• Title/Summary/Keyword: Emotion Modeling

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Personalized Face Modeling for Photorealistic Synthesis

  • Kim, Kyungmin;Shim, Hyunjung
    • Journal of International Society for Simulation Surgery
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    • v.2 no.2
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    • pp.47-51
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    • 2015
  • Faces play a key role in revealing the personalized attributes such as the identity, emotion, health condition, etc. Due to the importance of faces, computer-assisted face modeling and reconstruction have been actively studied both in computer vision and graphics community. Especially, face reconstruction and realistic face synthesis are well-grounded research problems and various approaches have been proposed during the last decade. In this paper, we discuss a wide range of existing work in face modeling by introducing their target applications, categorizing them upon their methodology and addressing their strength and weakness on performance. Finally, we introduce remaining research issues and suggest the future research direction in face modeling. We believe that this paper provides a high-level overview on face modeling techniques and helps understand the major research issues and the trends of methodology.

An Introverted Elementary Student's Construction of Epistemic Affect During Modeling Participation Patterns (모형 구성 참여 양상에서 나타나는 내성적인 초등학생의 인식적 감정 구성)

  • Han, Moonhyun;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.38 no.2
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    • pp.171-186
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    • 2018
  • Recent research has shown that elementary school students can experience epistemic affect -emotions and feelings experienced within epistemic practices, such as the enjoyment of having a wonderful idea or uncomfortable feeling of at a cognitive dissonance- during modeling process. This study explores how an introverted elementary student could participate in the modeling process by constructing an epistemic affect. Based on the theory of constructed emotion, we analyzed one elementary student's constructed epistemic affect using data resources such as emotion diaries, video recordings, and post interviews. We selected one introverted student (a fifth grader), showing peripheral and full participation during modeling. Specifically, we explored which emotions were constructed when she participated in modeling peripherally -and which epistemic affect was constructed when she participated fully- during the construction, evaluation, and revision processes. The research results showed, first, that the introverted elementary student came to participate in the model construction process by constructing the epistemic affect called aha. Second, the results showed that she came to participate in the model revision process by constructing the epistemic affect called feeling that the reasoning was wrong when confronting the rebuttals of the other student. Finally, she came to participate in the model evaluation process by constructing the epistemic affect called dislike of another student's idea. Through our exploration of the constructed epistemic affect of the introverted elementary student, we deduced that it is important to help each student to construct an epistemic affect that facilitates his or her participation in modeling. Also, we discussed that it is important to understand the impact of the emotional load that can occur for each student, depending on the constructed past, present, and future emotions.

The Mediating Effect of Active Emotion Regulation and Marital Quality in the Relationships Between Self-compassion and Maternal-fetal Attachment (자기자비와 태아애착의 관계에서 능동적 정서조절과 부부관계 질의 매개효과)

  • Kang, Su-Kyoung;Kim, Hae-Mi;Chung, Mi-Ra
    • Korean Journal of Childcare and Education
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    • v.14 no.3
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    • pp.21-39
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    • 2018
  • Objective: This study was to examined the mediating effect of active emotion regulation and marital quality in the relationships between self-compassion and maternal-fetal attachment. Methods: A questionnaire was administered to 836 pregnant women and the data were analyzed by SPSS21 and M-plus7, and statistical analysis, frequency analysis, and then structural equation modeling were performed. Results: First, self-compassion directly affects maternal-fetal attachment. Second, self-compassion was indirectly influenced by maternal-fetal attachment through active emotional regulation. Third, self-compassion indirectly affects maternal-fetal attachment through marital quality. Fourth, in regards to the relationship between self-compassion and maternal-fetal attachment, active emotional regulation and marital quality were mediated. Conclusion/Implications: we discussed implications for enhancing self-compassion and active emotional regulation and enhancing marital quality to increase the maternal-fetal attachment of pregnant women.

