• Title/Summary/Keyword: Emotional Image

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A Interactive Virtual Reality for 3D Avatar Community Representation (3D 아바타 커뮤니티 표현을 위한 인터렉티브 가상현실)

  • Won, Yong-Tae;Lee, Malrey;Kwa, Hoon-Sung
    • Journal of Advanced Navigation Technology
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    • v.11 no.1
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    • pp.99-104
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    • 2007
  • On-line avatar community service requires natural representation of communication, emotional expression, and popular dances and various kinds of services. The space should be dynamic, and the interaction between the motions of avatars and the space is required. The avatars with their national, interesting, and various motions should be implemented togetherwith interaction with virtual spaces, in order to have competition in developing 3D avatars. It is expected for 3D avatars to be broadly applied for 3D shopping malls for e-commerce, cyber model houses, 3 D simulations, and 3D virtual reality game. Therefore, for one line 3D avatar community services, we try to provide the scheme for making interactive virtual spaces, together with 3D avatar animations.

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Qualitative Study on the Ideal-self and the Fantasy of Men Wearing Makeup by Employing Zaltman Metaphor Elicitation Technique (Zaltman의 은유유도기법을 이용한 화장하는 남성들의 이상적 자아와 환상에 관한 질적 연구)

  • Ko, Sunyoung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.41 no.1
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    • pp.1-16
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    • 2017
  • This study conducted in-depth interviews with twelve men in their twenties and employed the Zaltman Metaphor Elicitation Technique (ZMET) to identify the ideal self-image and fantasy of men wearing makeup. The results are as follows. First, the ideal self-images of men wearing makeup can be divided into 7 images (well-managed, dissimilar from real identity, masculine, neat, stylish, standing out, and formal). Men who wear makeup pursued an alternative decent image that is different from their reality. They want to be manly, attractive, decorous, and eye-catching through a better looking face. Second, men who wear makeup have insecurities about their looks and personalities that creates dissatisfaction with reality and a desire for a different idealistic self. Makeup was the tool to create the other entity. Makeup facilitated a fantasy of becoming another to gain increased confidence in social relationships. However, without makeup, they showed a lack of confidence and became intimidated that made them even further dependent on makeup. Third, the process helped participants complete a consensus map that represented the emotional and reasoning structures of men wearing makeup. This study showed 7 ideal self-images of men wearing makeup with a fantasy to create a desired ideal self by wearing makeup. The study can be applied to marketing strategy for men's cosmetics and plates' designs.

Cinema of Interval: Sergei Eisenstein′s Theory and Practice of Montage

  • Choe, Young-Jeen
    • Lingua Humanitatis
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    • v.2 no.1
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    • pp.259-284
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    • 2002
  • In the history of cinema, Sergei Eisenstein is always considered as a pioneer to conceive of cinema primarily as a form of expressing thought rather than as a representation of reality. For him, montage is the indispensable method to construct an open totality of thought and image in movement. It functions as a basic thread running through two poles of filmic composition, that is, the organic and the pathetic. The organic is concerned with the composition of the film structure as a whole, while the pathetic is involved in an ongoing process of registering a leaping point in various filmic sequences. The ultimate goal of montage for Eisenstein is to create the cinema of ideas which can synthesize both emotional and intellectual elements in the filmic composition. In his system of intellectual cinema, the identity of image and thought externalizes the sensory-motor unity of nature and man along the ascending spiral of centrifugal force of the film. Indeed, in both theory and practice, Eisenstein firmly argues that nature not only provides basic laws for the organic composition of the film, but also expresses itself in the form of the whole which brings out the experience of totality in the film text, the audience, and surely Eisenstein himself.

