• Title/Summary/Keyword: emotion technology

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A Preliminary study on the Direction of Design and Designer in the Era of 4th Industrial Revolution (제4차 산업혁명 시대의 디자인과 디자이너 방향성에 관한 기초연구)

  • Gong, Hoe-Jeong
    • Journal of Digital Convergence
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    • v.16 no.4
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    • pp.307-312
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    • 2018
  • This paper deals with the role and direction of design in the era of 4th industrial revolution. In addition to understanding the whole of science and technology such as Artificial Intelligence, Internet of Things, Cyber Physical System, 3D printer and Bio which are leading technology of the $4^{th}$ industrial revolution, this thesis is seeking direction of design that makes human life and society comfortable and convenient. The design in the 4th Industrial Revolution must be at the center of society and human being. Therefore, the design using ICT technology is also applied to the emotional design that stimulates human emotion warmly through in-depth study on society and human culture and environment. Through the above research, the design that has continued to evolve along with the development of technology continues to play a role as a design in which human emotion is alive.

Affordable 3D VR Technology for Sensible Design - An Approach to Designing an End-User Oriented Service Space (3D VR 기술을 이용한 서비스 공간의 감성적 디자인)

  • Yoon, So-Yeon;Hwang, Jo-Hye;Park, Jung-A
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.269-278
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    • 2010
  • Today's Virtual Reality(VR) technology has become considerably more affordable and sophisticated with rapidly advancing computer technology. Photo-realistic visual representations along with real-time interactivity are now achievable without special programing knowledge and expensive equipment. The purpose of this paper is to establish how simple, credible user testing methods based on VR simulations can be utilized to improve design decision making towards more sensible design solutions for end-users. Results of a case study demonstrate the value of potential user-testing feedback in a simulated 3D virtual service space, i.e., restaurant interior. User feedback from the VR simulation includes preferences in table location, privacy, and values of seating preferred tables. A new design framework incorporating an empirical testing method for service spaces is presented. The overall design process, the development of the VE, and the user testing method and findings are discussed. This study provides useful guidances for future efforts in the areas where such technology may benefit to understand end-user feedbacks in design process.

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Effects of Self-esteem, Nursing Professionalism, Cognitive Emotion Control Strategy on Clinical Practice Stress in Nursing Students (간호대학생의 자아존중감, 간호전문직관, 인지적 정서조절 전략이 임상실습스트레스에 미치는 영향)

  • Kang, Mi-Ran;Jeong, Kyeong-Sook
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.353-361
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    • 2020
  • The aim of this study was to identify the factors related to clinical practice stress in nursing college students. The participants comprised 160 students in a nursing college. Data collection was conducted from December 1, 2019 to December 15, 2019. The data were analyzed using descriptive statistics, t-test, ANOVA, Pearson's correlation coefficient and a multiple regression analysis. The average score for clinical practice stress was 3.19 out of a maximum of 5. clinical practice stress had a statistically significant relationship with self-esteem(r=.22, p=.005), nursing professionalism(r=-.26, p=.001) and cognitive emotion control strategy(r=.38, p<.001). The factors affecting clinical practice stress were maladaptive cognitive emotion control strategy(β=.46, p<.001), nursing professionalism(β=-.20, <.001), grade(β=.20, p=.002), motivation for nursing choice(β=-.15, p=.019); the explanatory power of the model was 35.5%. Therefore, in order to reduce the stress on clinical practice, it is necessary to develop a program that can lower the maladaptive cognitive emotion control strategy along with improving the nursing professionalism in stress situations.

Autonomic Nervous System response affected by 3D visual fatigue evoked during watching 3D TV (3D TV 시청으로 유발된 시각피로가 자율신경계 기능에 미치는 영향)

  • Park, Sang-In;Whang, Min-Cheol;Kim, Jong-Wha;Mun, Sung-Chul;Ahn, Sang-Min
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.653-662
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    • 2011
  • As technology in 3D industry has rapidly advanced, a lot of studies primarily focusing on visual function and cognition have become vigorous. However, studies on effect of 3D visual fatigue on autonomic nervous system have not less been conducted. Thus, this study was to identify and determine the effect that might have a negative influence on sympathetic nervous system, parasympathetic nervous system, and cardiovascular system. Fifteen undergraduates (female: 9, mean age: $22.53{\pm}2.55$) participated and were sat on a comfortable chair, viewing a 3D content during about 1 hour. Cardiac responses like SDNN(standard deviation of RR intervals), RMS-SD(root mean squared successive difference), and HF/LF ratios extracted from the measured PPG(Photo-PlethysmoGram) before viewing 3D were compared to those after viewing 3D. The results showed that after subjects watched the 3D, responses in sympathetic nervous system and parasympathetic nervous system were activated and deactivated, respectively relative to those before watching the 3D. The results showed that HF/LF ratio, Ln(LF), and Ln(HF) after viewing 3D were significantly reduced relative to those before viewing 3D. No significant effects were observed in SDNN and RMS-SD. Results obtained in this study showed that visual fatigue induced by watching 3D adversely influenced autonomic nervous system, and thereby reduced heart rate variability causing sympathetic nervous acceleration.

