• Title/Summary/Keyword: Facial emotion

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Design and implement of the Educational Humanoid Robot D2 for Emotional Interaction System (감성 상호작용을 갖는 교육용 휴머노이드 로봇 D2 개발)

  • Kim, Do-Woo;Chung, Ki-Chull;Park, Won-Sung
    • Proceedings of the KIEE Conference
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    • 2007.07a
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    • pp.1777-1778
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    • 2007
  • In this paper, We design and implement a humanoid robot, With Educational purpose, which can collaborate and communicate with human. We present an affective human-robot communication system for a humanoid robot, D2, which we designed to communicate with a human through dialogue. D2 communicates with humans by understanding and expressing emotion using facial expressions, voice, gestures and posture. Interaction between a human and a robot is made possible through our affective communication framework. The framework enables a robot to catch the emotional status of the user and to respond appropriately. As a result, the robot can engage in a natural dialogue with a human. According to the aim to be interacted with a human for voice, gestures and posture, the developed Educational humanoid robot consists of upper body, two arms, wheeled mobile platform and control hardware including vision and speech capability and various control boards such as motion control boards, signal processing board proceeding several types of sensors. Using the Educational humanoid robot D2, we have presented the successful demonstrations which consist of manipulation task with two arms, tracking objects using the vision system, and communication with human by the emotional interface, the synthesized speeches, and the recognition of speech commands.

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Differences of Aesthetic Experience Response Code by Player's Experience Level in Adventure Game (어드벤처 게임에서 플레이어 경험수준별 미적경험 반응코드 차이)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.3-12
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    • 2020
  • Player experience study includes the behavior and psychological responses of player to game content. And, it focuses on the player's aesthetic experience for specific game elements rather than comprehensive game experiences. This paper presents the player's aesthetic experience data derived from the gameplay process as a code, and analyzes the aesthetic experience data by player experience level for adventure games. These researching results might complement the limitations of existing game analysis research, and provide practical data which creator could apply at the design stage of game.

Emotion fusion video communication services for real-time avatar matching technology (영상통신 감성융합 서비스를 위한 실시간 아바타 정합기술)

  • Oh, Dong Sik;Kang, Jun Ku;Sin, Min Ho
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.283-288
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    • 2012
  • 3D is the one of the current world in the spotlight as part of the future earnings of the business sector. Existing flat 2D and stereoscopic 3D to change the 3D shape and texture make walking along the dimension of the real world and the virtual reality world by making it feel contemporary reality of coexistence good show. 3D for the interest of the people has been spreading throughout the movie which is based on a 3D Avata. 3D TV market of the current conglomerate of changes in the market pioneer in the 3D market, further leap into the era of the upgrade was. At the same time, however, the modern man of the world, if becoming a necessity in the smartphone craze new innovation in the IT market mobile phone market and also has made. A small computer called a smartphone enough, the ripple velocity and the aftermath of the innovation of the telephone, the Internet as much as to leave many issues. Smartphone smart phone is a mobile phone that can be several functions. The current iPhone, Android. In addition to a large number of Windows Phone smartphones are released. Above the overall prospects of the future and a business service model for 3D facial expression as input avatar virtual 3D character on camera on your smartphone camera to recognize a user's emotional expressions on the face of the person is able to synthetic synthesized avatars in real-time to other mobile phone users matching, transmission, and be able to communicate in real-time sensibility fused video communication services to the development of applications.

Study on Development of Automated Program Model for Measuring Sensibility Preference of Portrait (인물사진의 감성 선호도 측정 자동화 프로그램 모형 개발 연구)

