• Title/Summary/Keyword: emotion technology

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Study on surface processing design of aluminum alloy materials that is applied to IT and electronics (IT 및 전자제품에 적용되는 알루미늄 합금소재의 표면처리디자인에 관한 연구)

  • Han, Jisu;Kim, Pureum;Kim, Hyun-Sung
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.27 no.4
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    • pp.212-219
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    • 2017
  • To become a person that is suitable to the 'High-Touch' generation where emotion takes over, we can focus on 6 skill including design, story, harmony, empathy, play, and meaning. Among these skills, harmony with design was chosen as the most important skill. Design can be seen as the basic element of all business, but it will be difficult to match the flow of the future Sensibility and intuitive generation with just the modern design that has been made based on reasonable and objective information and knowledge. This study suggests system and standardization of Sensibility surface processing design that satisfies great quality, attractive quality and Sensibility quality by applying surface processing design of product and Sensibility cognitive factors felt by the consumer by setting differentiated strategy and CMF (Color, Material, Finishing) understanding along with the importance of design materials in primary aspect. By considering the efficacy/characteristic of new surface processing characteristic/differentiation/possibility of implementation according to setting direction of differentiated CMF strategy per type of parts applied to the product, visual surface processing sample was implemented. Through this, it is expected that practical communication connected tool and Sensibility surface processing design's strategic access framework can be applied by understanding and sharing comprehensive elements such as target product, part type, applied material, applied surface processing, surface color, surface texture, and implementing feeling to environments such as designers, CMF designers, surface processing experts, and engineers in IT, electronics, and other areas. when developing a product.

Effects of Executive Compassion and Forgiving Behavior on Organizational Activities and Performance (중소기업에서 경영자의 배려와 용서가 학습조직 활동과 조직성과에 미치는 영향)

  • Park, Soo-Yong;Hawang, Moon-Young;Chol, Eun-Soo
    • Journal of Distribution Science
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    • v.13 no.6
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    • pp.105-118
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    • 2015
  • Purpose - Currently, strengthening small and medium-sized enterprises (SME) in terms of competitiveness is a key economic issue. However, the problem is that many SMEs lack the internal competence required to cope with a rapidly changing market structure. Such problems can act as an obstacle to economic development, yet most SMEs in Korea are dealing with this problem today. A company's source of competitive advantage is changing from quantity to quality, facility to knowledge, and hardwork to creativity. Under such circumstances, a company should place learning and sharing of knowledge and continuously creating new knowledge as its priority. This study aims to identify the effect of a chief executive officer's (CEO) compassion and forgiveness - positive factors in organizational emotion - on learning organization activities and organizational performance, through a theoretical comparison. Research design, data, and methodology - For this study, SMEs based in Daejeon and Chungcheong area were selected. To secure credibility of the data, the subjects were selected among those who have been working at the business for six months or longer. The survey was conducted for 30 days from March 5, 2015 to April 5, 2015. Both offline and online surveys were conducted. Fifty companies were chosen and 700 questionnaires were distributed, with 506 used for analysis. Fifty subject companies (25 from Daejeon, 10 from Chungnam, 10 from Chungbuk, and five from Sejong) were selected and the objective, target, and survey content were explained to a manager at each company either face-to-face or on the phone. Of the total of 700 questionnaires distributed via mail or e-mail, 78.6% or 550 copies were returned. Excluding 44 insufficient questionnaires, the remainder, 506 questionnaires, were used for analysis. Results - This study analyzed how the CEO's compassion and forgiveness affects learning organization activities and organizational performance. First, compassion of the CEO at the SMEs directly affected the learning organization activities and indirectly affected the organizational performance. Second, forgiveness of the CEO at the SMEs did not affect the learning organization activities and organizational performance directly or indirectly. Conclusions - The study conclusions are as follows. First, CEO compassionate behavior at the SMEs was a significant variable that directly and indirectly affected learning organization activities and organizational performance. Therefore, the CEO of an SME can create a positive organizational atmosphere through compassionate behaviors in the organization. Second, the forgiving behavior of the CEO did not have direct or indirect effects on learning organization activities and organizational performance. However, the reason for a CEO to continue his or her forgiving behavior is because it strengthens employee resilience, commitment, and self-efficacy to protect the organization from negative influences such as layoffs, risks, and wrongdoings. The action of forgiveness does not have direct or indirect effects. However, the CEO shall continue such behavior to strengthen members' physiological resilience, commitment, and self - effectiveness, and to protect the organization from risks including layoff and external negative factors.

