Document classification based on emotional polarity has become a welcomed emerging task owing to the great explosion of data on the Web. In the big data age, there are too many information sources to refer to when making decisions. For example, when considering travel to a city, a person may search reviews from a search engine such as Google or social networking services (SNSs) such as blogs, Twitter, and Facebook. The emotional polarity of positive and negative reviews helps a user decide on whether or not to make a trip. Sentiment analysis of customer reviews has become an important research topic as datamining technology is widely accepted for text mining of the Web. Sentiment analysis has been used to classify documents through machine learning techniques, such as the decision tree, neural networks, and support vector machines (SVMs). is used to determine the attitude, position, and sensibility of people who write articles about various topics that are published on the Web. Regardless of the polarity of customer reviews, emotional reviews are very helpful materials for analyzing the opinions of customers through their reviews. Sentiment analysis helps with understanding what customers really want instantly through the help of automated text mining techniques. Sensitivity analysis utilizes text mining techniques on text on the Web to extract subjective information in the text for text analysis. Sensitivity analysis is utilized to determine the attitudes or positions of the person who wrote the article and presented their opinion about a particular topic. In this study, we developed a model that selects a hot topic from user posts at China's online stock forum by using the k-means algorithm and self-organizing map (SOM). In addition, we developed a detecting model to predict a hot topic by using machine learning techniques such as logit, the decision tree, and SVM. We employed sensitivity analysis to develop our model for the selection and detection of hot topics from China's online stock forum. The sensitivity analysis calculates a sentimental value from a document based on contrast and classification according to the polarity sentimental dictionary (positive or negative). The online stock forum was an attractive site because of its information about stock investment. Users post numerous texts about stock movement by analyzing the market according to government policy announcements, market reports, reports from research institutes on the economy, and even rumors. We divided the online forum's topics into 21 categories to utilize sentiment analysis. One hundred forty-four topics were selected among 21 categories at online forums about stock. The posts were crawled to build a positive and negative text database. We ultimately obtained 21,141 posts on 88 topics by preprocessing the text from March 2013 to February 2015. The interest index was defined to select the hot topics, and the k-means algorithm and SOM presented equivalent results with this data. We developed a decision tree model to detect hot topics with three algorithms: CHAID, CART, and C4.5. The results of CHAID were subpar compared to the others. We also employed SVM to detect the hot topics from negative data. The SVM models were trained with the radial basis function (RBF) kernel function by a grid search to detect the hot topics. The detection of hot topics by using sentiment analysis provides the latest trends and hot topics in the stock forum for investors so that they no longer need to search the vast amounts of information on the Web. Our proposed model is also helpful to rapidly determine customers' signals or attitudes towards government policy and firms' products and services.
To date, contents' usability of most multimedia devices has been focused on developer not on user, which made difficult in solving the problems or fulfilling the needs while people using real system. Although user-centered UX and UI researches have been studied and have resulted in innovation in some part, it does not show great effect on usability as it is not easy to interpret human emotions and needs and to apply those to system. Usability is the matter on how deeply smart devices can interpret and analyze human mind not on how much functions and technologies are improved. This study aims to help with usability improvement based on user when people use smart devices in multimedia environment. We studied the interaction between human and contents by analyzing the effect of human emotions and personalities on preference and consumption of contents' type. This study was done by assuming that proper analysis on human emotions may increase user satisfaction on multimedia environment. We analyzed contents preference by gender and emotion. The results showed that there is significant relationship between 'Happy' emotion and 'Comedy Program' preference and men are more prefer it than women. However, it does not reveal any significant relationship between 'Sad' emotion and contents preferences but women are slightly more prefer 'Comedy Program' than men. This result supports the Zillmann's 'mood based management', which suggests that the needs for pleasant contents are revealed to relieve sadness when people are in a sad mood. In addition, our finding corresponds with Oliver's insistence on meeting all four factors, insight, meaningfulness, understanding and reflection, rather than just pleasure for more satisfaction. This study focused on temporary emotional factors and contents and additionally on effect of users' emotion, personality and preference on type of contents consumption. This relationship between emotions and contents study would suggest the better direction for developing smart devices with great contents usability and user satisfaction in the future.
This study investigated how video playback styles affect viewers' emotional responses to a video and then suggested emotion assessment tool for playback-edited videos. The study involved two in-lab experiments. In the first experiment, observers were asked to express their feelings while watching videos in both original playback and articulated playback simultaneously. By controlling the speed, direction, and continuity, total of twelve playback styles were created. Each of the twelve playback styles were applied to five kinds of original videos that contains happy, anger, sad, relaxed, and neutral emotion. Thirty college students participated and more than 3,800 words were collected. The collected words were comprised of 899 kinds of emotion terms, and these emotion terms were classified into 52 emotion categories. The second experiment was conducted to develop proper emotion assessment tool for playback-edited video. Total of 38 emotion terms, which were extracted from 899 emotion terms, were employed from the first experiment and used as a scales (given in Korean and scored on a 5-point Likert scale) to assess the affective quality of pre-made video materials. The total of eleven pre-made commercial videos which applied different playback styles were collected. The videos were transformed to initial (un-edited) condition, and participants were evaluated pre-made videos by comparing initial condition videos simultaneously. Thirty college students evaluated playback-edited video in the second study. Based on the judgements, four factors were extracted through the factor analysis, and they were labelled "Happy", "Sad", "Reflective" and "Weird (funny and at the same time weird)." Differently from conventional emotion framework, the positivity and negativity of the valence dimension were independently treated, while the arousal aspect was marginally recognized. With four factors from the second experiment, finally emotion assessment tool for playback-edited video was proposed. The practical value and application of emotion assessment tool were also discussed.
