• Title/Summary/Keyword: 가상 캐릭터

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A Design on Sub-Motion System for Full Body Tracking (풀 바디 트래킹을 위한 서브 모션 시스템 설계)

  • Kim, Hoyong;Wu, Guoqing;Sung, Yunsick
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.889-891
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    • 2018
  • 가상현실 (Virtual Reality, VR) 컨텐츠가 다양해지면서 사용자들의 관심도 높아지고 있다. 초기 VR 컨텐츠는 헤드 마운티드 디스플레이 (Head Mounted Display, HMD)와 컨트롤러만 사용한다. 사용자의 요구가 높아지면서 현실적인 컨텐츠 구현을 위해서 사용자의 신체 움직임으로 제어하는 풀 바디 트래킹(Full Body Tracking) 기술이 도입되고 있다. 머리에 착용하는 HMD와 양손으로 제어하는 두 개의 컨트롤러 뿐만 아니라 모션캡쳐장비, 트래커 장비를 사용자의 다양한 위치에 착용시켜, 세밀한 움직임 트래킹이 가능해졌다. 본 연구에서 서브 모션 기반의 움직임 추적 방법과 이를 기반한 서브모션 시스템을 제안한다. 서브모션 시스템은 VR 컨텐츠에 사용되는 사용하는 센서 위치를 VR캐릭터의 대응되는 위치에 출력하는 방식이 아닌, 사용자의 움직임에 따라 다양한 센서 위치 변화를 인식하고, 이를 기반으로 VR에서 사전에 지정된 모션을 인식 및 출력한다. 사용자의 움직임을 세분화하여 각각의 연속된 서브모션들로 인식하고, 각각의 서브 모션에서 연속적으로 인식 가능한 서브 모션을 분기를 통해 정의하고 인식함으로써 다양하고 자유도 높은 모션 처리가 가능하다. 선행 기술들의 문제점인 고정된 데미지 방식 및 부자연스러운 모션을 해결하고 사용자에게 실제와 같은 동작을 취하도록 유도하여 몰입감등을 부여할 수 있다. 서브 모션들을 자동적으로 생성하는 시스템을 통해 풀 바디 트래킹 VR 컨텐츠에 적용 가능한 엔진을 연구 및 개발하여 해당 산업의 발전에 이바지하고자 한다.

Reinforcement Learning-based Classification Behavior Control Design of Grid Sorting System (그리드 분류 시스템의 강화 학습 기반 분류 행동 제어 설계)

  • Choi, Ho-Bin;Lim, Hyun-Kyo;Kim, Ju-Bong;Hwang, Gyu-Young;Han, Youn-Hee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.990-993
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    • 2019
  • 인공지능(AI)은 최근 다양한 산업과 사회에서 패러다임을 바꾸고 있지만, 최첨단 AI 가 제조업에서는 즉각적인 성과를 보이지 못 하고 있다. 다시 말해, Industry 4.0 시점에서 기존의 접근 방법과 차별화되는 실용적인 방법론이 필요하다. 여기서 중요한 점은 '어떤' 데이터를 '어떻게' 활용하여 '어느' 부분에 적용할 것 인가이다. 제조업은 게임과 같이 가상의 캐릭터가 하나의 객체 단위로 구동되는 것이 아니라 수많은 하드웨어가 물리적으로 조합되어 연동한다. 따라서, 현실 세계에서는 물리적 마모, 고장 등으로 인해 엔지니어의 개입 없이 수천만 번 이상의 반복 학습이 불가능하다. 또, 제조업은 학습을 위한 방대한 양의 데이터를 수집하고 레이블링 하는 것이 매우 어렵다. 이 두 가지 한계를 극복할 수 있는 방법은 현실과 매우 유사한 환경을 시뮬레이션으로 재연 후 강화 학습을 사용하는 것이다. 제조 분야에서 아주 복잡한 환경 중 하나로 이송 설비가 있으며, 본 논문에서는 그리드 분류 시스템을 개발하고 강화 학습을 적용시킬 수 있는 환경을 설계한다.

Animation System for Crowd Behavior Using Information of 3D Models (3차원 모델 정보를 이용한 군집행동 애니메이션 시스템)

  • Cho, Seung-il;Ryu, nam Hoon;Kim, Jong-chan;Kim, Jong-il;Kim, Cheeyong;Kim, Eung-Kon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.131-134
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    • 2009
  • The development of computer graphics leads to high value-added products, such as film, game contents, 3D animation. In realistic animation, it is impossible and inefficient to produce the movement of each objects as handwork to display the various behaviors of a lot of characters. So we need the techniques of the crowd animation which presents the movement of objects realistically and efficiently by calculating automatically. In this paper, we designed a modeler which generates the attitudes of objects in crowd behavior animation using information of 3D models. We developed an animation system for crowd behavior which was applied for animation, VR, or games.

