• Title/Summary/Keyword: Emotion word

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Development of Personalized Media Contents Curation System based on Emotional Information (감성 정보 기반 맞춤형 미디어콘텐츠 큐레이션 시스템 개발)

  • Im, Ji-Hui;Chang, Du-Seong;Choe, Ho-Seop;Ock, Cheol-Young
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.181-191
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    • 2016
  • We analyzed the search word of the media content in the IPTV service, and as a result we found that an important factor is general meta information as well as content(material, plot, etc.) and emotion information in the media content selection criteria of customers. Therefore, in this research, in order to efficiently provide various media contents of IPTV to users, we designed the emotion classification system for utilizing the emotion information of the media content. Next, we proposed 'personalized media contents curation system based on emotion information' for organizing the media contents, through the various processing steps. Finally, to demonstrate the effectiveness of this system, we conducted a user satisfaction survey(72.0 points). In addition, the results of comparing the results based on popularity and the results of the proposed system showed that the ratio leading to the actual users' viewing behavior was 10 times higher.

A Study on VMD for Emotional Clothing Shops (감성의류매장에 관한 VMD 연구)

  • Kang, Kyung-Ae;Kim, Sun-Mi
    • Journal of the Korea Fashion and Costume Design Association
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    • v.9 no.3
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    • pp.133-149
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    • 2007
  • Amid a wave of informatization, the world is allowing diverse exchanges and cooperations in the global village to be promoted. And, a change in the life environment and the consumption pattern allows the key word in distribution revolution called 'online' and 'emotion' to be recalled. As the emotion is being positioned as the trend of the new era, this study has its significance in that even the fashion industry desperately requires the emotion marketing aiming at the artistic value and practicality in fashion and the creation in value-added, and requires the development and utilization plan for diverse VMD programs on the rational dress shop, like the successful case of the trendy shop such as America's large bookstore 'Barnes & Noble.' Accordingly, the purpose of this study is to design and suggest the virtually trendy dress shop as one plan of utilizing VMD, by examining about the fashion business environment and about 'emotion trend' according to the consumer purchase needs, and through researching into the cases of the trendy dress shops with the emotion marketing. The virtual trendy dress shop 'Muse,' which was proposed as its research result, was designed with having the main concept as urban naturalism, which points to the urban and sophisticated coordination, and to the simple personality and rational value, as one method of utilizing VMD in the differentiated dress shop. And, it is desired to be performed the researches on the development and the utilization plan for diverse VMD programs in the dress shop down the road.

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The Effects That the Physical Environment in Shops has on the Customers' Emotion and Royalty (점포내 물리적 환경이 소비감정 및 충성도에 미치는 영향)

  • Kim, Jun-Whai;Kim, Dong-Il
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.157-170
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    • 2014
  • Professional coffee shops are trying to increase customers' satisfaction and to invite more customers by providing the differentiated services. The existing researches show that the effects which the physical environment in shops has on customers' satisfaction and word of mouth intention are appealing to people's attention. In comprehensively examining the studies related to the physical environment, they can be summarized into two main perspectives, that is, the direct effect that the physical environment has on customers' satisfaction, quality perception, and other customers' responses (purchase desire, revisit intention, etc.) and the indirect effect that the physical environment has on customers' responses by means of customers' emotion or value perception. This research established 4 hypotheses by sampling 321 customers of those who have visited professional coffee shops, and empirically analyzed them. The empirical analysis carried out the structure analysis of covariance by using SPSS 17.0 statistics package and AMOS 17.0. As a result of the hypothesis qualification, the other hypotheses excluding one little hypothesis were adopted. The one refused hypothesis is that the only symbolism of the environmental elements in shops doesn't influence the customers' emotion positively (+). This is considered as a very unexpected result, and yet many customers who visit coffee shops express the symbols of professional coffee shops using the expressions such as 'bean coffee shop' or 'star coffee shop', but these expressions seem not to influence customers' mind positively in practice.

