• Title/Summary/Keyword: Emotion Capture

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Speakers' Intention Analysis Based on Partial Learning of a Shared Layer in a Convolutional Neural Network (Convolutional Neural Network에서 공유 계층의 부분 학습에 기반 한 화자 의도 분석)

  • Kim, Minkyoung;Kim, Harksoo
    • Journal of KIISE
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    • v.44 no.12
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    • pp.1252-1257
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    • 2017
  • In dialogues, speakers' intentions can be represented by sets of an emotion, a speech act, and a predicator. Therefore, dialogue systems should capture and process these implied characteristics of utterances. Many previous studies have considered such determination as independent classification problems, but others have showed them to be associated with each other. In this paper, we propose an integrated model that simultaneously determines emotions, speech acts, and predicators using a convolution neural network. The proposed model consists of a particular abstraction layer, mutually independent informations of these characteristics are abstracted. In the shared abstraction layer, combinations of the independent information is abstracted. During training, errors of emotions, errors of speech acts, and errors of predicators are partially back-propagated through the layers. In the experiments, the proposed integrated model showed better performances (2%p in emotion determination, 11%p in speech act determination, and 3%p in predicator determination) than independent determination models.

An Exploration on the Piezoelectric Energy Harvesting Clothes based on the Motion Analysis of the Extremities (인체의 사지 동작 분석에 기반한 압전 에너지 수확 의류의 탐색적 연구)

  • Park, Seon-Hyung;Cho, Hyun-Seung;Yang, Jin-Hee;Yun, Dae-Yeon;Yun, Kwang-Seok;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.16 no.1
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    • pp.85-94
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    • 2013
  • Recently, researches of piezoelectric energy harvesting were tried and in this study, a piezoelectric energy harvesting clothes was developed. First, piezoelectric energy harvesting zone on the extremities were drawn by 3D motion capturing and as a result, the hip, the elbow, and the knee were determined. A new structure of piezoelectric harvester was developed for appling to clothes. Because it needed to be flexible and sensitive for human body, the 2 layer stacked structure was proposed. A prototype of seamless garment was designed for a harvesting clothes because it needed to be body-tight and not to restrict the movement. High peak-to-peak voltages were acquired from the energy harvesting clothes.

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Human Motion Analysis for Designing Social Robots Based on Cultural Difference (문화적 차이를 중심으로 본 사회적 로봇 디자인을 위한 인간 동작의 분석)

  • Yang, Eui-Jung;Hwang, Won-Il
    • Journal of Korean Institute of Industrial Engineers
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    • v.38 no.2
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    • pp.133-143
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    • 2012
  • The study on social robots has been actively conducted in the robot research community. In the area of robot design, however, there are few studies regarding robot motions that are one of the methods for interaction between humans and robots. This is a preliminary study to find preferred human motions that can be applied to social robots. We conducted a two-phased empirical study about preferred human motions. In the first phase, four representative human motions, such as 'greeting', 'I don't know', 'positive answer', and 'giving', were captured through 28 body makers and video recording. 10 young and 6 elderly Singaporeans participated in the motion capture process. In the second phase, the communication efficiency, emotion, and satisfaction of the human motions recorded in the first phase were measured by a questionnaire and 31 young Koreans, 35 young Singaporeans participated to investigate cultural differences. We drew the conclusion that motions used in the same culture are efficient in communication and also give friendliness and satisfaction. In addition, regardless of user's culture, young people's motions and female motions were preferred in terms of communication efficiency, emotional aspect, satisfaction.

