• Title/Summary/Keyword: emotional generation

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Exploring user experience factors through generational online review analysis of AI speakers (인공지능 스피커의 세대별 온라인 리뷰 분석을 통한 사용자 경험 요인 탐색)

  • Park, Jeongeun;Yang, Dong-Uk;Kim, Ha-Young
    • Journal of the Korea Convergence Society
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    • v.12 no.7
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    • pp.193-205
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    • 2021
  • The AI speaker market is growing steadily. However, the satisfaction of actual users is only 42%. Therefore, in this paper, we collected reviews on Amazon Echo Dot 3rd and 4th generation models to analyze what hinders the user experience through the topic changes and emotional changes of each generation of AI speakers. By using topic modeling analysis techniques, we found changes in topics and topics that make up reviews for each generation, and examined how user sentiment on topics changed according to generation through deep learning-based sentiment analysis. As a result of topic modeling, five topics were derived for each generation. In the case of the 3rd generation, the topic representing general features of the speaker acted as a positive factor for the product, while user convenience features acted as negative factor. Conversely, in the 4th generation, general features were negatively, and convenience features were positively derived. This analysis is significant in that it can present analysis results that take into account not only lexical features but also contextual features of the entire sentence in terms of methodology.

A Study on Generation Z's F&B Brand Choice Attributes and Brand Experience - Focusing on the London Bagel Museum - (Z세대의 F&B 선택 속성과 브랜드 경험에 관한 연구 - 런던베이글뮤지엄을 중심으로 -)

  • Bo Yeon Jang;Seung In Kim
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.185-192
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    • 2024
  • This study investigates the F&B brand choice attributes preferred by Generation Z and the brand experience of the London Bagel Museum, resulting in the following findings. First, in-depth interviews with Generation Z revealed that they consider 'appearance' and 'sociability' to be the most important factors when choosing an F&B brand. The success of the London Bagel Museum can also be attributed to fulfilling these Generation Z F&B brand choice attributes of 'appearance' and 'sociability.' Additionally, 'taste' was found to have the greatest impact on word-of-mouth and revisit intentions. The brand experience of the London Bagel Museum received the highest score in sensory experience, which can be seen as satisfying the visual stimulation that Generation Z, who value 'appearance,' consider important. This was followed by cognitive experience, emotional experience, and behavioral experience, in that order. The significance of this study lies in providing insights for the development of successful F&B brands by elucidating the F&B brand choice attributes of Generation Z and the brand experience of the London Bagel Museum.

The Successful Preparation for the Old Age research of Philippines Baby Boomer overseas Korean (필리핀 베이비부머 교민의 성공적 노후준비)

  • Park, Hyun-Sik
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.302-312
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    • 2013
  • This research was conducted to explore the influences and factors that are related to the preparation for successful aging life after retirement of Koreans living in Philippine. The subject of survey is the generation of baby-booming(born from 1955-1963) and it was done from June 1 to August 15 in 2011. 150 survey questionnaire sheets were distributed and 126 answered sheets returned. Among them 105 that are to be recognized were analyzed using SPSS 18.0 program. The purpose of this research and the survey is to provide basic sources and information for setting up policies and programs of aged life of the generation. The survey shows that the answers are in comparatively good financial level including average level of physical readiness and mental stability. Relative impacts are also strong in mental attitude and emotional preparation.

Automatic Generation of Diverse Cartoons using User's Profiles and Cartoon Features (사용자 프로파일 및 만화 요소를 활용한 다양한 만화 자동 생성)

  • Song, In-Jee;Jung, Myung-Chul;Cho, Sung-Bae
    • Journal of KIISE:Software and Applications
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    • v.34 no.5
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    • pp.465-475
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    • 2007
  • With the spread of Internet, web users express their daily life by articles, pictures and cartons to recollect personal memory or to share their experience. For the easier recollection and sharing process, this paper proposes diverse cartoon generation methods using the landmark lists which represent the behavior and emotional status of the user. From the priority and causality of each landmark, critical landmark is selected for composing the cartoon scenario, which is revised by story ontology. Using similarity between cartoon images and each landmark in the revised scenario, suitable cartoon cut for each landmark is composed. To make cartoon story more diverse, weather, nightscape, supporting character, exaggeration and animation effects are additionally applied. Through example scenarios and usability tests, the diversity of the generated cartoon is verified.

