• Title/Summary/Keyword: 후감성

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Character Robot synchronization technology development for emotional contents service (감성형 콘텐츠 서비스를 위한 캐릭터 로봇 동기화 기술 개발)

  • Jung, Hyun-Chul;Kim, Nam-Jin;Choi, Lee-Kwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.217-220
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    • 2011
  • 영상 압축 기술의 발전과 인터넷의 보급으로 사람들은 언제 어디서나 고화질의 미디어를 쉽게 접할 수 있게 되었다. 또한 미디어 플레이어에서 문자열의 출력을 지원함으로써 사용자들은 쉽게 영상의 자막을 만들고 볼 수 있는 환경이 만들어졌다. 그러나 문자는 번역을 위한 역할만 할 뿐 미디어에서 나타내고자 하는 감성을 전달하는 역할은 하지 못한다. 본 연구에서는 애니메이션 캐릭터와 콘텐츠 로봇을 사용하는 새로운 의미전달 기술을 적용한 감성형 콘텐츠 서비스를 제안한다. 제안하는 기술은 동기화 시나리오를 구성하여 미디어가 재생되는 동안 애니메이션 캐릭터 데이터를 제공하며, 또 다른 출력장치인 로봇과 동기화되어 상황에 따른 로봇의 움직임을 통해 시청자에게 내용 전달의 효과와 함께 감성 전달의 효율을 증대시켜주는 역할을 한다. 본 논문에서는 감성형 콘텐츠를 제작한 후 시현을 통해 감성 전달의 효율이 높아짐을 확인하였다.

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A Study on Human Sensitivity Evaluation using Plethysmogram (맥파를 이용한 감성 측정법에 대한 검토)

  • 신정상;민병찬;정순철;김상균;민병운;오지영;김유나;김철중
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.11a
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    • pp.427-432
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    • 1999
  • 지금까지 감성측정은 심박 변화율, 피부저항, 피부온도 등의 생리 신호를 측정하고 그 신호를 이용하여 비교, 분석하여 왔다. 심박 변화율, 피부저항, 피부온도와 마찬가지로 자율신경계 반응의 하나로써 맥파 또한 인간의 감성을 평가하는 한 파라미터가 될 수 있음을 예상하고 본 연구를 수행하였다. 건강한 피험자 5명을 상대로 긍정과 부정 시각 자극을 각각 주어서 심박 변화율과 맥파의 생리신호를 측정한 후 그 동안 발표되었던 심박 변화율의 결과를 기준으로 맥파의 결과와 비교, 분석하였다. 그 결과 평균 R-R 간격의 변화율과 맥파의 최고점 평균 시간 간격의 변화율 그리고 맥파의 최대 기울기점 사이의 시간 간격의 변화율이 유사함을 알 수 있었다. 또한 맥파의 Baseline Deflection 과 Amplitude를 이용하여 감성 측정을 시도하였다. 긍정 시각 자극에 비해 부정 시각 자극 일 때 맥파의 최고점 및 최대 기울기점의 평균 시간 간격은 감소하였고, Baseline Deflection은 증가하였고, Amplitude 는 감소하였다. 이는 부정시각 자극이 교감신경계를 활성화시킴을 보여 주는 것이다. 본 연구를 통하여 맥파도 자율 신경계의 반응을 대면하는 생리신호로써 감성 측정에 유용한 도구임을 검증할 수 있었다.

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Automatic Construction and Evaluation of Movie Domain Korean Sentiment Dictionary (영화도메인 한국어 감성사전의 자동구축과 평가)

  • Cho, Heeryon;Choi, Sang-Hyun
    • Annual Conference of KIPS
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    • 2015.04a
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    • pp.585-587
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    • 2015
  • 본 연구에서는 네이버 영화평을 학습데이터로 사용하여 영화평 감성분류에 필요한 감성사전을 자동으로 구축하는 방법에 대해 제안한다. 이 때 학습데이터의 분량과 긍정/부정 영화평의 비율을 달리하여 네 가지의 학습데이터를 마련하고, 각 경우에 대하여 감성사전과 나이브베이즈(이하, NB) 분류기를 구축한 후, 이 둘의 성능을 비교했다. 네 종류의 학습데이터로 구축한 감성사전과 NB 분류기를 이용하여 영화평 감성 자동분류 성능을 비교한 결과, 네 경우의 평균 균형정확도는 감성사전이 78.2%, NB 분류기가 66.1%였다.

