• Title/Summary/Keyword: intended emotion

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Listeners' Perception of Intended Emotions in Music

  • Chong, Hyun Ju;Jeong, Eunju;Kim, Soo Ji
    • International Journal of Contents
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    • v.9 no.4
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    • pp.78-85
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    • 2013
  • Music functions as a catalyst for various emotional experiences. Among the numerous genres of music, film music has been reported to induce strong emotional responses. However, the effectiveness of film music in evoking different types of emotions and its relationship in terms of which musical elements contribute to listeners' perception of intended emotion have been rarely investigated. The purpose of this study was to examine the congruence between the intended emotion and the perceived emotion of listeners in film music listening and to identify musical characteristics of film music that correspond with specific types of emotion. Additionally, the study aimed to investigate possible relationships between participants' identification responses and personal musical experience. A total of 147 college students listened to twelve 15-second music excerpts and identified the perceived emotion during music listening. The results showed a high degree of congruence between the intended emotion in film music and the participants' perceived emotion. Existence of tonality and modality were found to play an important role in listeners' perception of intended emotion. The findings suggest that identification of perceived emotion in film music excerpts was congruent regardless of individual differences. Specific music components that led to high congruence are further discussed.

A Study on Intended Game Over Situation Management System for Network Board Game (네트워크 보드 게임에서의 임의 종료 관리 시스템에 대한 연구)

  • Kwon, Jang-Woo;Ryu, Hyun-Jea
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.321-330
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    • 2007
  • The objective of this study is to increase the credibility of online board game and to improve the process of user management system to resolve the negative and time consuming complaints of 'intended game over' caused by other online users who arbitrary stop the game. The suggested system would create profits to company with less investment in time and expenses regarding the forced game over through the online realtime game management system.

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A Study on Changes in Human Sensibility Evoked by Imagination (상상으로 유발된 감성 변화에 관한 연구)

  • Chung, Soon-Cheol;Min, Byung-Chan;Jun, Kwang-Jin;Lee, Bong-Soo;Yi, Jeong-Han;Kim, Chul-Jung
    • Journal of the Ergonomics Society of Korea
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    • v.21 no.3
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    • pp.35-46
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    • 2002
  • In this study, emotion changes were induced by four imaginations- pleasantness, unpleasantness, arousal, relaxation and it was examined using subjective evaluation and analysis of the physiological signals of the central and autonomic nerve systems whether the intended emotions were appropriately achieved, and whether these emotion changes could be distinguished from the analysis of physiological signals. Each of the four imaginations was implemented on 32 subjects for 30 seconds, while that Electroencephalogram (EEG), Eelectrocardiogram (RSP) were measured, and a subjective evaluation was implemented following the completion of the measurement. The analysis of the subjective evaluation revealed that the subjects underwent the four clearly differentiated imaginations, and the pleasantness level was classified into four imagination stages, pleasantness>relaxation>arousal=comfort>unpleasantness, and arousal level was classified into four imagination stages in the order of arousal>unpleasantness${\approx}$pleasantness>comfort>relaxation. The analysis of the EEG revealed that three stages of pleasantness level, pleasantness>relaxation=arousal=comfort>unpleasantness were classified from the values of ${\alpha}/{\alpha}+{\beta}\;and\;{\beta}/{\alpha}+{\beta}$, and about tour distinguishable stages of arousal level were obtained from the autonomic nervous system responses following the order of arousal>unpleasantness${\approx}$pleasantness> comfort> relaxation. It was found that intended emotion could be induced from the imagination, and these induced emotion changes could be differentiated using the physiological signals of the EEG and autonomic nervous system.

Film Editing as Emotion Communication (영화편집론, 감정 커뮤니케이션)

  • Kim, Jong-Guk
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.584-591
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    • 2014
  • This article discussed emotion and communication at the film editing theory. By editing as a form of communication, audiences response to the new facts of the story or the new shot as its details and then it uses their ability to induce. Lev Kuleshov, by the famous Mozhukin experiment, intended to show that montage draw spectator's inferences on emotion and association beyond content of the individual shots. The continuous editing technologies such as 180-degree rule, matching eye-view and behavior, 30-degree rule, and continuity of sound, light and color, enhance emotion. Point-of-view editing is the main device to maximize the film's emotion. Point-of-view editing serving the purpose of the film narration is a powerful means to practice and to persuade emotion communication.

Comparative Study on Aesthetics in Web Design of Well Known Universities in Korea and China

  • Chao Cheng
    • Science of Emotion and Sensibility
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    • v.8 no.3
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    • pp.189-202
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    • 2005
  • Since the origin of the web site in ti)e first part of the 90's there has been discussion regarding the function of aesthetics. Visual aesthetics has for the most part played an absolutely necessary role in human-computer interactive research. This study is intended to design websites on aesthetic aspects which focuses on the websites of universities in Korea and China. What exactly are the differences and commonalities of each; and how they have been clarified by methods of empirical research on aesthetic measurements.