A Fashion Design Recommender Agent System using Collaborative Filtering and Sensibilities related to Textile Design Factors (텍스타일 기반의 협력적 필터링 기술과 디자인 요소에 따른 감성 분석을 이용한 패션 디자인 추천 에이전트 시스템)

  • 정경용;나영주;이정현
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.2
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    • pp.174-188
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    • 2004
  • In the life environment changed with not only the quality and the price of the products but also the material abundance, it is the most crucial factor for the strategy of product sales to investigate consumer's sensibility and preference degree. In this perspective, it is necessary to design and merchandise the products in cope with each consumer's sensibility and needs as well as its functional aspects. In this paper, we propose the Fashion Design Recommender Agent System (FDRAS-pro) for textile design applying collaborative filtering personalization technique as one of the methods of material development centered on consumer's sensibility and preference. For a collaborative filtering system based on textile, Representative-Attribute Neighborhood is adopted to determine the number or neighbors that will be used for preferences estimation. Pearson's Correlation Coefficient is used to calculate similarity weights among users. We build a database founded on the sensibility adjectives to develop textile designs by extracting the representative sensibility adjectives from users' sensibility and preferences about textile designs. FDRAS-pro recommends textile designs to a customer who has a similar propensity about textile. To investigate the sensibility and emotion according to the effect of design factors, fertile designs were analyzed in terms of 9 design factors, such as, motif source, motif-background ratio, motif variation, motif interpretation, motif arrangement, motif articulation, hue contrast, value contrast, chroma contrast. Finally, we plan to conduct empirical applications to verify the adequacy and the validity of our system.

Effect of Horticultural Therapy on Activities of Daily Living and Interpersonal Relation of Institutionalized Intellectual Disabilities (공동생활시설 내 지적 장애인의 일상생활동작 및 대인관계에 미치는 원예치료의 영향)

  • Park, Hyung-Wook;Kim, Hong-Yul;Huh, Moo-Ryong;Son, Beung-Gu;Lim, Ki-Byung;Park, Woo-Chung;So, In-Sup
    • Journal of agriculture & life science
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    • v.46 no.3
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    • pp.11-17
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    • 2012
  • This study was conducted to clarify the effect of horticultural therapy on activities of daily living and interpersonal relation of institutionalized intellectual disabilities. The experiment was performed with 8 controls and 8 experiments of J institution in Yongdam, Jeju. Horticultural therapy program was performed once a week for 2 hours total 20 times from Mar. 2009 through mid July 2009. Evaluation in activities of daily living indicated that all functions except eating showed no change or worsened in controls, however, all functions except moving were improved in experimental subjects. Interpersonal relation evaluation showed no difference from 42.25 to 42.25 in control, but increased 8.62 points from 41.75 to 50.37 showing very significant change at the level of 99% in experimental subjects. Group activity evaluation increased very significantly at the level of 99% in physical/perceptual abilities, social interaction, cognitive ability, emotion status, and vocational interests. From the above results, horticultural therapy proved effectively in activities of daily living and interpersonal relation of institutionalized intellectual disabilities.

Color Analysis of Disney Animation Villain Characters (디즈니 애니메이션 악당 캐릭터의 색채분석)

