WO2024111728A1 - User emotion interaction method and system for extended reality based on non-verbal elements - Google Patents

User emotion interaction method and system for extended reality based on non-verbal elements Download PDF

Info

Publication number
WO2024111728A1
WO2024111728A1 PCT/KR2022/019237 KR2022019237W WO2024111728A1 WO 2024111728 A1 WO2024111728 A1 WO 2024111728A1 KR 2022019237 W KR2022019237 W KR 2022019237W WO 2024111728 A1 WO2024111728 A1 WO 2024111728A1
Authority
WO
WIPO (PCT)
Prior art keywords
user
emotional state
emotional
emotion
extended reality
Prior art date
Application number
PCT/KR2022/019237
Other languages
French (fr)
Korean (ko)
Inventor
송광헌
이금탁
양승남
이은희
김창모
신명지
Original Assignee
주식회사 피씨엔
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 주식회사 피씨엔 filed Critical 주식회사 피씨엔
Publication of WO2024111728A1 publication Critical patent/WO2024111728A1/en

Links

Images

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/16Devices for psychotechnics; Testing reaction times ; Devices for evaluating the psychological state
    • A61B5/165Evaluating the state of mind, e.g. depression, anxiety
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F1/00Details not covered by groups G06F3/00 - G06F13/00 and G06F21/00
    • G06F1/16Constructional details or arrangements
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F1/00Details not covered by groups G06F3/00 - G06F13/00 and G06F21/00
    • G06F1/16Constructional details or arrangements
    • G06F1/1613Constructional details or arrangements for portable computers
    • G06F1/163Wearable computers, e.g. on a belt
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/002Specific input/output arrangements not covered by G06F3/01 - G06F3/16
    • G06F3/005Input arrangements through a video camera
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/017Gesture based interaction, e.g. based on a set of recognized hand gestures
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • G06T19/006Mixed reality
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06VIMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
    • G06V40/00Recognition of biometric, human-related or animal-related patterns in image or video data
    • G06V40/10Human or animal bodies, e.g. vehicle occupants or pedestrians; Body parts, e.g. hands
    • G06V40/16Human faces, e.g. facial parts, sketches or expressions
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06VIMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
    • G06V40/00Recognition of biometric, human-related or animal-related patterns in image or video data
    • G06V40/10Human or animal bodies, e.g. vehicle occupants or pedestrians; Body parts, e.g. hands
    • G06V40/16Human faces, e.g. facial parts, sketches or expressions
    • G06V40/174Facial expression recognition
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06VIMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
    • G06V40/00Recognition of biometric, human-related or animal-related patterns in image or video data
    • G06V40/20Movements or behaviour, e.g. gesture recognition

Definitions

  • the present invention relates to a user emotional interaction method and system for extended reality based on non-verbal elements.
  • the present invention was developed to solve the above-mentioned problems, and is intended to provide a user emotion interaction method and system for extended reality based on non-verbal elements that can express user emotions using user images.
  • the present invention provides user emotional interaction for extended reality based on non-verbal elements that can recognize and utilize more accurate user emotional states using artificial intelligence even when using light interfaces such as webcams and minimal wearable devices. It is intended to provide a method and system.
  • a user emotion interaction method performed on a computing device includes: registering user emotion information for a customized service; Acquiring a captured image of the user's facial expressions and gestures; Based on the user emotion information and learned emotion recognition technology, analyzing the captured video to determine the user's emotional state; A user emotional interaction method for extended reality based on non-verbal elements, including the step of reflecting the emotional state in the provided service, and a computer program executing the method are provided.
  • the step of registering the user emotion information includes providing the user with emotion-inducing content including videos or photos that induce a plurality of emotions; And it may include generating and storing user emotion information using the user's facial expression or gesture that changes while the emotion-inducing content is played and the contents of the emotion-inducing content at that point in time.
  • the user emotion information can be generated based on learning data corresponding to the user's age, gender, and face shape.
  • the emotional state may be determined using sensing information from one or more wearable devices worn by the user, and the determination reflection rate of the emotional state may be applied differently depending on the type and model of the wearable device.
  • the current situation including at least one of the location where the user is located, content currently playing around, and people nearby, can be recognized and used to determine the emotional state.
  • it further includes calculating an accuracy value of the emotional state using the quality of the captured image, recognition rate of facial expression, etc., and the reflection rate of the emotional state into the provided service can be applied differently depending on the accuracy value. .
  • a step of calculating an intensity value of the emotional state according to the size of the change in the user's facial expression is further included, and a different reflection method for the emotional state in the provided service can be applied depending on the intensity value.
  • a storage unit for registering user emotion information for customized services; a communication unit for acquiring captured images of the user's facial expressions and gestures from the user terminal; An emotion recognition unit that determines the user's emotional state by analyzing the captured video based on the user emotion information and learned emotion recognition technology; A user emotional interaction system for extended reality based on non-verbal elements is provided, including an interaction unit that reflects the emotional state in the provided service.
  • the user's emotions can be expressed using images captured of the user and applied to extended reality.
  • Figure 1 is an example diagram schematically showing a user emotion recognition method for extended reality based on non-verbal elements using a simple interface according to an embodiment of the present invention.
  • Figure 2 is a functional block diagram showing the configuration of a system for user emotional interaction for extended reality based on non-verbal elements according to an embodiment of the present invention.
  • Figure 3 is a flowchart showing a user emotion interaction process according to an embodiment of the present invention.
  • Figure 4 is a flowchart showing a process of registering user emotion information for customized user recognition according to an embodiment of the present invention.
  • Figure 5 is a flowchart showing an emotional state recognition process using a wearable device in addition to an image according to an embodiment of the present invention.
  • Figure 6 is a flowchart showing an interaction process using the accuracy and intensity of a recognized emotional state according to an embodiment of the present invention.
  • Figure 7 is an example diagram showing an example of service reflection by applying the user's emotional state to an avatar according to an embodiment of the present invention.
  • first, second, etc. may be used to describe various components, but the components should not be limited by the terms. The above terms are used only for the purpose of distinguishing one component from another.
  • terms such as first threshold value and second threshold value which will be described later, may be pre-designated as threshold values that are substantially different or partially the same, but may cause confusion when expressed with the same word threshold. Since there is room, for convenience of classification, terms such as first and second will be used together.
  • Figure 1 is an exemplary diagram schematically showing a user emotion recognition method for extended reality based on non-verbal elements using a simple interface according to an embodiment of the present invention
  • Figure 2 is an illustration of an extended reality based on non-verbal elements according to an embodiment of the present invention.
  • This is a functional block diagram showing the configuration of a system for user emotional interaction for reality.
  • the user's emotional state and gestures can be recognized using a photographing means such as a webcam. Additionally, by further utilizing minimized wearable devices such as wristwatch-type devices, user emotional interaction services for extended reality based on non-verbal elements can be provided.
  • Extended Reality is a term that encompasses mixed reality (MR) technology that encompasses virtual reality (VR) and augmented reality (AR).
  • virtual reality VR
  • AR augmented reality
  • CG computer graphics
  • Augmented reality (AR) and virtual reality (VR) are separate, but these two technologies are evolving together while complementing each other's shortcomings. However, at this stage, the differences are clearly visible.
  • Virtual reality (VR) requires a headset-type (HMD) terminal that covers the entire eye, and augmented reality (AR) can be expressed with glasses such as Google Glass.
  • HMD headset-type
  • AR augmented reality
  • Extended reality creates expanded reality by freely selecting individual or mixed use of virtual and augmented reality (VR and AR) technologies.
  • HoloLens developed by Microsoft is a glasses-shaped device, but it can be seen as a form of extended reality (XR) in that it displays an optimized 3D hologram by understanding real space and object information.
  • Extended reality (XR) is expected to be applied to various fields, including education, healthcare, and manufacturing.
  • the system includes a storage unit 10, a communication unit 20, and a control unit 30.
  • the control unit 30 may include a user management unit 31, an emotion recognition unit 32, and an interaction unit 32.
  • the storage unit 10 stores data necessary for the control unit 30 to function, and also stores user emotion information for customized services. User emotion information will be explained in detail later.
  • the communication unit 20 is a communication means for providing services utilizing user emotional information to user terminals connected through a communication network, etc. For example, a captured image of the user's facial expressions and gestures is acquired from the user terminal through the communication unit 20, and service data reflecting the recognized user emotional state is transmitted to the user terminal. Since these communication means will be obvious to those skilled in the art, further detailed description will be omitted.
  • control unit 30 analyzes the captured image based on learned emotional recognition technology (using artificial intelligence) to recognize the user's emotional state.
  • the emotional state of the user is reflected in the provided service.
  • the emotion recognition unit 32 of the control unit 30 determines the user's emotional state through analysis of captured images by learning learning data about the facial expressions of various people according to various emotional states.
  • the emotion recognition unit 32 can improve the recognition accuracy of emotional states through continuous learning while providing services using artificial intelligence.
  • the recognition accuracy of emotional states can be increased by further using user emotion information registered in advance to correspond to the user as described above.
  • User emotion information is intended to provide customized services to users, and information on the user's facial expressions according to each emotional state is stored and utilized in advance as user emotion information.
  • the user management unit 31 performs management functions of storing, deleting, and updating such user emotion information. A detailed description of this will be provided later with reference to FIG. 4 .
  • the interaction unit 33 of the control unit 30 reflects the determined emotional state of the user in the provided service. For example, if an avatar service is being provided, gestures and facial expressions corresponding to the user's emotional state are applied to the user's avatar (see Figure 7). Of course, this is just one example, and the user's emotional state can be applied to all services provided as extended reality in addition to avatar services.
  • Figure 3 is a flowchart showing a user emotion interaction process according to an embodiment of the present invention.
  • the user emotional interaction method performed on a computing device implemented in the form of a server acquires real-time captured images of the user (S20), analyzes the captured images, and determines the user's emotional state ( S30), includes the process of reflecting the determined emotional state in the provided service (S40).
  • the user's emotional state and gestures are analyzed by analyzing the user's face and gestures captured by a recording device such as a webcam.
  • the user's emotional state is recognized by analyzing images captured of the user using analysis technology based on various learning data.
  • a step (S10) of registering and managing user emotion information may be preceded, and the recognition accuracy of emotional states can be increased by further utilizing such user emotion information.
  • Figure 4 is a flowchart showing a process of registering user emotion information for customized user recognition according to an embodiment of the present invention.
  • emotion-inducing content including videos or photos that induce a plurality of emotions is provided to the user for playback (S410).
  • user emotion information may be generated based on learning data corresponding to the user's age, gender, and face shape. For example, there may be differences between the smiling expressions of teenagers and the smiling expressions of people in their 40s, so learning data corresponding to the user's age, gender, and face shape is first used to analyze the user's facial expressions and gestures to improve usability. This high level of user emotional information can be generated.
  • content that induces various emotional states is provided to the user in advance to watch, the changes in the face or gesture at the time are observed to specify the characteristics of the user's facial expression in each emotional state, and later emotion recognition is performed.
  • the accuracy of emotion recognition can be improved.
  • Figure 5 is a flowchart showing an emotional state recognition process using a wearable device in addition to an image according to an embodiment of the present invention.
  • the reflection rate according to the type and model of the wearable device is determined (S520), and the sensing information is converted into information according to the analysis result of the captured image according to the determined reflection rate. It is used together with to determine the emotional state (S530).
  • a device that can measure not only heart rate but also body temperature and blood pressure will reflect the sensed values at a higher rate to determine emotional state.
  • the current situation is recognized and recognized.
  • the user's emotional state can be determined by further utilizing the current situation. For ease of understanding, for example, if the current location is indoors, music with a cheerful rhythm is playing nearby, and the situation is perceived as being with friends, the user's current emotional state is likely to be [excited] or [happy]. Therefore, based on this information, the user's emotional state is recognized by analyzing the captured video and the sensing information of the wearable device.
  • Figure 6 is a flowchart showing an interaction process using the accuracy and intensity of a recognized emotional state according to an embodiment of the present invention.
  • the accuracy value of the recognized user's emotional state is calculated using the image quality of the captured image, the facial expression recognition rate, etc., and the intensity value of the emotional state according to the size of the change in the user's facial expression is calculated (S610 ).
  • the accuracy value will be calculated low. For example, if the user smiles loudly compared to smiling softly, the change in facial expression will be higher, so the intensity value at this time may be calculated higher.
  • the reflection rate of the emotional state into the provided service is determined (S620). For example, if the recognized emotional state is [Laughing] and the accuracy value is high, a smiling expression is applied to the avatar as is. If the accuracy value is low, only a slightly smiling expression is applied briefly to the avatar, and the reflection ratio is applied differently.
  • the method of reflecting the emotional state is determined according to the intensity value (S630). For example, if the intensity value is high, when expressing the emotional state [laughter] on the avatar's face, a laughter special effect such as greatly enlarging the face size is applied. In contrast, if the intensity value is low, the avatar only has a smiling expression without any special effects. Apply to the face.
  • a computer program stored in a computer-readable medium may be provided to perform the user emotional interaction method for extended reality based on non-verbal elements according to the present invention described above.
  • Computer-readable recording media include all types of recording media storing data that can be deciphered by a computer system. For example, there may be Read Only Memory (ROM), Random Access Memory (RAM), magnetic tape, magnetic disk, flash memory, optical data storage device, etc. Additionally, the computer-readable recording medium can be distributed to computer systems connected through a computer communication network, and stored and executed as code that can be read in a distributed manner.
  • ROM Read Only Memory
  • RAM Random Access Memory
  • magnetic tape magnetic tape
  • magnetic disk magnetic disk
  • flash memory optical data storage device
  • optical data storage device etc.
  • the computer-readable recording medium can be distributed to computer systems connected through a computer communication network, and stored and executed as code that can be read in a distributed manner.

