• 제목/요약/키워드: 감성 콘텐츠

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Color Images Utilizing the Properties Emotional Quantification Algorithm (이미지 색채 속성을 활용한 감성 정량화 알고리즘)

  • Lee, Yean-Ran
    • The Journal of the Korea Contents Association
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    • 제15권11호
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    • pp.1-9
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    • 2015
  • Emotion recognition and regular controls are concentrated interest in computer studies to emotional changes. Thus, the quantified by objective assessment methods are essential for application of color sensibility computing situations. In this paper, it is applied to a digital color image emotion emotional computing calculations numbered recognized as one representation. Emotional computing research approach consists of a color attribute to the image recognition focused sensibility and emotional attributes of color is the color, brightness and saturation separated by. Computes the sensitivity weighted according to the score and the percentage increase or decrease in the sensitivity property tone applied to emotional expression. Sensitivity calculation is free-degree (X), and calculates the tension (Y-axis). And free-level (X-axis) coordinate of emotion, which is located the intersection of the tension (Y-axis) as a sensitivity point. The emotional effect of the Russell coordinates are utilizing the core (Core Affect). Tue numbers represent the size and sensitivity in the emotional relationship between emotional point location and quantified by computing the color sensibility.

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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    • 한국감성과학회 2003년도 추계학술대회 논문집
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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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A Study on Music Contents Recommendation Service using Emotional Words (감성어휘를 이용한 음악콘텐츠 추천 서비스의 연구)

  • Jang, Eun-Ji
    • Proceedings of the Korea Contents Association Conference
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    • 한국콘텐츠학회 2008년도 춘계 종합학술대회 논문집
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    • pp.43-48
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    • 2008
  • And this study intends to discuss especially the one using emotional filter among various information processing methods. The existing music recommendation service on the web has a weak point that it makes the user feel bored by recommending songs only with similar feeling of the same genre, because music is classified by tune, melody, atmosphere and genre before recommendation. The service using emotion filter, suggested in this study, recommends the song and lyrics appropriate to the current emotional state of the user by abstracting emotional words that could reflect the sensitivity of human and then search the words within lyrics to match in order to overcome the weak point of the existing service. This study starts where the current emotional status for the user is being input. As for the range to choose, there are the seven representatives of emotion which are, love, separation, joy, sorrow-gloom, happiness-lonesome, and anger. As the service receives input of user's emotion, it matches the emotional words appropriate for the emotion input with the lyrics, and ranks the lyrics in the order of priority, so that it recommends the song and it lyrics to the user.

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Study of Relationship Between Components of the Korean Pop Music and Comfortable of the Emotional theme Category (한국대중가요에서의 음악적 구성요소와 감성분류 편안한의 상관관계 연구)

  • Kwon, Hye-Won;Lee, Seny
    • Proceedings of the Korea Contents Association Conference
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    • 한국콘텐츠학회 2014년도 추계 종합학술대회 논문집
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    • pp.99-100
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    • 2014
  • 본 연구에서는 대중음악의 음악적 구성요소와 편안한 감성과의 상관관계를 밝히고 창작자의 입장에서 감성으로 접근하기 위한 방법을 모색하기 위하여 엠넷의 편안한 감성 테마에서 선정된 200곡의 가사와 음악적 특징을 분석하였다. 이 때 가사의 분석으로 감정적 단어의 사용 및 전체적 가사의 내용을 알아보고 음악적 분석으로 장르, 템포, 조성, 악기구성 및 화성진행 등에 대하여 분석하였다. 이러한 분석을 통하여 편안한 감성의 음악의 특징 점을 발견하고 정리하여 편안한 감성의 곡을 쓰고자 할 때 보다 쉽고 빠르게 접근할 수 있는 방법을 제시하였다.

