 있다. 본 연구에서는 아동이 긍정정서와 부정정서를 느낄 때 나타나는 안면근육반응의 변화를 알아보고, 아동이 느끼는 긍정정서와 부정정서의 구분이 가능한지를 알고자 하였다. 시청각 동영상(Audiovisual Film Clips)을 이용하여 긍정정서 (기쁨)와 부정정서를 유발하였고, 47명의 아동이 이들 정서를 느끼는 동안 안면근전도(Facial EMG : 우측 corrugator supercilii와 orbicularis oris)를 측정하였다. 또한 아동이 경험한 정서의 심리반응 결과를 평가하기 위하여 정서평가척도를 사용하였다. 두 정서에 대한 높은 적합성($85\%$이상)과 효과성(기쁨 3.15, 공포4.4, 5점 만점)을 보였다. 안면근육반응 결과, 두 정서 모두에서 안정상태와 정서 상태간의 유의한 차이가 있었다. 정서에 따른 반응 결과, 긍정정서와 부정정서에 따라 corrugator supercilii와 orbicularis oris 반응의 차이가 나타났다. corrugator supercilii는 긍정정서일 때 부정정서보다 근육의 활동이 더 증가하였다. orbicularis oris는 부정정서일 때 긍정정서보다 근육의 반응이 더 증가하였다.

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Emotion-Based Control

  • Ko, Sung-Bum;Lim, Gi-Young
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2000년도 춘계 학술대회 및 국제 감성공학 심포지움 논문집 Proceeding of the 2000 Spring Conference of KOSES and International Sensibility Ergonomics Symposium
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    • pp.306-311
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    • 2000
  • We, Human beings, use both powers of reason and emotion simultaneously, which surely help us to obtain flexible adaptability against the dynamic environment. We assert that this principle can be applied into the general system. That is, it would be possible to improve the adaptability by covering a digital oriented information processing system with analog oriented emotion layer. In this paper, we proposed a vertical slicing model with an emotion layer in it. And we showed that the emotion-based control allows us to improve the adaptability of a system at least under some conditions.

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