Landscapes

  • Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Health & Medical Sciences (AREA)
  • General Health & Medical Sciences (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Hardware Design (AREA)
  • Life Sciences & Earth Sciences (AREA)
  • Psychiatry (AREA)
  • Tourism & Hospitality (AREA)
  • Social Psychology (AREA)
  • Oral & Maxillofacial Surgery (AREA)
  • Public Health (AREA)
  • Educational Technology (AREA)
  • Animal Behavior & Ethology (AREA)
  • Molecular Biology (AREA)
  • Medical Informatics (AREA)
  • Veterinary Medicine (AREA)
  • Heart & Thoracic Surgery (AREA)
  • Biomedical Technology (AREA)
  • Pathology (AREA)
  • Biophysics (AREA)
  • Psychology (AREA)
  • Computer Vision & Pattern Recognition (AREA)
  • Hospice & Palliative Care (AREA)
  • Surgery (AREA)
  • Economics (AREA)
  • Human Resources & Organizations (AREA)
  • Marketing (AREA)
  • Primary Health Care (AREA)
  • Strategic Management (AREA)
  • General Business, Economics & Management (AREA)
  • Developmental Disabilities (AREA)
  • Child & Adolescent Psychology (AREA)
  • Computer Graphics (AREA)
  • Software Systems (AREA)

Abstract

Disclosed are a user emotion interaction method and system for extended reality based on non-verbal elements. A user emotion interaction method performed on a computing device according to one aspect of the present invention comprises the steps of: registering user emotion information for a user-customized service; acquiring captured images of the user's facial expressions and gestures; analyzing the captured images to determine the user's emotional state on the basis of the user emotion information and trained emotion recognition technology; and applying the emotional state to a provided service.

