• 제목/요약/키워드: Character contents

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Design and Implementation of Oceanic NPC Model applying Formal Method (정형 기법을 적용한 해양 NPC 모델 설계 및 구현)

  • Kim, Chong-Han;Jeong, Seung-Mun;Kim, Byung-Ki
    • Annual Conference of KIPS
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    • 2006.11a
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    • pp.183-186
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    • 2006
  • NPC(Non playable Character)모델은 온라인 게임뿐만 아니라 가상공간 시스템 구축 시 빠질 수 없는 중요한 요소이다. 현재 가장 널리 사용되는 인공지능 처리방식의 하나인 FSM(Finite State Machine)은 NPC의 행동양식을 표현하기 위해 유한한 개수의 상태를 이용하는 알고리즘이다. 인공지능이 적용된 NPC 모델 설계시 정확한 명세는 구현 단계에서 발생되는 자원의 손실을 막아주고 요구명세에 따른 검증을 가능하게 한다. 본 논문에서는 해저가상공간 구축 시 발생되는 어류 객체의 행동패턴을 분석하여 속성을 정의하였으며, 환경변화에 따른 행동 특성의 상호관계를 설정하여 정형화하였다. 정의된 속성을 가진 NPC 모델을 FSM 알고리즘을 적용해 설계하고 구현한다. 설계된 NPC모델은 CTL기반의 모델체커인 SMV(Symbolic Model Verification)를 통해 검증함으로써 설계에 대한 타상성을 입증하였다.

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A Study about intelligent character and creative uses of weather intelligence from Wibro (휴대 인터넷 환경에서의 실시간 정보를 이용한 지능형 캐릭터 생성 연구)

  • Han, jong-sung;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Lee, Kyoung-Jae
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.140-144
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    • 2008
  • 유비쿼터스 사회에서 사용자는 상황과 장소, 감성에 맞는 문화콘텐츠를 언제 어디서나 접할 수 있게 될 것으로 전망된다. 최근 휴대 단말기와 사용자간의 지속적인 정보 교환을 가능하게 해주는 환경을 제공해 주는 휴대 인터넷 기술의 발전은 인간의 감성과 상황에 맞춰 콘텐츠를 변환시키는 감성콘텐츠 개발에 초석이 되고 있다. 현재까지는 유선콘텐츠를 모바일콘텐츠로 변환한다거나 방송용 콘텐츠를 인터넷에 맞춰 변화하는 형태의 휴대 단말기에 맞춰 콘텐츠를 변환시키는 것이 고작이지만 휴대 인터넷 환경에서는 상황과 감성을 변수로 해 콘텐츠가 변환될 수 있게 되었다. 본 논문에서는 사용자의 감성과 기상정보의 변화에 따라 캐릭터를 변환하는 것이 수동이 아닌 자동으로 이뤄지게 하기 위한 지능형 캐릭터 생성 연구를 진행 하고자 한다.

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Emotional Communication on Interactive Typography System

  • Lim, Sooyeon
    • International Journal of Contents
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    • v.14 no.2
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    • pp.41-44
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    • 2018
  • In this paper, we propose a novel method for developing expressive typography authoring tools with personal emotions. Our goal is to implement an interactive typography system that does not rely on any particular language and provides an easy, natural user interface and allows for immediate interaction. For this purpose, we converted the text data entered by a user to image data. The image data was then used for interaction with the user. The data was synchronized with the user's skeleton information obtained from the depth camera. We decomposed the characters using the formality of language to provide a typographical movement that responds more dynamically to the user's motion. Thus, this system provides interaction as a unit of characters rather than as a whole character, allowing the user to have emotional and aesthetic emotional immersion into his or her creation.

