• Title/Summary/Keyword: emotion technology

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Development of Milking Machine for Human with Reference to human Babies' Behavior

  • Kawamura, Takashi;Morichika, Masayuki;Nakazawa, Masaru
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.203-205
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    • 2000
  • This paper deals with human nursing and milking. We have made clear the principle of milking of human babies that consists of biting force, sucking pressure and movement of tongue. Base on this observation, the tongue mechanism was proposed. Then new type milking machine was developed and helpful milking was realized by controlling it with reference to human babies behavior. The experimental result of milking from nursing bottles and breast of mothers are shown in this paper. According to the result, the machine has almost same ability as babies.

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Silk Sensitivity Technology of Nylon Filament Using Fluid System (유체시스템을 이용한 나일론 필라멘트의 실크감성화 기술)

  • Kim, Seung-Jin
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.367-372
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    • 2007
  • This study surveys the silk sensitivity technology of nylon filament using fluid system. For this purpose, taslan texturing ATY m/c is modified and 4 kinds of nylon filaments with 40d/12f are made using functional chemicals on the modified ATY texturing machine. Using these yarns, 4 kinds of fabrics are woven and processed on the dyeing and finishing. The various physical properties of these fabrics such as water contents, UV-cut, fabric hand are measured and discussed with ATY texturing and functional chemical treatment conditions.

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Logical Reasoning and Emotional Response System using Structured Association Technique

  • Uozumi, Takashi;Kudo, Yasuo;Oobayashi, Yoshihide;Munakata, Tsunetsugu
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.30-33
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    • 2002
  • There are several methods to implement the logical machine reasoning such as a frame theory and a production system of artificial intelligence. And these algorithms can explain the obtained result through the inference processes. However, emotional (KANSEI) patterns are not so easily implement. One of reason is that some emotional expression is the result of process from unconscious level to conscious level, and not easily identified the original unconscious causes. Therefore, a function of KANSEI database needs to structuralize unconscious level. Our approach is to develop the computerized counseling support system which can structuralize the unconscious brain functions from the view point of the psychology with focusing physiological and emotional responses. Especially, development of the algorithm that can form the network from unconscious to conscious using the image recollection is the application of the structured association technique (SAT). The developed system was implemented on the Web using CGI and emotional network database.

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An Evaluation of Visual Reality in Virtual Environment (가상활경에서의 Visual Reality에 대한 평가)

  • 서형준;김현정;고희동;최윤철
    • Science of Emotion and Sensibility
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    • v.2 no.1
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    • pp.129-135
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    • 1999
  • 본 연구는 3D Visual and Auditory Environment Generator(VAEG)에 의해 표현되는 가상환경에서 시각적 현실감의 정도를 평가하고자 하는데 그 목적이 있다. VAEG는 인간의 감성과 일치하는 제품을 설계할 수 있는 prototyping simulator의 일부이다. 계층적인 가상환경을 구성하는 요소로써 size, length, distance 세가지 요소를 선정하여, estimating size/distance, sketching map, 그리고 searching objects와 같은 다양한 방법을 통해 가상환경과 실제환경에서의 시각적인 현실감 차이를 비교하고자 하였다. 실험은 피험자들이 가상환경을 항해하고, 과제를 수행한 후에 설문에 응답하도록 하는 방식으로 진행되었으며, sketched map과 설문서 간의 상관관계를 통해 가상현실시스템의 현실감을 향상시킬 수 있는 보완요소들을 추출할 수 있도록 설계되었다.