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Developing a User Property Metadata to Support Cognitive and Emotional Product Design (인지·감성적 제품설계 지원을 위한 사용자 특성정보 메타데이터 구축)

  • Oh, Kyuhyup;Park, Kwang Il;Kim, Hee-Chan;Kim, Woo Ju;Lee, Soo-Hong;Ji, Young Gu;Jung, Jae-Yoon
    • The Journal of Society for e-Business Studies
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    • v.21 no.4
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    • pp.69-80
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    • 2016
  • Cognitive and emotional product design is becoming crucial because the technology gap decreases more and more. Product design guidelines and the corresponding database are therefore needed to support sensing (e.g. sight, hearing, touch), cognition (e.g. attention, memory) and emotion (e.g. aesthetics, functionality) which users feel differently according to their genders and ages. The user property information which is extracted from various experiments can be used as critical criteria in product design and evaluation, and it is necessary to develop the integrated database of cognition and emotion where to store the user property information. In this research, we design the user property metadata for supporting cognitive and emotional product design and then develop a prototype system. The metadata is designed to reflect the classification of cognition and emotion by investigating and classifying the previous studies related to sensing, cognition and emotion. The user property information is designed in RDF (Resource Description Framework), and a prototype system is developed to store user property information of cognition and emotion based on the designed metadata.

Tangible Media based on Interactive Technology;iT_Media

  • Yoon, Joong-Sun;Yoh, Myeung-Sook;Lee, Hye-Won
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.794-799
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    • 2004
  • Recent paradigm in technology shifts from object-based technology to environment-based technology. Issue here is interaction among humans and the world around humans, which is natural and artificial "space." Holistic interactions based on "Mom (embodiment)" suggest a good starting point for exploring this issue. Soft engineering, "Mom," holistic interactions, tangible space, ubiquitous computing, science of emotion, and interactive media are key concepts in interactive technology. Interactive tangible media "iT_Media" is proposed to explore and synthesize these ideas. Interactive technology initiative (ITI) is an interdisciplinary research group to search for the proper technology and the proper way of implementing technology: "interactive technology" or "soft engineering." Some experimental activities conducted by ITI are presented in this session, "Interactive Technology."

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Tangible Media based on Interactive Technology: A Tutorial

  • Yoon, Joongsun;Yoh, Myeungsook;Lee, Hyewon
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.4 no.2
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    • pp.241-248
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    • 2004
  • Recent paradigm in technology shifts from object-based technology to environment-based technology. Issue here is interaction among humans and the world around humans. The world we consider includes natural and artificial "space." Interactive technology, which explore holistic interactions based on "Mom (embodiment)," suggests a good starting point for exploring this issue. Soft engineering, "Mom," holistic interactions, tangible space, ubiquitous computing, science of emotion, and interactive media are key concepts in interactive technology. Interactive tangible media "iT_Media" is proposed to explore and synthesize these ideas. Interactive technology initiative (ITI) is an interdisciplinary research group to search for the proper technology and the proper way of implementing technology: "interactive technology" or "soft engineering." Some experimental activities conducted by ITI are presented in this paper.tal activities conducted by ITI are presented in this paper.

The Audience Behavior-based Emotion Prediction Model for Personalized Service (고객 맞춤형 서비스를 위한 관객 행동 기반 감정예측모형)