  • Sung, Rea;Kim, Hyesung
    • Journal of Information Technology Applications and Management
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    • v.28 no.6
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    • pp.69-85
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    • 2021
  • In the era of the 4th Industrial Revolution, not only artificial intelligence, big data, robots, and biotechnology, but also cultural industries that require human creativity will lead. Among the cultural industries, the animation industry has high industrial utilization value due to its high connection with other industries. Among them, animation characters play the most important role as the subject leading the story of animation. In particular, the villain character not only serves as a medium for the main character to lead the story, but also captivates the audience with a different presence from the main character, adding to the fun and completeness of the animation. These characters consist of visual elements such as form and color, of which color is a tool that effectively conveys the character's personality and role to the audience, and is the first visual element to be considered in delicately describing the character's emotions and the relationship between characters. Therefore, this study attempts to analyze the color of the villain character. To this end, we will select eight Disney animations to derive the characteristics of the villain character's color by analyzing the color, value, chroma, and color association of the colors used in the Disney villain character. As a result of the analysis, the colors mainly used by Disney to convey the villain's image were red (R) and Orange (YR), and there was no difference depending on the times or animation production methods. Second, the brightness of Disney villain characters appeared to be the same medium/famous regardless of the times and production methods, and the frequency of use of high brightness was very low. In terms of saturation, the frequency of use of high and low saturation was high. Third, blackish (Bk), Strong (S), dull (Dl), and deep (Dp) tones were mainly used for tones. In particular, in recent 3D animations than previously produced 2D animations, the use of low chroma and the high black mixing rate increased. Fourth, it can be seen that Disney uses color as a visual method to more clearly express the psychology of the villain character using color association. In conclusion, the color selection of animation characters should be carefully considered as a tool to convey the character's personality, role, and emotion beyond simply using color, and the color selection of characters using color associations and symbols strengthens the narrative structure. It is hoped that this study will help analyze and select the character color of animation.

An emotional speech synthesis markup language processor for multi-speaker and emotional text-to-speech applications (다음색 감정 음성합성 응용을 위한 감정 SSML 처리기)

  • Ryu, Se-Hui;Cho, Hee;Lee, Ju-Hyun;Hong, Ki-Hyung
    • The Journal of the Acoustical Society of Korea
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    • v.40 no.5
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    • pp.523-529
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    • 2021
  • In this paper, we designed and developed an Emotional Speech Synthesis Markup Language (SSML) processor. Multi-speaker emotional speech synthesis technology that can express multiple voice colors and emotional expressions have been developed, and we designed Emotional SSML by extending SSML for multiple voice colors and emotional expressions. The Emotional SSML processor has a graphic user interface and consists of following four components. First, a multi-speaker emotional text editor that can easily mark specific voice colors and emotions on desired positions. Second, an Emotional SSML document generator that creates an Emotional SSML document automatically from the result of the multi-speaker emotional text editor. Third, an Emotional SSML parser that parses the Emotional SSML document. Last, a sequencer to control a multi-speaker and emotional Text-to-Speech (TTS) engine based on the result of the Emotional SSML parser. Based on SSML which is a programming language and platform independent open standard, the Emotional SSML processor can easily integrate with various speech synthesis engines and facilitates the development of multi-speaker emotional text-to-speech applications.

Korean Medication Algorithm for Bipolar Disorder 2018 : Children and Adolescents (한국형 양극성 장애 약물치료 알고리듬 2018 : 소아/청소년)

  • Shim, Se-Hoon;Bahk, Won-Myong;Yoon, Bo-Hyun;Jon, Duk-In;Seo, Jeong Seok;Kim, Won;Lee, Jung Goo;Woo, Young Sup;Jeong, Jong-Hyun;Kim, Moon-Doo;Sohn, Inki;Song, Hoo-Rim;Min, Kyung Joon
    • Mood & Emotion
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    • v.16 no.3
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    • pp.109-122
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    • 2018
  • Objectives : The objective of this study was to revise the Korean Medication Algorithm Project for Bipolar Disorder (KMAP-BP) 2014: Children and Adolescents. Methods : We performed the survey, using a questionnaire comprising 22 questions according to each situation, in children and adolescents with bipolar disorder. Results : First-line pharmacotherapeutic strategies for manic episode in children with bipolar disorder were a combination of mood stabilizer (MS) and an atypical antipsychotics (AAP), monotherapy with an AAP, risperidone, and aripiprazole. Aripiprazole was selected as first-line medication for depressive episode in children with bipolar disorder, and aripiprazole, and risperidone were selected as first-line at high-risk children. First-line pharmacotherapeutic strategies for manic episode in adolescents were a combination of MS and an AAP, monotherapy with an AAP valproate, lithium, risperidone (Treatment of Choice, TOC), aripiprazole, and quetiapine. First-line pharmacotherapeutic strategies for depressive episode in adolescents, were a combination of an atypical antipsychotics and lamotrigine, valproate, aripiprazole (TOC), risperidone, and quetiapine. For depressive episodes in adolescents at high risk for bipolar disorder, valproate, aripiprazole (TOC), and risperidone were selected as first-line medication. Conclusion : We expect that the present KMAP-BP 2018-children and adolescents, is useful for clinicians to treat children and adolescents with bipolar disorder.

