• Title/Summary/Keyword: emotion and sensibility engineering

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A Wavelet-based Yarn Quality Assessment for Fabric Visual Qualities (직물외관을 위한 웨이블릿 기반의 방적사 평가시스템)

  • Kim, Jooyong
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.16-19
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    • 2002
  • Random and/or periodic defects occur in all spun yarns. These irregularities can often lead to defects in finished fabric. Yarn evenness tests are used to obtain statistical data about yarn properties, such as CV%, which is useful in comparing several sets of similar data that differ in mean value but may have some commonality in relative variation. Although this statistical data is helpful in determining relative yarn Quality, accurate predictions of how the yarn will appear in fabric form are still difficult to obtain. As an promising alterative, wavelet analysis has been employed to localize yam defect so as to predict the visual qualifies of the fabrics.

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The effects of brand image on luxuriousness of cellular phones by the approach of kansei engineering (휴대폰 고급감에 브랜드가 미치는 영향에 대한 감성공학적 접근)

  • Song, Ju-Bong;Choe, Hyo-Seon;Yun, Myeong-Hwan;Yun, Ju-Hyoen
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2008.10a
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    • pp.86-89
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    • 2008
  • 휴대폰 디자인 및 설계와 관련하여 휴대폰의 고급감과 같은 사용자의 감성을 여러 가지 휴대폰 설계 요소로 번역하여 밝혀내는 감성공학의 방법이 많이 이용되고 있다. 하지만 제품의 이미지에 많은 영향을 미치는 브랜드에 대한 감성공학적인 분석은 아직 체계화되거나 정립되지 않은 실정이다. 본 논문에서는 휴대폰의 시각적 고급감에 브랜드가 미치는 영향을 조사하기 위하여 브랜드 로고를 제거한 제품과 제거하지 않은 제품을 이용하여 설문을 실시하고 수량화 분석과 브랜드 유무에 따른 평균비교를 수행하였다. 그 결과 브랜드에 따라 휴대폰의 고급감에 미치는 영향이 다르게 나타난다는 것을 확인할 수 있었고, 각 제조사가 구축해온 브랜드 이미지에 따라 휴대폰 디자인에서 로고의 역할에 차이를 두어야 함을 알 수 있었다.

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Development of STEAM Program Based on Emotion Science for Students of Early Elementary School (초등학교 저학년 학생을 위한 감성과학 기반 융합인재교육(STEAM) 프로그램 개발)

  • Kwon, Jieun;Kwak, Sojung;Kim, HeaJin;Lee, SeJung
    • Science of Emotion and Sensibility
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    • v.20 no.4
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    • pp.79-88
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    • 2017
  • As the age in which the importance of sensitivity has increased, education for the future generation regarding emotion engineering, affective recognition and cognitive science have taken center stage. We measure human's emotion quantitatively, analyze evaluation and apply them to various services in life, which are based on human technology. Therefore, we need the education which is related to emotion science to cultivate talented people. The goal of this paper is to suggest the possibility of emotion science education and effective methods through development of the STEAM (Science, Technology, Engineering, Arts, Mathematics) program which can teach emotion science to early elementary school students by applying it to pilot classes. For this study, first, we build a program, 'The mind made by figure' for student of early elementary school. The method of STEAM was used in this program, because it is an effective system to educate the emotion science. We recognize the needs and value of this program development through theory and benchmarking of STEAM related to emotion science. And then the contents of class, activities, course book and kit are designed with elementary school textbook of pertinent grade. Secondly, we analyze the result which is applied in two pilot classes of second grade by satisfaction survey and teacher interview. As a result, the average of satisfaction level was very high (4.40/5), Class participation was especially high. Third, we discuss the ability, value and limits of this program based on the result of analysis. The outcome of this research shows that students of early elementary school who have difficulty in understanding science can approach the education program related to emotion science with ease and interest. We hope this education will help students understand emotion science effectively, and to train people to lead the emotion centered era.