Emotional Expression through the Selection Control of Gestures of a 3D Avatar (3D 아바타 동작의 선택 제어를 통한 감정 표현)

  • Lee, JiHye;Jin, YoungHoon;Chai, YoungHo
    • Korean Journal of Computational Design and Engineering
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    • v.19 no.4
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    • pp.443-454
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    • 2014
  • In this paper, an intuitive emotional expression of the 3D avatar is presented. Using the motion selection control of 3D avatar, an easy-to-use communication which is more intuitive than emoticon is possible. 12 pieces different emotions of avatar are classified as positive emotions such as cheers, impressive, joy, welcoming, fun, pleasure and negative emotions of anger, jealousy, wrath, frustration, sadness, loneliness. The combination of lower body motion is used to represent additional emotions of amusing, joyous, surprise, enthusiasm, glad, excite, sulk, discomfort, irritation, embarrassment, anxiety, sorrow. In order to get the realistic human posture, BVH format of motion capture data are used and the synthesis of BVH file data are implemented by applying the proposed emotional expression rules of the 3D avatar.

Introduction and Measurement Development of Lovemarks Construct in IT Context (IT 환경에 적용가능한 러브마크 개념의 소개 및 측정도구 개발)

  • Park, Joo Yeon;Lee, Chung Hun;Park, Byung C.;Lee, Choong C.
    • The Journal of Society for e-Business Studies
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    • v.22 no.2
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    • pp.79-98
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    • 2017
  • Understanding the consumer-brand relationship in the IT market from the "emotional" or "love" perspective requires an urgent research effort to fully comprehend IT consumers beyond brand loyalty. This study introduces and attempts to empirically validate the concept and measurement of "Lovemarks," which capture the emotional relationship between consumers and IT brands, especially smartphone brands. Having a second-order confirmatory factor analysis for three different smartphone brands, this study extracted 18 final items with six constructs of mysteriousness, sensuality, intimacy, performance, trust, and reputation. The results indicate that the Lovemarks are psychometrically valid and reliably measure the emotional interaction of consumers and IT brands beyondbrand loyalty.

The Effect of Data-Guided Artificial Wind in a Yacht VR Experience on Positive Affect (요트 VR 체험에서 데이터 기반의 인공풍이 정적 정서에 미치는 영향)

  • Cho, Yesol;Lee, Yewon;Lim, Dojeon;Ryoo, Taedong;Jonas, John Claud;Na, Daeyoung;Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.67-77
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    • 2022
  • The sense of touch by natural wind is one of the most common feels that every person experiences in daily life. However, it has been rarely studied how natural wind can be reproduced in a VR environment and whether the multisensory contents equipped with artificial winds do improve human emotion or not. To address these issues, we first propose a wind reproduction VR system guided by video and wind capture data and also study the effect of the system on positive affect. We collected wind direction and speed data together with a 360-degree video on a yacht. These pieces of data were used to produce a multisensory VR environment by our wind reproduction VR system. 19 college students participated in the experiments, where the Korean version of Positive and Negative Affect Schedule (K-PANAS) was introduced to measure their emotions. Through the K-PANAS, we found that 'inspired' and 'active' emotions increase significantly after experiencing the yacht VR contents with artificial wind. Our experimental results also show that another emotion, 'interested', is most notably affected depending on the presence of the wind. The presented system can be effectively used in various VR applications such as interactive media and experiential contents.

Attentional Bias toward Angry Faces in Typically Developing Children and Children with Autism Spectrum Disorder (정상 발달 아동과 자폐 스펙트럼 장애 아동의 분노 표정에 대한 주의 편향)

  • Yunmin Choi;So-Yeon Kim
    • Science of Emotion and Sensibility
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    • v.27 no.3
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    • pp.121-134
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    • 2024
  • This study aimed to assess the attentional bias toward angry faces in typically developing (TD) children and children with autism spectrum disorder (ASD). A continuous performance task was employed, where a distractor appeared as a target letter ("T") and changed direction every 1,250 ms. Longer reaction times to the target in the presence of a distractor, compared to its absence, were considered as evidence of attentional bias toward the distractor. The task assessed the attentional bias toward angry faces in 14 boys with ASD and 17 TD boys, aged 6-12 years. A repeated-measures analysis of variance was conducted on reaction times with emotion, time, and group as independent variables. The three-way interaction effect approached significance. Group-specific analyses revealed that TD children exhibited significant attentional capture when angry faces first appeared, whereas those with ASD did not. Accuracy analysis revealed no significant differences between the groups, with both groups maintaining >85% accuracy, confirming the task's suitability for school-aged children. The absence of attentional bias toward angry faces in children with ASD indicates that these faces may not be perceived as particularly salient for children with ASD. These findings denote that interventions encouraging top-down processing of emotional cues, such as angry faces, may support the development of adaptive social skills in children with ASD.

