• Title/Summary/Keyword: Emotion type

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Analysis of Music Mood Class using Folksonomy Tags (폭소노미 분위기 태그를 이용한 음악의 분위기 유형 분석)

  • Moon, Chang Bae;Kim, HyunSoo;Kim, Byeong Man
    • Science of Emotion and Sensibility
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    • v.16 no.3
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    • pp.363-372
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    • 2013
  • When retrieving music with folksonomy tags, internal use of numeric tags (AV tags: tags consisting of Arousal and Valence values ) instead of word tags can partially solve the problem posed by synonyms. However, the two predecessor tasks should be done correctly; the first task is to map word tags to their numeric tags; the second is to get numeric tags of the music pieces to be retrieved. The first task is verified through our prior study and thus, in this paper, its significance is seen for the second task. To this end, we propose the music mapping table defining the relation between AV values and music and ANOVA tests are performed for analysis. The result shows that the arousal values and valence values of music have different distributions for 12 mood tags with or without synonymy and that their type I error values are P<0.001. Consequently, it is checked that the distribution of AV values is different according to music mood.

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The 3D Character Modeling for Golf Swing Motion Analysis by Economical Verification of Body Information (인체정보 DB의 경제적인 조합을 통한 골프 스윙 동작 분석용 3D 캐릭터 모델링)

  • 곽현민;채균식;박찬종;이상태
    • Science of Emotion and Sensibility
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    • v.6 no.2
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    • pp.59-64
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    • 2003
  • The national standard anthropometry of Korea is conducted every 5∼6 year term after its first research was started in 1979, The fourth research was conducted in 1997. The result of the national standard anthropometry has been reflected in manufactured goods design of allied industries such as clothing, shoes and furniture. In this paper, we measured anthropometry data for every bodily figurative classification after dividing users according to gender, age and bodily figure using the result of the national standard anthropometry. We constructed 3D character through the process of analyzing interrelation of measured anthropomeoy and measuring representative category. In the process for organization , we measured anthropometry which can effectively express sports action of golf, tennis etc. We made it by presenting measurement which is able to form each type of 3D character after the category was decided. Quantitative and objective valuation for posture and action became possible by developing visible information offer and posture action analysis protocol in theoretical approach for analysis of posture and action in sports.

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Study on Usability Evaluation for Wearable Computer : Evaluation Scale for User-Centered Smart Jacket Design (웨어러블 컴퓨터에 대한 사용성 평가 연구 - 사용자 중심의 스마트 자켓 디자인을 위한 평가척도)

  • 육형민;전명훈;오창영;손영우
    • Science of Emotion and Sensibility
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    • v.7 no.3
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    • pp.7-13
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    • 2004
  • To develop the scale of usability evaluation on smart jacket for everyday life, we selected four types of smart jackets based on the result of previous study and evaluated their usability. Considering both the embedded machine and the purpose, smart jackets can be classified four types. As the result of previous study, sixty items for evaluation of user experience were constructed. In this study, we extracted ten categorization factors from the results of usability evaluation of smart jackets. Also, the relative importance of usability factors varied according to the types of smart jackets. These results suggest that not only usability factors themselves but also the order of priority of usability evaluation can vary according to the type of smart jacket in design process.

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3D Character Modeling For Sports Motion Analysis (스포츠 동작 분석용 3D캐릭터 모델링)

  • 곽현민;조해성;박찬종;이상태
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.05a
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    • pp.134-140
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    • 2003
  • The national standard physique research of Korea is being conducted every 5∼6 year term after its first research was started 1979, the fourth research was conducted in 1997. The result of the national physique research was reflected in manufactured goods design of allied industries such as clothing , shoes, furniture. In this thesis, we measured anthropometry value for every bodily figurative classification after dividing users according to gender, age, bodily figure using the result of the national standard physique research. We constructed 3D character through the process of analyzing interrelation of measured anthropometry and measuring representative category. For the process for organization, we measured anthropometry which can express sports action of golf, tennis and etc effectively. We made it by presenting measurement which is able to form each type of 3D character after the category was decided. Quantitative and objective valuation for posture and action became possible by developing visible information offer and posture action analysis protocol in theoretical approach for analysis for analysis of posture and action in sports.

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Luminescence effects of POF-based Flexible Textile by post-treated Optic illuminate (측광 후처리 가공에 의한 유연 광직물의 발광 효과)

  • Yang, Eun-Kyung;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.495-502
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    • 2011
  • The plastic optical fiber has been previously known to have the limits in fabrication and care, due to its lack of flexibility and durability. Recently, an innovative technology of 'water-resistant & flexible optical fiber', in which the surface of etched POF(i.e., plastic optical fiber) is to be coated with a type of synthetic resin, has been developed. In this study, the post-treated POF-based flexible textiles were evaluated in terms of luminance, physical visibility and perceived visibility, according to the fabric lengths and colors of the light source. The POF-based flexible textile with 10cm fabric length and green light source appeared to show relatively higher illuminating effects. The maximum distance for perceived visibility of the POF-based flexible textiles was found to be 100m. Therefore, the results of this study are expected to be utilized as a fundamental for the further studies to develop the digital color clothing with application of POF-based flexible textile.

