• Title/Summary/Keyword: emotional generation

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Music Generation Algorithm based on the Color-Emotional Effect of a Painting (그림의 색채 감정 효과를 기반으로 한 음악 생성 알고리즘)

  • Choi, Hee Ju;Hwang, Jung-Hun;Ryu, Shinhye;Kim, Sangwook
    • Journal of Korea Multimedia Society
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    • v.23 no.6
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    • pp.765-771
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    • 2020
  • To enable AI(artificial intelligence) to realize visual emotions, it attempts to create music centered on color, an element that causes emotions in paintings. Traditional image-based music production studies have a limitation in playing notes that are unrelated to the picture because of the absence of musical elements. In this paper, we propose a new algorithm to set the group of music through the average color of the picture, and to produce music after adding diatonic code progression and deleting sound using median value. And the results obtained through the proposed algorithm were analyzed.

Wareness of Nail Care and Satisfaction Level with the Quality of Nail-Shop Services (네일관리에 대한 인식 및 네일서비스 만족도에 관한 연구)

  • Kim, Kyong-Hee;Kim, Ju-Duck
    • Journal of the Korean Society of Fashion and Beauty
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    • v.6 no.1
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    • pp.1-15
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    • 2008
  • Beauty Art typically has been viewed as the best way to represent women's beauty. Specifically, nail art is a mean for the new generation to unveil their individuality. Nail-shop customers usually feel refreshed, and that emotional change gives them aesthetic and emotional satisfaction. The popularization of nail art and the growth of nail-art market arises the people's concern to the necessity of marketing strategy as part of the beauty industry, as well as the importance of service quality and customer satisfaction. The purpose of this study is to examine women's changing view of nail care and relevant consumption behavior. Also to analyze the voice of customers about the quality of services provided by nail shops, and to have the right understanding of the industry and as well as to determine some of the right directions for marketing.

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A Study on Emotion-Modeling Algorithm of Entertainment Robot (엔터테인먼트 로봇의 강성 알고리즘 연구)

  • Choi, Jae-Il;Kim, Seung-Woo
    • Proceedings of the KIEE Conference
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    • 2002.11c
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    • pp.505-508
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    • 2002
  • An emotionally modeled robot is dealt in this paper. The emotional model is required especially in the entertainment robot. Recently, the entertainment robots have been developed as the next generation of electronic toys. They require several capabilities such as perceiving, acting, communication, and surviving. The owner recognizes the communication with a entertainment robot by observing its expression and reaction. The expression is realized by emotion-based actions based on moving, dancing, sounding, speaking, and lighting. Therefore, we propose an emotional modeling algorithm, using the fuzzy logic system, in this paper. Good performance of the algorithm is confirmed by the result of a simulation.

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The Information Leisure Activity of the Aging Generation and the Analysis of Meaning (노년기 소비자의 정보화 여가활동 연구와 의미 분석)

  • Kim, Yeon-Jeong
    • Journal of Family Resource Management and Policy Review
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    • v.14 no.4
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    • pp.323-340
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    • 2010
  • Many social and environmental changes have emerged due to the increasing size of the aging generation. This study explored the current status of the information leisure activity of the aging generation (computer use activity, internet service participation, social community participation and blogging, UCC, etc.) and the need for serious games among elderly consumers. It analyzed the current status of serious game and information leisure span as determined by experts on elderly care at the aging welfare institute. The research methods involved applying content analysis and focus group interviews. The results were as follows: The elderly are willing to enjoy the internet and economics networks. In particular, economic investment, economic news, health, meetings, and communication are the main internet search categories. The results for serious games are less interesting than those for IT participation. The components of usefulness in terms of serious games, as identified by care experts, are simplicity, a user-friendly interface, efficacy, and certainty in using the game device. Care experts recognize that serious games represent a supplementary device to traditional physical and emotional therapy.

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Heat Generation Characteristics of Emotional and Intelligent ZrC Imbedded Garment through Thermal Manikin Measurement (탄화지르코늄 함유 감성 인텔리전트 의류의 써멀 마네킹 측정에 의한 발열 특성)

  • Kim, Hyunah;Kim, Seungjin
    • Science of Emotion and Sensibility
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    • v.18 no.3
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    • pp.17-24
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    • 2015
  • This study investigated heat generation characteristics of knitted and woven intelligent garments made of ZrC imbedded yarns through thermal manikin measurement. These emotional and intelligent thermal characteristics by thermal manikin measurement were analysed and compared with light/thermal radiation experimental results. Surface temperature of ZrC imbedded woven and knitted fabrics by light/thermal radiation measurement was $4^{\circ}C$ and $2^{\circ}C$ higher than that of regular PET control fabrics, respectively. Clo value as heat generation characteristics of ZrC imbedded woven and knitted garments with light exposure was 0.14 and 0.08 higher than that of regular PET control garments, respectively. These results were attributed to the far-infrared thermal radiation from ZrC imbedded in the core part of the intelligent bi-component filament, which was verified by far-infrared emissive power ranged between $6{\mu}m$ and $20{\mu}m$ through FT-IR experiment and by inclusion of Zr through EDS ingredient analysis. However, compressibility of ZrC imbedded woven fabric was lower than that of regular PET one, and bending rigidity was higher than that of regular one, which resulted in a little stiff tactile hand property of ZrC imbedded fabric. We found that ZrC imbedded intelligent woven and knitted fabrics were applicable to the intelligent garment as a heat generation textile material by thermal manikin measurement.

