• Title/Summary/Keyword: Emotion Generation

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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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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.

Comparison of EEG Topography Labeling and Annotation Labeling Techniques for EEG-based Emotion Recognition (EEG 기반 감정인식을 위한 주석 레이블링과 EEG Topography 레이블링 기법의 비교 고찰)

  • Ryu, Je-Woo;Hwang, Woo-Hyun;Kim, Deok-Hwan
    • The Journal of Korean Institute of Next Generation Computing
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    • v.15 no.3
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    • pp.16-24
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    • 2019
  • Recently, research on emotion recognition based on EEG has attracted great interest from human-robot interaction field. In this paper, we propose a method of labeling using image-based EEG topography instead of evaluating emotions through self-assessment and annotation labeling methods used in MAHNOB HCI. The proposed method evaluates the emotion by machine learning model that learned EEG signal transformed into topographical image. In the experiments using MAHNOB-HCI database, we compared the performance of training EEG topography labeling models of SVM and kNN. The accuracy of the proposed method was 54.2% in SVM and 57.7% in kNN.

The Generating Processes of Scientific Emotion in the Generation of Biological Hypotheses (생물학 가설의 생성에서 나타난 과학적 감성의 생성 과정)

  • Kwon, Yong-Ju;Shin, Dong-Hoon;Park, Ji-Young
    • Journal of The Korean Association For Science Education
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    • v.25 no.4
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    • pp.503-513
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    • 2005
  • The purpose of this study was to analyze the generating processes of scientific emotion, that appears during the generation of biological hypotheses. To perform the study, a tentative model was set up through pilot test, a think-aloud training procedure was planned and a standardized interview instrument was developed before getting protocols. In this study, 8 college students were selected to bring out protocol through the method of think-aloud, retrospective debriefing, focused interview and observing. As the result of analysis of the collected protocol through coding scheme, 4 types of process for scientific emotion-generating were sorted out. First type was a basic process which was a feeling process in prior to recognition. Second type was a retrospective process that explains the process of retrospect for emotional memory based on the past. Third type was a cognitive process and it explains emotion that occurs during thinking process to achieve cognitive goal. Fourth type was an attribution process and it explains that emotion is generated in the process of attribution for cognitive goal's achievement. These types of process of scientific emotion-generating can contribute the basis for developing cognitive model of EBL (Emotional Brain-based Learning) strategy.

Ergonomic approach of the Mini-componnt for a mew gereration (신세대를 위한 미니컴포넌트의 인공학적 접근)

  • 권영국;김재형;김동욱
    • Proceedings of the ESK Conference
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    • 1995.10a
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    • pp.240-248
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    • 1995
  • In Korea, it is not satisfactory in the product design since Kansei engineering or Ergnomics is not very active and well considered. When designing a mini-component, the user's emotion was not considered well. It is typical to have a rectangular shape, dark- colored outside in a mini-component design. Therefore, the users have to select with available choice from the manufacture's traditional designs. In this study, a new smin- component was designed to be suitable for a new generation's (10 to mid-20) sensation. First of all, an ergonomic problems were investigated. And then, the survey was per- formed to consider the emotion of the new generation. After that, the new design was made to reflect the new generation's trend and preference. In addition, the high-touch (human-centered design) and human touch (the product to give a sensible satisfaction for human) concepts were added.

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The Fashion Formative Characteristics and Meanings in the Tech Fatale Types of the Post Digital Generation - Focusing on the Female Models of the Mobile Advertisements - (포스트 디지털 시대의 Tech Fatale 유형에 나타난 패션 조형특성과 내적 의미 - 휴대전화 광고의 여성모델을 중심으로 -)

  • Kim, Ha-Lim;Kwon, Gi-Young;Lee, Shin-Hee
    • Fashion & Textile Research Journal
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    • v.10 no.5
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    • pp.721-730
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    • 2008
  • The purpose of this study is to analyze the tech fatale fashion image in female models of mobile advertisements and to find the fashion characteristics. The tech fatale emerging as new culture code is a compound word of the femme fatale and technology. It is characteristics of the femme fatale, the post digital culture and the female leadership. The findings of the study were as follows : The tech fatale types were the independence, the transformation and the tradition. The independence was a self expression, appealed to visual image, was showed the coating fabric, denim, space look and street fashion and reflected the creativeness and digital generation. The transformation appealed to sexuality and was showed luster fabric, exposure, body-conscious, glam look. The voluptuous beauty represented the pride of the post digital generation. The tradition appealed to emotion and was showed pale color, simple line, soft texture fabric and a feminine Image. The meanings of tech fatale were the imagination, the public, the duality, the game, the purity and the recurrence. The formative characteristics reflect the mind of post digital generation who is against authority and pursues the human being worth such as the identity establishment and the pure emotion.

