• Title/Summary/Keyword: emotion technology

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Brain Dynamics and Interactions for Object Detection and Basic-level Categorization (물체 탐지와 범주화에서의 뇌의 동적 움직임 추적)

  • Kim, Ji-Hyun;Kwon, Hyuk-Chan;Lee, Yong-Ho
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.219-222
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    • 2009
  • Rapid object recognition is one of the main stream research themes focusing to reveal how human recognizes object and interacts with environment in natural world. This field of study is of consequence in that it is highly important in evolutionary perspective to quickly see the external objects and judge their characteristics to plan future reactions. In this study, we investigated how human detect natural scene objects and categorize them in a limited time frame. We applied Magnetoencepahlogram (MEG) while participants were performing detection (e.g. object vs. texture) or basic-level categorization (e.g. cars vs. dogs) tasks to track the dynamic interaction in human brain for rapid object recognition process. The results revealed that detection and categorization involves different temporal and functional connections that correlated for the successful recognition process as a whole. These results imply that dynamics in the brain are important for our interaction with environment. The implication from this study can be further extended to investigate the effect of subconscious emotional factors on the dynamics of brain interactions during the rapid recognition process.

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Development of an oneM2M-compliant IoT Platform for Wearable Data Collection

  • Ahn, Il Yeup;Sung, Nak-Myoung;Lim, Jae-Hyun;Seo, Jeongwook;Yun, Il Dong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.1
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    • pp.1-15
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    • 2019
  • Internet of Things (IoT) is commonly referred to as a future internet technology to provide advanced services by interconnecting physical and virtual things, collecting and using many data from them. The IoT platform is a server platform with a common architecture to collect and share the data independent of the IoT devices and services. Recently, oneM2M, the global standards initiative for Machine-to-Machine (M2M) communications and the IoT announced the availability of oneM2M Release 2 specifications. Accordingly, this paper presents a new oneM2M-compliant IoT platform called Mobius 2.0 and proposes its application to collect the biosignal data from wearable IoT devices for emotion recognition. Experimental results show that we can collect various biosignal data seamlessly and extract meaningful features from the biosignal data to recognize two emotions of joy and sadness.

The comparison of emotional brand image of the domestic mobile phones (국내 휴대폰 브랜드의 감성 이미지 비교)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.13 no.3
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    • pp.493-500
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    • 2010
  • The development of new technology and diversity in user needs lead mobile phone manufacturers to establish new strategies different from the existing for user attraction. Product identity, and brand image are major strategies for differentiation and adding new values to a product. This research starts with stating emotional brand image as the brand image made by the actual usage and the emotion built from the experience while using the product. This research will compare emotional brand image of the three major mobile phone manufactures in Korea (Brand A, C, and S) using evaluation of six representative emotions from users while using the product. The result of evaluating actual mobile phone users and the emotion built while actually using the product showed the brand image, and especially the emotional side of Korean mobile phone manufacturers. The result of this research itself would not be sufficient to simply state the emotional brand image of Korean mobile phone manufactures, but with further research including age, profession, gender and other demographic factors the result of this research would surely be able to abstract a clearer view of emotional brand image of Korean mobile phone manufactures.

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Effects of Small Monitor Size of DMB Phone and PMP on Viewers' Information Processing Process of Contents (DMB폰과 PMP의 작은 화면 사이즈 특성이 영상콘텐츠에 대한 정보처리과정에 미치는 영향)

  • Choi, I-Jung
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.110-117
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    • 2007
  • The recent developments of audio/video technology in the ubiquitous media have resulted in a variety of formal feature such as screen sizes for media and the new viewing environment can alter television viewers' experience of mediated communication. So the concern about formal feature of media itself is increasing in the recent media effects studies. From this point of view, this study is conducted to test the effect of the different monitor size of DMB Phone(2'1"), PMP(4'3") and PC monitor(19') on the viewers' memory and emotion of content by experimental research. The results showed that the effect by monitor size on the view's memory and emotion is significant. And watching moving image on a bigger monitor resulted in better memory of visual message elements contained in the content and more favorable emotion of the content.

The Study of the Analysis of a User's Perception of Screen Component for Inducing Emotion in the 3D Virtual Reality Environment (3차원 가상현실 환경에서의 감성 유발 화면 구성 요소에 대한 사용자 인식 분석 연구)

  • Han, Hyeong-Jong
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.165-176
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    • 2018
  • With the development of information and communication technology, the possibility of utilizing 3D virtual reality in education has been sought. Especially, the screen composition in the virtual reality has the possibility of inducing the emotion of the user which may affect the learning. However, there is little research on what aspects of the screen can cause emotions. The purpose of this study is to analyze the user's perception of screen components inducing emotion in virtual reality learning environment. Using Multi Dimensional Scaling (MDS), the user's perception of the main screen in a representative virtual reality learning environment platform was investigated. As a result, the dimension of depth on the screen and the dynamics of the avatar related to the movement were confirmed. This study is meaningful to explore technical variables that can induce emotions among screen elements in virtual reality contents.

Visual expression technique analysis of motion graphic by media for emotion communication (감성전달을 위한 매체별 모션그래픽의 시각적 표현기법 분석)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.921-926
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    • 2009
  • After the scientific development of human history, numerous images have been developed and expanded in digital media as a communication tools. Image digital media make communication closer between sender and receptor. The image digital media which has been developed with the change of technology and media transformation have shortened visual information transportation and the time as well by combining the sense of visual and audio. Motion graphic field has been emerged as the type of image digital media development. The development of motion graphic make possible for the expressive effect and dynamic image technique which is impossible by the existing media type. Especially, it is applied to various field such as the title of movie, TV program, and advertise or music video etc. These image expression techniques are stimulating acceptor's emotion to take a role of emotion communication function also. This study aims to find the characteristics motion graphic of which how influence as an effective communication tool as important role to the receptors, and the examine the effect and application of motion graphic to the receptors as a emotion communication tool by case study.

