• Title/Summary/Keyword: Smart Emotion

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Smart Emotion Lighting Control System Based on Android Platform (안드로이드 플랫폼 기반의 스마트 감성조명 제어 시스템)

  • Jo, Eun-Ja;Lin, Chi-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.147-153
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    • 2014
  • In this paper, we propose smart emotional lighting control system based on the android platform. The proposed smart emotional lighting control system be configure android platform and sensibility lighting equipment, expansion device, zigbee module. Smart emotional lighting control system based on the android platform is automatic control possible using the illumination sensor, and by selecting the desired lighting partial control can be designed. The experimental results of the proposed smart emotional lighting control sensitivity than conventional lighting control system decreased the power consumption and efficient lighting control was possible. Office acts will be suitable conditions to control the color and brightness, so they can be controlled from the improves concentration and ability to work.

A Movie Recommendation Method based on Emotion Ontology (감정 온톨로지 기반의 영화 추천 기법)

  • Kim, Ok-Seob;Lee, Seok-Won
    • Journal of Korea Multimedia Society
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    • v.18 no.9
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    • pp.1068-1082
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    • 2015
  • Due to the rapid advancement of the mobile technology, smart phones have been widely used in the current society. This lead to an easier way to retrieve video contents using web and mobile services. However, it is not a trivial problem to retrieve particular video contents based on users' specific preferences. The current movie recommendation system is based on the users' preference information. However, this system does not consider any emotional means or perspectives in each movie, which results in the dissatisfaction of user's emotional requirements. In order to address users' preferences and emotional requirements, this research proposes a movie recommendation technology to represent a movie's emotion and its associations. The proposed approach contains the development of emotion ontology by representing the relationship between the emotion and the concepts which cause emotional effects. Based on the current movie metadata ontology, this research also developed movie-emotion ontology based on the representation of the metadata related to the emotion. The proposed movie recommendation method recommends the movie by using movie-emotion ontology based on the emotion knowledge. Using this proposed approach, the user will be able to get the list of movies based on their preferences and emotional requirements.

Multi-Dimensional Emotion Recognition Model of Counseling Chatbot (상담 챗봇의 다차원 감정 인식 모델)

  • Lim, Myung Jin;Yi, Moung Ho;Shin, Ju Hyun
    • Smart Media Journal
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    • v.10 no.4
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    • pp.21-27
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    • 2021
  • Recently, the importance of counseling is increasing due to the Corona Blue caused by COVID-19. Also, with the increase of non-face-to-face services, researches on chatbots that have changed the counseling media are being actively conducted. In non-face-to-face counseling through chatbot, it is most important to accurately understand the client's emotions. However, since there is a limit to recognizing emotions only in sentences written by the client, it is necessary to recognize the dimensional emotions embedded in the sentences for more accurate emotion recognition. Therefore, in this paper, the vector and sentence VAD (Valence, Arousal, Dominance) generated by learning the Word2Vec model after correcting the original data according to the characteristics of the data are learned using a deep learning algorithm to learn the multi-dimensional We propose an emotion recognition model. As a result of comparing three deep learning models as a method to verify the usefulness of the proposed model, R-squared showed the best performance with 0.8484 when the attention model is used.

A Study on The Expression of Digital Eye Contents for Emotional Communication (감성 커뮤니케이션을 위한 디지털 눈 콘텐츠 표현 연구)

  • Lim, Yoon-Ah;Lee, Eun-Ah;Kwon, Jieun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.563-571
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    • 2017
  • The purpose of this paper is to establish an emotional expression factors of digital eye contents that can be applied to digital environments. The emotion which can be applied to the smart doll is derived and we suggest guidelines for expressive factors of each emotion. For this paper, first, we research the concepts and characteristics of emotional expression are shown in eyes by the publications, animation and actual video. Second, we identified six emotions -Happy, Angry, Sad, Relaxed, Sexy, Pure- and extracted the emotional expression factors. Third, we analyzed the extracted factors to establish guideline for emotional expression of digital eyes. As a result, this study found that the factors to distinguish and represent each emotion are classified four categories as eye shape, gaze, iris size and effect. These can be used as a way to enhance emotional communication effects such as digital contents including animations, robots and smart toys.

Development of Emotion Inference Application with Location Information and User's Heartbeat Rate (심박 정보 기반 위치 정보 융합형 감정 추론 어플리케이션 개발)

  • Cha, Kyung-Ae;Choi, Hyun-Su;Hong, Won-Kee;Park, Se Hyun
    • Journal of the Korea Convergence Society
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    • v.8 no.8
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    • pp.83-88
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    • 2017
  • The personal activity information is expanding as a way to utilize wearable devices that are emerging as next generation smart devices. This paper develops an application for collecting heartbeat rate and location information of a user using SmartWatch, which is a smartphone and wearable device, and analyzing it through machine learning to infer user's emotion information. By using smart phone and smart watch, developed application can collect biometric data and location information by simply executing application and doing everyday life. In addition, adding the location information to the hearbit rate data, it proves higher utilization than existing ones.