  • Lee, Chang-Seop;Jung, Da-Yeon;Lee, Eun-Ju;Har, Dong-Hwan
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.34-43
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    • 2018
  • The purpose of this study is to develop measurement program model for a human being-oriented product through the between the evaluation factors of portrait and general preferences of portraits. We added new items that are essential to the image evaluation by analysing previous studies. In this study, We identified the facial focus for the first step, and the portraits were evaluated by dividing it into objective and subjective image quality evaluation items. RSC Contrast and Dynamic Range were selected as the Objective evaluation items, and the numerical values of each image could be evaluation items, and the numerical values of each image could be evaluated by statistical analysis method. Facial Exposure, Composition, Position, Ratio, Out of focus, and Emotions and Color tone of image were selected as the Subjective evaluation items. In addition, a new face recognition algorithm is applied to judge the emotions, the manufacturer can get the information that they can analyze the people's emotion. The program developed to quantitatively and qualitatively compiles the evaluation items when evaluating portraits. The program that I developed through this study can be used an analysis program that produce the data for developing the evaluation model of the product more suitable to general users of imaging systems.

Study on Judgment of Body Form and Settle Energy Flow before Diagnose the Patients (환자를 살피기 전에 보아야 하는 "입형정기(立形定氣)"에 대한 고찰)

  • Ko, Heung
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.27 no.5
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    • pp.509-519
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    • 2013
  • Through the study on judgment of Body form and settle Energy flow(立形定氣) before diagnose the patients, the results are as follows. The observation of the body form is to determine prosperity and deficiency of each internal organ. It is necessary to distinguish Body form loss(形脫) and Body form fullness(形充). Fat man(肥人), Thin man(瘦人), Creamy man(膏人), Muscular man(肉人), Small Fat man(脂人) are discriminated by fat distribution, fat content, and muscle mass. The observation of the body form means the observation of structure disorder, color change, develop part at body, head and face. The observation of the body form that is to determine prosperity and deficiency of each internal organ is from the limited knowledge of the anatomy. The observation of face color is considered by blood perfusion, blood oxygenation and accumulation of carotinoid, bilirubin and change of melanin in the facial skin. The prosperity and the deficiency of energy flow is considered by symptom combined with growth (<40 years) and aging (>40 years). The prosperity of energy flow includes the anger, anxious emotion and the deficiency of energy flow includes the fear, depressive emotion. The breathing type is expiratory exhalation like asthma patients in the prosperity of energy flow. The deficiency of energy flow is weakness to overcome the disease. The prosperity and the deficiency of energy flow are considered by body metabolic ratios (Basal metabolic Rate: BMR, Resting metabolic rate: RMR, Physical activity ratios: PASs). Development of subcutaneous fat is good in the person of prosperous energy flow. The person of prosperous energy flow is hard to overcome to heat weather than cold weather. The person of deficiency of energy flow has tendencies of low blood pressure, insufficiency of blood flow in the peripheral and being shocked. The person of deficiency of energy flow has tendencies of chronic fatigue syndrome or automatic nerve disorder. If the patient who has deficiency of energy flow has severe weight loss should be checked for the presence of disease. The observation of small and large of bone is to check the development and disorder of bone growth and aging. The observation of thickness and weakness of muscle is to check the development of muscle, particularly biceps, gastrocnemius, and rectus abdominal muscle. The observation of thickness and weakness of skin is to check the ability of regulating body temperature by sweating.

The Effects of Regulatory Focus and Donees' Facial Expression on Intention of Doing a Charitable Deed (기부자의 조절초점과 기부수혜자의 표정제시방식이 기부의도에 미치는영향)

  • Park, Kikyoung;O, Min-Jeong;park, jong chul
    • (The) Korean Journal of Advertising
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    • v.28 no.2
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    • pp.7-25
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    • 2017
  • The previous studies regarding prosocial behavior have been researched based on donors' personal traits and the effects of donees emotions. However, studies in identifying the effects of regulatory focus as motivational traits and the emotions resulting from donees' expression on prosocial behaviors have not been researched as much thoroughly. Specifically, consumers with prevention-focus perceive fit as the goal attainability process by avoiding negative factors. Thus, it is expected that the intentions of doing a charitable deed greater will more increase when the donees look sad than when they look happy. On the other hand, consumers with promotion-focus perceive fit as the consequential benefits of goal attainability when they are in the condition of a positive emotion. As a result, the intention of doing a charitable deed is expected to be increased greater when the donees have happier faces than sad faces. According to the experimental results, consumers with prevention focus more intended to do a charitable deed when the donees' expression was presented with a sad expression by mediating sadness. On the contrary, consumers with promotion focus show higher intention of doing a charitable deed when the donees looked happier by mediating happy feelings. This study has a theoretical meaningfulness in respect to expanding previous research concerning regulatory focus into donation contexts. Furthermore, this study has practical implications by presenting the donation strategies on information presentations of donees.