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Sentiment Prediction using Emotion and Context Information in Unstructured Documents (비정형 문서에서 감정과 상황 정보를 이용한 감성 예측)

  • Kim, Jin-Su
    • Journal of Convergence for Information Technology
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    • v.10 no.10
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    • pp.40-46
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    • 2020
  • With the development of the Internet, users share their experiences and opinions. Since related keywords are used witho0ut considering information such as the general emotion or genre of an unstructured document such as a movie review, the sensitivity accuracy according to the appropriate emotional situation is impaired. Therefore, we propose a system that predicts emotions based on information such as the genre to which the unstructured document created by users belongs or overall emotions. First, representative keyword related to emotion sets such as Joy, Anger, Fear, and Sadness are extracted from the unstructured document, and the normalized weights of the emotional feature words and information of the unstructured document are trained in a system that combines CNN and LSTM as a training set. Finally, by testing the refined words extracted through movie information, morpheme analyzer and n-gram, emoticons, and emojis, it was shown that the accuracy of emotion prediction using emotions and F-measure were improved. The proposed prediction system can predict sentiment appropriately according to the situation by avoiding the error of judging negative due to the use of sad words in sad movies and scary words in horror movies.

The Effect of Individual's Flow and Stress on Subjective Well-being in Social Network Services (소셜 네트워크 서비스에서 사용자의 플로우와 스트레스가 주관적 안녕감에 미치는 영향)

  • Koh, Joon;Lee, Sung-Jun;Lou, Liguo
    • Journal of Information Technology Services
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    • v.15 no.1
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    • pp.211-226
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    • 2016
  • Most of the SNS users argue that they feel techno-stress or digital fatigue when they use SNS. As the relationships in the SNS expand, users may feel work overload, digital fatigue, and techno-stress which are caused by the time and effort for the retaining the existing relationships established via SNS. The SNS activities require users' time and effort to update their profiles and the current news of them, responding to online friends' contents. Thus, more relationships they have, more stress they can feel. This study tries to examine the key factors that can affect subjective well-being of individuals in Social Network Service (SNS) usage. Therefore, this study, based on the previous literature, investigates what the sources of SNS stress are and how SNS stress and flow affect subjective well-being of SNS users. Major findings of this study from an empirical analysis with 201 SNS user respondents who have accessed SNS at least one time within one month are as follows. First, perceived opportunity cost and reputation recognition in SNS usage were found to have significant effects on negative emotion. Second, individual's flow in SNS was significantly affected by challenges and interactions, and had a significant impact on positive emotion. However, SNS users' flow did not show a positive relationship with their satisfaction of life. This study contributes to the expansion of theoretical discussion about the effect of individual's SNS usage on quality of life in validating whether SNS usage can bring individuals subjective well-being. Implications of the study findings and future research directions are also discussed.

The Colors of Logic (논리의 색깔)

  • 소흥렬
    • Lingua Humanitatis
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    • v.1 no.1
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    • pp.13-31
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    • 2001
  • This essay seeks new possibilities in experimental thinking and to find ways in which philosophy can aid humanistic imagination. In emphasizing logical precision, philosophy has so far ignored the role of imagination in philosophical logic and limited itself to deductive logic. Despite the obvious fact that no degree of logical precision can fully account for, nor provide complete expression for, the vast range of human thought, other modes of thinking have suffered in the shadow of deductive logic. But these non-deductive models of thinking can in many cases better explain the emotive, aesthetic logic of the humanities. The kinds of models (deductive and non-deductive) in humanistic thinking include dialectic, abductive, analogic, pragmatic, inductive, and deductive logic. Each mode of logical thinking may be assigned a color that represents its emotive characteristics: red for dialectics (opposition): blue for abduction (transcendence); yellow for analogy (flexibility); green for pragmatics (peace); violet/purple for induction (fantasy); and finally orange for deduction (trust). And each mode can also be keyed to major areas in humanistic thought, making up the following connections: dialectic-red-history; abduction-blue-literature; analogy-yellow-philosophy ; pragmatics-green-religion ; induction-violet/purple-arts; and deduction-orange-science. These connections serve to illustrate the interrelationship between emotion and intelligence, leading us toward considerations of emotional intelligence and intelligent emotion. The former is increasingly gaining attention, as the effect of 'mood space' on intelligence is being scrutinized. That the rate of suicide among mathematicians is very high points to the need for careful study of the reverse relationship between emotion and intelligence, intelligent emotion. The need for the latter is all the more pressing, as the emergence of new technology is allowing, even forcing, us more and more to experience the world intellectually (i.e., sans emotive experience) through a new virtual space called cyberspace.

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Implementation of Multi Channel Network Platform based Augmented Reality Facial Emotion Sticker using Deep Learning (딥러닝을 이용한 증강현실 얼굴감정스티커 기반의 다중채널네트워크 플랫폼 구현)

  • Kim, Dae-Jin
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1349-1355
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    • 2018
  • Recently, a variety of contents services over the internet are becoming popular, among which MCN(Multi Channel Network) platform services have become popular with the generalization of smart phones. The MCN platform is based on streaming, and various factors are added to improve the service. Among them, augmented reality sticker service using face recognition is widely used. In this paper, we implemented the MCN platform that masks the augmented reality sticker on the face through facial emotion recognition in order to further increase the interest factor. We analyzed seven facial emotions using deep learning technology for facial emotion recognition, and applied the emotional sticker to the face based on it. To implement the proposed MCN platform, emotional stickers were applied to the clients and various servers that can stream the servers were designed.