• Title/Summary/Keyword: Analyzing Emotion

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Spectral Perturbation of Theta and Alpha Wave for the Affective Auditory Stimuli (청각자극에 따른 세타파와 알파파의 스펙트럼적 반응)

  • Du, Ruoyu;Lee, Hyo Jong
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.10
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    • pp.451-456
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    • 2014
  • The correlations between electroencephalographic (EEG) spectral power and emotional responses during affective sound clip listening are important parameters. Hemispheric asymmetry in prefrontal activation have been proposed in two decades ago, as measured by power value, is related to reactivity to affectively pleasure audio stimuli. In this study, we designed an emotional audio stimulus experiment in order to verify frontal EEG asymmetry by analyzing Event-related Spectral Perturbation (ERSP) results. Thirty healthy college male students volunteered the stimulus experiment with the standard IADS(International Affective Digital Sounds) clips. These affective sound clips are classified in three emotion states, high pleasure-high arousal (happy), middle pleasure-low arousal (neutral) and low pleasure-high arousal (fear). The analysis of the data was performed in both theta (4-8Hz) and alpha (8-13Hz) bands. ERSP maps in the alpha band revealed that there are the stronger power responses of high pleasure (happy) in the right frontal lobe, while the stronger power responses of middle-low pleasure (neutral and fear) in the left frontal lobe. Moreover, ERSP maps in the theta band revealed that there are the stronger power responses of high arousal (fear and happy) in the left pre-frontal lobe, while the stronger responses of low arousal (neutral) in the right pre-frontal lobe. However, the high pleasure emotions (happy) can elicit greater relative right EEG activity, while the low and middle pleasure emotions (fear and neutral) can elicit the greater relative left EEG activity. Additionally, the most differences of theta band have been found out in the medial frontal lobe, which is proved as the frontal midline theta. And there are the strongest responses of happy sounds in the alpha band around the whole frontal regions. These results are well suited for emotion recognition, and provide the evidences that theta and alpha powers may have the more important role in the emotion processing than previously believed.

Effect of Emotional Incongruence in Negative Emotional Valence & Cross-modality (교차 양상과 부정 정서에서의 정서 불일치 효과에 따른 기억의 차이)

  • Kim, Soyeon;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.17 no.3
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    • pp.107-116
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    • 2014
  • In the current study, it is suggested that when two emotions are presented through cross-modality, such as auditory and visual, incongruence will influence arousal, recognition, and recall of subjects. The first hypothesis is that incongruent cross-modality does not only increase arousal more than the congruent, but it also increases recall and recognition more than congruent. The second hypothesis is that arousal modulates recall and recognition of subjects. To demonstrate the two hypotheses, our experiment's conditions were manipulated to be congruent and incongruent by presenting positive or negative emotions, visually and acoustically. For dependent variables, we measured recall rate and recognition rates. and arousal was measured by PAD (pleasure-arousal-dominance) scales. After eight days, only recognition was measured repeatedly online. As a result, our behavioral experiment showed that there was a significant difference between arousal before watching a movie clip and after (p<.001), but no difference between the congruent condition and incongruent condition. Also, there was no significant difference between recognition performance in the congruent condition and incongruent condition, but there was a main effect of the clips' emotions. Interestingly after analyzing recognition rates separately depending on clips' emotions, there was a significant difference between congruent and incongruent conditions in the only negative clip (p= .044), not in the positive clip. In a detailed result, recognition in the incongruent condition is more than in the congruent condition. Furthermore, in the case of recall performance, there was a significant interaction between the clips' emotions shown in the clips and congruent conditions (p=.039). Through these results, the effect of incongruence with negative emotion was demonstrated, but an incongruent effect by arousal could not be demonstrated. In conclusion, in our study, we tried to determine the impact of one method to convey a story dramatically and have an effect on memory. These effects are influenced by the subjects' perceived emotions (valence and arousal).

An Analysis of Consumer Emotion for Product Planning of Smart Clothing (스마트 의류 상품 기획을 위한 감성 효과 분석)

