• Title/Summary/Keyword: Action representation

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A Comparative Study on the Intransitive Verb Alternation of English and Korean in the Aspectual Event Syntax

  • Khym, Han-Gyoo
    • International journal of advanced smart convergence
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    • v.6 no.4
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    • pp.41-49
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    • 2017
  • In this paper I applies Borer (1993)'s way of classifying English intransitive action verbs such as 'run', walk, among many others, to the corresponding Korean intransitive action verbs such as 'tali-ta' and 'keət-ta', and show how they are different from - or similar with - each other in terms of syntactic structures and verb classification. Unlike the English verb 'run' which can be classified into an unaccusative verb as well as an unergative verb in Borer's theory, the corresponding Korean verbs 'tali-ta' or 't'wi-ta' can behave not only as an unergative and unauucsative verb, but also it can behave as a transitive verb. Though Borer's perspective on classification of verb types may be thought of as somewhat radical mostly due to its heavy dependency on aspectual representation of a whole sentence which a verb is just part of, it is clearly suggesting a new and great insight into the controversial topic of classification of verb types. So it is worth adopting this insightful perspective for the analysis of corresponding Korean verbs and seeing if it also works for the Korean ones.

Study on Influencing Factors of Camera Balance in MOBA Games - Focused on (MOBA 게임 카메라 밸런스 개선을 위한 영향요소 분석 - 중심으로)

  • LI, JING;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.23 no.12
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    • pp.1565-1575
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    • 2020
  • This study examines the game balance of the MOBA game genre, which was selected as a model item for the Asian Games. The "bird-eye view" was used for a more efficient representation of 3D modeling. Based on that, statistical analysis was conducted to present appropriate game camera settings and camera balance to match the competitive structure of the MOBA game. A review of the game camera settings reveals that 64° to 70° is the angle that minimizes the difference in vision between the two-player teams the most. Through a one-way ANOVA analysis, we found that the user ranking level and SVB value are closely related. Therefore, the factor of the regression equation using the SVB value must have a user ranking level. As a result of the optimized camera focus analysis of , the camera setting methods were classified into 3 types. For main action games, the recommended camera angle is 64°~66°, and the recommended camera focus is 11.2 mm~19.3 mm. For action and strategy games, the camera angle is 66°~68°, camera focus - 19.3 mm~27.3 mm. And lastly, for the main strategy game, the recommended camera angle is 68°~70°, and the camera focus is 27.3 mm~35.3 mm.

Three-dimensional human activity recognition by forming a movement polygon using posture skeletal data from depth sensor

  • Vishwakarma, Dinesh Kumar;Jain, Konark
    • ETRI Journal
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    • v.44 no.2
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    • pp.286-299
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    • 2022
  • Human activity recognition in real time is a challenging task. Recently, a plethora of studies has been proposed using deep learning architectures. The implementation of these architectures requires the high computing power of the machine and a massive database. However, handcrafted features-based machine learning models need less computing power and very accurate where features are effectively extracted. In this study, we propose a handcrafted model based on three-dimensional sequential skeleton data. The human body skeleton movement over a frame is computed through joint positions in a frame. The joints of these skeletal frames are projected into two-dimensional space, forming a "movement polygon." These polygons are further transformed into a one-dimensional space by computing amplitudes at different angles from the centroid of polygons. The feature vector is formed by the sampling of these amplitudes at different angles. The performance of the algorithm is evaluated using a support vector machine on four public datasets: MSR Action3D, Berkeley MHAD, TST Fall Detection, and NTU-RGB+D, and the highest accuracies achieved on these datasets are 94.13%, 93.34%, 95.7%, and 86.8%, respectively. These accuracies are compared with similar state-of-the-art and show superior performance.

A Study on the Ethics of Reproduction in Alain Resnais's Film -Focusing on , , and (알랭 레네 영화로 본 재현의 윤리 연구 -<밤과 안개>, <히로시마 내 사랑>, <뮤리엘>을 중심으로)

  • Choi, Eun-Jeong
    • Journal of Popular Narrative
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    • v.25 no.1
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    • pp.393-425
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    • 2019
  • This paper focuses on Alain Resnais's representative works (1955), (1959), and (1963), and analyzes how he implements a representation of memory though cinematic apparatus. These three films deal with horrific memories that seem impossible to reproduce aesthetically such as the Holocaust, the Hiroshima Atomic Bomb, World War II, and the war in Algeria. The reappearance of events that stripped humans of even their minimum dignity can naturally be associated with ethical issues. These events can never be reproduced because they cannot be explained in the human language. It is also impossible to reproduce in a way that doesn't invade other peoples' sufferings, nor displays the pain of others as spectacles. Alain Resnais was a director who realized that if factual representation was not possible from the beginning, truthfulness would have to be approached through cinematic form. Therefore, he tries to overcome these problems through cinematic forms. First, he shifts to action films to avoid the obscenity of documentary. shows the records of camps captured by German forces in the past, while shows the pain of others in a fictional form of representation. Next, he describes how the trauma affects the identity of the main character through a flashback in , but also shows a main character who is experiencing trauma without a flashback in Flashbacks have the effect of showing the effects of trauma on the main character, but at the same time they involve the obscenity of enjoying the suffering of others. Nonetheless, the absence of flashbacks highlights the impossibility of representation. This is because it is not silent in the impossibility of representation but is constantly approaching. The attitude that repeatedly circles around impossibility is an ethical form that maximizes the impossibility of representation. In conclusion, this is the ethics of representation that Alain Resnais showed in his films.

