• Title/Summary/Keyword: emotion generation

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Emotion Generation Model for Tutoring Agents (교육용 에이전트를 위한 감성 생성 모델)

  • Choo, Moon Won;Choi, Young Mie
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.05d
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    • pp.812-822
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    • 2002
  • The interface metaphor has been evolved gradually from desktop to agent-oriented paradigm. Multimedia contents could be simply recognized as the multimodal communicational interface. In this respect, the emotional agents are actively focused as the research topics to test the possibility for realizing anthropomorphized and sympathetic interfaces. In this paper, the emotion generation model for tutoring agents is suggested.

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A Study on the Rhythm Affecting Aesthetic Elements (심미적 영향 요소인 율동에 관한 연구)

  • 조경숙;홍정표
    • Science of Emotion and Sensibility
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    • v.5 no.2
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    • pp.51-61
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    • 2002
  • This study deals with Rhythm which is one of aesthetic variables. Aesthetics among the factors of consumer preference has been importantly considered in competitive market environment. Therefore , consumers' purchasing standard has been also changed as their consciousness has been changed according to the variation of their lire style. Besides, the technique and method of design faces up to the change because of consumers' diverse wishes. Hence, to satisfy consumers' needs and the market front now on characterized as the short durability cycle of products, a distinctive design should be developed in the form of products that can be an important factor to attract consumers preference. So, in this study, 1 will try to understand typology based on a categorization theory and the conceptual structure of aesthetics, which are importantly considered at the same time. In addition, I will establish a new design process by extracting Rhythm affecting aesthetic. Ultimately, this study aims develop more consumer preferring design beyond the limit of a designer's idea and design generation by the result of this study.

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Prototyping a Student Model for Educational Games

  • Choi, Young-Mee;Choo, Moon-Won;Chin, Seong-Ah
    • Journal of Information Processing Systems
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    • v.1 no.1 s.1
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    • pp.107-111
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    • 2005
  • When a pedagogical agent system aims to provide students with interactive help, it needs to know what knowledge the student has and what goals the student is currently trying to achieve. That is, it must do both assessment and plan recognition. These modeling tasks involve a high level of uncertainty when students are allowed to follow various lines of reasoning and are not required to show all their reasoning explicitly. In this paper, the student model for interactive edutainment applications is proposed. This model is based on Bayesian Networks to expose constructs and parameters of rules and propositions pertaining to game and problem solving activities. This student model could be utilized as the emotion generation model for student and agent as well.

A Study on New Protype Generation of Korean-style Tractors (한국형 트랙터 개발을 위한 신조형 창출에 대한 연구)

  • 홍정표;양종열
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1998.04a
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    • pp.30-37
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    • 1998
  • The purpose of this study is to develop the Korean-style tractors for agriculture with international competative advantage meeting consumer needs. In order to perform this program, we induce the suitable design procisses through provide customer-oriented product design processes with academic and practitional guides from an objective design development systim by using appropriate sampling and statistic methods.

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Development of a remote control odor generation system for multimedia (원격동작 멀티미디어용 향 발생장치 개발)

  • 이영주;전영주;임재중;김남균;김동용
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.11a
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    • pp.19-22
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    • 1999
  • 전자석을 이용하여 원하는 향을 일정한 시점에 일정한 시간동안 방출하는 향 발생장치를 개발하고, 멀티미디어의 후각자극 시점을 원격, 무선으로 송ㆍ수신하여 향 발생장치를 동작시킬 수 있도록 하기 위한 전자석 제어시스템을 개발하였다. 각기 다른 향을 담은 지름 5.3mm, 높이 24mm의 향 container에 소형 전자석을 장착하여 효과적으로 향이 방출되어 제어되도록 설계하였으며 RF 리모콘을 이용하여 20-30m 내에서 향 발생피내의 각기 다른 향들을 제어할 수 있는 원격동작 향 발생기 제어용 하드웨어를 개발하였다.

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Towards Next Generation Multimedia Information Retrieval by Analyzing User-centered Image Access and Use (이용자 중심의 이미지 접근과 이용 분석을 통한 차세대 멀티미디어 검색 패러다임 요소에 관한 연구)

  • Chung, EunKyung
    • Journal of the Korean Society for Library and Information Science
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    • v.51 no.4
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    • pp.121-138
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    • 2017
  • As information users seek multimedia with a wide variety of information needs, information environments for multimedia have been developed drastically. More specifically, as seeking multimedia with emotional access points has been popular, the needs for indexing in terms of abstract concepts including emotions have grown. This study aims to analyze the index terms extracted from Getty Image Bank. Five basic emotion terms, which are sadness, love, horror, happiness, anger, were used when collected the indexing terms. A total 22,675 index terms were used for this study. The data are three sets; entire emotion, positive emotion, and negative emotion. For these three data sets, co-word occurrence matrices were created and visualized in weighted network with PNNC clusters. The entire emotion network demonstrates three clusters and 20 sub-clusters. On the other hand, positive emotion network and negative emotion network show 10 clusters, respectively. The results point out three elements for next generation of multimedia retrieval: (1) the analysis on index terms for emotions shown in people on image, (2) the relationship between connotative term and denotative term and possibility for inferring connotative terms from denotative terms using the relationship, and (3) the significance of thesaurus on connotative term in order to expand related terms or synonyms for better access points.

