• 제목/요약/키워드: User's Emotion

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Context-based Service Reasoning Model Based on User Environment Information (사용자환경정보 기반 Context-based Service 추론모델)

  • Ko, Kwang-Eun;Jang, In-Hun;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.7
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    • pp.907-912
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    • 2007
  • The present level of ubiquitous computing technology have developed to the point where Home-server provides services that user require directly for user in the intelligent space. But it will need intelligent system to provides more active services for user in the near future. In this paper, we define the environment information about situation that user is in as Context, and collect the Context that stereotype as 4W1H form for construct the system that can decision service will be provide from information about a situation that user is in, without user's involvement. Additionally we collect information about user's emotional state, use these informations as nodes of Bayesian network for probabilistic reasoning. From that, we materialize Context Awareness system about it that what kind of situation user is in. And, we propose the Context-based Service reasoning model using Bayesian Network from the result of Context Awareness.

A Study on the Architectural Planning of Traditional Korean Accommodations as Hanok - Focused on Bed & Breakfast as Hanok in Jeollanam-do - (한옥형 숙박시설의 건축계획 연구 - 전라남도 지역 한옥형 민박을 중심으로 -)

  • Hwang, Nam-Yee;Kang, Man-Ho;Joo, Seok-Joong
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2008.11a
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    • pp.391-396
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    • 2008
  • Recently, The culture of accommodations have been developed and diversified as there have increasing people who want to enjoy in their extra-time. However, User's satisfaction have decreasing due to the accommodations have been focused on quantity and uniformed developing. Therefore, The accommodations are needed an accurate planning that it is regarded about the characteristic of an architecture and user's emotion without the purpose of benefit or the object of developing. So, It must be overwhelmed with the things of pleasure which the people have experience. Nowadays, The concerning of traditional accommodations as Hanok have increasing that it is engaged in the concerning of eco-friendly architecture, However, there is not much studies about this object. Consequently, the purpose of this study is presentation of basic materials for the traditional accommodations as Hanok throughout investigate that.

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A Study on Application of the Emotion Design to Office Space in 21st (21세기 업무공간의 감성디자인 적용에 관한 연구)

  • Han, Jee-Youn;Shin, Hong-Kyung
    • Korean Institute of Interior Design Journal
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    • v.16 no.2 s.61
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    • pp.139-146
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    • 2007
  • This study is tended to analyze the characteristics of the emotional office environment so that digital technologies may adapt to the rapidly progressing social structure in a flexible way, investigate the interior composition of the changing office space and the element and direction of design and then present the indoor environment appropriate to it with the desirable alternative to the emotional office. The recognition of emotionality becomes so important that it is called 'emotional society'. Emotional design, which is mostly concern about user's consensus & experiences and in the space, is appeared on office. Emotional design is understanded from a interactive point of view, human and interior-space. The important factors of this study are light, color, immateriality and fun sensitivity The purpose of this study is to examine the emotional design by analysis of multifarious spaces. Office space Is designed emotional and experienced in the future.

Conceptual framework for Emotions in Usability of Products (제품 사용성과 감성에 관한 개념적 연구)

  • Lee Kun-Pyo;Jeong Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.8 no.1
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    • pp.17-28
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    • 2005
  • With the advent of computer technology, the fundamental nature of products has shaped from physical forms towards product interactivity, The focus is now on usability of the product with ease and efficiency rather than conversing with just the looks of the product. However, most definitions of usability and contemporary usability-related researches, have focused on the performance-oriented functional aspects of usability (i.e., how well users perform tasks using a product). Today, user expectations are higher; products that bring not only functional benefits but also emotional satisfaction. So far, there have been many studies on human emotions and the emotional side of products in the field of emotional engineering. Contemporary emotion-related researches have focused mainly on the relationship between product aesthetics and the emotional responses elicited by the products, but little is known about emotions elicited from using the products. The main objective of our research is analyzing user's emotional changes while using a product, to reveal the influence of usability on human emotions. In this research, we suggested conceptual framework for the study on the relationship between usability of products, and human emotions with emphasis on mobile phones. We also extracted emotional words for measuring user's emotions expressed not from looking at the product's appearance, but from using the product. First, we assembled a set of emotions that is sufficiently extensive to represent a general overview of the full repertoire of Korean emotions from the literature study. Secondly, we found emotional words in the after note by the users on the websites. Finally, verbal protocols in which the user says out loud what he/she ks feeling while he/she ks carrying out a task were collected. And then, the appropriateness of extracted emotional words was verified by the members of the consumer panel of a company through web survey. It is expected that emotional words extracted in this research will be used to measure user's emotional changes while using a product. Based on the conceptual framework suggested in this research, basic guidelines on interface design methods that reflect user's emotions will be illustrated.