Visualizing Emotions with an Artificial Emotion Model Based on Psychology -Focused on Characters in Hamlet- (심리학 기반 인공감정모델을 이용한 감정의 시각화 -햄릿의 등장인물을 중심으로-)

  • Ham, Jun-Seok;Ryeo, Ji-Hye;Ko, Il-Ju
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.541-552
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    • 2008
  • We cannot express emotions correctly with only speech because it is hard to estimate the kind, size, amount of emotions. Hamlet who is a protagonist in 'Hamlet' of Shakespeare has emotions which cannot be expressed within only speech because he is in various dramatic situations. So we supposed an artificial emotion, instead of expressing emotion with speech, expressing and visualizing current emotions with color and location. And we visualized emotions of characters in 'Hamlet' with the artificial emotion. We designed the artificial emotion to four steps considering peculiarities of emotion. First, the artificial emotion analyzes inputted emotional stimulus as relationship between causes and effects and analyzes its kinds and amounts. Second, we suppose Emotion Graph Unit to express generating, maintaining, decaying of analyzed one emotional stimuli which is outputted by first step, according to characteristic. Third, using Emotion Graph Unit, we suppose Emotion Graph that expresses continual same emotional stimulus. And we make Emotion Graph at each emotions, managing generation and decay of emotion individually. Last, we suppose Emotion Field can express current combined value of Emotion Graph according to co-relation of various emotions, and visualize current emotion by a color and a location in Emotion Field. We adjusted the artificial emotion to the play 'Hamlet' to test and visualize changes of emotion of Hamlet and his mother, Gertrude.

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A Study on the Characteristics of the Costumer's Cultural Trend (21세기 소비자 문화 트렌드 특성 연구)

  • Yang, Hee-Young
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.2
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    • pp.199-214
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    • 2012
  • $21^{st}$ century customer is voluntary actor, who has hegemony of communication based on digital surrounding. They are co-creator dismantling boundary between production and spending, and digital homonarrance of digital storyteller acting on the emotion. What is more, they prove the utility of 5 sense, value, experience, and story in market. 20th century Me generation is changing into We generation, who overcomes a sense of alienation and aim at smart life style for harmonious symbiosis with earth environments. Customer cultural trends are as follow as that 1) personalization of taste and experience, 2) spreading and sharing about personal use and experience, 3) consumption centered the value, 4) retreat and healthcare, 5) counter trend comes into the reaction about the forceful major trend. Contemporary customer changes essence of the life on the ground of emotion, symbol, image, and value not a commodity, function, and logos, and demands into change about direction of business to mostly enterprises. Customer's need and desire are on the increase as various emotion and value. Therefore, change of customer cultural trend is barometers for the growth and development of new fashion industry in $21^{st}$ century.

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A Study about Color Marketing for Silver Generation (실버세대를 위한 컬러마케팅에 관한 연구)

  • Lee, Sang-Hoon;Hong, Sung-Soo
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2007.05a
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    • pp.57-60
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    • 2007
  • 한국은 이미 2000년 7월 1일을 기준으로 65세 이상의 인구가 전체 인구의 7.1%를 차지해 고령화사회로 진입했다. 본 연구는 이들 고령인구(이하 실버세대)의 선행연구 되어있는 컬러선호도와 제품/상품의 관여도에 따른 실제 구입컬러의 차이를 요인과 함께 분석함으로써 실버산업의 가능성과 컬러마케팅의 효용성에 관하여 연구하였다. 본 연구는 향후 맞이 할 고령화 사회에서 소비의 주체로 떠오르게 될 실버세대와 기업과의 커뮤니케이션에 있어 중요한 데이터로 활용 될 수 있을 것이다.

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