• Title/Summary/Keyword: emotion technology

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Intelligent Space and Ontological Network System

  • Yamaguchi, Toru;Sato, Eri;Murakami, Hiroki
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.126-129
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    • 2003
  • The robot has recently emerged as a factor in the daily lives of humans, taking the form of a mechanical pet or similar source of entertainment. A robot system that is designed to co-exist with humans, i.e., a coexistence-type robot system, is important to be "it exists in various environments with the person, and robot system by which the interaction of n physical, informational emotion with the person etc. was valued". When studying the impact of intimacy in the human/robot relationship, we have to examine the problems that can arise as a result of physical intimacy(coordination on safety in the hardware side and a soft side). Furthermore, We should also consider the informational aspects of intimacy (recognition technology, and information transport and sharing).

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Hybrid Facial Representations for Emotion Recognition

  • Yun, Woo-Han;Kim, DoHyung;Park, Chankyu;Kim, Jaehong
    • ETRI Journal
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    • v.35 no.6
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    • pp.1021-1028
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    • 2013
  • Automatic facial expression recognition is a widely studied problem in computer vision and human-robot interaction. There has been a range of studies for representing facial descriptors for facial expression recognition. Some prominent descriptors were presented in the first facial expression recognition and analysis challenge (FERA2011). In that competition, the Local Gabor Binary Pattern Histogram Sequence descriptor showed the most powerful description capability. In this paper, we introduce hybrid facial representations for facial expression recognition, which have more powerful description capability with lower dimensionality. Our descriptors consist of a block-based descriptor and a pixel-based descriptor. The block-based descriptor represents the micro-orientation and micro-geometric structure information. The pixel-based descriptor represents texture information. We validate our descriptors on two public databases, and the results show that our descriptors perform well with a relatively low dimensionality.

Personalized Face Modeling for Photorealistic Synthesis

  • Kim, Kyungmin;Shim, Hyunjung
    • Journal of International Society for Simulation Surgery
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    • v.2 no.2
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    • pp.47-51
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    • 2015
  • Faces play a key role in revealing the personalized attributes such as the identity, emotion, health condition, etc. Due to the importance of faces, computer-assisted face modeling and reconstruction have been actively studied both in computer vision and graphics community. Especially, face reconstruction and realistic face synthesis are well-grounded research problems and various approaches have been proposed during the last decade. In this paper, we discuss a wide range of existing work in face modeling by introducing their target applications, categorizing them upon their methodology and addressing their strength and weakness on performance. Finally, we introduce remaining research issues and suggest the future research direction in face modeling. We believe that this paper provides a high-level overview on face modeling techniques and helps understand the major research issues and the trends of methodology.

Cognitive Factors in Adaptive Information Access

  • Park, Minsoo
    • International Journal of Advanced Culture Technology
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    • v.6 no.4
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    • pp.309-316
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    • 2018
  • The main purpose of this study is to understand how cognitive factors influence the way people interact with information/information systems, by conducting comprehensive and in-depth literature reviews and a theoretical synthesis of related research. Adaptive systems have been built around an individual user's characteristics, such as interests, preferences, knowledge and goals. Individual differences in the ability to use new information and communication technology have been an important issue in all fields. Performance differences in utilizing new information and communication technology are sufficiently predictable that we can begin to coordinate them. Therefore, it is necessary to understand cognitive mechanisms to explain differences between individuals as well as the levels of performance. The theoretical synthesis from this study can be applied to design intelligent (i.e., human friendly) systems in our everyday lives. Further research should explore optimization design for user, by integrating user's individual traits (such as emotion and intent) and system modules to improve the interactions of human-system in data-driven environments.

Design and Implementation of Movie Recommention System Based on User Emotion (사용자 감성 기반 영화 추천 시스템의 설계 및 구현)

  • Byeon, Jaehee;Hong, Jongui;Yang, Janghun;Choi, Yoo-Joo
    • Annual Conference of KIPS
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    • 2013.11a
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    • pp.964-965
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    • 2013
  • 본 연구에서는 사용자의 감성 정보를 기반으로 한 영화 추천 시스템을 설계 및 구현하였다. 이를 위하여 영화 리뷰에서 기본적인 4가지 감성을 뜻하는 단어를 추출 및 분류하고, MovieLens Dataset의 메타데이터에 추가한 후 협업 필터링을 사용하여 영화를 추천한다.

Emotion Transfer with Strength Control for End-to-End TTS (감정 제어 가능한 종단 간 음성합성 시스템)

  • Jeon, Yejin;Lee, Gary Geunbae
    • Annual Conference on Human and Language Technology
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    • 2021.10a
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    • pp.423-426
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    • 2021
  • 본 논문은 전역 스타일 토큰(Global Style Token)을 기준으로 하여 감정의 세기를 조절할 수 있는 방법을 소개한다. 기존의 전역 스타일 토큰 연구에서는 원하는 스타일이 포함된 참조 오디오(reference audio)을 사용하여 음성을 합성하였다. 그러나, 참조 오디오의 스타일대로만 음성합성이 가능하기 때문에 세밀한 감정 조절에 어려움이 있었다. 이 문제를 해결하기 위해 본 논문에서는 전역 스타일 토큰의 레퍼런스 인코더 부분을 잔여 블록(residual block)과 컴퓨터 비전 분야에서 사용되는 AlexNet으로 대체하였다. AlexNet은 5개의 함성곱 신경망(convolutional neural networks) 으로 구성되어 있지만, 본 논문에서는 1개의 신경망을 제외한 4개의 레이어만 사용했다. 청취 평가(Mean Opinion Score)를 통해 제시된 방법으로 감정 세기의 조절 가능성을 보여준다.

