• Title/Summary/Keyword: 감성적

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Research on Emotional Factors and Voice Trend by Country to be considered in Designing AI's Voice - An analysis of interview with experts in Finland and Norway (AI의 음성 디자인에서 고려해야 할 감성적 요소 및 국가별 음성 트랜드에 관한 연구 - 핀란드와 노르웨이의 전문가 인뎁스 인터뷰를 중심으로)

  • Namkung, Kiechan
    • Journal of the Korea Convergence Society
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    • v.11 no.9
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    • pp.91-97
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    • 2020
  • Use of voice-based interfaces that can interact with users is increasing as AI technology develops. To date, however, most of the research on voice-based interfaces has been technical in nature, focused on areas such as improving the accuracy of speech recognition. Thus, the voice of most voice-based interfaces is uniform and does not provide users with differentiated sensibilities. The purpose of this study is to add a emotional factor suitable for the AI interface. To this end, we have derived emotional factors that should be considered in designing voice interface. In addition, we looked at voice trends that differed from country to country. For this study, we conducted interviews with voice industry experts from Finland and Norway, countries that use their own independent languages.

A Study on Emotional Characteristics expressed in Toyo Ito's Design Works (이토 도요 공간 디자인에 나타난 감성적 표현 특성에 관한 연구)

  • Park, Su-Jeong;Suh, Swoo-Kyung;Oh, Young-Keun
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.05a
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    • pp.69-74
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    • 2005
  • Despite the advancement of knowledge and techniques, architectural design has been developed by similar method and science as the logical tool since the development of Le Corbusier's 'module'. However, in the new millenium emotional design has become a key issue and today is the turning point regarding new method for designing human space. While architecture discipline of the West focused on logic, Japan based its origin in eastern discipline has developed a unique design concept called 'metabolism' and advanced it very effectively. Since its development of the unique concept, Toyo Ito has become one of the most Influential architect in and out of Japan who devoted his design career in developing new space concept. This study is specifically focused on Ito's project by finding characteristics of his projects and analyze emotional design factors by using 5 analytical tool - experiencing the space, five senses, landmark, sequence, and scale. Ito's work between 2000-2004, such as Sendai Mediatheque, showed more visible sign of emotional design characteristics compared to the works done in 1990's. Because of the analytical studies researching those emotional design characteristics and methods, the future advancement in new space design will be possible with great success. The result proves that continuing proper analysis and research in design method will assist in approaching new space design method into more advanced realm in very efficient time period with more definite design elements to accomodate and fulfill human needs in given space.

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Comparative Study on Sensibility Image to Develop Products of Hahae Mask (하회탈 제품 개발을 위한 소비자의 감성 이미지 비교 연구)

  • 김윤희
    • Science of Emotion and Sensibility
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    • v.7 no.2
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    • pp.123-131
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    • 2004
  • This study has an aim to find out sensible factors of hahae Mask and to be helpful in developing design of products related with cultural products. This study selected and analyzed 32 vocabularies about sensible adjective to evaluate image of hahae Mask. Firstly, this study investigated image of hahae Mask through 32 vocabularies about sensible adjective and categorized 5 factors including 'attractive', 'native', 'interesting', 'active', and 'elaborate'. Secondly, sense had significant differences in 'native' and, 'interesting' based on kinds. Especially yangban Mask has more powerful nativeness than choraengi Mask, and is more interesting than jung Mask, baekjeong Mask, and bune Mask. Thirdly, the materials used in the products of hahae Mask generated differences of sensibility in elaborateness. Especially, elaborate image was emphasized about materials of glass. Fourthly, sensible image of hahae Mask was dependent upon population-statistic characteristics (age, sex, education) and characteristics of products(materials, kinds of Mask). If development of cultural products related with hahae Mask considers five sensible factors based on this study, it will contribute to development of design which coincides with consumers' needs.

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Cognitive Evaluation of Geometrical Structure on Express Highway with Driving Simulator (차량시뮬레이터를 이용한 고속도로 복합선형구간에서의 운전자 감성평가)

  • 이병주;박민수;이범수;남궁문
    • Journal of Korean Society of Transportation
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    • v.21 no.4
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    • pp.91-101
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    • 2003
  • This study modeled 4-lane highway in three-dimensional virtual reality in order to overcome difficulties of field experiment. and the research subject was placed in a driving simulator. We survey the driver's cognitive characteristics to the alignment changes in the three-dimensional virtual reality highway. Especially, maximizing the identity of driving movements and virtual scenery on the basis of the data obtained by dynamic analysis module. we minimized simulator sickness for the graphic module of driving simulator. And we carried out cognitive evaluation on the basis of adjective words extracted by dictionary and the opinion of specialist. In this study LISREL model was used to detect the causal relation between geometry and safety in cognitive side, and found that geometric change affects the safety of drivers by static and dynamic road safety model in three-dimensional combined alignments. As the result, for constructing safety road. we consider drivers' cognitive characteristics as human factors in road design, and we think that they are very important factors to improve road safety.

