• Title/Summary/Keyword: 에이전트의 감정 표현

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The study on emotion generation and expression of character agents (캐릭터 에이전트의 감정 생성 및 표현연구)

  • 백혜정;박영택
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2000.05a
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    • pp.220-225
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    • 2000
  • 컴퓨터 기술이 발전하고, 널리 보급됨에 따라 컴퓨터와 사용자간의 인터페이스가 인간 친화적으로 발전하고 있다. 현재 진행되고 있는 사용자 친화적인 인터페이스 기술로는 지능성뿐 아니라 감정을 가지는 캐릭터 에이전트가 있다. 본 논문은 캐릭터 에이전트의 감정을 생성하고 표현하는 방법에 초점을 두고자 한다. 먼저, 캐릭터가 가질 수 잇는 감정에 대한 타입을 정의하고 이들의 관계를 나타낸 계층 구조를 정의하였다. 본 논문은 효율적인 감정 추론을 모형화 하기 위해서 블랙보드 기반의 다단계 인지 모형을 제안한다. 첫 단계는 감정을 이끌어 내는 외부 환경을 평가 처리하는 메타 인터프리터이다. 둘째 단계는 이러한 메타 인터프리터를 통하여 얻은 결과를 이용하여 감정을 추론하고 생성하는 분야 인터프리터이다. 셋째 단계는 감정추론의 진행 중에 발생하는 모든 동적 상태를 보유하며, 감정추론을 돕는 블랙보드이다. 블랙 보드 기반의 다단계 인지 모형에서 추론된 여러 감정들은 계층구조에 의하여 추상화 과정을 거쳐 캐릭터의 행동으로 표현하게 된다.

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Personalized Emotional Character Agent (개인화된 감정기반 캐릭터 에이전트)

  • 김범수;백혜정;박영택
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10b
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    • pp.16-18
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    • 2001
  • 사용자와 컴퓨터간의 자연스러운 상호작용을 위하여 Emotional 캐릭터 에이전트에 대한 연구가 지속되고 있다 어플리케이션에 Emotional 캐릭터 에이전트의 사용자인터페이스 적용은 사용자와 컴퓨터간의 자연스럽고 Personalized된 상호작용을 가능하게 한다. Personalized Emotional 캐릭터 에이전트에 대한 연구는 다음과 같다. 1) 사용자행위 정보를 이용한 캐릭터의 감정 생성연구 2) 블랙보드시스템을 이용한 감정추론 연구 3) 생성된 감정을 캐릭터의 행동표현으로 변화시키기 감정과 캐릭터 행동간의 연계 연구 4) Personalized Emotional 캐릭터 에이전트를 어플리케이션에 적용하는 연구

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Model of Change in Emotional Factors as Recognition of Situation based on Events (이벤트에 기초한 상황구성의 인식에 따른 감정요소의 변화모델)

  • 황원택;지세진;우영욱;이은희;박종희
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.04b
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    • pp.259-261
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    • 2001
  • 가상환경을 구축하는 있어 상황은 동적인 형태로 존재한다. 즉, 어떤 객체의 등장이나 소멸, 변화 혹은 서로 다른 두 객체간의 관계에서 상황은 형성된다. 또한, 이런 상황은 시간의 흐름에 따라서 구성하는 에이전트의 행동에 의해 바꾸어 질 수 있는데, 이러한 상황은 어떠한 형태로 가상세계를 구성하며, 에이전트에 인식되어 질 것이다. 만약 에이전트의 행동에 의해 만들어지는 상황이 다른 어떤 객체에게 있어 예측할 수 없었던 상황이라면, 기존의 스크립트 기반 시스템에서는 어떻게 될 것인가\ulcorner 본 연구에서는 이런 각각의 상황을 이벤트의 구성으로 표현함과 동시에 등장 에이전트의 구성된 상황에 대한 인식과 에이전트의 내부환경요소 즉 감정요소를 도입함으로써 발생 상황에 능동적으로 대처하는 시스템에 대한 환경을 제안하고자 한다.

