• Title/Summary/Keyword: Emotion Capture

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For the Acquisition of Customers' Emotional Elements in the Service Design by SOMC: Simultaneous Observation Method based on Cooperation

  • Seo, Mi-Young;Lee, Eun-Jong
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.23-32
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    • 2012
  • Objective: This research proposes a methodology, which validates a grasp of the customers' emotions in the service design area. Background: As the era of service design has taken its approach, the need for a deliberate design that would reflect the customer's experience had emerged in the area of service. Therefore, a variety of methodologies has been adopted in the field of service design with the purpose of discovery of the customers' needs. Even though the importance of an emotion-sentient research of a service experience increases, its research progress remains to be inadequate in comparison to all the other areas. Method: Having had taken some resources from the emotional studies under other areas of expertise as a base, the concept of volatility of emotions has been introduced as the core element of this research, further followed by an elaboration of its special characteristics. The observation technique under Stakeholder's system: SOMC(Simultaneous Observation Method based on Cooperation) has been proposed in this study as it presents an effective way to grasp the concept of volatile emotions in contrast to the previously existent types of methodologies. Results: The SOMC rather supplements the existing research methods than substitutes the previous ones. In other words, although the existing research system allowed emotion detection, it was difficult to capture the change of momentary and fickle emotions. On the opposite, the SOMC provides a condition allowing a sufficient grasp of the customer's emotions and facilitates emotional capture. Conclusion: For that reason, it is hoped that this piece of research represents a valuable and effective approach in terms of grasping the true needs of the customers on the emotional level, which will in its turn contribute to the improvement of the service quality in the midst of a complicated service condition. Application: Moreover, the purpose of this research is that in its outcome it may serve as a sufficient contribution to the area of emotional studies within the field of service design.

A study about the improvement plan in production processes of digital entertainment image using the motion capture system (모션캡쳐시스템을 활용한 디지털 엔터테인먼트 영상에서 제작과정상 개선 방안에 관한 연구)

  • Lee, Man-Woo;Yun, Deok-Un;Park, Jin-Seok;Kim, Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.824-828
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    • 2006
  • Introduction of motion capture system to the field of digital entertainment paved the way to accelerate the development of 3D character animation all the more. Motion capture system has been developed of the level that it can capture the fierce motions of character particularly in the digital game image and improve the dynamic characteristics by capturing the movement of human muscle or express the human's true emotion by capturing wrinkles and expression on face. Such an extension of realistic expression enables them to be used increasingly in movie, TV, advertisement, music video, etc centering around the game industry in the field of digital entertainment. The fact is, however, that many difficulties are held in the image production process compared with the competing countries such as USA and Japan, owing to inferiorities in technical expertise and capital in the image production process using the local motion capture, insufficient professional human resources of motion capture and small size of local motion capture image market. Hence, this study intends to suggest the plan to improve the technical problems in terms of integrated motion capture system, motion capture professional human resources and motion capture in-house program development in the production process of digital entertainment image using the motion capture system by surveying local and overseas examples of image production.

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Motion based Autonomous Emotion Recognition System: A Preliminary Study on Bodily Map according to Type of Emotional Stimuli (동작 기반 Autonomous Emotion Recognition 시스템: 감정 유도 자극에 따른 신체 맵 형성을 중심으로)

  • Jungeun Bae;Myeongul Jung;Youngwug Cho;Hyungsook Kim;Kwanguk (Kenny) Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.33-43
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    • 2023
  • Not only emotions affect physical sensations, but they also have an impact on physical movements. The responses to emotions vary depending on the type of emotional stimuli. However, research on the effects of emotional stimuli on the activation of bodily movements has not been rigorously examined, and these effects have not been investigated in Autonomous Emotion Recognition (AER) systems. In this study, we aimed to compare the emotional responses of 20 participants to three types of emotional stimuli (words, pictures, and videos) and investigate their activation or deactivation for the AER system. Our dependent measures included emotional responses, computer-based self-reporting methods, and bodily movements recorded using motion capture devices. The results suggested that video stimuli elicited higher levels of emotional movement, and emotional movement patterns were similar across different types of emotional stimuli for happiness, sadness, anger, and neutrality. Additionally, the findings indicated that bodily changes observed during video stimuli had the highest classification accuracy. These findings have implications for future research on the bodily changes elicited by emotional stimuli.

A Study on the Emotion-Responsive Interior Design centered on a Color Coordinate Digital Wall (감성반응형 실내디자인에 관한 연구 - 감성어휘별 색채배색에 의한 디지털 벽면을 중심으로 -)

  • 김주연;이현수
    • Science of Emotion and Sensibility
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    • v.6 no.2
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    • pp.1-7
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    • 2003
  • The objectives of this study is to develop an adaptable digital wall model whose color can be changed dynamically according to the identified emotional state of a user. This study addresses how to capture a specific user's emotion through the web and use it for modifying VR model mainly for color adaptation. This adaptation process of a VR model consists of three phases: 1) identification of the user's emotional state projected onto the list of emotional keywords 2) translation of those captured emotional keywords into a pertinent set of color coordinations, and finally, 3) automated color adaptation process for the given model. This process derives an on-line viewer's emotional state, which can be utilized to find a new color scheme reflecting the identified emotion.