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A Descriptive Study on the Function of Emotion in the Context of Eyewitness Testimony (목격자 증언 맥락에서 정서의 기능에 관한 서술적 고찰)

  • Lee, Seungjin
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.267-278
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    • 2022
  • This paper was intended to examine the function of emotion that affects the accuracy of statements in the context of eyewitness testimony. The main emotion theories and concepts introduced in previous studies examining the relation between testimony accuracy and negative emotions were examined based on the characteristics of the research method. The results were presented in the order of emotion definition, emotion inducing method, and emotion measurement method. Specifically, the definition of emotion was described based on studies on negative emotions, arousal, stress, and mood. The emotion inducing method was mainly described based on images, virtual reality, and staged events designed by researchers, which have been mainly used in laboratories. Emotion measurement methods were described with respect to the self-report, behavioral checklist, and psychophysiology. In addition, the emotional approach for objective and scientific repeated verification, the importance of effective experimental design and appropriate scientific memory test, and the need for individual difference control were discussed. This paper reinterprets the contradictions shown by previous research by systematically structuring the function of emotion that affects the accuracy of testimony. It was meaningful to provide a frame for comparative analysis of related studies. Ultimately, it is expected that such knowledge will be used as basic documents for judging the reliability of eyewitness testimony in a legal context.

Development of Protocol for Standardized Emotion Induction in Children (아동 정서 유발 프로토콜 개발)

  • Jang, Eun-Hye;Yang, Gyung-Hye;Lee, Jeong-Mi;Chung, Myung-Ae;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
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    • v.12 no.4
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    • pp.381-392
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    • 2009
  • The aim of this study was to develop a research protocol that provides standardized conditioning stimuli in effectively evoking emotion-specific responses in children. The protocol targets five specific emotions(i.e., happiness, sadness, anger, distress, and boredom) by introducing study participants to a combination of music, color, stories, and dolls. This research protocol also includes a self-report emotion assessment scale specially developed for this study to verify the types of emotion induced. Evaluation of the method entailed triangulation of the results from the subjects' self-reported emotional state corresponding to each conditioned stimulus as well as behavioral observations conducted by researchers. Findings suggest that this new protocol effectively evokes five emotions in correspondence to the way it was intended for appropriate emotion induction. Additionally, results showed that female children than male children are more likely to feel boredom; and school-aged children were more likely to react to sadness than pre-school children.

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Development of Emotion Contents Recommender System for Improvement of Sentimental Status (감정 및 정서상태 전이를 위한 감성 컨텐츠 추천 시스템 개발)

  • Park, Myon-Woong;Ha, Sung-Do;Jeong, Do-Un;Lyoo, In-Kyoon;Ahn, Seong-Min
    • Science of Emotion and Sensibility
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    • v.10 no.1
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    • pp.1-11
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    • 2007
  • An Infotainment Service intended to enhance the human emotion is introduced in this paper. The service is to be installed on the robot helping elderly persons to live comfortable and enjoyable life. The research started with defining the undesirable status of emotion in everyday life, and the psychological skills to cope with the status were sought about. Then, a methodology for providing emotion contents reflecting the coping skill has been suggested. Based on the Cognitive Behavior Therapy, the coping skill is used to edit animation clips. A movie recommendation system to utilize the edited animation clips has been being developed. A series of process for developing the system is described, where the emotion elements are taken into consideration in addition to the user preference as the criterion for recommendation.

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Examining the way of presenting reliable information on web page

  • Sohn, Jin-Hun;Lee, Jeong-Mi;Lee, Kyung-Hwa
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2001.05a
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    • pp.231-238
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    • 2001
  • Frontal (F3, F4) EEG responses were analyzed and compared during exposure too slides of International Affective Picture System (IAPS) in the study on 42 students. EEG responses during 20 s of exposure to slides intended to elicit happiness (nurturant and erotic), sadness, disgust, surprise, fear or anger emotions were quite similar and were exhibited in theta increase, alpha-blocking and increased beta activity, and frontal asymmetry. However, particular emotions demonstrated variations of the EEG response profiles, enabling to differentiate some pairs of emotions. The profiles showed higher magnitudes of EEG responses in exciting (i.e., erotic happiness) emotion. The most different pairs were exciting -sadness (theta, alpha and alpha asymmetry), exciting-surprise (theta, alpha asymmetry), and exciting-fear (theta, F3 alpha, alpha asymmetry). Nurturant happiness yielded the least differentiation. Differences were found as well within negative emotions, e.g., anger-sadness were differentiated by theta asymmetry, while disgust-fear by beta asymmetry. Obtained results suggest that magnitudes of profiles of EEG variables differentiate emotions elicited by affective pictures.

Conveying Emotions Through CMC: A Comparative Study of Memoji, Emoji, and Human Face

  • Eojin Kim;Yunsun Alice Hong;Kwanghee Han
    • Science of Emotion and Sensibility
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    • v.26 no.4
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    • pp.93-102
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    • 2023
  • Emojis and avatars are widely used in online communications, but their emotional conveyance lacks research. This study aims to contribute to the field of emotional expression in computer-mediated communication (CMC) by exploring the effectiveness of emotion recognition, the intensity of perceived emotions, and the perceived preferences for emojis and avatars as emotional expression tools. The following were used as stimuli: 12 photographs from the Yonsei-Face database, 12 Memojis that reflected the photographs, and 6 iOS emojis. The results of this study indicate that emojis outperformed other forms of emotional expression in terms of conveying emotions, intensity, and preference. Indeed, the study findings confirm that emojis remain the dominant form of emotional signals in CMC. In contrast, the study revealed that Memojis were inadequate as an expressive emotional cue. Participants did not perceive Memojis to effectively convey emotions compared with other forms of expression, such as emojis or real human faces. This suggests room for improvement in the design and implementation of Memojis to enhance their effectiveness in accurately conveying intended emotions. Addressing the limitations of Memojis and exploring ways to optimize their emotional expressiveness necessitate further research and development in avatar design.