• Title/Summary/Keyword: Emotion-Responsive

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A Study on the Emotion-Responsive Color Coordination Digital Wall (감성반응형 실내디자인에 관한 연구- 감성어휘별 색채배색에 의한 디지털 벽면을 중심으로 -)

  • 김주연;이현수
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.11a
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    • pp.79-84
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    • 2002
  • 디지털 삶에서 인간들은 더 이상 보호막으로써의 건축 환경이 아닌 함께 상호작용 할 수 있는 감성반응 환경을 요구한다. 즉, 실내 공간은 사람들의 요구를 충족시키거나 사람들의 기분을 만족시키기 위해 건물이 마치 살아 있는 유기체처럼 쉬지 않고 변하는 공간이다. 그러나 건축공간의 물리적 특성의 한계에서 유동적인 감성반응 환경의 요구를 충족시키는 데에는 많은 한계점이 따른다. 그래서, 본 연구에서는 이러한 한계점을 극복하기 위해 디지털 환경을 이용한 가상공간에서 실행하였다. 이는 실제공간에서의 시행착오를 줄일 수 있을 뿐만 아니라 빠른 시간 내에 인간의 반응을 연구할 수 있다. 특히, 본 연구에서는 감성반응의 실내배색에 의해 실내공간에서의 디지털 벽면의 디자인을 가상공간에서 개발하여 거주자의 감성 반응을 평가하는 것을 연구 목적으로 두었다. 이와 같은 거주자의 감성반응형 환경 디자인은 미래의 디자인의 패러다임이 될 것이다.

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A Study on the Emotion-Responsive Interior Design centered on a Color Coordinate Digital Wall (감성반응형 실내디자인에 관한 연구 - 감성어휘별 색채배색에 의한 디지털 벽면을 중심으로 -)

  • 김주연;이현수
    • Science of Emotion and Sensibility
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    • v.6 no.2
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    • pp.1-7
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    • 2003
  • The objectives of this study is to develop an adaptable digital wall model whose color can be changed dynamically according to the identified emotional state of a user. This study addresses how to capture a specific user's emotion through the web and use it for modifying VR model mainly for color adaptation. This adaptation process of a VR model consists of three phases: 1) identification of the user's emotional state projected onto the list of emotional keywords 2) translation of those captured emotional keywords into a pertinent set of color coordinations, and finally, 3) automated color adaptation process for the given model. This process derives an on-line viewer's emotional state, which can be utilized to find a new color scheme reflecting the identified emotion.

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Improvement of a Context-aware Recommender System through User's Emotional State Prediction (사용자 감정 예측을 통한 상황인지 추천시스템의 개선)

  • Ahn, Hyunchul
    • Journal of Information Technology Applications and Management
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    • v.21 no.4
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    • pp.203-223
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    • 2014
  • This study proposes a novel context-aware recommender system, which is designed to recommend the items according to the customer's responses to the previously recommended item. In specific, our proposed system predicts the user's emotional state from his or her responses (such as facial expressions and movements) to the previous recommended item, and then it recommends the items that are similar to the previous one when his or her emotional state is estimated as positive. If the customer's emotional state on the previously recommended item is regarded as negative, the system recommends the items that have characteristics opposite to the previous item. Our proposed system consists of two sub modules-(1) emotion prediction module, and (2) responsive recommendation module. Emotion prediction module contains the emotion prediction model that predicts a customer's arousal level-a physiological and psychological state of being awake or reactive to stimuli-using the customer's reaction data including facial expressions and body movements, which can be measured using Microsoft's Kinect Sensor. Responsive recommendation module generates a recommendation list by using the results from the first module-emotion prediction module. If a customer shows a high level of arousal on the previously recommended item, the module recommends the items that are most similar to the previous item. Otherwise, it recommends the items that are most dissimilar to the previous one. In order to validate the performance and usefulness of the proposed recommender system, we conducted empirical validation. In total, 30 undergraduate students participated in the experiment. We used 100 trailers of Korean movies that had been released from 2009 to 2012 as the items for recommendation. For the experiment, we manually constructed Korean movie trailer DB which contains the fields such as release date, genre, director, writer, and actors. In order to check if the recommendation using customers' responses outperforms the recommendation using their demographic information, we compared them. The performance of the recommendation was measured using two metrics-satisfaction and arousal levels. Experimental results showed that the recommendation using customers' responses (i.e. our proposed system) outperformed the recommendation using their demographic information with statistical significance.

