• Title/Summary/Keyword: 인간감성

Search Result 683, Processing Time 0.029 seconds

Quantification of Positive and Negative Emotions by Single-Channel Brain Wave (단일 전극 뇌파에 의한 쾌, 불쾌 감성의 정량화)

  • 최정미;황민철;배병훈;유은경;오상훈
    • Science of Emotion and Sensibility
    • /
    • v.1 no.1
    • /
    • pp.59-67
    • /
    • 1998
  • 뇌전위에서 개인차가 없는 일반적인 규칙ㅇ르 지닌 두개의 정보 변수, 즉 ILF와 IHF를 발견하였다. 이러한 일반성을 지닌 정보 변수가 청각, 후각, 촉각 자극에 의해 유발된 쾌하거나 불쾌한 감성 상태를 구분할 수 있으며 전두엽에서 그 경향이 두드러짐을 확인하였다. 전두엽의 뇌전위에서 감성 자극이 주어지가 전과 자극이 주어지는 동안의 ILF, IHF값을 정규화함으로써 새로운 변수, Relative Quantified Emotional State(RQES)를 구현하였다. RQES는 쾌, 중립, 불쾌한 감성의 정도를 선형적으로 정량화하였다. 따라서 하나의 전극으로 측정한 전두엽부분의 뇌전위로부터 RQES값을 계산하면 인간의 쾌, 불쾌 감성을 신뢰도있게 정량화 할 수 있다.

  • PDF

Efficient Emotional Relaxation Framework with Anisotropic Features Based Dijkstra Algorithm

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.4
    • /
    • pp.79-86
    • /
    • 2020
  • In this paper, we propose an efficient emotional relaxation framework using Dijkstra algorithm based on anisotropic features. Emotional relaxation is as important as emotional analysis. This is a framework that can automatically alleviate the person's depression or loneliness. This is very important for HCI (Human-Computer Interaction). In this paper, 1) Emotion value changing from facial expression is calculated using Microsoft's Emotion API, 2) Using these differences in emotion values, we recognize abnormal feelings such as depression or loneliness. 3) Finally, emotional mesh based matching process considering the emotional histogram and anisotropic characteristics is proposed, which suggests emotional relaxation to the user. In this paper, we propose a system which can recognize the change of emotion easily by using face image and train personal emotion by emotion relaxation.

A Study on the Emotion-Responsive Interior Design centered on a Color Coordinate Digital Wall (감성반응형 실내디자인에 관한 연구 - 감성어휘별 색채배색에 의한 디지털 벽면을 중심으로 -)

  • 김주연;이현수
    • Science of Emotion and Sensibility
    • /
    • v.6 no.2
    • /
    • pp.1-7
    • /
    • 2003
  • The objectives of this study is to develop an adaptable digital wall model whose color can be changed dynamically according to the identified emotional state of a user. This study addresses how to capture a specific user's emotion through the web and use it for modifying VR model mainly for color adaptation. This adaptation process of a VR model consists of three phases: 1) identification of the user's emotional state projected onto the list of emotional keywords 2) translation of those captured emotional keywords into a pertinent set of color coordinations, and finally, 3) automated color adaptation process for the given model. This process derives an on-line viewer's emotional state, which can be utilized to find a new color scheme reflecting the identified emotion.

  • PDF

The Emotion Process based on Fuzzy Logic (퍼지논리를 이용한 감성처리)

  • 주이환;주영호;김광백
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2003.11b
    • /
    • pp.731-734
    • /
    • 2003
  • 최근에 개인의 경험을 통해 얻어지는 외부의 물리적 자극에 대한 복합적인 감성을 측성 및 분석하여 공학적으로 처리함으로서 인간이 보다 편리하고 안락한 생활을 영위하도록 하는 연구가 활발히 진행되고 있다. 본 논문에서는 단일 색상기반의 색채 심리를 파악하는데 RGB 컬러정보를 분석하여 퍼지논리와 추론을 이용하여 감성을 인식하는 방법을 제안하였다. 제안된 감성인식 방법을 알슈울러와 해트왹(Alschuler and Hattwick)의 색상에 대한 감성 상태를 파악하는데 적용한 결과. 제안된 감성인식 방법이 효율적인 것을 확인하였다.

  • PDF

Robot Emotion Technology (로봇 감성 기술)

  • Park, C.S.;Ryu, J.W.;Sohn, J.C.
    • Electronics and Telecommunications Trends
    • /
    • v.22 no.2 s.104
    • /
    • pp.1-9
    • /
    • 2007
  • 공공 서비스, 홈 서비스, 엔터테인먼트, 매개치료, 개호 등의 다양한 분야에서 인간과 로봇간의 상호작용을 통한 감성적인 교류에 대한 연구가 활발히 진행되고 있다. 점차시각, 음성 인식을 통한 사용자 중심의 감성 인식에서 촉각 기반의 상호 작용을 통한감성을 생성하고 다양한 형태로 감성을 표현하는 로봇들에 대한 개발이 이루어질 것이다. 이에, 본 고에서는 내.외부 센서들을 통한 감성에 영향을 주는 감성적 문맥 인식기술과 로봇 감성 및 행동 표현에 대한 기술 개발 동향에 대하여 살펴 보도록 한다.

