• Title/Summary/Keyword: emotion technology

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A Study of the High Touch in Contemporary Fashion (현대 패션에 나타난 하이터치(High Touch)에 관한 연구)

  • Kim, Bo-Young;Geum, Key-Sook
    • Journal of the Korean Society of Costume
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    • v.58 no.4
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    • pp.72-85
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    • 2008
  • With the new millennium setting in, our society is plowing its way through more drastically changing currents than ever. Nowadays, many people believe that high tech such as the Internet, digital civilization, the IT revolution, bio-industry, and the genome project, that has brought humans material prosperity, is the right change in direction. However, the more we adopt high tech into our lives, the more we desire high touch in order to achieve a balance. In other words, we need something to act as a ballast to stabilize our minds. As such, the more high tech develops, the more individuals miss and search for tools that appeal to their emotions. Because of this, although high touch is an opposite concept to high tech, it coexists with high tech, and it is defined as "human contact of high sensitivity that stimulates the emotion of humans". High Touch, a term which originated from "High Tech, High Touch", a book written by American futurist John Naisbitt, refers to human contact that makes human life richer, forminga deep impression on individuals and providing comfort. As such, high touch, which is gaining significant attention in modern society, is a phenomenon occurring throughout politics, society, culture, art, and religion, together with high tech. Through high touch, modern people must realize how to understand and accept a modern society that is dominated by the age of technology and in which direction they should head. Under this background, this study has the following objectives: to interpret the concept of high touch in the age of high tech in association with formative art and fashion, and through various media examine the desire for expression that may stimulate emotion in modern people, which is required by the high tech-prevalent modern society. It further analyzes how high touch is reflected in modern fashion and presents the direction future fashion should head in.

Classification Scheme using Emotional Elements for Abstract Computer-Generated Images (감성 요소에 기반한 추상 CGI의 분류)

  • Seo, Dong-Su;Choi, Min-Young
    • Science of Emotion and Sensibility
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    • v.14 no.2
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    • pp.293-300
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    • 2011
  • The CGI(Computer-generated Image) techniques provide designers with an effective means of creating design artifacts in an automatic way. It has been pointed that two important activities while applying the CGI techniques are both image generation and managemental issues for the generated images. By applying automatic generation techniques for creation of images, designers can acquire benefits in that they can produce free style results in a simple way. Along with such benefits, it is also important for designer to identify and to establish well defined mechanisms for storing vast quantity of auto-generated CGIs. However, it is problematic to assign key-words and to classify abstract images mainly because they lack an analogy of the real world entities. This paper presents classification scheme for the abstract CGIs by applying classification and description criteria from the viewpoint of both design elements and emotional elements. Effective classification and specification can help designers build and retrieve desired images in an easy way, and make management process more simple and effective.

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A Study on Algorithm of Emotion Analysis using EEG and HRV (뇌전도와 심박변이를 이용한 감성 분석 알고리즘에 대한 연구)

  • Chon, Ki-Hwan;Oh, Ju-Young;Park, Sun-Hee;Jeong, Yeon-Man;Yang, Dong-Il
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.10
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    • pp.105-112
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    • 2010
  • In this paper, the bio-signals, such as EEG, ECG were measured with a sensor and their characters were drawn out and analyzed. With results from the analysis, four emotion of rest, concentration, tension and depression were inferred. In order to assess one's emotion, the characteristic vectors were drawn out by applying various ways, including the frequency analysis of the bio-signals like the measured EEG and HRV. RBFN, a neural network of the complex structure of unsupervised and supervised learning, was applied to classify and infer the deducted information. Through experiments, the system suggested in this thesis showed better capability to classify and infer than other systems using a different neural network. As follow-up research tasks, the recognizance rate of the measured bio-signals should be improved. Also, the technology which can be applied to the wired or wireless sensor measuring the bio-signals more easily and to wearable computing should be developed.

Facial Image Analysis Algorithm for Emotion Recognition (감정 인식을 위한 얼굴 영상 분석 알고리즘)

  • Joo, Y.H.;Jeong, K.H.;Kim, M.H.;Park, J.B.;Lee, J.;Cho, Y.J.
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.7
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    • pp.801-806
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    • 2004
  • Although the technology for emotion recognition is important one which demanded in various fields, it still remains as the unsolved problem. Especially, it needs to develop the algorithm based on human facial image. In this paper, we propose the facial image analysis algorithm for emotion recognition. The proposed algorithm is composed as the facial image extraction algorithm and the facial component extraction algorithm. In order to have robust performance under various illumination conditions, the fuzzy color filter is proposed in facial image extraction algorithm. In facial component extraction algorithm, the virtual face model is used to give information for high accuracy analysis. Finally, the simulations are given in order to check and evaluate the performance.