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Framework for Designing Explanatory Style of Interactive Agents (상호작용형 에이전트의 설명 양식을 디자인하기 위한 프레임워크 개발)

  • Oh, Se-Jin;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.5
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    • pp.63-73
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    • 2008
  • Recent years have seen an explosion of interest in interactive agents motivating human learners to engage in edutainment systems which are designed to be entertaining and educational at the same time. Especially, work on socio-emotional processes has focus on understanding of human's social behavior in training and entertainment a applications. In contrast with work on social emotion, where research groups have developed detailed models of emotional processes, models of personality have emphasized shallow surface behavior. Here, we build on computational appraisal models of emotion to better characterize dispositional differences in how people come to understand social situations. Known as explanatory style, this dispositional factor plays a key role in social interactions and certain socio-emotional disorders, such as depression. Building on appraisal and attribution theories, we model key conceptual variables underlying the explanatory style, and enable agents to exhibit different explanatory tendencies with respect to their personalities. Furthermore, we developed an interactive AR agent based on our framework and applied it into an interactive teaming system that allows participants to explore individual differences in the explanation of social events, with the goal of encouraging the development of perspective laking and emotion-regulatory skills.

The Implementation of the Personalized Emotional Character Agent (개인화된 감정 캐릭터 에이전트의 설계)

  • Baek, Hye-Jung;Park, Young-Tack
    • The KIPS Transactions:PartB
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    • v.8B no.5
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    • pp.485-492
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    • 2001
  • Recently, character agents are used as a user-friendly interface. In this paper, we have studied a generic framework for emotional character agents which are designed to infer emotions from diverse personalities, situations, user behaviors and to express them. The method of emotion inference is based on blackboard systems which are used to solve the problems in AI. Because it keeps independence between knowledge sources which are rules of emotions, a blackboard-based inference engine is easy to manage knowledge sources, Blackboard-based systems gave the system flexibility. So we can adapt the engine to various application systems. Each emotional agent monitors user behavior, learns user profile and infers user behavior. And it generates characters emotions according to the user profile. So, in case of same situations, the agent can generate different emotions according to users. We have studied to build an personalized emotional character agent which according to situations and user modeling.

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Design of Ontology-based Intelligent Agents (온톨로지에 기반한 지능형 에이전트의 설계)

  • Lee, In-K.;Kwon, Soon-H.
    • Journal of the Korean Institute of Intelligent Systems
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    • v.18 no.3
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    • pp.347-353
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    • 2008
  • The realization of intelligence by using ontology is getting attention recently. However, it is necessary to design ontology models suitable to their purpose in order to use efficiently the intelligence realized by ontology. In this paper, we define a cognition cycle for intelligent agents representing a process that the intelligent agents recognize an event and react to it. Moreover, we design an ontology-based intelligent agent, and propose an ontology model that is possible to change the agent's states, to express its emotions, and to expand its intelligence through ontological inference. Finally, we develop an intelligent agent named Helen, confirm the change of her inner states according to the environment and situation, and show the easiness of the extension of her intelligence.

Engine of computational Emotion model for emotional interaction with human (인간과 감정적 상호작용을 위한 '감정 엔진')

  • Lee, Yeon Gon
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.503-516
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    • 2012
  • According to the researches of robot and software agent until now, computational emotion model is dependent on system, so it is hard task that emotion models is separated from existing systems and then recycled into new systems. Therefore, I introduce the Engine of computational Emotion model (shall hereafter appear as EE) to integrate with any robots or agents. This is the engine, ie a software for independent form from inputs and outputs, so the EE is Emotion Generation to control only generation and processing of emotions without both phases of Inputs(Perception) and Outputs(Expression). The EE can be interfaced with any inputs and outputs, and produce emotions from not only emotion itself but also personality and emotions of person. In addition, the EE can be existed in any robot or agent by a kind of software library, or be used as a separate system to communicate. In EE, emotions is the Primary Emotions, ie Joy, Surprise, Disgust, Fear, Sadness, and Anger. It is vector that consist of string and coefficient about emotion, and EE receives this vectors from input interface and then sends its to output interface. In EE, each emotions are connected to lists of emotional experiences, and the lists consisted of string and coefficient of each emotional experiences are used to generate and process emotional states. The emotional experiences are consisted of emotion vocabulary understanding various emotional experiences of human. This study EE is available to use to make interaction products to response the appropriate reaction of human emotions. The significance of the study is on development of a system to induce that person feel that product has your sympathy. Therefore, the EE can help give an efficient service of emotional sympathy to products of HRI, HCI area.