Educational Psychology in the Age of the Fourth Industrial Revolution (제4차 산업혁명 시대의 교육심리학)

  • LEE, Sun-young
    • (The)Korea Educational Review
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    • v.23 no.1
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    • pp.231-260
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    • 2017
  • The Fourth Industrial Revolution foreshadows radical changes in our lives. In the era of the fourth industrial revolution called the digital revolution, individualized learning based on ubiquitous learning is emphasized. The contents of learning will be centered on procedural knowledge rather than narrative knowledge, and fusion education in which boundaries between learning domains are broken down will be achieved. First of all, learners in the fourth industrial revolution era should have critical thinking and problem solving abilities. Metacognition based on self-control and cognitive flexibility is important for effective self-directed and active learning. Creativity-based collaborative activities, social vision skills, and social and emotional skills are also important competencies. Therefore, in order to provide individualized learning contents to learners in the fourth industrial revolution era, they should be transformed into learning paradigm based on personal characteristics such as learners' self-efficacy, interest, curiosity and creativity. In addition to this, evaluation forms should be diversified according to changing teaching and learning methods. In order to cultivate teachers to lead such educational innovation, it is necessary to reconsider the teaching capacity. Teachers should be able to construct creative lessons by skillfully exploiting technology in future learning environments. In addition to this, it should also have the ability to collaborate and cognitive flexibility to converge with other academic disciplines. Along with these discussions, we proposed the need for policy intervention along with changes in education.

The Characteristics of Neuro-image in Post-cinema through Morphing Technique in (2013) (<블랙 스완>(2013)의 몰핑 기술을 통해 본 포스트 시네마의 신경-이미지적 특징)

  • Jang, Mi-Hwa;Moon, Jae-Cheol
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.45-53
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    • 2021
  • Digital morph expresses the imaginary beyond the representation of reality by expressing the narrative effect characteristically. In particular, the effect of affect can be considered to be a characteristic of digital cinema as a post-cinema. In (2013), Morphing image prominently shows the characteristics of post-cinema. By actively utilizing software technology, this film gives a shocking effect by expressing the magical image. Paying attention to the post-cinematic characteristics of morphing different from classical film, this article treated the characteristics of digital morphing. The digital morphing presents the flow of affect visualizing uncanny phenomenon of body transformation. This evokes concept of neuro-image which Patricia Pisters distinguished the neuropsychiatric pathology that appears actively on the contemporary digital screen. The Neuro-image goes beyond the temporality of Deleuze's time-image presenting future. Allegedly, the morphing of presents the neuro-images when Nina's body changed to hybrid body with black swan. Digital Morphing technique provides a shocking effect, showing delirium when the body bizarrely deformed while dancing ballet. This is different from the attraction of the morphing in film, it expresses the emotion of the neoliberal era beyond representation. In conclusion, the digital morphing presents the neuro-image system modulating the shock. This shows the characteristics of digital film which interacting and controling the shock effect as post-cinema.

A Study on the Implementation of Learning community of Chinese International Students Using Design-Based Convergence Exploration (디자인 기반 융합탐구를 활용한 중국 유학생들의 학습공동체 실행연구)

  • Kim, Mi-hee;Lee, Young-sook
    • Journal of Internet of Things and Convergence
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    • v.8 no.5
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    • pp.85-91
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    • 2022
  • In the IOT social environment, which emphasizes the convergence of science and technology and emotion, this study aims to explore the experience and meaning of the experience while participating in the design convergence class based on the operation of the Learning community of Chinese graduate students majoring in design. To this end, an implementation study was conducted by visualizing various research problems using a design-based inquiry method for 12 graduate students attending T University. The design-oriented convergence class was conducted in a small group with content that was deepened into a visual strategy by the expression technique given by the external environment and the learner's own inner motivation. In order to express the perspective and intention of the research problem in the research, the convergence design research expressed using various visual strategies such as metaphorical use and analysis of visual data in the research process and sensory approach to the research problem was presented in a form that expresses the creative thinking process. As a way of exploration, the teaching method of presenting results based on various experiences suggests changes in new teaching formats, practical knowledge sharing by instructors, and community participation by learning participants.