• Title/Summary/Keyword: Image Emotional

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A Study on the Construction of a Real-time Sign-language Communication System between Korean and Japanese Using 3D Model on the Internet (인터넷상에 3차원 모델을 이용한 한-일간 실시간 수화 통신 시스템의 구축을 위한 기초적인 검토)

  • Kim, Sang-Woon;Oh, Ji-Young;Aoki, Yoshinao
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.36S no.7
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    • pp.71-80
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    • 1999
  • Sign-language communication can be a useful way of exchanging message between people who using different languages. In this paper, we report an experimental survey on the construction of a Korean-Japanese sign-language communication system using 3D model. For real-time communication, we introduced an intelligent communication method and built the system as a client-server architecture on the Internet. A character model is stored previously in the clients and a series of animation parameters are sent instead of real image data. The input-sentence is converted into a series of parameters of Korean sign language or Japanese sign language at server. The parameters are transmitted to clients and used for generating the animation. We also employ the emotional expressions, variable frames allocation method, and a cubic spline interpolation for the purpose of enhancing the reality of animation. The proposed system is implemented with Visual $C^{++}$ and Open Inventor library on Windows platform. Experimental results show a possibility that the system could be used as a non-verbal communication means beyond the linguistic barrier.

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A Generation Methodology of Facial Expressions for Avatar Communications (아바타 통신에서의 얼굴 표정의 생성 방법)

  • Kim Jin-Yong;Yoo Jae-Hwi
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.3 s.35
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    • pp.55-64
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    • 2005
  • The avatar can be used as an auxiliary methodology of text and image communications in cyber space. An intelligent communication method can also be utilized to achieve real-time communication, where intelligently coded data (joint angles for arm gestures and action units for facial emotions) are transmitted instead of real or compressed pictures. In this paper. for supporting the action of arm and leg gestures, a method of generating the facial expressions that can represent sender's emotions is provided. The facial expression can be represented by Action Unit(AU), in this paper we suggest the methodology of finding appropriate AUs in avatar models that have various shape and structure. And, to maximize the efficiency of emotional expressions, a comic-style facial model having only eyebrows, eyes, nose, and mouth is employed. Then generation of facial emotion animation with the parameters is also investigated.

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Plan of Nature-friendly Residential Space (자연과 교우하는 주거공간 계획)

  • Kim, Bong-Soon
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2008.05a
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    • pp.32-35
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    • 2008
  • If human beings could make friends with nature, it would be a truly wellbeing. This project has selected the design concept under the supposition that human beings and the nature become friends. This residential house, which is consisted of one ground floor and two underground floors, is confronting the mountains that surround the residential complex. Residents can enjoy viewing the mountains from the living room. The garden is created by using this given environment in maximum. The walls are made up with rocks, and a small pond is formed with water from the mountain, presenting another attractive sight. Through the connection rather than the break between mountain and garden, living room and garden, and again garden and mountain, the dialogue with nature was attempted. The water of the pond in the garden flows down along the walls and creates another water space at the gate area of the house. Passing through the entrance, there are a living room, a kitchen, a bedroom for spouses, a common bathroom, and a library on the ground floor. On the second floor, there are two rooms, a bathroom, and a mini living room. The platform of living room on the 1st floor is lowered to produce the comfortable living room with the hearth. From the view of living room, the garden with full feeling of nature can give a good emotional rest for modem people who want the mental relaxation. The marble stones are used as its material to present rich texture and sophisticated image presentation. The hearth in the living room is harmonized with high-tech electronic home appliances and surrounding accessories. On the kitchen, the high-glossy materials are used to express the external appearance neatly and the depository function is more improved for housewives.