A Study on User-Centered Vehicle Designs - Focusing on the Emotional Values - (자동차에 있어서 USER CENTERED DESIGN에 관한 연구 - 감성 가치를 중심으로 -)

  • 이명기
    • Archives of design research
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    • v.16 no.3
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    • pp.299-308
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    • 2003
  • The existing market patterns and social structures have been changed according to the trends of digital and informational society of the 21st century. The characteristics of the consumption market is that the balance of power moves from enterprises to consumers. As consumers’ demands are diversified according to life quality enhancement, many products are based on main aspects of human experiences, emotions and values. Standardized functions and services of products cannot capture consumers to a great extent any more. A notable aspect is that consumers want products or services that can oner movable experiences. Future products must appeal to emotion, not to reason of consumers. Now consumers purchase styles, experiences and stories contained in products, not products themselves. That is, the key to decision to purchase products is the satisfaction of emotional values. Users'emotions diversified due to the development of industrial designs demand the development of new designs that can represent new trends of users. User-centered values imply the change of people's purchasing trends. This indicates that there is a need to change physical aspects such as price or functions into individual emotions and characters. In addition, studies are required on design concepts to pursue new emotional values, apart from functional type designs. It is time for designers to suggest initiative and rational directions for this changing era.

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Research on Use of Character Animation by Robert Zermeckis and James Cameron (로버트 저메키스와 제임스 카메론의 캐릭터 애니메이션 이용)

  • Yoon, Soo-In
    • The Journal of the Korea Contents Association
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    • v.11 no.5
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    • pp.157-171
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    • 2011
  • James Cameron's Avatar was a stunning success for digital characters. Digital animation character creation was not suddenly enabled by visual technology, rather it was a result of numerous attempts of combining animation and live action film with the help of technology advancement. Two pioneers in this field are James Cameron and Robert Zemeckis. Although continuous interest and research in visual technology existed, the two directors differed in how they viewed the use of technology. The difference is demonstrated in their two recent movies which will be covered in details. How these two directors differed in their approach remains a topic of study for us who continuously are exposed on advance visual technology and our reaction to the changing nature of the industry.

The Improvement Method of "Question and Research Guides" Training for Private Security (민간경비원의 질문.검색 요령 교육훈련에 관한 개선방안)

  • Kim, Chang-Ho;Oh, Jae-Hwan
    • Korean Security Journal
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    • no.19
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    • pp.43-66
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    • 2009
  • For the quality improvement on private security industry, the quality of personnel in private security should be advanced through the systematic training. If the personnel in private security provide an advanced service in applying knowledge and technique to the field when in training, they can obtain the reliability from people. With the point of this side, practical and systematic training is essential to the restoration on the private security industry. The personnel of private security face many people in the field. So they must work with an active concept that can prevent additional crime from behavior suspicions through scientific observation method and systematic inquiry method rather than negative work with providing a friendly service in the field. For conducting this concept, therefore, this study suggested the improvement training program of "Question and Research Guides" from new employee training on existing private security. The scientific observation standard is specifically suggested from the study 'people watching' of Professor Morris, D. and an act contact question from lead technique that US FBI, police, and inspection institute are taking through the feature of human act and 'METT' that is the program for emotion capture training through human minute look is going to be applied on "Question and Research Guides" training. This will provide the educational mood for students with the training content that is available for the practical training program and the real work, and will help to restore the private security industry with obtaining people's reliability through the scientific work and advanced field treatment.

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