• Title/Summary/Keyword: Emotion Contents

Search Result 577, Processing Time 0.022 seconds

Exploration of the Emotion for Daily Conversation on Facebook (페이스북 일상담화의 감정 탐색)

  • Hwang, Yoosun
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.2
    • /
    • pp.1-13
    • /
    • 2016
  • The purpose of this study is to explore the emotions of Facebook. Various types of emotions are being exchanged on Facebook. The emotional reactions make the Facebook different from previous electronic bulletin board. According to previous researches, computer-mediated communication can deliver visual symbols and non-verbal cues to enhance the abundance of meanings. Data were collected from 205 Facebook users and the number of users' posts were total 10308. The contents analysis was conducted to explore emotions of the 10308 Facebook posts. The results showed that the most frequent emotion was pleasure. The emotional distributions were different according to the contents types; text, video, photo, and link. For the text content type, emotion of curiosity was apparent and for the photo content type, emotion of love was more frequent than others, and for the video content type, emotion of surprise was salient. The results of the analysis for the shared contents also revealed that pleasure and hope were more frequent emotions than other emotions.

Development direction of emotional contents through analysis of successful cases from applying emotional technology (감성기술 적용 성공사례 분석을 통한 감성콘텐츠 개발 방향 연구)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
    • /
    • v.15 no.1
    • /
    • pp.121-132
    • /
    • 2012
  • Recently, interest in emotional technology has escalated and its application has extended to many fields, from both an industrial (product) and service (culture, tourism, medical, education, advertising) perspective. Moreover, culture has become a fundamental aspect of modern industry, playing key roles in: gaming, exhibitions, performances, sports, tourism, design, edutainment, as well as various content distribution industries. The prospect of applying emotional technology for cultural content industries makes up for more than half of the 'plan-manufacture-distribution-marketing' process, and thereby also serves as driving force for the growth of a nation. The primary objective of the following research is analyze successful cases from the past through utilization of emotional technology, and to speculate on efficient directions for future research into developing emotional contents. To achieve this, some of the key terms have been defined and elaborated for the sake of clarity. The terms are as follows: emotion, emotion engineering, science of emotion, emotional technology, and emotional contents. Furthermore, studies were conducted based on the six different fields surrounding CT R&D to observe how projects involving emotional technology have succeeded both on a national and global scale. Based on this analysis, this research aims to develop personalized 'Concierge' service-providing contents, contents designed to maximize performance ability of humans, and contents that could be controlled simply via emotion to effectively spread the culture of Korea by focussing on 'fusion' content development. The following research data may hopefully serve as a basic reference to industries navigating towards emotional content development.

  • PDF

The Accuracy of Recognizing Emotion From Korean Standard Facial Expression (한국인 표준 얼굴 표정 이미지의 감성 인식 정확률)

  • Lee, Woo-Ri;Whang, Min-Cheol
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.9
    • /
    • pp.476-483
    • /
    • 2014
  • The purpose of this study was to make a suitable images for korean emotional expressions. KSFI(Korean Standard Facial Image)-AUs was produced from korean standard apperance and FACS(Facial Action coding system)-AUs. For the objectivity of KSFI, the survey was examined about emotion recognition rate and contribution of emotion recognition in facial elements from six-basic emotional expression images(sadness, happiness, disgust, fear, anger and surprise). As a result of the experiment, the images of happiness, surprise, sadness and anger which had shown higher accuracy. Also, emotional recognition rate was mainly decided by the facial element of eyes and a mouth. Through the result of this study, KSFI contents which could be combined AU images was proposed. In this future, KSFI would be helpful contents to improve emotion recognition rate.

A Movie Recommendation Method based on Emotion Ontology (감정 온톨로지 기반의 영화 추천 기법)

  • Kim, Ok-Seob;Lee, Seok-Won
    • Journal of Korea Multimedia Society
    • /
    • v.18 no.9
    • /
    • pp.1068-1082
    • /
    • 2015
  • Due to the rapid advancement of the mobile technology, smart phones have been widely used in the current society. This lead to an easier way to retrieve video contents using web and mobile services. However, it is not a trivial problem to retrieve particular video contents based on users' specific preferences. The current movie recommendation system is based on the users' preference information. However, this system does not consider any emotional means or perspectives in each movie, which results in the dissatisfaction of user's emotional requirements. In order to address users' preferences and emotional requirements, this research proposes a movie recommendation technology to represent a movie's emotion and its associations. The proposed approach contains the development of emotion ontology by representing the relationship between the emotion and the concepts which cause emotional effects. Based on the current movie metadata ontology, this research also developed movie-emotion ontology based on the representation of the metadata related to the emotion. The proposed movie recommendation method recommends the movie by using movie-emotion ontology based on the emotion knowledge. Using this proposed approach, the user will be able to get the list of movies based on their preferences and emotional requirements.

The Influence of Service Quality of Festival Service Quality on Visitors' Emotion, Perceived Value and re-visit Intention -Focused on Goyang International Flower Exhibition Festival- (고양국제꽃박람회의 서비스품질이 참가자의 지각된 가치, 감정 및 재방문의도에 미치는 영향)

  • Kim, Ju-Yeon;An, Youn Ju
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.2
    • /
    • pp.600-608
    • /
    • 2016
  • This research has analyzed the influence of Goyang Flower Exhibition Festival's service quality on emotion, perceived value, satisfaction, and re-visit intention. First of all, the service quality scale was composed with four factors : subsidiary service, exhibition contents, guidance service, space convenience. As the results of influence analysis, four factors had significant influence on attendee's perceived value and positive emotion respectively. Among those four factors, space convenience and guidance service showed high impact. Toward positive emotion. exhibition contents showed most influence while four factors are significantly related. Three factors of exhibition contents, guidance service, space convenience had significant effect on negative emotion. Also, positive emotion and perceived value was analyzed to have significant influence on re-visit intention.

