• Title/Summary/Keyword: 컴퓨터 애니메이션

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Two-Stage Evolutionary Algorithm for Path-Controllable Virtual Creatures (경로 제어가 가능한 가상생명체를 위한 2단계 진화 알고리즘)

  • Shim Yoon-Sik;Kim Chang-Hun
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.11_12
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    • pp.682-691
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    • 2005
  • We present a two-step evolution system that produces controllable virtual creatures in physically simulated 3D environment. Previous evolutionary methods for virtual creatures did not allow any user intervention during evolution process, because they generated a creature's shape, locomotion, and high-level behaviors such as target-following and obstacle avoidance simultaneously by one-time evolution process. In this work, we divide a single system into manageable two sub-systems, and this more likely allowsuser interaction. In the first stage, a body structure and low-level motor controllers of a creature for straight movement are generated by an evolutionary algorithm. Next, a high-level control to follow a given path is achieved by a neural network. The connection weights of the neural network are optimized by a genetic algorithm. The evolved controller could follow any given path fairly well. Moreover, users can choose or abort creatures according to their taste before the entire evolution process is finished. This paper also presents a new sinusoidal controller and a simplified hydrodynamics model for a capped-cylinder, which is the basic body primitive of a creature.

Visualization of Korean Speech Based on the Distance of Acoustic Features (음성특징의 거리에 기반한 한국어 발음의 시각화)

  • Pok, Gou-Chol
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.13 no.3
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    • pp.197-205
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    • 2020
  • Korean language has the characteristics that the pronunciation of phoneme units such as vowels and consonants are fixed and the pronunciation associated with a notation does not change, so that foreign learners can approach rather easily Korean language. However, when one pronounces words, phrases, or sentences, the pronunciation changes in a manner of a wide variation and complexity at the boundaries of syllables, and the association of notation and pronunciation does not hold any more. Consequently, it is very difficult for foreign learners to study Korean standard pronunciations. Despite these difficulties, it is believed that systematic analysis of pronunciation errors for Korean words is possible according to the advantageous observations that the relationship between Korean notations and pronunciations can be described as a set of firm rules without exceptions unlike other languages including English. In this paper, we propose a visualization framework which shows the differences between standard pronunciations and erratic ones as quantitative measures on the computer screen. Previous researches only show color representation and 3D graphics of speech properties, or an animated view of changing shapes of lips and mouth cavity. Moreover, the features used in the analysis are only point data such as the average of a speech range. In this study, we propose a method which can directly use the time-series data instead of using summary or distorted data. This was realized by using the deep learning-based technique which combines Self-organizing map, variational autoencoder model, and Markov model, and we achieved a superior performance enhancement compared to the method using the point-based data.

Improved Calculation of the Advection Term in the Semi-Lagrange Method for Realistic Smoke Simulation (사실적 연기 시뮬레이션을 위한 Semi-Lagrange 방법에서의 이류항 계산방법 개선)

  • Park, Su-Wan;Chang, Mun-Hee;Ki, Eun-Ju;Ryu, Kwan-Woo
    • The KIPS Transactions:PartA
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    • v.14A no.4
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    • pp.191-196
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    • 2007
  • In the field of computer graphics, Navier-Stokes equations would be used for realistic simulations of smokes and currents. However, implementations derived from these equations are hard to achieve for real-time simulations, mainly due to its massive and complex calculations. Thus, there have been various attempts to approximate these equations for real-time simulation of smokes and others. When the advection terms of the equations are approximated by the Semi-Lagrange methods, the fluid density can be rapidly reduced and small-scale vorticity phenomena are easy to be missed, mainly due to the numerical losses over time. In this paper, we propose an improved numerical method to approximately calculate the advection terms, and thus eliminate these problems. To calculate the advection terms, our method starts to set critical regions around the target grid points. Then, among the grid points in a specific critical region, we search for a grid point which will be advected to the target grid point, and use the velocity of this grid point as its advection vector. This method would reduce the numerical losses in the calculation of densities and vorticity phenomena, and finally can implement more realistic smoke simulations. We also improve the overall efficiency of vector calculations and related operations through GPU-based implementation techniques, and thus finally achieve the real-time simulation.