Development of an Emotion Scale and Analysis of the Structure of Emotion Induced by Odors (향 감성평가 척도개발 및 향 감성구조 분석)

  • 손진훈;박미경;이배환;민병찬
    • Science of Emotion and Sensibility
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    • v.5 no.1
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    • pp.61-70
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    • 2002
  • The purpose of this study was to develop 'Emotion Rating Scale induced by Odors'and to identify the structure of odor emotion induced by odors. At first 37 adjectives that describe odor to develop a rating scale were selected. Subjects were to rate odor emotion on a 7-point bipolar scale. 304 subjects participated and were as a group instructed to rate odor emotion. 53 out of 304 subjects were retested to test for reliability of the scale two weeks after under the same condition and finally 25 adjectives were then selected based on high test-retest reliability and factor loading, high contributing to one factor. 24 subjects each in 10s, 20s, 30s & 40s were to rate odor emotion induced by 5 different odors on the scale developed. The structure of odor emotion consisted of 'Esthetics', 'Intensity', 'Romance', 'Nature'and 'Character'. The structure of odor emotion by age appeared quite similar but that by different odors was little bit different.

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An Analysis of School Life Sensibility of Students at Korea National College of Agriculture and Fisheries Using Unstructured Data Mining(1) (비정형 데이터 마이닝을 활용한 한국농수산대학 재학생의 학교생활 감성 분석(1))

  • Joo, J.S.;Lee, S.Y.;Kim, J.S.;Song, C.Y.;Shin, Y.K.;Park, N.B.
    • Journal of Practical Agriculture & Fisheries Research
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    • v.21 no.1
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    • pp.99-114
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    • 2019
  • In this study we examined the preferences of eight college living factors for students at Korea National College of Agriculture and Fisheries(KNCAF). Analytical techniques of unstructured data used opinion mining and text mining techniques, and the analysis results of text mining were visualized as word cloud. The college life factors included eight topics that were closely related to students: 'my present', 'my 10 years later', 'friendship', 'college festival', 'student restaurant', 'college dormitory', 'KNCAF', and 'long-term field practice'. In the text submitted by the students, we have established a dictionary of positive words and negative words to evaluate the preference by classifying the emotions of positive and negative. As a result, KNCAF students showed more than 85% positive emotions about the theme of 'student restaurant' and 'friendship'. But students' positive feelings about 'long-term field practice' and 'college dormitory' showed the lowest satisfaction rate of not exceeding 60%. The rest of the topics showed satisfaction of 69.3~74.2%. The gender differences showed that the positive emotions of male students were high in the topics of 'my present', 'my 10 years later', 'friendship', 'college dormitory' and 'long-term field practice'. And those of female were high in 'college festival', 'student restaurant' and 'KNCAF'. In addition, using text mining technique, the main words of positive and negative words were extracted, and word cloud was created to visualize the results.

The comparison of the user's emotions before and after using a product (제품 사용 전후의 사용자 감성 비교)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.761-768
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    • 2010
  • Research from many marketing fields shows that the importance of factors which ultimately reflect customers' satisfaction towards a product or service vary with the progression of time. Likewise, the emotions that users experience from using the product can vary with prolonged interaction with the product itself. Thus, research was conducted under the notion that users' emotions at the initial stage of product usage is likely to vary with that at a later stage, when users would have had more experience with the product. In this research, a comparison was made between the emotions felt by customers with first-hand experience with the iPhone and those felt by long-time iPhone users who already had much more opportunities to familiarize themselves with the product. The results of the research conducted above show that, with first usage of the iPhone, users experience a relatively low level of negative emotions(Uncomfortableness) due to the predominance of the users' positive emotions. Over prolonged usage, however, the level of negative emotions associated with the usage of the iPhone has been shown to increase. Still, it is impossible to state that the Uncomfortableness associated with iPhone usage is high in general. In fact, it has been shown that positive emotions were rather experienced by iPhone users both before and after usage, suggesting that the emotions involved during iPhone usage was generally positive. Although more research would need to be conducted to safeguard this claim, it can be generally deduced from the results of this research that:when using a product, positive emotions in terms of the reflective level accounts for much of the negative emotions(i.e. discomfort) associated with behavioral level with regard to the product itself.

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Conceptual framework for Emotions in Usability of Products (제품 사용성과 감성에 관한 개념적 연구)

