• Title/Summary/Keyword: 감성 컴퓨터

Search Result 358, Processing Time 0.026 seconds

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

  • Lee, Yong-Hwan;Kim, Heung-Jun
    • Journal of the Semiconductor & Display Technology
    • /
    • v.18 no.1
    • /
    • pp.97-101
    • /
    • 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.

Measurement of physiological response and estimation of subjective sensation with cool biz (쿨비즈 복장에 의한 생리적 반응 측정과 주관적 감각평가)

  • Gang, Nu-Ri;Lee, Ji-Yeon;Na, Yeong-Ju
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 2009.11a
    • /
    • pp.236-238
    • /
    • 2009
  • 에너지 절약차원에서 냉방을 줄여 지구온난화 방지에 일조하고자 여름철에 가벼운 차림의 의복을 권장하는 쿨비즈 캠페인이 시작되었으나 이의 정량적인 효과를 분석하는 연구가 미흡하였다. 본 연구에서는 여름철 온실가스 줄이기 및 직장인 등의 건강증진 등을 위하여 기후복장 적응형에 대한 범국민 인식 및 실천 필요를 바탕으로, 실험을 통해 쿨비즈에 의한 생리적 반응 측정 및 주관적 감각평가를 실시하였다. 1 차실험은 두 복장(전통의복,기후의복)의 피부온 측정실험으로, 환경온 25, $27^{\circ}C$, 상대습도 50% RH 에서 20 대 성인남성 4 명을 대상으로 실험을 하였다. 피험자는 심신을 안정할 수 있도록 30 분간의 안정기를 가진 후에 60 분 동안 실험을 하였으며, 사무실 내 작업환경과 같은 분위기 조성을 위해 편안하게 의자에 앉아 가벼운 대화나 컴퓨터 워드작업 및 설문을 응할 수 있도록 피험자 앞 책상 위에는 노트북을 설치해 두었고, 실험 진행기간 동안 피부온, 직장온, 습도, 발한량, 열화상 카메라, 온열감, 습윤감, 쾌적감 등과 같은 주관적 감각을 측정하였다. 2 차 실험은 동일 피부온 발현하는 환경온 찾기로 기준온도($27^{\circ}C$)에서 전통복장을 입고 온도를 점진적으로 하강시키면서 $27^{\circ}C$ 기후 복장을 입은 상태의 피부온도와 동일해지는 실내온도를 측정한다. 착의 형태에 따른 피부온도 변화에서 환경온도 $25^{\circ}C$ 전통의복 기후의복에 의한 피부온도의 차이는 전통의복이 최소 0.3~최대 $1.6^{\circ}C$ 더 높게 나타났으며, 환경온도 $27^{\circ}C$에서 전통의복 기후의복에 의한 피부온도의 차이는 대체적으로 전통의복이 최소 0.4~최대 $1.0^{\circ}C$ 더 높게 나타났다. 주관적 감각평가에서도 기후의복보다 전통의복에서 온열감 습윤감 불쾌감이 더 높은 경향을 보였다. 주관적 감각으로는 $25^{\circ}C$ 전통의복과 $27^{\circ}C$ 기후의복에서 중립적인 느낌을 나타냈다.

  • PDF

Performance Evaluation of Attention-inattetion Classifiers using Non-linear Recurrence Pattern and Spectrum Analysis (비선형 반복 패턴과 스펙트럼 분석을 이용한 집중-비집중 분류기의 성능 평가)

  • Lee, Jee-Eun;Yoo, Sun-Kook;Lee, Byung-Chae
    • Science of Emotion and Sensibility
    • /
    • v.16 no.3
    • /
    • pp.409-416
    • /
    • 2013
  • Attention is one of important cognitive functions in human affecting on the selectional concentration of relevant events and ignorance of irrelevant events. The discrimination of attentional and inattentional status is the first step to manage human's attentional capability using computer assisted device. In this paper, we newly combine the non-linear recurrence pattern analysis and spectrum analysis to effectively extract features(total number of 13) from the electroencephalographic signal used in the input to classifiers. The performance of diverse types of attention-inattention classifiers, including supporting vector machine, back-propagation algorithm, linear discrimination, gradient decent, and logistic regression classifiers were evaluated. Among them, the support vector machine classifier shows the best performance with the classification accuracy of 81 %. The use of spectral band feature set alone(accuracy of 76 %) shows better performance than that of non-linear recurrence pattern feature set alone(accuracy of 67 %). The support vector machine classifier with hybrid combination of non-linear and spectral analysis can be used in later designing attention-related devices.