Analysis of Sino-American Culture in Disney Animation Mulan

  • ZHEN, ZHAO
    • International Journal of Contents
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    • v.17 no.1
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    • pp.11-17
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    • 2021
  • This article takes Disney animation as the research object to analyze the Chinese and American culture in the animation. The first part introduces the background of the animation. The theme of the animation comes from the long-standing narrative folk song Mulan Ci during the Southern and Northern Dynasties of China, and it introduces the parallel montage of animation narrative. The second part narrates the Chinese cultural elements in Mulan, and expounds on Disney's use and blending of Chinese cultural elements from three aspects of ink painting effect, national costumes and Confucianism. From the perspective of Western culture, the third part analyzes how to integrate Western thought and characteristics, and contrast with Chinese culture in Mulan from three aspects: Mushu, character and hierarchy.

Rethinking the US Presidential Election: Feminism and Big Data

  • CHUNG, Sae Won;PARK, Han Woo
    • International Journal of Contents
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    • v.17 no.4
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    • pp.52-61
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    • 2021
  • The 2020 US Presidential Election was a highly-anticipated moment for our global society. During the election period, the most intriguing issue was who would be the winner-Trump or Biden? Among the possible main themes of the 2020 election, from the COVID-19 pandemic to racism, this study focused on feminism ('women') as a main component of Biden's victory. To explore the character of Biden's supporters, this paper focused on internet spaces as a source of public opinion. To guide the data analysis, this study employed four indices from empirical studies on Big Data analytics: issue salience, attention diversity, emotional mentioning, and semantic cohesion. The main finding of this study was that the representative keyword 'women' appeared more prevalently within content related to Biden than Trump, and the keyword pairs indicated that female voters were the main reason for Trump's failure but the root cause of Biden's victory. The results of this study indicated the role of the internet as a forum for public opinion and a fountain of political knowledge, which requires more rigorous investigation by researchers.

A Case Study on AI-Driven <DEEPMOTION> Motion Capture Technology

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.87-92
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    • 2024
  • The rapid development of artificial intelligence technology in recent years is evident, from the emergence of ChatGPT to innovations like Midjourney, Stable Diffution, and the upcoming SORA text-to-video technology by OPENai. Animation capture technology, driven by the AI technology trend, is undergoing significant advancements, accelerating the progress of the animation industry. Through an analysis of the current application of DEEPMOTION, this paper explores the development direction of AI motion capture technology, analyzes issues such as errors in multi-person object motion capture, and examines the vast prospects. With the continuous advancement of AI technology, the ability to recognize and track complex movements and expressions faster and more accurately, reduce human errors, enhance processing speed and efficiency. This advancement lowers technological barriers and accelerates the fusion of virtual and real worlds.

A Research on the Diversity and Expandability of Kidult Culture

  • DaYun Kang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.139-145
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    • 2024
  • In modern society, many adults seek emotional solace by reconnecting with their childhood memories through "kidult" culture, especially as single-person households increase. This trend spans fashion, collectibles, movies, animations, games, and character merchandise, with Hollywood playing a significant role in its growth during the 1980s and 1990s. Kidult culture allows adults to relieve stress, foster creativity, and strengthen social connections, enhancing their quality of life. As this culture gains mainstream acceptance, companies are producing diverse products featuring beloved characters, appealing to a wide age range. The rise in single-person households has amplified the importance of personal expression and individuality, driving the popularity of kidult culture. Companies are leveraging this trend to create innovative designs that resonate with consumer preferences. This cultural expansion promotes new design forms and aesthetics, reflecting the evolving relationship between design and consumption. Kidult culture's growth underscores its significance in contemporary consumer and design culture, offering valuable insights into modern societal trends.