Implementation Of BIO Multimedia Communication Service (바이오 멀티미디어 통신 서비스 구현)

  • Kim, Joo-Hwan;Yu, Hyoung-Youl;Jeoung, Shin-Sung;Cheoun, Se-Mee;Oh, Tae-Won
    • 한국IT서비스학회:학술대회논문집
    • /
    • 2009.11a
    • /
    • pp.473-476
    • /
    • 2009
  • 통신 서비스는 음성, 문자, 영상 등으로 발전해 왔고, 이모티콘, 플레시콘 등 점점 더 다양한 통신 서비스로 발전 되고 있다. 본 논문에서는 기존의 통신서비스에서 제공하는 문자, 음성, 영상 데이터에 인간의 감성 데이터를 부가한 새로운 통신 서비스를 제안한다. 제안된 새로운 통신 서비스를 구현하기 위하여, 인간 감성을 나타내는 생체 신호를 측정하여야 하며 여기서는 그 측정기를 구성하는데 있어 가능한 방법에 대한 연구이다. 인간의 감성을 나타내는 생체신호로는 맥박, 혈압, 긴장도 등등이 될 수 있는데, 본 논문에서는 생체신호 중 하나인 맥박신호를 적용하였고 인터넷상에서 서로 통신이 가능하도록 바이오 멀티미디어 통신 서비스를 구성 하였다.

  • PDF

Development and Verification of Real Time Subjective Sensibility Evaluation System

  • Chung, Soon-Cheol;Min, Byung-Chan
    • Journal of Biomedical Engineering Research
    • /
    • v.24 no.4
    • /
    • pp.355-361
    • /
    • 2003
  • In the present study, a new Real Time Subjective Evaluation (RTSSE) system was developed. The system is composed of two parts: a sensibility input part and sensibility evaluation part. The sensibility input part receives values, which are recorded on an input board using a stylus and digital tablet, from each subject's evaluation of his/her own subjective sensibility towards a particular stimulus. The sensibility evaluation part displays the level of pleasantness and arousal on one or two dimensions in real time. An experiment was conducted in order to investigate the feasibility and effectiveness of the RTSSE system. The present study compared Galvanic Skin Response (GSR) with the RTSSE by presenting 28 subjects in their 20s with pictures arousing either positive or negative sensibility. Following the experiment, an off-line subjective assessment using a questionnaire was given to the same subjects. According to the correlation coefficients, changes in subjective sensibility caused by the positive visual stimulus were related more closely to GSR, from the positive visual stimulus, and changes in subjective sensibility caused by the negative visual stimulus were related more closely to GSR from the negative visual stimulus. The questionnaire results showed marked similarity to the average responses of the RTSSE. In conclusion, the most remarkable characteristic of the present system is that it not only assesses the average sensibility when stimuli are presented, but also shows the changing strength of sensibility over time.

Validation in Emotional Evaluation System as Game Evaluation Tool -Focused on Comparison with Jakob Nielson's Evaluation System- (게임 평가도구로써 감성 평가시스템의 타당화 -Jakob Nielsen의 사용성 평가시스템과의 비교를 중심으로-)

  • Seo, Mi-Ra
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.8
    • /
    • pp.86-93
    • /
    • 2007
  • Online game industry is also making much efforts in developing games that have emotional disposition which is rapidly growing by the increase of emotional demand by the user. In the online game development that induces immersion stimulating the emotion of the human has the evaluation stage it must surely pass, and in this stage, emotional evaluation system is known as the evaluation method that one can verify the function, usage and human emotion desire of the game before its launching. Nevertheless, at this situation the studying result is absent in the verification of efficiency and validity of the emotional evaluation system, this study is to work on the availability and validity of the emotional evaluation system as the evaluation tool of the game comparing with the Jakob Nielsen's evaluation system through common user group which are the subjects.

Development of Arousal Level Estimation Algorithm by Membership Function and Dempster-Shafer′s Rule of Combination in Evidence (소속함수와 Dempster-Shafer 증거합 법칙을 이용한 긴장도 평가 알고리즘 개발)

  • 정순철
    • Science of Emotion and Sensibility
    • /
    • v.5 no.1
    • /
    • pp.17-24
    • /
    • 2002
  • This research was the first step to develop Expert System for Evaluation of Human Sensibility, where human sensibility can be inferred from objective physiological signals. The study aim was to develop an algorithm in which human arousal level can be judged using measured physiological signals. Fuzzy theory was applied for mathematical handling of the ambiguity related to evaluation of human sensibility, and the degree of belonging to a certain sensibility dimension was quantified by membership function through which the sensibility evaluation was able to be done. Determining membership function was achieved using results from a physiological signal database of arousal/relaxation that was generated from imagination. To induce one final result (arousal level) based on measuring the results of more than 2 physiological signals and the membership function of each physiological signal, Dempster-Shafer's Rule of Combination in Evidence was applied, through which the final arousal level was inferred.

  • PDF