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EmoNSMC: Constructing Korean Emotion Tagging Dataset Using Distant Supervision (EmoNSMC: Distant Supervision 을 이용한 한국어 감정 태깅 데이터셋 구축)

  • Lee, Young-Jun;Choi, Ho-Jin
    • Annual Conference on Human and Language Technology
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    • 2019.10a
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    • pp.519-521
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    • 2019
  • 최근 소셜 메신저를 통해 많은 사람들이 의사소통을 주고받음에 따라, 텍스트에서 감정을 파악하는 것이 중요하다. 따라서, 감정이 태깅된 데이터가 필요하다. 하지만, 기존 연구는 감정이 태깅된 데이터의 양이 많지가 않다. 이는 텍스트에서 감정을 파악하는데 성능 저하를 야기할 수 있다. 이를 해결하기 위해, 본 논문에서는 단어 매칭 방법과 형태소 매칭 방법을 이용하여 많은 양의 한국어 감정 태깅 데이터셋인 EmoNSMC 를 구축하였다. 구축한 데이터셋은 네이버 영화 감상 리뷰 데이터 (NSMC)에 디스턴트 수퍼비전 방법 (distant supervision) 방법을 적용하여 weak labeling을 진행하였고, 이 과정에서 한국어 감정 어휘 사전 (KTEA) 을 이용하였다. 구축된 데이터셋의 감정 분포 결과, 형태소 매칭 방법을 통해 구축한 데이터셋이 좀 더 감정 분포가 균등한 것을 확인할 수 있었다. 해당 데이터셋은 공개되어 있다.

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The effects of cartoon style for interface motion on attraction and attention (인터페이스 상의 움직임에 만화적 기법 적용이 매력도와 주의에 미치는 영향)

  • Cho, Yu-Suk;Suk, Ji-He;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.12 no.4
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    • pp.519-530
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    • 2009
  • Today various interfaces are created with the advancement of technology. The flat 2D and static interfaces are general in the past but 3D and motion factors are imported in user interfaces today. It is important to use the motion factors adequately appropriate timing, situation and so on. This study focuses on the motion factor, especially the squash & stretch principle which affects the style of movement. This study investigates the effect of cartoon style(squash & stretch principle) for motion on attraction, emotion and attention. In experiment 1, participants evaluated attraction and emotion words relating to movement after they saw spheres applied to squash & stretch principle and spheres not applied to. The results indicate the squash & stretch principle can make motion not only more attractive but also brighter and more active than the general motion. In experiment 2, a sphere applied to squash & stretch principle and a sphere not applied to were presented at the same time and we measured the reaction time when participants detected change in one of the two spheres. As a result, the reaction time was faster when a sphere applied to squash & stretch principle changed. This suggests that the squash & stretch principle can make motion attract the attention of users.

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Analysis of Users' Emotions on Lighting Effect of Artificial Intelligence Devices (인공지능 디바이스의 조명효과에 대한 사용자의 감정 평가 분석)

  • Hyeon, Yuna;Pan, Young-hwan;Yoo, Hoon-Sik
    • Science of Emotion and Sensibility
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    • v.22 no.3
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    • pp.35-46
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    • 2019
  • Artificial intelligence (AI) technology has been evolving to recognize and learn the languages, voice tones, and facial expressions of users so that they can respond to users' emotions in various contexts. Many AI-based services of particular importance in communications with users provide emotional interaction. However, research on nonverbal interaction as a means of expressing emotion in the AI system is still insufficient. We studied the effect of lighting on users' emotional interaction with an AI device, focusing on color and flickering motion. The AI device used in this study expresses emotions with six colors of light (red, yellow, green, blue, purple, and white) and with a three-level flickering effect (high, middle, and low velocity). We studied the responses of 50 men and women in their 20s and 30s to the emotions expressed by the light colors and flickering effects of the AI device. We found that each light color represented an emotion that was largely similar to the user's emotional image shown in a previous color-sensibility study. The rate of flickering of the lights produced changes in emotional arousal and balance. The change in arousal patterns produced similar intensities of all colors. On the other hand, changes in balance patterns were somewhat related to the emotional image in the previous color-sensibility study, but the colors were different. As AI systems and devices are becoming more diverse, our findings are expected to contribute to designing the users emotional with AI devices through lighting.

Relationship between the Level of Depression and Facial EMG Responses Induced by Humor among Children (유머에 의해 유발된 아동의 안면근육반응과 우울 수준과의 관계)

  • Jang, Eun-Hye;Lee, Ju-Ok;Sohn, Sun-Ju;Lee, Young-Chang;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.33-40
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    • 2010
  • The study is to examine relationship between the level of depression and facial EMG responses during the humor condition. Forty-three children(age range 22-49 years) participated in the study. The Korean Personality Inventory for Children(KPI-C) was used to measure the level of depression in children. While children were presented to audio-visual film clip inducing humor, facial EMG were measured on their faces(bilateral corrugators and orbicularis). A baseline state was measured during 60 seconds before the presentation of the stimulus, i.e., emotional state lasting 120 seconds. Participants were asked to report the intensity of their experienced emotion. The results of emotion assessment showed 95.3% appropriateness and 3.81 intensity on the 5 points Likert scale). Facial EMG showed a significant increase while participants experiencing humor compared to baseline state. Additionally, the result showed a negative correlation between right corrugator responses and the level of depression. The study findings showed the more children experienced depression, the less facial EMG activity they had while experiencing humor.

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