The Effects of Leadership on the Cockpit Culture in Commercial Airlines (리더십이 민간항공 조종실 문화에 미치는 영향)

  • Kim, Young-Kil;Byeon, Soon-cheol
    • Journal of Advanced Navigation Technology
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    • v.25 no.5
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    • pp.344-356
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    • 2021
  • In the field of civil aviation in Korea, inappropriate crew resources management(CRM) constantly occurs between captains and first officers during flight. Therefore, the active role of first officers is emphasized in pilot training for CRM, threat & error management(TEM), safety management system(SMS), fatigue risk management system(FRMS), and training in simulators. Thus, it is urgent for captains to change their transformational leadership to emotional leadership, advantages of which include horizontal interpersonal relationship, open-mindedness, leading by example, considerateness, mutual respect, and using informal language. For the direction to improve 'the cockpit culture' in civil aviation, the key idea of the current thesis paper is the influence of captains' transformational and emotional leadership on the emotions of first officers.

Comparison of Vietnamese Consumer Response to Advertisements of Korean Companies and Vietnamese Companies: Focusing on Balance Theory (한국 기업과 베트남 기업의 광고에 대한 베트남 소비자 반응에 관한 비교연구: 균형이론을 중심으로)

  • Han, Sangpil
    • Journal of the Korea Convergence Society
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    • v.12 no.10
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    • pp.161-167
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    • 2021
  • This study was conducted for the purpose of comparing the advertising effect of Korean companies and Vietnamese domestic companies by applying the balance theory to Vietnamese consumers emerging as a new market for Korean companies. An experiment was conducted on female university students, and cognitive, emotional, and behavioral responses to advertisements in the two countries were investigated. The results showed that there was no difference in the cognitive dimension of Vietnamese consumers' evaluation of advertisements in Korea and Vietnam, but there is a difference in the emotional dimension and the behavioral dimension. This study contributed theoretically to the possibility of applying the balance theory to the study of international advertising effects, and the implications of international advertising of Korean companies in the underdeveloped markets were discussed.

An Analysis of the Emotional Design Types of Smart Jewelry. (스마트 주얼리의 감성적 디자인 유형 분석.)

  • Noh, Young-Ran;Choi, Yeun-Jeong
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.423-428
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    • 2019
  • As areas of ICT devices expand due to development of fourth industry, Smart Jewelry is being released. Jewelry is not only a fashion tool to dress up the human body as it merges with the functional aspects of smart devices, but it also delivers the information needed to improve users' living conditions and the interaction of the information needed is likely to be expanded. Although wearable Jewelry is not widely popular with consumers due to its recognition that it is a Smartphone aid and technical limitations, it needs to be ultra-smallized and improved in design. By analyzing emotional types according to design, materials, and colors, focusing on the current wearable jewelry products, the company aims to contribute to enhancing the value of creative smart jewelry by thinking about how smart jewelry will stimulate people's emotions.

Sentiment Analysis of Foot-and-Mouth Disease Using Tweet Text-Mining Technique (트윗 텍스트 마이닝 기법을 이용한 구제역의 감성분석)

  • Chae, Heechan;Lee, Jonguk;Choi, Yoona;Park, Daihee;Chung, Yongwha
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.11
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    • pp.419-426
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    • 2018
  • Due to the FMD(foot-and-mouth disease), the domestic animal husbandry and related industries suffer enormous damage every year. Although various academic researches related to FMD are ongoing, engineering studies on the social effects of FMD are very limited. In this study, we propose a systematic methodology to analyze emotional responses of regular citizens on FMD using text mining techniques. The proposed system first collects data related to FMD from the tweets posted on Twitter, and then performs a polarity classification process using a deep-learning technique. Second, keywords are extracted from the tweet using LDA, which is one of the typical techniques of topic modeling, and a keyword network is constructed from the extracted keywords. Finally, we analyze the various social effects of regular citizens on FMD through keyword network. As a case study, we performed the emotional analysis experiment of regular citizens about FMD from July 2010 to December 2011 in Korea.

A Study on the Effect of Trust on the Delivery App. Service to Emotional & Rational Factor & User's Word of Mouth (배달앱 서비스 이용자의 신뢰가 감성, 이성적 요인과 구전에 미치는 영향 요인 연구)

  • Ha, Youn-Soo;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.85-98
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    • 2021
  • Domestic delivery app services are taking a leap forward as the non-face-to-face culture spreads due to the COVID 19 situation and the industrial scale is also growing. In the expanding delivery app service market, we try to verify the structural relationship between variables by empirically analyzing the influencing factors of users' trust in rational and emotional factors. Delivery app service users trust and discriminate parameters in the relationship between rational and emotional factors. Satisfaction according to the trust of a valid delivery app service and service expansion model through word of mouth was designed. It was verified through a hypothesis whether it had an effect, and it can be used as a variety of service strategies for delivery app service users.

Analysis of RPG Characters' Personality Performance (RPG게임 캐릭터에서 개성 표현 요소에 관한 연구)

  • Shang, Jiong-Li;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.403-408
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    • 2021
  • From the perspective that RPG games give players a sense of reality, the characterization of game characters can be said to be at the heart of design behavior. The personality of a unique character enhances the player's concern and commitment, allowing players to experience a variety of experiences. Through theoretical research and case analysis, this paper analyzes the expression of individuality in RPG game character design. In the RPG game, the way to express the character's individuality is first based on the game's time-space background, plot, task, etc. to inform the character's general gender, race, occupation, and skills. In line with the application and use of the characters, the roles will be developed in a concrete and rich way, and the shapes, movements, colors, costumes and weapons will be more refined. The purpose of this study is to obtain the main factors that influence RPG character's personality design from the viewpoint of perceptual design theory. In addition, it is proposed that the RPG game character personality design method should be adopted.