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Multimodal Emotion Recognition using Face Image and Speech (얼굴영상과 음성을 이용한 멀티모달 감정인식)

  • Lee, Hyeon Gu;Kim, Dong Ju
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.1
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    • pp.29-40
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    • 2012
  • A challenging research issue that has been one of growing importance to those working in human-computer interaction are to endow a machine with an emotional intelligence. Thus, emotion recognition technology plays an important role in the research area of human-computer interaction, and it allows a more natural and more human-like communication between human and computer. In this paper, we propose the multimodal emotion recognition system using face and speech to improve recognition performance. The distance measurement of the face-based emotion recognition is calculated by 2D-PCA of MCS-LBP image and nearest neighbor classifier, and also the likelihood measurement is obtained by Gaussian mixture model algorithm based on pitch and mel-frequency cepstral coefficient features in speech-based emotion recognition. The individual matching scores obtained from face and speech are combined using a weighted-summation operation, and the fused-score is utilized to classify the human emotion. Through experimental results, the proposed method exhibits improved recognition accuracy of about 11.25% to 19.75% when compared to the most uni-modal approach. From these results, we confirmed that the proposed approach achieved a significant performance improvement and the proposed method was very effective.

A Study of Consumer Evaluations and Preferences for Men's Fashion Style Image (남성복 스타일 이미지에 대한 평가와 선호에 관한 연구)

  • Oh, Hee-Sun
    • Fashion & Textile Research Journal
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    • v.4 no.1
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    • pp.47-55
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    • 2002
  • This paper is to study pertinent consumer evaluations and preferences of fashion depending upon human sensibility. Focus is placed on quantifying consumer's sensibility through the sensibility analysis of men's fashion. The subject are 227 male and female university students of who take the course of "Modern Life and Fashion" and "Understanding of Colors" in the OCU Cyber University. Data has been collected by survey method and subsequently analyzed and interpreted. To measure consumer's consuming sensibility, G-Sensibility tool developed by 'Fuji Central Institute' has been employed. The results of the analysis of ANOVA and MANOVA show significant differences among the following 5 styles: Active style G2, Open-minded style of G-3, Mania style of G4, Sensitive and emotional style of G5. According to ${\chi}^2$ test, the results show that the distinction of sex and their interests in fashion are significant different. The evaluation of men's fashion, according to Multi-dimensional test, shows a variety of differences according gender and G sensibility styles. These varied distinctions are illustrated statistical in Picture 1, Picture 2, Picture 3, Picture 4, Picture 8, and picture 10. Based art the results, a follow-up study to develop the case study and the apply it's results are recommended to produce products placed in the market.

A Study of NPR Techniques for Artistic Expressions In Game Graphics (게임 그래픽의 예술적 표현을 위한 NPR기법 연구)

  • Kim, Jong-Seo;Kwak, Hoon-Sung
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.59-70
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    • 2008
  • A game graphics, one of computer graphics, has grown rapidly and diversified expression techniques through continuous trials and studies. Rendering methods in game graphics are divided into two branches. The one is Protorealistic rendering method expressing realistic images like photos and the other is NPR(Non-Protorealistic rendering) method expressing emotion and artistry of human being. This paper analyzes how NPR techniques are used in game and what features are in their applications. And this paper suggests various effects for game graphics in an artistic viewpoint. So, this study aims at supporting production of more emotional, familiar and artistic games by understanding merits, demerits and applicabilities of recent NPR researches.

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The Influence of Manner Leadership on Happiness of Adolescents (청소년의 예 리더십(禮 Leadership)이 행복감에 미치는 영향)

  • Kim, Kyoung A
    • Journal of the Korean Home Economics Association
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    • v.50 no.8
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    • pp.97-112
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    • 2012
  • The purpose of this study is to develop the concept of manner leadership for adolescents based on the manner of the East and leadership of the West. Also, it is to investigate the influence of manner leadership on happiness of adolescents. For this, manner leadership was developed through literature review, focus group interview, empirical study, in-depth interview, exploratory factor analysis, and confirmatory factor analysis. The sub-dimensions of manner leadership consisted of time management, academic performance, goal attainment and citizenship behavior, communication, family relationship, social relationship, image management and conflict resolution. The data were obtained by administering a self-reported questionnaire to high school students residing in Seoul. Statistical analyses were carried out using SPSS and AMOS. The main results of the study can be summarized as follows. First, the level of the adolescents' manner leadership tended to be more than average. In addition, they were good at image management but time management was absolutely lacking among the sub-dimension of manner leadership. On the other hand, it appeared that the adolescents' happiness level was lower than the manner leadership. Second, the result of the study was that the manner leadership was positively correlated with happiness of adolescents. Finally, happiness of adolescents was affected on these variables, such as grade, self-efficacy, emotional intimacy between mother and adolescent, time management, goal attainment, communication, and family relationship. Based on this study, it is expected that the manner leadership programs for enhancing happiness for adolescents would be developed.

