• Title/Summary/Keyword: Character Agent

Search Result 101, Processing Time 0.03 seconds

A Study on the Symbolic Significance of the Shaman's Costume(I) -Centering arround "Jae-Soo Kut" in the Central area- (무속복식의 상징적 의미에 관한 연구(I) - 중부지방의 "재수굿"을 중심으로 -)

  • 이자연
    • Journal of the Korean Society of Costume
    • /
    • v.32
    • /
    • pp.213-224
    • /
    • 1997
  • This paper is the result of research what im-ply the shaman's costume in Korea "Kut" The implications can be summarized as follows: 1) Shaman's costumes in "Kut" are divided into two parts. Namely the one is the position as a priest and the other is the one as God it-self 2) Also shaman's costume were used to ex-press God's character in the ritual "Jae-Cha" These were based on the costume system by one's social position in the times of the Cho-Sun. 3) The reasons why shaman worn the tra-ditional costume are discussed variously. Among those reasons firstly shaman stands for the symbolic significance of each "Kut" as the agent of God. And secondly shaman wore to symbolize the miraculous virtue of God. symbolize the miraculous virtue of God.

  • PDF

Design of Improved Intellectual MOB Agent for Online Game (온라인 게임을 위한 향상된 지능형 MOB 에이전트 설계)

  • Kim, Jin-Soo;Bang, Yong-Chan
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2005.11a
    • /
    • pp.413-416
    • /
    • 2005
  • 기존의 온라인 게임에서 구현되어 있는 수동적인 MOB(Mobile Character)에 '회피' 상태를 추가하고 3 가지 각각의 행동 전이에 따른 행동 패턴을 행동 특성 곡선으로 표현하며 '공격'과 '접근'자극을 스트레스 모형에 적용하여 스트레스에 따른 MOB 에이전트의 행동 패턴 변화를 설명하고 주변의 다른 에이전트들과의 협동을 도모할 수 있는 지능적인 MOB 에이전트를 [1]논문에서 설계하였다. 본 논문에서는 [1]논문에서의 모형을 향상시키기 위하여 행동패턴을 구체화하고 수식을 추가하였으며, 또한 스트레스 카운터를 추가하여 보다 현실적인 모형을 설계하였다.

  • PDF

Design of Intellectual MOB Agent for Multi-player Online Game (다사용자 온라인 게임을 위한 지능형 MOB 에이전트 설계)

  • Kim, Jin-Soo;Bang, Yong-Chan
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2005.05a
    • /
    • pp.325-328
    • /
    • 2005
  • 기존의 다사용자 온라인 게임에서 구현되어 있는 MOB(Mobile Character)들은 '대기' 와 '공격' 의 2 가지 상태를 가지며 사용자의 '공격' 이라는 이벤트에만 반응하도록 설계되어 있는 수동적인 에이전트들이다. 본 논문에서는 기존의 '대기' 와 '공격' 상태에 '회피' 상태를 추가하고 3 가지 각각의 행동 전이에 따른 행동 패턴을 행동 특성 곡선으로 표현하며 '공격' 과 '접근' 자극을 스트레스 모형에 적용하여 스트레스에 따른 MOB 에이전트의 행동 패턴 변화를 설명하고 주변의 다른 에이전트들과의 협동을 도모할 수 있는 지능적인 NPC 에이전트를 설계한다.

  • PDF

Synthesis and disperse treatment of Cu powder from $Cu(OH)_2$ slurry by wet reduction methods (액상환원법에 의한 $Cu(OH)_2$ 슬러리로부터 미세구리분말 제조 및 분산화 처리)

  • Ahn Jong-Gwan;Hai Hoang Tri;Kim Dong-Jin;Kim Byeong-Gyu
    • Proceedings of the Korean Powder Metallurgy Institute Conference
    • /
    • 2005.11a
    • /
    • pp.87-88
    • /
    • 2005
  • Ultra-fine copper powders with particle size about 150 nm were synthesized from copper hydroxide slurry by wet method using hydrazine as reduction agent and several sur factants at below $80^{\circ}C$. The particle size distribution and dispersion of synthesized powders as function of temperature, feeding rate of reduction and especially, sur factants were character ized by XRD, BET, PSA and SEM by this process.

  • PDF

Mathematical Modelling for The Transmission Dynamics of HIV infection and AIDS (HIV감염과 AIDS의 전파특성에 관한 수학적 모델화)

  • Chung, Hyeng-Hwan;Joo, Seok-Min;Chung, Mun-Kyu;Lee, Kwang-Woo
    • Proceedings of the KIEE Conference
    • /
    • 1998.07b
    • /
    • pp.699-702
    • /
    • 1998
  • This study investigates the population model of the spread of HIV/AIDS which the infection is generated by an infectious in dividual in a population of susceptibles. A mathematical model is presented for the transmission dynamics of HIV infection within the communities of homosexual males. The pattern on the epidemic character of HIV, the causative agent of AIDS, was analysed by the mathematical model of AIDS system which is derived according to the ecological relationship between five epidemilogic states of individuals. The computer simulation was performed using real data.

