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스마트폰을 활용한 감성 플랫폼에 관한 연구

A Study on the Emotional Platform with the Use of Smart Phones

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초록

This study was established the foundation with the expressing method on the context awareness platform by using Sensor of the Smart Phone(SP). The data were used for expressing emotions with different SP. The emotion of SP was influenced with the changing of the several variables generating real time and were determined by interacting a mix of emotion depending on the intensity and causality. First, the SP platform was analyzed, which constituted the situational awareness process that can express emotions. Second, a mathematical model for expressing emotion through the SP event design. Third, when SP have to acknowledge, assess, and respond to the current situation, emotional system is the situation immediately. The user's SP has sense as digitalized data and analysis of data on various sensors. In the point of this article, it was limited that building a two-dimensional table was established by cognitive evaluation, internal emotional state of structural regularities, and using the POMDP model number of the emotional state. In order to influence the emotional perception, the range of influence was limited. Using the tree structure of the way HSVI, the computed time was minimal for matrix operations. Last, the compensation policies were interlocked with the blood type. Designed in advance for optimum algorithms derive scenarios. Using the proposed processing methods, digitized data were applied with SP sensor information. To determine whether the right set of circumstances in order to express appropriate emotion, it was established with the numerical system.

Abstract

This study was established the foundation with the expressing method on the context awareness platform by using Sensor of the Smart Phone(SP). The data were used for expressing emotions with different SP. The emotion of SP was influenced with the changing of the several variables generating real time and were determined by interacting a mix of emotion depending on the intensity and causality. First, the SP platform was analyzed, which constituted the situational awareness process that can express emotions. Second, a mathematical model for expressing emotion through the SP event design. Third, when SP have to acknowledge, assess, and respond to the current situation, emotional system is the situation immediately. The user's SP has sense as digitalized data and analysis of data on various sensors. In the point of this article, it was limited that building a two-dimensional table was established by cognitive evaluation, internal emotional state of structural regularities, and using the POMDP model number of the emotional state. In order to influence the emotional perception, the range of influence was limited. Using the tree structure of the way HSVI, the computed time was minimal for matrix operations. Last, the compensation policies were interlocked with the blood type. Designed in advance for optimum algorithms derive scenarios. Using the proposed processing methods, digitized data were applied with SP sensor information. To determine whether the right set of circumstances in order to express appropriate emotion, it was established with the numerical system.

참고문헌 (12)

  1. AK. Dey, "Towards an Under -standing of Context and Context -Awareness", ~ (1999)
  2. B. N. Schilit, "Context-Aware Computing Applications", 1st International Workshop on Mobile Computing Systems and Applications, pp.85~90
  3. Bruce Blumberg, "Integrated Learning for Interactive Synthetic Characters", Proceedings of the 29th annual conference on Computer graphics and interactive techniques. SIGGRAPH (2002)
  4. 김은정, "체감형 게임에서 ‘체화된 경험’의 의미에 대한 고찰", 한국컴퓨터게임학회논문지, (23), pp.165~174 (2010), (사)한국컴퓨터게임학회
  5. 양희경, "게임의 몰입도 증가를 위해 감성 모델에 기반을 둔 시각적 콘텐츠의 감성 강화 기법", 한국컴퓨터게임학회논문지, 25(2), pp.171~176 (2012), (사)한국컴퓨터게임학회[DOI]
  6. J. Pineau, "Pointbased value iteration: an anytime algorithm for POMDPs", Proceedings of IJCAI (2003)
  7. M. T. J. Spaan, "Perseus:Randomized point-based value iteration for POMDPs", Journal of Artificial Intelligence Research, 24, pp.195~220 (2005)
  8. 박종승, "증강현실 게임의 소프트웨어 디자인 프레임워크", 한국컴퓨터게임학회논문지, (22), pp.59~67 (2010), (사)한국컴퓨터게임학회
  9. 김승미, "멀티밴드 합성을 이용한 실시간 워터 렌더링", 한국컴퓨터게임학회논문지, (21), pp.57~66 (2010), (사)한국컴퓨터게임학회
  10. 이승욱, "자동적 에이전트에 의한 온라인게임의 캐릭터 감정 표현", 한국컴퓨터게임학회논문지, (16), pp.55~62 (2009), (사)한국컴퓨터게임학회
  11. 이승욱, "실 감형 온라인 게임을 위한 계산이론 기반의 프로세스 모델", 한국컴퓨터게임학회논문지, 25(3), pp.75~83 (2012), (사)한국컴퓨터게임학회

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