The Effects of Service's Characteristics on Service Performance by Mediating Service Relationship Quality in Specialty Hospitals (전문병원의 서비스특성이 서비스관계품질을 매개로 서비스성과에 미치는 영향)

  • Cho, Hyoungrae;Choi, Chul-Jae
    • Korea Journal of Hospital Management
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    • v.22 no.3
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    • pp.88-104
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    • 2017
  • The purpose of this study explains how service characteristics such as service competence, service customization, interpersonal communication and image affect service trust and affective commitments and how service trust, affective commitment play a role in affecting risk-taking and service loyalty in specialty hospital. and then confirm the mediating role of relationship quality components such as service trust and affective commitment in the above path relation. For this purpose, the research hypothesis was verified by structural equation model analysis(SEM) using SPSS 21.0 and AMOS 20.0 statistical package. The results of the study are as follows. First, interpersonal communication influenced service trust, image influenced affective commitment, service ability influenced service trust and emotional commitment, while service customization did not affect any factor. Second, service trust and affective commitment did not effect each other. Third, service trust and affective commitment were more powerful in risk-taking than the influence on service loyalty. Fourth, Risk takings affected service loyalty. Therefore, marketers of special hospitals not only medical services by providing medical service with superior service ability, but also by always strengthening interpersonal communication at the time of providing services. This will enable consumers to overcome the avoidance in the service decision process and implement a specific service marketing strategy that can continuously use the hospital service.

A Study on the Utilization of Illustration for the Identity Design in Fashion Brand (패션 브랜드의 아이덴티티 디자인을 위한 일러스트레이션의 활용 방안 연구)

  • Beak, Jeong Hyun;Kan, Moon Ja
    • Journal of the Korean Society of Costume
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    • v.65 no.5
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    • pp.88-102
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    • 2015
  • The purpose of this study is to investigate the examples of using illustration as a strategic factor of composing brand cultures and as a factor for brand identity design. Through analyzing the external characteristics and the internal characteristics of illustration, this study will give suggestions on ways to apply the examples to real design. Illustration in external characteristics is investigated as a case of applying it directly to fashion design and to fashion marketing. Most of the fashion items were printed or weaved and most of the bags, shoes, and accessories were printed on the cover, attached as a patch, and expressed three-dimensionally. Illustration in internal characteristics is investigated as fixing and expansion of brand image, improving artistic and emotional value of brand, vitalization of masstige items, and cultural support and expression of social responsibility. The three themes used to develop the illustrations of "Hello ZIBI", which was used in this study, were "Graphic", "Forest" and "Flower", and these were based on modified brand symbol. Casual brands grafted fashion item designs onto T-shirts, bags, hats, and scarves. Marketing items were designed as shopping bags that could reflect brand image, as well as other items, such as key holders, mug cups, and tumblers, with designs that targeted specific age groups.

Real-time emotion analysis service with big data-based user face recognition (빅데이터 기반 사용자 얼굴인식을 통한 실시간 감성분석 서비스)

  • Kim, Jung-Ah;Park, Roy C.;Hwang, Gi-Hyun
    • Journal of the Institute of Convergence Signal Processing
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    • v.18 no.2
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    • pp.49-54
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    • 2017
  • In this paper, we use face database to detect human emotion in real time. Although human emotions are defined globally, real emotional perception comes from the subjective thoughts of the judging person. Therefore, judging human emotions using computer image processing technology requires high technology. In order to recognize the emotion, basically the human face must be detected accurately and the emotion should be recognized based on the detected face. In this paper, based on the Cohn-Kanade Database, one of the face databases, faces are detected by combining the detected faces with the database.

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