본 발명은 아바타 메이커 구현 방법에 관한 것으로, 특히, 감정 처리가 가능한 아바타 메이커 구현 방법에 관한 것이다.The present invention relates to an avatar maker implementation method, and more particularly, to an avatar maker implementation method capable of emotion processing.
종래의 3D 아바타는 특정 키 신호의 조합 또는 특정 명령어의 입력에 의해 구현되었다. 즉, 사전 설정되어진 몇 가지의 표정 데이터들 중에서 원하는 표정 데이터를 사용자가 직접 선택하여 사용자의 감정 상태를 표현하는 아바타를 구현한 것이다. 예를 들어, 아바타 사용 중에 "웃음"이라는 아바타 표정 데이터를 선택하면, 미리 정의되어진 "웃음"이라는 형태의 아바타가 일괄적으로 표현되었다.Conventional 3D avatars have been implemented by combination of specific key signals or input of specific commands. That is, the avatar is implemented to express the emotional state of the user by directly selecting the desired facial expression data from among several preset facial expression data. For example, if avatar facial expression data of "laugh" is selected while the avatar is in use, a predefined avatar of "laugh" is expressed collectively.
이러한 일괄적인 3D 아바타로는 사용자로 하여금 자신의 감정을 나타내기에는 부족하다고 느끼게 되고, 쉽게 싫증을 내게 된다. 또한, 새로운 감정을 부여하기 위해서는 제조업체에게 새로운 감정의 추가를 요구해야만 하며, 그에 따른 비용 부담이 수반된다.With this collective 3D avatar, the user may feel insufficient to express his feelings, and may easily get tired of it. In addition, in order to give new emotions, the manufacturer must require the addition of new emotions, which entails a cost burden.
따라서, 보다 다양한 사용자 요구에 부응하는 아바타 표현 기술이 요망되어 왔다.Accordingly, there has been a demand for an avatar expression technology that meets a variety of user needs.
따라서, 본 발명은 상술한 요망에 의해 안출한 것으로, 입력되는 자연언어를 분석하고 분석된 자연언어에 대응하는 감정 표현이 가능한 아바타 메이커를 구현하도록 한 감정 처리가 가능한 아바타 메이커 구현 방법을 제공하는데 그 목적이 있다.Accordingly, the present invention has been made in accordance with the above-described demands, and provides an avatar maker implementation method capable of emotion processing to analyze an input natural language and implement an avatar maker capable of expressing an emotion corresponding to the analyzed natural language. There is a purpose.
이러한 목적을 달성하기 위하여 본 발명은, 감정 처리가 가능한 아바타 메이커 구현 방법에 있어서, 클라이언트에 의해 소정 자연언어가 입력되는지를 판단하는 단계와; 판단 결과, 소정 자연 언어가 입력되면, 감정 처리 데이터에 기반한 자연 언어를 해석하고, 그 패턴을 분석하는 단계와; 표정 및 립싱크 데이터를 조합하는 단계와; 실시간 렌더링을 수행하여 생성되는 아바타 캐릭터를 디스플레이하는 단계를 포함하는 것을 특징으로 하는 감정 처리가 가능한 아바타 메이커 구현 방법을 제공한다.In order to achieve the above object, the present invention provides a method for implementing an avatar maker, comprising: determining whether a predetermined natural language is input by a client; As a result of the determination, when a predetermined natural language is input, analyzing the natural language based on the emotion processing data and analyzing the pattern; Combining facial expression and lip synch data; It provides a method for implementing an avatar maker capable of emotion processing comprising the step of displaying the avatar character generated by performing a real-time rendering.
도 1은 본 발명에 따른 방법을 수행하기 위한 아바타 메이커의 개략 구성도,1 is a schematic structural diagram of an avatar maker for performing a method according to the present invention;
도 2는 본 발명의 바람직한 실시예에 따른 감정 처리가 가능한 아바타 구현 과정의 흐름도.2 is a flow chart of an avatar implementation process capable of emotion processing according to a preferred embodiment of the present invention.
<도면의 주요 부분에 대한 부호의 설명><Description of the code | symbol about the principal part of drawing>
100 : 3D 실시간 렌더링 모듈100: 3D real-time rendering module
102 : 아바타 모듈102: avatar module
104 : 표정 데이터베이스104: facial expression database
106 : 립싱크 데이터베이스106: Lip Sync Database
108 : 자연언어 처리모듈108: natural language processing module
110 : 감정처리 데이터베이스110: emotion processing database
112 : 개인 감정처리 데이터베이스112: Personal Appraisal Database
114 : 네트웍 모듈114: network module
이하, 첨부된 도면을 참조하여 본 발명의 바람직한 실시예에 대하여 상세하게 설명한다.Hereinafter, with reference to the accompanying drawings will be described in detail a preferred embodiment of the present invention.