Description

비언어적 요소 기반 확장현실을 위한 사용자 감정 상호 작용 방법 및 시스템User emotional interaction method and system for extended reality based on non-verbal elements
본 발명은 비언어적 요소 기반 확장현실을 위한 사용자 감정 상호 작용 방법 및 시스템에 관한 것이다.The present invention relates to a user emotional interaction method and system for extended reality based on non-verbal elements.
최근에는 메타버스 등 가상현실을 넘어 확장현실에 대한 서비스가 확장되고 있다. Recently, services for extended reality are expanding beyond virtual reality such as Metaverse.
종래의 확장현실을 위한 사용자 인터페이스는 키보드, 마우스와 같은 언어적 입력장치만을 이용함으로써 사용자 움직임 및 사용자 표현(감정)을 반영하기에는 극히 한정적이고 제한적이었다. Conventional user interfaces for extended reality used only linguistic input devices such as keyboards and mice, which was extremely limited and limited in reflecting user movements and user expressions (emotions).
또한, 게임제작자, 방송관계자 등의 전문인력들은 제스처 인식, 표정인식 등을 수행하기 위해 다수의 고가 장비를 이용하게 되는데, 이는 다양한 사용자를 위한 메타버스 서비스 등에 적용하기에는 한계가 있다.In addition, professional personnel such as game producers and broadcasters use a lot of expensive equipment to perform gesture recognition, facial expression recognition, etc., but this has limitations in applying it to metaverse services for various users.
따라서, 본 발명은 상술한 문제점을 해결하기 위해 안출된 것으로서, 사용자 영상을 활용하여 사용자 감정을 표출할 수 있는 비언어적 요소 기반 확장현실을 위한 사용자 감정 상호 작용 방법 및 시스템을 제공하기 위한 것이다.Therefore, the present invention was developed to solve the above-mentioned problems, and is intended to provide a user emotion interaction method and system for extended reality based on non-verbal elements that can express user emotions using user images.
또한, 본 발명은 웹캠 및 최소한의 웨어러블 디바이스(Wearable Device)와 같은 가벼운 인터페이스를 이용하더라도 인공지능을 이용하여 보다 정확한 사용자 감정 상태를 인식 및 활용할 수 있는, 비언어적 요소 기반 확장현실을 위한 사용자 감정 상호 작용 방법 및 시스템을 제공하기 위한 것이다.In addition, the present invention provides user emotional interaction for extended reality based on non-verbal elements that can recognize and utilize more accurate user emotional states using artificial intelligence even when using light interfaces such as webcams and minimal wearable devices. It is intended to provide a method and system.
본 발명의 다른 목적들은 이하에 서술되는 바람직한 실시예를 통하여 보다 명확해질 것이다.Other objects of the present invention will become clearer through the preferred embodiments described below.
본 발명의 일 측면에 따르면, 컴퓨팅 장치에서 수행되는 사용자 감정 상호 작용 방법에 있어서, 사용자 맞춤형 서비스를 위한 사용자감정정보를 등록하는 단계; 사용자의 표정과 제스처를 촬영한 촬영영상을 취득하는 단계; 상기 사용자감정정보와 학습된 감성인식기술을 기반으로, 상기 촬영영상을 분석하여 사용자의 감정상태를 결정하는 단계; 및 상기 감정상태를 제공서비스에 반영하는 단계를 포함하는, 비언어적 요소 기반 확장현실을 위한 사용자 감정 상호 작용 방법 및 그 방법을 실행하는 컴퓨터 프로그램이 제공된다.According to one aspect of the present invention, a user emotion interaction method performed on a computing device includes: registering user emotion information for a customized service; Acquiring a captured image of the user's facial expressions and gestures; Based on the user emotion information and learned emotion recognition technology, analyzing the captured video to determine the user's emotional state; A user emotional interaction method for extended reality based on non-verbal elements, including the step of reflecting the emotional state in the provided service, and a computer program executing the method are provided.
여기서, 상기 사용자감정정보를 등록하는 단계는, 복수개의 감정을 유발하는 동영상 또는 사진을 포함하는 감정유발콘텐츠를 사용자에게 제공하는 단계; 및 상기 감정유발콘텐츠가 재생되는 동안 변화되는 사용자 표정 또는 제스처와 그 시점의 감정유발콘텐츠의 내용을 이용하여 사용자감정정보를 생성 및 저장하는 단계를 포함할 수 있다.Here, the step of registering the user emotion information includes providing the user with emotion-inducing content including videos or photos that induce a plurality of emotions; And it may include generating and storing user emotion information using the user's facial expression or gesture that changes while the emotion-inducing content is played and the contents of the emotion-inducing content at that point in time.
또한, 사용자의 연령, 성별 및 얼굴 형태에 상응하는 학습데이터를 기반으로 상기 사용자감정정보를 생성할 수 있다.Additionally, the user emotion information can be generated based on learning data corresponding to the user's age, gender, and face shape.
또한, 상기 사용자가 착용한 하나 이상의 웨어러블 디바이스로부터의 센싱정보를 더 이용하여 상기 감정상태를 결정하되, 상기 웨어러블 디바이스의 종류, 기종에 따라 상기 감정상태의 결정 반영율을 달리 적용할 수 있다.In addition, the emotional state may be determined using sensing information from one or more wearable devices worn by the user, and the determination reflection rate of the emotional state may be applied differently depending on the type and model of the wearable device.
또한, 사용자가 위치한 장소, 현재 주변에 재생중인 컨텐츠, 주변인물 중 적어도 어느 하나를 포함하는 현재상황을 인식하여 상기 감정상태의 결정에 이용할 수 있다.In addition, the current situation, including at least one of the location where the user is located, content currently playing around, and people nearby, can be recognized and used to determine the emotional state.
또한, 촬영영상의 화질, 표정의 인식률 등을 이용하여 상기 감정상태의 정확도 수치를 산출하는 단계를 더 포함하되, 상기 정확도 수치에 따라 상기 감정상태에 대한 제공서비스로의 반영률을 달리 적용할 수 있다. In addition, it further includes calculating an accuracy value of the emotional state using the quality of the captured image, recognition rate of facial expression, etc., and the reflection rate of the emotional state into the provided service can be applied differently depending on the accuracy value. .
또한, 사용자의 표정변화의 크기에 따른 상기 감정상태의 강도 수치를 산출하는 단계를 더 포함하되, 상기 강도 수치에 따라 상기 감정상태에 대한 제공서비스로의 반영방식을 달리 적용할 수 있다. In addition, a step of calculating an intensity value of the emotional state according to the size of the change in the user's facial expression is further included, and a different reflection method for the emotional state in the provided service can be applied depending on the intensity value.
본 발명의 다른 측면에 따르면, 사용자 맞춤형 서비스를 위한 사용자감정정보를 등록하기 위한 저장부; 사용자 단말로부터 사용자의 표정과 제스처를 촬영한 촬영영상을 취득하기 위한 통신부; 상기 사용자감정정보와 학습된 감성인식기술을 기반으로, 상기 촬영영상을 분석하여 사용자의 감정상태를 결정하는 감정인식부; 및 상기 감정상태를 제공서비스에 반영하는 상호작용부를 포함하는, 비언어적 요소 기반 확장현실을 위한 사용자 감정 상호 작용 시스템이 제공된다.According to another aspect of the present invention, a storage unit for registering user emotion information for customized services; a communication unit for acquiring captured images of the user's facial expressions and gestures from the user terminal; An emotion recognition unit that determines the user's emotional state by analyzing the captured video based on the user emotion information and learned emotion recognition technology; A user emotional interaction system for extended reality based on non-verbal elements is provided, including an interaction unit that reflects the emotional state in the provided service.
전술한 것 외의 다른 측면, 특징, 이점이 이하의 도면, 특허청구범위 및 발명의 상세한 설명으로부터 명확해질 것이다.Other aspects, features and advantages in addition to those described above will become apparent from the following drawings, claims and detailed description of the invention.
본 발명에 따르면, 사용자를 촬영한 영상을 활용하여 사용자 감정을 표출하여 확장현실에 적용할 수 있다. According to the present invention, the user's emotions can be expressed using images captured of the user and applied to extended reality.
또한, 본 발명에 따르면, 웹캠 및 최소한의 웨어러블 디바이스(Wearable Deivce)와 같은 가벼운 인터페이스를 이용하더라도 인공지능을 이용하여 보다 정확한 사용자 감정 상태를 인식하고 이를 확장현실에 활용할 수 있다.In addition, according to the present invention, even when using a lightweight interface such as a webcam and a minimal wearable device, it is possible to use artificial intelligence to more accurately recognize the user's emotional state and use it in extended reality.
도 1은 본 발명의 일 실시예에 따른 간편한 인터페이스를 이용한 비언어적 요소 기반 확장현실을 위한 사용자 감정 인식 방식을 개략적으로 도시한 예시도.Figure 1 is an example diagram schematically showing a user emotion recognition method for extended reality based on non-verbal elements using a simple interface according to an embodiment of the present invention.
도 2는 본 발명의 일 실시예에 따른 비언어적 요소 기반 확장현실을 위한 사용자 감정 상호 작용을 위한 시스템의 구성을 도시한 기능블록도.Figure 2 is a functional block diagram showing the configuration of a system for user emotional interaction for extended reality based on non-verbal elements according to an embodiment of the present invention.
도 3은 본 발명의 일 실시예에 따른 사용자 감정 상호 작용 과정을 도시한 흐름도.Figure 3 is a flowchart showing a user emotion interaction process according to an embodiment of the present invention.