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A Study on the Preference Factors of KakaoTalk Emoticon (카카오톡 이모티콘 선호도에 미치는 영향 요인에 관한 연구)

  • Lee, Jong-Yoon;Eune, Juhyun
    • Cartoon and Animation Studies
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    • s.51
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    • pp.361-390
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    • 2018
  • Users of KakaoTalk emoticons use Kakao Talk emoticons as means of communicating their emotions in virtual space. Emotional state is represented by design element (auxiliary, color, form, motion) and storytelling element contained in emoticons. The purpose of this study is to investigate the factors of the storytelling and design elements of kakaoTalk emoticons and how they prefer the kakaoTalk emoticons as emotional expression means. In terms of storytelling, crocodiles, peaches, dogs, ducks, lions, moles, and rabbits were made up of ordinary fruits and animals. Most of the emoticons are composed of stories with unique personality, and each story has a complex one by one, which makes it easy for users to approach and use them. In terms of design, I used various auxiliary elements (flame, sweat, tears, runny nose, angry eyes, etc.) to express angry, sincere, nervous, begging, joy, and sadness. The color elements consisted of most of the warm color series with the unique colors (green, red, yellow, pink, white, black, brown, etc.) of emoticon characters regardless of feelings of joy, anger, sadness, pleasure. The form factor is composed of a round shape when expressing factors such as joy and sadness. On the other hand, when FRODO and NEO express sadness and anger, they represent the shape of a rectangle. The motion elements are horizontal, vertical, and oblique expressions of APPEACH, NEO, TUBE, and JAY-G, expressing emotional expressions of sadness, anger, and pleasure. APEACH, TUBE, MUZI & / Shows the dynamic impression of the oblique and the radiation / back / forward / rotation. The anger of TUBE and FRODO shows horizontal / vertical / diagonal and radial motion. As a result of this study, storytelling is structured in accordance with each emoticon character. In terms of design, auxiliary elements such as flame, sweat, and tears are represented by images. The color elements used the unique colors of the character series regardless of the difference of emotion. The form factor represented various movements for each emotion expression. These findings will contribute to the development of communication, emotional design and industrial aspects. Despite the significance of the above paper, I would like to point out that the analysis framework of the storytelling and the semiotic analysis of the supplementary elements are not considered as limitations of the study.

Study on Television Reality Game Show A Text/Context Analysis of the Set and Characters of (텔레비전 리얼리티 게임쇼의 게임성과 실재성 <더 지니어스>의 공간 배치와 캐릭터에 나타난 게임적 리얼리티를 중심으로)

  • Kang, Bo-ra;Gong, Da-som;Yoon, Tae-Jin
    • Korean journal of communication and information
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    • v.72
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    • pp.92-120
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    • 2015
  • The objective of this study is to find out how reality game shows, the relatively new television genre, produce a sense of reality and what differences we can find from the reality they produce in compared to that of traditional reality television shows. The researchers anaylized , aired in 2013and 2014 by tvN, with focus on the show's studio setting and characters in the show. During this process, the 'game elements' and 'reality factor' were considered to be the key words. Finally, the reality produces was examined from two aspects: the production and reception. As a result, we found that the reality it produces is more than just a imitation of the real world. It shuttles between the game world and real world, and encourages audiences to recognize the plural realities in our postmodern society. We hope this study stimulates further researches on reality game show genre, which had rarely gained academic attention.

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The World View of the Middle Ages Fantasy Game (중세 판타지 게임의 세계관 연구)

  • Seo, Seong-Eun
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.114-124
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    • 2009
  • 73 percent of online games in Korea hold perspectives of medieval times in them. So far in history, about a millennium in medieval times is said to be a period of darkness and savagery, but it is newly revived in the digital virtual world. Such phenomenon is paradoxical and meaningful to often bring out 'medieval times' as a theme for online games, which are revealed by up-to-date technologies in present days. This research examines the background of views of medieval times appeared in online games and how they are realized. Medieval fantasy games have appeared because people dream about escaping from pre-modem times and have fantasy about medieval times. Moreover, perspectives of medieval times have enormously influenced background epics, quest stories, creation of characters in a game scenario. The dual structure having coexistence of nature and super naturalness acts an important role to set up the epic for medieval fantasy games. And medieval romance literature, which has a three-step quest narrative of 'targeting - adventure and fight - achievement' is reflected in a quest story of medieval fantasy games. The strict pyramid system represented by feudalism forms a meaningful metaphor for designing characters, and players organize communities for online games through horizontal collective consciousness in such vertical system of history at the same time.

