• Title/Summary/Keyword: information of emotion

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A Study on the Method of Creating Realistic Content in Audience-participating Performances using Artificial Intelligence Sentiment Analysis Technology (인공지능 감정분석 기술을 이용한 관객 참여형 공연에서의 실감형 콘텐츠 생성 방식에 관한 연구)

  • Kim, Jihee;Oh, Jinhee;Kim, Myeungjin;Lim, Yangkyu
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.533-542
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    • 2021
  • In this study, a process of re-creating Jindo Buk Chum, one of the traditional Korean arts, into digital art using various artificial intelligence technologies was proposed. The audience's emotional data, quantified through artificial intelligence language analysis technology, intervenes in various object forms in the projection mapping performance and affects the big story without changing it. If most interactive arts express communication between the performer and the video, this performance becomes a new type of responsive performance that allows the audience to directly communicate with the work, centering on artificial intelligence emotion analysis technology. This starts with 'Chuimsae', a performance that is common only in Korean traditional art, where the audience directly or indirectly intervenes and influences the performance. Based on the emotional information contained in the performer's 'prologue', it is combined with the audience's emotional information and converted into the form of images and particles used in the performance to indirectly participate and change the performance.

The Effects of Negative Emotions from the Relationship in Adolescents on their Conspicuous Consumption (청소년의 또래관계에서 오는 부정적 감정이 의복과시소비 행동에 미치는 영향)

  • Kim, Sang Jin;Lee, Jin Hwa;Kim, Seo Young
    • Fashion & Textile Research Journal
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    • v.21 no.5
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    • pp.564-573
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    • 2019
  • Recently, purchasing expensive branded apparel became prevalent among adolescents as they consume conspicuously. People in their adolescence strongly tend to follow peers and are very likely to pay attention to how they wear look to others. Already a good deal of prior research about young people's conspicuous consumption have focused on variables related to these behaviors. The purpose of this study is to examine demographic characteristics of adolescents who show a conspicuous consumption and factors affecting this consumption which is related to peer relations. And we will examine how negative emotions arisen out of relations influence teenagers' conspicuous consumption of branded apparels ultimately. Being out of favor from peers has an effect on anxiety which is negative emotion in association with peer relations. According to the survey, adolescents did conspicuous consumption following others or following trends to get rid of anxiety. Also, if appears to be acting on clothing consumption as a means not to be marginalized. All these findings are expected to be useful information to adolescents to have a better habit of consumption life, and also anticipated to be valuable information for consumer behavior education. The cause of youth's show-off behavior, which is still incomplete in identity formation and immature in choice and judgement, will have to be analyzed and countermeasures taken against it.

Analysis of Difference of Preferred Loan Books According to Personality Types of Children and Adolescents (어린이·청소년의 성격유형별 대출도서 선호도 차이 분석)

  • Han, Yoon-Ok;Cho, Miah
    • Journal of the Korean Society for Library and Information Science
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    • v.47 no.4
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    • pp.255-274
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    • 2013
  • This study aims to set the criteria that can analyze and investigate the characteristics of books preferred by children and adolescents according to their personality types. To achieve this goal, the Enneagram personality test were conducted for 394 students of Year 5 from 8 primary schools and 374 students of Years 7 and 8 from 7 middle schools, which are located in Seoul and Gyunggi-do in Korea. The result of loan book was collected and analyzed. The analysis result showed that preferred books were different according to the personality types. The results of the specific values among the results of the preferred books were different depending on the central center where energy was used: brain-centered types (thought-focused), and heart-centered types (emotion-focused), and body centered-types (act-focused). This result is expected to be utilized for customized reading education according to personality types in the future.

A Study on Fun Elements of Web 2.0 Blog Widget (Web 2.0 블로그 위젯의 재미 요소에 대한 연구)

  • Choi, Sung-Kyu;Kim, Kee-Sung;Jang, Seok-Hyun;Whang, Min-Cheol
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.785-790
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    • 2009
  • Widgets are the instrument for representing user's character and embossing the value of blogs. The compound word of the Windows and Gadget the application, widgets are the functional program to displayed on the screen graphical user interface (GUI) tools as a kind of service that user want to see. On the operating system, the Web, and mobile area, widgets offer the delivery of information, convenience and efficiency. However widgets have been never gave satisfaction to user because it focused transmitting information and representing circumstance than fun. This study is for recognized fun elements that user feel interest and categorized fun elements each type of widgets. Fun elements of widget never been defined, we use fun elements on design and product area and emotional word that is representative of affectivity. And we make up an online questionnaire to blog users. The widget selected by popular degree among the domestic widgets and the Japanese widget. And the results of the questionnaire that 5-scales used based on user preferences to identify the elements that are fun.

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Factors Influencing Mobile Commerce Adoption and the Moderating Effect of Gender: Focused on Shanghai and Guangzhou (중국 소비자의 성별 모바일커머스 수용의도에 미치는 요인에 관한 연구: 광저우.상하이지역 소비자를 중심으로)

  • Lee, Jungsae
    • International Commerce and Information Review
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    • v.16 no.3
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    • pp.25-50
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    • 2014
  • This study is to identify the factors and explore the moderating effects of gender in influencing customer behavioral intention to adopt mobile commerce in Shanghai and Guangzhou in China. An extended study based on TRA, TPB and TAM, UTAUT, technology adoption model is applied for designing on this study model of behavioral intention to adopt mobile commerce focused on emotional variables and cross-gender differences. The results of analysis reveal that the effects of perceived risk, personal innovativeness, individual familarity and social influence on behavioral intentions to adopt mobile commerce as well as to differ across gender. Differences cross gender is specially the perceived risk and social influence. Findings imply that mobile commerce operators need to be communicated to female consumers, the risk-free quality including security, payment and certification system along with the social influence of using mobile commerce. When targeting female consumers in China, the word of mouth marketing strategic approach and improvement of communications of mobile commerce should be focused.