도 4는 본 발명의 일 실시예에 따른 사용자 맞춤형 인식을 위한 사용자감정정보 등록 과정을 도시한 흐름도.Figure 4 is a flowchart showing a process of registering user emotion information for customized user recognition according to an embodiment of the present invention.
도 5는 본 발명의 일 실시예에 따른 영상 이외에 웨어러블 기기를 이용한 감정상태 인식 과정을 도시한 흐름도.Figure 5 is a flowchart showing an emotional state recognition process using a wearable device in addition to an image according to an embodiment of the present invention.
도 6은 본 발명의 일 실시예에 따른 인식된 감정상태의 정확도와 강도를 이용한 상호 작용 과정을 도시한 흐름도.Figure 6 is a flowchart showing an interaction process using the accuracy and intensity of a recognized emotional state according to an embodiment of the present invention.
도 7은 본 발명의 일 실시예에 따른 사용자의 감정상태를 아바타에 적용한 서비스 반영 예시를 도시한 예시도.Figure 7 is an example diagram showing an example of service reflection by applying the user's emotional state to an avatar according to an embodiment of the present invention.
본 발명은 다양한 변경을 가할 수 있고 여러 가지 실시예를 가질 수 있는 바, 특정 실시예들을 도면에 예시하고 상세한 설명에 상세하게 설명하고자 한다. 그러나 이는 본 발명을 특정한 실시 형태에 대해 한정하려는 것이 아니며, 본 발명의 사상 및 기술 범위에 포함되는 모든 변경, 균등물 내지 대체물을 포함하는 것으로 이해되어야 한다.Since the present invention can make various changes and have various embodiments, specific embodiments will be illustrated in the drawings and described in detail in the detailed description. However, this is not intended to limit the present invention to specific embodiments, and should be understood to include all changes, equivalents, and substitutes included in the spirit and technical scope of the present invention.
어떤 구성요소가 다른 구성요소에 "연결되어" 있다거나 "접속되어" 있다고 언급된 때에는, 그 다른 구성요소에 직접적으로 연결되어 있거나 또는 접속되어 있을 수도 있지만, 중간에 다른 구성요소가 존재할 수도 있다고 이해되어야 할 것이다. 반면에, 어떤 구성요소가 다른 구성요소에 "직접 연결되어" 있다거나 "직접 접속되어" 있다고 언급된 때에는, 중간에 다른 구성요소가 존재하지 않는 것으로 이해되어야 할 것이다. When a component is said to be "connected" or "connected" to another component, it is understood that it may be directly connected to or connected to the other component, but that other components may exist in between. It should be. On the other hand, when it is mentioned that a component is “directly connected” or “directly connected” to another component, it should be understood that there are no other components in between.
제1, 제2 등의 용어는 다양한 구성요소들을 설명하는데 사용될 수 있지만, 상기 구성요소들은 상기 용어들에 의해 한정되어서는 안 된다. 상기 용어들은 하나의 구성요소를 다른 구성요소로부터 구별하는 목적으로만 사용된다. 예를 들어, 후술될 제1 임계값, 제2 임계값 등의 용어는 실질적으로는 각각 상이하거나 일부는 동일한 값인 임계값들로 미리 지정될 수 있으나, 임계값이라는 동일한 단어로 표현될 때 혼동의 여지가 있으므로 구분의 편의상 제1, 제2 등의 용어를 병기하기로 한다. Terms such as first, second, etc. may be used to describe various components, but the components should not be limited by the terms. The above terms are used only for the purpose of distinguishing one component from another. For example, terms such as first threshold value and second threshold value, which will be described later, may be pre-designated as threshold values that are substantially different or partially the same, but may cause confusion when expressed with the same word threshold. Since there is room, for convenience of classification, terms such as first and second will be used together.
본 명세서에서 사용한 용어는 단지 특정한 실시예를 설명하기 위해 사용된 것으로, 본 발명을 한정하려는 의도가 아니다. 단수의 표현은 문맥상 명백하게 다르게 뜻하지 않는 한, 복수의 표현을 포함한다. 본 명세서에서, "포함하다" 또는 "가지다" 등의 용어는 명세서상에 기재된 특징, 숫자, 단계, 동작, 구성요소, 부품 또는 이들을 조합한 것이 존재함을 지정하려는 것이지, 하나 또는 그 이상의 다른 특징들이나 숫자, 단계, 동작, 구성요소, 부품 또는 이들을 조합한 것들의 존재 또는 부가 가능성을 미리 배제하지 않는 것으로 이해되어야 한다.The terms used in this specification are merely used to describe specific embodiments and are not intended to limit the invention. Singular expressions include plural expressions unless the context clearly dictates otherwise. In this specification, terms such as “comprise” or “have” are intended to designate the presence of features, numbers, steps, operations, components, parts, or combinations thereof described in the specification, but are not intended to indicate the presence of one or more other features. It should be understood that it does not exclude in advance the possibility of the existence or addition of elements, numbers, steps, operations, components, parts, or combinations thereof.
또한, 각 도면을 참조하여 설명하는 실시예의 구성 요소가 해당 실시예에만 제한적으로 적용되는 것은 아니며, 본 발명의 기술적 사상이 유지되는 범위 내에서 다른 실시예에 포함되도록 구현될 수 있으며, 또한 별도의 설명이 생략될지라도 복수의 실시예가 통합된 하나의 실시예로 다시 구현될 수도 있음은 당연하다.In addition, the components of the embodiments described with reference to each drawing are not limited to the corresponding embodiments, and may be implemented to be included in other embodiments within the scope of maintaining the technical spirit of the present invention, and may also be included in separate embodiments. Even if the description is omitted, it is natural that a plurality of embodiments may be re-implemented as a single integrated embodiment.
또한, 첨부 도면을 참조하여 설명함에 있어, 도면 부호에 관계없이 동일한 구성 요소는 동일하거나 관련된 참조부호를 부여하고 이에 대한 중복되는 설명은 생략하기로 한다. 본 발명을 설명함에 있어서 관련된 공지 기술에 대한 구체적인 설명이 본 발명의 요지를 불필요하게 흐릴 수 있다고 판단되는 경우 그 상세한 설명을 생략한다. In addition, when describing with reference to the accompanying drawings, identical or related reference numbers will be assigned to identical or related elements regardless of the drawing symbols, and overlapping descriptions thereof will be omitted. In describing the present invention, if it is determined that a detailed description of related known technologies may unnecessarily obscure the gist of the present invention, the detailed description will be omitted.
도 1은 본 발명의 일 실시예에 따른 간편한 인터페이스를 이용한 비언어적 요소 기반 확장현실을 위한 사용자 감정 인식 방식을 개략적으로 도시한 예시도이고, 도 2는 본 발명의 일 실시예에 따른 비언어적 요소 기반 확장현실을 위한 사용자 감정 상호 작용을 위한 시스템의 구성을 도시한 기능블록도이다.Figure 1 is an exemplary diagram schematically showing a user emotion recognition method for extended reality based on non-verbal elements using a simple interface according to an embodiment of the present invention, and Figure 2 is an illustration of an extended reality based on non-verbal elements according to an embodiment of the present invention. This is a functional block diagram showing the configuration of a system for user emotional interaction for reality.
먼저 도 1을 참조하면, 본 실시예에 따르면, 웹캠과 같은 촬영수단을 이용하여 사용자의 감정상태와 제스처를 인식할 수 있다. 그리고, 손목시계형 장치와 같은 최소화된 웨어러블 디바이스를 더 활용하여 비언어적 요소기반의 확장현실을 위한 사용자 감정 상호 작용 서비스를 제공할 수 있다.First, referring to FIG. 1, according to this embodiment, the user's emotional state and gestures can be recognized using a photographing means such as a webcam. Additionally, by further utilizing minimized wearable devices such as wristwatch-type devices, user emotional interaction services for extended reality based on non-verbal elements can be provided.
확장현실(eXtended Reality) 가상현실(VR)과 증강현실(AR)을 아우르는 혼합현실(MR) 기술을 망라하는 용어이다. 가상현실(VR)이 360도 영상을 바탕으로 새로운 현실을 경험하도록 하는 기술이라면 증강현실(AR)은 실제 사물 위에 컴퓨터그래픽(CG)을 통해 정보와 콘텐츠를 표시한다. 증강현실(AR)과 가상현실(VR)은 별개이지만 이 두 기술은 각자 단점을 보완하며 상호 진화를 하고 있다. 그러나 현 단계에서는 차이가 분명히 드러난다. 가상현실(VR)은 눈 전체를 가리는 헤드셋 형(HMD) 단말기가 필요하고, 증강현실(AR)은 구글 글라스와 같은 안경으로 표현이 가능하다.Extended Reality (eXtended Reality) is a term that encompasses mixed reality (MR) technology that encompasses virtual reality (VR) and augmented reality (AR). While virtual reality (VR) is a technology that allows users to experience a new reality based on 360-degree images, augmented reality (AR) displays information and content through computer graphics (CG) on real objects. Augmented reality (AR) and virtual reality (VR) are separate, but these two technologies are evolving together while complementing each other's shortcomings. However, at this stage, the differences are clearly visible. Virtual reality (VR) requires a headset-type (HMD) terminal that covers the entire eye, and augmented reality (AR) can be expressed with glasses such as Google Glass.
확장현실(XR)은 가상·증강현실(VR·AR) 기술의 개별 활용 또는 혼합 활용을 자유롭게 선택하며, 확장된 현실을 창조한다. 마이크로소프트(MS)가 개발한 홀로 렌즈는 안경 형태의 기기지만 현실 공간과 사물 정보를 파악하여 최적화된 3D 홀로그램을 표시한다는 점에서 확장현실(XR)의 한 형태로 볼 수 있다. 확장현실(XR)은 교육은 물론 헬스케어, 제조업 등 다양한 분야에 적용될 것으로 기대된다. Extended reality (XR) creates expanded reality by freely selecting individual or mixed use of virtual and augmented reality (VR and AR) technologies. HoloLens developed by Microsoft (MS) is a glasses-shaped device, but it can be seen as a form of extended reality (XR) in that it displays an optimized 3D hologram by understanding real space and object information. Extended reality (XR) is expected to be applied to various fields, including education, healthcare, and manufacturing.