  • Lee Kun-Pyo;Jeong Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.8 no.1
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    • pp.17-28
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    • 2005
  • With the advent of computer technology, the fundamental nature of products has shaped from physical forms towards product interactivity, The focus is now on usability of the product with ease and efficiency rather than conversing with just the looks of the product. However, most definitions of usability and contemporary usability-related researches, have focused on the performance-oriented functional aspects of usability (i.e., how well users perform tasks using a product). Today, user expectations are higher; products that bring not only functional benefits but also emotional satisfaction. So far, there have been many studies on human emotions and the emotional side of products in the field of emotional engineering. Contemporary emotion-related researches have focused mainly on the relationship between product aesthetics and the emotional responses elicited by the products, but little is known about emotions elicited from using the products. The main objective of our research is analyzing user's emotional changes while using a product, to reveal the influence of usability on human emotions. In this research, we suggested conceptual framework for the study on the relationship between usability of products, and human emotions with emphasis on mobile phones. We also extracted emotional words for measuring user's emotions expressed not from looking at the product's appearance, but from using the product. First, we assembled a set of emotions that is sufficiently extensive to represent a general overview of the full repertoire of Korean emotions from the literature study. Secondly, we found emotional words in the after note by the users on the websites. Finally, verbal protocols in which the user says out loud what he/she ks feeling while he/she ks carrying out a task were collected. And then, the appropriateness of extracted emotional words was verified by the members of the consumer panel of a company through web survey. It is expected that emotional words extracted in this research will be used to measure user's emotional changes while using a product. Based on the conceptual framework suggested in this research, basic guidelines on interface design methods that reflect user's emotions will be illustrated.

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Towards a Pedestrian Emotion Model for Navigation Support (내비게이션 지원을 목적으로 한 보행자 감성모델의 구축)

  • Kim, Don-Han
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.197-206
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    • 2010
  • For an emotion retrieval system implementation to support pedestrian navigation, coordinating the pedestrian emotion model with the system user's emotion is considered a key component. This study proposes a new method for capturing the user's model that corresponds to the pedestrian emotion model and examines the validity of the method. In the first phase, a database comprising a set of interior images that represent hypothetical destinations was developed. In the second phase, 10 subjects were recruited and asked to evaluate on navigation and satisfaction toward each interior image in five rounds of navigation experiments. In the last phase, the subjects' feedback data was used for of the pedestrian emotion model, which is called ‘learning' in this study. After evaluations by the subjects, the learning effect was analyzed by the following aspects: recall ratio, precision ratio, retrieval ranking, and satisfaction. Findings of the analysis verify that all four aspects significantly were improved after the learning. This study demonstrates the effectiveness of the learning algorithm for the proposed pedestrian emotion model. Furthermore, this study demonstrates the potential of such pedestrian emotion model to be well applicable in the development of various mobile contents service systems dealing with visual images such as commercial interiors in the future.

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Emotion Based e-Learning Contents Type Recommendation Using Profile (프로파일을 활용한 감성 기반 e-러닝 콘텐츠 타입 추천)

  • Shin, Min-Chul;Jung, Kyung-Seok;Choi, Yong-Suk
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06a
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    • pp.243-246
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    • 2011
  • 학습자의 감성 상태가 충분히 반영되는 오프라인 수업과 달리 지금까지 대부분의 e-러닝은 학습자의 감성 정보를 수업에 효과적으로 반영하지 못했다. 이러한 한계점은 e-러닝의 학습 효과성을 저해하는 문제 중 하나로 지적되었다. 이 문제를 해결하기 위해 학습자의 뇌파를 통해 감성을 인식하고 감성 상태에 따라 적절한 학습 콘텐츠 타입을 추천하여 학습 효과를 증대 시킬 수 있는 방법론이 주목을 받고 있다. 본 논문에서는 기 수집된 학습자들의 감성(뇌파) 데이터를 분석하여 콘텐츠 타입 선호도를 파악한 후 프로파일 데이터를 활용하여 상관계수 기반 NN-Recommendation 학습 콘텐츠 타입 추천 시스템을 제안 하고자 한다. 이 시스템은 일반적인 추천시스템에서 발생하는 Cold-start 문제를 해결할 수 있으며 특히 본 연구에서는 보다나은 추천 정확도를 위해 프로파일 각 속성에 자동적으로 가중치를 부여하는 기법을 제시하여 향상된 성능을 보이게 됨을 실험을 통해 확인 하였다.

The study on Quantitative Analysis of Emotional Reaction Related with Step and Sound (스텝과 사운드의 정량적 감성반응 분석에 관한 연구)

  • Jeong, Jae-Wook
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.211-218
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    • 2005
  • As digital Information equipment is new arrival, new paradigm such as 'function exist but form don't' is needed in the field of design. Therefore, the activity of design is focused on the relationship of human and machine against visual form. For that reason, it is involved emotional factor in the relationship and studied on new field, the emotional interlace. The goal of this paper is to suggest the way of emotional interface on searching multimedia data. The main target of paper is effect sound and human's step and the main way of research is visualization after measuring and analyzing numerically similarity level among emotion-words. This paper suggests the theoretical bad(ground such as personal opinion, the character of auditory information and human's step and case studies on the emotion research. The experimental content about sound is fueled from my previous research and the main experimental content about human's step is made with regression-expression to substitute Quantification method 1 for value about stimulation. The realistic prototype to apply the research result will is suggested on the next research after studying the search environment.

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