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The effect of marina landscape design to images (해양관광매력물로서 마리나 경관디자인이 이미지에 미치는 영향)

  • Yhang, Wii-Joo;Gu, Bon-A
    • Journal of Navigation and Port Research
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    • v.35 no.5
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    • pp.423-428
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    • 2011
  • The more the need for coastal leisure and sports and the expansion of marina, the more the need for the studies about marina. But little research has been done from the point of coastal tourism. The purpose of this study is to recognize marina as a kind of tourist attraction and analyze the effect of marina landscape design to images. The findings of results suggested that perceived images were significant to the functionality of landscape design, however, emotional images were partly significant to the symbolicity of landscape design. This study will contribute to establish the landscape regulations about marina in the central and local government.

Medical Service Countermeasures Following Aging in Japan (일본의 고령화에 따른 의료서비스 대책)

  • CHOI, SUNG BAIG
    • Science of Emotion and Sensibility
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    • v.19 no.2
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    • pp.79-88
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    • 2016
  • Modern society is living in material affluence after the Industrial Revolution. Meanwhile, consumer needs, in conformity with product diversification, are also being diversified. Modern consumers, unlike those of the past, are trending towards individual consumption that satisfies emotion and values instead of simple goal-oriented consumption. A model case is that of Starbucks. Starbucks has grown into the global coffee franchise it is today through emotional marketing that sells an atmosphere that is unique to Starbucks, consisting of store decorations, store music, employee service, and charming coffee aromas that are identical in every store anywhere in the world. Because this method is marketing that stimulates human emotion, it is assigned to and appeals to human senses and sensitivity. In other words, the charm of emotion marketing is that it draws out consumer emotion, produces positive reactions towards products, and leads to consumption. The utilization of emotions for products or service differentiates brand image and is becoming a key method in reinforcing brand royalty. In particular, more importance is being placed on customer service to strongly impress consumers. Intangible service is becoming the best way to impress customers.

The Study of Usability Evaluation Method for the Mobile Internet GUI -Based on design evaluation method development for improvement of Emotional satisfaction- (모바일 인터넷 표준 GUI 개발을 위한 사용성 평가 기술 연구 -감성만족도 향상을 위한 디자인 평가 기술 개발을 중심으로-)

  • 김종덕;정봉금
    • Archives of design research
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    • v.17 no.1
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    • pp.253-264
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    • 2004
  • The final goal of this research is development of graphic design evaluation methodology in elevation of a usability at the mobile internet services and of measurement model which can forecast user needs in interface design, and systemize evaluation basis. For this, we systemize core contents of GUI design evaluation methodology and embodied UI design support system that supports prototype layout and evaluation process directly. The sight language that can inform flow of controled information by the quick and implicated method so that user may complete task in a short time without overload of recognition in limited display environment of Small Screen device it must improve objectivity in the reflection of UI design with image. Thus evaluation methodology that can evaluate usability of mobile internet systematically is important and specially, graphic design evaluation model which can forecast user's design need and trend is meaningful because of special quality that can reflect sensitive aspect of user in interface design. Mobile internet GUI was done by the result of this design evaluation, and I hope this result can be utilized for the GUI development of Ubiquitous environment for the future research.

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A study on the origin and the images of violet (보라색의 유래 및 이미지의 고찰)

  • 김은경;김영인
    • Archives of design research
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    • no.16
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    • pp.225-234
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    • 1996
  • The purpose of this study is to provide and suggest useful data in use of kinds of violet that is resulted from general color images of violet. The origin, history, and general images of kinds of violet were studied, and were classified vased on documcntary reviews. Findings are as follows: 1) The kinds of violet were used purple, violet, mauva, and magenta in the order of appearance of its color names and the categories of violet had been extended from dark reddish violet to affilicated colors of bright violet by development in synthetie dyestuff. 2) The kinds of violet has neutral characters due to the combination of two extreme colors, red and blue, and thereby revealing voth attreibutes in terms of symbolic, emotional, and spychological features of colors. The positive images in kinds of violet can be classified as nobleness, holiness, mysteriousness, sleep/sedation, sensuality, femininity, fragrance, and the negatibely classified images are weakness, sadness, maelancholiness, death(for example, the mourner's gard in royal families), symbols of moral corruption, and superstition.

