• Title/Summary/Keyword: 감정이미지

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Diverse Cartoon General ion Using Semantic Simitarity and Story Stream (의미적 유사도와 스토리 스트림을 사용한 다양한 만화 생성)

  • Song In-Jee;Jung Myung-Chul;Cho Sung-Bae;Kim Sangr-Yong
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06b
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    • pp.52-54
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    • 2006
  • 유비쿼터스와 유무선 기술의 발전으로 최근들어 각 개인과 그를 둘러싼 환경으로부터 지속적으로 많은 데이터를 수집할 수 있게 되었다. 상황인지 기법들을 활용하면, 수집된 데이터께서 각 개인의 경험을 요약할 수 있는데, 요약된 경험 정보는 해당 개인의 기억 회상에 도움을 줄 뿐 아니라, 다른 사람들과의 상호작용을 증대시키는 데도 유용하게 사용된다. 본 논문에서는 모바일 상에서 수집된 특이성 정보를 바탕으로 사용자의 프로필을 고려하여 개인의 일과를 만화의 형태로 표현하는 방법을 제안한다 특이성 정보는 휴대폰 로그로부터 상황인식 기법을 통해 추론된 것으로 사용자의 행동 및 감정 정보를 나타낸다. 추론된 사용자의 행동 및 감정 정보들과 미리 입력된 사용자 프로필을 바탕으로 본 논문에서는 배경과 캐릭 터 만화 이미지들을 의미적 유사도를 사용하여 합성한다. 또한, 생성된 만화 이미지들에서 동적으로 스토리 스트림을 구성하여 만화 내용의 일관성을 유지한다. 제안하는 만화 생성 방법을 평가하기 위하여 특이성 시나리오를 바탕으로 만화를 합성하여 생성된 만화의 다양성과 일관성을 평가하였다.

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Research and Development of Image Synthesis Model Based on Emotion for the Mobile Environment (모바일 환경에서 감성을 기반으로 한 영상 합성 기법 연구 및 개발)

  • Sim, SeungMin;Lee, JiYeon;Yoon, YongIk
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.11
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    • pp.51-58
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    • 2013
  • Camera performance of smartphone recently has been developed as much as the digital camera. Interest in applications As a result, many people take pictures and the number of people who are interested in application according to photos has been steadily increasing. However, there are only synthesis programs which are arraying some photos, overlapping multiple images. The model proposed in this paper, base on the emotion that is extracted from the facial expressions by combining the background and applying effects filters. And it can be also utilized in various fields more than any other synthesis programs.

Study on the development of Color Sensibility Scale and its application (색채 감정 척도의 개발과 활용에 관한 연구)

  • 황상민;김경인
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.11a
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    • pp.295-301
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    • 1999
  • 본 연구에서는 특정 대상에 대한 사람들의 심리적인 색채반응을 측정할 수 있는 색채감성척도(PCS)를 개발하고 이것을 색채 감성 이미지의 평가에 어떻게 이용하는가를 보여주고자 한다. 색채심리에 기초한 색채감성척도(PCS)는 NCS와 ISCC-NBS 색명법에 의거한 색상과 톤의 개념으로 구성되었으며 기본형과 상세형의 두 가지가 개발 되었다. 표준화된 색채감성척도는 각 사람들마다 다르게 나타나는 색에 관한 이미지나 색에 대한 심리적인 선호반응을 객관적으로 측정할 수 있는 척도로 활용될 수 있다. 본 연구에서는 선호색, 선호의상색, 선호 화장품 색을 나타내는데 PCS가 어떻게 활용되는가를 보여주었다. PCS를 이용한 색채 감성 이미지는 Color Image Palette를 이용하여 각각의 특성을 비교할 수 있도록 제시되기도 하였다. 색채 경험에 대한 광학적이거나 물리적인 속성이 아닌 심리적인 특성을 평가하고 서로 다른 집단의 반응을 비교 평가하는데 PCS와 유용한 도구가 될 것이다.

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A study on the characteristics of the movement image in the experimental short animation film : Centering on 'Snack and Drink' & 'The Battle of Kerzhenets' (실험적 단편 애니메이션에서 운동 이미지의 특성 연구 : 'Snack and Drink'와 'The Battle of Kerzhenets' 를 중심으로)

  • Oh, Jin-Hee;Kim, Jea-Woong
    • Cartoon and Animation Studies
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    • s.14
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    • pp.101-114
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    • 2008
  • This article studied that the characteristics of the movement image shows clearly through the controlled movement which the experimental short animation film shows. Animation makes the short edit like live action film. In addition animation shows the movement image positively by redefining the relationship between the frames. By using the concept of the movement image, this article says the movement in animation is not only the technique but also the essential factor which makes the audiences recognize animation and causes emotion in them and the important factor which reveals the meanings of each animation.

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Neural correlates of the aesthetic experience using the fractal images : an fMRI study (프랙탈 이미지를 이용하여 본 미적 경험의 뇌 활성화: 기능적 자기공명영상 연구)

  • Lee, Seung-Bok;Jung, Woo-Hyun;Son, Jung-Woo;Jo, Seong-Woo
    • Science of Emotion and Sensibility
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    • v.14 no.3
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    • pp.403-414
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    • 2011
  • The current study examined brain regions associated with aesthetic experience to fractal images using functional MRI. The aesthetic estimations of the images showed that there is a general consensus regarding the perception of beautiful images. Out of 270 fractal images, fifty images rated highest(beautiful images) and fifty images rated lowest(non-beautiful images) were selected and presented to the participants. The two conditions were presented using the block design. Frontal lobes, cingulate gyri, and insula, the areas related to the cognitive and emotional processing in aesthetic experience, were activated when beautiful images were presented. In contrast, the middle occipital gyri and precuneus, the areas associated with experience of negative emotions, were activated when non-beautiful images were presented. The conjunction analysis showed activations in temporal areas in response to beautiful images and activations in parietal areas in response to non-beautiful images. These results indicate that beautiful images elicit semantic interpretations whereas non-beautiful images facilitate abstract processes.

