• Title/Summary/Keyword: use of emotion

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Emotion-Based Control

  • Ko, Sung-Bum;Lim, Gi-Young
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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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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A Study on Expression of Space Emotion by Finishing Materials - According to Evaluation of Emotional Vocabulary and Factor Analysis - (마감재를 통한 공간감성 표현에 관한 연구 - 감성어휘 평가와 요인분석을 통해 -)

  • Seo, Ji-Eun;Park, Eui-Jeong
    • Korean Institute of Interior Design Journal
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    • v.21 no.1
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    • pp.177-185
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    • 2012
  • The purpose of this study is to use as the basic data for design method in commercial space. So, we analyzed whether any emotion was induced by finishing materials in the commercial space. And we was to suggest expression methods of finish materials to induce in the emotional space. The results of this study are as follows : First, we could know that the emotional design is needed to enhance satisfaction of consumers. The role of finishing material is very important in emotional expression in the commercial space. Second, we extracted the adjectives vocabulary(14 pairs) to evaluate the space emotion. we could educe the four kinds of space emotion by Factor Analysis. In addition, we could arrange the emotional words to represent each space type(Decoration : 5 pairs, Expand : 4 pairs, Limitation : 3 pairs, Hierarchy : 2 pairs). Third, to use finishing materials and wall is very effective to induce the emotion in the emotional space. To use the color is good among the elements of finishing materials. Fourth, We could find that the center of the types of emotional space was induced with the boundary and the decoration. If we use contrasting colors and accent colors in the commercial space, we can induce the center and the boundary together. And if we use colorful or unusual patterns, we can induce the center and the decoration together. Fifth, To induce the expand, we should finish with one color in space. And To induce the center, we should finish with one type of the color or pattern and then we should partially use the contrast color and special pattern. the case of boundary, it is good method to part emphasize by color, texture and materials. And we can induce the decoration with materials and patterns.

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Children's Social Competence and Emotion Regulation Strategy according to Peer Friendliness (아동의 또래친밀도에 따른 정서조절전략과 사회적능력)

  • Song, Ji-Hae;Hwang, Hae-Shin
    • Korean Journal of Human Ecology
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    • v.18 no.1
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    • pp.29-39
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    • 2009
  • The purpose of this study is to investigate children's emotional regulation and social competence in relation with peer friendliness. Specifically, it examined the hypotheses that children's emotion regulation strategies would be different depending on age, gender, and peer friendliness, and that children's emotion regulation strategies would affect their social competences. The subjects were 197 of the second, fourth, and sixth graders in an elementary school located in Gangdong-gu, Seoul. The findings are as follows: first, children's emotion regulation strategies are different according to gender and age. Girls use more 'external response strategy' than boys do. Elder children use more 'internal response strategy' than younger children, and younger children use more 'problem solving strategy' than elder children. Second, children's emotion regulation strategies are different depending on the degree of peer friendliness. Children employ more 'problem solving' and 'internal response' strategies to close friends rather than to just friends. Children used more the strategies as 'request for social support', 'evasion', and 'external response' to just friends rather than to close friends. Finally, children's social competencies are influenced by the strategies of 'problem solving' and 'evasion'.

Educational Use of Emotion Measurement Technologies (감성측정 테크놀로지의 교육적 활용방안 탐색)

  • Lee, Chang Youn;Cho, Young Hoan;Hong, Hun-Gi
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.625-641
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    • 2015
  • Recent research shows that emotion is closely related to memory and learning. Although a growing number of educators have high interest in affective aspects of learning processes and outcomes, there are few studies to investigate systematically instructional strategies and learning environments based on learners' emotion. Despite the efforts to understand the role of emotion and to facilitate positive emotion for meaningful learning in face-to-face and online environments, it is still a challenging issue to measure emotion in a valid and reliable way. To implement emotion-based education, it is essential to overcome the limitation of self-report surveys on emotion, which rely on the memory of learners. The current study surveyed emotion measurement tools, which are recently developed in education and other domains, in terms of self-report, neurophysiology, and behavioral responses. This study also discussed how emotion measurement tools can be used in authentic learning and teaching situations. Particularly, this study focused on cutting-edge technologies that would enable educators to collect and analyze learners' emotion easily in real-world contexts. This study will contribute to the research about the role of emotion in education and the design of adaptive learning environments that consider the change of learners' emotion.

A study on Emotion Structure of Online Game Character (온라인 게임 내 캐릭터의 정서구조 연구)

  • Park, Yiseul;Ko, Ilju;Park, Junhyoung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.3
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    • pp.167-179
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    • 2016
  • Online games, by a massive influx of many players, it has diverse situations in which emotion is generated. Emotion plays an important role that helps players to interact and immerse in game. In the previous games, simple structures are used to express emotion. By increasing the user's needs of emotion in the game, it is necessary to structure a various type of emotion. In this paper, the game components were classified as background, object, and character in order to analyze emotion structurally in game. We defined how to use the rule of emotion, and applied to League of legend, Cyphers and World of Warcraft which belong to the AOS genre. The AOS game is well-suited for analyzing emotion structure, because a various emotional changes and situations can arise in the game. Through this paper, it was discovered similarities emotion to be used in online games. It is expected to generalize the emotion in the game by analyzing the emotional structure of more games in future.

