• Title/Summary/Keyword: 감정요소

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A Study on Implementation of Emotional Speech Synthesis System using Variable Prosody Model (가변 운율 모델링을 이용한 고음질 감정 음성합성기 구현에 관한 연구)

  • Min, So-Yeon;Na, Deok-Su
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.8
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    • pp.3992-3998
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    • 2013
  • This paper is related to the method of adding a emotional speech corpus to a high-quality large corpus based speech synthesizer, and generating various synthesized speech. We made the emotional speech corpus as a form which can be used in waveform concatenated speech synthesizer, and have implemented the speech synthesizer that can be generated various synthesized speech through the same synthetic unit selection process of normal speech synthesizer. We used a markup language for emotional input text. Emotional speech is generated when the input text is matched as much as the length of intonation phrase in emotional speech corpus, but in the other case normal speech is generated. The BIs(Break Index) of emotional speech is more irregular than normal speech. Therefore, it becomes difficult to use the BIs generated in a synthesizer as it is. In order to solve this problem we applied the Variable Break[3] modeling. We used the Japanese speech synthesizer for experiment. As a result we obtained the natural emotional synthesized speech using the break prediction module for normal speech synthesize.

Emotional Behavior Decision Method and Its Experiments of Generality for Applying to Various Social Robot Systems (목적과 사양이 다른 다양한 인간 친화 로봇에 적용하기 위한 감성 행동 생성 방법 및 범용성 실험)

  • Ahn, Ho-Seok;Choi, Jin-Young;Lee, Dong-Wook
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.48 no.4
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    • pp.54-62
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    • 2011
  • Emotional reaction should be different from the purpose of the robot system. The method for emotional reaction is also different from the specification of the robot system. Therefore, emotional behavior decision model, which is applied to social robots regardless of specifications and purposes, is necessary. This paper introduces a universal emotional behavior decision model designed for applying to various social robots that have different specifications and purposes. Multiple emotions, a set of probability value of every emotion, are calculated independently and expressed according to the purpose of the robot system. Then, behavior, for emotional reaction according to the calculated multiple emotions, is decided regarding the specification of the robot system. The decided behavior is a combination of unit behaviors that indicates the smallest expressible behaviors in each expression parts. It is possible to express various undefined behaviors by generating unit behavior combinations according to multiple emotions. The universal emotional behavior decision model is applied to three kinds of social robot systems that have different specifications and purposes.

Emotional Expression Technique using Facial Recognition in User Review (사용자 리뷰에서 표정 인식을 이용한 감정 표현 기법)

  • Choi, Wongwan;Hwang, Mansoo;Kim, Neunghoe
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.23-28
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    • 2022
  • Today, the online market has grown rapidly due to the development of digital platforms and the pandemic situation. Therefore, unlike the existing offline market, the distinctiveness of the online market has prompted users to check online reviews. It has been established that reviews play a significant part in influencing the user's purchase intention through precedents of several studies. However, the current review writing method makes it difficult for other users to understand the writer's emotions by expressing them through elements like tone and words. If the writer also wanted to emphasize something, it was very cumbersome to thicken the parts or change the colors to reflect their emotions. Therefore, in this paper, we propose a technique to check the user's emotions through facial expression recognition using a camera, to automatically set colors for each emotion using research on existing emotions and colors, and give colors based on the user's intention.

AI Chatbot-Based Daily Journaling System for Eliciting Positive Emotions (긍정적 감정 유발을 위한 AI챗봇기반 일기 작성 시스템)

  • Jun-Hyeon Kim;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.1
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    • pp.105-112
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    • 2024
  • In contemporary society, the expression of emotions and self-reflection are considered pivotal factors with a positive impact on stress management and mental well-being, thereby highlighting the significance of journaling. However, traditional journaling methods have posed challenges for many individuals due to constraints in terms of time and space. Recent rapid advancements in chatbot and emotion analysis technologies have garnered significant attention as essential tools to address these issues. This paper introduces an artificial intelligence chatbot that integrates the GPT-3 model and emotion analysis technology, detailing the development process of a system that automatically generates journals based on users' chat data. Through this system, users can engage in journaling more conveniently and efficiently, fostering a deeper understanding of their emotions and promoting positive emotional experiences.

Implementation of Intelligent Virtual Character Based on Reinforcement Learning and Emotion Model (강화학습과 감정모델 기반의 지능적인 가상 캐릭터의 구현)

  • Woo Jong-Ha;Park Jung-Eun;Oh Kyung-Whan
    • Journal of the Korean Institute of Intelligent Systems
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    • v.16 no.3
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    • pp.259-265
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    • 2006
  • Learning and emotions are very important parts to implement intelligent robots. In this paper, we implement intelligent virtual character based on reinforcement learning which interacts with user and have internal emotion model. Virtual character acts autonomously in 3D virtual environment by internal state. And user can learn virtual character specific behaviors by repeated directions. Mouse gesture is used to perceive such directions based on artificial neural network. Emotion-Mood-Personality model is proposed to express emotions. And we examine the change of emotion and learning behaviors when virtual character interact with user.