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A Study on Xiao Quan's Documentary Portrait Focused on the Expression Method of (중국 사진가 샤오취안의 다큐멘터리적 초상사진에 관한 연구 : <우리들 세대>에 나타난 표현방식을 중심으로)

  • Liu, Yuan;Yang, Jong Hoon;Lee, Sang Eun
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.108-117
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    • 2018
  • Xiao Quan is a leading documentary portrait photographer in China. He tried to shoot portrait photographs of celebrities in the literary and artistic world. By doing this, he represented their time period. We explored the way Xiao Quan implemented the times they lived in by analyzing their portrait photographs included in . Our research showed that Xiao Quan used images of their living environments, clothes and facial expressions and composition of portraits. Such various methods of creation are a means for the symbolic expressions of their times. This research not only finds the way Chinese documentary portraits are created but also provides an opportunity to increase the value of documentary portraits as historic documents.

Feature Representation Method to Improve Image Classification Performance in FPGA Embedded Boards Based on Neuromorphic Architecture (뉴로모픽 구조 기반 FPGA 임베디드 보드에서 이미지 분류 성능 향상을 위한 특징 표현 방법 연구)

  • Jeong, Jae-Hyeok;Jung, Jinman;Yun, Young-Sun
    • Journal of Software Assessment and Valuation
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    • v.17 no.2
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    • pp.161-172
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    • 2021
  • Neuromorphic architecture is drawing attention as a next-generation computing that supports artificial intelligence technology with low energy. However, FPGA embedded boards based on Neuromorphic architecturehave limited resources due to size and power. In this paper, we compared and evaluated the image reduction method using the interpolation method that rescales the size without considering the feature points and the DCT (Discrete Cosine Transform) method that preserves the feature points as much as possible based on energy. The scaled images were compared and analyzed for accuracy through CNN (Convolutional Neural Networks) in a PC environment and in the Nengo framework of an FPGA embedded board.. As a result of the experiment, DCT based classification showed about 1.9% higher performance than that of interpolation representation in both CNN and FPGA nengo environments. Based on the experimental results, when the DCT method is used in a limited resource environment such as an embedded board, a lot of resources are allocated to the expression of neurons used for classification, and the recognition rate is expected to increase.

The Effects of Tourists' Information Overload on Their Affect, Attitude, and Search Effort on Tourism Information (Focused on Tourists in Korea and China) (정보과잉 인식이 관광자들의 정보관련 감정 및 태도, 탐색노력에 미치는 영향 (한국 및 중국 관광자들을 대상으로))

  • Zhu, Jing;Yun, Hee Jeong
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.516-528
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    • 2016
  • Tourism information related to the selection and the images formation of tourist destinations is getting more important in tourism industry, and the problems of information overflow is also on the rise simultaneously. And this information overflow can affect the tourists' cognition, emotion and attitudes about tourism information. The objective of this study is to assess their information overload on tourism information on tourists' emotion, attitude and information searching effort. Data were collected from total 438 people with 224 people at public spaces in Seoul, Korea and 214 people at public spaces in Xi'an, China. This study conducts confirmatory factor analysis, correlation analysis and structural equation modelling to verifying 5 hypothesis related to information overflow. The main results of the study show that the cognition of information overload can lead to positive effect to tourists' positive emotion, attitude and searching effort.

The Impact of Users' Congruity and Emotion on Intention to Game Use (사용자의 일치성과 감정이 게임이용에 미치는 영향)

  • Byeon, Hyeonsu;Yim, Myeong-Sung
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.89-98
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    • 2014
  • This study was accomplished to examine the relationship between the videogame player's perceived congruity and intention to game use, and to investigate the mediating effect of emotion as the psychological factor. Games for the research subject are confined to single player games on console or PC not online or mobile games to rule out human interaction. The results proposed that self and functional congruity have positive impact on intention to game use, and emotion is in the mediating effect of these relationships. Based on the results of the analysis, game producers have some implications for the game which is appropriate for the quality, the gamer's image, and the emotional aspect.

A Study on the Method of Creating Realistic Content in Audience-participating Performances using Artificial Intelligence Sentiment Analysis Technology (인공지능 감정분석 기술을 이용한 관객 참여형 공연에서의 실감형 콘텐츠 생성 방식에 관한 연구)

  • Kim, Jihee;Oh, Jinhee;Kim, Myeungjin;Lim, Yangkyu
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.533-542
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    • 2021
  • In this study, a process of re-creating Jindo Buk Chum, one of the traditional Korean arts, into digital art using various artificial intelligence technologies was proposed. The audience's emotional data, quantified through artificial intelligence language analysis technology, intervenes in various object forms in the projection mapping performance and affects the big story without changing it. If most interactive arts express communication between the performer and the video, this performance becomes a new type of responsive performance that allows the audience to directly communicate with the work, centering on artificial intelligence emotion analysis technology. This starts with 'Chuimsae', a performance that is common only in Korean traditional art, where the audience directly or indirectly intervenes and influences the performance. Based on the emotional information contained in the performer's 'prologue', it is combined with the audience's emotional information and converted into the form of images and particles used in the performance to indirectly participate and change the performance.