• Title/Summary/Keyword: Character Emotion

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Generation of Character Emotion Based on User Interaction (사용자 상호작용 기반 캐릭터 emotion 생성)

  • 최은영;박혜정;박영택
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.113-115
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    • 1999
  • 인터넷에서 제공하는 각종 서비스 및 다양한 소프트웨어들은 점차 사용자를 고려하여 개발되고 있는 추세이나 아직은 미약하다. 사용자를 고려한다는 것은 사용자가 소프트웨어를 사용하거나 서비스를 받으면서 공감을 느끼도록 하여 사용 효과를 높이고, 생활의 일부분이 되어 가고 있는 컴퓨터 시스템을 사람과 친하게 만들려는 것이다. 이를 위해서는 사용자와의 상호작용이 중요시된다. 본 연구에서는 사람과 비슷한 가상의 캐릭터를 이용하며, 이 캐릭터가 사용자와 상호 작용을 통하여 emotion을 갖게 하는데 중점을 두었다. 즉, 캐릭터가 가질 수 있는 emotion structure를 정의하고 사용자와의 상호작용을 바탕으로 캐릭터의 emotion을 생성한다. 이를 위한 시스템은 사용자가 에이전트에게 task를 요청하여 서비스를 받을 때까지 일어날 수 있는 여러 상호작용에 대하여 캐릭터의 emotion을 생성하여 사용자에게 simulation하게 된다. 이러한 감정의 교류를 통하여 사용자는 캐릭터에게 친근감을 갖게 되며 캐릭터의 emotion에 대하여 공감할 수 있고 응용프로그램의 신뢰성을 높이는 효과를 가져온다.

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Character's facial expression realization program with emotional state dimensions (내적 정서 상태 차원에 근거한 캐릭터 표정생성 프로그램 구현)

  • Ko, Hae-Young;Lee, Jae-Sik;Kim, Jae-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.3
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    • pp.438-444
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    • 2008
  • In this study, we propose a automatic facial expression generation tool which can generate various facial expressions efficiently for animation characters expressing various emotion. For this purpose, 9 types of facial expressions were defined by adopting Russell's pleasure-displeasure and arousal-sleep coordinate values of infernal states. And by rendering specific coordinate values consisted of the two basic dimensions of emotion(i.e., dimensions of pleasure-displeasure and arousal-sleep) and their combination, the proposed automatic facial expression generation tool could yield various facial expressions which reflected subtle changes in characters' emotion. It is expected that the tool could provide useful method of generating character face with various emotion.

A Study on the Characteristics and the Buying Behaviors of Kidult Fashion Purchasers - Kidult Fashion Emotion and Socio-Psychological Variables - (키덜트 패션구매자의 특성과 구매행동 -키덜트 패션감성과 사회심리적 특성을 중심으로-)

  • Cha, Ji-Ha;Hong, Keum-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.9_10
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    • pp.1373-1383
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    • 2007
  • The purpose of this study is to find out the dimensions of kidult fashion emotion and identify the influence of socio-psychological characteristics(nostalgic orientation, change inclination, and self-esteem) on kidult fashion emotion. 'Kidult', composite of kid and adult is indicating a group of people who feel nostalgic for and feel attachment to the products that they have been used in their childhood. A questionnaire was prepared in the survey and a total of 474 women in their twenties and thirties who had purchased the kidult fashion products were selected. The research findings are as follows: 1. Kidult fashion emotion can be classified as 5 factors: pursuits of fashion emotion, seeking girlish image emotion, preference for character emotion, seeking fun emotion, and past oriented emotion. 2. Socio-psychological variable that affected kidult fashion emotion is turned out change inclination. 3. The higher the seeking girlish image and pursuit of fashion emotion tendencies, the more they purchase the kidult fashion products. Based on these results, kidult fashion emotions are not the attachment to the past but positive expression of self and individuality.

Intelligent Character System using Emotion Metadata (감성 메타데이터를 활용한 지능형 캐릭터 시스템)

  • Han, Jong-Sung;Lee, Wan-Bok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Ryu, Seuc-Ho;Lee, Kyoung-Jae
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.99-107
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    • 2009
  • As the information and the network technology are improved, the system which can express the interactions between the individuals becomes to play more important roles in these days. In fact, that tendency is especially well shown in the community area of P2P and social network service programs. This paper suggest an intelligent character manipulation system which can be effectively used to express emotional representation in an intelligent way in spite of many constraints. The system employs an emotion searching mechanism by attaching emotional information to each object in the database and defining a function of emotional similarity. It is expected that the system can be successfully used not only to find and represent the suitable emotional character representations but also to provide brand new services in the area of mobile platform based contents.

Automatic facial expression generation system of vector graphic character by simple user interface (간단한 사용자 인터페이스에 의한 벡터 그래픽 캐릭터의 자동 표정 생성 시스템)

  • Park, Tae-Hee;Kim, Jae-Ho
    • Journal of Korea Multimedia Society
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    • v.12 no.8
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    • pp.1155-1163
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    • 2009
  • This paper proposes an automatic facial expression generation system of vector graphic character using gaussian process model. Proposed method extracts the main feature vectors from twenty-six facial data of character redefined based on Russell's internal emotion state. Also by using new gaussian process model, SGPLVM, we find low-dimensional feature data from extracted high-dimensional feature vectors, and learn probability distribution function (PDF). All parameters of PDF are estimated by maximization the likelihood of learned expression data, and these are used to select wanted facial expressions on two-dimensional space in real time. As a result of simulation, we confirm that proposed facial expression generation tool is working in the small facial expression datasets and can generate various facial expressions without prior knowledge about relation between facial expression and emotion.