Emotional Model via Human Psychological Test and Its Application to Image Retrieval (인간심리를 이용한 감성 모델과 영상검색에의 적용)

  • Yoo, Hun-Woo;Jang, Dong-Sik
    • Journal of Korean Institute of Industrial Engineers
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    • v.31 no.1
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    • pp.68-78
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    • 2005
  • A new emotion-based image retrieval method is proposed in this paper. The research was motivated by Soen's evaluation of human emotion on color patterns. Thirteen pairs of adjective words expressing emotion pairs such as like-dislike, beautiful-ugly, natural-unnatural, dynamic-static, warm-cold, gay-sober, cheerful-dismal, unstablestable, light-dark, strong-weak, gaudy-plain, hard-soft, heavy-light are modeled by 19-dimensional color array and $4{\times}3$ gray matrix in off-line. Once the query is presented in text format, emotion model-based query formulation produces the associated color array and gray matrix. Then, images related to the query are retrieved from the database based on the multiplication of color array and gray matrix, each of which is extracted from query and database image. Experiments over 450 images showed an average retrieval rate of 0.61 for the use of color array alone and an average retrieval rate of 0.47 for the use of gray matrix alone.

A Study on the Factors Promoting the Use of Memory-based Emotion in Evaluating the Brand (상표평가에서 기억감정의 이용을 촉진하는 요인에 관한 연구)

  • Choi, Nak-Hwan;Na, Ji-Eun
    • Journal of Global Scholars of Marketing Science
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    • v.13
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    • pp.49-70
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    • 2004
  • Recently, consumer researchers have suggested that consumers evaluate brand by subjective memory-based-emotion which was formed by their experience. However, relatively little consumer research has been done to explore conditions under which memory-based-emotion is used in brand evaluation. Therefore, this study explored the conditions to facilitate usage of memory-based- emotion such as accessibility, representativeness, relevance of consumption goal, when consumers evaluate brand. In addition, we investigated the factors that influence responses of memory-based- emotion, such as similarity of encoding and retrieving condition and level of organization. The results of this study suggest that level of organization was positively related to accessibility and representativeness. But similarity of encoding and retrieving condition was not related to them. And accessibility, representativeness influence on use of memory-based-emotion in consumer brand evaluation. But relevance of consumption goal did not influence on use of memory-based-emotion in consumer brand evaluation.

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Use of Word Clustering to Improve Emotion Recognition from Short Text

  • Yuan, Shuai;Huang, Huan;Wu, Linjing
    • Journal of Computing Science and Engineering
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    • v.10 no.4
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    • pp.103-110
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    • 2016
  • Emotion recognition is an important component of affective computing, and is significant in the implementation of natural and friendly human-computer interaction. An effective approach to recognizing emotion from text is based on a machine learning technique, which deals with emotion recognition as a classification problem. However, in emotion recognition, the texts involved are usually very short, leaving a very large, sparse feature space, which decreases the performance of emotion classification. This paper proposes to resolve the problem of feature sparseness, and largely improve the emotion recognition performance from short texts by doing the following: representing short texts with word cluster features, offering a novel word clustering algorithm, and using a new feature weighting scheme. Emotion classification experiments were performed with different features and weighting schemes on a publicly available dataset. The experimental results suggest that the word cluster features and the proposed weighting scheme can partly resolve problems with feature sparseness and emotion recognition performance.

Emotion Recognition Method using Gestures and EEG Signals (제스처와 EEG 신호를 이용한 감정인식 방법)

  • Kim, Ho-Duck;Jung, Tae-Min;Yang, Hyun-Chang;Sim, Kwee-Bo
    • Journal of Institute of Control, Robotics and Systems
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    • v.13 no.9
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    • pp.832-837
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    • 2007
  • Electroencephalographic(EEG) is used to record activities of human brain in the area of psychology for many years. As technology develope, neural basis of functional areas of emotion processing is revealed gradually. So we measure fundamental areas of human brain that controls emotion of human by using EEG. Hands gestures such as shaking and head gesture such as nodding are often used as human body languages for communication with each other, and their recognition is important that it is a useful communication medium between human and computers. Research methods about gesture recognition are used of computer vision. Many researchers study Emotion Recognition method which uses one of EEG signals and Gestures in the existing research. In this paper, we use together EEG signals and Gestures for Emotion Recognition of human. And we select the driver emotion as a specific target. The experimental result shows that using of both EEG signals and gestures gets high recognition rates better than using EEG signals or gestures. Both EEG signals and gestures use Interactive Feature Selection(IFS) for the feature selection whose method is based on a reinforcement learning.

Emotion - Based Intelligent Model

  • Ko, Sung-Bum;Lim, Gi-Young
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.178.5-178
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    • 2001
  • 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 an 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.

  • PDF