• Title/Summary/Keyword: 표정 분류

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The Intelligent Determination Model of Audience Emotion for Implementing Personalized Exhibition (개인화 전시 서비스 구현을 위한 지능형 관객 감정 판단 모형)

  • Jung, Min-Kyu;Kim, Jae-Kyeong
    • Journal of Intelligence and Information Systems
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    • v.18 no.1
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    • pp.39-57
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    • 2012
  • Recently, due to the introduction of high-tech equipment in interactive exhibits, many people's attention has been concentrated on Interactive exhibits that can double the exhibition effect through the interaction with the audience. In addition, it is also possible to measure a variety of audience reaction in the interactive exhibition. Among various audience reactions, this research uses the change of the facial features that can be collected in an interactive exhibition space. This research develops an artificial neural network-based prediction model to predict the response of the audience by measuring the change of the facial features when the audience is given stimulation from the non-excited state. To present the emotion state of the audience, this research uses a Valence-Arousal model. So, this research suggests an overall framework composed of the following six steps. The first step is a step of collecting data for modeling. The data was collected from people participated in the 2012 Seoul DMC Culture Open, and the collected data was used for the experiments. The second step extracts 64 facial features from the collected data and compensates the facial feature values. The third step generates independent and dependent variables of an artificial neural network model. The fourth step extracts the independent variable that affects the dependent variable using the statistical technique. The fifth step builds an artificial neural network model and performs a learning process using train set and test set. Finally the last sixth step is to validate the prediction performance of artificial neural network model using the validation data set. The proposed model is compared with statistical predictive model to see whether it had better performance or not. As a result, although the data set in this experiment had much noise, the proposed model showed better results when the model was compared with multiple regression analysis model. If the prediction model of audience reaction was used in the real exhibition, it will be able to provide countermeasures and services appropriate to the audience's reaction viewing the exhibits. Specifically, if the arousal of audience about Exhibits is low, Action to increase arousal of the audience will be taken. For instance, we recommend the audience another preferred contents or using a light or sound to focus on these exhibits. In other words, when planning future exhibitions, planning the exhibition to satisfy various audience preferences would be possible. And it is expected to foster a personalized environment to concentrate on the exhibits. But, the proposed model in this research still shows the low prediction accuracy. The cause is in some parts as follows : First, the data covers diverse visitors of real exhibitions, so it was difficult to control the optimized experimental environment. So, the collected data has much noise, and it would results a lower accuracy. In further research, the data collection will be conducted in a more optimized experimental environment. The further research to increase the accuracy of the predictions of the model will be conducted. Second, using changes of facial expression only is thought to be not enough to extract audience emotions. If facial expression is combined with other responses, such as the sound, audience behavior, it would result a better result.

Eye Region Detection Method in Rotated Face using Global Orientation Information (전역적인 에지 오리엔테이션 정보를 이용한 기울어진 얼굴 영상에서의 눈 영역 추출)

  • Jang, Chang-Hyuk;Park, An-Jin;Kurata Takeshi;Jain Anil K.;Park, Se-Hyun;Kim, Eun-Yi;Yang, Jong-Yeol;Jung, Kee-Chul
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.4
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    • pp.82-92
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    • 2006
  • In the field of image recognition, research on face recognition has recently attracted a lot of attention. The most important step in face recognition is automatic eye detection researched as a prerequisite stage. Existing eye detection methods for focusing on the frontal face can be mainly classified into two categories: active infrared(IR)-based approaches and image-based approaches. This paper proposes an eye region detection method in non-frontal faces. The proposed method is based on the edge--based method that shows the fastest computation time. To extract eye region in non-frontal faces, the method uses edge orientationhistogram of the global region of faces. The problem caused by some noise and unfavorable ambient light is solved by using proportion of width and height for local information and relationship between components for global information in approximately extracted region. In experimental results, the proposed method improved precision rates, as solving 3 problems caused by edge information and achieves a detection accuracy of 83.5% and a computational time of 0.5sec per face image using 300 face images provided by The Weizmann Institute of Science.