이러한 확장현실에서 사용자와의 상호 작용을 위해서는 사용자의 실시간 감정상태를 인식하여 서비스에 반영하는 기술이 중요하다. In order to interact with users in this extended reality, technology that recognizes the user's real-time emotional state and reflects it in the service is important.
본 발명의 일 실시예에 따른 사용자 감정 상호 작용 서비스를 제공하기 위한 시스템의 구성을 도시한 도 2를 참조하면, 본 실시예에 따른 시스템은 저장부(10), 통신부(20) 및 제어부(30)를 포함하되, 제어부(30)는 사용자관리부(31), 감정인식부(32) 및 상호작용부(32)를 포함할 수 있다.Referring to FIG. 2 showing the configuration of a system for providing a user emotional interaction service according to an embodiment of the present invention, the system according to this embodiment includes a storage unit 10, a communication unit 20, and a control unit 30. ), but the control unit 30 may include a user management unit 31, an emotion recognition unit 32, and an interaction unit 32.
저장부(10)에는 제어부(30)가 기능하기 위해 필요한 데이터들이 저장되며, 또한 사용자 맞춤형 서비스를 위한 사용자감정정보가 저장된다. 사용자감정정보에 대해서는 차후 상세히 설명하기로 한다. The storage unit 10 stores data necessary for the control unit 30 to function, and also stores user emotion information for customized services. User emotion information will be explained in detail later.
통신부(20)는 사용자 감정정보를 활용한 서비스를 통신망 등을 통해 접속한 사용자단말로 제공하기 위한 통신수단이다. 예를 들어, 통신부(20)를 통해 사용자 단말로부터 사용자의 표정과 제스처를 촬영한 촬영영상을 취득하며, 또한 인식된 사용자 감정상태가 반영된 서비스 데이터를 사용자 단말로 전송한다. 이러한 통신수단은 당업자에게는 자명할 것이므로 더욱 상세한 설명은 생략한다. The communication unit 20 is a communication means for providing services utilizing user emotional information to user terminals connected through a communication network, etc. For example, a captured image of the user's facial expressions and gestures is acquired from the user terminal through the communication unit 20, and service data reflecting the recognized user emotional state is transmitted to the user terminal. Since these communication means will be obvious to those skilled in the art, further detailed description will be omitted.
제어부(30)는 사용자 단말로부터 사용자의 표정과 제스처를 촬영한 촬영영상이 취득되면, 학습된 감성인식기술(인공지능을 활용)을 기반으로 촬영영상을 분석하여 사용자의 감정상태를 인식하며, 인식된 사용자의 감정상태를 제공서비스에 반영한다.When a captured image of the user's facial expressions and gestures is acquired from the user terminal, the control unit 30 analyzes the captured image based on learned emotional recognition technology (using artificial intelligence) to recognize the user's emotional state. The emotional state of the user is reflected in the provided service.
제어부(30)의 감정인식부(32)는 각종 감정상태에 따른 다양한 사람들의 얼굴표정에 대한 학습데이터를 학습함으로써 촬영영상의 분석으로 사용자의 감정상태를 결정한다. 또한, 감정인식부(32)는 인공지능을 이용하여 서비스를 제공하면서도 계속적인 학습으로 감정상태의 인식 정확도를 높일 수 있다. 특히, 상술한 바와 같은 사용자에 대응되도록 미리 등록된 사용자감정정보를 더 이용함으로써 감정상태의 인식 정확도를 높일 수 있다. 사용자감정정보는 사용자 맞춤형 서비스를 제공하기 위한 것으로, 각 감정상태에 따른 사용자의 얼굴표정에 대한 정보를 사용자감정정보로서 미리 저장하여 활용하는 것이다. 사용자관리부(31)는 이러한 사용자감정정보를 저장, 삭제, 갱신하는 관리 기능을 수행한다. 이에 대한 상세한 설명은 차후 도 4를 참조하여 상세히 설명하기로 한다.The emotion recognition unit 32 of the control unit 30 determines the user's emotional state through analysis of captured images by learning learning data about the facial expressions of various people according to various emotional states. In addition, the emotion recognition unit 32 can improve the recognition accuracy of emotional states through continuous learning while providing services using artificial intelligence. In particular, the recognition accuracy of emotional states can be increased by further using user emotion information registered in advance to correspond to the user as described above. User emotion information is intended to provide customized services to users, and information on the user's facial expressions according to each emotional state is stored and utilized in advance as user emotion information. The user management unit 31 performs management functions of storing, deleting, and updating such user emotion information. A detailed description of this will be provided later with reference to FIG. 4 .
제어부(30)의 상호작용부(33)는 결정된 사용자의 감정상태를 제공서비스에 반영한다. 예를 들어, 아바타 서비스를 제공하는 중이라면, 사용자의 아바타에 사용자 감정상태에 상응하는 제스처와 표정을 적용하는 것이다(도 7참조). 물론 이는 하나의 예시일 뿐 아바타 서비스 외에도 확장현실로서 제공하는 모든 서비스에 사용자 감정상태를 적용할 수 있을 것이다. The interaction unit 33 of the control unit 30 reflects the determined emotional state of the user in the provided service. For example, if an avatar service is being provided, gestures and facial expressions corresponding to the user's emotional state are applied to the user's avatar (see Figure 7). Of course, this is just one example, and the user's emotional state can be applied to all services provided as extended reality in addition to avatar services.
도 3은 본 발명의 일 실시예에 따른 사용자 감정 상호 작용 과정을 도시한 흐름도이다.Figure 3 is a flowchart showing a user emotion interaction process according to an embodiment of the present invention.
도 3을 참조하면, 예를 들어 서버 형태로 구현되는 컴퓨팅 장치에서 수행되는 사용자 감정 상호 작용 방법은, 사용자의 실시간 촬영영상을 취득하고(S20), 촬영영상을 분석하여 사용자 감정상태를 결정하며(S30), 결정된 감정상태를 제공서비스에 반영(S40)하는 과정을 포함한다.Referring to Figure 3, for example, the user emotional interaction method performed on a computing device implemented in the form of a server acquires real-time captured images of the user (S20), analyzes the captured images, and determines the user's emotional state ( S30), includes the process of reflecting the determined emotional state in the provided service (S40).
즉, 웹캠 등의 촬영수단에 의해 촬영된 사용자의 얼굴 및 몸짓을 분석함으로써, 사용자의 감정상태와 제스처를 분석한다. 즉, 고가의 센서에 의한 센싱값을 이용하는 것이 아니라, 사용자를 촬영한 영상을 다양한 학습데이터에 의한 분석기술을 이용하여 분석함으로써 사용자의 감정상태를 인식하는 것이다. In other words, the user's emotional state and gestures are analyzed by analyzing the user's face and gestures captured by a recording device such as a webcam. In other words, rather than using sensing values from an expensive sensor, the user's emotional state is recognized by analyzing images captured of the user using analysis technology based on various learning data.
여기에 인식 정확도를 높이기 위해, 사용자감정정보를 등록하고 관리하는 단계(S10)가 선행될 수 있으며, 이러한 사용자감정정보를 더 활용하여 감정상태의 인식 정확도를 높일 수 있다. In order to increase recognition accuracy, a step (S10) of registering and managing user emotion information may be preceded, and the recognition accuracy of emotional states can be increased by further utilizing such user emotion information.
도 4는 본 발명의 일 실시예에 따른 사용자 맞춤형 인식을 위한 사용자감정정보 등록 과정을 도시한 흐름도이다. Figure 4 is a flowchart showing a process of registering user emotion information for customized user recognition according to an embodiment of the present invention.
도 4를 참조하면, 복수개의 감정을 유발하는 동영상 또는 사진을 포함하는 감정유발콘텐츠를 사용자에게 제공하는 재생토록 한다(S410).Referring to FIG. 4, emotion-inducing content including videos or photos that induce a plurality of emotions is provided to the user for playback (S410).
감정유발콘텐츠가 재생되는 동안 사용자를 촬영한 촬영영상을 분석한다(S420).While emotion-inducing content is being played, the captured video of the user is analyzed (S420).
사용자의 표정 및/또는 제스처에 변화가 발생하였는지를 판단하고(S430), 변화가 있었다면 현 시점의 감정유발콘텐츠 내용과 사용자의 표정 및/또는 제스처를 사용자감정정보로서 생성하여 저장한다(S440). It is determined whether there has been a change in the user's facial expression and/or gesture (S430), and if there has been a change, the contents of the emotion-inducing content at the current time and the user's facial expression and/or gesture are generated and stored as user emotion information (S440).
예를 들어, 감정유발콘텐츠의 내용으로 유머스러운 내용이 나올 때, 사용자의 표정에 변화가 발생되었다면, 그때의 사용자 표정에 따른 영상특징정보와 웃음이라는 감정상태에 대한 정보가 사용자감정정보로서 저장될 수 있다. 물론 이때에도 사용자의 얼굴표정이 어떤 감정상태인지에 대해 학습데이터를 활용한 인식과정을 더할 수 있음은 당연하다. For example, when humorous content appears as emotion-inducing content and a change occurs in the user's facial expression, image feature information according to the user's facial expression at that time and information about the emotional state such as laughter are stored as user emotion information. You can. Of course, it is natural that a recognition process using learning data can be added to determine the emotional state of the user's facial expression.