A Study on Visual and Auditory Emotion under Color and Music Stimuli (색과 음악 자극에 의한 시청각 감성지표에 관한 연구)

  • 김남균;김지훈;유충기
    • Journal of Biomedical Engineering Research
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    • v.19 no.5
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    • pp.539-546
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    • 1998
  • The purpose of this study is to estimate human emotion quantitatively under colors and music stimuli and to examine the for correlation between color and music sensibility. Physiological signals(electroencephalogram, electrocardiogram, Galvanic skin conductivity and respiration rate) were measured to compare color with music sensibilities. The personality of the subject were investigated using factor analysis and semantic differential method of 20 items(7 interval scaled). The results showed that red, yellow and violets color provoked active and exciting senses mainly as dance, rock and blues music. While blue, cyan and pink colors ware involved in tranquil and resting emotions deeply as classic and ballade music.

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Emotion-on-a-chip(EOC) : Evolution of biochip technology to measure human emotion (감성 진단칩(Emotion-on-a-chip, EOC) : 인간 감성측정을 위한 바이오칩기술의 진화)

  • Jung, Hyo-Il;Kihl, Tae-Suk;Hwang, Yoo-Sun
    • Science of Emotion and Sensibility
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    • v.14 no.1
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    • pp.157-164
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    • 2011
  • Emotion science is one of the rapidly expanding engineering/scientific disciplines which has a major impact on human society. Such growing interests in emotion science and engineering owe the recent trend that various academic fields are being merged. In this paper we propose the potential importance of the biochip technology in which the human emotion can be precisely measured in real time using body fluids such as blood, saliva and sweat. We firstly and newly name such a biochip an Emotion-On-a-Chip (EOC). EOC consists of biological markers to measure the emotion, electrode to acquire the signal, transducer to transfer the signal and display to show the result. In particular, microfabrication techniques made it possible to construct nano/micron scale sensing parts/chips to accommodate the biological molecules to capture the emotional bio-markers and gave us a new opportunities to investigate the emotion precisely. Future developments in the EOC techniques will be able to help combine the social sciences and natural sciences, and consequently expand the scope of studies.

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The Study of the Mechanism for Brain Function Improvement with Intentional Hand Movement (의식적인 손 운동을 통한 뇌기능 증진의 메커니즘에 관한 연구)

  • Kim, K.;Lee, S.J.;Park, Y.G.;Kim, S.H.;Lee, J.O.;Yu, M.;Hong, C.U.;Kim, N.G.
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.11a
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    • pp.161-164
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    • 2003
  • 본 연구는 집중력, 기억력 및 학습 능력의 뇌기능 증진을 위한 의식적인 손 운동에 관련된 연구이다. 우선 효과적인 재활을 위한 손가락 운동 패턴을 연구하였다. 단순한 손가락 운동(Simple Finger Movement ; SFM) 패턴과 의식적인 손가락 운동(Intentional Finger Movement ; IFM)패턴을 비교하였다. 다음으로 각각 두 패턴 운동을 시켜 피험자의 집중력과 학습 능력의 증진을 검증하고자 한다. SFM 패턴과 IFM 패턴의 비교와 집중력과 학습 능력의 증진의 검증은 뇌파(mid $\alpha$파)를 이용하였다. 실험은 먼저 SFM 패턴의 운동을 시키고 다음에 IFM 패턴의 운동을 시키는 실험을 하였다. 결과적으로 IFM 패턴에서 mid $\alpha$ 파의 증가가 이루어졌음을 측정함으로써, IFM 패턴이 뇌의 집중력과 학습 능력을 증진시킨다는 결과를 얻었다.

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HUMAN INTERFACE TO MULTIMEDIA DATABASE SYSTEMS

  • Higuchi, Kazugide;Tada, Masahiro;Ogino, Akihiro;Sato, Ayumi;Yano, Emi;Kobayashi, Hayato;Kato, Toshikazu
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.274-277
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    • 2002
  • To transmit users' intentions that vary with each person, intuitive and hi-directional interactions between users and a computer are necessary. We considered these interactions by dividing them into two spaces, physical space and informational space. Informational space supports human thinking process by arranging and visualizing much information. Physical space reproduces the real world where various restrictions exist to virtual space. From the viewpoint of three aspects - contents model, kansei model and context model - we defined the style of the interaction between user and multimedia database. In this paper, for the purpose of examining the way to realize the interaction based on these models, we developed interior design coordination support system and garden coordination system, and then evaluated them.

