• Title/Summary/Keyword: Animate

Search Result 59, Processing Time 0.026 seconds

Design of a Pole-Balancing Controller Using Neural Networks (신경회로망을 이용한 역추균형 재어기 설계)

  • 김유석;이장규
    • The Transactions of the Korean Institute of Electrical Engineers
    • /
    • v.40 no.2
    • /
    • pp.217-223
    • /
    • 1991
  • Most common applications of neural networks to control problems are the automatic motor controls using the artificial perceptual function. These control mechanisms are similar to those of the intelligent and pattern recognition control of an adaptive method frequently performed by the animate nature. In this paper, the pole-balancing problem is selected as the control object and an actual cart-pole controller is implemented by a computer interfacing and demonstrated as motor control using the reinforcement learning rule. In the experiment, given a change of the main parameters of cart-pole dynamics, a comparison is made between the LQR scheme and neural network method. The neural network method exhibits a more effecftive control action in a real situation having a large uncertainty than the LQR scheme.

Emotional Character Animation System Using Cognitive Emotional Theory

  • Shim, Youn-sook
    • Proceedings of the KAIS Fall Conference
    • /
    • 2003.11a
    • /
    • pp.10-15
    • /
    • 2003
  • In computer graphics, most animations of characters have been created using the traditional and often highly labor intensive key-framing technique. Recently, character animation is demanded increasingly automated techniques for animation according to interaction with the user or environment of the user. In this paper, we will propose a new method which can animate characters automatical/y with user interactions. The character's behavior is determined as a result of understanding the emotional condition of the user. Psychology and cognitive AI provide some ideas about how to approach this problem. Our study is based mostly on the theories of Ortony, Clore and Collins, which were designed to be implemented computationally. In our system, we can make 22 emotion types and some more behavior features and we apply to some characters.

  • PDF

The Acquisition of Spanish Clitic Pronouns as a Third Language: A Corpus-based Study

  • Lu, Hui-Chuan;Cheng, An Chung;Chu, Yu-Hsin
    • Asia Pacific Journal of Corpus Research
    • /
    • v.1 no.2
    • /
    • pp.15-26
    • /
    • 2020
  • This corpus-based study investigated third language acquisition by Taiwanese college students in learning Spanish clitic pronouns at beginning and intermediate levels. It examined the acquisition sequences of Spanish clitic pronouns of the Chinese-speaking learners whose second language was English and third language was Spanish. The results indicated that indirect object pronouns (OP) preceded direct OP (case), first person preceded third person OP (person), masculine preceded feminine OP (gender), and animate preceded inanimate OP (animacy). The findings presented similar patterns as those of previous studies on English-speaking learners of Spanish. In further comparisons of the target forms in Chinese, English, and Spanish, the results suggested that L1 Chinese had strong influence on L3 Spanish, which accounts for the challenges that Taiwanese learners of Spanish face as they learn the Spanish clitic pronouns in the beginning stage.

A Contrastive Study on Korean and Chinese Passive Expression: Centered on Korean Act Subject Marks and Chinese Passive Marks (한·중 피동 표현 대조 연구 - 한국어 행위주 표지와 중국어 피동 표지 대비 중심으로 -)

  • Yu, Tong-Tong;Kim, In-Kyun
    • Cross-Cultural Studies
    • /
    • v.47
    • /
    • pp.217-240
    • /
    • 2017
  • This paper is based on a comparative analysis of the Korean act subject marks '-에게(한테), -로, -에' and Chinese passive marks '被[$b{\grave{e}}i$]/?[$r{\grave{a}}ng$]/叫[$ji{\grave{a}}o$]/?[$g{\check{e}}i$]'. Each distribution's aspects and characteristics were examined and corresponding relationships were analyzed by comparison of these forms. The method of this comparative analysis focused on three aspects such as tangible characteristics of the two languages, selective restrictions on the 'act subject' or 'passive subject' in the passive expression, and constraints on the use of the act subject (passive) marks in the Korean passive expression by '받다'. In this comparative analysis Korean act subject markers '-에게(한테), -로, -에' and Chinese passive markers '被/?/叫/?' are always as an adverb in passive expression in combination with the act subject. Despite this common point, some differences were revealed relative to the use of the two languages. First, we reveal that the 'act subject' and the conjoined manner follow the passive expression according to characteristics of the two languages. In addition, the act subject marks of Korean passive expressions '에게/한테, -에/로' only serve as an investigative role. They are limited only to [${\pm}animate$] of the act subject. But Chinese passive markers '被/?/叫/?' are often restricted by [${\pm}animate$] of passive subject, existence and non-existence of act subject. In the Korean passive expression by '받다', it is used as act subject marks '에게/한테, -에/로' but the Chinese passive marks are restricted by the meaning of lexical items in a sentence.

