• Title/Summary/Keyword: 감성적 인터랙션

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An Affective 3D Facial Makeup Simulation Using a Multi-sensory Interaction (다중 감각 인터랙션을 이용한 감성적 3차원 얼굴 메이크업 시뮬레이션)

  • Kim, Jeong-Sik;Kim, Hyeon-Joong;Choi, Soo-Mi
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.500-506
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    • 2007
  • 얼굴에 대한 시각적 인지는 오랫동안 인간에게 중요한 문제로 인식되어 왔다. 수 세기 동안 이루어져 왔던 미용 화장과 성형, 치아 교정 등의 다양한 연구는 사람의 얼굴을 감성적 측면에서 어떻게 하면 아름답게 만들 수 있는 가에 초점을 두었다. 본 논문에서는 휴먼 입출력 인터페이스로서 햅틱 장치와 스테레오 디스플레이를 혼합한 다중 감각 인터랙션 기반의 감성적인 3차원 얼굴 메이크업 시뮬레이션 프레임워크를 개발한다. 본 연구는 3차원 스캐너 장비로부터 사용자의 얼굴 모델을 추출하고, 그 데이터를 이용하여 자연스럽고 직관적인 얼굴 메이크업 시뮬레이션을 수행하는 것을 목표로 하고 있다. 이를 위하여 본 연구에서는 surface elements 표현 기반의 3차원 얼굴 필터링 방법과 얼굴 메이크업을 지원하는 페인팅 방법을 개발한다. 우선 사용자의 얼굴 모델을 3차원 스캐너로 획득한 후, 전처리 얼굴 필터링을 수행하여 조명, 그리고 사용자 얼굴 피부 상태에 기인하는 에러 및 속성들을 보정하고 피부 톤을 사용자가 선호하는 색으로 변경한다. 최종적으로 사용자는 햅틱 및 스테레오 디스플레이 장치를 이용하여 두 개의 레이어로 구성된 페인팅 표면 모델에 메이크업을 수행한다. 본 연구에서 적용한 surface elements 표현 기반의 그래픽 렌더링은 일반적인 메쉬 기반 페인팅의 문제점인 텍스쳐 왜곡 현상을 완화하고, 3차원 스캐너 장치에 기인하는 표면 에러를 보정한다. 그리고 전처리 얼굴 필터링과 메이크업 페인팅 방법은 사용자 중심의 감성적인 3차원 얼굴을 재구성하도록 한다. 결과적으로 본 연구에서 개발한 이러한 기술들이 다중 감각 인터페이스 기반의 메이크업 시뮬레이터의 기본 프레임워크가 되어, 차후 메이크업이나 코디네이션 분야 등의 디지털 콘텐츠 산업에서 활용될 수 있음을 확인하였다.

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Experiencing the 3D Color Environment: Understanding User Interaction with a Virtual Reality Interface (3차원 가상 색채 환경 상에서 사용자의 감성적 인터랙션에 관한 연구)

  • Oprean, Danielle;Yoon, So-Yeon
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.789-796
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    • 2010
  • The purpose of this study was to test a large screen and rear-projected virtual reality (VR) interface in color choice for environmental design. The study piloted a single three-dimensional model of a bedroom including furniture in different color combinations. Using a mouse with an $8'{\times}6'$ rear-projector screen, participants could move 360 degree motion in each room. The study used 34 college students who viewed and interacted with virtual rooms projected on a large screen, then filled out a survey. This study aimed to understand the interaction between the users and the VR interface through measurable dimensions of the interaction: interest and user perceptions of presence and emotion. Specifically, the study focused on spatial presence, topic involvement, and enjoyment. Findings should inform design researchers how empirical evidence involving environmental effects can be obtained using a VR interface and how users experience the interaction with the interface.

