• Title/Summary/Keyword: emotion technology

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A study on the expression of t-shirt design using Hangeul calligraphy (한글 캘리그라피를 이용한 티셔츠 디자인의 표현에 관한 연구)

  • Kim, Ki Hoon
    • The Research Journal of the Costume Culture
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    • v.21 no.5
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    • pp.684-698
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    • 2013
  • Interest and desire for analogue emotion increased with the dazzling development of digital technology. Especially, as analogue emotion got grafted in the design field, analysis through various expression media is being done. This study seeks to propose design of t-shirt using unique advantage of Hangeul calligraphy that can satisfy the modern flow and pattern design's various expressions. Calligraphy is being used in various fields such as advert, package, logo, movie poster, signboard, graphic design, calligraphy and abstract painting. Formative yet effective in readability and conveying meaning as it's expressed in letters, calligraphy is a field of attention with its contribution in extending the new design area. As a method of the study, altogether 8 pieces of t-shirts were proposed through related preceding research, literary research, co-work with calligraphy author, computer graphic program, and heat transfer. As such, the t-shirt designs which were created by suggesting various design and using traditional materials like calligraphy, can be used as novel and sensual factor, where one can get a glimpse at the potential of development as traditional fashion product.

Effects of a Happiness Choice Program Based on Reality Therapy on Subjective Well-being and Interpersonal Relations in Nursing Students (현실치료를 적용한 행복선택 프로그램이 간호대학생의 주관적 안녕감과 대인관계능력에 미치는 효과)

  • Lee, Eun Sook
    • Journal of Korean Public Health Nursing
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    • v.29 no.3
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    • pp.503-514
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    • 2015
  • Purpose: The purpose of this study was to determine the effects of a happiness choice program based on reality therapy on subjective well-being and interpersonal relations in nursing students. Methods: A nonequivalent control group pre-posttest design was used. The participants were 45 nursing students, 22 in the experimental group, and 23 in the control group. They were from 2 different colleges of nursing located in 2 regions. The happiness choice program based on reality therapy was held 6 times over 6 weeks, taking 120 minutes per session. Nursing students' subjective well-being and interpersonal relations were measured. SPSS 18.0 using the ${\chi}^2$-test, t-test, and paired t-test were used in data analysis. Results: Nursing students in the experimental group showed significantly higher life satisfaction (t=3.81, p<.001), positive emotion (t=2.09, p=.042), and interpersonal relations (t=4.11, p<.001), while significantly lower negative emotion (t=-2.59, p=.013). Conclusion: The findings of this study suggest that a happiness choice program based on reality therapy could be a useful intervention for improving subjective well-being and interpersonal relations of nursing students.

Age Differences in Perceptions and Relationships Among Determinants of Loyalty in Online Games (연령별 차이를 중심으로 본 온라인게임 애호도 영향요인에 관한 연구)

  • Um, Myoung-Yong;Kwon, Moon-Ju;Byun, Wan-Soo;Kim, Tae-Ung
    • Journal of Information Technology Services
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    • v.6 no.1
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    • pp.83-99
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    • 2007
  • The purpose of this research is to identify the determinants of loyalty in online games. This study developed a research model to analyze the factors explaining the loyalty level from gamers, employing social identification, flow, and positive anticipated emotion as major research variables, and collected 1308 survey responses from gamers. Within the context of arguing that the exploration of age range issues with respect to online games is important, this research also examines the age differences in path coefficients. To this end, the structural model was tested with the data from entire data sample (i.e., the age of 10s, 20s, and 30s pooled together) and each of the subsamples (i.e., teens taken separately, twenties taken separately, and thirties taken separately). Properties of the causal paths, including standardized path coefficients, the significance of difference, in the hypothesized model, are also presented, so that we can investigate the relative influences of different dominants, demonstrating how teens, twenties, and thirties differ in their decision-making processes regarding the flow, social identification and loyalty from online games.

