• Title/Summary/Keyword: information of emotion

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Warp-based Emotion-adaptive Real-Time Transforming Technique of Character's Facial Expression (워핑 기반의 감정 적응형 실시간 캐릭터 표정변환 기법)

  • Bae, Dong-Hee;Kim, Jin-Mo;Yun, Do-Kyung;Cho, Hyung-Je
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06a
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    • pp.434-437
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    • 2011
  • 최근 단일 프로세서의 성능 개선이 한계에 이르고, 이에 따라 데이터 병렬 처리를 통한 시스템 성능 개선에 관한 연구가 활발히 진행되고 있다. 또한 이러한 변화로 인해 영상처리 분야에서도 대규모 연산의 병렬 컴퓨팅 수행에 관한 연구가 꾸준히 진행되고 있으며 하드웨어 또한 발전하여 실시간 시스템에 영상처리 분야가 많이 활용되고 있다. 본 논문에서는 캐릭터의 감정 상태에 따른 표정을 영상처리 분야에서 많이 사용되고 있는 이미지 워핑 기법을 적용하여 변화시킨다. 인간이 표현할 수 있는 기본적인 감정에 따른 표정을 데이터베이스로 정리하여 캐릭터에게 임의의 감정값이 주어지면 그에 맞는 표정을 데이터베이스에서 선택하여 사용자가 설정한 프레임만큼 워핑을 수행한다. 하지만 매 프레임에 대해 정해져 있는 제어선에 따라 움직이는 픽셀들의 워핑 연산은 그 계산량이 너무 많아 실시간으로 처리하기에 여러 가지 제약이 뒤따른다. 따라서 이를 실시간으로 처리하기 위해 NVIDIA의 CUDA를 활용한 데이터 병렬처리를 수행하여 실시간 처리가 가능하게 하는 방법을 제안하고, 실험을 통해 그 유용성을 제시한다.

The Effect of Mobile Simple Payment Service System Factors on Risk, Trust and Positive Emotion (모바일 간편결제 서비스의 시스템 특성이 위험 및 신뢰, 긍정감정에 미치는 영향)

  • Choi, Yoo-jung;Choi, Hun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.300-301
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    • 2018
  • Recently, various payment services using mobile terminals are emerging and many users are using this service. This study is an empirical study on the effect of system factors(convenience, reachability, compatibility) of mobile simple payment service on trust, positive affect, mediated by customer perceived risk. A survey was conducted for this study, and a structural equation model was analyzed with PLS. Results showed that convenience, accessibility, and compatibility affect risk, and risk affects trust and positive affect.

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Face Recognition using Emotional Face Images and Fuzzy Fisherface (감정이 있는 얼굴영상과 퍼지 Fisherface를 이용한 얼굴인식)

  • Koh, Hyun-Joo;Chun, Myung-Geun;Paliwal, K.K.
    • Journal of Institute of Control, Robotics and Systems
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    • v.15 no.1
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    • pp.94-98
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    • 2009
  • In this paper, we deal with a face recognition method for the emotional face images. Since the face recognition is one of the most natural and straightforward biometric methods, there have been various research works. However, most of them are focused on the expressionless face images and have had a very difficult problem if we consider the facial expression. In real situations, however, it is required to consider the emotional face images. Here, three basic human emotions such as happiness, sadness, and anger are investigated for the face recognition. And, this situation requires a robust face recognition algorithm then we use a fuzzy Fisher's Linear Discriminant (FLD) algorithm with the wavelet transform. The fuzzy Fisherface is a statistical method that maximizes the ratio of between-scatter matrix and within-scatter matrix and also handles the fuzzy class information. The experimental results obtained for the CBNU face databases reveal that the approach presented in this paper yields better recognition performance in comparison with the results obtained by other recognition methods.

Improving the Processing Speed and Robustness of Face Detection for a Psychological Robot Application (심리로봇적용을 위한 얼굴 영역 처리 속도 향상 및 강인한 얼굴 검출 방법)

  • Ryu, Jeong Tak;Yang, Jeen Mo;Choi, Young Sook;Park, Se Hyun
    • Journal of Korea Society of Industrial Information Systems
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    • v.20 no.2
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    • pp.57-63
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    • 2015
  • Compared to other emotion recognition technology, facial expression recognition technology has the merit of non-contact, non-enforceable and convenience. In order to apply to a psychological robot, vision technology must be able to quickly and accurately extract the face region in the previous step of facial expression recognition. In this paper, we remove the background from any image using the YCbCr skin color technology, and use Haar-like Feature technology for robust face detection. We got the result of improved processing speed and robust face detection by removing the background from the input image.

Usability Test and Behavior Generation of Intelligent Synthetic Character using Bayesian Networks and Behavior Networks (베이지안 네트워크와 행동 네트워크를 이용한 지능형 합성 캐릭터의 행동 생성 및 사용성 평가)

  • Yoon, Jong-Won;Cho, Sung-Bae
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.10
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    • pp.776-780
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    • 2009
  • As smartphones appear as suitable devices to implement ubiquitous computing recently, there are many researchers who study about personalized Intelligent services in smartphones. An intelligent synthetic character is one of them. This paper proposes a method generating behaviors of an intelligent synthetic character. In order to generate more natural behaviors for the character, the Bayesian networks are exploited to infer the user's states and OCC model is utilized to create the character's emotion. After inferring the contexts, the behaviors are generated through the behavior selection networks with using the information. A usability test verifies the usefulness of the proposed method.