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A Study on Characteristics of Emotional Design in Smart Space - Centered on Future Housing Gallery of Construction Companies - (스마트 공간에서 감성 디자인 특성에 관한 연구 - 건설사 미래 주택전시관을 중심으로 -)

  • Kim, Mi-Shil;Moon, Jeong-Min
    • Korean Institute of Interior Design Journal
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    • v.20 no.6
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    • pp.27-35
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    • 2011
  • Various thoughts about the concept of space have brought a variety of paradigms to the trend. Just as existing information innovation applied activity and function of physical space for computers to overcome time and space limits, future space transplants intelligence to all the objects as organic whole in electronic and physical space by using IT technology to create emotional space. The most universal housing space in our living has had considerable changes in application of life style and technology. However, advanced technology space which corresponds to acceptance and desires of residents does not meet the needs and emotion of residents because of its limited network system. Therefore, it should be transformed into smart space which stimulates human emotion in the trend of advanced technology culture. As future residential space needs technological elements and design process which can stimulate human emotion, this study is to analyse it as a base of emotional design. This study aims to present characteristics of space image for space realization which meets the age of smart technology in terms of unifying smart space with emotional design, focusing on four future housing galleries shown by construction companies. First, the study speculated smart space in theory and classified characteristics and types of smart space into connectivity, sensitivity, reiteration and variability according to changes in space paradigm. Second, the study identified the background and main points emotional design appeared, analysed types of smart space based on characteristics of experimentation, connectivity and symbolism and speculated characteristics of emotional design in each type. In respect to characteristics of emotional design in smart space, organic connection and sensitivity are remarkably presented through experimentation and reiteration is presented through organic connection and experimentation, and variability through symbolism and experimentation.

Development of facial recognition application for automation logging of emotion log (감정로그 자동화 기록을 위한 표정인식 어플리케이션 개발)

  • Shin, Seong-Yoon;Kang, Sun-Kyoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.4
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    • pp.737-743
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    • 2017
  • The intelligent life-log system proposed in this paper is intended to identify and record a myriad of everyday life information as to the occurrence of various events based on when, where, with whom, what and how, that is, a wide variety of contextual information involving person, scene, ages, emotion, relation, state, location, moving route, etc. with a unique tag on each piece of such information and to allow users to get a quick and easy access to such information. Context awareness generates and classifies information on a tag unit basis using the auto-tagging technology and biometrics recognition technology and builds a situation information database. In this paper, we developed an active modeling method and an application that recognizes expressionless and smile expressions using lip lines to automatically record emotion information.

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.

Responding to negative emotions in COVID-19 (코로나 19상황에 발생하는 부정적 정서에 대한 대처)

  • Yang, Hye-Jin
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.135-143
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    • 2020
  • This study was attempted to grasp the negative emotions of college freshmen in the COVID-19 situation and how to cope with them. The survey was conducted online from April 6 to 13, 2020, and the results were analyzed using a total of 220 copies of the survey data, excluding insufficient surveys. As a result of the analysis, the subject's negative emotion was the most frustrating, and the average value was highest in the order of helplessness, anxiety, and anger. As a result of verifying the differences according to gender, it was found that anxiety, lethargy, anger, fear, and confusion all experience statistically significantly more women than men. As a result of analyzing the correlation between the negative emotion of the subject and the method for resolving the negative emotion, the helplessness was found to have a significant negative correlation with the activities of talking with family, friends, and acquaintances. Showed statistically significant positive correlation. Based on these results, some practical methods that can be applied in universities are suggested.

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.

A Study on Utilization of Facial Recognition-based Emotion Measurement Technology for Quantifying Game Experience (게임 경험 정량화를 위한 안면인식 기반 감정측정 기술 활용에 대한 연구)

  • Kim, Jae Beom;Jeong, Hong Kyu;Park, Chang Hoon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.9
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    • pp.215-223
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    • 2017
  • Various methods for creating interesting games are used in the development process. Because the empirical part is difficult to measure and analyze, it usually only measures and analyzes the parts where data are easy to quantify. This is a clear limit to the fact that the experience of the game is important.This study proposes a system that recognizes the face of a game user and measures the emotion change from the recognized information in order to easily quantify the experience of the user who is playing the game. The system recognizes emotions and records them in real time from the face of the user who is playing the game. These recorded data include time and figures related to the progress of the game, and numerical values for emotions recognized from the face. Using the recorded data, it is possible to judge what kind of emotion the game induces to the user at a certain point in time. Numerical data on the recorded empirical part using the system of this study is expected to help develop the game according to the developer 's intention.