  • PDF

Interactive Personalized Character Agent Based on Emotion (감정기반 Interactive 개인화 캐릭터)

  • Ham, Young-Kyoung;Park, Young-Tack
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2003.05a
    • /
    • pp.313-316
    • /
    • 2003
  • 인터넷 기반 서비스업체들이 기하급수적으로 늘어나면서 업체들은 다른 업체들과는 차별화 시킬 수 있고, 사용자들에는 친근감을 제공하기 위해서 캐릭터 에이전트 연구를 진행 중에 있다. 그러나 현재 서비스되고 있는 캐릭터들은 사용자맞춤형이 아닌 단지 페이지기반으로 모든 사용자들에게 일괄적인 감정, 행동을 보여주고 있다. 이러한 방법은 항상, 누구에게나 같은 서비스를 해줌으로써 점차 사용자들의 신뢰성이 떨어질 수밖에 없다. 본 논문에서는 이러한 캐릭터 에이전트들의 신뢰성 증가를 위하여 사용자와 상호작용하면서 사용자의 성향을 파악하고 이를 학습하여 감정을 생성, 표현하는 Interactive, personalized, emotional 지능형 에이전트를 개발하고자 한다.

  • PDF

Implementation of Target Object Tracking Method using Unity ML-Agent Toolkit (Unity ML-Agents Toolkit을 활용한 대상 객체 추적 머신러닝 구현)

  • Han, Seok Ho;Lee, Yong-Hwan
    • Journal of the Semiconductor & Display Technology
    • /
    • v.21 no.3
    • /
    • pp.110-113
    • /
    • 2022
  • Non-playable game character plays an important role in improving the concentration of the game and the interest of the user, and recently implementation of NPC with reinforcement learning has been in the spotlight. In this paper, we estimate an AI target tracking method via reinforcement learning, and implement an AI-based tracking agency of specific target object with avoiding traps through Unity ML-Agents Toolkit. The implementation is built in Unity game engine, and simulations are conducted through a number of experiments. The experimental results show that outstanding performance of the tracking target with avoiding traps is shown with good enough results.

A study on narrative text analysis from the perspective of information processing - focusing on four computational methodologies (정보처리 관점에서의 서사 텍스트 분석에 관한 연구 - 네 가지 전산적 방법론을 중심으로)

  • Kwon, Hochang
    • Trans-
    • /
    • v.13
    • /
    • pp.141-169
    • /
    • 2022
  • Analysis of narrative texts has been regarded as academically and practically important, and has been made from various perspectives and methods. In this paper, the computational narrative analysis methodology from the perspective of information processing was examined. From the point of view of information processing, the creation and acceptance of narrative is a bidirectional coding process mediated by narrative text, and narrative text can be said to be a multi-layered structured code. In this paper, four methodologies that share this point of view - character network analysis, text mining and sentiment analysis, continuity analysis of event composition, and knowledge analysis of narrative agents - were examined together with cases. Through this, the mechanism and possibility of computational methodology in narrative analysis were confirmed. In conclusion, the significance and side effects of computational narrative analysis were examined, and the necessity of designing a human-computer collaboration model based on the consilience of the humanities and science/technology was discussed. Based on this model, it was argued that aesthetically creative, ethically good, politically progressive, and cognitively sophisticated narratives could be made more effectively.

Distribute Intelligent Multi-Agent Technology for User Service in Ubiquitous Environment (유비쿼터스 환경의 사용자 서비스를 위한 분산 지능형 에이전트 기술)

  • Choi, Jung-Hwa;Choi, Yong-June;Park, Young-Tack
    • Journal of KIISE:Software and Applications
    • /
    • v.34 no.9
    • /
    • pp.817-827
    • /
    • 2007
  • In the age of ubiquitous environment, huge number of devices and computing services are provided to users. Personalized service, which is modeled according to the character of each and every individual is of particular need. In order to provide various dynamic services according to user's movement, service unit and operating mode should be able to operate automatically with minimum user intervention. In this paper, we discuss the steps of offering approximate service based on user's request in ubiquitous environment. First, we present our simulator designed for modeling the physical resource and computing object in smart space - the infrastructure in ubiquitous. Second, intelligent agents, which we developed based on a FIPA specification compliant multi-agent framework will be discussed. These intelligent agents are developed for achieving the service goal through cooperation between distributed agents. Third, we propose an automated service discovery and composition method in heterogeneous environment using semantic message communication between agents, according to the movement by the user interacting with the service available in the smart space. Fourth, we provide personalized service through agent monitoring anytime, anywhere from user's profile information stored on handhold device. Therefore, our research provides high quality service more than general automated service operation.

The Effect of AI Agent's Multi Modal Interaction on the Driver Experience in the Semi-autonomous Driving Context : With a Focus on the Existence of Visual Character (반자율주행 맥락에서 AI 에이전트의 멀티모달 인터랙션이 운전자 경험에 미치는 효과 : 시각적 캐릭터 유무를 중심으로)

  • Suh, Min-soo;Hong, Seung-Hye;Lee, Jeong-Myeong
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.8
    • /
    • pp.92-101
    • /
    • 2018
  • As the interactive AI speaker becomes popular, voice recognition is regarded as an important vehicle-driver interaction method in case of autonomous driving situation. The purpose of this study is to confirm whether multimodal interaction in which feedback is transmitted by auditory and visual mode of AI characters on screen is more effective in user experience optimization than auditory mode only. We performed the interaction tasks for the music selection and adjustment through the AI speaker while driving to the experiment participant and measured the information and system quality, presence, the perceived usefulness and ease of use, and the continuance intention. As a result of analysis, the multimodal effect of visual characters was not shown in most user experience factors, and the effect was not shown in the intention of continuous use. Rather, it was found that auditory single mode was more effective than multimodal in information quality factor. In the semi-autonomous driving stage, which requires driver 's cognitive effort, multimodal interaction is not effective in optimizing user experience as compared to single mode interaction.