• 제목/요약/키워드: Emotional character

검색결과 296건 처리시간 0.025초

H 유스호스텔 리모델링 계획 (Remodelling Plan for the Youthhostel H)

  • 이란표
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2007년도 춘계학술대회 논문집
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    • pp.59-62
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    • 2007
  • The basic concept for the remodelling of the youthhostel H is to define a rest through the remodelling design. The notion of a rest can be explained better in Chinese character. '休', which means a rest, is the Chinese character that unites two different meanings, the man and the tree or the nature. The intrinsic meaning of a rest,'a man taking a rest under the tree', is applied to the design concept that implies the mutual relationship between the man, the nature and the youthhostel. The design idea for the main areas such as the lobby, the reception, the front, the multi-purposed restaurant and the functionally designed rooms targets the harmony of the aesthetic and the functionality. The diverse space experience which steers the hotel visitors to the reciprocal interrelationship, the exchange of various informations, the comfortable relaxing and the motivation makes it possible to perceive a youthhostel as a space for the various intercourse and the emotional experiences.

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비행슈팅게임 게임의 만족도 향상을 위한 인공감정의 개발과 적용 (Modeling of the Inspection Environment of Construction Safety Appling Simulation Formalism)

  • 함준석;박준형;고일주
    • 디지털산업정보학회논문지
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    • 제4권1호
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    • pp.55-63
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    • 2008
  • I Previous scrolling-shooter games cannot represent various emotions of characters as a personality and situations, so it can only represent simple and momentary emotions. This paper purpose to develop and applying an artificial emotion which gives emotional responses and actions to character as a personality and situations of a character. So we proposed an artificial emotion that receives emotional stimulus, analyzes what emotion will be generated, controls various emotions by a personality and time, and exports a current emotion. To visualize and to test an artificial emotion, We made a scrolling shooter game which has two characters who have a different personality each other. And we applied an artificial emotion to that game, modified it to be able to change status as emotions. To estimate a satisfaction of a artificial emotion for a scrolling-shooter game, we made up a question to two groups-one has people who likes a scrolling shooter game, the other has people who doesn't.

IPTV를 위한 감성 메신저의 개발 (Development of Emotional Messenger for IPTV)

  • 성민영;백선욱;안성혜;이준하
    • 한국콘텐츠학회논문지
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    • 제10권12호
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    • pp.51-58
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    • 2010
  • 인스턴트 메신저 기반 통신에서 사용자의 감정을 자동으로 인식하고 이를 개인화된 3D 캐릭터 애니메이션으로 표현한다면 기기를 통한 통신에 더 많은 감성을 부여할 수 있고 궁극적으로 의사소통의 효과를 제고할 수 있다. 본 논문은 IPTV (Internet Protocol Television) 환경에서 자동화된 감정 인식 및 표현을 위해 개발된 감성 메신저 시스템에 대해 기술한다. 효율적인 사용자 감정 전달을 위해 텍스트 기반 감정 추측, 3D 렌더링 및 동영상 재생 방식을 동시 지원하는 캐릭터 애니메이션, 스마트폰을 통한 메시지 입력 등을 제안한다. 개발된 감성 메신저의 효과와 성능은 시연 및 실험을 통해 검증하였다.

2D 게임 캐릭터의 감정표현을 위한 비언어적 커뮤니케이션 시스템 제안 (A nonvocal communication system for emotional expression of characters in 2D games)

  • 홍수현;이영숙;이미영
    • 디지털콘텐츠학회 논문지
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    • 제12권3호
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    • pp.397-407
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    • 2011
  • 2D 게임에 등장하는 캐릭터의 비언어적 커뮤니케이션은 정확한 대사 전달과 캐릭터의 감정을 구체적으로 표현하기 위하여 중요한 역할을 담당한다. 이때 캐릭터에 의해 사용되는 비언어적 커뮤니케이션 행위는 많은 양의 대사와 결합되어 게임에서 표현된다. 본 연구에서는 2D 애니메이션에서 나타난 캐릭터의 비언어적 커뮤니케이션 행위의 유형을 분석하여 분류하였다. 다음으로 2D 게임 캐릭터 동작 제작을 위하여 Bone을 적용하여 캐릭터의 동작의 크기와 움직임을 설계하였다. 끝으로 캐릭터의 움직임을 시각화하였다. 이를 토대로 2D 게임 캐릭터의 감정표현을 위한 비언어적 커뮤니케이션 시스템 구축을 위한 기반을 제안하였다.