The Influence of Aesthetic Elements on Consumer Responses of Symbol Design (심볼디자인의 소비자 반응에 대한 심미적 영향요소 연구)

  • 김은주;양종열;홍찬석;강민수
    • Archives of design research
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    • v.13 no.3
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    • pp.7-16
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    • 2000
  • Aesthetics undertakes important roll in design as a competitive factor. The importance of aesthetics can be found in experimental aesthetics, Gestalt psychology and design related literatures. These literatures suggest that, besides the importance of aesthetics, many other aesthetic factors would affect consumer reaction(recognition, emotional reaction, meaning), but the study is still in insufficient condition. Hense, this study tries to give a guideline -'how to design symbols'based on the apprehension of what kind of design is well recognized(correct recognition), gives positive emotional reaction(affect) to customers, and moreover, what sort of aesthetic factors affect these reactions by analyzing existing symbol designs.

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Context sentiment analysis based on Speech Tone (발화 음성을 기반으로 한 감정분석 시스템)

  • Jung, Jun-Hyeok;Park, Soo-Duck;Kim, Min-Seung;Park, So-Hyun;Han, Sang-Gon;Cho, Woo-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.1037-1040
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    • 2017
  • 현재 머신러닝과 딥러닝의 기술이 빠른 속도로 발전하면서 수많은 인공지능 음성 비서가 출시되고 있지만, 발화자의 문장 내 존재하는 단어만 분석하여 결과를 반환할 뿐, 비언어적 요소는 인식할 수 없기 때문에 결과의 구조적인 한계가 존재한다. 따라서 본 연구에서는 인간의 의사소통 내 존재하는 비언어적 요소인 말의 빠르기, 성조의 변화 등을 수치 데이터로 변환한 후, "플루칙의 감정 쳇바퀴"를 기초로 지도학습 시키고, 이후 입력되는 음성 데이터를 사전 기계학습 된 데이터를 기초로 kNN 알고리즘을 이용하여 분석한다.

A Study on Facial Expression Recognition for Customer Satisfaction Feedback System (고객만족도 피드백시스템을 위한 얼굴감정인식에 대한 연구)

  • Kang, Min-Sik;Song, Eun-Jee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.298-301
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    • 2012
  • 최근 정보화 사회에 있어 멀티미디어의 향상으로 기술의 중심은 사람에게 맞추어져 가고 있다. 만약 기계가 사람의 감정을 인식하여 그들의 상황을 이해할 수 있다면 감지된 상황에 따라 능동적으로 사람에게 도움을 줄 수 있을 것이다. B2C(Business to Customer) 산업에 있어 효율적인 성과관리를 위해서는 고객이 원하는 서비스 요소를 추론하여 고객이 원하는 서비스를 제공하고 그 결과를 평가하여 지속적으로 서비스품질 및 성과를 향상 할 수 있도록 해야 한다. 그것을 위한 중요한 요소는 고객 만족도의 정확한 피드백인데 현재 국내에는 고객의 만족도 측정에 대한 정량적이고 표준화된 시스템이 열악한 상황이다. 본 연구에서는 B2C산업 서비스 분야에 있어 고객 만족도를 실시간으로 수집 및 분석할 수 피드백 시스템으로서 고객 만족도를 고객의 얼굴감성인식을 이용하여 추론할 수 있는 시스템을 제안하며 효율적인 얼굴 감성 인식에 대한 분석을 한다.

Evaluating Pre-defined Kinetic Typography Effects to Convey Emotions (키네틱 타이포그래피를 통한 텍스트 기반 커뮤니케이션에서의 감정 전달 연구)

  • Lee, Joonhwan;Kim, Dongwhan;Wee, Jieun;Jang, Sooyeun;Ha, Seyong;Jun, Soojin
    • Journal of Korea Multimedia Society
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    • v.17 no.1
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    • pp.77-93
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    • 2014
  • Kinetic typography has been suggested to express emotions in computer-mediated communication (CMC) by empowering static texts with dynamic attributes, where conversations occur primarily in text-based forms. In this work, we investigate whether pre-defined kinetic typography effects are capable of delivering emotions, and further, which specific attributes of kinetic typography arouse such emotions. The results show that emotional response of users were corresponding to the emotions intended by experts, indicating that pre-defined kinetic typography is an applicable way to express emotions consistently in CMC. Also, results demonstrate some key attributes that derive certain levels of mood and energy respectively. Energy level turned out to be affected by the font size, transparency, direction of movement, amount of movement, velocity, and acceleration of the text, while mood level was influenced by the transparency, direction of movement, regularity in movement, and speed of the text.

Analysis of Emotion Pattern for Game Player on Quest System : Towards of Tutorial Mode in Mabinogi Game (퀘스트 시스템에 대한 게임플레이어의 감정패턴 분석 : 마비노기 Tutorial Mode를 중심으로)

  • Kim, Mi-Jin;Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.15-22
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    • 2010
  • The purpose of this research is to analyze players' emotion pattern for conducting a quest in Role Playing Game(RPG). We have rebuilt up the action and content of gameplay related to category to set up five action classes of game players based on the literature review about the human behavior classification. Moreover, Mabinogi game includes the composition of various quests by story-centered expanse. We classified the quest structure of the tutorial mode, initial state, of its game into the cognitive action. We build the model of the correlation between cognitive behavior patterns of gameplay and emotions derived from targeting ten novices. The result of this research reveals that gameplayers' stimulus levels are identified to emotion pattern. It is enable to grope to concrete the design of the quest and the level in a specified state. Moreover, players' emotion variation is indicated to the type of expression of fun elements. We expect to use a device to induce the curiousness and the challenge for conducting the higher goal of game in the whole.