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Stateful/Stateless 서버 기반 개인 맞춤형 감성 공유 플랫폼개발

Development of the Stateful and Stateless Server-based Platform for Sharing Personalized Emotional Information

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초록

Recently, there has been an increasing interest in the keyword, emotion, in many areas including information technology. Previous research mostly used emotion as the input of the contents or to present the changing contents based on the user's emotional states. In this research, a new platform that allows sharing each other's emotional state and a couple of prototype contents utilizing the platforms are developed. There are two different ways to build such emotion sharing platforms either sharing the emotional states in real-time or not. We used stateless server for the asynchronous emotion sharing, while stateful server is utilized for the real-time emotion sharing. This paper explains the systems architecture of both stateful and stateless servers and describes the prototype applications. Content developers should be able to utilize the platforms developed in this paper.

Abstract

Recently, there has been an increasing interest in the keyword, emotion, in many areas including information technology. Previous research mostly used emotion as the input of the contents or to present the changing contents based on the user's emotional states. In this research, a new platform that allows sharing each other's emotional state and a couple of prototype contents utilizing the platforms are developed. There are two different ways to build such emotion sharing platforms either sharing the emotional states in real-time or not. We used stateless server for the asynchronous emotion sharing, while stateful server is utilized for the real-time emotion sharing. This paper explains the systems architecture of both stateful and stateless servers and describes the prototype applications. Content developers should be able to utilize the platforms developed in this paper.

참고문헌 (11)

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  3. Michael Lankes., "Facial Expressions as Game Input with Different Emotional Feedback Conditions", in Proceedings of the International Conference on ACE'08, pp.253~256 (2008)
  4. Christian Jones., "Acoustic Emotion Recognition for Affective Computer Gaming", Affect and Emotion in HCI, Lecture Notes in Computer Science, 4868, pp.209~219 (2008)
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  6. 김민영, "오픈 소스 라이브러리 기반 감성 게임 엔진및 교감형 감성 게임 콘텐츠", 한국컴퓨터게임학회논문지, 25(3), pp.15~24 (2012), (사)한국컴퓨터게임학회
  7. 최홍구, "트위터 문서 분석을 통한 감정 기반의 음악 추천 시스템", 정보과학회 컴퓨팅의 실제 논문지, 18(11), pp.762~767 (2012), 한국정보과학회
  8. Han Lin, "Sharing emotion on Facebook: network size, density, and individual motivation", in Proceedings of the ACM Annual Conference Extended Abstracts on Human Factors in Computing Systems (2012)
  9. Alena Neviarouskaya., "EmoHeart: Conveying Emotions in Second Life Based on Affect Sensing from Text", Advances in Human-Computer Interaction, 2010 (2010)
  10. 김민영, "다중 사용자의 유연하고 협력적인 게임플레이를 지원하는 테이블탑 타일드 디스플레이 프레임워크", 한국컴퓨터게임학회논문지, 23(23), pp.23~31 (2010), (사)한국컴퓨터게임학회
  11. Min Cheol Whang., "Are Computers Capable of Understanding Our Emotional States", International Conference on Human-Computer Interaction (HCII 2007), LNAI, 4562, pp.204~211 (2007)

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