• Title/Summary/Keyword: 얼굴 표현

Search Result 421, Processing Time 0.029 seconds

The Effects of the Emotion Regulation Strategy to the Disgust Stimulus on Facial Expression and Emotional Experience (혐오자극에 대한 정서조절전략이 얼굴표정 및 정서경험에 미치는 영향)

  • Jang, Sung-Lee;Lee, Jang-Han
    • Korean Journal of Health Psychology
    • /
    • v.15 no.3
    • /
    • pp.483-498
    • /
    • 2010
  • This study is to examine the effects of emotion regulation strategies in facial expressions and emotional experiences, based on the facial expressions of groups, using antecedent- and response- focused regulation. 50 female undergraduate students were instructed to use different emotion regulation strategies during the viewing of a disgust inducing film. While watching, their facial expressions and emotional experiences were measured. As a result, participants showed the highest frequency of action units related to disgust in the EG(expression group), and they reported in the following order of DG(expressive dissonance group), CG(cognitive reappraisal group), and SG(expressive suppression group). Also, the upper region of the face reflected real emotions. In this region, the frequency of action units related to disgust were lower in the CG than in the EG or DG. The results of the PANAS indicated the largest decrease of positive emotions reported in the DG, but an increase of positive emotions reported in the CG. This study suggests that cognitive reappraisal to an event is a more functional emotion regulation strategy compared to other strategies related to facial expression and emotional experience that affect emotion regulation strategies.

Face Recognition Using Factorial Code Representation (Factorial Code 표현법을 이용한 얼굴 인식)

  • 이오영;최승진
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2000.04b
    • /
    • pp.577-579
    • /
    • 2000
  • 얼굴인식에서 정보 이론적 접근방법은 얼굴 영상을 작은 기저 영상의 집합으로 분해하는 것을 기초로 한다. 가장 많이 쓰이고 있는 방법은 PCA를 기반으로 하는 eigenface 방법이다. PCA를 기반으로 하는 방법은 데이터의 2차 통계적 구조만을 고려하므로 화소 사이의 고차 통계적 의존성은 고려되지 않는다. Factorial code 표현법은 효과적인 정보 표현의 좋은 방법으로 알려져 있고 이것은 ICA와 밀접한 관련이 있다. Factorial code 표현법은 eigenface 방법과 비교할 때 중요한 정보가 포함되어 있는 데이터의 고차 통계적 구조도 고려되어 더욱 효과적인 정보 표현을 기대할 수 있다. 이 논문에서는 PCA를 이용하여 차원을 줄이고 찾아낸 특징 공간에 Factorial code 표현법을 적용했다. 그리고 얼굴 인식에 있어서 Factorial code 표현법이 eigenface 방법보다 성능이 우수함을 보였다. 제안한 방법의 우수한 성능을 모의실험을 통하여 입증했다.

  • PDF

Facial Characteristic Point Extraction for Representation of Facial Expression (얼굴 표정 표현을 위한 얼굴 특징점 추출)

  • Oh, Jeong-Su;Kim, Jin-Tae
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.9 no.1
    • /
    • pp.117-122
    • /
    • 2005
  • This paper proposes an algorithm for Facial Characteristic Point(FCP) extraction. The FCP plays an important role in expression representation for face animation, avatar mimic or facial expression recognition. Conventional algorithms extract the FCP with an expensive motion capture device or by using markers, which give an inconvenience or a psychological load to experimental person. However, the proposed algorithm solves the problems by using only image processing. For the efficient FCP extraction, we analyze and improve the conventional algorithms detecting facial components, which are basis of the FCP extraction.

Cartoon Rendering for Facial Expression (얼굴 표정의 카툰 렌더링)

  • Jung, Hye-Moon;Byun, Hae-Won
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.449-454
    • /
    • 2009
  • The human face has "expression" as an important visual factor in contrast with general objects. For this reason, cartoonists draw shadow that emphasizes facial shape and facial expression in order to convey atmosphere of scene and trait of character. This shadow should be considered when doing cartoon rendering for facial expression although it is not an physical shading. This paper proposes a cartoon rendering system for facial expression based on shading techniques of real cartoonist. First of all, we searched such techniques of cartoonist through variety of collected cartoon images and defined shadow templates according to character's facial expression to do cartoon rendering diffently. After that, we demonstrated cartoon rendering system of facial expression on the basis of survey result that effectively emphasizes facial shape and facial expression. Finally, we showed the usefulness through the user questionnaire.

  • PDF

A study on local facial features using LDP (LDP를 이용한 지역적 얼굴 특징 표현 방법에 관한 연구)

  • Cho, Young Tak;Jung, Woong Kyung;Ahn, Yong Hak;Chae, Ok Sam
    • Convergence Security Journal
    • /
    • v.14 no.5
    • /
    • pp.49-56
    • /
    • 2014
  • In this paper, we proposed a method for representing local facial features based on LDP (Local Directional Pattern). To represent both PFF (Permanent Facial Features) and TFF (Transient Facial Features) effectively, the proposed method configure local facial feature vectors based on overlapped blocks for each facial feature in the forms of various size and shape. There are three advantages - it take advantages of geometric feature based method; it shows robustness about detection error using movement characteristics of each facial feature; and it shows reduced sampling error because maintain spatial information caused by block size variability. Proposed method shows better classification accuracy and reduced amount of calculation than existing methods.