Unified Psycholinguistic Framework: An Unobtrusive Psychological Analysis Approach Towards Insider Threat Prevention and Detection

  • Tan, Sang-Sang;Na, Jin-Cheon;Duraisamy, Santhiya
    • Journal of Information Science Theory and Practice
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    • v.7 no.1
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    • pp.52-71
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    • 2019
  • An insider threat is a threat that comes from people within the organization being attacked. It can be described as a function of the motivation, opportunity, and capability of the insider. Compared to managing the dimensions of opportunity and capability, assessing one's motivation in committing malicious acts poses more challenges to organizations because it usually involves a more obtrusive process of psychological examination. The existing body of research in psycholinguistics suggests that automated text analysis of electronic communications can be an alternative for predicting and detecting insider threat through unobtrusive behavior monitoring. However, a major challenge in employing this approach is that it is difficult to minimize the risk of missing any potential threat while maintaining an acceptable false alarm rate. To deal with the trade-off between the risk of missed catches and the false alarm rate, we propose a unified psycholinguistic framework that consolidates multiple text analyzers to carry out sentiment analysis, emotion analysis, and topic modeling on electronic communications for unobtrusive psychological assessment. The user scenarios presented in this paper demonstrated how the trade-off issue can be attenuated with different text analyzers working collaboratively to provide more comprehensive summaries of users' psychological states.

Deep Reinforcement Learning-Based Cooperative Robot Using Facial Feedback (표정 피드백을 이용한 딥강화학습 기반 협력로봇 개발)

  • Jeon, Haein;Kang, Jeonghun;Kang, Bo-Yeong
    • The Journal of Korea Robotics Society
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    • v.17 no.3
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    • pp.264-272
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    • 2022
  • Human-robot cooperative tasks are increasingly required in our daily life with the development of robotics and artificial intelligence technology. Interactive reinforcement learning strategies suggest that robots learn task by receiving feedback from an experienced human trainer during a training process. However, most of the previous studies on Interactive reinforcement learning have required an extra feedback input device such as a mouse or keyboard in addition to robot itself, and the scenario where a robot can interactively learn a task with human have been also limited to virtual environment. To solve these limitations, this paper studies training strategies of robot that learn table balancing tasks interactively using deep reinforcement learning with human's facial expression feedback. In the proposed system, the robot learns a cooperative table balancing task using Deep Q-Network (DQN), which is a deep reinforcement learning technique, with human facial emotion expression feedback. As a result of the experiment, the proposed system achieved a high optimal policy convergence rate of up to 83.3% in training and successful assumption rate of up to 91.6% in testing, showing improved performance compared to the model without human facial expression feedback.

The Effect of Mukbang under Consumers' Positive and Negative Emotions on Their Vicarious Satisfaction and Desire to Eat (소비자의 긍정적 감정과 부정적 감정에서 먹방이 대리만족과 욕구에 미치는 영향)

  • Kim, Hyunpil;Hwang, Kumju
    • Journal of Information Technology Applications and Management
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    • v.29 no.1
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    • pp.71-82
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    • 2022
  • Mukbang, which has established itself as a popular content, is now enjoying a sensational popularity not only in Korea but also around the world. This study investigated the effects of mukbang on consumers' vicarious satisfaction and desire increase in different emotional aspects. In addition, we analyzed how the positive and negative emotions of consumers affect the vicarious satisfaction and desire increase of mukbang. According to this purpose, 120 participants in their 20s and 30s who had experienced watching mukbang were encouraged to watch mukbang videos after inducing positive, negative, and neutral emotions, and the effects of vicarious satisfaction and increased desire depending on emotions were examined. As a result of the experiment, it was confirmed that vicarious satisfaction through mukbang was high in positive emotional states, and desire through mukbang was high in negative emotional states. This study has a theoretical contribution that empirically investigates the different effects of mukbang according to positive and negative emotions, and is expected to help derive marketing measures using consumer emotional states that have not been received enough attention in using mukbang as a marketing tool.

