• Title/Summary/Keyword: internal emotion state

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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.

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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An Analysis of Consumer Instantly Impulse Purchasing Propensity in Cyber Market (사이버 마아켓에서의 소비자 충동구매성향 분석)

  • 김영숙
    • Journal of the Korean Home Economics Association
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    • v.38 no.12
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    • pp.111-129
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    • 2000
  • The purpose of this study is to investigate the level of consumer instantly impulse buying in cuber market user. Also this study analyzes causal effect on consumer instantly impulse purchasing by demographic and social, place and promotion, consumer emotion state, and consumer internal and psychological variables. The data had been collected from on-line research method with 1,034, as using cuber market. The major statistical methods used for data analysis are frequency, percentile, mean, factor analysis, multiple regression analysis, Pearson's correlation analysis, and path analysis. The result of causal effect analysis were as follows; First, the variables affecting possession oriented materialism were sex and age. Second, the variables affecting self-control were sex, income, account of credit card, and instantly state of mind. Third, variables directly affecting instantly impulse purchasing were serif employed, banner advertisement, experience of cuber shopping, shopping mall pattern, instantly state of mind, purpose of shopping, happiness and success oriented materialism, and self-control. Also sex, income account of credit card, and instantly state of mind emerge to indirectly effect via self-control. Especially, the variables of success oriented materialism and instantly state of mind influenced on the highest of relative variables in consumer instantly impulse purchasing.

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Emotional Engine Model based on Linear Dynamic Systems (선형 동적 시스템 기반의 감정 엔진 모델)

  • Ahn, Ho-Seok;Choi, Jin-Young
    • Proceedings of the KIEE Conference
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    • 2007.04a
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    • pp.213-215
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    • 2007
  • This paper introduces an emotional behavior decision model for intelligent service robots. An emotional model should make different behavior decisions according to the purpose of the robots. We propose an emotional behavior decision model which can change the character of emotional model and make different behavior decisions although the situation and environment remain the same. We defined each emotional element such as reactive dynamics, internal dynamics, emotional dynamics, and behavior dynamics by state dynamic equations. The proposed system model is a linear system. If you want to add one external stimulus or behavior, you need to add just one dimensional vector to the matrix of external stimulus or behavior dynamics. The case of removing is same. The change of reactive dynamics, internal dynamics, emotional dynamics, and behavior dynamics also follows the same procedure. We implemented the proposed emotional behavior decision model and verified its performance.

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Shelley's Frankenstein and Rousseau's Essay on the Origin of Languages (언어와 감정-셸리의 『프랑켄슈타인』과 루소의『언어의 기원론』)

  • Kim, Sang-Wook
    • Journal of English Language & Literature
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    • v.54 no.4
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    • pp.483-509
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    • 2008
  • For the last decades, criticism on Frankenstein has tried to make a link between Victor's Creature and Rousseaurean "man in a state of nature." Like the Rousseaurean savage in a state of animal, the monster has only basic instincts least needed for his survival, i.e. self-preservation, but turns into a civilized man after learning language. Most critics argue that, despite the monster's acquisition of language, his failure in entry into a cultural and linguistic community is the outcome of a lack of sympathy for him by others, which displays the stark existence of epistemological barriers between them. That is to say, the monster imagines his being the same as others in the pre-linguistic stage but, in the linguistic stage, he realizes that he is different from others. Interpreting the Rousseaurean idea of language, which appears in his writings, as much more focused on emotion than many critics think, I read the dispute between Victor and his Creature as a variation of parent-offspring conflict. Shelley criticizes Rousseau's parental negligence in putting his children into a foundling hospital and leaving them dying there. The monster's revenge on uncaring Victor parallels the likely retaliation Rousseau's displaced children would perform against Rousseau, which Shelley imaginatively reproduces in her novel. The conflict between the monster and Victor is due to a disrupted attachment between parent and child in terms of Darwinian developmental psychology. Affective asynchrony between parent and child, which refers to a state of lack of mutual favorable feelings, accounts for numerous dysfunctional families. This paper shifts a focus from a semiotics-oriented perspective on the monster's social isolation to a Darwinian perspective, drawing attention to emotional problems transpiring in familial interactions. In doing so, it finds that language is a means of communicating one's internal emotions to others along with other means such as facial expressions and body movements. It also demonstrates that how to promote emotional well-being in either familial or social relationships entirely depends on the way in which one employs language that can entail either pleasure or anger on hearers' part.