Face Animation Editor for the Korean Lip_Sync and Face Expression (한글 입술 움직임과 얼굴 표정 동기화를 위한 얼굴 애니메이션 편집기)

  • 송미영;조형제
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2000.11a
    • /
    • pp.451-454
    • /
    • 2000
  • 본 논문은 한글 단어에 따른 한글 발음에 적합한 입술의 움직임을 자동 생성하며 또한 단어에 적절한 얼굴 보정을 생성할 수 있는 입순 움직임과 얼굴 표정을 동기화하는 3차인 일관애니메이션 편집기를 구축하였다. 얼굴 애니메이션 편집기에서 얼굴 표정은 근육 기반 모델 방법으로 정의된 각 얼굴 부위별 근육에 따라 가중치를 조절하여 생성하여 입술 움직임은 텍스트 구동 방법으로 음소에 따른 정의된 입모양 연속적으로 표현하여 동작한다. 또한 이렇게 생성된 얼굴 표정을 저장관리한다. 따라서 3차원 얼굴 애니메이션 편집기는 6가지의 기본 얼굴 표정을 자동적으로 생성할 수 있으며 또한 입력 단어에 적합하도록 각 얼굴 부위별 근육 움직임을 편집한 수 있다. 이렇게 생성된 얼굴 표정들은 데이터베이스에 저장관리할 수 있으며 컴퓨터 대화시 자동적으로 입력 단어에 적합한 입술의 움직임과 얼굴 표정을 동기화하여 자연스러운 3차원 얼굴 애니메이션을 표현할 수 있다.

  • PDF

Facial Color Control based on Emotion-Color Theory (정서-색채 이론에 기반한 게임 캐릭터의 동적 얼굴 색 제어)

  • Park, Kyu-Ho;Kim, Tae-Yong
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.8
    • /
    • pp.1128-1141
    • /
    • 2009
  • Graphical expressions are continuously improving, spurred by the astonishing growth of the game technology industry. Despite such improvements, users are still demanding a more natural gaming environment and true reflections of human emotions. In real life, people can read a person's moods from facial color and expression. Hence, interactive facial colors in game characters provide a deeper level of reality. In this paper we propose a facial color adaptive technique, which is a combination of an emotional model based on human emotion theory, emotional expression pattern using colors of animation contents, and emotional reaction speed function based on human personality theory, as opposed to past methods that expressed emotion through blood flow, pulse, or skin temperature. Experiments show this of expression of the Facial Color Model based on facial color adoptive technique and expression of the animation contents is effective in conveying character emotions. Moreover, the proposed Facial Color Adaptive Technique can be applied not only to 2D games, but to 3D games as well.

  • PDF

Recognition of Occluded Face (가려진 얼굴의 인식)

  • Kang, Hyunchul
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.23 no.6
    • /
    • pp.682-689
    • /
    • 2019
  • In part-based image representation, the partial shapes of an object are represented as basis vectors, and an image is decomposed as a linear combination of basis vectors where the coefficients of those basis vectors represent the partial (or local) feature of an object. In this paper, a face recognition for occluded faces is proposed in which face images are represented using non-negative matrix factorization(NMF), one of part-based representation techniques, and recognized using an artificial neural network technique. Standard NMF, projected gradient NMF and orthogonal NMF were used in part-based representation of face images, and their performances were compared. Learning vector quantizer were used in the recognizer where Euclidean distance was used as the distance measure. Experimental results show that proposed recognition is more robust than the conventional face recognition for the occluded faces.

Facial Expression Recognition using ICA-Factorial Representation Method (ICA-factorial 표현법을 이용한 얼굴감정인식)

  • Han, Su-Jeong;Kwak, Keun-Chang;Go, Hyoun-Joo;Kim, Sung-Suk;Chun, Myung-Geun
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.13 no.3
    • /
    • pp.371-376
    • /
    • 2003
  • In this paper, we proposes a method for recognizing the facial expressions using ICA(Independent Component Analysis)-factorial representation method. Facial expression recognition consists of two stages. First, a method of Feature extraction transforms the high dimensional face space into a low dimensional feature space using PCA(Principal Component Analysis). And then, the feature vectors are extracted by using ICA-factorial representation method. The second recognition stage is performed by using the Euclidean distance measure based KNN(K-Nearest Neighbor) algorithm. We constructed the facial expression database for six basic expressions(happiness, sadness, angry, surprise, fear, dislike) and obtained a better performance than previous works.

Caricature Generation System using A Front-View Facial Image (정면 얼굴 이미지를 이용한 캐리커쳐 생성 시스템)

  • Lee, Hyun-Chul;Hur, Gi-Tak
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2002.11a
    • /
    • pp.657-660
    • /
    • 2002
  • 컴퓨터그래픽의 급격한 기술 발달과 사용자 층의 다양한 멀티미디어 정보에 대한 요구로 기존의 단순한 2차원 영상 정보는 점차 3차원 정보로 표현되어가고 있고, 사용자의 예술 및 개인 문화에 대한 관심도가 높아지면서 독특한 자신만의 개성을 표현할 수 있는 아바타, 캐리커처와 같은 표현매체에 대한 욕구가 증가하고 있다. 그러나 기존의 펜이나 화필로 그리는 케리커쳐는 예술성, 정교함 그리고 자신만의 독특한 특징적인 개성을 표현 할 수 있는 장점이 있으나 장소, 시간, 인원 등에서 응용성과 확장성이 제한 될 수밖에 없고, 이에 따른 제작비용이나 소요 시간, 노력 등이 많이 소요된다. 본 논문에서는 기존에 수동으로 이루어지고 있는 캐리커쳐를 한 장의 정면 얼굴 이미지를 이용하여 3차원 얼굴 모델을 생성하고, 각 얼굴 영역의 특징 요소를 스플라인으로 표현하여 스플라인의 제어선과 제어점을 조정하여 자동으로 캐리커쳐를 생성하는 시스템을 개발하는데 목적이 있다.

  • PDF