Enhancing e-Learning Interactivity vla Emotion Recognition Computing Technology (감성 인식 컴퓨팅 기술을 적용한 이러닝 상호작용 기술 연구)

  • Park, Jung-Hyun;Kim, InOk;Jung, SangMok;Song, Ki-Sang;Kim, JongBaek
    • The Journal of Korean Association of Computer Education
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    • v.11 no.2
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    • pp.89-98
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    • 2008
  • Providing appropriate interactions between learner and e- Learning system is an essential factor of a successful e-Learning system. Although many interaction functions are employed in multimedia Web-based Instruction content, learner experience a lack of similar feedbacks from educators in real- time due to the limitation of Human-Computer Interaction techniques. In this paper, an emotion recognition system via learner facial expressions has been developed and applied to a tutoring system. As human educators do, the system observes learners' emotions from facial expressions and provides any or all pertinent feedback. And various feedbacks can bring to motivations and get rid of isolation from e-Learning environments by oneself. The test results showed that this system may provide significant improvement in terms of interesting and educational achievement.

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Intelligent Character System using Emotion Metadata (감성 메타데이터를 활용한 지능형 캐릭터 시스템)

  • Han, Jong-Sung;Lee, Wan-Bok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Ryu, Seuc-Ho;Lee, Kyoung-Jae
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.99-107
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    • 2009
  • As the information and the network technology are improved, the system which can express the interactions between the individuals becomes to play more important roles in these days. In fact, that tendency is especially well shown in the community area of P2P and social network service programs. This paper suggest an intelligent character manipulation system which can be effectively used to express emotional representation in an intelligent way in spite of many constraints. The system employs an emotion searching mechanism by attaching emotional information to each object in the database and defining a function of emotional similarity. It is expected that the system can be successfully used not only to find and represent the suitable emotional character representations but also to provide brand new services in the area of mobile platform based contents.

The effect of rewards on developing right user attitudes of elementary school children (보상이 초등학생의 게임 사용 습관에 미치는 영향)

  • Kim, Young-Joo;Kim, Hea Jin;Lee, Jung-Nyun;Whang, Mincheol
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.27-34
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    • 2017
  • The study is to drive right users' attitude of internet and smart phones by providing the rewards. It consisted of 4 different types of no compensation, praise card, achievement sticker and cash and its effect on user's behavior was statistically tested. 24 children in grades four through six participated in the study. The task in this study was game of mathematical calculation. The subjective satisfaction about the reward and heart response during the game task were measured. As the results, inactivation of sympathetic and parasympathetic was observed in the case of no compensation while activation in the case of praise card. Therefore, the praise card was observed in greater commitment and satisfaction than the other rewards. The difference between non-compensation and compensation was significant in the subjective satisfaction, but not difference between compensations.

An Analysis of Relationship between Self-Reported Anxiety, Depressiveness and Parametors of Heart rate variability based on Photoplethysmography (불안 및 우울에 대한 주관적 설문평가 지표와 맥파 신호 기반의 심박변이도 요소들 간의 상관관계 분석)

  • Lee, Chung-Ki;Yoo, Sun-Kook
    • Science of Emotion and Sensibility
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    • v.15 no.3
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    • pp.345-354
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    • 2012
  • The purpose of this study is finding alternative parameters of the HRV so as to minimize the subjective errors by STAI and BDI, could be have two types of significant correlation levels depending on normalized method. Particularly, the LF/HF presented as the quantitative physiological parameter that can reflect both state-anxiety and trait-anxiety.

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Facial Color Control based on Emotion-Color Theory (정서-색채 이론에 기반한 게임 캐릭터의 동적 얼굴 색 제어)

  • Park, Kyu-Ho;Kim, Tae-Yong
    • Journal of Korea Multimedia Society
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    • v.12 no.8
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    • pp.1128-1141
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    • 2009
  • Graphical expressions are continuously improving, spurred by the astonishing growth of the game technology industry. Despite such improvements, users are still demanding a more natural gaming environment and true reflections of human emotions. In real life, people can read a person's moods from facial color and expression. Hence, interactive facial colors in game characters provide a deeper level of reality. In this paper we propose a facial color adaptive technique, which is a combination of an emotional model based on human emotion theory, emotional expression pattern using colors of animation contents, and emotional reaction speed function based on human personality theory, as opposed to past methods that expressed emotion through blood flow, pulse, or skin temperature. Experiments show this of expression of the Facial Color Model based on facial color adoptive technique and expression of the animation contents is effective in conveying character emotions. Moreover, the proposed Facial Color Adaptive Technique can be applied not only to 2D games, but to 3D games as well.

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The Complex relationship between employment stress and avoidance coping styles for college students (대학생들의 취업스트레스와 회피대처방식의 융복합적인 관련성)

  • Kim, Mee-Jung
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.353-360
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    • 2019
  • The purpose of this study was to investigate the relationship between job stress and coping style in college students. Participants were 314 students in a college. Data were collected using a self administered questionnaire. The survey was conducted from May 02, 2018 to May 28, 2018. There were statistically significant correlations between personality stress, family environmental stress, academic stress, school environment stress and emotion - centered coping style among sub - variables of job stress, Job anxiety stress was significantly correlated with social support seeking and emotion - centered coping style. Since college students' emotional stress coping style is related to depressive emotional and physical health problems, it is necessary to provide a psychological treatment program for early detection and coping with psychological support services, and a mixed service such as education, lecture, and camp. In addition, it is thought that strategic action skill training (plan, method, and technology) is needed to change from emotion - centered coping style to problem - solving style.