그리고, 이때 사용자의 연령, 성별 및 얼굴 형태에 상응하는 학습데이터를 기반으로 사용자감정정보를 생성할 수도 있다. 예를 들어, 10대가 웃는 표정과 40대가 웃는 표정에 차이가 있을 수 있으므로, 사용자의 연령, 성별 및 얼굴 형태에 상응하는 학습데이터를 우선하여 활용하여 사용자의 얼굴표정과 제스처를 분석함으로써 보다 활용성이 높은 사용자감정정보를 생성할 수 있다.Also, at this time, user emotion information may be generated based on learning data corresponding to the user's age, gender, and face shape. For example, there may be differences between the smiling expressions of teenagers and the smiling expressions of people in their 40s, so learning data corresponding to the user's age, gender, and face shape is first used to analyze the user's facial expressions and gestures to improve usability. This high level of user emotional information can be generated.
본 실시예에 따르면, 다양한 감정상태를 유발하는 콘텐츠를 사용자에게 미리 제공하여 시청토록 하고, 그때의 얼굴 또는 제스처 변화를 관찰하여 각 감정상태에서의 사용자 얼굴표정에 대한 특징을 구체화하고, 차후 감정인식 시에 활용함으로써 감정인식 정확도를 높일 수 있다. According to this embodiment, content that induces various emotional states is provided to the user in advance to watch, the changes in the face or gesture at the time are observed to specify the characteristics of the user's facial expression in each emotional state, and later emotion recognition is performed. By using it in poetry, the accuracy of emotion recognition can be improved.
전술한 바와 같이 사용자를 촬영한 영상뿐 아니라, 사용자가 착용한 웨어러블 디바이스를 더 활용하여 보다 정확도 높은 사용자의 감정상태 인식을 수행할 수 있다.As described above, more accurate recognition of the user's emotional state can be achieved by utilizing not only the image captured of the user but also the wearable device worn by the user.
도 5는 본 발명의 일 실시예에 따른 영상 이외에 웨어러블 기기를 이용한 감정상태 인식 과정을 도시한 흐름도이다.Figure 5 is a flowchart showing an emotional state recognition process using a wearable device in addition to an image according to an embodiment of the present invention.
도 5를 참조하면, 웨어러블 디바이스로부터의 센싱정보를 취득하면(S510), 웨어러블 디바이스의 종류, 기종에 따른 반영율을 결정하고(S520), 결정된 반영율에 따라 센싱정보를 촬영영상의 분석결과에 따른 정보와 함께 활용하여 감정상태를 결정한다(S530).Referring to FIG. 5, when sensing information from a wearable device is acquired (S510), the reflection rate according to the type and model of the wearable device is determined (S520), and the sensing information is converted into information according to the analysis result of the captured image according to the determined reflection rate. It is used together with to determine the emotional state (S530).
예를 들어, 심박수만을 측정하는 웨어러블 디바이스에 비해 심박수뿐 아니라 체온, 혈압을 더 측정할 수 있는 기기라면 더욱 높은 비율로 그 센싱값을 반영하여 감정상태를 결정할 것이다. For example, compared to a wearable device that measures only heart rate, a device that can measure not only heart rate but also body temperature and blood pressure will reflect the sensed values at a higher rate to determine emotional state.
그리고, 만일 사용자 단말로부터 추가적으로 취득되는 정보(예를 들어, 사용자가 위치한 장소정보, 현재 주변에 재생중인 컨텐츠에 대한 정보, 주변에 존재하는 인물 등에 대한 정보)를 이용하여 현재상황을 인식하며, 인식된 현재상황을 더 활용하여 사용자의 감정상태의 결정할 수 있다. 이해의 편의를 위해 예를 들면, 현재 위치가 실내이고 주변에서 경쾌한 리듬의 음악이 재생되고 있고 친구들과 있는 것으로 상황인 인지된다면, 사용자의 현재 감정상태는 [신나는] 또는 [즐거운] 상태일 확률이 높으므로, 이러한 정보를 기반으로 촬영영상의 분석 및 웨어러블 디바이스의 센싱정보를 분석하여 사용자의 감정상태를 인식한다. In addition, if information is additionally acquired from the user terminal (e.g., location information where the user is located, information about content currently playing nearby, information about people existing nearby, etc.), the current situation is recognized and recognized. The user's emotional state can be determined by further utilizing the current situation. For ease of understanding, for example, if the current location is indoors, music with a cheerful rhythm is playing nearby, and the situation is perceived as being with friends, the user's current emotional state is likely to be [excited] or [happy]. Therefore, based on this information, the user's emotional state is recognized by analyzing the captured video and the sensing information of the wearable device.
도 6은 본 발명의 일 실시예에 따른 인식된 감정상태의 정확도와 강도를 이용한 상호 작용 과정을 도시한 흐름도이다. Figure 6 is a flowchart showing an interaction process using the accuracy and intensity of a recognized emotional state according to an embodiment of the present invention.
도 6을 참조하면, 촬영영상의 화질, 표정의 인식률 등을 이용하여 인식된 사용자의 감정상태의 정확도 수치를 산출하고, 또한 사용자의 표정변화의 크기에 따른 감정상태의 강도 수치를 산출한다(S610).Referring to FIG. 6, the accuracy value of the recognized user's emotional state is calculated using the image quality of the captured image, the facial expression recognition rate, etc., and the intensity value of the emotional state according to the size of the change in the user's facial expression is calculated (S610 ).
예를 들어, 촬영영상에서의 사용자 얼굴표정에 대한 영상의 질이 낮고, 분석된 사용자의 표정에 명확히 대응되는 감정상태가 없는 상태라면 정확도 수치는 낮게 산출될 것이다. 강도 수치에 대한 예를 들면, 사용자가 작게 웃는 것에 비해 크게 웃는 경우, 얼굴 표정의 변화가 더 높을 것이므로 이때의 강도 수치는 높게 산출될 수 있을 것이다. For example, if the image quality of the user's facial expression in the captured video is low and there is no emotional state that clearly corresponds to the analyzed user's facial expression, the accuracy value will be calculated low. For example, if the user smiles loudly compared to smiling softly, the change in facial expression will be higher, so the intensity value at this time may be calculated higher.
정확도 수치에 따라 감정상태에 대한 제공서비스로의 반영률을 결정한다(S620). 예를 들어, 인식된 감정상태가 [웃음]이고, 정확도 수치가 높다면 아바타에 웃는 표정을 그대로 적용하고, 정확도 수치가 낮다면 아바타에 살짝 웃는 표정만을 잠시 적용함으로써 그 반영 비율을 달리 적용한다. Depending on the accuracy value, the reflection rate of the emotional state into the provided service is determined (S620). For example, if the recognized emotional state is [Laughing] and the accuracy value is high, a smiling expression is applied to the avatar as is. If the accuracy value is low, only a slightly smiling expression is applied briefly to the avatar, and the reflection ratio is applied differently.
그리고, 강도 수치에 따라 감정상태에 대한 반영방식을 결정한다(S630). 예를 들어, 강도 수치가 높다면 감정상태인 [웃음]을 아바타의 얼굴에 표현할 때 얼굴크기만을 크게 확대한다거나 하는 웃음 특수효과를 적용하고, 이와 달리 강도 수치가 낮다면 특수효과 없이 웃는 표정만을 아바타의 얼굴에 적용한다. Then, the method of reflecting the emotional state is determined according to the intensity value (S630). For example, if the intensity value is high, when expressing the emotional state [laughter] on the avatar's face, a laughter special effect such as greatly enlarging the face size is applied. In contrast, if the intensity value is low, the avatar only has a smiling expression without any special effects. Apply to the face.
상술한 본 발명에 따른 비언어적 요소 기반 확장현실을 위한 사용자 감정 상호 작용 방법을 수행하도록 하는 컴퓨터-판독 가능 매체에 저장된 컴퓨터 프로그램이 제공될 수 있다. A computer program stored in a computer-readable medium may be provided to perform the user emotional interaction method for extended reality based on non-verbal elements according to the present invention described above.
또한, 상술한 비언어적 요소 기반 확장현실을 위한 사용자 감정 상호 작용 방법은 컴퓨터로 읽을 수 있는 기록 매체에 컴퓨터가 읽을 수 있는 코드로서 구현되는 것이 가능하다. 컴퓨터가 읽을 수 있는 기록매체로는 컴퓨터 시스템에 의하여 해독될 수 있는 데이터가 저장된 모든 종류의 기록 매체를 포함한다. 예를 들어, ROM(Read Only Memory), RAM(Random Access Memory), 자기 테이프, 자기 디스크, 플래쉬 메모리, 광 데이터 저장장치 등이 있을 수 있다. 또한, 컴퓨터가 읽을 수 있는 기록매체는 컴퓨터 통신망으로 연결된 컴퓨터 시스템에 분산되어, 분산방식으로 읽을 수 있는 코드로서 저장되고 실행될 수 있다. Additionally, the user emotional interaction method for extended reality based on non-verbal elements described above can be implemented as computer-readable code on a computer-readable recording medium. Computer-readable recording media include all types of recording media storing data that can be deciphered by a computer system. For example, there may be Read Only Memory (ROM), Random Access Memory (RAM), magnetic tape, magnetic disk, flash memory, optical data storage device, etc. Additionally, the computer-readable recording medium can be distributed to computer systems connected through a computer communication network, and stored and executed as code that can be read in a distributed manner.
또한, 상기에서는 본 발명의 바람직한 실시예를 참조하여 설명하였지만, 해당 기술 분야에서 통상의 지식을 가진 자라면 하기의 특허 청구의 범위에 기재된 본 발명의 사상 및 영역으로부터 벗어나지 않는 범위 내에서 본 발명을 다양하게 수정 및 변경시킬 수 있음을 이해할 수 있을 것이다.In addition, although the present invention has been described above with reference to preferred embodiments, those skilled in the art will understand the present invention without departing from the spirit and scope of the present invention as set forth in the claims below. You will understand that it can be modified and changed in various ways.

