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

机译:从知识到现实互动CG字符的知识建立日本情感本体论

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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:本文对现实交互式CG字符进行了日本情感本体建设。为了实现现实的互动CG字符,我们必须考虑他们的情绪,因为在人类和CG角色之间的文本的交互式通信中,CG角色的面部表情应根据其情绪变化而改变。应基于情感本体论采取情感变化。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,作者提出了一种新的方法,可以根据网络上的知识,即BBS和Twitter从知识中定义日本情感词,并根据文件中出现的某些情绪单词的次数是多少次的兴趣来计算它们的强度。建造的日本情感本体论由猫头鹰(Web本体语言)和情感(情感标记语言)表示。在本文中,作者还通过将情绪本体施加到面部动画系统来澄清情感本体的有用性。

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