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Analysis on the Comparison of Cartoon and Satirical Cartoon for Signification of Sign (카툰과 만평의 유머와 풍자 비교 분석)

  • Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.31
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    • pp.91-116
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    • 2013
  • The accessibility and effect of cartoon on children are very significant. Since cartoon is a medium of conveying information through text and pictures, it has a characteristic of being easily approached by children than any other medium. Its accessibility to children is inevitably more exceptional than any other medium in the sense that it is a method of not only telling or reading stories but also showing stories. The main audience of is children. It has a characteristic of being easily accepted by children since it's mythology seen in cartoon than read in text. However, gods conducts are full of unethical expressions. Sexual expressions of intermarriages between mother and son, between brother and sister and between uncle and niece, as well as extramarital intercourse are very unethical that could have negative effects on children. This study analyzed the unethical expressions of gods that could have negative effects on children at current point in time. Zeus was often unfaithful to his wife with many stories about the children of Zeus that were created from extramarital intercourse. Standard of value on rational decision has been established for adult readers, but children can readily accept things since they lack their own rational decision on what's right and wrong. As an alternative to children's uncritical observatory study, there is a need for author's intervention to help children form desirable values. The purpose of this study is to analyze the sexual expressions of Zeus and gods in that could affect children's social study.

Study on the Integration of MMS and Airborn Survey Data for the Implementation of Precise Road Spatial Database (정밀도로공간정보 구축을 위한 지상 MMS 측정자료와 항공측량자료의 결합방법 연구)

  • Hwang, Jin Sang;Kim, Jae Koo;Yun, Hong Sik;Jung, Woon Chul
    • Journal of Korean Society for Geospatial Information Science
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    • v.23 no.2
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    • pp.97-104
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    • 2015
  • Due to the introduction of various IT devices, including the recently smartphones and the widespread use of the car navigation system to the location-based information service space has been increased. Spatial information users have been requiring higher levels of quality. In this paper, we study how to build accurate three-dimensional space information by integrating MMS(Moblie Mapping System) survey and airborne survey data. Thus, to analyze the tendency of deviation between the MMS survey and airborne survey data observed in the experimental region, the deviation tendency of the data, it was confirmed that was not consistent. Deviation correction model to select how to change the georeferencing information directly contained in the GPS/INS processing results for the determination, classifies the standard is a method for acquiring the correction reference point coordinates using the calibration model, and analyzed their advantages and disadvantages. With the information of the reference point obtained by airborne photograph of a project, using the method of correcting the MMS survey data. Not only clear the deviation existing between the MMS survey data, it was possible to confirm that the deviation exists between the airborne survey data and MMS survey data was also almost erased.

The Conceptual Exploration of Korean 'Pbi-chim' ('삐침'의 심리적 구조 및 특성에 관한 연구)

  • Kyoung-jae Song;Yoon-young Kim;Yul-woo Park;Sung-mi Park;Ji-young Shin;Sung-yul Han
    • Korean Journal of Culture and Social Issue
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    • v.16 no.1
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    • pp.43-61
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    • 2010
  • In Korea, Pbichim refers to a psychological state caused by emotional damages that can occur within close relationships. In this state, one might feel reluctant to express one's feelings directly to the other party. It is also possible that Pbichim transforms into anger. This study is aimed to define the term Pbichim as an indigenous psychological concept. In Korea, it is common to express one's feelings indirectly and read the other party's inward thoughts. Pbichim reflects those cultural aspects. In order to examine the representation of Pbichim in Korea, we developed a questionnaire consisting of 15 open-ended questions. The participants were 119 undergraduate and graduate students at Korea University, and the data was analyzed qualitatively. As a result, four different aspects of Pbichim (unsatisfied expectation, being ignored, being alienated, and power struggle) could be differentiated by the situation in which people are likely to present Pbichim. The personality traits of Pbichim, the way of relieving it, as well as positive and negative functions of Pbichim were also elicited. In addition, it was found that Pbichim (the concept that has been negatively perceived) has an important function in maintaining and improving an interpersonal relationship in Korea. Lastly, the importance of mind reading within a certain cultural context is discussed.

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The Character Types and Analysis for 3D Animations : Based on Pixar's Animation (3D 애니메이션의 캐릭터 유형 및 성격 분석 : 픽사의 애니메이션을 중심으로)

  • Oh, Si-Ryong;Suk, Hae-Jung
    • Cartoon and Animation Studies
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    • s.9
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    • pp.161-183
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    • 2005
  • In the main current 3D animations which are put on the screens, the characters in the animations have a directly effect on the audiences by being closely connected with their descriptive constructions. In this research i am going to recognize the importance of characters and trace the points of sameness in the characters that appear in the 3D animations by analysing them. For this, 1 divided the characters that made lots of box-office profits all over the world and were made at Pixar which focused on characters and stories into 7 types according to written by Vladimir Propp and grasped the characters with MBTI system. 1 found out the points of sameness between the characters with this system. That will be able to be made use of referring the streams of stories and fixing the characters at the planning and producing stages. If we should make a study of figures, expressions, motions of the characters in connection with this research, it could help us to create the characters which are suitable for animations not only formative elements but also acting.