Claims (9)

  1. 컴퓨팅 장치에서 수행되는 사용자 감정 상호 작용 방법에 있어서,In a user emotional interaction method performed on a computing device,
    사용자 맞춤형 서비스를 위한 사용자감정정보를 등록하는 단계;Registering user emotion information for customized services;
    사용자의 표정과 제스처를 촬영한 촬영영상을 취득하는 단계;Acquiring a captured image of the user's facial expressions and gestures;
    상기 사용자감정정보와 학습된 감성인식기술을 기반으로, 상기 촬영영상을 분석하여 사용자의 감정상태를 결정하는 단계; 및Based on the user emotion information and learned emotion recognition technology, analyzing the captured video to determine the user's emotional state; and
    상기 감정상태를 제공서비스에 반영하는 단계를 포함하는, 비언어적 요소 기반 확장현실을 위한 사용자 감정 상호 작용 방법.A user emotional interaction method for extended reality based on non-verbal elements, including the step of reflecting the emotional state in the provided service.
  2. 제1항에 있어서,According to paragraph 1,
    상기 사용자감정정보를 등록하는 단계는, The step of registering the user emotion information is,
    복수개의 감정을 유발하는 동영상 또는 사진을 포함하는 감정유발콘텐츠를 사용자에게 제공하는 단계; 및Providing emotion-inducing content including videos or photos that induce a plurality of emotions to the user; and
    상기 감정유발콘텐츠가 재생되는 동안 변화되는 사용자 표정 또는 제스처와 그 시점의 감정유발콘텐츠의 내용을 이용하여 사용자감정정보를 생성 및 저장하는 단계를 포함하는, 비언어적 요소 기반 확장현실을 위한 사용자 감정 상호 작용 방법.User emotion interaction for extended reality based on non-verbal elements, including the step of generating and storing user emotion information using the user's facial expression or gesture that changes while the emotion-evoking content is played and the contents of the emotion-evoking content at that point in time. method.
  3. 제2항에 있어서,According to paragraph 2,
    사용자의 연령, 성별 및 얼굴 형태에 상응하는 학습데이터를 기반으로 상기 사용자감정정보를 생성하는, 비언어적 요소 기반 확장현실을 위한 사용자 감정 상호 작용 방법.A user emotion interaction method for extended reality based on non-verbal elements that generates the user emotion information based on learning data corresponding to the user's age, gender, and face shape.
  4. 제1항에 있어서,According to paragraph 1,
    상기 사용자가 착용한 하나 이상의 웨어러블 디바이스로부터의 센싱정보를 더 이용하여 상기 감정상태를 결정하되, The emotional state is determined by further using sensing information from one or more wearable devices worn by the user,
    상기 웨어러블 디바이스의 종류, 기종에 따라 상기 감정상태의 결정 반영율을 달리 적용하는, 비언어적 요소 기반 확장현실을 위한 사용자 감정 상호 작용 방법. A user emotional interaction method for extended reality based on non-verbal elements, in which the decision reflection rate of the emotional state is applied differently depending on the type and model of the wearable device.
  5. 제1항에 있어서,According to paragraph 1,
    사용자가 위치한 장소, 현재 주변에 재생중인 컨텐츠, 주변인물 중 적어도 어느 하나를 포함하는 현재상황을 인식하여 상기 감정상태의 결정에 이용하는, 비언어적 요소 기반 확장현실을 위한 사용자 감정 상호 작용 방법.A user emotional interaction method for extended reality based on non-verbal elements that recognizes the current situation including at least one of the location where the user is located, content currently playing around, and people around him and uses it to determine the emotional state.
  6. 제1항에 있어서, According to paragraph 1,
    촬영영상의 화질, 표정의 인식률 등을 이용하여 상기 감정상태의 정확도 수치를 산출하는 단계를 더 포함하되,It further includes calculating an accuracy value of the emotional state using the quality of the captured image, the recognition rate of facial expressions, etc.,
    상기 정확도 수치에 따라 상기 감정상태에 대한 제공서비스로의 반영률을 달리 적용하는, 비언어적 요소 기반 확장현실을 위한 사용자 감정 상호 작용 방법.A user emotional interaction method for extended reality based on non-verbal elements, in which the reflection rate of the emotional state into the provided service is applied differently depending on the accuracy value.
  7. 제1항에 있어서, According to paragraph 1,
    사용자의 표정변화의 크기에 따른 상기 감정상태의 강도 수치를 산출하는 단계를 더 포함하되,It further includes calculating an intensity value of the emotional state according to the size of the change in the user's facial expression,
    상기 강도 수치에 따라 상기 감정상태에 대한 제공서비스로의 반영방식을 달리 적용하는, 비언어적 요소 기반 확장현실을 위한 사용자 감정 상호 작용 방법.A user emotional interaction method for extended reality based on non-verbal elements that applies different reflection methods to the provided service for the emotional state depending on the intensity value.
  8. 사용자 감정 상호 작용 방법을 수행하도록 하는 컴퓨터-판독 가능 매체에 저장된 컴퓨터 프로그램으로서, 상기 컴퓨터 프로그램은 컴퓨터로 하여금 이하의 단계들을 수행하도록 하며, 상기 단계들은,A computer program stored on a computer-readable medium for performing a user emotional interaction method, the computer program causing a computer to perform the following steps, the steps comprising:
    사용자 맞춤형 서비스를 위한 사용자감정정보를 등록하는 단계;Registering user emotion information for customized services;
    사용자의 표정과 제스처를 촬영한 촬영영상을 취득하는 단계;Acquiring a captured image of the user's facial expressions and gestures;
    상기 사용자감정정보와 학습된 감성인식기술을 기반으로, 상기 촬영영상을 분석하여 사용자의 감정상태를 결정하는 단계; 및Based on the user emotion information and learned emotion recognition technology, analyzing the captured video to determine the user's emotional state; and
    상기 감정상태를 제공서비스에 반영하는 단계를 포함하는, 컴퓨터-판독 가능 매체에 저장된 컴퓨터 프로그램.A computer program stored in a computer-readable medium, comprising the step of reflecting the emotional state to the provided service.
  9. 사용자 맞춤형 서비스를 위한 사용자감정정보를 등록하기 위한 저장부;A storage unit for registering user emotional information for customized services;
    사용자 단말로부터 사용자의 표정과 제스처를 촬영한 촬영영상을 취득하기 위한 통신부;a communication unit for acquiring captured images of the user's facial expressions and gestures from the user terminal;
    상기 사용자감정정보와 학습된 감성인식기술을 기반으로, 상기 촬영영상을 분석하여 사용자의 감정상태를 결정하는 감정인식부; 및An emotion recognition unit that determines the user's emotional state by analyzing the captured video based on the user emotion information and learned emotion recognition technology; and
    상기 감정상태를 제공서비스에 반영하는 상호작용부를 포함하는, 비언어적 요소 기반 확장현실을 위한 사용자 감정 상호 작용 시스템.A user emotional interaction system for extended reality based on non-verbal elements, including an interaction unit that reflects the emotional state in the provided service.
PCT/KR2022/019237 2022-11-24 2022-11-30 User emotion interaction method and system for extended reality based on non-verbal elements WO2024111728A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
KR10-2022-0159202 2022-11-24
KR1020220159202A KR20240077627A (en) 2022-11-24 2022-11-24 User emotion interaction method and system for extended reality based on non-verbal elements