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Design of the Protocol for Wireless Charging of Mobile Emotional Sensing Device (모바일 감성 센싱 단말기의 무선 충전을 위한 프로토콜 설계 및 구현)

  • Kim, Sun-Hee;Lim, Yong-Seok;Lim, Seung-Ok
    • IEMEK Journal of Embedded Systems and Applications
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    • v.7 no.2
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    • pp.95-101
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    • 2012
  • In order to supply emotion service depending on user's emotional change in a mobile environment, various researches have been carried. This paper discusses a protocol for wireless charging and an embedded platform of the mobile emotional sensing device which supports that. Wireless charging process relieves user's vexatious task to charge the emotional sensing device. To support wireless charging, there are one basestation and several mobile devices. Basestation coordinates and controls the devices over wireless communication, as well as supplies energy. For 1:N communication we defines the network whose superframe is classified into four categories: a network join superframe, a charging request superframe, a charging superframe and an inactive superframe. Physical layer provides how to supply energy to the devices and communicate physically. Mobile device is equipped with energy charged circuits, which correspond with the defined energy supplying method, as well as bidirectional communication circuits. Mobile device monitors and analyzes its own battery status, and is able to send a request packet to basestation. Therefore, it can be charged before its battery is exhausted without user's perception.

An Interactive Approach Based on Genetic Algorithm Using Ridden Population and Simplified Genotype for Avatar Synthesis

  • Lee, Ja-Yong;Lee, Jang-Hee;Kang, Hoon
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.2 no.3
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    • pp.167-173
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    • 2002
  • In this paper, we propose an interactive genetic algorithm (IGA) to implement an automated 2D avatar synthesis. The IGA technique is capable of expressing user's personality in the avatar synthesis by using the user's response as a candidate for the fitness value. Our suggested IGA method is applied to creating avatars automatically. Unlike the previous works, we introduce the concepts of 'hidden population', as well as 'primitive avatar' and 'simplified genotype', which are used to overcome the shortcomings of IGA such as human fatigue or reliability, and reasonable rates of convergence with a less number of iterations. The procedure of designing avatar models consists of two steps. The first step is to detect the facial feature points and the second step is to create the subjectively optimal avatars with diversity by embedding user's preference, intuition, emotion, psychological aspects, or a more general term, KANSEI. Finally, the combined processes result in human-friendly avatars in terms of both genetic optimality and interactive GUI with reliability.

Measurement of Clothing Pressure of Skinny Jeans and Subjective Sensation (스키니 진의 의복압 측정과 주관적 감각평가)