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Affective interaction to emotion expressive VR agents (가상현실 에이전트와의 감성적 상호작용 기법)

  • Choi, Ahyoung
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.5
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    • pp.37-47
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    • 2016
  • This study evaluate user feedback such as physiological response and facial expression when subjects play a social decision making game with interactive virtual agent partners. In the social decision making game, subjects will invest some of money or credit in one of projects. Their partners (virtual agents) will also invest in one of the projects. They will interact with different kinds of virtual agents which behave reciprocated or unreciprocated behavior while expressing socially affective facial expression. The total money or credit which the subject earns is contingent on partner's choice. From this study, I observed that subject's appraisal of interaction with cooperative/uncooperative (or friendly/unfriendly) virtual agents in an investment game result in increased autonomic and somatic response, and that these responses were observed by physiological signal and facial expression in real time. For assessing user feedback, Photoplethysmography (PPG) sensor, Galvanic skin response (GSR) sensor while capturing front facial image of the subject from web camera were used. After all trials, subjects asked to answer to questions associated with evaluation how much these interaction with virtual agents affect to their appraisals.

The Effect of Interjection in Conversational Interaction with the AI Agent: In the Context of Self-Driving Car (인공지능 에이전트 대화형 인터랙션에서의 감탄사 효과: 자율주행 맥락에서)

  • Lee, Sooji;Seo, Jeeyoon;Choi, Junho
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.551-563
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    • 2022
  • This study aims to identify the effect on the user experiences when the embodied agent in a self-driving car interacts with emotional expressions by using 'interjection'. An experimental study was designed with two conditions: the inclusion of injections in the agent's conversation feedbacks (with interjections vs. without interjections) and the type of conversation (task-oriented conversation vs. social-oriented conversation). The online experiment was conducted with the four video clips of conversation scenario treatments and measured intimacy, likability, trust, social presence, perceived anthropomorphism, and future intention to use. The result showed that when the agent used interjection, the main effect on social presence was found in both conversation types. When the agent did not use interjection in the task-oriented conversation, trust and future intention to use were higher than when the agent talked with emotional expressions. In the context of the conversation with the AI agent in a self-driving car, we found only the effect of adding emotional expression by using interjection on the enhancing social presence, but no effect on the other user experience factors.

Design and Implementation of MIML using XML (XML을 이용한 MIML(Multimodal Information Markup Language)의 설계 및 구현)

  • 김주리;이지근;김희숙;정석태;정성태
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10b
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    • pp.289-291
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    • 2001
  • www의 등장으로 디지털 정보의 표현이 단순한 텍스트 위주의 프리젠테이션에서 이제는 멀티미디어 내용의 증가와 함께 멀티모달 정보 프리젠테이션을 요구하는 변화를 가져오고 있다. 그러나 대다수의 사람들이 멀티모달 정보를 표현하기란 쉽지 않다. 본 논문에서는 이러한 사람들이 보다 쉽고 재미있는 멀티모달 정보 프리젠테이션을 쉽게 사용할 수 있도록 구두 대화 능력에 상호 작용하는 캐릭터 에이전트를 응용하여 MIML을 개발하였다. MIML은 XML 규격에 준거한 Markup Language로써 구두 발표 및 캐릭터 에이전트 행동을 통제하기 위한 기능을 지원한다. 본 논문에서는 다양한 캐릭터 에이전트의 감정 표현 기능과 멀티모달 정보 프리젠테이션을 구성하는 DTD에 대하여 기술하였다.

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