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The Study of the Analysis of a User's Perception of Screen Component for Inducing Emotion in the 3D Virtual Reality Environment (3차원 가상현실 환경에서의 감성 유발 화면 구성 요소에 대한 사용자 인식 분석 연구)

  • Han, Hyeong-Jong
    • The Journal of the Korea Contents Association
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    • 제18권7호
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    • pp.165-176
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    • 2018
  • With the development of information and communication technology, the possibility of utilizing 3D virtual reality in education has been sought. Especially, the screen composition in the virtual reality has the possibility of inducing the emotion of the user which may affect the learning. However, there is little research on what aspects of the screen can cause emotions. The purpose of this study is to analyze the user's perception of screen components inducing emotion in virtual reality learning environment. Using Multi Dimensional Scaling (MDS), the user's perception of the main screen in a representative virtual reality learning environment platform was investigated. As a result, the dimension of depth on the screen and the dynamics of the avatar related to the movement were confirmed. This study is meaningful to explore technical variables that can induce emotions among screen elements in virtual reality contents.

Emotional Term Thesaurus for the Design Characteristics of Games (게임성 정의를 위한 형용사 시소리스)

  • Hyun, Hye-Jung
    • The Journal of the Korea Contents Association
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    • 제8권3호
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    • pp.138-145
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    • 2008
  • The development of human-friendly game technologies understanding and responding to human emotion is a very crucial element in designing games. Out of emotion derived from games, this study attempted to define characteristics of games as a meaning representing the degree of reaching the targeted emotion. When examining most of researches regarding emotion, it has been noted that they tried to extract the most representative emotion through the systematization of emotional vocabulary and evaluate it by the association with the design elements in question. However, this definition would be beneficial only to understanding the direction of game entity and it could not express the emotion of concrete and objective players. Therefore, this study attempted to analyze the sense correlation of adjectives so as for emotional expressions to be represented accurately corresponding to players' intention, by using adjective thesaurus for the systematic understanding of such game entity.

Study of Relationship Between Two Opposite Emotions and Musical Elements (상반된 두 감성과 음악적 요소의 상관관계 연구)

  • Kim, Saet Byeol;Lee, Se-Ny
    • Proceedings of the Korea Contents Association Conference
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    • 한국콘텐츠학회 2014년도 추계 종합학술대회 논문집
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    • pp.91-92
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    • 2014
  • 대중가요에서 경쾌한 감성과 슬픈 감성의 곡의 음악적 요소를 비교하였다. 분석한 음악적인 요소로는 장르, 조성, 곡의 형식, 화성진행, 빠르기가 있다. 이 가운데 두드러진 차이를 나타낸 요소로는 빠르기와 조성변화, 화성 진행을 발견하였다.

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Design of Information Appliances Based on User's Preference - in the Case of Information Retrieval Method for Pedestrians' Navigation - (정보기기 디자인에 있어서 사용자의 감성을 고려한 콘텐츠 개발방법 - 보행자의 이동지원을 목적으로 한 감성정보검색을 사례로 -)

  • Kim, Don-Han
    • Archives of design research
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    • 제20권3호
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    • pp.203-214
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    • 2007
  • This study proposes an information retrieval method reflecting the user's preferences based on the fuzzy set theory to develop information contents which support pedestrian's navigation. Firstly, the research evaluated subjects' preferences on commercial spaces set to a hypothetical destination. Also it surveyed the causal relationship between the visual characteristics and the emotional characteristics to propose methods of Navigation Knowledge Base (NKB). The NKB was composed of three elements; 1. the correlation model between emotional characteristics, 2. the causal relationship between visual characteristics and emotional characteristics, 3. the transformation model between visual characteristics and the physical characteristics. Secondly, this study classified the pedestrian's destination search into 4 types with his or her preferences and the time conditions limited during navigation. For each type it presented the Destination Search Algorithm (DSA). Finally, the research simulated the destination search in 4 navigation types using NKB and DSA and verified the availability of the information retrieval method reflecting pedestrian's preferences. In conclusion, the proposed information search method will be applied to reflect the user's preferences to develop information appliances.