공간표현과 감정특성간의 연관성에 관한 연구 - 막스 뤼셔의 심리치유이론을 중심으로 - (A Study on the relationship between Spatial Expression & Emotional Character - based on the psychological healing theory of Marks Lüscher -)

  • 김광호
    • 의료ㆍ복지 건축 : 한국의료복지건축학회 논문집
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    • 제11권2호
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    • pp.63-71
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    • 2005
  • The purpose of this study is to find the complementary idea of the psychological elements in aesthetic expression of architectural space in the sense of healing. Marks $L\ddot{u}scher$, the swiss psychologist suggested reasonable categories of emotional character according to the couple combinations among Content, Self-Esteem, Confidence, and Liberty. His theory on healing is not only the concept but the practical method to understand and control the conflict between contrary elements of emotion. Compared to the Freud's objective theory of cause and consequence, his idea is focused on the subjective and autonomous harmony. This theory based on complementary idea is applied to psychological attitude of architects on Spatial Expression in this study. Refuge, Prospect, Flow and Void are assumed as equivalent spatial elements to the four major emotional conditions suggested by $M.L\ddot{u}scher$. The couple combinations among them also characterize the architectural characters definitely and it is expected to be the reasonable criteria in analysing aesthetic value and motive of creating human space.

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자폐성 장애아동 치료환경에 대한 감성평가분석 (Sensibility Estimation Analysis about Treatment Circumstance of Children with Autism)

  • 조명민;정아영;공순구
    • 한국실내디자인학회논문집
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    • 제23권5호
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    • pp.86-95
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    • 2014
  • This study verified a hypothesis "treatment circumstance that considers character of children with autism has an effect on emotion stability", and I set the final aim to suggest emotional design elements according to treatment program and also to construct basic data about study of treatment circumstance of children with autism. So I conduct a survey of teachers of nine centers for the disabled about "satisfaction about treatment circumstance, importance of design elements of treatment circumstance that increase children's with autism stability, sensibility estimation about treatment circumstance" and committed statistical analysis. As the results, emotional design elements that have to be improved are the wall finishing material, the color of the wall, and the artificial lighting. The color of the wall has an effect on importance of treatment circumstance and emotional design elements influence 47% to satisfaction of treatment circumstance. It get the positive result about the hypothesis "treatment circumstance that considers character of children with autism has an effect on emotion stability".

Classification of Characters in Movie by Correlation Analysis of Genre and Linguistic Style

  • You, Eun-Soon;Song, Jae-Won;Park, Seung-Bo
    • 한국컴퓨터정보학회논문지
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    • 제24권1호
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    • pp.49-55
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    • 2019
  • The character dialogue created by AI is unnatural when compared with human-made dialogue, and it can not reveal the character's personality properly in spite of remarkable development of AI. The purpose of this paper is to classify characters through the linguistic style and to investigate the relation of the specific linguistic style with the personality. We analyzed the dialogues of 92 characters selected from total 60 movies categorized four movie genres, such as romantic comedy, action, comedy and horror/thriller, using Linguistic Inquiry and Word Count (LIWC), a text analysis software. As a result, we confirmed that there is a unique language style according to genre. Especially, we could find that the emotional tone than analytical thinking are two important features to classify. They were analyzed as very important features for classification as the precision and recall is over 78% for romantic comedy and action. However, the precision and recall were 66% and 50% for comedy and horror/thriller. Their impact on classification was less than romantic comedy and action genre. The characters of romantic comedy deal with the affection between men and women using a very high value of emotional tone than analytical thinking. The characters of action genre who need rational judgment to perform mission have much greater analytical thinking than emotional tone. Additionally, in the case of comedy and horror/thriller, we analyzed that they have many kinds of characters and that characters often change their personalities in the story.

