• Title/Summary/Keyword: Character Control

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Composition Rule of Character Codes to efficiently transmit the Character Code in HDLC(High-level Data Link Control) Protocol (HDLC(High-level Data Link Control) 프로토콜에서 효율적 문자부호 전송을 위한 문자부호화 규칙)

  • Hong, Wan-Pyo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.4
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    • pp.753-760
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    • 2012
  • This paper is to show the character coding rule in computer and information equipment etc to improve the transmission efficiency in telecommunications. In the transmission system, the transmission efficiency can be increased by applying the proper character coding method. In datalink layer, HDSL ptotocol use FLAG byte to identify the frame to frame which consists of data bit stream and other control bytes. FLAG byte constits of "01111110". When data bit stream consist of the consecutive 5-bit "1" after "0", the decoder can not distinguish whether the data bit sequence is flag bit stream or data bit stream. To solve the problem, when the line coder in transmitter detects the consecutive 5-bits "1" after "0" in the input data stream, inserts violently the "0" after 5th "1" of the consecutive 5-bit "1" after "0". As a result, when the characters are decoded with the above procedure, the efficiency of system should be decreased. This paper shows the character code rule to minimize the consecutive 5-bits "1" after "0" when the code is given to each characters.

The Temperament and Character Pattern of Korean Narcolepsy Patients (한국인 기면병 환자의 기질 및 성격 유형)

  • Choi, Jong-Bae;Lee, Yu-Jin;Kim, Seog-Ju;Lyoo, In-Kyoon;Jeong, Do-Un
    • Sleep Medicine and Psychophysiology
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    • v.12 no.1
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    • pp.45-49
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    • 2005
  • Objectives: To compare the biogenetic temperament and character patterns of subjects with narcolepsy and those of healthy control subjects. Methods: Twenty-two subjects with narcolepsy, diagnosed with the International Classification of Sleep Disorder (ICSD) criteria, and 22 healthy control subjects were recruited. The Korean version of the Temperament and Character Inventory was administered to all subjects. Results: Compared to healthy control subjects, subjects with narcolepsy showed significantly higher Novelty-Seeking (ANCOVA, F=5.42, p=0.025), lower Persistence (F=8.41, p=0.006) and lower Self-Directedness scores (F=4.70, p=0.036). Conclusion: Narcoleptic patients have a distinct pattern of biogenetic temperament and character. Our findings suggest that narcoleptic patients are exploratory in response to novelty but give up easily. In addition, our findings show that narcoleptic patients consider themselves ineffective, purposeless, and fragile.

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Animating Reactive Motions for Physics-Based Character Animation (물리기반 캐릭터 애니메이션을 위한 반응 모션 생성 기법)

  • Jee, Hyun-Ho;Han, Jung-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.420-425
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    • 2008
  • The technique for synthesizing reactive motion in real-time is important in many applications such as computer games and virtual reality. This paper presents a dynamic motion control technique for creating reactive motions in a physically based character animation system. The leg to move in the next step is chosen using the direction of external disturbance forces and states of human figures and then is lifted though joint PD control. We decide the target position of the foot to balance the body without leg cross. Finally, control mechanism is used to generate reactive motion. The advantage of our method is that it is possible to generate reactive animations without example motions.

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Inductive Inverse Kinematics Algorithm for the Natural Posture Control (자연스러운 자세 제어를 위한 귀납적 역운동학 알고리즘)

  • Lee, Bum-Ro;Chung, Chin-Hyun
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.4
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    • pp.367-375
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    • 2002
  • Inverse kinematics is a very useful method for control]ing the posture of an articulated body. In most inverse kinematics processes, the major matter of concern is not the posture of an articulated body itself but the position and direction of the end effector. In some applications such as 3D character animations, however, it is more important to generate an overall natural posture for the character rather than place the end effector in the exact position. Indeed, when an animator wants to modify the posture of a human-like 3D character with many physical constraints, he has to undergo considerable trial-and-error to generate a realistic posture for the character. In this paper, the Inductive Inverse Kinematics(IIK) algorithm using a Uniform Posture Map(UPM) is proposed to control the posture of a human-like 3D character. The proposed algorithm quantizes human behaviors without distortion to generate a UPM, and then generates a natural posture by searching the UPM. If necessary, the resulting posture could be compensated with a traditional Cyclic Coordinate Descent (CCD). The proposed method could be applied to produce 3D-character animations based on the key frame method, 3D games and virtual reality.

A Survey on Middle School Teachers' Perception of Character Education (인성교육에 대한 중학교 교사들의 인식 조사)

  • Yoon, Ok-Han;Lee, Kyeung-Ran
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.193-203
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    • 2017
  • The purpose of this study is to analyze the perception of middle school teachers of character education and to suggest implications for middle school character education. A total of 161 middle school teachers in Korea were surveyed and their responses were analyzed by frequency analysis and descriptive statistical analysis on the approach to character education, problem of character education, general view on character education, constituent of character education program, and teaching and learning method, First, character education was intended to be carried out through life instruction and subject education. Second, the problem of character education is that it is not carried out properly because senior school is given priority. Third, the overall view of character education is becoming more and more problematic for the personality development of students. Fourth, character components to be taught in character education program are consideration, manners, self-control, and responsibility. Fifth, the teaching and learning methods for character education were ranked in order of reflection, mutual learning, experiential activities, and student centering. Sixth, the proper period of the character education program should be continuous throughout school life with consent for continuous and repetitive education. Based on this, it is suggested that it is more important to consider how to organize character education for guidance throughout life and for curriculum than to develop it as one time program.

