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

机译:利用网络知识构建逼真的交互式CG角色,构建日本情感本体

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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.
机译:本文将日本情感本体构建视为现实的交互式CG角色。为了实现逼真的交互式CG角色,我们必须考虑他们的情感,因为在人与CG角色之间基于文本的交互式通信中,CG角色的面部表情应根据其情感变化而变化。情绪变化应基于情绪本体。因此,作者试图通过定义情感词及其强度来建立情感本体。在本文中,作者提出了一种新方法,可以根据网络上的知识(即BBS和Twitter)定义日语情感词,并根据某些情感词在文档中出现的次数来计算其强度。建立的日本情感本体由OWL(Web本体语言)和EmotionML(情感标记语言)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情感本体的有用性。

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