Robot's Motivational Emotion Model with Value Effectiveness for Social Human and Robot Interaction (사람과 로봇의 사회적 상호작용을 위한 로봇의 가치효용성 기반 동기-감정 생성 모델)

  • Lee, Won Hyong;Park, Jeong Woo;Kim, Woo Hyun;Lee, Hui Sung;Chung, Myung Jin
    • Journal of Institute of Control, Robotics and Systems
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    • v.20 no.5
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    • pp.503-512
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    • 2014
  • People would like to be socially engaged not only with humans but also with robots. One of the most common ways in the robotic field to enhance human robot interaction is to use emotion and integrate emotional concepts into robots. Many researchers have been focusing on developing a robot's emotional expressions. However, it is first necessary to establish the psychological background of a robot's emotion generation model in order to implement the whole process of a robot's emotional behavior. Therefore, this article suggests a robot's motivational emotion model with value effectiveness from a Higgins' motivation definition, regulatory focus theory, and Circumplex model. For the test, a game with the best-two-out-of-three rule is introduced. Each step of the game was evaluated by the proposed model. As the results imply, the proposed model generated psychologically appropriate emotions for a robot in the given situation. The empirical survey remains for future work to prove that this research improves social human robot interaction.

Providing family support and depression: Focussing on babyboom women (여성 베이비부머의 부양지원 제공과 우울)

  • Lee, Yeobong
    • Journal of Family Relations
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    • v.21 no.4
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    • pp.51-74
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    • 2017
  • Objectives: This study observes how providing family support - financial, emotional, and instrumental - is related to depression in babyboom women. Method: I analysed data from the Korean Longitudinal Survey of Women and Families 5th wave, collected by the Korean Women's Development Institute. The analysis was conducted using regression, t-test, Chi-square test, frequency analysis, and Pearson's correlation analysis. Results: Financial support for grown-up children, either married or unmarried, increases depression in babyboom women. In the dimension of instrumental support, caring for grandchildren reduces babyboom women's depression. It implies that contact with grandchildren is perceived as an emotional support rather than a physical burden. The results of this study also show that babyboom women are comforted by living with their own parents, but not by living with parents-in-law. The most impressive observation, however, is in the dimension of emotional support, which showed that the conversation with elderly parents reduces baby-boom women's depression, but that the conversation with married children increases it. The opposite directions in the effects seem to be related to the subjects of the conversations. The subjects of the conversation with children are mostly about problems and agenda of the children, while those with elderly parents are mainly about parents' health and care for each other. Conclusions: The results of the analyses suggest that babyboom women should become less involved with their grown-up children's lives. It also calls for the societal efforts to be put into building up the support system, especially for eco-boom generation, to reduce babyboomer's burden of supporting the children.

Korean Emotional Speech and Facial Expression Database for Emotional Audio-Visual Speech Generation (대화 영상 생성을 위한 한국어 감정음성 및 얼굴 표정 데이터베이스)

  • Baek, Ji-Young;Kim, Sera;Lee, Seok-Pil
    • Journal of Internet Computing and Services
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    • v.23 no.2
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    • pp.71-77
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    • 2022
  • In this paper, a database is collected for extending the speech synthesis model to a model that synthesizes speech according to emotions and generating facial expressions. The database is divided into male and female data, and consists of emotional speech and facial expressions. Two professional actors of different genders speak sentences in Korean. Sentences are divided into four emotions: happiness, sadness, anger, and neutrality. Each actor plays about 3300 sentences per emotion. A total of 26468 sentences collected by filming this are not overlap and contain expression similar to the corresponding emotion. Since building a high-quality database is important for the performance of future research, the database is assessed on emotional category, intensity, and genuineness. In order to find out the accuracy according to the modality of data, the database is divided into audio-video data, audio data, and video data.

A Generation Method of Comic Facial Expressions for Intelligent Avatar Communications (지적 아바타 통신을 위한 코믹한 얼굴 표정의 생성법)

  • ;;Yoshinao Aoki
    • Proceedings of the IEEK Conference
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    • 2000.11d
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    • pp.227-230
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    • 2000
  • The sign-language can be used as an auxiliary communication means between avatars of different languages in cyberspace. At that time, 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 pictures. In this paper, a method of generating the facial gesture CG animation on different avatar models is provided. At first, to edit emotional expressions efficiently, 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. Experimental results show a possibility that the method could be used for the intelligent avatar communications between Korean and Japanese.

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Emotion Generation Model for Tutoring Agents (교육용 에이전트를 위한 감성 생성 모델)

  • Choo, Moon Won;Choi, Young Mie
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.05d
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    • pp.812-822
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    • 2002
  • The interface metaphor has been evolved gradually from desktop to agent-oriented paradigm. Multimedia contents could be simply recognized as the multimodal communicational interface. In this respect, the emotional agents are actively focused as the research topics to test the possibility for realizing anthropomorphized and sympathetic interfaces. In this paper, the emotion generation model for tutoring agents is suggested.

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