Publications (1)

Publication Number Publication Date
WO2024111728A1 true WO2024111728A1 (en) 2024-05-30

Family

ID=91196305

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/KR2022/019237 WO2024111728A1 (en) 2022-11-24 2022-11-30 User emotion interaction method and system for extended reality based on non-verbal elements

Country Status (2)

Country Link
KR (1) KR20240077627A (en)
WO (1) WO2024111728A1 (en)

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20130022434A (en) * 2011-08-22 2013-03-07 (주)아이디피쉬 Apparatus and method for servicing emotional contents on telecommunication devices, apparatus and method for recognizing emotion thereof, apparatus and method for generating and matching the emotional contents using the same
KR20180072543A (en) * 2016-12-21 2018-06-29 도요타 지도샤(주) In-vehicle device and route information presentation system
KR20200053163A (en) * 2018-11-08 2020-05-18 백으뜸 Apparatus and method for providing virtual reality contents without glasses
KR20200101195A (en) * 2019-02-19 2020-08-27 현대자동차주식회사 Electronic device and control method for the same
KR20220144983A (en) * 2021-04-21 2022-10-28 조선대학교산학협력단 Emotion recognition system using image and electrocardiogram

Family Cites Families (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR102368300B1 (en) 2020-09-08 2022-03-02 박일호 System for expressing act and emotion of character based on sound and facial expression

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20130022434A (en) * 2011-08-22 2013-03-07 (주)아이디피쉬 Apparatus and method for servicing emotional contents on telecommunication devices, apparatus and method for recognizing emotion thereof, apparatus and method for generating and matching the emotional contents using the same
KR20180072543A (en) * 2016-12-21 2018-06-29 도요타 지도샤(주) In-vehicle device and route information presentation system
KR20200053163A (en) * 2018-11-08 2020-05-18 백으뜸 Apparatus and method for providing virtual reality contents without glasses
KR20200101195A (en) * 2019-02-19 2020-08-27 현대자동차주식회사 Electronic device and control method for the same
KR20220144983A (en) * 2021-04-21 2022-10-28 조선대학교산학협력단 Emotion recognition system using image and electrocardiogram

Also Published As

Publication number Publication date
KR20240077627A (en) 2024-06-03

Similar Documents

Publication Publication Date Title
Yang et al. Benchmarking commercial emotion detection systems using realistic distortions of facial image datasets
WO2019013517A1 (en) Apparatus and method for voice command context
WO2020159093A1 (en) Method for generating highlight image using biometric data and device therefor
JP2020528705A (en) Moving video scenes using cognitive insights
WO2019156332A1 (en) Device for producing artificial intelligence character for augmented reality and service system using same
WO2020171621A1 (en) Method of controlling display of avatar and electronic device therefor
WO2012053867A1 (en) Method and apparatus for recognizing an emotion of an individual based on facial action units
WO2014035041A1 (en) Interaction method and interaction device for integrating augmented reality technology and bulk data
WO2020196977A1 (en) User persona-based interactive agent device and method
WO2020262800A1 (en) System and method for automating natural language understanding (nlu) in skill development
WO2019093599A1 (en) Apparatus for generating user interest information and method therefor
WO2022039366A1 (en) Electronic device and control method thereof
CN114095782A (en) Video processing method and device, computer equipment and storage medium
WO2019190076A1 (en) Eye tracking method and terminal for performing same
WO2019112154A1 (en) Method for providing text-reading based reward-type advertisement service and user terminal for performing same
Punsara et al. IoT based sign language recognition system
KR20210008075A (en) Time search method, device, computer device and storage medium (VIDEO SEARCH METHOD AND APPARATUS, COMPUTER DEVICE, AND STORAGE MEDIUM)
WO2024054079A1 (en) Artificial intelligence mirroring play bag
WO2024111728A1 (en) User emotion interaction method and system for extended reality based on non-verbal elements
WO2020045909A1 (en) Apparatus and method for user interface framework for multi-selection and operation of non-consecutive segmented information
CN108628454B (en) Visual interaction method and system based on virtual human
WO2023277421A1 (en) Method for segmenting sign language into morphemes, method for predicting morpheme positions, and method for augmenting data
CN113655933B (en) Text labeling method and device, storage medium and electronic equipment
WO2018056653A1 (en) Method, apparatus and computer program for providing image together with translation
WO2024111775A1 (en) Method and electronic device for identifying emotion in video content

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 22966588

Country of ref document: EP

Kind code of ref document: A1