A Study on Character Consistency Generated in [Midjourney V6] Technology

  • Xi Chen;Jeanhun Chung
    • International journal of advanced smart convergence
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    • 제13권2호
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    • pp.142-147
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    • 2024
  • The emergence of programs like Midjourney, particularly known for its text-to-image capability, has significantly impacted design and creative industries. Midjourney continually updates its database and algorithms to enhance user experience, with a focus on character consistency. This paper's examination of the latest V6 version of Midjourney reveals notable advancements in its characteristics and design principles, especially in the realm of character generation. By comparing V6 with its predecessors, this study underscores the significant strides made in ensuring consistent character portrayal across different plots and timelines.Such improvements in AI-driven character consistency are pivotal for storytelling. They ensure coherent and reliable character representation, which is essential for narrative clarity, emotional resonance, and overall effectiveness. This coherence supports a more immersive and engaging storytelling experience, fostering deeper audience connection and enhancing creative expression.The findings of this study encourage further exploration of Midjourney's capabilities for artistic innovation. By leveraging its advanced character consistency, creators can push the boundaries of storytelling, leading to new and exciting developments in the fusion of technology and art.

[Review] The Impact of Character Collaboration Product Characteristics on Brand Awareness and Purchase Intention: Focusing on F&B Products

  • Kyung Tae JANG;Senghyeon LEE;Seong-Soo CHA
    • 식품보건융합연구
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    • 제10권2호
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    • pp.1-5
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    • 2024
  • This study aims to investigate the impact of character collaboration product characteristics on brand awareness and purchase intention within the food and beverage (F&B) industry, with a special focus on Generation MZ's growing interest in such products. The methodology involves a comprehensive review of existing literature on character marketing, brand awareness, and consumer purchase intention, supplemented by case studies of successful character collaborations in the F&B sector. The findings reveal that character collaborations significantly impact brand awareness and purchase intentions, particularly among younger consumers like Generation MZ. These collaborations not only rekindle nostalgia but also introduce new and exciting consumer experiences, effectively attracting a wide demographic. The success of character-themed products, from Pokémon bread to Coca-Cola's League of Legends collaboration, underscores the strategy's effectiveness in boosting brand recognition and consumer engagement. The implications of this research are manifold for the F&B industry. Firstly, it highlights the importance of leveraging popular characters to forge emotional connections with consumers. Secondly, it suggests that product development should closely align with consumer preferences and market trends to maximize appeal. Lastly, it positions character collaboration as a strategic marketing tool that not only enhances product sales but also strengthens brand loyalty and facilitates sustained brand growth.

텍스트 스토리에서 등장인물간 감정 흐름 그래프를 이용한 행위소 모델 기반의 등장인물 역할 인식 (Actantial Model-based Character Role Recognition using Emotional Flow Graph among Characters in Text Stories)

  • 유혜연;김문현;배병철
    • 인터넷정보학회논문지
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    • 제22권1호
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    • pp.51-63
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    • 2021
  • 스토리에서 등장하는 인물들을 식별하고 인물들 간의 관계를 분석하는 것은 스토리 이해를 위해 중요한 과정이다. 본 논문은 그레마스의 행위소 모델(Actantial model)에 기반하여 스토리 속에서 등장하는 인물들 중에서 주체자(Subject,또는 주인공)를 식별하고, 등장인물들간의 상호작용으로 생성되는 관계에 기반한 감정 흐름을 분석하여 조력자(Helper)/반대자(Opponent)의 관계를 자동으로 식별하는 것을 목표로 한다. 본 논문에서 제안하는 방법은 3단계로 구성된다. 먼저, 텍스트 스토리에서 등장하는 객체(인물)를 식별한다. 다음으로, 이들의 상호관계를 통한 관계 정보를 추출하여 관계정보로 표현되는 텍스트에서 감정을 분류한다. 마지막으로, 등장인물들간 감정의 흐름을 방향성 그래프로 도출한다. 그래프에서 차수가 가장 높은 노드 (즉, 가장 많은 관계 정보를 형성하는 노드)는 주체자로 간주하며, 주체자에 긍정적/부정적인 감정을 가장 많이 보내는 노드를 조력자/반대자로 각각 간주한다. 본 연구는 텍스트 스토리로부터 행위소 모델의 세 가지 구성요소들(즉, 주체자, 조력자, 반대자)을 자동으로 추출하는 계산 모델을 제공함으로써 컴퓨터를 이용한 서사 이해에 기여한다.