Screening Tool for Anxiety Disorders: Development and Validation of the Korean Anxiety Screening Assessment

  • Kim, Yeseul;Park, Yeonsoo;Cho, Gyeongcheol;Park, Kiho;Kim, Shin-Hyang;Baik, Seung Yeon;Kim, Cho Long;Jung, Sooyun;Lee, Won-Hye;Choi, Younyoung;Lee, Seung-Hwan;Choi, Kee-Hong
    • Psychiatry investigation
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    • v.15 no.11
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    • pp.1053-1063
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    • 2018
  • Objective This study evaluated the psychometric properties of the Korean Anxiety Screening Assessment (K-ANX) developed for screening anxiety disorders. Methods Data from 613 participants were analyzed. The K-ANX was evaluated for reliability using Cronbach's alpha, item-total correlation, and test information curve, and for validity using focus group interviews, factor analysis, correlational analysis, and item characteristics based on item response theory (IRT). The diagnostic sensitivity and specificity of the K-ANX were compared with those of the Beck Anxiety Inventory (BAI) and Generalized Anxiety Disorder 7-item scale (GAD-7). Results The K-ANX showed excellent internal consistency (${\alpha}=0.97$) and item-total coefficients (0.92-0.97), and a one-factor structure was suggested. All items were highly correlated with the total scores of the BAI, GAD-7, and Penn State Worry Questionnaire. IRT analysis indicated the K-ANX was most informative as a screening tool for anxiety disorders at the range between 0.8 and 1.6 (i.e., top 21.2 to 5.5 percentiles). Higher sensitivity (0.795) and specificity (0.937) for identifying anxiety disorders were observed in the K-ANX compared to the BAI and GAD-7. Conclusion The K-ANX is a reliable and valid measure to screen anxiety disorders in a Korean sample, with greater sensitivity and specificity than current measures of anxiety symptoms.

Is the SIS 3.0 Valid for Use at a Rehabilitation Setting in Korea for Patients with Stroke?

  • Song, Jumin;Lee, Haejung
    • The Journal of Korean Physical Therapy
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    • v.27 no.4
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    • pp.252-257
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    • 2015
  • Purpose: The purpose of this study was to assess psychometric properties of the Korean version of the Stroke Impact Scale 3.0 (K-SIS 3.0) in patients with stroke. Methods: Patients with stroke longer than 3 months were invited to participate in the study at specialized rehabilitation centers in Busan. Information on patients was collected using Mini-Mental State Examination (MMSE), Modified Bathel Index (MBI), Beck Depression Index (BDI), WHODAS 2.0-12 item, and K-SIS. Floor and ceiling effects of each domain of K-SIS were examined. The internal consistency of each domain of the K-SIS was calculated using Cronbach's ${\alpha}$. Correlation between K-SIS and each scale was assessed using Spearman's correlation coefficient. Results: Ninety subjects participated in the study. The K-SIS was found to have excellent internal consistency (Cronbach's ${\alpha}=0.93$). Each domain of the consistency ranged from 0.86 to 0.94, except the emotion (${\alpha}=0.51$). Significant correlations were observed between MMSE and domains of memory and thinking, and communication (r=0.48 and 0.52 respectively). BDI was negatively related to domains of emotion, ADL, mobility, and participation (r=-0.43, -0.49, -0.52 and -0.33 respectively). Specific daily activity (MBI) and general functioning (WHODAS 2.0) were also found to be closely related to the domains of ADL, mobility, and participation (ranging from r=-0.41 to r=-0.59). No ceiling and floor effect was observed. Conclusion: Excellent reliability and validity of K-SIS were obtained in the study and it could be suggested that K-SIS may be used for patients with stroke for collection of information on functioning in the clinical context.