Development and Application of Mobile-Based Math Learning Application (모바일 기반 수학 학습 어플리케이션 개발 및 활용 방안)

  • Kim, Bumi
    • School Mathematics
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    • v.19 no.3
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    • pp.593-615
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    • 2017
  • The purpose of this study is to develop a mobile-based math learning application and explore its application. In order to develop a learning application, the present study included literature review on math education involving mobile learning, investigation of literature related to mathematics education conducted in a digital environment, and method of use and implementation environment of existing math learning applications by type. Based on these preliminary investigation and analysis, an android version application, 'Mathematics Classroom for Middle School 3rd Graders' was developed. This application can be used for learning units such as Quadratic Functions and Graphs, Representative Value, and Variance and Standard Deviation. For the unit on Quadratic Functions and Graphs, the application was constructed so that students can draw various graphs by using the graphic mode and discuss their work with other students in the chatting room. For the unit on Representative Value, the application was constructed with the mathematical concept of representative value explained through animation along with activities of grouping data acquired after playing archery games by points or arranging them according to size so that students can study when and how to use median value, mode, and average. The application for Variance and Standard Deviation unit was also constructed in a way that allowed students to study the concept of variance and standard deviation and solve the problems on their own. The results of this study can be used as teaching & learning materials customized for individual student in math classes and will provide anyone the opportunity to engage in an interesting self-directed learning of math at anytime. Developed in the format of real life study, the application will contribute to helping students develop a positive attitude about math.

A Web-based Simulation Environment based on the Client/Server Architecture for Distance Education: SimDraw (원격교육을 위한 클라이언트/서버구조의 웹 기반 시뮬레이션 환경 : SimDraw)

  • 서현곤;사공봉;김기형
    • Journal of KIISE:Software and Applications
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    • v.30 no.11
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    • pp.1080-1091
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    • 2003
  • Recently, the distance education has been rapidly proliferated with the rapid growth of the Internet and high speed networks. There has been relatively much research with regard to online lecture (teaching and studying) tools for the distance education, compared to the virtual laboratory tools (for self-study and experiments). In this paper, we design and implement a web-based simulation tool, named as SimDraw, for the virtual laboratory in the distance education. To apply the web-based simulation technology into the distance education, some requirements should be met; firstly, the user interface of the simulation should be very easy for students. Secondly, the simulation should be very portable to be run on various computer systems of remote students. Finally, the simulation program on remote computers should be very thin so that students can easily install the program onto their computers. To meet these requirements, SimDraw adopts the client/server architecture; the client program contains only model development and animation functions so that no installation of a client program onto student's system is required, and it can be implemented by a Java applet in Web browsers. The server program supports client programs by offering the functions such as remote compiling, model storing, library management, and user management. For the evaluation of SimDraw, we show the simulation process using the example experimentation of the RIP(Routing Information Protocol) Internet routing protocol.

Correlation between Head Movement Data and Virtual Reality Content Immersion (헤드 무브먼트 데이터와 가상현실 콘텐츠 몰입도 상관관계)

  • Kim, Jungho;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.500-507
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    • 2021
  • The virtual reality industry has an opportunity to take another leap forward with the surge in demand for non-face-to-face content and interest in the metaverse after Covid-19. Therefore, in order to popularize virtual reality content along with this trend, high-quality content production and storytelling research suitable for the characteristics of virtual reality should be continuously conducted. In order for content to which virtual reality characteristics are applied to be effectively produced through user feedback, a quantitative index that can evaluate the content is needed. In this study, the process of viewing virtual reality contents was analyzed and head movement was set as a quantitative indicator. Afterwards, the experimenter watched five animations and analyzed the correlation between recorded head movement information and immersion. As a result of the analysis, high immersion was shown when the head movement speed was relatively slow, and it was found that the head movement speed can be used significantly as an index indicating the degree of content immersion. The result derived in this way can be used as a quantitative indicator that can verify the validity of the storytelling method applied after the prototype is produced when the creator creates virtual reality content. This method can improve the quality of content by quickly identifying the problems of the proposed storytelling method and suggesting a better method. This study aims to contribute to the production of high-quality virtual reality content and the popularization of virtual reality content as a basic research to analyze immersion based on the quantitative indicator of head movement speed.

Differential Effects of Humor Advertising by Expression Type and Receivers' Temperament (유머광고 표현유형과 수신자의 기질에 따른 유머광고의 차별적 효과)

  • Ha, Tae-Gil;Park, Myung-Ho;Yi, Huiuk
    • Asia Marketing Journal
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    • v.9 no.1
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    • pp.23-41
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    • 2007
  • The current study analyzed the relationship between expression type of humor ads and their advertising effects and the differences in advertising effects by expression type according to temperament as categorized by the Myers-Briggs Type Indicator (MBTI). Expression type of humor was classified into arousal-, incongruity-, and superiority-type humor ads. Advertising effects were measured by consumers' cognitive, affective, and conative responses. Three ads were created based on expression type of humor. A personality type, as measured by the MBTI, was categorized into four types of temperament, namely SP, SJ, NF, NT and used as moderating variables. As a result, the advertising effects varied according to the expression type of humor advertising. Interaction effects between ad expression type and temperament on ad feeling and ad preference were also found.

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