A Study on the Effects of Online Word-of-Mouth on Game Consumers Based on Sentimental Analysis (감성분석 기반의 게임 소비자 온라인 구전효과 연구)

  • Jung, Keun-Woong;Kim, Jong Uk
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.145-156
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    • 2018
  • Unlike the past, when distributors distributed games through retail stores, they are now selling digital content, which is based on online distribution channels. This study analyzes the effects of eWOM (electronic Word of Mouth) on sales volume of game sold on Steam, an online digital content distribution channel. Recently, data mining techniques based on Big Data have been studied. In this study, emotion index of eWOM is derived by emotional analysis which is a text mining technique that can analyze the emotion of each review among factors of eWOM. Emotional analysis utilizes Naive Bayes and SVM classifier and calculates the emotion index through the SVM classifier with high accuracy. Regression analysis is performed on the dependent variable, sales variation, using the emotion index, the number of reviews of each game, the size of eWOM, and the user score of each game, which is a rating of eWOM. Regression analysis revealed that the size of the independent variable eWOM and the emotion index of the eWOM were influential on the dependent variable, sales variation. This study suggests the factors of eWOM that affect the sales volume when Korean game companies enter overseas markets based on steam.

The Research Related to Kansei Stimulation Elements in Cyber-Space

  • Dong, Oh-Gi
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2001.05a
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    • pp.68-73
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    • 2001
  • The word "cyber-space" was coined through the developments in communication technology and computers. It became possible to experience disembodied space in practice through a new kind of medium. this research aims to clarify the kansei stimulation elements as realistic sensed by users who use 3-dimensional expressions in cyber-space. The research was carried out by preparing 25 samples of computer graphics, and administering 3 questionnaires to 12 examinees. The Principal Ingredient Analysis method was used for its analysis and assessment. As a result of this research, it can be concluded that materials, reflection and shadow have the strongest effect on human beings' senses in cyber-space.

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Process of the Scale in Fashion Sensibility (패션감성의 척도화 과정)

  • 이경희;김유진
    • Science of Emotion and Sensibility
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    • v.4 no.1
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    • pp.33-42
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    • 2001
  • The purpose of this study was to construct the scale in fashion sensibility. Base on the Fashion Magazines and free word association method, 919 affective words were condensed into 36 semantic differential bi-polar scales. 128 male and 128 female in Pusan rated their Fashion Sensibility by 87 kinds of costume samples from photographs divided into four types according to color, detail and trimming, pattern, textile. The obtained data analyzed by Cronbach ${\alpha}$, Factor analysis, Cluster analysis to consider of the reliability, tranquility, and resemblance among the meaning. The results of the analysis, it was found cleary that aesthetics, maturity character, and femininity masculinity etc were consisted of Fashion Sensibility and 25 item of affective words of Fashion Sensibility and 25 item of affective words of Fashion Sensibility were constructed.

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The Effect of Tempo on word recognition: GSR study (음악의 템포가 단어 재인에 미치는 영향: GSR 연구)

  • Jeong, Dae-Hyeon;Kim, Jong-Wan;Lee, Chung-Geun;Han, Gwang-Hui
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2007.05a
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    • pp.45-47
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    • 2007
  • 본 연구에서는 음악의 템포가 인지적 과제 중 기억에 어떤 영향을 미치는지를 알아보았다. 주관적 평정을 통해 중간 템포 수준에서 각성이 상대적으로 중간 상태임을 확인하였다. 단어 재인 과제에서는 중간 템포 수준에서 봤던 단어를 다른 두 조건에 비해 유의미하게 많이 기억하는 것으로 나타났다. 즉, 템포에 따른 각성의 차이가 기억의 부호화 과정에서의 단어 기억에 영향을 미쳤음을 확인하였다. 본 연구는 음악을 듣는 상황에서, 템포가 인지적 수행을 향상 시켜줄 수 있는 변인으로써 응용 가치가 있다는 점을 밝혀내었다는 점에서 의의가 있다.

