• Title/Summary/Keyword: 감성형 콘텐츠

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A Study about intelligent character and creative uses of weather intelligence from Wibro (휴대 인터넷 환경에서의 실시간 정보를 이용한 지능형 캐릭터 생성 연구)

  • Han, jong-sung;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Lee, Kyoung-Jae
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.140-144
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    • 2008
  • 유비쿼터스 사회에서 사용자는 상황과 장소, 감성에 맞는 문화콘텐츠를 언제 어디서나 접할 수 있게 될 것으로 전망된다. 최근 휴대 단말기와 사용자간의 지속적인 정보 교환을 가능하게 해주는 환경을 제공해 주는 휴대 인터넷 기술의 발전은 인간의 감성과 상황에 맞춰 콘텐츠를 변환시키는 감성콘텐츠 개발에 초석이 되고 있다. 현재까지는 유선콘텐츠를 모바일콘텐츠로 변환한다거나 방송용 콘텐츠를 인터넷에 맞춰 변화하는 형태의 휴대 단말기에 맞춰 콘텐츠를 변환시키는 것이 고작이지만 휴대 인터넷 환경에서는 상황과 감성을 변수로 해 콘텐츠가 변환될 수 있게 되었다. 본 논문에서는 사용자의 감성과 기상정보의 변화에 따라 캐릭터를 변환하는 것이 수동이 아닌 자동으로 이뤄지게 하기 위한 지능형 캐릭터 생성 연구를 진행 하고자 한다.

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Character Robot synchronization technology development for emotional contents service (감성형 콘텐츠 서비스를 위한 캐릭터 로봇 동기화 기술 개발)

  • Jung, Hyun-Chul;Kim, Nam-Jin;Choi, Lee-Kwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.217-220
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    • 2011
  • 영상 압축 기술의 발전과 인터넷의 보급으로 사람들은 언제 어디서나 고화질의 미디어를 쉽게 접할 수 있게 되었다. 또한 미디어 플레이어에서 문자열의 출력을 지원함으로써 사용자들은 쉽게 영상의 자막을 만들고 볼 수 있는 환경이 만들어졌다. 그러나 문자는 번역을 위한 역할만 할 뿐 미디어에서 나타내고자 하는 감성을 전달하는 역할은 하지 못한다. 본 연구에서는 애니메이션 캐릭터와 콘텐츠 로봇을 사용하는 새로운 의미전달 기술을 적용한 감성형 콘텐츠 서비스를 제안한다. 제안하는 기술은 동기화 시나리오를 구성하여 미디어가 재생되는 동안 애니메이션 캐릭터 데이터를 제공하며, 또 다른 출력장치인 로봇과 동기화되어 상황에 따른 로봇의 움직임을 통해 시청자에게 내용 전달의 효과와 함께 감성 전달의 효율을 증대시켜주는 역할을 한다. 본 논문에서는 감성형 콘텐츠를 제작한 후 시현을 통해 감성 전달의 효율이 높아짐을 확인하였다.

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A Study on the Development of the Interactive Emotional Contents Player Platform (인터랙티브 감성 콘텐츠 플레이어 플랫폼 개발에 관한 연구)

  • Kim, Min-Young;Kim, Dong-Keun;Cho, Yong-Joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.7
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    • pp.1572-1580
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    • 2010
  • This thesis presents an emotion-based contents player platform that can change its visual and aural components as user's emotions. It analyzes the emotion as pleasant, unpleasant, aroused, and relaxed based on the physiological signals and the user's active response. Accordingly. the system reorganizes graphical and aural stimuli, such as, light, color, sound, in real-time. It can be used to develop and show the emotional contents and also be applied for the systematic analysis to find out how the components would affect the emotion. This paper describes overall the system architecture and the implementations of the sub-systems, as well as the actual contents built on top of the platform.

How to measure human sensibility? (감성측정에 관한 소고)

  • Kim, Won-Sik
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.158-159
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    • 2009
  • 감성은 동일한 대상에 대해서도 개인의 생활경험에 따라 다양하게 나타나며 시간과 환경에 따라 변화한다. 감성은 개인의 생활경험을 바탕으로 환경 자극에 직관적, 순간적으로 반응하기 때문에, 뇌의 복잡한 정보처리단계를 거치지 않으므로 그 개인은 느낀 감성을 잘 설명할 수 없고, 이러한 이유로 뚜렷한 심리반응이 유도되지 않으며, 뇌가 어떻게 생각하느냐에 따라 반응하는 신체반응 또한 미약할 수밖에 없다. 결론적으로, 감성은 종족유지를 위한 본능에 관련되어 직관적으로 나타나며, 그 측정방법도 이러한 차원에서 시도되어야 할 것이다. 본 연구에서는 행동인체운동역학에 기초하여 감성형 콘텐츠의 감성자극에 의한 인체 흉선의 생명에너지 흐름 제어력 변화를 이용하여 콘텐츠로부터 유발되는 감성을 측정하는 방법을 제안하고자 한다.

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Development of Personalized Media Contents Curation System based on Emotional Information (감성 정보 기반 맞춤형 미디어콘텐츠 큐레이션 시스템 개발)

  • Im, Ji-Hui;Chang, Du-Seong;Choe, Ho-Seop;Ock, Cheol-Young
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.181-191
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    • 2016
  • We analyzed the search word of the media content in the IPTV service, and as a result we found that an important factor is general meta information as well as content(material, plot, etc.) and emotion information in the media content selection criteria of customers. Therefore, in this research, in order to efficiently provide various media contents of IPTV to users, we designed the emotion classification system for utilizing the emotion information of the media content. Next, we proposed 'personalized media contents curation system based on emotion information' for organizing the media contents, through the various processing steps. Finally, to demonstrate the effectiveness of this system, we conducted a user satisfaction survey(72.0 points). In addition, the results of comparing the results based on popularity and the results of the proposed system showed that the ratio leading to the actual users' viewing behavior was 10 times higher.