Creative idea generation methods by analogical association and shape elements reconstruction (유추적 연합과 형태요소 재구성에 의한 창의적 아이디어 발상법)

  • Hong, Jung-Pyo;Choi, Eun-Hee
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.443-450
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    • 2007
  • Design is a realm one should have brought out creativity. So designers have continuously struggled for creating something new. In respects of that the essence of design work is making novel and creative things, and in design process' creative idea generation' to reach a final design solution is one of important capability that designers must have. In this study two different substantial methods for creative idea generation are suggested. One is existing' analogical association', an essential form widely used in association process, another is 'shape elements reconstruction' similarly operated 'shape grammar'. Therefore in this study for finding methods to reinforce designers' creative idea generation both of paper-based and computer-based design method are suggested substantially. In Both there is a common feature that existing or quiet new elements are organizationally associated or reconstructed in idea generation procedure.

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Differences between Fashion Opinion Leaders and Followers in the Characteristics oriented New Young Generation and the Types of Fashion Advertising Involvement (신세대 특성의 지향과 의류광고 관여 유형에 대한 유행의사선도자와 추종자 집단간 차이)

  • 홍희숙
    • Journal of the Korean Home Economics Association
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    • v.35 no.3
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    • pp.63-75
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    • 1997
  • The purposes of this study was to identify the differences between fashion opinion leaders and followers in the characteristics oriented New Young Generation and the types of fashion advertising involvement. The data were collected via a questionnaire from 431 college students(female=218 male=213) living in Seoul, Korea and analyzed by factor analysis and t-test. The results of this study were as follows: First, eight factors of the characteristics oriented New Young Generation were identified: Fashion, individuality, preference of caffe with affective mood, expression of emotion, indivisualism, preference of tastes oriented Western Europe, activity of pan club and chatting by personal computer. The significant differences between fashion opinion leaders and followers in fashion, individuality, preferences of the caffe with affetive mood, and expression of emotion were found in the data collected from female. There were significant differences between fashion opinion leaders and followers in fashion, individuality in the data collected from male. Second, three factors of fashion involvement advertising were identified: The hedonic involvement, social involvement, utilitarian involvement. The significant differences between fashion opinion leaders and followers in the hedonic involvement, social involvement, utilitarian involvement and the levels of involvement were found in the case of female's data. There were significant differences between fashion opinion leaders and followers in the hedonic involvement, social involvement and levels of involvement except for utilitarian involvement in the case of male's data.

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Automatic facial expression generation system of vector graphic character by simple user interface (간단한 사용자 인터페이스에 의한 벡터 그래픽 캐릭터의 자동 표정 생성 시스템)

  • Park, Tae-Hee;Kim, Jae-Ho
    • Journal of Korea Multimedia Society
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    • v.12 no.8
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    • pp.1155-1163
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    • 2009
  • This paper proposes an automatic facial expression generation system of vector graphic character using gaussian process model. Proposed method extracts the main feature vectors from twenty-six facial data of character redefined based on Russell's internal emotion state. Also by using new gaussian process model, SGPLVM, we find low-dimensional feature data from extracted high-dimensional feature vectors, and learn probability distribution function (PDF). All parameters of PDF are estimated by maximization the likelihood of learned expression data, and these are used to select wanted facial expressions on two-dimensional space in real time. As a result of simulation, we confirm that proposed facial expression generation tool is working in the small facial expression datasets and can generate various facial expressions without prior knowledge about relation between facial expression and emotion.

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The interaction between emotion recognition through facial expression based on cognitive user-centered television (이용자 중심의 얼굴 표정을 통한 감정 인식 TV의 상호관계 연구 -인간의 표정을 통한 감정 인식기반의 TV과 인간의 상호 작용 연구)

  • Lee, Jong-Sik;Shin, Dong-Hee
    • Journal of the HCI Society of Korea
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    • v.9 no.1
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    • pp.23-28
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    • 2014
  • In this study we focus on the effect of the interaction between humans and reactive television when emotion recognition through facial expression mechanism is used. Most of today's user interfaces in electronic products are passive and are not properly fitted into users' needs. In terms of the user centered device, we propose that the emotion based reactive television is the most effective in interaction compared to other passive input products. We have developed and researched next generation cognitive TV models in user centered. In this paper we present a result of the experiment that had been taken with Fraunhofer IIS $SHORE^{TM}$ demo software version to measure emotion recognition. This new approach was based on the real time cognitive TV models and through this approach we studied the relationship between humans and cognitive TV. This study follows following steps: 1) Cognitive TV systems can be on automatic ON/OFF mode responding to motions of people 2) Cognitive TV can directly select channels as face changes (ex, Neutral Mode and Happy Mode, Sad Mode, Angry Mode) 3) Cognitive TV can detect emotion recognition from facial expression of people within the fixed time and then if Happy mode is detected the programs of TV would be shifted into funny or interesting shows and if Angry mode is detected it would be changed to moving or touching shows. In addition, we focus on improving the emotion recognition through facial expression. Furthermore, the improvement of cognition TV based on personal characteristics is needed for the different personality of users in human to computer interaction. In this manner, the study on how people feel and how cognitive TV responds accordingly, plus the effects of media as cognitive mechanism will be thoroughly discussed.