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A study on cultural revitalization using local idle facilities

  • Kim, Hyo-Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.173-177
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    • 2021
  • Culture and art can be said to be an important medium that enhances people's creativity and satisfies our desire for cultural experience as well as emotional cultivation. These arts and culture are spreading all over the world through Hallyu, etc. to this day, and it is naturally positioned as an industry that creates the highest added value. However, rapid industrialization and development of industrialization also provided many negative causes, such as damage to nature due to the decline of factories and equipment industries, pollution and damage to the surrounding environment due to the use of fossil fuels. Therefore, in this study, we investigated the factors necessary for improving the image of the local community and maximizing tourism classes by actively utilizing the idle space abandoned due to industrialization and industrialization as a complex space for culture and art. As a result, empirical analysis was conducted through a total of six factors excluding typology through factor analysis. The results showed that reliability, certainty, and empathy had a positive effect, but responsiveness did not. In addition, the economic effect was found to have a positive effect on customer satisfaction.

Lie Puzzle Dressed up as the Real---Analysis of Reversal Narrative in Hong Kong Film "Project Gutenberg" (거짓으로 진실을 은폐한 거짓 미스터리 - 홍콩영화<무쌍>의 반전서사 분석)

  • Liu, Ruobing
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.107-116
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    • 2020
  • The Hong Kong film "Project Gutenberg" has obtained the great achievements at the box office and public reputation due to such multiple factors as realistic counterfeit banknote production process, breathtaking gunfight scenes, brain-burning plot, unexpected reversal ending, personal charm of Chow Yun-Fat and so on. In terms of film narrative, the director utilized the narrator, Li Wen, to guide the police and audience in the limited angle of perspective into the scheme, and make the symbolic meaning image of the actor Chow Yun-Fat stengthen the audience's confirmation for the imagination of "painter", with the introduction of multiple narratives and flashback of different characters and scenes, and then finally, used the narrative structure with multiple lines and layers to uncover the truth. There are three great reversals in the film, each of which is overthrow for the film plot, and every overthrow is a disavowal of the audience's cognition for the previous story; therefore it brings the greatly emotional tension, making the audience get complete release and relief in the process of the psychological game of cognition, identification and decision-making at the end.

Proposal for a Cognitive Reconstruction Program for Female College Students Experiencing Body Dissatisfaction (신체 불만족을 경험하는 여자 대학생을 위한 인지적 재구성 프로그램 제안)

  • Hyun Ju Lee;Helen Ha;Yuan Mei Cui;Jee Hyun Lee;Min Ju Kang
    • Human Ecology Research
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    • v.62 no.2
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    • pp.369-383
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    • 2024
  • The aim of this study was to develop and implement a program based on Cognitive Behavior Therapy (CBT) for female college students experiencing body dissatisfaction. To systematize the program development process, we adopted the service design method. First, we conducted In-Depth Interviews (IDIs) to identify the difficulties faced by six female college students who experience body dissatisfaction, and to determine what kind of help they needed. Second, content analysis of the findings revealed that female college students were experiencing emotional-behavior problems which derived from the discrepancy between their ideal body image and the reality. Third, a prototype of a cognitive reconstruction program was developed to help transform their perceived 'body distortion' to a rational cognitive concept and thus reduce maladaptive consequences of 'body dissatisfaction'. The overall program consisted of three therapeutic components and seven steps. Fourth, to assess the effectiveness of the program, survey and IDIs were conducted. The results revealed that it is appropriate to use a cognitive model to solve problems caused by body dissatisfaction, and that understanding and reconstructing one's own cognitive processes can be effective in reducing body dissatisfaction. However, based on feedback from participants, a number of revisions were proposed, such as including sufficient induction regarding the behavioral change.