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Analysis of Galvanic Skin Response Signal for High-Arousal Negative Emotion Using Discrete Wavelet Transform (이산 웨이브렛 변환을 이용한 고각성 부정 감성의 GSR 신호 분석)

  • Lim, Hyun-Jun;Yoo, Sun-Kook;Jang, Won Seuk
    • Science of Emotion and Sensibility
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    • v.20 no.3
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    • pp.13-22
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    • 2017
  • Emotion has a direct influence such as decision-making, perception, etc. and plays an important role in human life. For the convenient and accurate recognition of high-arousal negative emotion, the purpose of this paper is to design an algorithm for analysis using the bio-signal. In this study, after two emotional induction using the 'normal' / 'fear' emotion types of videos, we measured the Galvanic Skin Response (GSR) signal which is the simple of bio-signals. Then, by decomposing Tonic component and Phasic component in the measured GSR and decomposing Skin Conductance Very Slow Response (SCVSR) and Skin Conductance Slow Response (SCSR) in the Phasic component associated with emotional stimulation, extracting the major features of the components for an accurate analysis, we used a discrete wavelet transform with excellent time-frequency localization characteristics, not the method used previously. The extracted features are maximum value of Phasic component, amplitude of Phasic component, zero crossing rate of SCVSR and zero crossing rate of SCSR for distinguishing high-arousal negative emotion. As results, the case of high-arousal negative emotion exhibited higher value than the case of low-arousal normal emotion in all 4 of the features, and the more significant difference between the two emotion was found statistically than the previous analysis method. Accordingly, the results of this study indicate that the GSR may be a useful indicator for a high-arousal negative emotion measurement and contribute to the development of the emotional real-time rating system using the GSR.

Effect of Fabric Sound on Subjective Sensation (직물의 소리가 주관적 감각에 미치는 영향)

  • ;John G. Casali
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.03a
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    • pp.265-269
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    • 1999
  • This study was carried out to evaluate human subjective sensation for fabric rustling sounds and predict the sensation with quantified sound color measurements and mechanical properties of fabrics. Thirty subjects at Virginia Tech were asked to evaluate seven sound sensation descriptors by semantic differential scale after hearing eight different fabric sounds. Sound measurements were quantified by calculating total sound pressure(LPT), level range(ΔL), and frequency difference (Δf). Mechanical properties of fabrics were measured by KES-FB. Subjective sensation for fabric sound showed significant differences among fabrics except clearness sensation. Subjective sensation predicted by sound measurements showed well fitted regression equation with ΔL and LPT> Sharpness, clearness, and highness were significantly released with mechanical properties of fabrics. All sensation was found to be predicted with sound measurements L:PT and Δf and mechanical properties such as LT, 2HG5, WC, T, and W.

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Cue exposure system using Virtual Reality for nicotine craving (니코틴 중독의 단서노출치료를 위한 가상환경의 제작 및 욕구 유발 실험)

  • Kim, Kwang-Uk;Cho, Won-Geun;Ku, Jeong-Hun;Kim, Hun;Kim, Byoung-Nyun;Lee, Jang-Han;Kim, In-Y.;Lee, Jong-Min;Kim, Sun-I.
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.11a
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    • pp.187-192
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    • 2002
  • Research has shown that many smokers experience an increase in the desire to smoke when exposed to smoking-related cues. Cue exposure treatment (CET) refers to the manualized, repeated exposure to smoking-related cues, aimed at the reducing cue reactivity by extinction. In this study, we constructed a virtual reality system for evoking a desire of nicotine, which was based on the results of a Questionnaire of Nicotine-craving. And we investigated the effectiveness of the virtual reality system as compared to classical device (pictures). As a result, we reached the conclusion that virtual reality elicits more craving symptoms than the classical devices.

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