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Emotion-on-a-chip(EOC) : Evolution of biochip technology to measure human emotion (감성 진단칩(Emotion-on-a-chip, EOC) : 인간 감성측정을 위한 바이오칩기술의 진화)

  • Jung, Hyo-Il;Kihl, Tae-Suk;Hwang, Yoo-Sun
    • Science of Emotion and Sensibility
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    • v.14 no.1
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    • pp.157-164
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    • 2011
  • Emotion science is one of the rapidly expanding engineering/scientific disciplines which has a major impact on human society. Such growing interests in emotion science and engineering owe the recent trend that various academic fields are being merged. In this paper we propose the potential importance of the biochip technology in which the human emotion can be precisely measured in real time using body fluids such as blood, saliva and sweat. We firstly and newly name such a biochip an Emotion-On-a-Chip (EOC). EOC consists of biological markers to measure the emotion, electrode to acquire the signal, transducer to transfer the signal and display to show the result. In particular, microfabrication techniques made it possible to construct nano/micron scale sensing parts/chips to accommodate the biological molecules to capture the emotional bio-markers and gave us a new opportunities to investigate the emotion precisely. Future developments in the EOC techniques will be able to help combine the social sciences and natural sciences, and consequently expand the scope of studies.

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Applying MetaHuman Facial Animation with MediaPipe: An Alternative Solution to Live Link iPhone.

  • Balgum Song;Arminas Baronas
    • International journal of advanced smart convergence
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    • v.13 no.3
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    • pp.191-198
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    • 2024
  • This paper presents an alternative solution for applying MetaHuman facial animations using MediaPipe, providing a versatile option to the Live Link iPhone system. Our approach involves capturing facial expressions with various camera devices, including webcams, laptop cameras, and Android phones, processing the data for landmark detection, and applying these landmarks in Unreal Engine Blueprint to animate MetaHuman characters in real-time. Techniques such as the Eye Aspect Ratio (EAR) for blink detection and the One Euro Filter for data smoothing ensure accurate and responsive animations. Experimental results demonstrate that our system provides a cost-effective and flexible alternative for iPhone non-users, enhancing the accessibility of advanced facial capture technology for applications in digital media and interactive environments. This research offers a practical and adaptable method for real-time facial animation, with future improvements aimed at integrating more sophisticated emotion detection features.

Tensor-based tag emotion aware recommendation with probabilistic ranking

  • Lim, Hyewon;Kim, Hyoung-Joo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.12
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    • pp.5826-5841
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    • 2019
  • In our previous research, we proposed a tag emotion-based item recommendation scheme. The ternary associations among users, items, and tags are described as a three-order tensor in order to capture the emotions in tags. The candidates for recommendation are created based on the latent semantics derived by a high-order singular value decomposition technique (HOSVD). However, the tensor is very sparse because the number of tagged items is smaller than the amount of all items. The previous research do not consider the previous behaviors of users and items. To mitigate the problems, in this paper, the item-based collaborative filtering scheme is used to build an extended data. We also apply the probabilistic ranking algorithm considering the user and item profiles to improve the recommendation performance. The proposed method is evaluated based on Movielens dataset, and the results show that our approach improves the performance compared to other methods.

Design and Development of Open-Source-Based Artificial Intelligence for Emotion Extraction from Voice

  • Seong-Gun Yun;Hyeok-Chan Kwon;Eunju Park;Young-Bok Cho
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.9
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    • pp.79-87
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    • 2024
  • This study aims to improve communication for people with hearing impairments by developing artificial intelligence models that recognize and classify emotions from voice data. To achieve this, we utilized three major AI models: CNN-Transformer, HuBERT-Transformer, and Wav2Vec 2.0, to analyze users' voices in real-time and classify their emotions. To effectively extract features from voice data, we applied transformation techniques such as Mel-Frequency Cepstral Coefficient (MFCC), aiming to accurately capture the complex characteristics and subtle changes in emotions within the voice. Experimental results showed that the HuBERT-Transformer model demonstrated the highest accuracy, proving the effectiveness of combining pre-trained models and complex learning structures in the field of voice-based emotion recognition. This research presents the potential for advancements in emotion recognition technology using voice data and seeks new ways to improve communication and interaction for individuals with hearing impairments, marking its significance.

Design for Mood-Matched Music Based on Deep Learning Emotion Recognition (딥러닝 감정 인식 기반 배경음악 매칭 설계)

  • Chung, Moonsik;Moon, Nammee
    • Annual Conference of KIPS
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    • 2021.11a
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    • pp.834-836
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    • 2021
  • 멀티모달 감정인식을 통해 사람의 감정을 정확하게 분류하고, 사람의 감정에 어울리는 음악을 매칭하는 시스템을 설계한다. 멀티모달 감정 인식 방법으로는 IEMOCAP(Interactive Emotional Dyadic Motion Capture) 데이터셋을 활용해 감정을 분류하고, 분류된 감정의 분위기에 맞는 음악을 매칭시키는 시스템을 구축하고자 한다. 유니모달 대비 멀티모달 감정인식의 정확도를 개선한 시스템을 통해 텍스트, 음성, 표정을 포함하고 있는 동영상의 감성 분위기에 적합한 음악 매칭 시스템을 연구한다.

Development of a Serious Game using EEG Monitor and Kinect (뇌파측정기와 키넥트를 이용한 기능성 게임 개발)

  • Jung, Sang-Hyub;Han, Seung-Wan;Kim, Hyo-Chan;Kim, Ki-Nam;Song, Min-Sun;Lee, Kang-Hee
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.189-198
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    • 2015
  • This paper is about a serious game controlled by EEG and motion capture. We developed our game for 2 users competitive and its method is as follows. One player uses a controlling interface using EEG signals based on the premise that the player's facial movements are a depiction of the player's emotion and intensity throughout the game play. The other player uses a controlling interface using kinect's motion capture technology which captures the player's vertical and lateral movements as well as state of running. The game shows the first player's EEG as a real-time graphic along the map on the game screen. The player will then be able to pace himself based on these visualization graphics of his brain activities. This results in higher concentration for the player throughout the game for a better score in the game. In addition, the second player will be able to improve his physical abilities since the game action is based on real movements from the player.