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Design and Implementation of Walking Motions Applied with Player's Emotion Factors According to Variable Statistics of RPG Game Character (RPG게임캐릭터의 능력치변화량에 따라 감정요소가 적용된 걷기동작 구현)

  • Kang, Hyun-Ah;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.63-71
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    • 2007
  • From several commercialized games the technique of changing facial expressions is imported, and a design method of a game character for the player's empathy is expected to be diversified in the future. In this paper, as a design method of a game character for the player's empathy, this makes walking motion for the game character applied with 'human-emotion' factors as statistics variation of a game character in RPG genre. After this paper implements analyzed emotions of human facial expression and walking motions applied with emotion in examples of character animation theory, this paper divides walking motion applied with human-emotion factors into 8 types through relationship to statistics factors in RPG genre. And then these are applied to a knight character, which has the most similarity with human's physical feature of the game characters in RPG genre, and makes walking motion as variable statistics. As a game player controls the game character applied with 'human-emotion' factors, the effect of the player's empathy about the game character becomes higher, and the level of immersion in game play is also expected to increase.

The study about historical style of animation :Focused on the individual style and USA's style & Japan's style (애니메이션의 역사적 양식에 대한 연구:개인양식과 미국의 디즈니.일본의 지브리 양식을 중심으로)

  • Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.16
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    • pp.49-65
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    • 2009
  • I try to extract typological factors from the historically relevant works of animation, for that we can refer 'style.' creator's individuality, general tendencies and restraints of his time, the national properties work on them. It is the individual aspect that excels in the works of Jiri Trnka, Tim Burton, Yuri Norstein, so they stand out not only in their own specific sensibility, vision but also in the elucidation of themes and the technology of dealing medium. On the other hand the Walt Disney's animation has so distinctive characteristics that we could identify them. Disney's so-called classical model accomplished a typically American animation form as full of expressive visual language, over reaction, full animation describing detail action. We could tell, Miyajaki Hayao's Gibri Studio represents Japanese animation, which works on traditional motives of Japan and expresses unique humanity.

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Implicit Knowledge on the Creative Person in Korea, China and Japan - Based on Characteristics and Occupations (창의적 인물의 특성과 직업군에 대한 한국, 중국, 일본인의 암묵적 지식 비교)

  • Choe, In-Soo;Lee, Gun-Hee;Pyo, Jung-Min
    • Journal of Gifted/Talented Education
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    • v.23 no.4
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    • pp.615-632
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    • 2013
  • The purpose of this study was to explore the implicit knowledge of creative person in Korea, China and Japan. To this end, participants of all ages in three countries (Korean 328, Chinese 388, Japanese 394) were required to fill out the survey about creative persons. The major results of this study were as follows: First, Korean and Japanese recognized most the characteristics of creative person as "original" at all ages, Chinese recognized as "intellectual" in most ages. Second, occupations of creative persons were classified into nine categories. Third, in Korea scientist and artist, in China politician, in Japan artist were the occupations of the highest frequency at all ages. These results of this study can be used as a basis for the research of implicit knowledge on creativity in East Asian countries. This study suggests that the implicit knowledge about creative person differs in three countries and cultural characteristics of each country should be considered in the study of creativity.

Analysis of Facial Movement According to Opposite Emotions (상반된 감성에 따른 안면 움직임 차이에 대한 분석)

  • Lee, Eui Chul;Kim, Yoon-Kyoung;Bea, Min-Kyoung;Kim, Han-Sol
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.1-9
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    • 2015
  • In this paper, a study on facial movements are analyzed in terms of opposite emotion stimuli by image processing of Kinect facial image. To induce two opposite emotion pairs such as "Sad - Excitement"and "Contentment - Angry" which are oppositely positioned onto Russell's 2D emotion model, both visual and auditory stimuli are given to subjects. Firstly, 31 main points are chosen among 121 facial feature points of active appearance model obtained from Kinect Face Tracking SDK. Then, pixel changes around 31 main points are analyzed. In here, local minimum shift matching method is used in order to solve a problem of non-linear facial movement. At results, right and left side facial movements were occurred in cases of "Sad" and "Excitement" emotions, respectively. Left side facial movement was comparatively more occurred in case of "Contentment" emotion. In contrast, both left and right side movements were occurred in case of "Angry" emotion.