A Study on the Emotion Responsive VR Model Centered on Interior Color Design - Focused on the analysis of Lotte World, Coex Mall, Central City - (감성반응 가상현실 모델에 관한 연구 - 실내 색채 디자인을 중심으로 -)

  • 김주연;이현수
    • Korean Institute of Interior Design Journal
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    • no.31
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    • pp.64-70
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    • 2002
  • One of the main motivations of this research process is to develop an adaptable VR model whose color can be changed according to the emotional information of user. This paper addresses how to define color scheme and combine colors with harmony. The adaptable color of the VR model consists of three processes: emotional keyword identification, the color combination and the VR model adaptation processes. We have used the biorhythm to derive the emotional keyword which is used to find the color harmony scheme. The color harmony scheme provides information for the color combination of the VR model. Finally, we have obtained the VR model which color has been changed using the identified color schema.

Strategies for Emotional Regulation in Infancy and Maternal Responsiveness (영아의 정서조절 전략과 어머니의 반응유형 간의 관련성)

  • Kwak, Keumjoo;Kim, Minhwa;Hahn, Eun Joo
    • Korean Journal of Child Studies
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    • v.26 no.6
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    • pp.173-187
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    • 2005
  • This study examined relations between infants' strategies for emotional regulation and maternal responsiveness. Fifty 24-month-olds were observed for six kinds of emotional regulation strategy during four negative emotion-eliciting tasks; their mothers were observed for five styles of maternal responsiveness during toy-centered free play. Infants used different strategies according to the kinds of negative emotioneliciting tasks; their strategies correlated with maternal responsive styles. In the anger-eliciting tasks, infants used "distraction" and "self soothing." In the fear-eliciting tasks, they used "avoidance" and "problem solving." Infants who received more negative feedback from their mothers used the "irritation" strategy. Infants who got received more positive feedback from their mother used the "getting reference" strategy.

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Applying MetaHuman Facial Animation with MediaPipe: An Alternative Solution to Live Link iPhone.

  • Balgum Song;Arminas Baronas
    • International journal of advanced smart convergence
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    • v.13 no.3
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    • pp.191-198
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    • 2024
  • This paper presents an alternative solution for applying MetaHuman facial animations using MediaPipe, providing a versatile option to the Live Link iPhone system. Our approach involves capturing facial expressions with various camera devices, including webcams, laptop cameras, and Android phones, processing the data for landmark detection, and applying these landmarks in Unreal Engine Blueprint to animate MetaHuman characters in real-time. Techniques such as the Eye Aspect Ratio (EAR) for blink detection and the One Euro Filter for data smoothing ensure accurate and responsive animations. Experimental results demonstrate that our system provides a cost-effective and flexible alternative for iPhone non-users, enhancing the accessibility of advanced facial capture technology for applications in digital media and interactive environments. This research offers a practical and adaptable method for real-time facial animation, with future improvements aimed at integrating more sophisticated emotion detection features.

Proposal for a Responsive User Interface System based on MPEG-UD (MPEG-UD 기반 사용자 인터페이스 생성 시스템 제안)

  • Moon, Jaewon;Lim, Tae-Beom;Kum, Seungwoo;Kim, Taeyang;Shin, Dong-Hee
    • Journal of Internet Computing and Services
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    • v.15 no.5
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    • pp.83-93
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    • 2014
  • Providing personalized services customized to users' needs and preferences becomes highlighted as a key area of user-context computing. It is essential for context-aware technology to be developed more intelligent and meaningful services by being widely applied to a variety of sectors and domains. SDO (Standard Development Organization) such as MPEG and W3C has been actively developed to be standardized services and to improve context-awareness services. Yet current standards related to context-aware technology, such as MPEG-7, MPEG-21, MPEG-V, and emotionML, are not capable enough to support various systems and diverse services. Against this backdrop, the MPEG User Description, referred to also as MPEG-UD Standard, is to ensure interoperability among recommendation services, which take into account user's context when generating recommendations to users. In this light, we introduce standards related to the user context and propose the structure for RD-Engine and the Remote Responsive User Interface(RRUI) system in reference to MPEG-UD. This system collects unit resources matching specific condition according to the user's contexts described by MPEG-UD. In so doing, it improves adaptive user interface considering device features in real-time. By automatically generating adaptive user interfaces tailored to an individual's contexts, the proposed system aims to achieve high-quality user experience for a complex service.