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Development of Customer Sentiment Pattern Map for Webtoon Content Recommendation (웹툰 콘텐츠 추천을 위한 소비자 감성 패턴 맵 개발)

  • Lee, Junsik;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • 제25권4호
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    • pp.67-88
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    • 2019
  • Webtoon is a Korean-style digital comics platform that distributes comics content produced using the characteristic elements of the Internet in a form that can be consumed online. With the recent rapid growth of the webtoon industry and the exponential increase in the supply of webtoon content, the need for effective webtoon content recommendation measures is growing. Webtoons are digital content products that combine pictorial, literary and digital elements. Therefore, webtoons stimulate consumer sentiment by making readers have fun and engaging and empathizing with the situations in which webtoons are produced. In this context, it can be expected that the sentiment that webtoons evoke to consumers will serve as an important criterion for consumers' choice of webtoons. However, there is a lack of research to improve webtoons' recommendation performance by utilizing consumer sentiment. This study is aimed at developing consumer sentiment pattern maps that can support effective recommendations of webtoon content, focusing on consumer sentiments that have not been fully discussed previously. Metadata and consumer sentiments data were collected for 200 works serviced on the Korean webtoon platform 'Naver Webtoon' to conduct this study. 488 sentiment terms were collected for 127 works, excluding those that did not meet the purpose of the analysis. Next, similar or duplicate terms were combined or abstracted in accordance with the bottom-up approach. As a result, we have built webtoons specialized sentiment-index, which are reduced to a total of 63 emotive adjectives. By performing exploratory factor analysis on the constructed sentiment-index, we have derived three important dimensions for classifying webtoon types. The exploratory factor analysis was performed through the Principal Component Analysis (PCA) using varimax factor rotation. The three dimensions were named 'Immersion', 'Touch' and 'Irritant' respectively. Based on this, K-Means clustering was performed and the entire webtoons were classified into four types. Each type was named 'Snack', 'Drama', 'Irritant', and 'Romance'. For each type of webtoon, we wrote webtoon-sentiment 2-Mode network graphs and looked at the characteristics of the sentiment pattern appearing for each type. In addition, through profiling analysis, we were able to derive meaningful strategic implications for each type of webtoon. First, The 'Snack' cluster is a collection of webtoons that are fast-paced and highly entertaining. Many consumers are interested in these webtoons, but they don't rate them well. Also, consumers mostly use simple expressions of sentiment when talking about these webtoons. Webtoons belonging to 'Snack' are expected to appeal to modern people who want to consume content easily and quickly during short travel time, such as commuting time. Secondly, webtoons belonging to 'Drama' are expected to evoke realistic and everyday sentiments rather than exaggerated and light comic ones. When consumers talk about webtoons belonging to a 'Drama' cluster in online, they are found to express a variety of sentiments. It is appropriate to establish an OSMU(One source multi-use) strategy to extend these webtoons to other content such as movies and TV series. Third, the sentiment pattern map of 'Irritant' shows the sentiments that discourage customer interest by stimulating discomfort. Webtoons that evoke these sentiments are hard to get public attention. Artists should pay attention to these sentiments that cause inconvenience to consumers in creating webtoons. Finally, Webtoons belonging to 'Romance' do not evoke a variety of consumer sentiments, but they are interpreted as touching consumers. They are expected to be consumed as 'healing content' targeted at consumers with high levels of stress or mental fatigue in their lives. The results of this study are meaningful in that it identifies the applicability of consumer sentiment in the areas of recommendation and classification of webtoons, and provides guidelines to help members of webtoons' ecosystem better understand consumers and formulate strategies.

Extension of Domestic Cartoon Contents Business and Development Direction View (국내 만화콘텐츠 비즈니스의 확장과 발전방향 조망)

  • Ahn, Seong-Hye;Hur, Young
    • The Journal of the Korea Contents Association
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    • 제7권2호
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    • pp.222-229
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    • 2007
  • Cartoon contents is strong not original work through only story but culture penetration and high added value of idea had infinite value as entertainment goods. Also, it can extend by emotional contents of Mobile base by communication role as sensible symbol that satisfy various emotion and appetite of expressed opinion is available. This paper wished to take a view of present condition of cartoon industry and development direction through comprehension of cartoon contents business, and to propose goods development way of cartoon contents by the alternative to extend cartoon contents business area.