Modeling an Emotional Memory mechanism Using SOM (SOM을 이용한 감정 기억 메커니즘의 설계)

  • Yeo, Ji-Hye;Ham, Jun-Seok;Go, Il-Ju
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.87-90
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    • 2009
  • 사람들은 같은 상황에서도 감정적 경험에 따라 다르게 반응한다. 상황에 따른 감정을 나타내고자 하는 인공감정에 대한 많은 연구가 이루어지고 있지만, 기존의 인공감정들은 같은 상황에서 같은 반응을 하도록 설계되었다. 하지만 현재 느끼는 감정이 과거에 경험했던 감정적 경험에 영향을 받기 때문에 같은 상황에서 다른 반응을 유발한다. 본 논문은 감정적 경험을 기억해서 현재의 감정에 영향을 주는 메커니즘을 제안한다. 감정적 기억은 연관성이 있는 기억끼리 연상되는데 이 과정은 SOM의 연관성이 있는 것끼리 뭉치면서 스스로 학습하는 자기조직화의 특성과 유사하다. 이러한 유사점을 이응해서 감정적 경험을 기억하는 과정을 설계했다. 제안된 방법을 가위바위보로 승자가 패자를 뿅망치로 때리는 게임에 적용하여 같은 상황에서도 감정적 경험에 의해 다르게 반응하는 모습을 나타낸다. 게임을 진행하면서 가위바위보 승패에 따라 분노, 공포, 쾌락 등의 감정을 경험하게 되는데 이러한 감정적 경험이 SOM을 이용한 감정기억메커니즘에 의해 기억된다. 그 결과 감정적 경험에 대한 기억이 가위바위보에 이겼을 때의 느끼는 감정에 영향을 주어 현재 느끼는 감정 상태에 따라 뿅망치 파워가 달라지도록 했다.

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A Study of the Emotivity Design Method Theory in Interior Design (실내디자인에 있어서 감성공학적 디자인 방법론에 관한 연구)

  • 정화령
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.11a
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    • pp.179-184
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    • 1999
  • To fill the emotivity in the interior design, the functional factor from the provided space, the aesthetic factor including modeling factor, and even the practical factor from the convenience and the value must be considered. To carry out an achieved design by the emotivity, it must follow the recognition of the original function which comes from the emotivity design method, and it should be applied to the design process fitting into the purpose of the space. The value of the sufficient interior by the emotivity is depended on what kind of image it gives, and how much of the satisfaction it can give to the customers. And fur more, it should not be partially lean to any of the decoration and the function of the object. That is, how faithfully it was to the use and the purpose of the interior and the emotion related to all parts which are the functional side and the decorative side mainly considered in the external form is designed by the essential part of the design.

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Analytic Framework of Emotion Factors for Gameplay Capability (게임플레이 가능성을 위한 감정요소 분석 프레임워크)

  • Kim, Mi-Jin;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.188-196
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    • 2010
  • This study aims at empiricallly designing method to increase player's play capability through determining of the relations of player's behavior pattern and emotion factors when having gameplay experiences in MMORPG. For modeling emotion factors on gameplay, Our preliminary studies are considered in the process of rule-based systems on cognitive science approach. These study estabilished game architecture process applied of player's cognitieve emotion reactions in specific situation of role playing games that have most noticeable interaction with players based on quest system. This approach is expected to extend instant responses, which can be controlled behind all of anti-main behavior pattern and main behavior pattern in game playing. Therefore, such study is meaningful that is proposed the analysis framework of player's emotion factors to design game playing capability in game interactions.

An Empirical Study for the Effects of Game Characteristics on Emotion and Customer Satisfaction in Game Portal Site (게임 특성이 게임포털 사이트에 대한 감정과 고객만족에 미치는 영향에 관한 연구)

  • Kim, Eun-Jung;Jang, Hyeong-Wook;Kim, Jong-Weon
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.5
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    • pp.23-38
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    • 2007
  • Since the players in online games seek fun, emotional aspects may be important factors in the pleasure-oriented information systems. This study attempted to verify the effects of characteristic factors of games (fun, challenge, compensation, and diversity) on emotion and customer satisfaction in game portal sites. The study established the research model on the foundation of precedent researches related to online games, emotion, and customer satisfaction. The study conducted online and offline survey on individuals with experiences in using online game portal sites. 206 samples were used to test the research hypotheses. By using Structural Equation Modeling, The study found the following results. First, it was revealed that characteristics of games had positive effects on emotion in game portal sites and indirect effects on user satisfaction. Second, the study analyzed the difference between low user group and high user group. It was revealed that the characteristics of games had positive effects on emotion in the low user group, but only challenge factor influenced on emotion in the high user group.

