• Title/Summary/Keyword: Character Control

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3D game animation production pipeline and application instance proposal (3D게임 애니메이션 제작 파이프라인 및 적용 사례 제안)

  • Han, Dong Hoon;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Che, Te-June;Lee, Hung-Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.644-646
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    • 2007
  • On-line game industry had accomplished much growths and development. One in pain of the game enterprises according to quality of on-line comes to be short Game production pipeline and it is suitable in quick production schedule and to be easy to the standard research of form by of 3D game character animations which are various the game production at the time of application is possible, operation by and type by in necessity. Element by model classification of the digital base game character which is used in game it set from the research which it sees and research it analyzed and the fundamental data which is necessary to 3D game character animation productions escape it tried. And the digital motioncapture it applies a cap department system and real picture of the character animation which is various at real-time the control research moving and it advances at the time when the effectiveness is short highly in game industry and digital contents industry application the character animation production process which is possible and production pipeline escape the reporter to do it does.

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The Correlation between the Effectiveness of Brief Qigong-based Stress Reduction Program(BQSRP) and Personality (기질 및 성격에 따른 기공기반 스트레스완화 프로그램의 효과)

  • Hwang, Eun-Young;Chung, Sun-Yong;Hwang, Wei-Wan;Kim, Jong-Woo
    • Journal of Oriental Neuropsychiatry
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    • v.21 no.2
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    • pp.45-60
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    • 2010
  • Objectives : The aim of this study was to investigate the correlation between the effectiveness of Brief Qigong-based Stress Reduction Program(BQSRP) and personality. Methods : Twenty nine women and nine men from the community with symptoms of distress(mean age 39.4 years, SD=11.4) were randomized into a group receiving a 4-week intervention of BQSRP(n=19) or a waiting-list control group. All subjects completed the temperament and character inventory (TCI) before the intervention. Before and after the intervention period, questionnaires were completed on perceived stress scale(PSS), anxiety, and quality of life. Results : 1. Those who have higher temperament of harm avoidance or lower character of self-directedness showed higher PSS, Hwa-Byung character, Hwa-Byung symptom, STAI and lower WHOQOL-BREF scores. 2. In the BQSRP training group, a correlation analysis demonstrated an association between higher temperament of harm avoidance and greater improvement of perceived stress and an association between lower character of self-directedness and greater improvement of perceived stress. 3. Those who have high Hwa-Byung symptom scores prefer the breathing meditation and there were no differences in effects of BQSRP group by the preference Brief Qigong-based Meditation(BQM) component. Conclusions : These results suggest that a BQSRP training may be effective for those with higher harm avoidance trait and low self-directedness.

Game Storytelling System in View of Character-centered Standpoint (캐릭터중심 관점에서 본 게임스토리텔링 시스템)

  • Kim Mi-Jin;Yoon Sun-Jung
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.416-422
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    • 2005
  • The feature of digital media's interactivity made the traditional storytelling to be evolved into a new concept of digital storytelling. Unlike films or animations, games' storytelling takes open-ended design method; thus, it is possible to create unlimited number of stones within a game depending upon the decisions of player characters. In this paper, a character-centered game storytelling system of a highly story-based RPG genre will be reviewed, and, it analyzes case studies of how a character with various story values can interact with its background story, virtual game world, and many events in its game storytelling system. Game storytelling structure and game mechanics are related to each other very closely. Therefore, it is possible to control the player's overall movement as the character's story develops according to a predictable structure or situation.

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The Instructional Design of Information Communication Ethics Based on Integrated Character of Lickona (리코나의 통합적 인격을 적용한 정보통신윤리 수업 설계)

  • Ryu, Ji-Min;Kim, Kil-Mo;Cho, Seong-Hwan;Kim, Seong-Sik
    • Journal of The Korean Association of Information Education
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    • v.14 no.3
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    • pp.329-339
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    • 2010
  • This study has been pointed out that Information Communication Ethics Education has been mentioned only about a cognitive factor. Then the purpose of this study is verify the effects through the Instructional design of Information Communication Ethics that was compensate the problem. To achieve this, it was included all the cognitive, emotional and active factor of Integrated Character by Thomas Lickona. It has been modified that Information Communication Ethics Test of Lee Chae Young(2009) to be included all the factors of Integrated Character to verify the designed instruction. It has been designed that each steps included the component of Integrated Character using Gerlach & Ely systematic instruction model then, the designed instruction has been applied to the secondary school and verified the effectiveness. As a result, it has been proved that Experimental group is more effective than Control group.

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Character Motion Generation and Control with Hierarchical Parametric Functions (계층적 매개함수를 이용한 캐릭터 동작 생성 및 제어)

  • Ok, Soo-Yol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.7
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    • pp.1193-1201
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    • 2008
  • In this paper, we propose a automated techniques for generating the gait animation of humanoid character model required in game applications. The proposed method can generate motion data of various styles with intuitive manipulation, and techniques for editing motion data are also proposed. In addition, we introduce an automated tool for gait animation of character model developed with the proposed method to verify the effectiveness of our method. The proposed method tan be successfully employed in motion authoring tools. In this paper, only the gait animation was considered. However, the proposed method can be applied to various motions and can be utilized as a motion engine that automatically generates proper motion according to the state of the character. The motion engine can express various behavior of the character without requiring motion data base which is usually employed in 3D online games.

