• Title/Summary/Keyword: character emotion

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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.

Analysis of Emotion and Consumption Sensibility on Character T-Shirt (캐릭터 티셔츠에 대한 감정과 소비감성 분석)

  • Lee, Kyoung-Hee;Son, Sei-Young
    • Fashion & Textile Research Journal
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    • v.9 no.2
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    • pp.203-210
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    • 2007
  • The purpose of this study is to understand consumer needs through emotion on character T-shirts. Study results suggest the basis for planning effective designs of character T-shirts. The results were summarized as follows: Emotion factors such as complex and arousal occupied 64.0% of the total. The types of the character T-shirts were clustered as four groups. The four types showed significant differences in all emotion factors. Complex emotion indicated its highest and lowest scores in types 4 and 2, respectively; and arousal emotion in types 2 and 3, respectively. As for the relation of consumption sensibility to emotions, three consumption sensibilities were related to all eight emotional adjectives. In the demographical aspect of emotions and consumption sensibilities, significant differences were found in age, gender, job and education. Therefore, the results of this study can be used as criteria improving emotions and consumption sensibility of character T-shirts. Especially, enhanced comsumption sensibility can be expected by the elimination of texts and the use of preferred character actions and vivid warm colors.

A study on Emotion Structure of Online Game Character (온라인 게임 내 캐릭터의 정서구조 연구)

  • Park, Yiseul;Ko, Ilju;Park, Junhyoung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.3
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    • pp.167-179
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    • 2016
  • Online games, by a massive influx of many players, it has diverse situations in which emotion is generated. Emotion plays an important role that helps players to interact and immerse in game. In the previous games, simple structures are used to express emotion. By increasing the user's needs of emotion in the game, it is necessary to structure a various type of emotion. In this paper, the game components were classified as background, object, and character in order to analyze emotion structurally in game. We defined how to use the rule of emotion, and applied to League of legend, Cyphers and World of Warcraft which belong to the AOS genre. The AOS game is well-suited for analyzing emotion structure, because a various emotional changes and situations can arise in the game. Through this paper, it was discovered similarities emotion to be used in online games. It is expected to generalize the emotion in the game by analyzing the emotional structure of more games in future.

Design and Implementation of Walking Motions Applied with Player's Emotion Factors According to Variable Statistics of RPG Game Character (RPG게임캐릭터의 능력치변화량에 따라 감정요소가 적용된 걷기동작 구현)

  • Kang, Hyun-Ah;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.63-71
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    • 2007
  • From several commercialized games the technique of changing facial expressions is imported, and a design method of a game character for the player's empathy is expected to be diversified in the future. In this paper, as a design method of a game character for the player's empathy, this makes walking motion for the game character applied with 'human-emotion' factors as statistics variation of a game character in RPG genre. After this paper implements analyzed emotions of human facial expression and walking motions applied with emotion in examples of character animation theory, this paper divides walking motion applied with human-emotion factors into 8 types through relationship to statistics factors in RPG genre. And then these are applied to a knight character, which has the most similarity with human's physical feature of the game characters in RPG genre, and makes walking motion as variable statistics. As a game player controls the game character applied with 'human-emotion' factors, the effect of the player's empathy about the game character becomes higher, and the level of immersion in game play is also expected to increase.

Analysis of Game Character Using Emotion Rule (감정규칙을 사용한 게임 캐릭터 분석)

  • Park, Jun-Hyoung;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.7-18
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    • 2014
  • Emotion is one of the elements of the game that will help the user interaction. The way to express the emotions and personality of the character was taken into account severity of reaction to action or a specific graphics in the game so far. However recently structured for the interest in the study of emotion increases and to utilize a variety of feelings in the game is needed. In the field of autonomous agents, studies of the possibility of the use of emotion, defined 12 different emotion rules. In this paper, we dilate by defining the terms used in the game rules of emotion made the rules of the emotion of the game. And, we analyzed emotions in actual game character used Game Emotions Rule. As a result, it was possible to see the rules of the game feeling separate from that being used for game genre similar.