Analysis of Most Recent Dream Content Korean Early Adolescents by Hall/Van de Castle System (Hall/Van de Castle System에 의한 한국 초기 청소년의 최근 꿈 분석)

  • Song, Hyoung-Seok;Chang, Sok-Ha;Kang, Seung-Gul;Park, Young-Min;Lee, Heon-Jeong;Kim, Leen
    • Sleep Medicine and Psychophysiology
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    • v.14 no.1
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    • pp.33-41
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    • 2007
  • Objectives: It has been known that the contents of dreams change according to neuro-developmental differences in sex, progression of age and various environments, unlike the established psychoanalytic theory. To investigate the changes, we collected "most recent dream report" and analyzed the contents of dreams by using Hall/Van de Castle System. Method: Most recent dream reports were gathered from age 12-14 years old, 2,673 middle school students (1,544 male 1,129 female) and analyzed those reports using Hall/Van de Castle System. The data were sorted in SAS and dream SAT. Result: There were prominent differences between male and female middle school students in Male/Female Percentage (male/ female;56%/35%), Familiarity Percentage (57%/69%), Aggression/Friendliness Percentage (79%/65%), Befriender Percentage (50%/33%), Physical Aggression Percentage (90%/70%), Indoor Setting Percentage (40%/55%), Negative Emotion Percentage (56%/68%) and Torso/Anatomy Percentage (51%/36%). There were significant differences in Male/Female Percentage (65%/44%), Friendliness, Physical Aggression and Self Negativity Percentage in male and there were significant differences in Friendliness, Familiarity and Friends Percent in female between 1st and 2nd grade. But, it showed much similar dream patterns between 2nd and 3rd grade in both gender. In male, Aggression/Character Index with male character is significantly increased by 2nd grade (1st/ 2nd/ 3rd;0.48/ 1.04/0.98), In female, Friendliness/Character Index with male character had significantly decreased by 2nd grade (0.38/ 0.19/0.20). Conclusion: There were apparent differences between age 12-14 years old male and female. Male adolescents have differences mostly in categories related with aggression, but female adolescents have differences in categories related with environment or character. It shows that developmental level of male are slower than female as of yet and male needs more active interpersonal relationship to find identity. Otherwise, the influences of passive attitude and actual circumferential environment are reflected in female's dream. There are no prominent differences among ages, but age 12-13 years old adolescents shows significant differences in interacting with the other gender. It means that circumferential environment and interpersonal relationship affect the contents of dreams and also the cognitive development related to age and sex. Afterwards, the development of dreams could be better understood through the neurocognitive study and dream analysis between other ages and nations.

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Design of A Distributed Server System for Supporting Enormous Users Using Blocks (블록을 이용한 대규모 사용자 지원 분산 서버 시스템 설계)

  • Kim, Soon-Gohn
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.559-565
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    • 2011
  • In this paper, I propose a distributed game server system which has flexibility of enormous game character's processing in MMORPG using block scheme. I proposed game servers in distributed system grouped with zone which charge of each map, and the game servers in this zone divide game map into several unit blocks and process distributing blocks to game servers according to its performance. I proposed distributed game server system using block scheme can add/drop game map to/from easily through block process method in game and communication servers. Therefore, my proposed system can enormous character processing and add user created game map to existed game map easily in the future as well. Also, my scheme increases the system utilization and upgrades system stability by dynamic distribution of game map according to the number of characters and performance of servers.

Lip and Voice Synchronization with SMS Messages for Mobile 3D Avatar (SMS 메시지에 따른 모바일 3D 아바타의 입술 모양과 음성 동기화)

  • Youn, Jae-Hong;Song, Yong-Gyu;Kim, Eun-Seok;Hur, Gi-Taek
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.682-686
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    • 2006
  • There have been increasing interests in 3D mobile content service with emergence of a terminal equipping with a mobile 3D engine and growth of mobile content market. Mobile 3D Avatar is the most effective product displaying the character of a personalized mobile device user. However, previous studies on the method of expressing 3D Avatar have been mainly focused on natural and realistic expressions according to the change in facial expressions and lip shape of a character in PC based virtual environments. In this paper, we propose a method of synchronizing the lip shape with voice by applying a SMS message received in mobile environments to 3D mobile Avatar. The proposed method enables to realize a natural and effective SMS message reading service of mobile Avatar by disassembling a received message sentence into units of a syllable and then synchronizing the lip shape of 3D Avatar with the corresponding voice.

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