Mothers' Stories about Their Experiences on the Child's Character Education in Multicultural familyoman (다문화가정의 자녀 인성교육에 대한 경험이야기)

  • Cho, Mi Young
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.4
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    • pp.93-100
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    • 2017
  • The purpose of this study was to examine what was the child's character education recognized by mothers of multicultural families and what was the actual conditions and needs of the child's character education at home through the in-depth interviews, and to suggest the efficient direction of the child's character education for mothers of multicultural families. The research participants were 6 mothers with children in multicultural families who lived in E city of Gangwon-do. The results of this study were as follows. First, as for the child's character education recognized by mothers of multicultural families, it was said to doing character education at home such as becoming a good person, becoming a child to listen to the parent's words and to reconcile with family, and becoming a child who was in harmony with friends. Second, as for the actual conditions of child's character education, they often used a control language such as "Do not, no", when children did not behave properly. In particular, there were some cases of using threatening words such as "taking you to the police station". Third, they hoped that various interests and support would be provided, such as not listening to "You are ill-behaved because you are in a multicultural family," receiving husband's educational support, receiving grandparents' support, and interests from the educational institution, etc.

A study to Explore the Effect Relationship of Character and Life Goal on Happiness for Gifted Elementary Students in Science (초등과학영재학생의 인성, 생애목표와 행복감의 관계)

  • Chang, Heesun
    • Journal of Gifted/Talented Education
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    • v.26 no.1
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    • pp.161-185
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    • 2016
  • The purpose of this study was to investigate for gifted elementary students in science the feature of character, life goals and happiness, and the effect relationship on happiness based on the relationship between factors. For this, independent t-test, multi-linear regression analysis and hierarchical regression were conducted. The results from this study are as follows. First, scientifically gifted elementary students show higher level of responsibility, ethics, positive self-understanding and contribution goal, but lower in material and image goal than general students. Second, character, life goal and happiness are correlated. Third, female students rather than male students and students with consideration/service character have intrinsic goals. While, the students with higher level of consideration/service and lower level of sympathy show extrinsic goals. The higher the level of consideration/service and the lower of self-control they have the higher their happiness are. Fourth, as scientifically gifted elementary students have more consideration and relationship goal, their happiness go up. While, the more they have self-growth and material goal, the lower the happiness. Fifth, the character of scientifically gifted elementary students is the factor that explains the effect on happiness more easily than life goal, relatively. The factor of life goal mediates the consideration/service and happiness. In conclusion, I hope that this study contribute to raise the happiness of scientifically gifted elementary students, and considerate the character education and counseling program for character development.

Real-Time Vehicle License Plate Recognition System Using Adaptive Heuristic Segmentation Algorithm (적응 휴리스틱 분할 알고리즘을 이용한 실시간 차량 번호판 인식 시스템)

  • Jin, Moon Yong;Park, Jong Bin;Lee, Dong Suk;Park, Dong Sun
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.9
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    • pp.361-368
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    • 2014
  • The LPR(License plate recognition) system has been developed to efficient control for complex traffic environment and currently be used in many places. However, because of light, noise, background changes, environmental changes, damaged plate, it only works limited environment, so it is difficult to use in real-time. This paper presents a heuristic segmentation algorithm for robust to noise and illumination changes and introduce a real-time license plate recognition system using it. In first step, We detect the plate utilized Haar-like feature and Adaboost. This method is possible to rapid detection used integral image and cascade structure. Second step, we determine the type of license plate with adaptive histogram equalization, bilateral filtering for denoise and segment accurate character based on adaptive threshold, pixel projection and associated with the prior knowledge. The last step is character recognition that used histogram of oriented gradients (HOG) and multi-layer perceptron(MLP) for number recognition and support vector machine(SVM) for number and Korean character classifier respectively. The experimental results show license plate detection rate of 94.29%, license plate false alarm rate of 2.94%. In character segmentation method, character hit rate is 97.23% and character false alarm rate is 1.37%. And in character recognition, the average character recognition rate is 98.38%. Total average running time in our proposed method is 140ms. It is possible to be real-time system with efficiency and robustness.

A study for electromotive force character analysis of internal permanence magnet form synchronous generator (영구자석 내삽형 동기 발전기의 기전력 특성 해석에 관한 연구)

  • Lee, Kwang-Ho;Hong, Sun-Ki;Kwon, Hyk-Ki
    • Proceedings of the KIEE Conference
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    • 2006.10d
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    • pp.62-64
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    • 2006
  • 본 논문에는 영구자석 내삽형 동기 발전기의 기전력 특성에 해석에 관한 연구이다. 기전력 해석시 측정값과 시뮬레이션의 값의 차이의 원인 중 하나를 영구자석에 있다고 가정 하고 이에 대한 영향을 자석을 세그먼트화 하여 비교 실험하였다. 실제 측정값과 시뮬레이션의 기전력의 차이의 원인에 대해 비교하였다.

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Adaptive Active Noise Control Using Neuro-Fuzzy Controller (뉴로-퍼지제어기를 이용한 적응 능동소음제어)

  • Kim, Jong-Woo;Kong, Seong-Gon
    • Proceedings of the KIEE Conference
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    • 1999.07g
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    • pp.2879-2881
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    • 1999
  • This paper presents the adaptive Active Noise Control(ANC) system using the Neuro-Fuzzy controller. In general, the character of noise is time-varing and nonlinear Thus controller must have the adaptivness so that applied in Active Noise Control system to cancel the noise. This paper propose the Neuro-Fuzzy controller trained with back-propagation teaming algorithm to optimize the parameters of controller The objects of this paper are cancel the noise, extract the original(speech) signal polluted by noise and design the Neuro-Fuzzy controller.

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