Building of Japanese Emotion Ontology from Knowledge on the Web for Realistic Interactive CG Characters

Kosuke Kaneko, Y. Okada
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引用次数: 6

Abstract

This paper treats Japanese emotion ontology building for realistic interactive CG characters. To realize realistic interactive CG characters, we have to consider their emotions because during text-based interactive communications between a human and a CG character, the facial expression of the CG character should change according to its emotion change. The emotion change should be taken based on emotion ontology. Therefore, the authors try to build emotion ontology by defining emotion words and their intensities. In this paper, the authors propose a new method to define Japanese emotion words from the knowledge on the web, i.e., BBS and Twitter and to calculate their intensities based on how many times certain emotional words appear in the documents. The built Japanese emotion ontology is represented by OWL (Web Ontology Language) and EmotionML (Emotion Markup Language). In this paper, the authors also clarify the usefulness of the emotion ontology by applying it to a facial animation system.
基于Web知识构建面向逼真交互CG角色的日语情感本体
本文研究了面向逼真交互CG角色的日语情感本体构建。为了实现逼真的交互式CG角色,我们必须考虑他们的情绪,因为在人与CG角色基于文本的互动交流中,CG角色的面部表情应该随着情绪的变化而变化。情感的变化应该从情感本体的角度来看待。因此,作者试图通过定义情感词及其强度来构建情感本体。本文提出了一种从网络(BBS和Twitter)上的知识中定义日语情感词的新方法,并根据某些情感词在文档中出现的次数来计算其强度。构建的日语情感本体由OWL (Web ontology Language)和EmotionML (emotion Markup Language)表示。在本文中,作者还通过将情感本体应用于面部动画系统来阐明其有用性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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