Quadrangular Splatting based on SPH (SPH 기반의 사각 스플렛팅 가시화 기법)

  • Shin, Seung-Ho;Yoon, Jong-Chul;Lee, Jung;Kim, Chang-Hun
    • Journal of the Korea Computer Graphics Society
    • /
    • v.14 no.4
    • /
    • pp.27-33
    • /
    • 2008
  • Physics-based graphic techniques are used when simulating and rendering natural phenomena such as smoke, water and flame with computational physics. We propose novel methods which render simulated particle data fast onto 3D using tetrahedron splat. We calculate the position and the normal vector of splat by SPH(smoothed particle hydrodynamics) method then we reconstruct splat into quadrangular pyramid to reduce seam. We implement this technique for SPH fluid simulation, and animate natural flow of water successfully.

  • PDF

Example Guided Inverse Kinematics (측정 데이타에 기반한 향상된 역 운동학)

  • Tak, Se-Yun;Go, Hyeong-Seok
    • Journal of the Korea Computer Graphics Society
    • /
    • v.5 no.1
    • /
    • pp.11-17
    • /
    • 1999
  • This paper proposes example guided inverse kinematics (EGIK) which extends and enhances existing inverse kinematics technique. In conventional inverse kinematics, redundancy in the model produces an infinite number of solutions. The motion could be jerky depending on the choice of solutions at each frame. EGIK exploits the redundancy for imitating an example motion (a premeasured motion data) so that a unique solution is chosen. To minimize the gap between the goal and current end-effector position and imitate the original motion at the same time, nonlinear optimization technique is employed. So, the resulting motion resembles the original one in an optimal sense. Experiments prove that the method is a robust and effective technique to animate high DOF articulated models from an example motion.

  • PDF

A Study on the Variation in Meaning of Architectural Light since Modern Architecture (근대건축 이후 건축적 빛의 의미변화에 관한 연구)

  • 김경재
    • Korean Institute of Interior Design Journal
    • /
    • no.25
    • /
    • pp.213-220
    • /
    • 2000
  • The meaning of light is not always developed aspect in process of architecture history as essence worth of the architecture. It means that architectural light is not affected simple development of civilization, but it has more complex aspect. The technology of applying architecture has continuous development of society that light is possible to extend quantity by development of technology because light is component not simple material or tools but strong worthy aspect, quality development of architecture comes true by exact understanding and application. Conversion from medieval society to modern society begins at the Industrial Revolution has new skills and materials, the architectural conform general space filled with non-characteristic light, and it gives rising to pursuit Utopia is not exist frequently. In result, light of metaphysical meaning is diminished and exterminated. In other hand light seems to be tools by development of technology in modern society, recovering its own meaning in other aspect. That light makes perfect image of architecture not by finite meaning only for simple space but by expressing strongly point that unify the whole architectural composition. Light is free from partial material of architecture. Light activates major composition through high-technology, and has possibility to carry out the essential worth animate architecture. The light expresses relative speciality for sense of place recognizes major component which the human being lives in and conform the real meaning of architecture.

  • PDF

'Master Character Set-up' for Effective Management of 3D Animation Pipe Line (애니메이션 효율적 공정관리를 위한 캐릭터 셋업)

  • Chae, Eel-Jin
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.4
    • /
    • pp.133-140
    • /
    • 2007
  • The current 3D CG animation pipe line, which is the production system, does not have an effective solution that all animation departments are able to start their jobs independently against other animation departments. It is generally acknowledged that we could not do animating task before the modeling and set-up task. This kind of process has caused loss of labour. We could expect lasting problems which is stopping marking animating process before the previous process done again in case of requiring editing the jobs which are modeling and set-up. We could solve these "bottleneck" situation with "master character" defined as standard, so that animate and retake the job independently against other departments. These new process could accelerate the animation pipe line system.

3-Dimensional Simulation for the Design of Automated Container Terminal (자동화 컨테이너터미널의 설계를 위한 3차원 시뮬레이션)

  • 최용석;하태영;양창호
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
    • /
    • 2004.04a
    • /
    • pp.471-477
    • /
    • 2004
  • In this study, we introduce a 3-dimensional simulation to support the Design on ACT(Automated Container Terminal). This simulation system developed to simulate virtual operations of ACT using 3-dimensional simulation and animate the simulated results with real time. And the developed system applied an object-oriented design and C++ programming to increase the reusability and extensibility. We select several items of performance evaluation for objects used in ACT in terms of problem detection, problem forecast, and logic feasibility, and provide evaluation points for the design of ACT.

  • PDF

Extraction and Implementation of MPEG-4 Facial Animation Parameter for Web Application (웹 응용을 위한 MPEC-4 얼굴 애니메이션 파라미터 추출 및 구현)

  • 박경숙;허영남;김응곤
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.6 no.8
    • /
    • pp.1310-1318
    • /
    • 2002
  • In this study, we developed a 3D facial modeler and animator that will not use the existing method by 3D scanner or camera. Without expensive image-input equipments, we can easily create 3D models only using front and side images. The system is available to animate 3D facial models as we connect to animation server on the WWW which is independent from specific platforms and softwares. It was implemented using Java 3D API. The facial modeler detects MPEG-4 FDP(Facial Definition Parameter) feature points from 2D input images, creates 3D facial model modifying generic facial model with the points. The animator animates and renders the 3D facial model according to MPEG-4 FAP(Facial Animation Parameter). This system can be used for generating an avatar on WWW.