• Title/Summary/Keyword: User's Emotion

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A Research on the User's Cognitive Stress According To Font Size displaying on PDA. (PDA의 정보 표시부에 표시되는 문자 크기와 생리적 부담)

  • Kwon O-Jae
    • Science of Emotion and Sensibility
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    • v.8 no.4
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    • pp.321-332
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    • 2005
  • This study is about the effect on the user's cognitive stress by font size when they read on PDA (Personal Digital Assistant). The evaluation was done through both subjective evaluation and physiological one, which is brain wave test, while the research and analysis were focused on the relationship between the user's cognitive stress and font, size. The two final results were found out as follows. 1) Font sizes, which were tested, were 8, 10, 12, 14, and 16points. Among theses, font size 14 was the least stressful for the users. while the most stressful size was found out 8 points. 2) The cerebral cortex reaction according to the font size activated occipital lobe, parietal lobe of occipital visual area. Here we could come to a very important conclusion that the smaller font size on mobile information appliances mate users the more stressed.

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A Novel Method for Modeling Emotional Dimensions using Expansion of Russell's Model (러셀 모델의 확장을 통한 감정차원 모델링 방법 연구)

  • Han, Eui-Hwan;Cha, Hyung-Tai
    • Science of Emotion and Sensibility
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    • v.20 no.1
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    • pp.75-82
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    • 2017
  • We propose a novel method for modeling emotional dimensions using expansion of Russell's (1980) emotional dimensions (Circumplex Model). The Circumplex Model represents emotional words in two axes (Arousal, Valence). However, other researchers have insisted that location of word in Russell's model which is expressed by single point could not represent exact position. Consequently, it is difficult to apply this model in engineering fields (such as Science of Emotion & Sensibility, Human-Computer-Interaction, Ergonomics, etc.). Therefore, we propose a new modeling method which expresses emotional word not as a single point but as a region. We conducted survey to obtain actual data and derived equations using ellipse formula to represent emotional region. Furthermore, we applied ANEW and IAPS which are commonly used in many studies to our emotional model using pattern recognition algorithm. Using our method, we could solve problems with Russell's model and our model is easily applicable to the field of engineering.

The Effects of Virtual Competitors on AR (Augmented Reality) Home Training System: Focusing on Immersion, Perceived Competition, and Learning Motivation (증강현실을 활용한 홈 트레이닝에서 가상 참여자의 영향: 몰입, 인지된 경쟁, 그리고 정보 습득의 욕구를 중심으로)

  • Choi, Sungho;Lee, Wonouk;Kim, Hyunju;Won, Jongseo;Lee, Jeehang;Lee, Yeonjoo;Kim, Jinwoo
    • Science of Emotion and Sensibility
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    • v.20 no.3
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    • pp.119-130
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    • 2017
  • The purpose of the study is discovering the effects of virtual competitors on user in AR (Augment Reality) home training system. Specifically, the current research examined their effects on immersion, perceived competition, and leaning motivation. The paper tested three unexplored relationship. First, introducing virtual competitors in home training system will enhance user's immersion. Second, presenting virtual competitors in home training system will increase user's perceived competition. Third, virtual competitors in home training system will raise user's learning motivation. For empirical analysis, we developed home training system, which could check and give feedback automatically, based on user's posture. Using this AR home training system, the study empirically shows how and why virtual competitors affect users. The results give implications not only on service design; but also on the idea that virtual other could affect user's behavior.

Basic study of comfortable air movement for subjects to use the occupation experience (피체험자 생활이력을 이용한 쾌적기류 도출에 관한 기초연구)

  • 김만수;금종수;김형철;정백영;최호선
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.11a
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    • pp.97-102
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    • 2002
  • Resident's agreeableness anger elevation request by improvement of life environment with economy development is increasing recently. However, research about air current estimation in dwelling environment that make use of air conditioner summer and cooling room is lacking going yet much. We are going to prefer most air current pattern(speed 3 steps of swing) that offer in PAC after figure processing because user's life hysteresis and present air current pattern that is supposed and offer more agreeable environment to room resident.

