TY - GEN
T1 - Building of Japanese emotion ontology from knowledge on the web for realistic interactive CG characters
AU - Kaneko, Kosuke
AU - Okada, Yoshihiro
PY - 2013/10/15
Y1 - 2013/10/15
N2 - 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.
AB - 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.
UR - http://www.scopus.com/inward/record.url?scp=84885226514&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84885226514&partnerID=8YFLogxK
U2 - 10.1109/CISIS.2013.132
DO - 10.1109/CISIS.2013.132
M3 - Conference contribution
AN - SCOPUS:84885226514
SN - 9780769549927
T3 - Proceedings - 2013 7th International Conference on Complex, Intelligent, and Software Intensive Systems, CISIS 2013
SP - 735
EP - 740
BT - Proceedings - 2013 7th International Conference on Complex, Intelligent, and Software Intensive Systems, CISIS 2013
T2 - 2013 7th International Conference on Complex, Intelligent, and Software Intensive Systems, CISIS 2013
Y2 - 3 July 2013 through 5 July 2013
ER -