• Title/Summary/Keyword: Emotional expressions

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A study on the expression of Nomadics displaying in modern fashion - As the central with the Nomadism of Gilles Delleuze - (현대패션에 나타난 노마드적 표현특성에 관한 연구 - 들뢰즈의 노마디즘을 중심으로 -)

  • Jang, Yoonee;Um, So Hee
    • The Research Journal of the Costume Culture
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    • v.21 no.1
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    • pp.66-80
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    • 2013
  • Nomadism means 'divide share' and 'drift where allocated'. The word to express a variety of modern people without being tied to a fixed time and place, constantly moving to new areas and explore the possibility. The progress of this study, first, to research on the conceptual study of Nomadism through Deleuze's theory of art and to organize Nomadism patterns and design paradigms in modern society. Second is to analyze and investigate cases of Nomadism based on the theoretical background in a way to reinterpret to the contemporary fashion, and to suggest the formative characteristics and inherent expressiveness of Nomadism expressed in modern fashion. Theoretical considerations made through the collection data were select from ready-to-wear women's collections 2005 S/S~2013 S/S presented in 'Style.com'. The results of the analysis of the formative characteristics of Nomadism in the $21^{st}$ century fashion are 'mixed expressions of time space and gender', 'pursuit of diversity through self-dismantling', 'clothing systemization of mobile and deformable' and 'temporary amusement, lightness, an expression of the ride rules'. The inherent expressiveness of Nomadism through these types of figurative representation are 'unbounded fashion', 'multi-center, multi-functional' and 'emotional directivity'. As such, philosophy and artistic trends started Nomadism is harmoniously expressed in terms of the design transcending the boundaries of existing stereotypes.

An Artificial Emotion Model for Expression of Game Character (감정요소가 적용된 게임 캐릭터의 표현을 위한 인공감정 모델)

  • Kim, Ki-Il;Yoon, Jin-Hong;Park, Pyoung-Sun;Kim, Mi-Jin
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.411-416
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    • 2008
  • The development of games has brought about the birth of game characters that are visually very realistic. At present, one sees much enthusiasm for giving the characters emotions through such devices as avatars and emoticons. However, in a freely changing environment of games, the devices merely allow for the expression of the value derived from a first input rather than creating expressions of emotion that actively respond to their surroundings. As such, there are as of yet no displays of deep emotions among game characters. In light of this, the present article proposes the 'CROSS(Character Reaction on Specific Situation) Model AE Engine' for game characters in order to develop characters that will actively express action and emotion within the environment of the changing face of games. This is accomplished by classifying the emotional components applicable to game characters based on the OCC model, which is one of the most well known cognitive psychological models. Then, the situation of game playing analysis of the commercialized RPG game is systematized by ontology.

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Phenomenological Approach to Stress Experiences in Obese Teenagers (비만 청소년의 스트레스 경험에 관한 현상학적 접근)

  • Kim, Lee-Sun
    • Journal of the Korean Society of School Health
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    • v.12 no.2
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    • pp.243-262
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    • 1999
  • Today, obesity is not recognized as a disease itself but is known to be the indirect cause of much chronic illness. Obesity has an impact on psychological disorders including severe inferiority, damage of body self-image, low self-esteem, personality disorders. The results in an increase of the mortality rate. Therefore, this study attempts to discover and evaluate stressful experience in obese teenagers. For this study, 21 girl students and 19 boy students in Pusan middle or high school located were selected. The data were collected from March to May at 1999. A tape-recorder was used under the permission of the subjects to prevent the loss of spoken information and communication. This study consisted of 563 reponses from girls and 461 responses from boys which were then classified with descriptive expressions and priority classifications. The results generated 72 common elements in girls and 54 common elements in boys. From these elements 24 syntheses of hypothetical definitions and 8 identifications of the structural definitions in both girls and boys were developed. The structural and hypothetical definitions were as follows: The analysis of the data was made through a phenomenological analytic method suggested by Van kamm, which is as follows: 1. Maladjustment to school life; lack of understanding of the teacher, insufficient exercise ability, and a feeling of burden in attending the school obesity program. 2. Conflict in family relationships; lack of understanding from the family, a feeling of alienation. 3. Conflict in friend relationships; lack of understanding among friends, constant comparisons in appearance and body with friends (in girls) and estrangement from friends (in boys). 4. Conflict in acquaintance of the opposite sex; hoping to meet the opposite sex, lack of understanding of boy friends (in girls), feelings of pain, feelings of anxiety (in girls) feelings of burden (in girls) feelings of envy (in boys). 5. Negative body image: shape of body; feelings of pain; feelings of powerlessness; feelings of discomfort, and reception; emotional disorders (in boys), and change of personality (in boys). 6. Health disorder: Physical and psychological discomfort. 7. Feelings of burden in weight control; negative experiences in weight control, interference with family and friends, the difficulty in diet therapy, feelings of burden in exercise (in girls), to be teased by the public through mass media (in boys).

