With the advancement of computer hardware and communication technologies, deep learning technology has made significant progress, enabling the development of systems that can accurately estimate human emotions. Factors such as facial expressions, gender, age, and the environment influence human emotions, making it crucial to understand and capture these intricate factors. Our system aims to recommend personalized images by accurately estimating human emotions, age, and gender in real time. The primary objective of our system is to enhance user experiences by recommending images that align with their current emotional state and characteristics. To achieve this, our system collects environmental information, including weather conditions and user-specific environment data through APIs and smartphone sensors. Additionally, we employ deep learning algorithms for real-time classification of eight types of facial expressions, age, and gender. By combining this facial information with the environmental data, we categorize the user’s current situation into positive, neutral, and negative stages. Based on this categorization, our system recommends natural landscape images that are colorized using Generative Adversarial Networks (GANs). These recommendations are personalized to match the user’s current emotional state and preferences, providing a more engaging and tailored experience. Through rigorous testing and user evaluations, we assessed the effectiveness and user-friendliness of our system. Users expressed satisfaction with the system’s ability to generate appropriate images based on the surrounding environment, emotional state, and demographic factors such as age and gender. The visual output of our system significantly impacted users’ emotional responses, resulting in a positive mood change for most users. Moreover, the system’s scalability was positively received, with users acknowledging its potential benefits when installed outdoors and expressing a willingness to continue using it. Compared to other recommender systems, our integration of age, gender, and weather information provides personalized recommendations, contextual relevance, increased engagement, and a deeper understanding of user preferences, thereby enhancing the overall user experience. The system’s ability to comprehend and capture intricate factors that influence human emotions holds promise in various domains, including human–computer interaction, psychology, and social sciences.
This paper proposes interactive game elements for children : contents, design, sound, gesture recognition, and speech recognition. Interactive games for early children must use the contents which reflect the educational needs and the design elements which are all bright, friendly, and simple to use. Also the games should consider the background music which is familiar with children and the narration which make easy to play the games. In gesture recognition and speech recognition, the interactive games must use gesture and voice data which hits to the age of the game user. Also, this paper introduces the development process for the interactive skipping game and applies the child-oriented contents, gestures, and voices to the game.
Most face datasets target adults who can make their own decisions. In the case of children, consent from parents or guardians is necessary to collect biometric information, thus making it very difficult. As a result, the amount of data on children is quite small and inevitably private. In this work, we built a database by collecting face data of 74 children aged 2–7 years in daycare facilities. In addition, we conducted an experiment to determine the best location to perform face recognition on children by installing cameras in various locations. This study presents the points and methods to be considered to build a children’s face dataset and also studies the optimal camera installation setups for the face recognition of children.
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