The Development of Characters with Artificial Emotion through Analyzing Drama characters - With a Korean Drama titled 'The Sons of Sol Pharmacy House' (드라마 대본 분석을 통한 등장인물의 성격이 반영된 인공정서 캐릭터 개발 - '솔약국집 아들들'을 중심으로)

  • Ham, Jun-Seok;Rhee, Shin-Young;Bang, Green;Ko, Il-Ju
    • Science of Emotion and Sensibility
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    • v.15 no.2
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    • pp.239-248
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    • 2012
  • This paper looks to extract personality traits from the drama characters within a drama script, and to apply it them to a character that has an artificial emotion. The method of applying the personality of a character from a drama script is as follows. First, we separate a drama script into several pieces, by the characters therin. Next, we extract emotion-related terms by matching morphemes analysis and by using an emotion terms database. Next, we analyze a dominant emotion using extracted emotion terms. Finally last, we apply the analyzed dominant emotion to an equation pertaining to artificial emotion. We made progress in developing user evaluation that features blind testing, to verify that the artificial emotion character bears the personality of a drama character. We apply three drama character personalities to artificial emotion characters bearing the same appearance. The user had to match three artificial emotion characters and drama characters according to personality. The users had a high percentage of correct answers, thus confirming the efficacy of our method of applying a personality, using information from a drama script.

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Use of Emotion Rule for Game Characters Emotion Structure (게임 캐릭터의 감정구조를 위한 감정규칙의 활용)

  • Park, Jun-Hyoung;Ko, Il-Ju;Sung, Bo-Kyung
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.23-32
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    • 2016
  • A recent emotion research has attracted attention as an element to enhance the interaction with the user to play the game. Emotion expressed in the previous game was using a simple structure. However, increasing the user's needs of emotions that have been used in the game is necessary to structure the emotions caused. In this paper, it was utilized for the character of emotion in the game rules of the proposed emotion based on the principle of biological feelings. And it was classified a game component that affects the emotions and character provides a structure for recognizing the emotion from the game. This paper provides a structural framework to be considered in order to analyze emotions used in existing game to the role of emotion, to express emotion in the game.

Developing an Interactive Character having an Artificial Emotion for a Smart Phone (인공정서를 가진 스마트폰용 인터랙티브 캐릭터 개발)

  • Ham, Jun-Seok;Yeo, Ji-Hye;Park, Sung-Ho;Ko, Il-Ju
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.483-494
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    • 2011
  • This paper purposes to develop an artificial emotion reflecting emotional features contains situations, time, and characteristics, also to develop an interactive character having this artificial emotion with a smart phone. The artificial emotion has an Emotion Module and Drive Module for expressing emotion according to external emotional stimulus and internal drive. The Emotion Module administrates emotions according to time, characteristic, interrelation between different emotions. The Drive Module controls sensitivities of emotion according to changing drives over long time. Also due to defence mechanism for expressing emotions, emotions are processed by two pathways: The first pathway which is affected by the Emotion Module and the Drive Module, and the second pathway that is not to be done. We developed an interactive character having the artificial emotion with this structure using smart phone. And we simulated the artificial emotion what differences there are according to situations, characteristic, and time under same input conditions. The result of this paper has meanings developing the interactive character having the artificial emotion actually, and making it possible to personalize an artificial emotion with expressing the artificial emotion using smart phone.

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An Empirical Study on the Sub-factors of Middle School Character Education using Social Network Analysis (사회 네트워크 분석을 이용한 중등 인성 교육의 세부요인에 관한 실증 연구)

  • Kim, Hyojung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.2
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    • pp.87-98
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    • 2017
  • The advancements in scientific technology and information network in the 21st century allow us to easily acquire a desired knowledge. In the midst of today's informatization, globalization, and cultural diversification, adolescents experience emotional confusion while accommodating diverse cultures and information. This study aimed at examining three aspects of character suggested by the Ministry of Education, which are ethics, sociality, and emotion, and the actual sub-factors required for character education. To that end, a survey was conducted with adolescents who were at a character-building age, and social network analysis (SNA) was performed to determine the effect of character education on the sub-factors. The statistics program SPSS was used to investigate the general traits of the subjects and the validity of the research variables. The 2-mode data that were finally selected were converted to 2-mode data using NetMinder 4, which is a network analysis tool. Furthermore, a data network was established based on a quasi-network that represents the relationships between ethics, sociality, and emotion. The results of this study showed that the subjects considered honesty and justice to be the sub-domains of the ethics domain. In addition, they identified sympathy, communication, consideration for others, and cooperation as the sub-domains of the sociality domain. Finally, they believed that self-understanding and self-control were the sub-domains of the emotion domain.