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A study on the Analysis of design Based on the Case of Media Facade (LED미디어파사드의 유형별 디자인 분석에 관한 연구)

  • Lee, Min-Jin;Han, Jung-Wan
    • Science of Emotion and Sensibility
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    • v.14 no.2
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    • pp.301-310
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    • 2011
  • Today, the city greatly increase the interest in the night, increasing the importance of building and landscape lighting is a trend. Landscape lighting and a combination of factors, especially the media has been expanding in the domestic media facade. The facade of the building for the implementation of the screen to install the LED, or are projecting the image through the projector. The facade of this study present a paradigm shift in traditional media based on interactive and works by combining the artistry of the item type, art, colors, patterns, and interactions were drawn into 5 main topics. This section of the 83 kinds of domestic. Other media facade sample was classified. Categorized by 5 types of lighting techniques, lighting system, manner of expression, changing the way lighting design elements were based. Thus, the current trend changes, depending on the technical value and artistic value of the applied media facade lighting design should be applied to identify the elements and the combination of media facades and IT skills beyond simply directing programmed to communicate interactively with various designs Must be for you.

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1960's Acting Method of Experimental Theater (1960년대의 실험극 연기 메소드 연구)

  • Park, Ho-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.184-191
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    • 2009
  • Ideas regarding acting among new theater groups In the 1960s can be summarized in two major trends. The first trend was characterized with the pursuit of identity in a play. The second trend was characterized with the pursuit of creating a play that strongly and passionately explores internal human reality. In their pursuit of the goal of the second trend, they shockingly and strongly destroyed anything by rising in revolt against the existing spatial language. They believed that acting beyond acting as pursued by Stanislavski is not to implant a new type of human, but to develop the self hidden within the actor or to remove the actor's mask. Based on such recognition, the first thing that actors have to do is to remove or break free from the shell or skin that surrounds them. Accordingly, they sought a method that helped them act while taking off their shell or mask during acting and finally got the answer from "improvisation." One thing with improvisation is its way of stimulating the unconscious world of the actors in order to allow them to strongly express the hidden instinctive emotion from deep within them.

Children's Understanding of Emotional Display Rules by Episodes: Interaction Effects of Intention Reasoning and Gender (이야기 상황에 따른 유아의 정서표현규칙이해: 의도추론유형과 성의 상호작용효과)

  • Bae, Seong Hee;Han, Sae-Young
    • Korean Journal of Childcare and Education
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    • v.11 no.5
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    • pp.293-310
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    • 2015
  • The purpose of this study is to investigate the differences that appeared in the episodes in understandings of the emotional display rules according to the types of emotions and subjects for expressing emotions. In addition, the interaction effects of intention reasoning types and gender on children's understandings of the real emotions and emotional display rules are explored. 144 4-5 year old children in Chungbuk province participated in the experimental interviews. The results are as follows. First, children comprehended the emotional display rules more clearly in a relationship with peers than adults. In terms of a type of emotion, it was the negative emotions rather than positives ones that those children understood better for real emotions and emotional display rules. Second, the main effect of the intention reasoning types on children's understanding of the emotional display rules appeared significant in all episodes. Especially, in negative emotion-peer episode, children with different types of intention reasoning showed a different level of understanding emotional display rules depending on gender of the children.

Predicting Foreign Tourists' Visit Intention toward Korean QSR Applying a Model of Goal-oriented Behavior: with a Moderating Effect of Restaurant Involvement (목표지향적 행동모형을 통한 외국인관광객의 한식QSR 방문의도 예측: 관여도의 조절효과와 함께)

  • Nam, Min-jung;Yang, Eun-ju
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.171-183
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    • 2016
  • It is often reported that foreign tourists visiting Korea are not satisfied with dining in a Korean restaurant, and the reason is assumed that most of the Korean restaurants are targeting Koreans and operating in a traditional way; thus, this study suggests the need of a new type of Korean restaurant such as quick service restaurant, where foreign tourists could have Korean food in a more familiar way. It is attempted to examine foreign tourists' visit intention toward Korean quick service restaurant (QSR) applying the model of goal-oriented behavior (MGB). The survey was conducted with foreign tourists and total 275 data was gathered. Structural equation modeling was used for analysis. Among MGB variables, attitude, subjective norm, perceived behavioral control had significant effect on desire, while postive and negative anticipated emotions did not had significant effect. Also, involvement showed a significant moderating effect as positive anticipated emotion had much stronger effect on desire in a high involvement group.

Web-based Software Tool for Generating Music Therapy System Through Emotion Expression - Visual Expression - (웹 환경에서 감성적 표현요소를 통한 음악 치료 시스템 개발 - 시각요소를 중심으로 -)

  • Kim, Tae-Sik;Hyun, Hye-Jung
    • The Journal of the Korea Contents Association
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    • v.7 no.6
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    • pp.177-184
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    • 2007
  • The purpose of this study is to develop tool that makes students and teachers generate the music therapy system of type as they want by using existing several web-based component technologies. This study develops tool that can generate psychological testing system and users can select image(visual expression) that represents best their psychological state and after some stage can listen the most adequate music in that situation and it can be used as a music therapy too. This tool makes be possible for developer to input and arrange question types and stages, images that can show images connected with them and to offer skill that let them hear adequate music after deciding psychological state. This system development will be able to approach the contents development which is various from education field effectively in order.