설명에 앞서, 본 발명에 따른 3D 아바타는 외부의 사용자로부터 일상적인 실용어에 가까운 수준의 자연언어가 주어지는 경우, 그 자연언어를 해석, 의미를 분석하여 각각의 단어가 가지는 감정의 표현을 행하며, 대화에 의해 느껴지는 상대방의 언어사용, 또는 문맥의 흐름에 따라 아바타의 감정 데이터를 변화시켜, 아바타 캐릭터의 얼굴 표정에 다양한 변화를 부여하는 것을 그 특징으로 한다.Prior to the description, when the 3D avatar according to the present invention is given a natural language close to the everyday practical language from an external user, the 3D avatar interprets the natural language and analyzes the meaning to express the emotions of each word. It is characterized in that the emotion data of the avatar is changed according to the language usage or the flow of context of the other party felt by the conversation, thereby giving various changes to the facial expression of the avatar character.
도 1은 본 발명에 따른 방법을 수행하기 위한 아바타 메이커의 개략 구성도로서, 3D 실시간 렌더링 모듈(100), 아바타 모듈(102), 표정 데이터베이스(104), 립싱크 데이터베이스(106), 자연언어 처리 모듈(108), 감정처리 데이터베이스(110), 개인 감정처리 데이터베이스(112) 및 네트웍 모듈(114)을 포함한다.1 is a schematic structural diagram of an avatar maker for performing a method according to the present invention, which includes a 3D real-time rendering module 100, an avatar module 102, a facial expression database 104, a lip sync database 106, and a natural language processing module. 108, an emotion processing database 110, a personal emotion processing database 112, and a network module 114.
이하에서는, 상술한 구성과 함께 본 발명의 바람직한 실시예에 따른 감정 처리가 가능한 아바타 메이커 구현 과정을 첨부한 도 2의 흐름도를 참조하여 상세하게 설명한다.Hereinafter, with reference to the flow chart of Figure 2 attached to the avatar maker implementation process capable of emotion processing according to a preferred embodiment of the present invention together with the above configuration will be described in detail.
도시한 바와 같이, 단계(S100)에서는 소정 클라이언트에 의해 소정 자연언어가 입력되는지를 판단한다.As shown in step S100, it is determined whether a predetermined natural language is input by a predetermined client.
단계(S100)의 판단 결과, 소정 자연 언어가 입력되면, 자연 언어 처리 모듈(108)에서는 단계(S102)로 진행하여 감정 처리 데이터에 기반한 자연 언어를 해석하며, 그 패턴을 분석하고 단계(S104)로 진행한다.As a result of the determination of step S100, when a predetermined natural language is input, the natural language processing module 108 proceeds to step S102 to interpret the natural language based on the emotion processing data, analyzes the pattern, and then performs step S104. Proceed to
단계(S104)에서 아바타 모듈(102)은 표정 및 립싱크 데이터를 조합하고 단계(S106)로 진행한다.In step S104, the avatar module 102 combines facial expression and lip sync data and proceeds to step S106.
단계(S106)에서 3D 실시간 렌더링 모듈(100)은 실시간 렌더링을 수행하여 생성되는 아바타 캐릭터를 소정 클라이언트 단말을 통해 디스플레이하고 도 2의 과정을 종료한다.In step S106, the 3D real-time rendering module 100 displays an avatar character generated by performing real-time rendering through a predetermined client terminal and ends the process of FIG.
따라서, 본 발명은 인간의 다양한 표정이나 제스처를 적용할 수 있으므로 채팅이나 온라인에서의 의사 전달시 보다 원활한 통신을 수행할 수 있으며, 온라인상에서 3D 캐릭터들이 실시간으로 애니메이션될 수 있으므로 이를 이용하여 여러 가지 영상 콘텐츠, 예컨대, 3D 캐릭터 아나운서, 3D 캐릭터들이 연기하는 시트콤, 드라마, 영화 등을 제작할 수 있다. 또한, 본 발명은 3D 애니메이션 제작시 많은 수작업을 요구하는 립싱크와 표정 작업을 자동화함으로써 3D 애니메이션 제작시 생산성을 증가시키는 효과가 있다.Therefore, the present invention can apply a variety of human facial expressions and gestures, so that more smooth communication can be performed during communication or online communication, and 3D characters can be animate in real time online so that various images can be used. Contents such as 3D character announcers, sitcoms played by 3D characters, dramas, movies, and the like can be produced. In addition, the present invention has the effect of increasing the productivity in the production of 3D animation by automating the lip sync and facial expression work that requires a lot of manual work when producing 3D animation.
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| KR1020000030444AKR20010025161A (en) | 2000-06-02 | 2000-06-02 | Method for providing an avatar maker |
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| KR1020000030444AKR20010025161A (en) | 2000-06-02 | 2000-06-02 | Method for providing an avatar maker |
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