The Evaluation of Beneficial Walking Elements to Identify Motivations for Walking Habit Formation

  • Max Hanssen;Muneo Kitajima;SeungHee Lee
    • Science of Emotion and Sensibility
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    • v.26 no.2
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    • pp.117-128
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    • 2023
  • This study aimed to build on past findings about differences in personal walking experiences by demonstrating what elements were beneficial to participants with different walking habits. Accordingly, this study established the relationships between valued walking elements and people's motivation to walk, by dividing participants into three groups: Group W for people with a walking habit, Group HW for people who walk occasionally but not regularly, and Group NW for people who do not walk habitually. Participants walked a familiar and an unfamiliar route with a wearable device that recorded their heart-rate variability and electrodermal activity. Changes in the biometric data helped to identify the defining moments in each participant's walk. Participants discussed these moments in one-on-one interviews with a researcher to pinpoint their valued walking elements. As a result, this study classified walking elements into six themes: "Surroundings," "Social," "Exploration," "Route Plan," "Physical Exercise," and "Mental Thinking." A walking habit development model was made to show how "Route Plan" and "Exploration" were beneficial to Group NW, "Social" and "Surroundings" were beneficial to Group HW, and "Route Plan," "Mental Thinking," and "Physical Exercise" were beneficial to Group W.

How Does Digital Shadow Work Affect User Emotion and Behavior in Self-service Technologies Use?

  • Huimin Shi;Joon Koh
    • Asia pacific journal of information systems
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    • v.33 no.1
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    • pp.1-21
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    • 2023
  • During the Covid-19 pandemic, social distance regulation calls for non-contact services, making self-service technologies gain much more attention. However, customers found they are pushed into more digital shadow work by employing Self-service technologies (SSTs). This research aims to examine how digital shadow work influences user emotions and behaviors during SSTs use. Based on the grounded theory method (GTM), this draft drives 128 codes and 7 categories to develop the theory of digital shadow work. Operations, consisting of pre-use, during use, and after use, along with the cognitions, including the perception of use-value and time efficiency, act as the trigger of digital shadow work. Achievement emotions, embodying happiness and satisfaction from technology use, result from the perception of high use-value and high time efficiency, while loss emotions, encompassing anger and disappointment from the user experience, generate from the perception of low use-value and low time efficiency, and finally, user responses from the digital shadow work - quitting, continuous and alternative behaviors are found as key factors. The interventing roles of a sense of control, system features, and compensation are also addressed. Examining users' psychological mechanisms academically contributes to developing the theory of digital shadow work whereas it advances the development of SSTs on a practical side.

Interactive Genetic Algorithm for Content-based Image Retrieval

  • Lee, Joo-Young;Cho, Sung-Bae
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1998.06a
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    • pp.479-484
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    • 1998
  • As technology in a computer hardware and software advances, efficient information retrieval from multimedia database gets highly demanded. Recently, it has been actively exploited to retrieve information based on the stored contents. However, most of the methods emphasize on the points which are far from human intuition or emotion. In order to overcome this shortcoming , this paper attempts to apply interactive genetic algorithm to content-based image retrieval. A preliminary result with subjective test shows the usefulness of this approach.

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Robot Emotion Technology (로봇 감성 기술)

  • Park, C.S.;Ryu, J.W.;Sohn, J.C.
    • Electronics and Telecommunications Trends
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    • v.22 no.2 s.104
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    • pp.1-9
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    • 2007
  • 공공 서비스, 홈 서비스, 엔터테인먼트, 매개치료, 개호 등의 다양한 분야에서 인간과 로봇간의 상호작용을 통한 감성적인 교류에 대한 연구가 활발히 진행되고 있다. 점차시각, 음성 인식을 통한 사용자 중심의 감성 인식에서 촉각 기반의 상호 작용을 통한감성을 생성하고 다양한 형태로 감성을 표현하는 로봇들에 대한 개발이 이루어질 것이다. 이에, 본 고에서는 내.외부 센서들을 통한 감성에 영향을 주는 감성적 문맥 인식기술과 로봇 감성 및 행동 표현에 대한 기술 개발 동향에 대하여 살펴 보도록 한다.