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The Study of Usability Evaluation Methodology for the VR contents -Emphasis on the VR Application Contents ″Heritage Alive!″ (VR Theater 기반 VR contents의 사용성 평가 방법론에 대한 연구 -VR 탐사 콘텐츠 Heritage Alive!의 사용성 평가를 중심으로-)

  • 이현진;안상철;김진욱;강동훈;고희동
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.11a
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    • pp.1261-1266
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    • 2003
  • 본 연구는 가상현실 극장에서 실시간 상호 작용 효과를 잘 수용할 수 있는 가상 현실 콘텐츠를 기획하고 그 시나리오를 구성하는 요소들과 인터랙션 기술 개발의 방향 수립을 위한 체계적인 사용성 평가 방법론을 제시하였다. 연구에 활용한 가상실험 콘텐츠는 Heritage Alive!로서 시나리오 구성에서 시스템 구성, 인터랙션 요소들을 사용자 참여를 통한 사용성 평가 수행을 실시하여 그 실용화 가능성과 발전 방향을 평가하였다. 사용성은 비디오를 통한 전체 관람 모습을 촬영, 관찰하여 몰입감과 콘텐츠를 연관지어 분석하였고, 사용자의 인터랙션을 컴퓨터 시스템의 로그 파일을 기록하여 입력 장치의 조작성과 과제에 대한 몰입감을 정량적으로 추출할 수 있었다. 그리고 설문지에 감성적인 측면을 질의함으로써 정성적인 평가 자료로 활용하였다.

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State Visualization Design of AI Speakers using Color Field Painting (색면추상 기법을 통한 AI 스피커의 상태 시각화 디자인 연구)

  • Hong, Seung Yoon;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.572-580
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    • 2020
  • Recently released AI speakers show a pattern of interacting with the user by mainly with voice and simultaneously displaying simple and formal visual feedback through status LED light. This is due to the limitations of the product characteristics of the speaker, which makes it difficult to interact variously, and even such visual feedback is not standardized for each product, and thus does not give a consistent user experience. By maximizing the visual elements that can be expressed through color and abstract movement to assist voice feedback, the product can provide the user with an extended experience that includes not only functional satisfaction but also emotional satisfaction. In this study, after analyzing the interaction methods of the existing AI speakers, we examined the theory of color communication in order to expand the visual feedback effect, and examined the meaning and expression technique of Color Field Painting, an art genre that maximizes the emotional experience by using only color. Through this, the AI speaker's visual communication function was expanded by designing a way to feedback communication status using LED light.

Analysis of Users' Emotions on Lighting Effect of Artificial Intelligence Devices (인공지능 디바이스의 조명효과에 대한 사용자의 감정 평가 분석)

  • Hyeon, Yuna;Pan, Young-hwan;Yoo, Hoon-Sik
    • Science of Emotion and Sensibility
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    • v.22 no.3
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    • pp.35-46
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    • 2019
  • Artificial intelligence (AI) technology has been evolving to recognize and learn the languages, voice tones, and facial expressions of users so that they can respond to users' emotions in various contexts. Many AI-based services of particular importance in communications with users provide emotional interaction. However, research on nonverbal interaction as a means of expressing emotion in the AI system is still insufficient. We studied the effect of lighting on users' emotional interaction with an AI device, focusing on color and flickering motion. The AI device used in this study expresses emotions with six colors of light (red, yellow, green, blue, purple, and white) and with a three-level flickering effect (high, middle, and low velocity). We studied the responses of 50 men and women in their 20s and 30s to the emotions expressed by the light colors and flickering effects of the AI device. We found that each light color represented an emotion that was largely similar to the user's emotional image shown in a previous color-sensibility study. The rate of flickering of the lights produced changes in emotional arousal and balance. The change in arousal patterns produced similar intensities of all colors. On the other hand, changes in balance patterns were somewhat related to the emotional image in the previous color-sensibility study, but the colors were different. As AI systems and devices are becoming more diverse, our findings are expected to contribute to designing the users emotional with AI devices through lighting.

Gesture Interaction of Digital Frame for Visual Image Content (영상콘텐츠용 디지털액자의 제스처 인터랙션 방식)

  • Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.120-127
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    • 2010
  • Today we always can take a picture and enjoy it anywhere and anytime with a propagation of digital camera and camera phone. Even though the amount of digital picture content produced in every day life has been increasing, the way of enjoying it was just with phones or PC monitors. A small size screen of a cell phone and a desktop monitor are not suitable environment for enjoying digital picture, so the new market for digital photo frame has been opened. Until now, various kind of digital photo frames of many manufactures have been released for several years, but they have similar interaction way each other due to the limitation of their hardware specification so don't fill the intuitive mental model that users have about the product called a photo frame. Thus, this research aims to suggest an interaction way of digital photo frame providing with better usability and emotional satisfaction according to the spatial environment that it's located and users' behaviors.