Development direction of emotional contents through analysis of successful cases from applying emotional technology (감성기술 적용 성공사례 분석을 통한 감성콘텐츠 개발 방향 연구)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.121-132
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    • 2012
  • Recently, interest in emotional technology has escalated and its application has extended to many fields, from both an industrial (product) and service (culture, tourism, medical, education, advertising) perspective. Moreover, culture has become a fundamental aspect of modern industry, playing key roles in: gaming, exhibitions, performances, sports, tourism, design, edutainment, as well as various content distribution industries. The prospect of applying emotional technology for cultural content industries makes up for more than half of the 'plan-manufacture-distribution-marketing' process, and thereby also serves as driving force for the growth of a nation. The primary objective of the following research is analyze successful cases from the past through utilization of emotional technology, and to speculate on efficient directions for future research into developing emotional contents. To achieve this, some of the key terms have been defined and elaborated for the sake of clarity. The terms are as follows: emotion, emotion engineering, science of emotion, emotional technology, and emotional contents. Furthermore, studies were conducted based on the six different fields surrounding CT R&D to observe how projects involving emotional technology have succeeded both on a national and global scale. Based on this analysis, this research aims to develop personalized 'Concierge' service-providing contents, contents designed to maximize performance ability of humans, and contents that could be controlled simply via emotion to effectively spread the culture of Korea by focussing on 'fusion' content development. The following research data may hopefully serve as a basic reference to industries navigating towards emotional content development.

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Development of Intelligent Messenger for Affective Interaction of Content Robot (콘텐츠 로봇의 감성적 반응을 위한 지능형 메신저 개발)

  • Park, Bum-Jun;So, Su-Hwan;Park, Tae-Keun
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.9-17
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    • 2010
  • Nowadays, many research have been conducted on robots or interactive characters that properly respond to the users affection. In this paper, we develop an intelligent messenger that provides appropriate responses to text inputs according to user's intention and affection. In order to properly respond, the intelligent messenger adapts methods to recognize user's speech act and affection. And it uses an AIML-based interactive script to which tags are additionally attached to express affection and speech act. If the intelligent messenger finds a proper reply in the interactive scripts, it displays the reply in a dialog window, and an animation character expresses emotion assimilated with a user's affection. If the animation character is synchronized with a content robot through a wireless link, the robot in the same space with the user can provide emotional response.

Emotion Extraction of Multimedia Contents based on Specific Sound Frequency Bands (소리 주파수대역 기반 멀티미디어 콘텐츠의 감성 추출)

  • Kwon, Young-Hun;Chang, Jae-Khun
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.381-387
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    • 2013
  • Recently, emotional contents that induce emotions and respond to emotions are given attention in the field of cultural industries, and extracting emotion caused by multimedia contents is being noted. Furthermore, since multimedia contents have been quickly produced and distributed these days, researches automatically to extract the feeling of multimedia contents are being accelerated. In this paper, we will study the method of emotional value extraction in the multimedia contents using the volume value of the multimedia contents in a certain frequency among sound informations. This study allows to extract the emotion of multimedia contents automatically, and the extracted information will be used to provide user's current emotion, weather, etc. for the users.

Development of real-time reactive emotion image contents player system to induce the user's emotion (사용자의 감성을 유도하는 실시간 반응형 감성 이미지 콘텐츠 플레이어 시스템 개발)

  • Lee, Haena;Kim, Dong Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.1
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    • pp.155-161
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    • 2014
  • This study presents the real-time emotion image contents player to induce the user's emotion efficiently. The emotion image contents player was designed to efficiently induce by giving a change in the color, brightness, saturation of image contents corresponded to the user's emotion. In the emotion recognition module, physiological signal of pulse, skin temperature, skin resistance which based on autonomic nervous system were used. The emotion recognition part used physiological signal of pulse, skin temperature, skin resistance based on autonomic nervous system. The image as emotional contents was used with the 9 kinds emotion area classified in international affective picture system(IAPS). As experimental results, the use's emotion that match the image's emotion with the emotion image contents player was derived 10% more accurately. The emotion contents player is expected to increase emotional feeling between users's emotion and contents emotion duo to the real-time emotion reflection.

Study on Development of LED Camping Light Design Based on IOT and Emotional Lighting Contents (IOT 및 감성조명 콘텐츠 기반의 LED 캠핑등 디자인 개발에 관한 연구)

  • Kim, Hee-Jun
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.332-342
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    • 2018
  • This study is aimed at suggesting information about technical choices for designing LED camping lights based on emotional lighting contents of integrated IOT and design areas which take a central role in creation and knowledge based industries and the procedure for materializing them. 'i-Light,' a portable LED camping light, is 'connected lighting' connecting men, space and emotion and a smart camping light based on IOT and emotional lighting contents. 'i-Light' has two functions. One is about lighting for adjusting color and color temperature naturally and the other is about safety for detecting harmful gases. 'i-Light' also has various emotional functions for experiencing interaction and taste of light. For the purpose, portable LED camping lights were designed, first of all, and then a highly color rendering/full-color lighting module, a smart sensor module and an IOT device platform were developed. In addition, efforts were made to establish detailed data about emotional lighting contents and to develop a Web application based on them. Finally, prototypes of portable LED camping lights were made to get a test bench and usability evaluation from related organizations. According to the results, all of 12 developed emotional lighting contents and three IOT safety sensors were suitable and prototypes were satisfactory. This paper will suggest a direction about actual technical choices for development of contents and products integrating artificial intelligence and big data and about the procedure for materializing them.