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.
목차
ABSTRACT 1. 서론 2. 관련 기술 2.1 관련 연구 및 동향 2.2 상황인지 모델의 연구 3. 감정인지 플랫폼 설계 3.1 감정인지를 위한 프로세스 모델 3.2 스마트폰에서의 이벤트 요소 3.3 상황인식을 위한 수학적 모델링 4. 상황인식 감성 프로세스 모델 4.1 상황인식 시나리오 설계 4.2 상황인식 프로세스 모델 5. 결론 참고문헌
키워드
Smart Phone(SP)HSVIPOMDP
저자
이승욱 [ Lee Sung ug | TongMyong University 179, Sinseonno, Nam-Gu, Busan, Korea ]
Corresponding author
1. 게임산업을 활성화 하고,
2. 게임기술과 기술 인력을 양산할 수 있도록 교육기관의 교과과정을 개발하고,
3. 관련기술에 대한 연구발표회, 강연회, 강습회 등을 개최하며,
4. 학회지, 논문지 및 관련 문헌을 발간하고,
5. 게임 기술 개발을 위한 국제화, 표준화 등을 지원하고,
6. 산.학.연.관이 협동할 수 있는 국제적 학술교류 및 협력을 지원하고,
7. 회원 상호간의 공동 이익과 친목을 증진시킨다.
간행물
간행물명
컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) [Journal of Computer Games and Contents]
간기
월간
pISSN
3091-7409
eISSN
3092-3638
수록기간
2002~2026
등재여부
KCI 등재
십진분류
KDC 691DDC 793
이 권호 내 다른 논문 / 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제29권 제3호