Study on Facial Expression Factors as Emotional Interaction Design Factors (감성적 인터랙션 디자인 요소로서의 표정 요소에 관한 연구)

  • Heo, Seong-Cheol
    • Science of Emotion and Sensibility
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    • v.17 no.4
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    • pp.61-70
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    • 2014
  • Verbal communication has limits in the interaction between robot and man, and therefore nonverbal communication is required for realizing smoother and more efficient communication and even the emotional expression of the robot. This study derived 7 pieces of nonverbal information based on shopping behavior using the robot designed to support shopping, selected facial expression as the element of the nonverbal information derived, and coded face components through 2D analysis. Also, this study analyzed the significance of the expression of nonverbal information using 3D animation that combines the codes of face components. The analysis showed that the proposed expression method for nonverbal information manifested high level of significance, suggesting the potential of this study as the base line data for the research on nonverbal information. However, the case of 'embarrassment' showed limits in applying the coded face components to shape and requires more systematic studies.

User Behavior Model Based on Shooting Photograph Interaction for Funology ; Focused on 'PhoDoSee' Kiosk (퍼놀로지를 위한 사진 촬영 인터랙션 기반에서의 사용자 행태 모델 ; '포도씨' 키오스크를 중심으로)

  • Kim, Hanjae;Kwon, Jieun
    • Cartoon and Animation Studies
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    • s.36
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    • pp.643-667
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    • 2014
  • Recently, shooting photographs have become highly popular among general public and been used by various media such as digital camera, mobile, and kiosk. We could find that users prefer to Funology which is combined by fun and hardware technology on emotional point of view. Shooting photographs attracts user participation and makes effect of design to expand. The goal of this study is to classify user actions in a electronic kiosk which includes digital photography function based on the perspective of Funology and to bulit user behaviors model. Therefore user group model will be defined, and then interaction design guidelines of shooting photographs will be proposed. For this research, first of all, the concepts of Funology and user interaction with taking photographs are classified to three types which is based on literature investigation. Secondly, "Phodosee" kiosk is examined with Funology design elements which have been categorized beforehand. Then user's behaviors which are shown their interaction with "Phodosee" kiosk are observed and analyzed using video ethnography based on Funology perspectives. Finally, four persona models are suggested based on user's behaviors as follows; 1) to avoid being taken photography, 2) to try to shoot photography, 3) to participate shooting photography and 4) to lead others to take photography. To summarize this study, effects and limitations of Funology design elements using digital photography are discussed and guideline is suggested to improve user experience design.

Structural study on storytelling of VR contents (VR 콘텐츠의 스토리텔링에 대한 구조적 연구)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.295-300
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    • 2019
  • Modern society is the era of convergence, and storytelling requires the necessity of storytelling in which two types of data types, emotional stories and information, are fused. Particularly, in the case of VR contents, the user must directly participate in the content and select the information through the process of freely searching $360^{\circ}$ space, so that the user can interact with the content immediately. Therefore, there is a limit to access to the existing storytelling method, and it is considered that the implementation of 'convergent storytelling' that meets two areas of sensitivity and information is considered to be an urgent genre. In this paper, we focus on the spatial characteristics of VR contents, and then, as a way to effectively implement 'convergent storytelling' in VR contents, We propose a custom system by organizing the type into a circle structure. Based on this, it is expected that the technology will be developed into a research of a personalized system that meets two areas of emotion and information by utilizing the context recognition process for VR content and interaction in the fourth industrial revolution era.

Route Retrieval Support System by Using of Pedestrians' Preference Data (보행자의 감성을 고려한 경로탐색 지원시스템 제안)

  • Kim, Don-Han
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.81-90
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    • 2006
  • Pedestrians perceive differently from the sideway views or the exteriors of the buildings on the way to their destinations. Therefore, the navigation experience can become much different when the path was chosen based on the individual's preference from it is not. By focusing on the effects of the individual pedestrian' path choice on their navigation, this paper presents an algorithm designed for pedestrians to be able to explore their preferred path and proposes a prototype of navigation system based on the algorithm. The navigation support system searches for the best path upon their individual preferences and information of the destination. The system provides the process of retrieving the final path via the pedestrian-support system interaction. The path retrieval is peformed with the combinational matrix of keywords that are formulates Fuzzy theory from the correlations between the terms describing preferences used in the path preference survey. This paper presents the potentials of the path finding method tailored to pedestrians' preferences by a simulation of the proposed path retrieval algorithm.

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