  • Cho, Hyun-Seung;Kim, Jung-Ho;Koo, Hye-Ran
    • Science of Emotion and Sensibility
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    • v.17 no.3
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    • pp.49-56
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    • 2014
  • This study aims at providing basic data for product planning to design smart clothing and to develop applications, focusing on consumers by satisfying their emotions through analyzing emotional factors on smart clothing, comparing emotional differences between conventional clothing and it, reviewing changes of consumers' emotion by integrating the product and clothing and researching differences of preference and purchase intention between smart clothing and traditional one. As the results of the study, emotional factors for smart clothing were analyzed with total 6 including 'technical', 'comfort', 'aesthetic', 'modern', 'fun' and 'multiple' factors. Among them, except for 'comport', five emotional factors showed emotional factors between conventional sport-casual clothing and smart clothing. That is, emotional factors of 'technical', 'aesthetic', 'modern', 'fun' and 'multiple' were emphasized more in smart clothing than conventional ones, indicating that they should be considered in planning products of smart clothing. Though there was no significant difference of preference between smart clothing and conventional clothing, in case of comparison of averages, that of smart clothing was a little higher. For purchase intention, smart clothing was lower than the conventional clothing. So preference seems to be not directly related to consumers' immediate purchase. To make consumers' interests and preference to result in purchase, it is necessary to develop smart clothing with more various applications and to prepare commercializing strategies. As the results of the analysis on free-descriptive questionnaire survey, consumers were interested in development of smart clothing to help diet with functions including energy harvesting from body motion, calorification and perspiration, measurement of motion and calory consumption as well as health-care type smart clothing to measure heartbeat and ECG. Reflecting these requirements from the consumers, they should be utilized as guidance to develop smart clothing in the future.

Development of Tool for Measuring the User's Emotions expressed while Using a Product (제품 사용중 표출되는 사용자의 감성 측정 도구 개발에 관한 연구)

  • Jeong, Sang-Hoon;Lee, Kun-Pyo
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.343-354
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    • 2006
  • Human emotion is the issue which is subjective, difficult to define and even more difficult to measure because it's personal. In general, the methods for measuring human emotion is divided in two, one is the psychological way based on user's subjective evaluation and another is the physiological way based on physiological signs. However, these methods have some limitations. Therefore, in this study we suggested the methods for measuring users emotion in the natural and accessible environment for the design field. In order to observe user's emotional changes while they interact with a product, we have extracted some emotional words and representative emotions, and made a set of subjective evaluation scales. With these scales, emotion logging program 'VideoTAME' was developed as an effective measurement tool for complementing the current psychological methods. In the testing module of 'VdeoTAME,' participants evaluate their emotional changes through playing and watching the video dips of their performing tasks in the experiment room. In the analyzing module, the researchers replay the results created by participants during the experiment and analyze the results using Microsoft Exel. It is hoped that this study will be of great help for designers for effective measurement of user's emotions naturally expressed while using a product.

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Human Environment for being a Great doctor - from case to construction - (훌륭한 의사를 기르는 인적환경 - 사례에서 구조까지 -)

  • Ryue, Soo-hee
    • Korean Medical Education Review
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    • v.9 no.2
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    • pp.57-66
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    • 2007
  • Purpose How can be a great doctor with excellence and ethics? In this study, I wanted to find out the characteristics of human environment to make a great doctor. Methods: First, I researched factors and construct of the human environment. So I conceived a model for analyzing human environment with two construction model : Howard Gardner's System Model and Bron-fenbrenner's ecological systems model. Second, I analyzed the life of the Oliver R. Evison M.D. and Ki Ryu Jang M.D. Oliver R. Evison was the pioneer of medicine of Korea and establisher of the Severance Hospital and medical college. Dr KiRyu Jang, who was called 'Schweitzer of Korea', was a good doctor of the poor and weak patients in Korea. Third, I tried to find out a new human environment model to make a great doctor. Results One model for analyzing human environment was made of relationship based on emotion. relationship teaching knowledge and skill, and relationship communicating on value. In the light of analyzing of two great doctors. Oliver R. Evison M.D. and KiRyu Jang M.D, I found out special interrelationship, Hardie, Allen, Severance for Evison, Kyosin Kim, Kyucheol Choi etc. for Ki Ryu Jang These special people were religious actors or social thinkers. Conclusions: To be a great doctor to excel and innovate medical field, medical students should have the chance to meet with people based on religious, ethical and social action, discuss on value across social fields, and can construct the idea to make and realize higher value of medical action. In sum, another important human environment for medical students would be a person who could be communicate with true value.

A study on the preference between emotion of human and media genre in Smart Device (스마트 디바이스 기반의 인간의 감정과 미디어 장르 사이의 선호도 연구)

  • Lee, Jong-Sik;Shin, Dong-Hee
    • Science of Emotion and Sensibility
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    • v.18 no.1
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    • pp.59-66
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    • 2015
  • To date, contents' usability of most multimedia devices has been focused on developer not on user, which made difficult in solving the problems or fulfilling the needs while people using real system. Although user-centered UX and UI researches have been studied and have resulted in innovation in some part, it does not show great effect on usability as it is not easy to interpret human emotions and needs and to apply those to system. Usability is the matter on how deeply smart devices can interpret and analyze human mind not on how much functions and technologies are improved. This study aims to help with usability improvement based on user when people use smart devices in multimedia environment. We studied the interaction between human and contents by analyzing the effect of human emotions and personalities on preference and consumption of contents' type. This study was done by assuming that proper analysis on human emotions may increase user satisfaction on multimedia environment. We analyzed contents preference by gender and emotion. The results showed that there is significant relationship between 'Happy' emotion and 'Comedy Program' preference and men are more prefer it than women. However, it does not reveal any significant relationship between 'Sad' emotion and contents preferences but women are slightly more prefer 'Comedy Program' than men. This result supports the Zillmann's 'mood based management', which suggests that the needs for pleasant contents are revealed to relieve sadness when people are in a sad mood. In addition, our finding corresponds with Oliver's insistence on meeting all four factors, insight, meaningfulness, understanding and reflection, rather than just pleasure for more satisfaction. This study focused on temporary emotional factors and contents and additionally on effect of users' emotion, personality and preference on type of contents consumption. This relationship between emotions and contents study would suggest the better direction for developing smart devices with great contents usability and user satisfaction in the future.

