• Title/Summary/Keyword: Emotion status

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KOBIE: 애완형 감성로봇 (KOBIE: A Pet-type Emotion Robot)

  • 류정우;박천수;김재홍;강상승;오진환;손주찬;조현규
    • 로봇학회논문지
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    • 제3권2호
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    • pp.154-163
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    • 2008
  • This paper presents the concept for the development of a pet-type robot with an emotion engine. The pet-type robot named KOBIE (KOala roBot with Intelligent Emotion) is able to interact with a person through touch. KOBIE is equipped with tactile sensors on the body for interaction with a person through recognition of his/her touching behaviors such as "Stroke","Tickle","Hit". We have covered KOBIE with synthetic fur fabric in order to can make him/her feel affection as well. KOBIE is able to also express an emotional status that varies according to the circumstances under which it is presented. The emotion engine of KOBIE's emotion expression system generates an emotional status in an emotion vector space which is associated with a predefined needs and mood models. In order to examine the feasibility of our emotion expression system, we verified a changing emotional status in our emotion vector space by a touching behavior. We specially examined the reaction of children who have interacted with three kind of pet-type robots: KOBIE, PARO, AIBO for roughly 10 minutes to investigate the children's preference for pet-type robots.

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유아기 자녀를 둔 아버지의 행복에 관련된 변인 탐색 (Exploring Happiness of Young Children's Fathers)

  • 이예숙;김영희
    • 한국가족관계학회지
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    • 제20권4호
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    • pp.25-45
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    • 2016
  • Objectives: The purpose of this study was to explore socio-demographic factors, personality factors, socio-psychological factors, and relationship factors related to happiness of young children's fathers. Method: Subjects of this study were fathers who had 3, 4 and 5 years old children attending childcare centers. Data were analyzed by SPSS 18.0 program. Results: First, father's subjective well-being was predicted by father's extraversion of personality, job satisfaction, satisfaction of economic status, marital intimacy, and relationship with child. Marital intimacy was the strongest predictor of father's subjective well-being. Second, father's global life satisfaction was associated with occupational status, family monthly income, father's extraversion of personality, satisfaction of economic status, marital intimacy, and relationship with child. Father's global life satisfaction was explained by satisfaction of economic status the most. Third, father's meaning of life was related to father's educational level, father's extraversion of personality, job satisfaction, satisfaction of economic status, marital intimacy, and relationship with child. Father's meaning of life was explained by relationship with child the most. Fourth, father's positive emotion was predicted by father's extraversion of personality, job satisfaction, satisfaction of economic status, marital intimacy, and relationship with child. Extraversion of personality was the strongest predictor for father's positive emotion. Fifth, neuroticism of personality and marital intimacy were related to father's negative emotion, and neuroticism of personality was the strongest predictor for father's negative emotion. Conclusions: The findings of this research provide the fundamental source for increasing father's happiness which can be used to establish the educational programs, counseling, and policy on general public's happiness.

온라인 쇼핑몰에서 상품 표현방식에 따른 감성변화에 관한 연구 (A study of customer's emotional change by the ways of presenting pictures of clothing at online shops)

  • 박성종;석현정
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2008년도 추계학술대회
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    • pp.74-77
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    • 2008
  • Online shoppers are not able to try clothing on. Therefore, the pictures of clothing on the website play a significant role when shoppers make decision on their purchase. There are generally three different ways to show clothing at online shops. The first one is showing only clothing images, and the second one is showing the pictures that have actual fitting models wearing clothing on (In this case, Model's face is mostly not shown in the picture.), and the third is showing the pictures of professional fitting models who wear goods. The shopping malls adopt each of the different ways but little is known about affect on purchasing from these three ways. The aim of this study is to figure out how the online shopper's emotional status is affected by these three ways of presenting pictures of clothing. At first, we developed a set of adjective words of human emotion to set up the evaluation criteria for user's emotional status. Those adjectives are originally from the precedent research on human emotion. To cut 99 adjectives down to a proper number for the criteria, we conducted a preliminary survey, and finally, 5 adjectives are selected as appropriate criteria for evaluating users' emotional status while they are shopping. Those five adjectives are 'possess','sensual', 'unique', 'tasteful', and 'stylish'. Then, we conducted the main survey showing 10 kinds of cloth (each cloth was consist of 3 ways). And in the page of model images, we measured the model's preference for understanding the relation with customer's emotion criteria of the product. As a result of the test there was statistically significant difference between product only images and anonymous images, but there was no significant difference between anonymous images and model images. And the preference of the model and value of the emotion criteria have large correlation except 'unique' criteria. It is expected that the result in this study will help to build new marketing strategy which satisfy customers' emotion.