  • Ryoo, Eun Chung;Ahn, Hyunchul;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
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    • v.19 no.2
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    • pp.73-85
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    • 2013
  • Nowadays, in today's information society, the importance of the knowledge service using the information to creative value is getting higher day by day. In addition, depending on the development of IT technology, it is ease to collect and use information. Also, many companies actively use customer information to marketing in a variety of industries. Into the 21st century, companies have been actively using the culture arts to manage corporate image and marketing closely linked to their commercial interests. But, it is difficult that companies attract or maintain consumer's interest through their technology. For that reason, it is trend to perform cultural activities for tool of differentiation over many firms. Many firms used the customer's experience to new marketing strategy in order to effectively respond to competitive market. Accordingly, it is emerging rapidly that the necessity of personalized service to provide a new experience for people based on the personal profile information that contains the characteristics of the individual. Like this, personalized service using customer's individual profile information such as language, symbols, behavior, and emotions is very important today. Through this, we will be able to judge interaction between people and content and to maximize customer's experience and satisfaction. There are various relative works provide customer-centered service. Specially, emotion recognition research is emerging recently. Existing researches experienced emotion recognition using mostly bio-signal. Most of researches are voice and face studies that have great emotional changes. However, there are several difficulties to predict people's emotion caused by limitation of equipment and service environments. So, in this paper, we develop emotion prediction model based on vision-based interface to overcome existing limitations. Emotion recognition research based on people's gesture and posture has been processed by several researchers. This paper developed a model that recognizes people's emotional states through body gesture and posture using difference image method. And we found optimization validation model for four kinds of emotions' prediction. A proposed model purposed to automatically determine and predict 4 human emotions (Sadness, Surprise, Joy, and Disgust). To build up the model, event booth was installed in the KOCCA's lobby and we provided some proper stimulative movie to collect their body gesture and posture as the change of emotions. And then, we extracted body movements using difference image method. And we revised people data to build proposed model through neural network. The proposed model for emotion prediction used 3 type time-frame sets (20 frames, 30 frames, and 40 frames). And then, we adopted the model which has best performance compared with other models.' Before build three kinds of models, the entire 97 data set were divided into three data sets of learning, test, and validation set. The proposed model for emotion prediction was constructed using artificial neural network. In this paper, we used the back-propagation algorithm as a learning method, and set learning rate to 10%, momentum rate to 10%. The sigmoid function was used as the transform function. And we designed a three-layer perceptron neural network with one hidden layer and four output nodes. Based on the test data set, the learning for this research model was stopped when it reaches 50000 after reaching the minimum error in order to explore the point of learning. We finally processed each model's accuracy and found best model to predict each emotions. The result showed prediction accuracy 100% from sadness, and 96% from joy prediction in 20 frames set model. And 88% from surprise, and 98% from disgust in 30 frames set model. The findings of our research are expected to be useful to provide effective algorithm for personalized service in various industries such as advertisement, exhibition, performance, etc.

KE-T5-Based Text Emotion Classification in Korean Conversations (KE-T5 기반 한국어 대화 문장 감정 분류)

  • Lim, Yeongbeom;Kim, San;Jang, Jin Yea;Shin, Saim;Jung, Minyoung
    • Annual Conference on Human and Language Technology
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    • 2021.10a
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    • pp.496-497
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    • 2021
  • 감정 분류는 사람의 사고방식이나 행동양식을 구분하기 위한 중요한 열쇠로, 지난 수십 년간 감정 분석과 관련된 다양한 연구가 진행되었다. 감정 분류의 품질과 정확도를 높이기 위한 방법 중 하나로 단일 레이블링 대신 다중 레이블링된 데이터 세트를 감정 분석에 활용하는 연구가 제안되었고, 본 논문에서는 T5 모델을 한국어와 영어 코퍼스로 학습한 KE-T5 모델을 기반으로 한국어 발화 데이터를 단일 레이블링한 경우와 다중 레이블링한 경우의 감정 분류 성능을 비교한 결과 다중 레이블 데이터 세트가 단일 레이블 데이터 세트보다 23.3% 더 높은 정확도를 보임을 확인했다.

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The System Developing Social Network Group by Using Life Logging Data (라이프로깅 데이터를 이용한 소셜 네트워크 그룹 생성 시스템)

  • Jo, Youngho;Woo, Jincheol;Lee, Hyunwoo;Cho, Ayoung;Whang, Mincheol
    • Journal of the HCI Society of Korea
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    • v.12 no.2
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    • pp.13-19
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    • 2017
  • Various life-logging based on cloud service have developed social network according to the advanced technology of smartphone and wearable device. Daily digital life on social networks has been shared information and emotion and developed new social relationships. Recent life-logging has required social relationships beyond extension of personal memory and anonymity for privacy protection. This study is to determine social network group by using life-logging data obtained in daily lives and to categorize emotion behavior with anonymity guarantee. Social network group was defined by grouping similar representative emotional behavior. The public's patterns and trends was able to be inferred by analyzing representative emotion and behavior of the social groups network.