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Communicative Information Technologies and Development Strategies of ODR from the Practitional Perspective (의사소통 정보기술과 ODR발전전략 : 실무적 관점을 중심으로)

  • Chung, Yong-Kyun
    • Journal of Arbitration Studies
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    • v.19 no.2
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    • pp.155-178
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    • 2009
  • The ODR can be categorized into four distinctive types. First type is the asynchronous non-demeanour method. Second type is the asynchronous demeanour method. Third type is the synchronous demeanour method. Fourth type is the synchronous demeanour method. A typical example of the asynchronous and non-demeanour method is e-mail. The example of the synchronous and non-demeanour method is tele conference. The example of the asynchronous demeanour method is video recordings. The example of synchronous and demeanour method is video conference. The primary benefit of e-mail is to avoid the physical violence. But the costs of email is the lack of emotional aspects of disputants. The benefits of tele conference is ease of use, and reduces the negative aspects of face to face communication. but the costs are limitation of the exchange of written information. The benefits of video conference is the approximation of face to face communication by providing oral as well as visual communication. but it is insufficient to represent eye contact. The common limitations of ODR are as follows. First is the lack of human face. Second is the neutrality of arbitrators and mediators. Third is the authenticity of electronic document. Fourth is the digital divide across South and North and generations. Fifth is the cross-cultural communication. The development strategy of ODR is the training and education of arbitrators and mediators in the area of writing skill. Furthermore, it is necessary to supplement the weakness of email via diverse kinds of expressions to show emotions. Finally, it is necessary to train neutrals in the area of cross-cultural communication.

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Quantified Lockscreen: Integration of Personalized Facial Expression Detection and Mobile Lockscreen application for Emotion Mining and Quantified Self (Quantified Lockscreen: 감정 마이닝과 자기정량화를 위한 개인화된 표정인식 및 모바일 잠금화면 통합 어플리케이션)

  • Kim, Sung Sil;Park, Junsoo;Woo, Woontack
    • Journal of KIISE
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    • v.42 no.11
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    • pp.1459-1466
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    • 2015
  • Lockscreen is one of the most frequently encountered interfaces by smartphone users. Although users perform unlocking actions every day, there are no benefits in using lockscreens apart from security and authentication purposes. In this paper, we replace the traditional lockscreen with an application that analyzes facial expressions in order to collect facial expression data and provide real-time feedback to users. To evaluate this concept, we have implemented Quantified Lockscreen application, supporting the following contributions of this paper: 1) an unobtrusive interface for collecting facial expression data and evaluating emotional patterns, 2) an improvement in accuracy of facial expression detection through a personalized machine learning process, and 3) an enhancement of the validity of emotion data through bidirectional, multi-channel and multi-input methodology.

Emotion Classification of User's Utterance for a Dialogue System (대화 시스템을 위한 사용자 발화 문장의 감정 분류)

  • Kang, Sang-Woo;Park, Hong-Min;Seo, Jung-Yun
    • Korean Journal of Cognitive Science
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    • v.21 no.4
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    • pp.459-480
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    • 2010
  • A dialogue system includes various morphological analyses for recognizing a user's intention from the user's utterances. However, a user can represent various intentions via emotional states in addition to morphological expressions. Thus, a user's emotion recognition can analyze a user's intention in various manners. This paper presents a new method to automatically recognize a user's emotion for a dialogue system. For general emotions, we define nine categories using a psychological approach. For an optimal feature set, we organize a combination of sentential, a priori, and context features. Then, we employ a support vector machine (SVM) that has been widely used in various learning tasks to automatically classify a user's emotions. The experiment results show that our method has a 62.8% F-measure, 15% higher than the reference system.

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The Effect of Metaphor in Public Service Advertising (공익광고에서 은유표현 형태에 따른 효과연구)

  • Im, Hyun-Bin
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.190-201
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    • 2006
  • A Study on the Effect of Metaphor in Public Service Advertising. The study carried out a positivistic research on university students with a view to contributing to the building of a metaphoric ad strategy by analyzing the effect of metaphoric expressions in public service advertising, which showed the following: First, the metaphoric ads using positive approach and indirect copy were effective for heightened emotional attitude of viewers. Second, the metaphoric ads using positive approach and indirect copy were effective for heightened source credibility, which was further heightened when the two were simultaneously used. Third, the metaphoric ads using positive approach and indirect copy were effective for heightened design preference, and the design preference became even preferable when the two were simultaneously used. Fourth, the metaphoric ads using indirect copy were effective for behavioral intention. The study suggested that the strategy of adopting metaphoric ads with indirect copy of positive approach was quite useful in strengthening the effect of public service advertising.