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

  • 박면웅;하성도;정도언;류인균;안승민
    • 감성과학
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    • 제10권1호
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    • pp.1-11
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    • 2007
  • 노인의 일상생활을 편안하고 즐겁게 지낼 수 있도록 도와주는 동반자 로봇의 기능 중 부정적인 감정/정서상태 개선을 위한 Infotainment Service를 소개한다. 노인의 일상생활 중에서 부정적인 감정/정서상태를 정의하고, 이들의 정서상태를 개선할 수 있는 방법들을 모색한다. 인지행동치료에서의 배경지식을 기반으로 노인의 부정적인 정서상태를 개선할 수 있는 애니메이션 클립들을 제작, 편집하여 검증해 보기로 한다. 또한, 검증된 애니메이션 클립들을 이용하여 바람직한 감정상태로의 전이를 위한 감성 컨텐츠를 제공하는 기능을 도출한다. 구체적으로 일련의 실험적 접근방법을 토대로 제작, 편집한 애니메이션 클립을 이용하여 영화의 감정요소를 분석할 수 있는 도구를 설계하고, 기존의 선호도를 고려한 영화추천 시스템을 확장한 감정요소를 고려한 영화 추천시스템을 제안한다.

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Social Comparison Theory and Interpersonal Contact: The Influence of Incidental Envy on Contacting Higher or Lower Status Others

  • Youn, Y. Jin;Park, Kiwan
    • Asia Marketing Journal
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    • 제20권2호
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    • pp.41-63
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    • 2018
  • Incidental envy influences behavior in various domains. However, no research, to date, has investigated whether incidental envy influences interpersonal behavior toward others who are unrelated to the emergence of the emotion. That is, the literature is silent on how those who experience incidental envy engage in interpersonal contact and how this may affect consumers. In this paper, we address this question by investigating the influence of incidental envy on interpersonal contact with others of higher or lower status based on the social comparison theory. We demonstrate that incidental envy (versus a neutral emotion) motivates people to contact higher status others to facilitate upward assimilation (experiments 1 and 2). We also show that when competition (a situational factor that heightens the personal relevance of the interaction with the target) is involved, individuals who feel envy (versus a neutral emotion) are more likely to contact lower status others to engage in downward contrast (experiment 3). We conclude with a discussion of the practical implications of our findings.

다중 모달 생체신호를 이용한 딥러닝 기반 감정 분류 (Deep Learning based Emotion Classification using Multi Modal Bio-signals)

  • 이지은;유선국
    • 한국멀티미디어학회논문지
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    • 제23권2호
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    • pp.146-154
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    • 2020
  • Negative emotion causes stress and lack of attention concentration. The classification of negative emotion is important to recognize risk factors. To classify emotion status, various methods such as questionnaires and interview are used and it could be changed by personal thinking. To solve the problem, we acquire multi modal bio-signals such as electrocardiogram (ECG), skin temperature (ST), galvanic skin response (GSR) and extract features. The neural network (NN), the deep neural network (DNN), and the deep belief network (DBN) is designed using the multi modal bio-signals to analyze emotion status. As a result, the DBN based on features extracted from ECG, ST and GSR shows the highest accuracy (93.8%). It is 5.7% higher than compared to the NN and 1.4% higher than compared to the DNN. It shows 12.2% higher accuracy than using only single bio-signal (GSR). The multi modal bio-signal acquisition and the deep learning classifier play an important role to classify emotion.