A Study on the Curved Form Generation Methodology of the Brick Architecture by Stretcher Bond - Focused on the Parametric Design Process - (길이쌓기에 따른 벽돌건축의 곡면형태 생성방법에 관한 연구 - 파라메트릭 디자인 프로세스를 중심으로 -)

  • Cho, Heayon;Lee, Hyunsoo
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.163-171
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    • 2017
  • Brick is not only aesthetically beautiful and emotional material, but also eco-friendly and good building commodity for human health. Nonetheless, the use of brick has declined, due to the difficulty of building high-rise buildings and the limitation of the free form implementation. However, modern society is increasingly interested in environmentally friendly finishing materials for solving environmental problems. From this point of view, the brick architecture is being reexamined as a material to improve the living environment and to provide comfort without destroying nature. In addition, the development of digital technology enables the implementation of various types of masonry method and curved forms. Parametric design is one of the ways to realize the curved forms and various architectural expressions for brick architecture. In this background, the purpose of this study is to develop algorithms that can easily generate curved brick walls through parametric design, enable various pattern designs, and respond to real-time feedback. The details of the study are as follows. First of all, we examine organic architecture, the trend of brick architecture, and the concept of parametric design. Secondly, In order to generate curved surface with complex curvature, major planning factors affecting form generation are examined. Finally, we develop a parametric design method that consists of generating a curved surface for brick arrangement, implementing a parametric algorithm, and generating a curved form using bricks. Consequentially, we propose an algorithm that can maximize the use of ready-made bricks without using cut bricks to design curved walls and present efficient and economical design alternatives.

Analysis of Z Generation's Collaborative Information Activities through Challenges: Focusing on Korean College Students (챌린지에 나타난 Z세대의 협업 정보 활동 - 국내 대학생을 중심으로 -)

  • Ji Hei Kang
    • Journal of Korean Library and Information Science Society
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    • v.55 no.1
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    • pp.173-192
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    • 2024
  • Through a survey of college students, this study explained the process and aspects of how Generation Z interacted with information while collaborating on a daily basis. Applying the Radical Change Theory, the study investigated the platforms through which university students engaged in challenges and their information behaviors. University students primarily participated in challenges using platforms such as Instagram and Naver Blog. In terms of changes in information seeking, which is the first type of information seeking in the theory, a wide and diverse range of information behaviors were observed, with the way of searching for information being quite different from when the digital age arrived 10 years ago. Information sources included not only digitalized ones but also traditional sources such as printed materials and personal contacts. The utilization of various media types was prominent, and collaborative efforts were voluntarily undertaken for challenges. In terms of changing perspectives, type 2 of information behavior, the main motivation for acquiring information and securing knowledge led to participation in the challenge. Participants exhibited a sense of community consciousness, including mutual influence awareness, social participation consciousness, and emotional connection.

Interaction Design Framework for Idea Generation of Smart Products (스마트 제품 아이디어 발상을 위한 인터랙션 디자인 프레임웍 제안)

  • Choi, Jung Min
    • Korea Science and Art Forum
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    • v.30
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    • pp.453-464
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    • 2017
  • With the development of IT technology, various smart products and services have been spread in our daily life, providing users with convenience and emotional satisfaction. Particularly, input and output technologies, sensor technologies, and intelligent system technologies have offered new opportunities for diverse interaction patterns and new user experiences. This research started from the interest in the idea generation of product designers who need to combine various technological aspects with users' needs. The goal of this research is to propose an interaction design framework which can be used in an idea generation stage. To do so, first, the concept and characteristics of smart products were studied through literature reviews, and the interaction technologies, including input/output modality and context-aware technologies, were also investigated. Then, the frameworks that have been proposed in the deisgn fields were reviewed. This paper finally proposed the interaction design framework and explained its application to the idea generation, using several case studies. The proposed framework consists of four categories: product components, context-awareness elements, information input elements, and feedback output elements. Each of these are divided into several sub-categories, focused on users' needs. Sub-categories includes some elements of interaction, and each of the elements is explained with an existing smart product/system. The paper also describes how the proposed framework would be used in the idea generation process, using some design ideation examples. In the future study, more various concept ideas will be proposed through some elaborated case studies, and the framework is expected to be verified in terms of its possibility as an idea generation tool.