In this research, we specify the image consumers' preferred image quality ranges based on objective image quality evaluation factors and follow a method which measures preference of the natural image scenes. In other words, according to No-Reference, we select dynamic range, color, and contrast as factors of image quality measurements. For collecting sample images, we choose the preferred 200 landscapes which have over 30 recommendations by image consumers on the internet photo gallery. According to the scores of three objective factors of image quality measurements, the final expected score which means the image quality preference is measured and its total score is 100 points. In the main test, the actual image sample shows dynamic range 10 stop, LAB mean value L:54.7, A:2.96, B:-15.84, and RSC contrast 376.9. Total 200 image samples' normal distribution z value represents in dynamic range 0.21, LAB mean value L:0.15, A:0.38, B:0.13, and RSC contrast 0.08. In the standard normal distribution table, we can convert the z value as a percentage; dynamic range is 8.32%, LAB mean value is L:5.96%, A:14.8%, B:5.17%, and RSC contrast is 3.19%. And then, we convert the percentage values into the scores of 100; dynamic range is 91.68, LAB mean value is 91.36, and RSC contrast is 96.81. Therefore, we can conclude that the sample image's total mean score is 94.99 based on three objective image quality factors. Throughout our proposed image quality assessment model, we can measure the preference value of natural scenes. Also, we can specify the preferred image quality representation ranges and measure the expected image quality preference.
The purpose of this study was to evaluate the effects of secondary task such as sending text message (STM) and searching navigation (SN) using the variable indicating control of vehicle ((Medial-Lateral Coefficient of Variation, MLCV), (Anterior-Posterior Coefficient of Variation, APCV)) and motion signal (Jerk-Cost function, JC). Participants included 50s taxi drivers; 14 males and 14 females. Participants were instructed to keep a certain distance (30m) from the car ahead with constant speed (80km/hr or 100km/hr). Experiement consisted of driving alone for 1minute and driving with secondary task for 1minute. Both MLCV and APCV were significantly increased during Driving + Sending Text Message(STM) and Driving + Searching Navigation(SN) than Driving only. Also, JC was increased during Driving + STM and Driving + SN than Driving only. In this study, we found that even in the experts group who are taxi driver and have 25 years driving experience, the smoothness of motion is decreased and the control of vehicle is disturbed when they were performing secondary tasks like sending text message or searching navigation.
TThis study explored the requirement of fabric sensor that can measure the motion of the joint effectively by measuring and analyzing the variation in electric resistance of a sensor in accordance with bending and stretching motion of the arm by the implementation of a motion sensor utilizing conductive fabric. For this purpose, on both sides of two kinds of knitted fabric, namely 'L' fabric and 'W' fabric Single Wall Carbon Nano-Tube(SWCNT) was coated, fabric sensor was developed by finishing them in a variety of ways, and the sensor was attached to the arm band. The fabric sensor consisted of total 48 cases, namely background fabric for coating, the method of sensor attachment, the number of layer of sensors, the length of sensor, and the width of sensor. The performance of fabric motion sensors in terms of a dummy arm, that is, a Con-Trex MJ with 48 arm bands around it was evaluated. For each arm band, a total of 48, fastened around the dummy arm, it was adjusted to repeat the bending and stretching at the frequency : 0.5Hz, ROM : $20^{\circ}{\sim}120^{\circ}$, the voltage was recorded for each case after conducting three sets of repeat measurement for a total of 48 cases. As a result of the experiment, and as a consequences of the evaluation and analysis of the voltage based on the uniformity of the base line of the peak-to-peak voltage(Vp-p), the uniformity of Vp-p within the same set, and the uniformity of the Vp-p among three sets, the fabric sensors that have been configured in SWCNT coated 'L' fabric / welding / two layers / $50{\times}5mm$, $50{\times}10mm$, $100{\times}10mm$, and SWCNT coated 'W' fabric / welding / two layers / $50{\times}10mm$ exhibited the most uniform and stable signal value within 5% of the total variation rate. Through all these results of the experiment, it was confirmed that SWCNT coated fabric was suitable for a sensor that can measure the human limb operation when it was implemented as a fabric sensor in a variety of forms, and the optimal sensor types were identified.