Development of Emotion Contents Recommender System for Improvement of Sentimental Status (감정 및 정서상태 전이를 위한 감성 컨텐츠 추천 시스템 개발)

  • Park, Myon-Woong;Ha, Sung-Do;Jeong, Do-Un;Lyoo, In-Kyoon;Ahn, Seong-Min
    • Science of Emotion and Sensibility
    • /
    • v.10 no.1
    • /
    • pp.1-11
    • /
    • 2007
  • An Infotainment Service intended to enhance the human emotion is introduced in this paper. The service is to be installed on the robot helping elderly persons to live comfortable and enjoyable life. The research started with defining the undesirable status of emotion in everyday life, and the psychological skills to cope with the status were sought about. Then, a methodology for providing emotion contents reflecting the coping skill has been suggested. Based on the Cognitive Behavior Therapy, the coping skill is used to edit animation clips. A movie recommendation system to utilize the edited animation clips has been being developed. A series of process for developing the system is described, where the emotion elements are taken into consideration in addition to the user preference as the criterion for recommendation.

  • PDF

A Study on the Development of the Interactive Emotional Contents Player Platform (인터랙티브 감성 콘텐츠 플레이어 플랫폼 개발에 관한 연구)

  • Kim, Min-Young;Kim, Dong-Keun;Cho, Yong-Joo
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.14 no.7
    • /
    • pp.1572-1580
    • /
    • 2010
  • This thesis presents an emotion-based contents player platform that can change its visual and aural components as user's emotions. It analyzes the emotion as pleasant, unpleasant, aroused, and relaxed based on the physiological signals and the user's active response. Accordingly. the system reorganizes graphical and aural stimuli, such as, light, color, sound, in real-time. It can be used to develop and show the emotional contents and also be applied for the systematic analysis to find out how the components would affect the emotion. This paper describes overall the system architecture and the implementations of the sub-systems, as well as the actual contents built on top of the platform.

Multimodal Attention-Based Fusion Model for Context-Aware Emotion Recognition

  • Vo, Minh-Cong;Lee, Guee-Sang
    • International Journal of Contents
    • /
    • v.18 no.3
    • /
    • pp.11-20
    • /
    • 2022
  • Human Emotion Recognition is an exciting topic that has been attracting many researchers for a lengthy time. In recent years, there has been an increasing interest in exploiting contextual information on emotion recognition. Some previous explorations in psychology show that emotional perception is impacted by facial expressions, as well as contextual information from the scene, such as human activities, interactions, and body poses. Those explorations initialize a trend in computer vision in exploring the critical role of contexts, by considering them as modalities to infer predicted emotion along with facial expressions. However, the contextual information has not been fully exploited. The scene emotion created by the surrounding environment, can shape how people perceive emotion. Besides, additive fusion in multimodal training fashion is not practical, because the contributions of each modality are not equal to the final prediction. The purpose of this paper was to contribute to this growing area of research, by exploring the effectiveness of the emotional scene gist in the input image, to infer the emotional state of the primary target. The emotional scene gist includes emotion, emotional feelings, and actions or events that directly trigger emotional reactions in the input image. We also present an attention-based fusion network, to combine multimodal features based on their impacts on the target emotional state. We demonstrate the effectiveness of the method, through a significant improvement on the EMOTIC dataset.

Educational Use of Emotion Measurement Technologies (감성측정 테크놀로지의 교육적 활용방안 탐색)

  • Lee, Chang Youn;Cho, Young Hoan;Hong, Hun-Gi
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.8
    • /
    • pp.625-641
    • /
    • 2015
  • Recent research shows that emotion is closely related to memory and learning. Although a growing number of educators have high interest in affective aspects of learning processes and outcomes, there are few studies to investigate systematically instructional strategies and learning environments based on learners' emotion. Despite the efforts to understand the role of emotion and to facilitate positive emotion for meaningful learning in face-to-face and online environments, it is still a challenging issue to measure emotion in a valid and reliable way. To implement emotion-based education, it is essential to overcome the limitation of self-report surveys on emotion, which rely on the memory of learners. The current study surveyed emotion measurement tools, which are recently developed in education and other domains, in terms of self-report, neurophysiology, and behavioral responses. This study also discussed how emotion measurement tools can be used in authentic learning and teaching situations. Particularly, this study focused on cutting-edge technologies that would enable educators to collect and analyze learners' emotion easily in real-world contexts. This study will contribute to the research about the role of emotion in education and the design of adaptive learning environments that consider the change of learners' emotion.

ANALYZING CONTENTS OF MARKET SENTIMENT BASED ON INVESTERS' EMOTION

  • Lee, Sanggi;Song, Joonhyuk
    • The Pure and Applied Mathematics
    • /
    • v.24 no.4
    • /
    • pp.227-241
    • /
    • 2017
  • The study investigates the stock market using emotion index calculated from SMD based on investors' emotion. In the VAR anlaysis, we find that the correlation between the KOSPI200 return and emotion score sum is highest in 2- or 3- day lag. This study concludes that explanatory power of the SMD emotion index is limited in explaining the Korean stock market yet.