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STARTLE AND ORIENTING REFLEX COMPONENTS MODULATION BY ATTENTION TO TASK AND PERFORMANCE OF MENTAL TEST WITH NOISE FOREGROUND (백색소음하에서 단어암기 및 재인검사 수행시의 경악 및 정향반사 특성 : 스트레스/정서연구에의 시사점)

  • Estate Sokhadze
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.03a
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    • pp.139-145
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    • 1999
  • In current study on 8 college students there was examined modulation of eyeblink (as measured by integrated EMG of m.orbicularis oculi) and skin conductance response (SCR) to an acoustic startle probe (85 dB[A] white noise) by attending to task presented in auditory modality (to memorize words for further recognition) and entire performance of the word recognition test. Both eyeblink magnitude and SCR amplitude and rise time to startle probes were modified (larger magnitude of EMG peak, lower amplitude and shorter rise time of SCR) during attending to task as compared to performance on test. Results are interpreted n terms of modification of electrodermal and eyeblink components of startle and orienting reflexes by task characteristics (passive versus active efforts), attentional demands and aversiveness of experimental situation. However, eyeblink startle response manifested potentiation during attending to task, while SCR demonstrated attenuation. There are discussed implications of startle modulatioas a potentially sensitive probe of situational demands in stress research and also are considered prospects for further studies.

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Study on synthesis rule of kinesthetic word using fuzzy theory (퍼지 이론을 이용한 운동감 어휘의 합성 규칙에 관한 연구)

  • 신동윤;이세한;송재복;김용일
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1997.11a
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    • pp.163-167
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    • 1997
  • 인간이 움직이는 물체에 탑승하고 있거나 움직이는 물체를 잡고 있을때 어떤 종류의 감성을 느끼게 된다. 물체의 속도, 가속도, 또는 강성, 감쇠 등으로 인하여 인간은 쾌, 불쾌감을 갖게 되며, 본 논문에서는 이러한 감성을 운동감이라 정의한다. 이러한 운동감을 공학적으로 유용한 데이터로 만들기 위해 운동감 어휘를 도입하여 정량화를 시도하였으며, 복수의 운동감 어휘를 연산할 수 있는 방법과 가중치를 구할 수 있는 방법을 제시하고자 한다. 본 연구에서는 귀의 전정 기관에서 느끼는 몸 전체의 평형 감각 및 운동 감각은 고려의 대상으로 제외하며, 팔에 국한하여 피부 감각과 팔 근육의 위치 인지 등으로 인한 운동감을 해석 대상으로 한다. 해석의 편의성을 위하여 팔을 제외한 몸의 움직임은 없는 상태로 유지하며, 팔의 2차원 운동만을 고려하기고 한다. 퍼지는 사람의 언어와 같이 모호한 사건을 해석하기 위한 이론이다. 모호한 정도를 표현하는 방법으로 퍼지 정도척도(measutr of fuzziness)와 퍼지척도(fuzzy measure)가 많은 분야에서 이용되고 있다. 하지만 운동감에 대한 연구는 미비한 실정이므로 불확실성을 평가하는 퍼지 이론을 이용하여 운동감을 해석하려 한다.

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The Comparative Study on Consumer's Purchase Behaviors by Sexuality (성별에 따른 외식구매행동 비교연구 - 20대 초반 대학생을 중심으로 -)

  • Jin, Yang-Ho
    • Culinary science and hospitality research
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    • v.13 no.1 s.32
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    • pp.224-234
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    • 2007
  • Consumers' awareness has been changing through the development of information industry and change of life style. To understand the new generation came to be our concern in terms of being able to predict the trend of the future. Companies are trying to go through the market-change by making a marketing strategy that matches their emotion and characteristics. There should be a research on the new generation, specially university students, according to sex. Therefore, this research covers the university students in early twenties to see the differences between sexes. Foodservice industry needs to have consideration on coupon-books. It is reconfirmed that advertisement by word of mouth is still effective in sales promotion.

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