Colors in Narratives of 3D Animation (3D애니메이션에서의 내러티브에 의한 색채)

  • Yim, Yu-Sang;Koh, Wook
    • The Journal of the Korea Contents Association
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    • v.9 no.4
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    • pp.162-171
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    • 2009
  • In directing a film, aesthetics are use for visual manifestation of narratives to audiences. Especially, colors have important roles in that process to express emotions and to convey the story. For 3D animation, they may play even more important roles due to the nature of colors being generated by computers. This paper studies the relationship between narratives and colors by analyzing how colors change by the rise and fall of tensions in narratives, and by investigating how emotional expressions are affected due to color changes.

Validation Through Perceptions between Leader and Team Members on Collaborative Competencies in Corporate Organization (기업체 조직의 협력역량 요인에 대한 팀장과 팀원들의 인식을 통한 타당화 연구)

  • Lee, Yu-Na;Ha, Yu-Ran;Lee, Sang-Soo
    • Journal of Fisheries and Marine Sciences Education
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    • v.26 no.2
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    • pp.284-295
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    • 2014
  • The purpose of the study was to validate the components of practical collaborative competencies by analyzing the perceptions of corporate personnel on practical collaborative competencies. The study reviewed the theories of collaborative intelligence, collective intelligence, cooperative learning, and learning communities. Based on the results of the literature review, the study derived seven categories of participative motivation for group activities, ability to share thinking and consciousness, motivation to share experiences, ability to control emotion, ability to promote interaction, creativity, and collaborative performance as the core competencies. To validate the elements, survey was conducted for 186 corporate personnels. The results showed that the personnels perceived the following elements as important collaborative competencies: participative motivation for group activities, motivation to form participatory atmosphere, ability to manage conflict effectively, ability to form relationships, ability to form positive team atmosphere.

Development and application of protocol for collecting and analyzing human emotion data (사람의 감정 데이터 수집 및 분석을 위한 프로토콜 개발 및 적용)

  • Ryu, Jewoo;Hwang, Woohyun;Kim, Deok-Hwan;Min, Kiyeon;Lee, Youngsun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2019.11a
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    • pp.134-136
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    • 2019
  • 본 논문에서는 사람의 내면상태 인식을 위한 상호작용 체계 구축을 위하여 사람의 감정 데이터를 효과적으로 수집하기 위한 프로토콜을 제안하고, 프로토콜에 따라 수집된 데이터에 대한 분석 및 결과를 제시한다. 감정 데이터 수집 프로토콜의 개발은 기존 문헌과 시스템 리뷰를 통한 감정분류체계 수립, 분류체계에 따른 감정 유발 영상 수집 및 신뢰도 확보, 감정 데이터 수집을 위한 인간 대상 실험 절차 구축 및 타당도 확보의 단계로 이루어졌다. 수집된 사람의 실시간 감정 데이터는 기계학습을 통한 감정 분류 연구의 기준으로 활용이 가능하다.

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Effects of Soil Play Activities on Children's Nature-Friendly Attitudes and Emotions (흙놀이 활동이 유아의 자연친화적 태도와 감성에 미치는 영향)

  • Jeong, Su-Jeong;Hwang, Hae-Ik
    • Korean Journal of Child Studies
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    • v.30 no.6
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    • pp.459-472
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    • 2009
  • This study investigated educational effects of soil play activities by analyzing the influence of soil play activities on children's nature-friendly attitudes and emotions. Fifty 5-year-old children enrolled in K-kindergarten in Y-city were randomly selected for the study. Assessment of nature-friendly attitudes and emotions was by 11 questions selected from Musser & Diamond's (1999) Pro-environmental Attitude Test (adapted by Lee, Hye Sun, 2006) and from Bar On and Parker's (2000/2001) Emotion Test, an Emotional Quotient Scale for Young Children. Results showed that children who participated in the Soil Play Activities program acquired more nature-friendly attitudes and emotions than the control group. In conclusion, soil play activities can improve nature-friendly attitudes and emotions of 5-year- old children.

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