• Title/Summary/Keyword: character emotion

Search Result 251, Processing Time 0.025 seconds

An Intelligent Character Manipulation System Suitable for Wireless Broadband Network Environment (휴대인터넷에 활용 가능한 지능형 캐릭터 제작 시스템 개발에 대한 연구)

  • Ryu, Seuc-Ho;Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok;Lee, Kyoung-Jae
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.4
    • /
    • pp.100-107
    • /
    • 2008
  • The aim of this paper is to design an intelligent character manipulation system suitable for the wireless broadband network environment named as Wibro and for the recent social networking service (SNS). The main feature of our proposed system is an automatic synthesis of a character utilizing the meta data which is attached to each component stored in a character database. It is the second advantageous feature that a user can make or modify his or her own character by modifying the component animation clip of its character. Once the character database is created, it can be represented and utilized in several ways by utilizing the meta data which is related to personal properties including emotion, life style, favorite things, and so on. The system can be evolved to a more powerful one by adopting the more user-related information and the more intelligent synthesis module.

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

Violence and Emotion in Yi Soonwon's The Face and Win Lyovarin's Three Worlds of Rat Ekathet (이순원의 「얼굴」과 윈 리어우와린의 「랏 엑까텟의 세 가지 세상」에 나타난 폭력과 감정)

  • CHOI, Nanoak
    • The Southeast Asian review
    • /
    • v.23 no.1
    • /
    • pp.169-194
    • /
    • 2013
  • A Korean writer, Yi Soonwon's The Face and a Thai writer, Win Lyovarin's Three Worlds of Rat Ekathet symbolize into literature the historical demonstration which occurred in Korea and Thailand. Comparing the characters in these two works, we come to the conclusion that the background in which people use violence strongly relates with their emotion. The character in The Face commit emotional violence in which receiving education and training and having jostled situation were sprouted as hostility. On the other hand, the characters in Three Worlds of Rat Ekathet show the difference in the sense that they feel a pleasant sensation when they use violence, intoxicated in the power of violence. One thing that two works have in common is that people committing a sin suffer from a guilty conscience and guilty fears when we see the way to treat them. It is how psychological punishment is made by their own. In The Face, the character suffers from psychological punishment in the fear that the other may be aware of his past record when we see the difference to deal with emotional violence. That who committed violence not to be able to open up honorably can never be free from the judgement of conscience out of the law and the sense of guilt continues for his life. However, emotional punishment made by a guilty conscience in Three Worlds of Rat Ekathet has the limited period if sinners make the process of purification which means not committing a fault again. The ultimate way of treating those who committed violence is to forgive them with love and is the process of purification to change violence into non-violence.

The 3D Character Modeling for Golf Swing Motion Analysis by Economical Verification of Body Information (인체정보 DB의 경제적인 조합을 통한 골프 스윙 동작 분석용 3D 캐릭터 모델링)

  • 곽현민;채균식;박찬종;이상태
    • Science of Emotion and Sensibility
    • /
    • v.6 no.2
    • /
    • pp.59-64
    • /
    • 2003
  • The national standard anthropometry of Korea is conducted every 5∼6 year term after its first research was started in 1979, The fourth research was conducted in 1997. The result of the national standard anthropometry has been reflected in manufactured goods design of allied industries such as clothing, shoes and furniture. In this paper, we measured anthropometry data for every bodily figurative classification after dividing users according to gender, age and bodily figure using the result of the national standard anthropometry. We constructed 3D character through the process of analyzing interrelation of measured anthropomeoy and measuring representative category. In the process for organization , we measured anthropometry which can effectively express sports action of golf, tennis etc. We made it by presenting measurement which is able to form each type of 3D character after the category was decided. Quantitative and objective valuation for posture and action became possible by developing visible information offer and posture action analysis protocol in theoretical approach for analysis of posture and action in sports.

  • PDF

3D Character Modeling For Sports Motion Analysis (스포츠 동작 분석용 3D캐릭터 모델링)

  • 곽현민;조해성;박찬종;이상태
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 2003.05a
    • /
    • pp.134-140
    • /
    • 2003
  • The national standard physique research of Korea is being conducted every 5∼6 year term after its first research was started 1979, the fourth research was conducted in 1997. The result of the national physique research was reflected in manufactured goods design of allied industries such as clothing , shoes, furniture. In this thesis, we measured anthropometry value for every bodily figurative classification after dividing users according to gender, age, bodily figure using the result of the national standard physique research. We constructed 3D character through the process of analyzing interrelation of measured anthropometry and measuring representative category. For the process for organization, we measured anthropometry which can express sports action of golf, tennis and etc effectively. We made it by presenting measurement which is able to form each type of 3D character after the category was decided. Quantitative and objective valuation for posture and action became possible by developing visible information offer and posture action analysis protocol in theoretical approach for analysis for analysis of posture and action in sports.

  • PDF

Analysis of Fear and Desire inherent in Character of : Based on Enneargram Personality Types Theory (의 캐릭터에 내재된 두려움과 욕망 분석 : 에니어그램 성격유형론에 근거하여)

  • Yang, Se-Hyeok
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.5
    • /
    • pp.58-70
    • /
    • 2013
  • This study focuses on the fact that intrinsic motivation which becomes the force to promote narrative is reinforced as a polyphonic structure through the psychodynamics of fear and desire internalized in a character, and from this perspective, it analyzes character rising strategies shown in Pixar's movie, . To verify fear and desire of a character, this study uses Enneagram personality types theory as the frame of analysis and reaches the following conclusions: (1) The main character, Carl's emotion originated from fear and desire was metaphorized as Muntz and Russell each, so the inside psychodynamics and the outer event visualizing it are set as contrapuntal composition. (2) However, inversely to the enhancement of Carl's polyphonicity, that excellent strategy works as the limit that restricts the psychodynamics of Muntz and Russell to a certain range. Lastly, it is expected that this study will be suggested as a sort of methodology about character rising strategies as turned into the database to which the result of follow-up research will be added, too.