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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The Effect of Brand Evidence on Positive Emotion, Negative Emotion, and Attitude in Restaurant Industry

  • KIM, Eun-Jung
    • The Korean Journal of Franchise Management
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    • v.12 no.1
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    • pp.45-55
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    • 2021
  • Purpose: How to build the positive emotion of customer is very important, because it affects the positive attitude. Brand evidence has a significant impact on consumer behavior in terms of reinforcing consumers' perception of food service companies and differentiating them from competing brands. Thus, this study examines the effect of brand evidence on emotion (positive emotion and negative emotion), and attitude in restaurant industry. Research design, data, and methodology: This study examines the structural relationship among brand evidence, emotion, and attitude. Brand evidence divide into three sub-dimensions such as physical evidence, core service, and employee service. In order to test the purposes of this study, research model and hypotheses were developed. The questionnaire items were modified and used according to the content of this study based on previous studies. All constructs were measured by multiple items tested and developed in the previous research. The data were collected from 439 restaurant users from Seoul area were analyzed using SPSS 22.0 and SmartPLS 3.0 program. A total of 460 questionnaires were distributed and a survey was conducted for 4 weeks, and a total of 439 were used for analysis, excluding non-response data and 21 unusable response data among the collected questionnaires. Frequency analysis was conducted to identify the general characteristics of the survey subjects. To measure the reliability and validity of the measurement tools, confirmatory factor analysis was conducted. Structural model analysis was conducted to verify the research model. Result: The findings demonstrate that physical evidence, core service, employee service had positive effects on positive emotion. And core service and employee service had negative effects on negative emotion while physical evidence did not have. Also, positive emotion had positive effect on attitude and negative emotion had negative effect on attitude. Conclusions: The findings of this study provide guidelines on how to enhance competitiveness in restaurant industry through understanding brand evidence's effects on raising perceived consumer's emotion and attitude. Therefore, food service companies should establish a marketing strategy that can stimulate positive emotions through brand evidence, which is all factors related to service brands that influence consumers' evaluation of service products and purchase decision-making process.

A Study of Design Process for Sensor-based Smart clothing based on requirement engineering (요구공학을 적용한 센서기반 스마트 의류 디자인 프로세스 연구)

  • Cho, Hakyung;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.16 no.3
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    • pp.397-408
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    • 2013
  • According to increase of concerning in health and entry of aging society, sensor-based smart clothing has developed various type and applications. Sensor-based smart clothing should be designed with considering of the interaction between a human body-device-clothing, such as accuracy of signal, wearability, suitability and the configuration of the sensor and so on. In this respect, these characteristics distinguish sensor-based smart clothing process from clothing process and Sensor-based smart clothing process is expected to be needing requirements Specification for development purpose and interoperability assessment based on requirements engineering. In this study, to assess efficiency of process based on requirement engineering, the sensor-based smart clothing process was deducted in two types by analysis of empirical performance. Presented two process were empirically evaluated through qualitative and quantitative evaluation. As a result, design process II based on requiments engineering were confirmed more effective process than processI.

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Interactive Broadcasting Service using Smart-phone with Emotional Recognition (감정인식 기능의 스마트폰을 통한 양방향 방송서비스)

  • Cho, Myeon-Gyun
    • Journal of Satellite, Information and Communications
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    • v.8 no.4
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    • pp.117-123
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    • 2013
  • The development of the latest emotional recognition and multimedia technology has changed the traditional broadcasting system. The previous broadcasting system, which was operated by the terrestrial broadcasters, is now transformed to the viewer-centered and bidirectional broadcasting through the convergence of internet, mobile and smart TV. In this paper, smart-phone application for estimating human emotion(sadness, anger, depression) has been developed and emerged with smart TV, thereby we can present broadcasting service for enhancing the sense of common humanity among people of same group. If there is friend in the depression, we can bring comfort to him by inviting one for TV program what I watch and having a honest talk with facial avatar or emoticon. The proposed emotional broadcasting service inter-working with smart-phone application can give feeling of belonging and happiness to the people suffering from the blues, and it can prevent him from attempting suicide. In addition, smart-phone based emotional broadcasting service can be expended to program recommendation service customized to user's emotion, emotional LED lighting service to maximize the sense of reality and home shopping service taking advantage of the mood of customer.

Optimal Heating Location for developing the Heating Smart Clothing based on Thermal Response of Body (발열 기능 스마트 의류를 위한 인체 온열반응 기반의 최적의 발열위치 연구)

  • Cho, Hakyung;Cho, Sangwoo
    • Science of Emotion and Sensibility
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    • v.18 no.3
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    • pp.93-106
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    • 2015
  • In accordance with escalating demands for advanced technology products, the smart clothing that includes embedded ICT technology have expanded into fields of daily life. As a result of this trend, interest in smart clothing with digitally controllable heating has rapidly grown and the market for smart heated clothing has also expanded. Increasing of prospect in smart heated clothing market, the effectiveness and thermal sensation research of the location on the pad attached is insufficient. This study was conducted to find the optimal location of heated clothing via experimental research on changes in skin temperature and subjective thermal sensation when heating pads were placed on different areas of the body. For this experiment, the subjects consisted of 10 males in their 20's of standard physique. The skin temperature at 11 different areas of the body, rectal temperature, and subjective thermal sensation were taken at different stages (before testing, after a 20 minute rest period, 20 minute treatment period, and after a 40 minute recovery period) in an artificial-climate chamber at $-5^{\circ}C$. As a result, the optimal location for heating pads in smart clothing was estimated and suggested.