The facial expression generation of vector graphic character using the simplified principle component vector (간소화된 주성분 벡터를 이용한 벡터 그래픽 캐릭터의 얼굴표정 생성)

  • Park, Tae-Hee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.9
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    • pp.1547-1553
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    • 2008
  • This paper presents a method that generates various facial expressions of vector graphic character by using the simplified principle component vector. First, we analyze principle components to the nine facial expression(astonished, delighted, etc.) redefined based on Russell's internal emotion state. From this, we find principle component vector having the biggest effect on the character's facial feature and expression and generate the facial expression by using that. Also we create natural intermediate characters and expressions by interpolating weighting values to character's feature and expression. We can save memory space considerably, and create intermediate expressions with a small computation. Hence the performance of character generation system can be considerably improved in web, mobile service and game that real time control is required.

Smart Emotional lighting control method using a wheel interface of the smart watch (스마트워치의 휠 인터페이스를 이용한 스마트 감성 조명 제어)

  • Kim, Bo-Ram;Kim, Dong-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.8
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    • pp.1503-1510
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    • 2016
  • In this study, we implemented the emotional light controlling system by using the wheel interface built in the smart-watch devices. Most previous light controlling systems have been adopted the direct switches or smart-phone applications for presenting individual emotion in lighting systems. However, in order to control color properties, these studies have some complicated user-interfaces in systems and limitation to present various color spectrums. Therefore, we need to user-friendly interfaces and functions for controlling properties of the lightning systems such as color, tone, color temperature, brightness, and saturation in detail with the wheel interface built in the smart-watch devices. The system proposed in the study is given to choose the user's selecting the emotional status information for providing the emotional lights. The selectable emotional status such as "stable", "surprise", "tired", "angry", etc. can be among 11 kinds of emotional states. In addition, the designed system processed the user's information such as user's emotional status information, local time, location information.

Information Culture Index Analysis from the Perspective of the Internet.Cell-Phone Addiction (10대 청소년의 인터넷.휴대폰 중독 관점에서의 정보문화지수에 대한 고찰)

  • Ko, Young-Min;Kim, Hyung-Chul;Park, Chan-Jung;Hyun, Jung-Suk;Kim, Cheol-Min
    • The Journal of Korean Association of Computer Education
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    • v.14 no.3
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    • pp.13-23
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    • 2011
  • Information Culture Index (ICI) is the quantitative value that represents people's information literacy levels. Also, it diagnoses the people's knowledge, ethics, emotion, and practice synthetically. As the Internet and cell phone addiction have been increasing when people access information on the web recently, it is necessary to analyze the meaning of the ICI from the Internet and cell phone addiction perspectives and to confirm if it goes well in the right direction. In this paper, we analyze the characteristics of the people who have high ICIs. At the same time, we perform the statistical analysis combining ICIs with the Internet and the cell-phone addiction levels. In particular, the meaning of the Information Practicing factor, which is one of the ICI factors, is examined. By doing these, we confirm if the current ICI works correctly or not, and propose a better way for measuring ICIs. In order to do these, we survey and analyze data with basic statistical methods and structural equation model.

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A Study on Efficient Facial Expression Recognition System for Customer Satisfaction Feedback (고객만족도 피드백을 위한 효율적인 얼굴감정 인식시스템에 대한 연구)

  • Kang, Min-Sik
    • Convergence Security Journal
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    • v.12 no.4
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    • pp.41-47
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    • 2012
  • For competitiveness of national B2C (Business to Customer) service industry, improvement of process and analysis focused on customer and change of service system are needed. In other words, a business and an organization should deduce and provide what kind of services customers want. Then, evaluate customers' satisfaction and improve the service quality. To achieve this goal, accurate feedbacks from customers play an important role; however, there are not quantitative and standard systems a lot in nation. Recently, the researches about ICT (Information and Communication Technology) that can recognize emotion of human being are on the increase. The facial expression recognition among them is known as most efficient and natural human interface. This research analyzes about more efficient facial expression recognition and suggests a customer satisfaction feedback system using that.

A Study of Digital Cartoon Authoring Tool with Specialized Emotion Viewer in Smart Phone (스마트폰에 특화된 감성 뷰어와 디지털 만화 저작도구에 관한 연구)

  • Koh, Hee-Chang;Min, Hyun-Ki;Cho, Jae-Hoon;Cho, Eun-Ae;Lee, Se-Hoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.87-90
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    • 2010
  • 최근 급속도로 보급되고 있는 스마트폰은 큰 화면과 터치 기능은 물론 GPS를 포함한 다양한 센서와 표현기능이 포함되어 있다. 이 연구에서는 대부분의 스마트폰이 제공하고 있는 풍부한 표현성능을 최대한 활용하여 작가의 의도가 독자에게 최대한 전달될 수 있는 디지털 만화 감성 뷰어와 그 저작도구에 대하여 연구하고 구현하였다. 스마트폰에 탑재된 뷰어에서 독자는 각 Cut의 장면 전환 효과, 진동, 사운드 효과 등을 통하여 효과적인 디지털 만화읽기를 할 수 있도록 하였다. 또한 이러한 기능들을 컴퓨터 비전문가인 만화저작자들이 쉽게 적용할 수 있는 저작도구를 구현하였다. 저작도구는 이러한 감성표현 기능 외에도 화면전환 효과와 씬플로우(scene-flow)도 작가의 의도대로 적용할 수 있도록 하였다. 뷰어는 Apple, Android, Windows Mobile과 Symbian 운영체제에 대해 개발하였으며, 저작도구는 Windows XP 환경에서 개발하였다. 이 연구에서 개발된 뷰어와 저작도구가 상용화되면 현재 일본제품이 독점하고 있는 국내 이동통신의 디지털 만화 시장에 적용될 것이며, 디지털 만화의 앱스토어로 발전될 수 있을 것이다.

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