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Understanding Sensible Design through John Dewey's Transaction (존 듀이의 트랜스액션을 통한 감성디자인 이해)

  • Huh, Jin
    • The Journal of the Korea Contents Association
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    • v.13 no.1
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    • pp.156-163
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    • 2013
  • In the past, the enlargement of perception through media was 'information'. From now on, however, the primary objective of media is to consist not in conveying information but in sharing the values of 'emotion' and 'experience' that are perceived through information. Individual emotional becomes an issue due to the limitations of the ideology of modernism and the pervasiveness of the autonomous perception in the human thinking that started in postmodernism. If we once again talk about a function-focused, sensible approach for the sake of marketing in the current era that has impinged on the limits of mammonism, we must keep in mind that 'emotion,' presently retaken as the originary, human value and the value of new communication, may come to an end any time. Therefore, th current thesis is designed to examine John Dewey's 'transaction' as a method for figuring out the concept of emotion, the perceptional function latent in humans. Dewey's 'transaction,' which is a term that refers to the reciprocal relationships between humans and environment and the accompanying totality of perceptive process, interprets human emotion, user experience and environment as the organic, circular relationships. For such understanding, one must break out of the boundary of the past, dichotomous communication between the subject and the object to expand into the perceptional relations in a wider environment, in order to seek design methods that would help dismantle the borderline that has so far separated the developer from the user, share sensibilities, and express experiences.

Development of Facial Expression Recognition System based on Bayesian Network using FACS and AAM (FACS와 AAM을 이용한 Bayesian Network 기반 얼굴 표정 인식 시스템 개발)

  • Ko, Kwang-Eun;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.4
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    • pp.562-567
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    • 2009
  • As a key mechanism of the human emotion interaction, Facial Expression is a powerful tools in HRI(Human Robot Interface) such as Human Computer Interface. By using a facial expression, we can bring out various reaction correspond to emotional state of user in HCI(Human Computer Interaction). Also it can infer that suitable services to supply user from service agents such as intelligent robot. In this article, We addresses the issue of expressive face modeling using an advanced active appearance model for facial emotion recognition. We consider the six universal emotional categories that are defined by Ekman. In human face, emotions are most widely represented with eyes and mouth expression. If we want to recognize the human's emotion from this facial image, we need to extract feature points such as Action Unit(AU) of Ekman. Active Appearance Model (AAM) is one of the commonly used methods for facial feature extraction and it can be applied to construct AU. Regarding the traditional AAM depends on the setting of the initial parameters of the model and this paper introduces a facial emotion recognizing method based on which is combined Advanced AAM with Bayesian Network. Firstly, we obtain the reconstructive parameters of the new gray-scale image by sample-based learning and use them to reconstruct the shape and texture of the new image and calculate the initial parameters of the AAM by the reconstructed facial model. Then reduce the distance error between the model and the target contour by adjusting the parameters of the model. Finally get the model which is matched with the facial feature outline after several iterations and use them to recognize the facial emotion by using Bayesian Network.

Real-time Spatial Recommendation System based on Sentiment Analysis of Twitter (트위터의 감정 분석을 통한 실시간 장소 추천 시스템)

  • Oh, Pyeonghwa;Hwang, Byung-Yeon
    • The Journal of Society for e-Business Studies
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    • v.21 no.3
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    • pp.15-28
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    • 2016
  • This paper proposes a system recommending spatial information what user wants with collecting and analyzing tweets around the user's location by using the GPS information acquired in mobile. This system has built an emotion dictionary and then derive the recommendation score of morphological analyzed tweets to provide not just simple information but recommendation through the emotion analysis information. The system also calculates distance between the recommended tweets and user's latitude-longitude coordinates and the results showed the close order. This paper evaluates the result of the emotion analysis in a total of 10 areas with two keyword 'Restaurants' and 'Performance.' In the result, the number of tweets containing the words positive or negative are 122 of the total 210. In addition, 65 tweets classified as positive or negative by analyzing emotions after a morphological analysis and only 46 tweets contained the meaning of the positive or negative actually. This result shows the system detected tweets containing the emotional element with recall of 38% and performed emotion analysis with precision of 71%.