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Research on Consumer Responses to Similar Social Value Seeking Activities Conducted by Fashion Social Enterprises and Cause-Related Marketing (패션 사회적기업과 공익연계마케팅의 유사한 사회적가치 추구 활동에 대한 소비자 반응 연구)

  • Seo, Min Jeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.4
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    • pp.506-520
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    • 2019
  • This study first investigates relationships among fashion consumer's positive emotion toward social value seeking activities (SVSA), enterprise image (EI), enterprise-perceived quality (EPQ), and purchase intention. Additionally, it demonstrates if the confirmed relationships are different in similar SVSA between social enterprise and cause-related marketing (CRM). An online experiment using a 2 (the implementation organization of social values: social enterprise vs CRM) ${\times}2$ (SVSA: support of vulnerable group vs environmental protection) factorial design was conducted to test the established hypotheses. Participants were randomly assigned to one of four conditions, and the collected data were analyzed using a partial least squares structure equation modeling (PLS-SEM) and partial least squares multi-group analysis (PLS-MGA). The results revealed that positive emotion toward SVSA directly influenced EI and purchase intention. EI and EPQ were identified as sequential mediators linking positive emotion toward SVSA and purchase intention. A finding for similarity in consumer response paths between social enterprises and CRM highlights that social enterprises need to develop a marketing strategy distinguished from CRM.

The Influence of the Physical Environment of Food Court on Perceived Crowding, Emotion and Behavior Intention (푸드코트의 물리적 환경이 지각된 혼잡과 감정 및 행동 의도에 미치는 영향)

  • Jang, Yea-Jin;Kim, Min-Sung;Kim, Tae-Hee
    • Journal of the East Asian Society of Dietary Life
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    • v.19 no.5
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    • pp.812-818
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    • 2009
  • The aim of this study was to identify relationships among the physical environments, perceived crowding of food courts, the influences of the perceived crowding on customers' emotion and behavior intentions to determine more desirable services and physical environments for the customers in order for the food courts to be more competitiveness. This study used a total 335 questionnaires out of 400 ones for statistical analyses. For the analyses in this study, the SPSS program was used to analyze the Cronbach $\alpha$ and factor analysis. In addition structural equation modeling analysis was used to analyze correlations and grade of effectiveness of variables proposed in the research hypothesis utilizing Window AMOS 5.0. This study found that design and people were affected by the perceived crowding among 3 physical factors, and the people were most effect relatively affected by perceived crowding. Also, the perceived crowding had an effect on positive and negative emotion, and then both of positive and negative emotion were affected to the customers' behavior intentions. As a result, this study demonstrates that as a customers' perceived crowding in a food court increases, the centralization of customers causes a further increase in the perceived crowding in a food court. Therefore this work provides an opportunity for managers in the foodservice industry. To accomplish this, appropriate crowding control will be necessary, and they should make customers feel less crowded, which in turn, will make customers make a positive emotion towards food courts. Based on the results of, if the appropriate measures are taken to control crowds, customers will have propose positive behavior intentions such as, an intention to revisit, staying for more time, and positive recommendation.

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Structural Relations among Perceived Justice of Service Recovery, Customer's Emotion and Satisfaction : Focusing on Airline Complaint Customers (서비스회복 공정성지각, 고객의 감정반응 및 회복만족 간의 구조적 관계 : 항공사 불평고객을 대상으로)

  • Ko, Seon-Hee;Park, Eun-Suk;Lee, Hyang-Jung
    • The Journal of the Korea Contents Association
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    • v.11 no.5
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    • pp.413-423
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    • 2011
  • The objective of this study was to explain structural relations among perceived justice of service recovery, customer's emotion and satisfaction in the airline service sector. For this purpose, using a sample of 272 airline service customers who experienced complaints with airline service, we investigate the effects of the dimensions of perceived justice on the emotions triggered by service recovery. In this study, 4 hypotheses based on literature reviews were employed. The data and hypotheses were examined using Structural Equation Modeling(SEM) by AMOS. The main findings are as follows. Firstly, procedural justice has an effect on both positive and negative emotions. Secondly, both interaction justice and distributive justice have effects on positive emotion but not on negative emotion. Lastly, only positive emotion has influence on recovery satisfaction.