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The Production of Optic Media Barbola Sculpture Using Onion Barbola and Mineral Electronic Radiation Sheet (양파 압화와 무기전계 발광시트를 이용한 광매체 압화 조형물 제작)

  • Sin, Jeong-Ok;Song, Seung-Keun;Lee, Jin-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.175-176
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    • 2013
  • Currently barbola has been considered in Korea. The artistry of it has been studied. Interior design barbola has developed from an art activity to a real life product. Interior design is meant to total design activity to satisfy all condition both function and emotion suited for the goal of interior space human dwells. We study the product technique of optic media barbola sculpture with affection and refinement to use traditional superior onion on optic media and permeability in order to apply the artistry of barbola to interior design. We make real sculpture using it. The mineral electric radiation sheet in this research includes 0.2mm thickness with low power, high brightness, and non-heat. The result of this study contains a new type and narrative beyond the limitation of the traditional barbola. We make power saving lighting sculpture through it.

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A Study on Human-friendly Path Decision using Fuzzy Logic (퍼지 로직을 이용한 인간 친화적인 경로 설정에 관한 연구)

  • Choi, Woo-Kyung;Kim, Seong-Joo;Jeon, Hong-Tae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.16 no.5
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    • pp.616-621
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    • 2006
  • Recently many cars are equipping a navigation system. The main purpose of the early system guides a user through the route. A navigation system includes various abilities by development of various technologies and it has given more convenience to user. It can play various records on the tape and announces which are useful information about each road. Also it can use various multi-media contents by DMB device during driving. However, guide function of basic and important road in the navigation system has not grown greatly yet. In this paper, we proposed recommendation method of human-friendly road considering user's condition through various information of outside environment, user's velocity intention, a driver's emotion and a preference of the road. Modules consists of hierarchical structure that can easily correct and add each algorithm and those use fuzzy logic algorithm.

BERT & Hierarchical Graph Convolution Neural Network based Emotion Analysis Model (BERT 및 계층 그래프 컨볼루션 신경망 기반 감성분석 모델)

  • Zhang, Junjun;Shin, Jongho;An, Suvin;Park, Taeyoung;Noh, Giseop
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.34-36
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    • 2022
  • In the existing text sentiment analysis models, the entire text is usually directly modeled as a whole, and the hierarchical relationship between text contents is less considered. However, in the practice of sentiment analysis, many texts are mixed with multiple emotions. If the semantic modeling of the whole is directly performed, it may increase the difficulty of the sentiment analysis model to judge the sentiment, making the model difficult to apply to the classification of mixed-sentiment sentences. Therefore, this paper proposes a sentiment analysis model BHGCN that considers the text hierarchy. In this model, the output of hidden states of each layer of BERT is used as a node, and a directed connection is made between the upper and lower layers to construct a graph network with a semantic hierarchy. The model not only pays attention to layer-by-layer semantics, but also pays attention to hierarchical relationships. Suitable for handling mixed sentiment classification tasks. The comparative experimental results show that the BHGCN model exhibits obvious competitive advantages.

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Analysis of facial expression recognition (표정 분류 연구)

  • Son, Nayeong;Cho, Hyunsun;Lee, Sohyun;Song, Jongwoo
    • The Korean Journal of Applied Statistics
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    • v.31 no.5
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    • pp.539-554
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    • 2018
  • Effective interaction between user and device is considered an important ability of IoT devices. For some applications, it is necessary to recognize human facial expressions in real time and make accurate judgments in order to respond to situations correctly. Therefore, many researches on facial image analysis have been preceded in order to construct a more accurate and faster recognition system. In this study, we constructed an automatic recognition system for facial expressions through two steps - a facial recognition step and a classification step. We compared various models with different sets of data with pixel information, landmark coordinates, Euclidean distances among landmark points, and arctangent angles. We found a fast and efficient prediction model with only 30 principal components of face landmark information. We applied several prediction models, that included linear discriminant analysis (LDA), random forests, support vector machine (SVM), and bagging; consequently, an SVM model gives the best result. The LDA model gives the second best prediction accuracy but it can fit and predict data faster than SVM and other methods. Finally, we compared our method to Microsoft Azure Emotion API and Convolution Neural Network (CNN). Our method gives a very competitive result.

Development of An Interactive System Prototype Using Imitation Learning to Induce Positive Emotion (긍정감정을 유도하기 위한 모방학습을 이용한 상호작용 시스템 프로토타입 개발)

  • Oh, Chanhae;Kang, Changgu
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.14 no.4
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    • pp.239-246
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    • 2021
  • In the field of computer graphics and HCI, there are many studies on systems that create characters and interact naturally. Such studies have focused on the user's response to the user's behavior, and the study of the character's behavior to elicit positive emotions from the user remains a difficult problem. In this paper, we develop a prototype of an interaction system to elicit positive emotions from users according to the movement of virtual characters using artificial intelligence technology. The proposed system is divided into face recognition and motion generation of a virtual character. A depth camera is used for face recognition, and the recognized data is transferred to motion generation. We use imitation learning as a learning model. In motion generation, random actions are performed according to the first user's facial expression data, and actions that the user can elicit positive emotions are learned through continuous imitation learning.