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A Study of the relationship between Fashion Sensibility and Emotion(Part II) (현대패션에 대한 감성과 감정의 관계 연구(제1보))

  • 김유진;이경희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.27 no.3_4
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    • pp.418-428
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    • 2003
  • The purpose of this study was to provide the guidance in more objective and proper clothing design reflecting today's consumers' modes in value consumption by identifying the meaning structure and relationship between fashion sensibility and emotion. The stimulus was 54 photos of contemporary costume which represented the Izard' DES. The questionnaire consisted of hi-polar 25 pairs adjective scale of fashion sensibility and the 18 noun scale of emotion was distributed to 970 male and female living in Pusan area. The data were analyzed by Factor analysis, Correlation analysis and Regression analysis using the statistical SPSS package. The major finding of this research were as follows.1. Fashion sensibilities consist of estheticism, maturity, character and feminity to represent 57.17% total varlarlce. 2. Emotions consist of negative emotion, distress afraid, arousal, shame and enjoyment to represent 70.84% total variance. 3. For the relation between fashion sensibility and emotion, they showed significant relationship in most of factors.

Formative Properties of Sensibility and Emotion in Fashion (패션에 나타난 감성과 감정의 조형적 특성 연구)

  • 김유진;이경희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.28 no.1
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    • pp.34-44
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    • 2004
  • The purpose of this study was to provide effective design strategy and distinguish productions for the consumer's emotion satisfaction by analyzing formative properties of fashion sensibility and emotion. 54 photos of contemporary costume have been selected which represented the Izard' DES. The questionnaire consisted of bi-polar 25 pairs adjective scale of fashion sensibility and the 18 noun scale of emotion was distributed to 970 male and female living in Pusan area. The data were analyzed by GLM using the statistic SPSS package. The major findings of this research were as follows. 1. In the clothing formative properties following fashion sensibilities, aestheticism shows significant differences in the silhouette and texture, maturity in the silhouette and color, character in the texture and decoration and feminity in the pattern and color. 2. In the clothing formative properties following emotions, negative emotion shows significant differences in the pattern and silhouette, distressㆍfear in the silhouette and pattern, arousal in the texture and color, shame in the color and texture and enjoyment in the silhouette and pattern. 3. In the fashion sensibility and emotion following clothing formative properties, each formative property shows differences in fashion sensibility and emotion. This study result will be utilized in the clothing design development in special usage like theatrical costume, discriminated display and advertisement stratge.

Effects of Brief Character Strength Workshop for Enhancement of Positivity (긍정성 증진을 위한 단기 성격 강점 워크샵의 효과)

  • Kim, Sun-Young;Lee, Ji-Eun;Choi, Jeong-Woo;Han, You;Beak, Kung-Hee;Huh, Hyu-Jung;Chae, Jeong-Ho
    • Anxiety and mood
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    • v.10 no.1
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    • pp.52-58
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    • 2014
  • Objective : The purpose of this study is to develop the one-session positive psychology based strength enhancing workshop and verify effect of this program. This program is composed of lecture based on positive psychology and activities for identifying and utilizing personal character strengths. Methods : Total 81 participants were participated in this study. Positive Resources Test was assessed the change of personal positive resources at pre-, post program and subjective satisfaction for the workshop was measured at the post program. Repeated-t test was performed to identify the effect of this program. Results : Among the positive resources, satisfaction with life, positive affect, gratitude, acceptance, personal growth, efficacy, flow, resilience, hope, spirituality are significantly increased after program. Conclusion : Although this study is a single-session program without control group for comparison, it is meaningful to try a short-term intervention concise the program consisting of more than 8 sessions. This study will be based on the future development a variety of positive interventions.

Saving Mama Turtle: Designing A Computer Game to Make Emotion Directly and Indirectly (엄마 거북이 구하기: 직간접 감정유발 게임의 디자인)

  • Song, Byoung-Ho
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.118-125
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    • 2006
  • To solve the reverse function problem of computer games criticized nowadays, the main fact to be concerned in design should be to make feelings of satisfaction during playing and solving the given situation in the game world. In this paper, a design to fulfill the feelings of satisfaction directly and indirectly, controlling playable characters to help another non-playable character in some sort of danger is explained. The requirements to do so is analyzed and the result of demonstration is also presented.

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A study on plastic elements involved in character identity (캐릭터 아이덴티티에 관여하는 조형적 요소에 관한 연구)

  • Lee, Soon-Young;Lim, Chul-Min;Cheong, Sung-Whan
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2007.05a
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    • pp.61-63
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    • 2007
  • 아이덴티티(identity)는 퍼스낼리티(personality)로서 자신을 총체적으로 통합시켜 경쟁시대에 차별 화를 위한 새로운 이미지 정착의 수단으로 중요시 되고 있다. 본 연구는 각 캐릭터들 간의 다양성과 시각적 통일성 요소들을 파악하여 동질성 인지를 통한 캐릭터 아이덴티티를 확립하는 기초정보 제공에 목적이 있다. 따라서 범주화, 전형성 인지 과정에 관련된 선행연구를 바탕으로 캐릭터 인지의 형태적 대표성을 나타낼 수 있는 전형적 요소들이 있다는 가설 하에 사례분석을 통한 조형적 요소의 특징을 분류하였다. 또한 캐릭터 그룹 간의 아이덴티티를 나타낼 수 있는 형태적 요소의 범위를 파악하였으며, 기초설문조사를 바탕으로 캐릭터의 형태 인지에 따른 빈도분석 결과 형태 인지의 우선 순위는 얼굴, 눈 코 입, 면, 아웃라인 순으로 분석 되었다. 향후 캐릭터의 형태적 요소에 기인한 실증분석을 통해 캐릭터 아이덴티티를 실현하고자 한다.

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