A study on the user's emotional change when they are using a product by using emotional word logging software (감성어휘 로깅 소프트웨어를 이용한 제품 사용중 사용자의 감성변화 연구)

  • Jeong, Sang-Hoon;Lee, Kun-Pyo
    • Science of Emotion and Sensibility
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    • v.9 no.spc3
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    • pp.167-177
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    • 2006
  • In this study, we developed a tool for measuring user's emotions expressed while using a product in the natural and accessible environment for the design field. Also, using emotional word logging software VideoTAME, we measured a user's emotions expressed while using a product. In the testing module of VideoTAME, participants evaluate their emotional changes through playing and watching the video clips of their performing tasks in the experiment room. In the analyzing module, the researchers replay the results created by participants during the experiment and analyze the results using Microsoft Excel. In this research, we have asked users to examine their emotional changes while watching the recorded video clip of them in the experiment room performing a series of tasks using a cellular phone. In this experiment, there were no big differences in the representative emotions expressed for each characteristics of task. The reason for this can be assumed it is because of the emotional changes occurred while facing specific situations when performing a task rather than the task itself. If more data is collected and concrete statistical analysis is done, it is expected that we can clarify what effect a product's usability has on user's emotions.

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Exploring Requirements of the Smart Textiles for Bio-Signal Measurement Based on Smart Watch User Sensibility (스마트워치 사용자감성에 기반한 생체신호측정용 스마트 텍스타일의 요구조건 탐색)

  • Jang, Eunji;Kim, Inhwan;Lee, Eu-Gene;Cho, Gilsoo
    • Science of Emotion and Sensibility
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    • v.20 no.4
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    • pp.89-100
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    • 2017
  • Since smart devices are able to efficiently provide information without barriers of time and location, they are widely utilized with advent of the hyper-connected society. Especially, the smart devices have been developed in the form of wearable devices for mutual interaction between human and objects. Smart clothing, which embeds smart devices within clothes, measures and obtains a variety of bio-signals as it is in close contact with the human bodies. Conventional smart clothing generated wearers' discomfort because they were developed by simple attachment of electronic devices to clothes. Therefore, it is highly recommended to develop novel smart clothing based on smart textiles which integrate electronic devices as parts of textiles. As smart watches are currently the most available wearable devices in the market, smart watch users were selected in this study, for the purpose of investigating core needs of wearable smart device users based on the user experience and user's sensibility. Qualitative research was performed through semi-structured interview in order to obtain detailed answers about user sensibility based on smart watch user experience. After the in-depth interview, the user's sensibility was categorized into four aspects; functional, aesthetic, social, and empirical. Sensibility adjectives and key words were assigned to each aspect and their frequency was analyzed. It was the functional aspect of sensibility that the wearable device users require the most. The results of this study will be utilized as a fundamental data to develop the smart textiles required for the next generation of smart clothing which is attracting as a future wearable device.

Affective interaction to emotion expressive VR agents (가상현실 에이전트와의 감성적 상호작용 기법)

  • Choi, Ahyoung
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.5
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    • pp.37-47
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    • 2016
  • This study evaluate user feedback such as physiological response and facial expression when subjects play a social decision making game with interactive virtual agent partners. In the social decision making game, subjects will invest some of money or credit in one of projects. Their partners (virtual agents) will also invest in one of the projects. They will interact with different kinds of virtual agents which behave reciprocated or unreciprocated behavior while expressing socially affective facial expression. The total money or credit which the subject earns is contingent on partner's choice. From this study, I observed that subject's appraisal of interaction with cooperative/uncooperative (or friendly/unfriendly) virtual agents in an investment game result in increased autonomic and somatic response, and that these responses were observed by physiological signal and facial expression in real time. For assessing user feedback, Photoplethysmography (PPG) sensor, Galvanic skin response (GSR) sensor while capturing front facial image of the subject from web camera were used. After all trials, subjects asked to answer to questions associated with evaluation how much these interaction with virtual agents affect to their appraisals.