Reliability and Validity of Stroke Impact Scale 3.0 (뇌졸중 영향 척도 3.0의 신뢰도와 타당도)

  • Park, Eun-Young;Choi, Yoo-Im;Kim, Eun-Joo
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.293-302
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    • 2019
  • The purpose of this study was to examine the reliability and validity of Stroke Impact Scale 3.0 (SIS 3.0). Here, the SIS 3.0 was completed by 154 stroke patients (mean = 62.7; standard deviation [SD] = 9.43). Construct validity was verified by analyzing the correlation between SIS 3.0 sub-domains, and convergent validity was investigated by analyzing the correlation between the Modified Barthel Index (MBI) and the Mini-Mental State Examination-Korean (K-MMSE) version. The characteristics of each item were analyzed by internal consistency and item discrimination based on the classical item theory. Construct and convergent validity were verified through this study. Although the item i included in the emotion domain showed low item discrimination, all but this item showed high discrimination. Internal consistency was also high in all sub-domains.

The Behavioral Patterns of Neutral Affective State for Service Robot Using Video Ethnography (비디오 에스노그래피를 이용한 서비스 로봇의 대기상태 행동패턴 연구)

  • Song, Hyun-Soo;Kim, Min-Joong;Jeong, Sang-Hoon;Suk, Hyeon-Jeong;Kwon, Dong-Soo;Kim, Myung-Suk
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.629-636
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    • 2008
  • In recent years, a large number of robots have been developed in several countries, and these robots have been built for the purpose to appeal to users by well designed human-robot interaction. In case of the robots developed so far, they show proper reactions only when there is a certain input. On the other hands, they cannot perform in a standby mode which means there is no input. In other words, if a robot does not make any motion in standby mode, users may feel that the robot is being turned-off or even out of work. Especially, the social service robots maintain the standby status after finishing a certain task. In this period of time, if the robots can make human-like behavioral patterns such like a person in help desk, then they are expected to make people feels that they are alive and is more likely to interact with them. It is said that even if there is no interaction with others or the environment, people normally reacts to internal or external stimuli which are created by themselves such as moving their eyes or bodies. In order to create robotic behavioral patterns for standby mode, we analyze the actual facial expression and behavior from people who are in neutral affective emotion based on ethnographic methodology and apply extracted characteristics to our robots. Moreover, by using the robots which can show those series of expression and action, our research needs to find that people can feel like they are alive.

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Directional effects of close-up shot in Development of Narrative - Focusing on Animation - (내러티브 전개에서의 클로즈업 쇼트의 연출 효과 - 애니메이션을 중심으로-)

  • Lee, Tae-Gu
    • Journal of Digital Contents Society
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    • v.15 no.1
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    • pp.53-60
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    • 2014
  • Even if shots in frames may be variable in both movies and animations, close-up reveals the significance of the subject in the focus. Because directors and animators take the place the actor as character in animation while performance of actor plays an important role in the close-up in the movies, it is significant to understand the close-up in the animation. In the present study we investigate the dramatic effect of close-up in the animation narrative in animations for theaters. Among the various dramatic effects of the close-up, the natural flow of the narrative and the induction of immersing in emotion are focused. Descriptive close-up is analyzed as a dramatic effect of inducing the natural flow of the narrative. Psychological close-up is analyzed as the induction of immersing emotion by effective delivery of internal mental state of a character. By analyzing symbolic close-up as the induction of immersing in the play by producing a dramatic effect, we expect that the close-up contribute to the advance of animation narrative structure.