  • Lee, Ji-Yeon;Na, Yeong-Ju
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.161-162
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    • 2009
  • 최근 국내에서 유행하기 시작한 스키니 진(skinny jean)은 혈액순환 장애, 하복부 장기에 가해지는 압력으로 인하여 소화불량, 변비 또는 생리불순 등 여성 건강을 위협하는 의복 종류이다. 본 연구의 목적은 의복의 쾌적성을 측정할 수 있는 척도인 의복압 검사와 스키니 진의 주관적인 착용감 검사 통하여 의복의 기능적인 면에서 인체의 건강에 적합한지 분석하고자 함이다. 사이즈 코리아를 참고하여 선정한 20대 여성의 평균 사이즈에 해당하는, 인지도 높은 3개 브랜드의 청바지를 시료로 사용하여 4명의 피험자에게 착용하게 한 후, 동작을 변화시키며 변화하는 의복압을 측정하고 주관적 감각 평가를 실시하였다. 첫째, 의복압 측정결과, 엉덩이 최대 돌출 부위가 자세와 상관없이 의복압이 가장 높게 나왔고 무릎 부위 Standing 자세에서 sitting down on the floor 자세로 변할수록 의복압이 높게 나왔다. 둘째, 주관적 감각에 대한 평가 결과는 모든 자세에서 허리벨트 부위가 가장 압박감을 크게 느끼는 것으로 나타났다. 의복압과 주관적 감각의 관계분석에 있어서 스키니 진의 대부분의 부위에서 의복압이 높을수록 압박감을 느끼는 것으로 나타났으나 대퇴부 부위는 의복압이 낮은데도 불구하고 압박감을 크게 느끼는 것으로 나타났다.

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An Efficient Study of Emotion Inference in USN Computing (USN 컴퓨팅에서 효율적인 감성 추론 연구)

  • Yang, Dong-Il;Kim, Young-Gyu;Jeong, Yeon-Man
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.1
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    • pp.127-134
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    • 2009
  • Recently, much research have been done on ubiquitous computing models in advanced countries as well as in Korea. Ubiquitous computing is defined as a computing environment that isn't bounded by time and space. Different kinds of computers are embedded in artifacts, devices, and environment, thus people can be connected everywhere and every time. To recognize user's emotion, facial expression, temperature, humidity, weather, and lightning factors are used for building ontology. Ontology Web Language (OWL) is adopted to implement ontology and Jena is used as an emotional inference engine. The context-awareness service infrastructure suggested in this research can be divided into several modules by their functions.

Emotional User Experiences on Narrative-Based Social Issue Serious Game : Focused on (내러티브 기반 소셜 이슈 기능성 게임의 사용자 감정 경험 연구 : <나누별 이야기>를 중심으로)

  • Lim, Su-Jin;Doh, Young-Yim;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.131-144
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    • 2012
  • To affect users' attitudes on social issues, some serious games use narrative which can be an effective tool to provoke users' emotions. In this paper, focus group interview on the experiences about playing was conducted to figure out if the parts of narratives containing educational goals can actually provoke certain emotions or not. From the interview, words having emotional meaning were extracted and matched with Korean Emotion Terms Database. Then the emotion terms were compared with Russell's schematic map of core affect and were categorized. The result showed that users mostly felt unpleasant emotions during the play. The unpleasant emotions helped to achieve the game's goal which is conveying the tragedy of war.

Personalized Recommendation System using Level of Cosine Similarity of Emotion Word from Social Network (소셜 네트워크에서 감정단어의 단계별 코사인 유사도 기법을 이용한 추천시스템)

  • Kwon, Eungju;Kim, Jongwoo;Heo, Nojeong;Kang, Sanggil
    • Journal of Information Technology and Architecture
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    • v.9 no.3
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    • pp.333-344
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    • 2012
  • This paper proposes a system which recommends movies using information from social network services containing personal interest and taste. Method for establishing data is as follows. The system gathers movies' information from web sites and user's information from social network services such as Facebook and twitter. The data from social network services is categorized into six steps of emotion level for more accurate processing following users' emotional states. Gathered data will be established into vector space model which is ideal for analyzing and deducing the information with the system which is suggested in this paper. The existing similarity measurement method for movie recommendation is presentation of vector information about emotion level and similarity measuring method on the coordinates using Cosine measure. The deducing method suggested in this paper is two-phase arithmetic operation as follows. First, using general cosine measurement, the system establishes movies list. Second, using similarity measurement, system decides recommendable movie list by vector operation from the coordinates. After Comparative Experimental Study on the previous recommendation systems and new one, it turned out the new system from this study is more helpful than existing systems.