• Title/Summary/Keyword: 감정 표현

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A Study on Elementary School Teachers' Emotions in Science Teaching Avoidance (과학 교수를 기피하는 초등학교 교사의 감정 탐색)

  • Jang, Eunjin;Kim, Chan-Jong;Choe, Seung-Urn
    • Journal of Science Education
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    • v.42 no.1
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    • pp.80-93
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    • 2018
  • This study tried to investigate whether it is appropriate to define the emotions of elementary school teachers, who avoid teaching science, as science teaching anxiety through exploring elementary school teachers' emotional expressions and related factors. 10 elementary school teachers who were reluctant to teach science participated in the research, and they presented their thoughts and feelings about teaching science through semi-structured interviews. As a result of analyzing the emotional expressions in the interview, 28 expressions of emotions appeared. Emotional expressions were divided into three types according to the degree of inclusion of factors related to anticipation in related situations. These results show that there are some emotional expressions that cannot be interpreted as the science teaching anxiety. Therefore, we propose to consider science teaching avoidance emotion not as science teaching anxiety but as a mixture of various emotions.

Determination of representative emotional style of speech based on k-means algorithm (k-평균 알고리즘을 활용한 음성의 대표 감정 스타일 결정 방법)

  • Oh, Sangshin;Um, Se-Yun;Jang, Inseon;Ahn, Chung Hyun;Kang, Hong-Goo
    • The Journal of the Acoustical Society of Korea
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    • v.38 no.5
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    • pp.614-620
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    • 2019
  • In this paper, we propose a method to effectively determine the representative style embedding of each emotion class to improve the global style token-based end-to-end speech synthesis system. The emotion expressiveness of conventional approach was limited because it utilized only one style representative per each emotion. We overcome the problem by extracting multiple number of representatives per each emotion using a k-means clustering algorithm. Through the results of listening tests, it is proved that the proposed method clearly express each emotion while distinguishing one emotion from others.

Visualization Study of Character Type by Emotion Word Extraction (감정어 추출을 통한 등장인물 성향 가시화 연구)

  • Baek, Yeong Tae;Park, Seung-Bo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.31-32
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    • 2013
  • 본 논문에서는 영화의 등장인물의 성향을 파악하기 위해 시나리오의 대사로부터 감정어를 추출하고, 등장인물의 감정어들을 긍정, 부정, 중립의 3개로 단순화하여 등장인물의 성향을 가시화 시켜주는 방법을 제안한다. 대사로부터 감정어를 추출하기 위해 WordNet 기반의 감정어 추출 방법을 제안한다. WordNet은 단어 간에 상위어와 하위어, 유사어 등의 관계로 연결된 네트워크 구조의 사전이다. 이 네트워크 구조에서 최상위의 감정 항목과의 거리를 계산하여 단어별 감정량을 계산하여 대사를 30 차원의 감정 벡터로 표현한다. 등장인물별로 추출된 감정 벡터를 긍정, 부정, 중립의 3개의 차원으로 단순화 하여 등장인물의 성향을 표현한다.

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Sentimental expressions of typography (타이포그래피의 감정표현)

  • Lee, Young-Ju
    • Proceedings of the KAIS Fall Conference
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    • 2010.11b
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    • pp.766-768
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    • 2010
  • 매체의 발달은 타이포그래피에 있어서 키네틱 타이포그래피의 활용을 통해 감정이 전달이 풍부해 질 수 있도록 해 주었지만 그 기본 근간이 되는 프레임의 면모를 살펴보면 지면이나 화면 한 페이지에서도 볼드나 행간의 간격, 폰트의 사용, 여백 등의 요소뿐 아니라 실험적 타이포그래피를 통해 감정을 표현할 수 있다는 것을 알 수 있다.

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Suggestion of Emotional Expression with Human Character in 3D Animation using Layering Method (레이어링을 사용한 3D 애니메이션 인간형 캐릭터의 감정 표현 방법 제안)

  • Kim, Joo-Chan;Suk, Hae-Jung
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.1-17
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    • 2015
  • In domestic game market, the video game market is getting smaller and also decreasing funds and high level developers. So we need the software that can help us to make more realistic and high quality contents by non-expert developer in poor environments. In this paper, we selected global studio's animations which were scored good evaluation by public and critics as a well-made emotional expression that can convey the emotion properly. We selected movements that express emotions from the animation scripts by using Ekman's 6 basic emotions and Greimas' dynamic predicate, and then we had analyzed and categorized with the data. We also analyzed the movements for which data we needed to create specific movements to express emotions by using 'Animation Layer' that used in Unity's blending process. And suggest concept of the program that to create the emotional expression movements by using those analyzed data.