Lip and Voice Synchronization with SMS Messages for Mobile 3D Avatar (SMS 메시지에 따른 모바일 3D 아바타의 입술 모양과 음성 동기화)

  • Youn, Jae-Hong;Song, Yong-Gyu;Kim, Eun-Seok;Hur, Gi-Taek
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.682-686
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    • 2006
  • There have been increasing interests in 3D mobile content service with emergence of a terminal equipping with a mobile 3D engine and growth of mobile content market. Mobile 3D Avatar is the most effective product displaying the character of a personalized mobile device user. However, previous studies on the method of expressing 3D Avatar have been mainly focused on natural and realistic expressions according to the change in facial expressions and lip shape of a character in PC based virtual environments. In this paper, we propose a method of synchronizing the lip shape with voice by applying a SMS message received in mobile environments to 3D mobile Avatar. The proposed method enables to realize a natural and effective SMS message reading service of mobile Avatar by disassembling a received message sentence into units of a syllable and then synchronizing the lip shape of 3D Avatar with the corresponding voice.

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A Study on The Proposal for Game Contents and The Game Factor's Abstraction Suited to The Character by Kid Age (아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠 제안에 관한 연구)

  • 김기영;정재욱
    • Archives of design research
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    • v.16 no.4
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    • pp.141-150
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    • 2003
  • In 21 century, Game industry became one field of the cultural content industries. Also, It is one of the most important technologies as a Multimedia, 3-D sound, virtual reality field, and character industry and its scale and effect are getting big. But Korea still lags behind America and Japan in developing game. For that, many support business progressed. However, Special importance〔emphasis〕 is attached to the developing of software engines. In the mean time, The game market of children(under 8) is the biggest one, which form over 30% of all the markets in the PC game market of America. The Children's game, which has both entertaining and educating, is a content-concerned industry. So with a short period of the developing time, they make a high value added. In this paper, 1 study the existing computer games and propose for game contents and the game factor's abstraction suited to the character by kid age. It is concluded that 'Asports', 'Asim,' 'U.J RPG', 'S+RPG' are beneficial to the child growth on each stage, through serveys analysis of protocol, and research of the cjaracters of the growth on the each age.

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Design and Implementation of Flocking System for Increasing System Capacity with Hybrid Technique (시스템 성능 향상을 위한 하이브리드 기법을 적용한 플로킹 시스템 설계 및 구현)

  • Ryu, Nam-Hoon;Ban, Kyeong-Jin;Oh, Kyeong-Sug;Song, Seung-Heon;Kim, Eung-Kon
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.26-34
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    • 2008
  • Due to spread of movies or online games which are applied with computer animation techniques, we can easily see scenes where numerous characters appear. In the case of large-scale crowd animation, if one were to increase reality of the scene, features of system would be lowered, and if one were to increase functioning of system, reality of the scene would be lowered. In realizing large-scale crowd animation with seafloor environment as background, the paper analyzed and applied elements that affect behavioral types of fishes; and by using concept of crowd, the paper enabled each group or object to control their behavioral type; by comparing and contrasting real-time calculation method as calculation method for animation and hybrid calculation method which is mixed calculation method, the paper seeks to find a method that increases functioning of the system while also expresses natural scenes.

A Study on Face Component Extraction for Automatic Generation of Personal Avatar (개인아바타 자동 생성을 위한 얼굴 구성요소의 추출에 관한 연구)

  • Choi Jae Young;Hwang Seung Ho;Yang Young Kyu;Whangbo Taeg Ken
    • Journal of Internet Computing and Services
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    • v.6 no.4
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    • pp.93-102
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    • 2005
  • In Recent times, Netizens have frequently use virtual character 'Avatar' schemes in order to present their own identity, there is a strong need for avatars to resemble the user. This paper proposes an extraction technique for facial region and features that are used in generating the avatar automatically. For extraction of facial feature component, the method uses ACM and edge information. Also, in the extraction process of facial region, the proposed method reduces the effect of lights and poor image quality on low resolution pictures. this is achieved by using the variation of facial area size which is employed for external energy of ACM. Our experiments show that the success rate of extracting facial regions is $92{\%}$ and accuracy rate of extracting facial feature components is $83.4{\%}$, our results provide good evidence that the suggested method can extract the facial regions and features accurately, moreover this technique can be used in the process of handling features according to the pattern parts of automatic avatar generation system in the near future.

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