Robust AAM-based Face Tracking with Occlusion Using SIFT Features (SIFT 특징을 이용하여 중첩상황에 강인한 AAM 기반 얼굴 추적)

  • Eom, Sung-Eun;Jang, Jun-Su
    • The KIPS Transactions:PartB
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    • v.17B no.5
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    • pp.355-362
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    • 2010
  • Face tracking is to estimate the motion of a non-rigid face together with a rigid head in 3D, and plays important roles in higher levels such as face/facial expression/emotion recognition. In this paper, we propose an AAM-based face tracking algorithm. AAM has been widely used to segment and track deformable objects, but there are still many difficulties. Particularly, it often tends to diverge or converge into local minima when a target object is self-occluded, partially or completely occluded. To address this problem, we utilize the scale invariant feature transform (SIFT). SIFT is an effective method for self and partial occlusion because it is able to find correspondence between feature points under partial loss. And it enables an AAM to continue to track without re-initialization in complete occlusions thanks to the good performance of global matching. We also register and use the SIFT features extracted from multi-view face images during tracking to effectively track a face across large pose changes. Our proposed algorithm is validated by comparing other algorithms under the above 3 kinds of occlusions.

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.

Development of An Interactive System Prototype Using Imitation Learning to Induce Positive Emotion (긍정감정을 유도하기 위한 모방학습을 이용한 상호작용 시스템 프로토타입 개발)

  • Oh, Chanhae;Kang, Changgu
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.14 no.4
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    • pp.239-246
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    • 2021
  • In the field of computer graphics and HCI, there are many studies on systems that create characters and interact naturally. Such studies have focused on the user's response to the user's behavior, and the study of the character's behavior to elicit positive emotions from the user remains a difficult problem. In this paper, we develop a prototype of an interaction system to elicit positive emotions from users according to the movement of virtual characters using artificial intelligence technology. The proposed system is divided into face recognition and motion generation of a virtual character. A depth camera is used for face recognition, and the recognized data is transferred to motion generation. We use imitation learning as a learning model. In motion generation, random actions are performed according to the first user's facial expression data, and actions that the user can elicit positive emotions are learned through continuous imitation learning.

Analysis of Visual Attention in Negative Emotional Expression Emoticons using Eye-Tracking Device (시선추적 장치를 활용한 부정적 감정표현 이모티콘의 시각적 주의집중도 분석)

  • Park, Minhee;Kwon, Mahnwoo;Hwang, Mikyung
    • Journal of Korea Multimedia Society
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    • v.24 no.11
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    • pp.1580-1587
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    • 2021
  • Currently, the development and sale of various emoticons has given users a wider range of choices, but a systematic and specific approach to the recognition and use of emoticons by actual users is lacking. Therefore, this study tried to investigate the subjective perception and visual attention concentration of actual users on negative emotional expression emoticons through a survey and eye tracking experiment. First, as a result of subjective recognition analysis, it was found that emoticons are frequently used because their appearance is important, and they can express various emotions in a fun and interesting way. In particular, it was found that emoticons that express negative emotions are often used because they can indirectly express negative emotions through various and concretely expressed visual elements. Next, as a result of the eye tracking experiment, it was found that the negative emotional expression emoticons focused on the large elements that visually emphasized or emphasized the emotional expression elements, and it was found that the focus was not only on the facial expression but also on the physical behavioral responses and language of expression of emotions. These results will be used as basic data to understand users' perceptions and utilization of the diversified emoticons. In addition, for the long-term growth and activation of the emoticon industry market in the future, continuous research should be conducted to understand the various emotions of real users and to develop differentiated emoticons that can maximize the empathy effect appropriate to the situation.