Experiencing and Expression of Deaf Adolescents (농인 청소년의 감정 경험 및 표현 특성)

  • Park, Ji-Eun;Kim, Eun-Ye;Jang, Un-Jung;Cheong, E-Nae;Eum, Young-Ji;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
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    • v.19 no.3
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    • pp.51-58
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    • 2016
  • This study examined the difference between the deaf and hearing adolescents of experiencing emotions and the intensity levels of expressing them. Three different video clips were used to induce pleasure, anger, and sadness. While watching the clips, facial expressions of the participants were recorded. The experienced emotions were measured by a self-report method, and the third person rated participants' expressed emotions based upon the recorded facial images. Two groups (deaf and hearing) were compared if those two groups shared the same experienced emotions, and whether the ratings scored by the third person corresponded with the self-rated scores. There was no significant difference in experienced emotion and its intensity level. However, hearing adolescents showed more intensive responses of pleasure than they reported, while deaf adolescents showed less intensive expressions of happiness than they reported themselves. Thus, hearing people might not be able to detect and fully comprehend how the deaf feel in general circumstances. This further indicates that the deaf adolescents cannot get enough supports from the hearing people when they express their feelings, and consequently, have a possibility of causing misunderstandings, conflicts, or even a break in relationships.

Combining Sentimental Expression-level and Sentence-level Classifiers to Improve Subjective Sentence Classification (감정 표현구 단위 분류기와 문장 단위 분류기의 결합을 통한 주관적 문장 분류의 성능 향상)

  • Kang, In-Ho
    • The KIPS Transactions:PartB
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    • v.14B no.7
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    • pp.559-566
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    • 2007
  • Subjective sentences express opinions, emotions, evaluations and other subjective ideas relevant to products or events. These expressions sometimes can be seen in only part of a sentence, thus extracting features from a full-sentence can degrade the performance of subjective-sentence-classification. This paper presents a method for improving the performance of a subjectivity classifier by combining two classifiers generated from the different representations of an input sentence. One representation is a sentimental phrase that represents an automatically identified subjective expression or objective expression and the other representation is a full-sentence. Each representation is used to extract modified n-grams that are composed of a word and its contextual words' polarity information. The best performance, 79.7% accuracy, 2.5% improvement, was obtained when the phrase-level classifier and the sentence-level classifier were merged.

The basis analysis for feeling expression an 2D animated cartoon (2D애니메이션의 감정 표현에 대한 기초 분석 - 일본애니메이션 TV물에 표현된 이미지 -)

  • Kim, Jae-Ho
    • Review of Korea Contents Association
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    • v.6 no.3
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    • pp.68-71
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    • 2008
  • 2D애니메이션은 애니메이션의 표현에서 모든 장르에 기초적 이론적 배경에 바탕이 되어 현재에 이르렀다. 현재에는 컴퓨터공학의 발달에 애니메이션의 표현은 무궁무진하게 급속도록 발전되어 왔으며 이러한 특징적 요소에는 서로 공유되는 내러티브의 요소가 있기 때문이다. 하지만 현장에서는 공방스타일의 표현이 우선되어 애니메이터의 표현능력을 답습하는 경우가 일반적이다. 이에 인물표정에 대한 감성과 오성의 기초이론을 바탕으로 도출되어지는 감정표현에 대한 이미지를 정리하고자한다.

An Artificial Emotion Model for Expression of Game Character (감정요소가 적용된 게임 캐릭터의 표현을 위한 인공감정 모델)

  • Kim, Ki-Il;Yoon, Jin-Hong;Park, Pyoung-Sun;Kim, Mi-Jin
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.411-416
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    • 2008
  • The development of games has brought about the birth of game characters that are visually very realistic. At present, one sees much enthusiasm for giving the characters emotions through such devices as avatars and emoticons. However, in a freely changing environment of games, the devices merely allow for the expression of the value derived from a first input rather than creating expressions of emotion that actively respond to their surroundings. As such, there are as of yet no displays of deep emotions among game characters. In light of this, the present article proposes the 'CROSS(Character Reaction on Specific Situation) Model AE Engine' for game characters in order to develop characters that will actively express action and emotion within the environment of the changing face of games. This is accomplished by classifying the emotional components applicable to game characters based on the OCC model, which is one of the most well known cognitive psychological models. Then, the situation of game playing analysis of the commercialized RPG game is systematized by ontology.

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A Case Study of Emotion Expression Technologies for Emotional Characters (감성캐릭터의 감정표현 기술의 사례분석)

  • Ahn, Seong-Hye;Paek, Seon-Uck;Sung, Min-Young;Lee, Jun-Ha
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.125-133
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    • 2009
  • As interactivity is becoming one of the key success factors in today's digital communication environment, increasing emphasis is being placed on technologies for user-oriented emotion expression. We aim for development of enabling technologies for creation of emotional characters who can express personalized emotions in real-time. In this paper, we conduct a survey on domestic and international researches and case studies for emotional characters with a focus on facial expression. The survey result is believed to have its meaning as a guideline for future research direction.