  • PDF

A Study on Proposal of Emotional expression for Online instant Messenger (온라인 인스턴트 메신저의 감정표현 방법 제안에 관한 연구)

  • Kim, Ju-Yong;Soh, Yeon-Jung
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02b
    • /
    • pp.48-54
    • /
    • 2007
  • 컴퓨터 네트워크의 발달로 인터넷이 실생활이 되면서, 온라인에서 인스턴트 메신저를 이용한 커뮤니케이션 방식이 확대되고 있다. 이러한 메신저에서는 이모티콘 및 플래시콘 혹은 윙크 등 과 같은 다양한 방식을 통해 감정을 표현할 수 있도록 제안하고 있다. 하지만, 아직까지 온라인의 감정표현은 흥미위주이며, 오프라인의 다양한 감정표현에 비해서 제한적이다 따라서 오프라인에서의 다양한 사용자 감정표현을 온라인에서 표현해 줄 수 있는 새로운 형태의 감성 커뮤니케이션 방법이 필요하다. 본 연구에서는 온라인 인스턴트 메신저의 사용행태 이해를 통해서 사용자들의 요구사항을 파악하고 이를 통해 제안할 수 있는 커뮤니케이션 방법을 모색하고자 한다. 실생활에서 사용자의 감정표현 방법을 바탕으로 온라인 메신저에 적용하여 새로운 감성 커뮤니케이션 방법을 제안하는 연구로, 감정어휘와 표현방법의 사용자 조사를 통해 감정표현 방법에 대한 컨셉을 제안하였다. 우선 메신저 사용 행태와 요구사항 도출을 위한 사용자 FGI를 진행하였다. 사용자 FGI로 얻어진 사용자들의 메신저 사용행태를 통해, 텍스트와 모션을 활용하는 '텍스트콘'을 컨셉 아이디어로 도출하였다. 아이디어에 적용하기 위해 모션을 감정으로 인해 파생되는 행동과 체감각 요소로 구분하였다. 구체적인 표현방법 및 적용 요소를 추출하기 위한 방법으로 온라인 설문조사를 실시하였으며 감정어휘와 표현방법(행동, 체감각)을 추출하였다. 추출된 내용은 '사용자 참여 관찰' 기법을 활용하여, 사용어휘와 행동을 정리하고 구제화하여 그 결과를 '텍스트콘'에 적용하였다. 본 연구는 사용자들이 메신저를 이용한 감정표현에 있어 텍스트를 선호하고 텍스트에 대한 요구사형에 있음을 확인하였으며, 감정표현 컨셉 아이디어 '텍스트콘'을 도출하였다. '사용자 참여 관찰' 기법을 활용하여 기존의 이모티콘으로 대표되는 그래픽 아이콘 중심의 사용자 감정표현 방법을 보조해줄 수 있는 방법으로 실생활에서 사용자가 표현하고 받아들이는 신체언와 행동을 적용하였다는 것에 그 의의가 있다. 또한, 감정에 의한 생리적 반응 요소를 외적인 반응과 내적인 반응으로 구분하여, '체감각'이라고 하는 내적반응을 중심표현방법으로 삼아, 기존과는 다른 시각으로 접근할 수 있었다.

  • PDF

Affordable 3D VR Technology for Sensible Design - An Approach to Designing an End-User Oriented Service Space (3D VR 기술을 이용한 서비스 공간의 감성적 디자인)

  • Yoon, So-Yeon;Hwang, Jo-Hye;Park, Jung-A
    • Science of Emotion and Sensibility
    • /
    • v.13 no.1
    • /
    • pp.269-278
    • /
    • 2010
  • Today's Virtual Reality(VR) technology has become considerably more affordable and sophisticated with rapidly advancing computer technology. Photo-realistic visual representations along with real-time interactivity are now achievable without special programing knowledge and expensive equipment. The purpose of this paper is to establish how simple, credible user testing methods based on VR simulations can be utilized to improve design decision making towards more sensible design solutions for end-users. Results of a case study demonstrate the value of potential user-testing feedback in a simulated 3D virtual service space, i.e., restaurant interior. User feedback from the VR simulation includes preferences in table location, privacy, and values of seating preferred tables. A new design framework incorporating an empirical testing method for service spaces is presented. The overall design process, the development of the VE, and the user testing method and findings are discussed. This study provides useful guidances for future efforts in the areas where such technology may benefit to understand end-user feedbacks in design process.

  • PDF

Effects of emotional states on information search pattern on small display (감정 상태가 작은 디스플레이의 정보 탐색에 미치는 효과)

  • Kim, Hyuk;Han, Kwang-Hee
    • Science of Emotion and Sensibility
    • /
    • v.9 no.4
    • /
    • pp.321-329
    • /
    • 2006
  • Recently there has been interested in the role of emotion in human computer interaction fields. The present study investigated whether the users emotional state effects on information search pattern for decision making in small screen display. In experiment, to induce specific emotional states(positive and negative emotional state), the participants were asked to listen to music and imagine autobiographic events with different emotional impacts. Subsequently, they performed time limit search tasks with three travel information on small screen display and their search patterns were recorded on real time. The results indicated that a positive emotional state caused more wide and fast Information search pattern in comparison with neutral and negative emotional state. And neutral and negative emotional state caused more cognitive resource to details in comparison with positive emotional state.