생체신호와 퍼지이론을 이용한 스트레스 평가에 관한 연구 (Estimation of Stress Status Using Biosignal and Fuzzy theory)

  • 신재우;윤영로;박세진
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 1998년도 춘계학술발표 논문집
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    • pp.171-175
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    • 1998
  • This work presents an estimation for stress status using biosignal and fuzzy theory. Stress is estimated by 'coin-build' experiment with two type, relax and stress status. The estimator uses five biosignals, fuzzy logic to combine these signals and physiological knowledge. The system was tested in 10 records of healthy indivisuals and acheived a template of a stress progress. This work presents an estimation for stress status using biosignal and fuzzy theory. Stress is estimated by 'coin-build' experiment with two type, relax and stress status. The estimator uses five biosignals, fuzzy logic to combine these signals and physiological knowledge. The system was tested in 10 records of healthy indivisuals and acheived a template of a stress progress.

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비행슈팅게임 게임의 만족도 향상을 위한 인공감정의 개발과 적용 (Modeling of the Inspection Environment of Construction Safety Appling Simulation Formalism)

  • 함준석;박준형;고일주
    • 디지털산업정보학회논문지
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    • 제4권1호
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    • pp.55-63
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    • 2008
  • I Previous scrolling-shooter games cannot represent various emotions of characters as a personality and situations, so it can only represent simple and momentary emotions. This paper purpose to develop and applying an artificial emotion which gives emotional responses and actions to character as a personality and situations of a character. So we proposed an artificial emotion that receives emotional stimulus, analyzes what emotion will be generated, controls various emotions by a personality and time, and exports a current emotion. To visualize and to test an artificial emotion, We made a scrolling shooter game which has two characters who have a different personality each other. And we applied an artificial emotion to that game, modified it to be able to change status as emotions. To estimate a satisfaction of a artificial emotion for a scrolling-shooter game, we made up a question to two groups-one has people who likes a scrolling shooter game, the other has people who doesn't.

재가노인의 약물오용행위 예측모형 (A Prediction Model of Drug Misuse Behaviors in Community-Dwelling Older Adults)

  • 홍세화;유광수
    • 대한간호학회지
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    • 제46권5호
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    • pp.630-641
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    • 2016
  • Purpose: This study was designed to construct a model which explains drug misuse behaviors in community-dwelling older adults. Methods: The design of this research is a cross-sectional study using structure equation modeling. The hypothetical model consisted of two types of variables: the exogenous variables of health status, cognitive ability, and negative emotion, and the endogenous variables of number of drugs, and drug misuse behaviors. The data collection was conducted from September 2 to September 21, 2013 through self-report questionnaires. Participants were 320 community-dwelling adults over the age of 65 living in J city. Data were analyzed with SPSS 21.0 program and Amos 18.0 program. Results: The results of the model fitness analysis were satisfied. The predictor variables for the hypothetical model explained 62.3% of variance regarding drug misuse behaviors. Drug misuse behaviors were directly affected by health status, cognitive ability, negative emotion and number of drugs and indirectly affected by health status, and negative emotion through number of drugs. Conclusion: These findings indicate factors that should be used in developing effective nursing interventions for safe and proper drug use and the prevention of drug misuse behaviors in community-dwelling older adults.

다양한 감정 상태에서의 보행 특징 분석 (Analysis of Gait Characteristics of Walking in Various Emotion Status)

  • 당 반 치엔;트란 트렁 틴;김종욱
    • 한국지능시스템학회논문지
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    • 제24권5호
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    • pp.477-481
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    • 2014
  • 인간은 다양한 감정을 가지고 있으며 매 시점의 감정 상태에 따라 사고와 판단, 행동이 영향을 받는다. 특히 어떤 사람의 보행하는 모습만 보아도 그 사람의 감정 상태를 짐작할 수 있을 정도로 보행 또한 감정에 영향을 받는다. 현재 휴머노이드 로봇의 이족보행에 관한 연구는 지면의 상태와 상관없이 안정하게 걷는 것을 주로 다루지만 인간과의 교감을 위해서는 감정상태에 따라 보행하는 패턴이 달라질 필요가 있다. 이를 위해 본 논문에서는 보행분석 시스템을 이용해서 네 가지 대표적인 감정(기쁨, 슬픔, 화남, 편안함) 상태에 있는 성인남녀의 보행 데이터를 취득 및 분석하고 상호 특성을 비교하는 연구를 수행했다. 본 논문에서 소개 된 정서적 보행 분석 내용은 휴머노이드 로봇의 정서적 보행에 참고 자료로 사용될 예정이다.