Automatic Generation of Emotional Comments on News-Articles using Sequence-to-Sequence Model (Sequence-to-Sequence 모델을 이용한 신문기사의 감성 댓글 자동 생성)

  • Park, Chun-Young;Park, Yo-Han;Jeong, Hye-Ji;Kim, Ji-Won;Choi, Yong-Seok;Lee, Kong-Joo
    • Annual Conference on Human and Language Technology
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    • 2017.10a
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    • pp.233-237
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    • 2017
  • 본 논문은 신문기사의 감성 댓글을 생성하기 위한 시스템을 제시한다. 감성을 고려한 댓글 생성을 위해 기존의 Sequence-to-Sequence 모델을 사용하여 긍정, 부정, 비속어 포함, 비속어 미포함 유형의 4개의 감성 모델을 구축한다. 하나의 신문 기사에는 다양한 댓글이 달려있지만 감성 사전과 비속어 사전을 활용하여 하나의 댓글만 선별하여 사용한다. 분류한 댓글을 통해 4개의 모델을 학습하고 감성 유형에 맞는 댓글을 생성한다.

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Automatic Generation of Emotional Comments on News-Articles using Sequence-to-Sequence Model (Sequence-to-Sequence 모델을 이용한 신문기사의 감성 댓글 자동 생성)

  • Park, Chun-Young;Park, Yo-Han;Jeong, Hye-Ji;Kim, Ji-Won;Choi, Yong-Seok;Lee, Kong-Joo
    • 한국어정보학회:학술대회논문집
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    • 2017.10a
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    • pp.233-237
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    • 2017
  • 본 논문은 신문기사의 감성 댓글을 생성하기 위한 시스템을 제시한다. 감성을 고려한 댓글 생성을 위해 기존의 Sequence-to-Sequence 모델을 사용하여 긍정, 부정, 비속어 포함, 비속어 미포함 유형의 4개의 감성 모델을 구축한다. 하나의 신문 기사에는 다양한 댓글이 달려있지만 감성 사전과 비속어 사전을 활용하여 하나의 댓글만 선별하여 사용한다. 분류한 댓글을 통해 4개의 모델을 학습하고 감성 유형에 맞는 댓글을 생성한다.

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A Study on Generation of Social Network for Movie Tastes based on Emotional Verb Selections (감정동사 선택을 통한 영화취향 기반의 소셜 네트워크 구축에 관한 연구)

  • Song, Min-A;NamGung, Hyeon;Kim, Hong-Gi;Yun, Ju-Hyeon
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2008.10a
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    • pp.94-97
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    • 2008
  • CD Now, Video Recommender, Amazon 등과 같은 현재의 협업 기반 필터링 서비스는 일반적으로 서비스를 요구하는 사용자가 관심을 가진 아이템과 비슷한 속성의 아이템을 추천하고 있다. 하지만 영화와 같은 경우 사용자의 주관적 평가가 배제된-명시적 속성만으로는 아이템의 특징을 표현하는데 한계가 있다. 때문에 이를 이용한 방법은 서비스를 제공하는 데 있어 제한을 가지게 된다. 따라서 본 논문에서는 소셜 네트워크 서비스 사용자가 영화에 대한 자신의 감정을 간단한 선택을 통해 표현함으로써 쉽고 편하게 사용자의 영화 취향을 도출하고 이를 기반한 소셜 네트워크를 형성하는 방법에 대해 논의해 보고자 한다. 이러한 방법을 통해 일반적으로 사용되는 빈도나 인기도 기반의 추천이 아닌 실제 사용자와 유사한 취향과 특성을 가지는 사용자들은 연결해줌으로써 보다 사용자에 특화된 추천을 가능하게 할 것이다.

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