  • PDF

Creative idea generation methods by analogical association and shape elements reconstruction (유추적 연합과 형태요소 재구성에 의한 창의적 아이디어 발상법)

  • Hong, Jung-Pyo;Choi, Eun-Hee
    • Science of Emotion and Sensibility
    • /
    • v.10 no.3
    • /
    • pp.443-450
    • /
    • 2007
  • Design is a realm one should have brought out creativity. So designers have continuously struggled for creating something new. In respects of that the essence of design work is making novel and creative things, and in design process' creative idea generation' to reach a final design solution is one of important capability that designers must have. In this study two different substantial methods for creative idea generation are suggested. One is existing' analogical association', an essential form widely used in association process, another is 'shape elements reconstruction' similarly operated 'shape grammar'. Therefore in this study for finding methods to reinforce designers' creative idea generation both of paper-based and computer-based design method are suggested substantially. In Both there is a common feature that existing or quiet new elements are organizationally associated or reconstructed in idea generation procedure.

  • PDF

Vibration Pattern Design Method for Improving Tactile Sensibility (촉감향상을 위한 진동모터의 진동패턴 설계방법론 구축에 대한 연구)

  • Kim, Sungmin;Lee, Soo-Hong
    • Transactions of the Korean Society of Mechanical Engineers A
    • /
    • v.37 no.3
    • /
    • pp.413-418
    • /
    • 2013
  • As haptic devices become increasingly important in various product fields, it becomes essential to design effective vibration patterns for better tactile sensitivities. Despite this trend, standardization in the design of vibration patterns has not been well established, which causes developers to neglect the effects of haptics while programming or developing products. To provide better tactile sensitivity, the present study introduces a vibration pattern design system and proposes guidelines for designing vibration patterns. This system consists of two modules: (1) a graphical pattern design and evaluation program and (2) a vibro-tactile display device for prototyping the designed vibration patterns.

The effects of pixel density, sub-pixel structure, luminance, and illumination on legibility of smartphone (화소 밀집도, 화소 하부구조, 휘도, 조명 조도가 스마트폰 가독성에 미치는 영향)

  • Park, JongJin;Li, Hyung-Chul O.;Kim, ShinWoo
    • Science of Emotion and Sensibility
    • /
    • v.17 no.3
    • /
    • pp.3-14
    • /
    • 2014
  • Since the domestic introduction of iPhone in 2009, use of smartphones rapidly increased and many tasks, previously performed by various devices, are now performed by smartphones. In this process the importance of reading little text using small smartphone screen has become highly significant. This research tested how display factors of smartphone (pixel density, sub-pixel structure, luminance) and environmental factor (illumination) affect legibility related discomfort in text reading. The results indicated that legibility related discomfort is largely affected by pixel density, where people experience inconvenience when the pixel density becomes lower than 300 PPI. Illumination has limited effect on legibility related discomfort. Participants reported more legibility related discomfort when stimulus presented in various levels of illumination rather than single illumination level. Sub-pixel structure and luminance did not affected legibility related discomfort. Based on the results we suggest lower limit resolution of smart devices (smartphones, tablet computers) of different sizes for text legibility.

A Study on the Characteristic Analysis of Local Informatization in Chungcheongbuk-do: Focus on text mining (충청북도의 지역정보화 특성 분석에 관한 연구: 텍스트마이닝 중심)

  • Lee, Junghwan;Park, Soochang;Lee, Euisin
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.10
    • /
    • pp.67-77
    • /
    • 2021
  • This study conducted topic modeling, association analysis, and sentiment analysis focused on text mining in order to reflect regional characteristics in the process of establishing an information plan in Chungcheongbuk-do. As a result of the analysis, it was confirmed that Chungcheongbuk-do occupies a relatively high proportion of educational activities to bridge the information gap, and is interested in improving infrastructure to provide non-face-to-face, untouched administrative services, and bridge the gap between urban and rural areas. In addition, it is necessary to refer to the fact that there is a positive evaluation of the combination of bio and IT in the regional strategic industry and examples of ICT innovation services. It has been confirmed that smart cities have high expectations for the establishment of various cooperation systems with IT companies, but continuous crisis management is necessary so that they are not related to political issues. It is hoped that the results of this study can be used as one of the methods to specifically reflect regional changes in the process of informatization.