Space-Time Warp Curve for Synthesizing Multi-character Motions

  • Sung, Mankyu;Choi, Gyu Sang
    • ETRI Journal
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    • v.39 no.4
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    • pp.493-501
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    • 2017
  • This paper introduces a new motion-synthesis technique for animating multiple characters. At a high level, we introduce a hub-sub-control-point scheme that automatically generates many different spline curves from a user scribble. Then, each spline curve becomes a trajectory along which a 3D character moves. Based on the given curves, our algorithm synthesizes motions using a cyclic motion. In this process, space-time warp curves, which are time-warp curves, are embedded in the 3D environment to control the speed of the motions. Since the space-time warp curve represents a trajectory over the time domain, it enables us to verify whether the trajectory causes any collisions between characters by simply checking whether two space-time warp curves intersect. In addition, it is possible to edit space-time warp curves at run time to change the speed of the characters. We use several experiments to demonstrate that the proposed algorithm can efficiently synthesize a group of character motions. Our method creates collision-avoiding trajectories ten times faster than those created manually.

Non-Player Character Control in Racing Game using Mouth-Wind Interface (입 바람 인터페이스를 이용한 레이싱 게임에서의 논플레이어 캐릭터 컨트롤)

  • Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.337-338
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    • 2019
  • 본 논문에서는 입 바람 인터페이스를 이용하여 레이싱 게임에서의 논플레이어 캐릭터(Non-player character, NPC)를 제어할 수 있는 새로운 프레임워크를 제안한다. 대부분의 게임 콘텐츠에서 캐릭터를 제어하는 손가락을 이용한 인터페이스 방식이다. 이 같은 인터페이스의 제약은 게임의 재미를 감소시킬 뿐만 아니라 콘텐츠를 사용하는데 있어서 사용자의 몰입을 감쇠시키는 원인이 된다. 본 연구에서는 입 바람 인터페이스를 이용하여 자동차의 방향 및 속도를 제어하고 입 바람으로부터 계산된 바람의 강도를 외력으로 이용하여 NPC를 제어할 수 있는 프레임워크를 제안하여, 게임의 몰입과 재미를 향상시킨다. 본 연구는 Unity 게임 엔진에서 개발했으며 레이싱 게임뿐만 아니라 다양한 콘텐츠에서 활용할 수 있다.

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3D Character Motion Synthesis and Control Method for Navigating Virtual Environment Using Depth Sensor (깊이맵 센서를 이용한 3D캐릭터 가상공간 내비게이션 동작 합성 및 제어 방법)

  • Sung, Man-Kyu
    • Journal of Korea Multimedia Society
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    • v.15 no.6
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    • pp.827-836
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    • 2012
  • After successful advent of Microsoft's Kinect, many interactive contents that control user's 3D avatar motions in realtime have been created. However, due to the Kinect's intrinsic IR projection problem, users are restricted to face the sensor directly forward and to perform all motions in a standing-still position. These constraints are main reasons that make it almost impossible for the 3D character to navigate the virtual environment, which is one of the most required functionalities in games. This paper proposes a new method that makes 3D character navigate the virtual environment with highly realistic motions. First, in order to find out the user's intention of navigating the virtual environment, the method recognizes walking-in-place motion. Second, the algorithm applies the motion splicing technique which segments the upper and the lower motions of character automatically and then switches the lower motion with pre-processed motion capture data naturally. Since the proposed algorithm can synthesize realistic lower-body walking motion while using motion capture data as well as capturing upper body motion on-line puppetry manner, it allows the 3D character to navigate the virtual environment realistically.

Development and Application of Automatic Motion Generator for Game Characters (게임 캐릭터를 위한 자동동작생성기의 개발과 응용)

  • Ok, Soo-Yol;Kang, Young-Min
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.8
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    • pp.1363-1369
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    • 2008
  • As game and character animation industries are growing, techniques for reproducing realistic character behaviors have been required in various fields. Therefore, intensive researches have been performed in order to find various methods for realistic character animation. The most common approaches to character animation involves tedious user input method, simulation with physical laws based on dynamics, and measurement of actors' behaviors with input devices such as motion capture system. These approaches have their own advantages, but they all have common disadvantage in character control. In order to provide users with convenient control, the realistic animation must be generated with high-level parameters, and the modification should also be made with high-level parameters. In this paper we propose techniques for developing an automated character animation tool which operates with high-level parameters, and introduce techniques for developing actual games by utilizing this tool.

A Supervised Learning Framework for Physics-based Controllers Using Stochastic Model Predictive Control (확률적 모델예측제어를 이용한 물리기반 제어기 지도 학습 프레임워크)

  • Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.1
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    • pp.9-17
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    • 2021
  • In this paper, we present a simple and fast supervised learning framework based on model predictive control so as to learn motion controllers for a physic-based character to track given example motions. The proposed framework is composed of two components: training data generation and offline learning. Given an example motion, the former component stochastically controls the character motion with an optimal controller while repeatedly updating the controller for tracking the example motion through model predictive control over a time window from the current state of the character to a near future state. The repeated update of the optimal controller and the stochastic control make it possible to effectively explore various states that the character may have while mimicking the example motion and collect useful training data for supervised learning. Once all the training data is generated, the latter component normalizes the data to remove the disparity for magnitude and units inherent in the data and trains an artificial neural network with a simple architecture for a controller. The experimental results for walking and running motions demonstrate how effectively and fast the proposed framework produces physics-based motion controllers.