Application of Multi-Purposed Emotional Space for Renewing Idle Spaces around Core Cultural Facilities - Focused on the National Asian Culture Complex - (거점 문화시설 인근 유휴공간의 재생을 위한 다목적 감성공간 적용 - 국립 아시아문화전당을 대상으로 -)

  • Kim, Seulki;Han, Seung-Hoon
    • KIEAE Journal
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    • v.16 no.1
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    • pp.103-110
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    • 2016
  • Purpose: This study suggests the multi-purposed emotional space that is one of the alternatives to reuse idle spaces in the city. Because human who is living in modern society begins pursue new contents and leisurely life all the time and live toward the period of high emotion with personal characteristics, architectural industry also need to change its planning and design to satisfy contemporary man and to adjust rapid social mobility. Method: For this study, the buildings where are located near Asia Cultural Complex (ACC) and leaved as idle spaces now that is used for important facilities are used to apply the multi-purposed emotional Space. Essential methodology and terminology were examined to estimate and construct the multi-purposed emotional space. Result: The multi-purposed emotional space provides that people aggressively request subjects to satisfy their emotional attractiveness as well as comforts and pleasures beyond the functional basic requirements in space. On the other words, it can be regarded as limited context to physical space responsive to social and environmental changes for the surrounding, and may maximize user experiences. Since emotions tend to be abstract and subjective while architectural space has pretty physical properties, this study attempts to integrate contrastive properties between emotional and architectural spaces to make a real object.

The Effects of Sochongryong-tang on Pulmonary Function and Quality-of-Life in Asthmatic Patients (소청용탕이 기관지천식 환자의 폐기능과 삶의 질에 미치는 영향)

  • 허태석;황우석;주창엽;정희재;이형구;정승기
    • The Journal of Korean Medicine
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    • v.22 no.4
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    • pp.131-141
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    • 2001
  • Objectives : Asthma is a chronic inflammatory disorder in which the airway smooth muscle undergoes exaggerated constriction and is abnormally responsive to external stimuli and clinically manifests dyspnea, cough, and wheezing. Recently in Korea, the number of asthma patients has tended to increase as air pollution increases and new allergens appear. This study aimed to identify the therapeutic effects of Sochongryong-tang, which has been used on asthmatic patients in Oriental Medicine for a long time. Methods : We studied 10 asthmatic patients who had visited the Division of Respiratory System, Department of Internal Medicine of Kyunghee Oriental Medical Center from February 1, 2001 to June 30, 2001, which examined the patients by the pulmonary function test (PFT) and Quality of Life Questionnaire for adult Korean Asthmatics (QLQAKA) before and after taking Sochongryong-tang for two weeks. The data was analyzed using paired t-test. Results : After treatment with Sochongryong-tang for two weeks, FEV 1.0 showed a significant increase of 14.2%, FVC a significant increase of 9.3% and PEFR a significant increase of 16.2% in results of patients examined asthmatic by PFT. In the results of QLQAKA, the mean of scores increased significantly over 0.5 points in total score, symptom domain, emotion domain, and environmental domain. Conclusions : This study shows that Sochongryong-tang has the effect of improvements of pulmonary function and quality of life in asthmatic patients.

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A Study on the Characteristics of Consumer Visual-Perceptional Information Acquisition in Commercial Facilities in Regard to its Construction of Space from Real-Time Eye Gaze Tracking (상업시설 공간구성의 실시간 시선추적에 나타난 소비자 시지각 정보획득 특성 연구)

  • Park, Sunmyung
    • Science of Emotion and Sensibility
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    • v.21 no.2
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    • pp.3-14
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    • 2018
  • For satisfying consumer needs, commercial facilities require a variety of sale-related space expressions and eye-catching product arrangements; space composition can also be a direct marketing strategy. The human eye is the sensory organ that acquires the largest amount of information, and an analysis of visual information helps in understanding visual relations between . However, the existing studies are mostly focused on analysis of still frames in experimental images, and there is a lack of studies analyzing gaze information based on mobile images of commercial spaces. Therefore, this study analyzed emotional responses through gaze information of space users in reality using a video of a movement route through a commercial facility. The analysis targeted straight sections of the moving route; based on the data acquired, sectional characteristics of five gaze intensity ranges were examined. As a result, section A, the starting point of the route, had a low gaze intensity, while section B had the highest gaze intensity. This indicates that, starting in section B, the subjects explored the space in a stable way and needed time to adapt to the experimental video. In relation to space characteristics of the gaze-concentrated area, display formats of the right stores in 4 of 6 sections received greater attention. The gaze of consumers was mostly focused on props, and big gaze information was revealed in showcase display formats of the stores. In conclusion, this analysis method can provide highly useful direct design data about merchandise display and merchandise component arrangement based on consumer visual preference.