The purpose of this study is to test the performance of the recommended summer dressing for office man through the analysis of skin temperature changes by air-conditioning temperature. We tested two clothing combinations; formal wear with necktie and casual shirts without necktie as for Cool mapsi. 4 male subjects sat to stabilize for thirty minutes after entering artificial-climate chamber with both temperature of $25^{\circ}C$, $27^{\circ}C$ and $50{\pm}10%$ R.H. And during 60 minute experiments of simulating office work, the subjective feelings including thermal, humidity and comfort sensation, skin temperature, clothing humidity and sweat amount were measured at the equal intervals. The result is that formal wear of $25^{\circ}C$ and Cool mapsi of $27^{\circ}C$ show good values such as low skin temperature, low clothing humidity and neutral thermal sensation. And Cool mapsi of $25^{\circ}C$ shows the risk of low rectal temperature for long and static energy level of office work. Formal wear of $27^{\circ}C$ shows high values of mean skin temperature, clothing humidity and thermal sensation. Second experiment was to find the ambient temperature when the subject wearing formal wear shows the skin temperature corresponding to which he shows on Cool mapsi of $27^{\circ}C$. The air-conditioning temperature on wearing formal wear has to be $2^{\circ}C$ lower to produce the corresponding skin temperature to which shows on wearing Cool mapsi of $27^{\circ}C$. Therefore it is possible to increase room temperature to $27^{\circ}C$, when wear Cool mapsi for summer office, for skin temperature and thermal sensation are produced the same.
This study was carried out to enhance the competitiveness of blackbox design for domestic and international companies, based on the explosive growth of the blackbox market due to development of blackbox design for vehicle accident prevention and post-treatment. In the past, the blackbox market has produced products indiscriminately to meet the ever-increasing demand of consumers. Therefore, we thought a new design method was necessary to effectively investigate the needs of rapidly changing consumers. In this study, we aimed to identify the best-selling blackbox to understand the design flow, and the optimum area for a blackbox, considering the uniqueness of associated vehicle. Based on discussion with blackbox design experts, we studied the direction of design and the problems with blackbox use, which were reflected in blackbox development. Through this research, two types of design - leading blackbox (A type) and mass production blackbox (B type) - were proposed for compatibility of the blackbox with the car. The leading type of blackbox was positioned so that it was wrapped with the room mirror hinge before the screw was fastened, in order to achieve an integrated design. Therefore, we designed an integrated form and resolved the placement problem of an adhesive blackbox. To blend, the mass production blackbox implemented material and surface processing in the same way with the car, and adopted the slide structure to automatically turn off the main body power when removing the SDcard, reflecting consumer needs. This study considers evolving consumer needs through a case study and collective intelligence and deals with implementation of the whole design process during mass production. In this study, we aimed to strengthen the competitiveness of the blackbox design based on design method and its realization.
The purpose of this study was to quantitatively evaluate the effects of the secondary task while simulated driving using the variable indicating control of vehicle and smoothness of motion. Fifteen healthy adults having 1~2years driving experience were participated. 9 markers were attached on the subjects' upper(shoulder, elbow, Wrist) and lower(knee, ankle, toe) limbs and all subjects were instructed to keep the 30m distance with the front vehicle running at 80km/hr speed. Sending text message(STM) and searching navigation(SN) were selected as the secondary task. Experiment consisted of driving alone for 1 min and driving with secondary task for 1 min, and was defined driving and cognition blocks respectively. To indicate the effects of secondary task, coefficient of variation of distance between vehicles and lane keeping(APCV and MLCV) and jerk-cost function(JC) were analyzed. APCV was increased by 222.1% in SN block. MLCV was increased by 318.2% in STM and 308.4% in SN. JC were increased at the drivers' elbow, knee, ankle and toe, especially the total mean JC of lower limbs were increased by 218.2% in STM and 294.7% in SN. Conclusively, Performing secondary tasks while driving decreased the smoothness of motion with increased JC and disturbed the control of vehicle with increased APCV and MLCV.
In this paper, we analyze the effect of the depth perception, volume perception and visual discomfort according to the change of the quality of the depth image and the depth of the major object. For the analysis, a 2D image was converted to eighteen 3D images using depth images generated based on the different depth position of a major object and background, which were represented in three detail levels. The subjective test was carried out using eighteen 3D images so that the degrees of the depth perception, volume perception and visual discomfort recognized by the subjects were investigated according to the change in the depth position of the major object and the quality of depth map. The absolute depth position of a major object and the relative depth difference between background and the major object were adjusted in three levels, respectively. The details of the depth map was also represented in three levels. Experimental results showed that the quality of the depth image differently affected the depth perception, volume perception and visual discomfort according to the absolute and relative depth position of the major object. In the case of the cardboard depth image, it severely damaged the volume perception regardless of the depth position of the major object. Especially, the depth perception was also more severely deteriorated by the cardboard depth image as the major object was located inside the screen than outside the screen. Furthermore, the subjects did not felt the difference of the depth perception, volume perception and visual comport from the 3D images generated by the detail depth map and by the rough depth map. As a result, it was analyzed that the excessively detail depth map was not necessary for enhancement of the stereoscopic perception in the 2D-to-3D conversion.
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