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황민지 ( Minji Hwang ),한지애 ( Jiae Han ),김병욱 ( Byungwook Kim ) 한국산업디자이너협회 2021 산업디자인학연구 Vol.15 No.2
Background The interest in interactions with virtual beings on AR or MR contents has increased. Furthermore, many studies on emotional communication with artificial beings such as robots in real space are also being conducted. This existence is defined as a reactive character, and an emotion map for expression of reactive character is proposed in this study. Methods First, analysis for 401 emotional vocabulary was conducted by FGI and card sorting. Second, the framework of the emotion map was proposed based on the emotion theory of Paul Ekman and Robert Plutchik. Thrid, precedent studies and case analysis on emoticon were conducted to derive emotion expression methods. Results EF Map, a coding system that can express eight types and three levels of intensity for emotion, was proposed based on emotion model and the dimensional model. The research contents are as follows. First, four positive emotions (comfort, surprise, joy, and love) and four negative emotions (fear, disgust, anger, and sadness) were divided into opposite pairs. In addition, the emotional vocabulary for each type was classified by intensity. Second, coding parameters for expressing emotions (eyes, pupils, eyelids, mouth, nose, eyebrows, color, and peripheral effects) were derived. Based on the case analysis results, an expression coding system according to types was proposed on four important parameters (eyes, pupils, eyelids, and mouth). Conclusion The conclusion of this study is that the emotional vocabulary for emotional expression has been expanded and that various facial expressions can be produced through 'EF Map'. In this study, we focused on the method of expressing emotions of reacitve characters, we intend to analyze the user's request for expression of emotions and conduct the research on the automatic conversion emotions.
OODBMS를 위한 스키마 관리기와 객체 변환기의 설계와 구현에 관한 연구
김범(Bum Kim),이병욱(Byungwook Lee),황수찬(Soochan Hwang) 한국정보과학회 1995 한국정보과학회 학술발표논문집 Vol.22 No.2A
객체지향 언어 C++가 가지는 객체정보와 관계형 데이타베이스에서 가지는 데이타 정보의 차이는 RDBMS의 저장 시스템을 기반으로 한 객체지향 데이타베이스 시스템을 구현할 때 발생하는 문제점 중의 하나이다. 본 연구에서는 C++에서 정의한 데이타베이스 클래스들을 관계형 데이타베이스 구조에 적합한 구조로 변환하여 질의처리에 필요한 스키마 정보를 제공하는 기법을 기술한다. 또한, 관계형 데이타베이스에서 데이타를 관리하는 방식과 용용에서 요구하는 객체타입인 데이타 사이의 차이를 객체 변환 과정을 통해 해결한다.