Representation of 'Walk' for Quadruped Animal Based on Primitive Action and Class Inherit (기본 동작들과 클래스 상속에 기초한 4족 동물의 다양한 '보행' 표현)

  • Park Jong-Hee;Lee In-Kyun
    • The Journal of the Korea Contents Association
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    • v.6 no.5
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    • pp.85-95
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    • 2006
  • In this paper, we propose a method for simplifying the modeling of 'walk' for various instances of quadruped and easily extending the model of 'walk' for the instance of new subordinate class which is not defined in the original class hierarchy by using the sophisticatedly modeled 'walk' of quadruped. To achieve this method, we apply the analyzed pattern of walk and classification according to the structural similarity of quadruped studied in the previous researches to the class hierarchy and propose a method for inheriting the actions of super class. This paper model the 'walk' of quadruped by concertizing the characteristics of quadruped and defining the necessary factors and appropriate domains in terms of parameters of 'walk' and apply the model to the horse and cow, typical instances of quadruped.

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Aesthetics of Theatre of Kang Yang Won and The Theatre Troupe Dong (강량원과 극단 동의 연극미학)

  • Shim, Jae-Min
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.307-322
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    • 2020
  • The acting of physical action of the director Kang Yang Won's plays is mostly simple and repetitive. This acting induces the audience to sensuous perception and certain corporal emotions. In addition to semiotic meaning of dialogue a stimulus is given directly to sense of the audience. Therefore, the audience participate in creating a performative space with assistance of atmosphere. So, the feedback-loop of autopoiesis is made and the emergence of meaning is experienced due to felt perception. This emergent meaning springs unexpectedly by imagination, remembrance, and association etc. and is not produced on purpose. In addition, the audience participates in the performance together by the intersection of the perception for representation and perception for presence, and is especially affected by the presence of acting of physical action. In this paper, the study of four major performances of the theatre troupe Dong performed since the 2010s confirmed not only the individuality of each performance, but also the commonality that encompasses the entire performances. This led to discovering the discrimination power of the aesthetics of theater of the director Kang Yang Won and the theatre troupe Dong.

A Study on the Validity of the Selective Arbitration Clause on Construction Arbitration (건설중재에 있어서 선택적중재합의의 유효성에 관한 연구)

  • Suh, Jeong-Il
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.25
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    • pp.165-187
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    • 2005
  • Arbitration is a creature of contract. The parties agree that selective dispute resolution clause provides them with a choice to litigate or arbitrate certain disputes. Under the agreements, the parties had the option in the action. In the event any dispute arises between the parties concerning our representation or payment of our fees and disbursements which cannot be promptly resolved to our mutual satisfaction, you agree that dispute will be submitted to arbitration. Arbitration is a matter of contract and a party cannot be required to submit to arbitration any dispute which he has not agreed so to submit. The selective arbitration agreement has become an accepted method of dispute resolution. However, the trend of dispute settlement has changed. The selective arbitrations clauses are to be construed as broadly as possible, and arbitration will be compelled unless it may be said with positive assurance that arbitration clause is not susceptible of an interpretation that covers the asserted dispute.

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MULTIPLICITY-FREE ACTIONS OF THE ALTERNATING GROUPS

  • Balmaceda, Jose Maria P.
    • Journal of the Korean Mathematical Society
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    • v.34 no.2
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    • pp.453-467
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    • 1997
  • A transitive permutation representation of a group G is said to be multiplicity-free if all of its irreducible constituents are distinct. The character corresponding to the action is called the permutation character, given by $(1_H)^G$, where H is the stabilizer of a point. Multiplicity-free permutation characters are of interest in the study of centralizer algebras and distance-transitive graphs, and all finite simple groups are known to have such characters. In this article, we extend to the alternating groups the result of J. Saxl who determined the multiplicity-free permutation representations of the symmetric groups. We classify all subgroups H for which $(1_H)^An, n > 18$, is multiplicity-free.

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A study on the housing culture and courtesy of the Yangban in Chosun Dynasty (조선시대 양반가의 주생활문화와 예의생활에 관한 연구)

  • 주영애
    • Journal of the Korean Home Economics Association
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    • v.33 no.4
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    • pp.189-198
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    • 1995
  • This study discusses the traditional main life culture of Korea and the relations with the traditional manners of Korean culture. According to studies of literature and an analysis, it shows the traditional courtesy can be linked to the housing structure of the Cho-sun dynasty which can be termed as a representation of traditional Korean society. Housing culture of Cho-sun dynasty led to a most characteristic living culture. To be specific sit-down culture use norms, hierarchy and fittings can be sited. The sit-down culture in turn led to the main courtesies of greeting, table manners, etiquette for entrance and exit, the carefulness shown to elders, the self-restraint of speech and action and the manners between men and women, But in today's world there are realistic difficulties that make the application of these norms in everyday life difficult. But at the same time we must realize that there are traditional norms which overcome time and which affect today's norms.

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Design of a Rule Based Controller using Genetic Programming and Its Application to Fuzzy Logic Controller (유전 프로그래밍을 이용한 규칙 기반 제어기의 설계와 퍼지로직 제어기로의 응용)

  • 정일권;이주장
    • Journal of Institute of Control, Robotics and Systems
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    • v.4 no.5
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    • pp.624-629
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    • 1998
  • Evolutionary computation techniques can solve search problems using simulated evolution based on the ‘survival of the fittest’. Recently, the genetic programming (GP) which evolves computer programs using the genetic algorithm was introduced. In this paper, the genetic programming technique is used in order to design a rule based controller consisting of condition-action rules for an unknown system. No a priori knowledge about the structure of the controller is needed. Representation of a solution, functions and terminals in GP are analyzed, and a method of constructing a fuzzy logic controller using the obtained rule based controller is described. A simulation example using a nonlinear system shows the validity and efficiency of the proposed method.

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