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A Study on the Curved Form Generation Methodology of the Brick Architecture by Stretcher Bond - Focused on the Parametric Design Process - (길이쌓기에 따른 벽돌건축의 곡면형태 생성방법에 관한 연구 - 파라메트릭 디자인 프로세스를 중심으로 -)

  • Cho, Heayon;Lee, Hyunsoo
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.163-171
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    • 2017
  • Brick is not only aesthetically beautiful and emotional material, but also eco-friendly and good building commodity for human health. Nonetheless, the use of brick has declined, due to the difficulty of building high-rise buildings and the limitation of the free form implementation. However, modern society is increasingly interested in environmentally friendly finishing materials for solving environmental problems. From this point of view, the brick architecture is being reexamined as a material to improve the living environment and to provide comfort without destroying nature. In addition, the development of digital technology enables the implementation of various types of masonry method and curved forms. Parametric design is one of the ways to realize the curved forms and various architectural expressions for brick architecture. In this background, the purpose of this study is to develop algorithms that can easily generate curved brick walls through parametric design, enable various pattern designs, and respond to real-time feedback. The details of the study are as follows. First of all, we examine organic architecture, the trend of brick architecture, and the concept of parametric design. Secondly, In order to generate curved surface with complex curvature, major planning factors affecting form generation are examined. Finally, we develop a parametric design method that consists of generating a curved surface for brick arrangement, implementing a parametric algorithm, and generating a curved form using bricks. Consequentially, we propose an algorithm that can maximize the use of ready-made bricks without using cut bricks to design curved walls and present efficient and economical design alternatives.

A Study on the Construction of a Real-time Sign-language Communication System between Korean and Japanese Using 3D Model on the Internet (인터넷상에 3차원 모델을 이용한 한-일간 실시간 수화 통신 시스템의 구축을 위한 기초적인 검토)

  • Kim, Sang-Woon;Oh, Ji-Young;Aoki, Yoshinao
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.36S no.7
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    • pp.71-80
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    • 1999
  • Sign-language communication can be a useful way of exchanging message between people who using different languages. In this paper, we report an experimental survey on the construction of a Korean-Japanese sign-language communication system using 3D model. For real-time communication, we introduced an intelligent communication method and built the system as a client-server architecture on the Internet. A character model is stored previously in the clients and a series of animation parameters are sent instead of real image data. The input-sentence is converted into a series of parameters of Korean sign language or Japanese sign language at server. The parameters are transmitted to clients and used for generating the animation. We also employ the emotional expressions, variable frames allocation method, and a cubic spline interpolation for the purpose of enhancing the reality of animation. The proposed system is implemented with Visual $C^{++}$ and Open Inventor library on Windows platform. Experimental results show a possibility that the system could be used as a non-verbal communication means beyond the linguistic barrier.

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Phenomenological Study of the Lived Experience of Elderly People (현상학적 접근을 통한 노인의 삶의 경험)

  • Huang, Bo-Sun;Shin, Yu-Sun;Yun, Suk-Ok;Lee, Ji-Hyun;Jung, Kyung-Yim;Kim, Jung-Soon;Kim, Lee-Soon;Kim, Bok-Yong;Kang, Young-Mee
    • Research in Community and Public Health Nursing
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    • v.6 no.2
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    • pp.133-160
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    • 1995
  • The purpose of this study was to understand the structure of the lived experience by poor elderly people. The research question was 'What is the structure of the lived experience of life of a poor elderly people.' The sample consisted of 21 single poor elderly persons in Pusan. The unstructured interviews were audio-recorded and analyzed using the Van Kaam method. This study was 368 responses which yielded of descriptive expressions and priority classifications. The result generated 74 common elements, 18 syntheses of hypothetical definitions and 5 identifications of the structural definition. The structural definitions and hypothetical definitions were as follows; 1. physical discomfort ; complaints of severe pain ; dysfunction of physical organs 2. emotional cognition ; despair ; resignation ; attitude toward death 3. support system ; interaction with family ; thinking about God ; economical difficulties ; expectancy of social services ; opinions about health service ; leisure ; interaction with neighborhood ; dissatisfaction due to inadequate environment 4. past reminiscence ; negative reminiscence of one's past ; past regret ; positive reminiscence of one's past 5. desire ; desire of unrealization life ; self satisfaction The significance of this study for nursing are; Comprehension of the lived experience of client and identification' of nursing approach method concerning the lifestyle of client.

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