Difference of Expressed Character Strengths, the Type of Work : Classification as Per the Korean Strength Scale (한국인 강점 척도를 기반으로 한 업무 유형에 따른 대표 강점 발현의 차이)

  • Kim, Ji-Eun;Kwon, Ye-Ji;Ran, Na-Hae;Lee, Ji-Eun;Noh, Jae-Heung;Chae, Jeong-Ho
    • Anxiety and mood
    • /
    • v.12 no.1
    • /
    • pp.13-20
    • /
    • 2016
  • Objective : The purpose of this study was to verify the differences of expressed character strengths graded as per the Korean Strength Scale, based on the type of work. Methods : A total of 2,444 conglomerate workers were classified into two groups: 1,356 office workers and 1,088 production workers. The subjects were examined through a web or mobile application based on the Korean Strength Scale. The Korean Strength Scale consists of a total of four top entries and 25 sub-items with appropriate validity. Results : The difference in the average score of sum of character strengths between the two groups was not significant. In the office worker group, character strengths such as love of learning, creativity, perspective, curiosity, facilitation, judgment and faith had significantly high scores. On the other hands, modesty, hope, gratitude, sincerity, magnanimity and self-regulation were high in the production worker group. The results remained unchanged in additional analysis of covariants as sex, age and education level, except for self-regulation and faith. Conclusion : Our results suggest significant differences in the character strengths between the two types of work; however, the average of sum of character strength score remains unchanged. These results may help to understand differences between work environments and thus help to establish a positive foundation.

  • PDF

A Study on the Effects of Costume Styling, Color and Texture on Character Expression in Movies - Focusing on the Movie and - (영화에서 의상의 스타일링, 색채, 재질감이 캐릭터 표현에 미치는 영향에 대한 연구 -영화 <내 아내의 모든것>, <결혼전야>를 중심으로-)

  • Kim, Sojin
    • Journal of Fashion Business
    • /
    • v.23 no.4
    • /
    • pp.53-67
    • /
    • 2019
  • This study investigated the effects of costume styling, color and texture on character expression in the movies "All About My Wife" and "Marriage Blue". As a study method, the main scenes were captured from the DVD image and the costumes of the main characters were analyzed to examine how the costumes express the personality change according to the story development of the characters. The characters in "All About My Wife" and "Marriage Blue" were studied to see how their personality changes as the story develops and how the costume supports the personality change of those characters. It was checked that costume contributes to effectively deliver the emotion of the characters to audience. In the movies, costume plays an important role in completing the character, and styling, color, and texture of the costume are one of the important means of expression. In a movie, costumes, styling, color, and texture contribute towards development of each character's character. And these elements act synergistically by acting simultaneously rather than independently, thus defining the image of the costume and playing a role in building characters. Movie directors persuade the audience by expressing their intentions in various ways. Among them, movie costume is one of the most effective expression tools. The styling, color, and texture of the clothes are practical and effective methodology that will create a character, so I hope that the field of film art will be researched extensively in the future.

A Study on Character's Emotional Appearance in Distinction Focused on 3D Animation "Inside Out" (3D 애니메이션 "인사이드 아웃" 분석을 통한 감성별 캐릭터 외형특징 연구)

  • Ahn, Duck-ki;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.15 no.2
    • /
    • pp.361-368
    • /
    • 2017
  • This study analyzes into the characteristic appearance in distintion with emotional changes toward visual forms of psychology along with character development in the 3D animation industry. In this regard, the study seeks to propose essential targets of the five emotional characters from the Pixar's animation Inside-Out to prove psychological effects to the character's visual appearance. As a previous research, the study analysis the visual representations oriented toward both emotional facial expression and emotional color expression using both Paul Ekman and Robert Plutchik's human basic emotion research. The purpose of this study is to present the visual guideline of emotional character's appearance through the various human expression for differentiated character development in animation production.

Implementation of Intel1igent Virtual Character Based on Reinforcement Learning and Emotion Model (강화학습과 감정모델 기반의 지능적인 가상 캐릭터의 구현)

  • Woo Jong Hao;Park Jung-Eun;Oh Kyung-Whan
    • Proceedings of the Korean Institute of Intelligent Systems Conference
    • /
    • 2005.11a
    • /
    • pp.431-435
    • /
    • 2005
  • 학습과 감정은 지능형 시스템을 구현하는데 있어 가장 중요한 요소이다. 본 논문에서는 강화학습을 이용하여 사용자와 상호작용을 하면서 학습을 수행하고 내부적인 감정모델을 가지고 있는 지능적인 가상 캐릭터를 구현하였다. 가상 캐릭터는 여러 가지 사물들로 이루어진 3D의 가상 환경 내에서 내부상태에 의해 자율적으로 동작하며, 또한 사용자는 가상 캐릭터에게 반복적인 명령을 통해 원하는 행동을 학습시킬 수 있다. 이러한 명령은 인공신경망을 사용하여 마우스의 제스처를 인식하여 수행할 수 있고 감정의 표현을 위해 Emotion-Mood-Personality 모델을 새로 제안하였다. 그리고 실험을 통해 사용자와 상호작용을 통한 감정의 변화를 살펴보았고 가상 캐릭터의 훈련에 따른 학습이 올바르게 수행되는 것을 확인하였다.

  • PDF