• Title/Summary/Keyword: Character contents

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Dynamic Crowd Simulation by Emotion-based Behavioral Control of Individuals (개체의 감정기반 행동제어를 통한 동적 군중 시뮬레이션)

  • Ahn, Eun-Young;Kim, Jae-Won;Han, Sang-Hoon;Moon, Chan-Il
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.1-9
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    • 2009
  • In virtual environments, such as computer game and animation, we need to enhance naturalness of crowd simulation. So, we propose a method to generate dynamically moving crowd patterns by applying emotional factors to the individual characters of a crowd in the determination of their behavior. The proposed method mimics human behavior and controls each character in a group to decide its own path according to its individual status. And it is able to generate various moving patterns as a result of letting the individuals go to another group depending upon their conditions. In this paper, some temperament and feeling factors are defined and determination rules for calculating the emotional status are also proposed. Moreover we use a fuzzy theory for accurate representation of the ambiguous expressions such as feeling bad, feeling good and so on. Our experiments show that the suggested method can simulate virtual crowd in more natural and diverse ways.

Study about Set Design for Scene of Animation : Case of Short Animation (애니메이선의 장면연출을 위한 공간디자인 : 단편애니메이션 의 제작사례를 중심으로)

  • Choi, Seung-Won
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.152-162
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    • 2007
  • Subject of this Study is focused on set design for short animation, GHOST, made and presented by animation studio, BEYOND PROSCENIUM. Sets in animation have several functions. First, sets are a playground that character can play to lead a story. Second, sets explain background, which is time and space. Third, sets can visualize metaphorical meaning or symbolic system in animation. To obtain final design that is sufficient to those functions, this study analyzes the case that metaphorical and symbolic meaning from scenario is how to apply into set design also, mentions the method that designer multiply considers character, property and composition from the camera and movement from those elements. Set designers for animation should have ability that simultaneously considers so many elements and they need design skills to create it.

A study in the fusion of dragon image performance of Chinese MingDai and the European middle ages in the method of dragon character design of Chinese MMORPG (중국 명대(明代)와 유럽 중세의 용(龍) 비교를 통한 중국 MMORPG 용(龍) 캐릭터디자인 분석)

  • Yang, Yuan;Lee, Je;Jung, Seuc-Ho;Lee, Dong-Lyeor;Ryu, Seuc-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.221-226
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    • 2009
  • The character design in Chinese game by the strong impact of the western game. Chinese plays have being the intense feeling to the dragon image in Western. Therefore the dragon which in the game dragon role design is necessary to use the Chinese tradition dragon. First, consider of the cultural and the design and style expression and analysis the existing dragon role in MMORPG. Proposed that the game dragon role using the suggestion which the East and West dragon modelling fuses.

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Actual Condition Investigation of Radiologist on the Hand Washing Management and Personal Hygiene Management (방사선사의 손 씻기 관리와 개인위생관리의 실태조사)

  • Han, Sang-Hyun;Hong, Dong-Hee;Kim, Gha-Jung
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.409-415
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    • 2012
  • The purpose of this study is to know the status of management of nosocomial infection and to present basic data for improving management of nosocomial infection. As a result, the average score of the recognition and performance of radiologist on the management of hand washing is 4.378, and 4.199 of 5. The average score of the recognition and performance of radiologist on the management of personal hygiene is 4.284, and 3.990 of 5. The recognition of hand washing management according to the general character, statistically significant difference according to the gender, age, education, career. In the performance is statistically significant difference according to the gender, marriage situation. In the recognition of personal hygiene management according to the general character, statistically significant difference according to the age, education, career. Performance of statistically significant difference according to the marriage situation, career. Finally, statistically significant difference between recognition and performance of radiologists on management of hand washing(r=0.453, p=0.000) and personal hygiene(r=0.415, p=0.000).

Design and Implementation of a Network Packet Scanner based on Multi-Platform (멀티 플랫폼 기반의 네트워크 패킷 스캐너 설계 및 구현)

  • Lee, Woo-In;Yang, Hae-Sool
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.101-112
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    • 2010
  • The recent trend of the hacking deals with all the IT infrastructure related to the profit of the companies. Presently, they attack the service itself, the source of the profit, while they tried to access to the service infrastructure through the non-service port in the past. Although they affect the service directly, it is difficult to block them with the old security solution or the old system and they threaten more and more companies with the demand of money menacing the protection of customers and the sustainable management. This paper aims to design and implement multi-platform network packet scanner targeting the exception handling network intrusion detection system which determines normal, abnormal by traffic. Linux and unix have the various network intrusion detection and packet management tools like ngrep, snort, TCPdump, but most of them are based on CUI (Character based User Interface) giving users discomfort who are not used to it. The proposed system is implemented based on GUI(Graphical User Interface) to support the intuitive and easy-to-use interface to users, and using Qt(c++) language that supports multi-platform to run on any operating system.

Musical Actor's Projection Pattern and Treatment System (뮤지컬 배우의 배역 투사 양태와 치유 시스템)

  • Kim, Jeong-Seob;Lee, Eun-Hye
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.504-512
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    • 2016
  • This study was performed to explore the institutional treatment system by analyzing the pattern of musical actor's projection and aftereffect subsequent to the completion of performance. In-depth interviews were conducted with 22 top-class musical actors and actresses of the Republic of Korea. The result of the survey indicated that most actors and actresses suffer from projection and it's aftereffect such as depression for more than one month after performance, and that they tend to rely on self-healing based on self-diagnosis rather than seeking for professional counselling. The symptoms of projection were shown more strongly when the actors or actresses were taking on the role of main character, or acting as a negative or realistic character, or when expressing strong and extreme emotions. In this era of Korean culture, the result of this study implies that our country have to establish the actor's mental caring-related new law and private care centers supported enough funds to encourage the actors to receive more effective actor-friendly treatment service before and after the performance.

Costume Analysis through the Text and Characters of 'Nezimaki Tori Chronicle' ([태엽 감는 새 연대기]를 텍스트로한 캐릭터와 의상 관계 분석)

  • Lim, Chan;Yu, Dahye;Peak, Lora
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.617-625
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    • 2013
  • Along with and <1Q84> Murakami Haruki sees through human nature that fades away with time in his latest work with 'color and memory'. This is the type of character or story to read with the deployment of instrument. Costume of characters conceived in the expansion of the body, the inner expression of personal notes. To others what you want to look, how they formed on the body, with a range of social, if you are claiming a statement. To form the body by forming self-practice is that there becomes. This paper the inside of the characters and the apparent strong interest in the set, costume characters, especially characters were recognized as representing the device of novel. Work directly in the results, or is described as a symbolic system of the body and clothing that embodies the meaning of the symbol you want to the structure of the exchange.

The Study on the Effects of Elasticity on the Animation Characters (탄성이 애니메이션 캐릭터에 미치는 영향에 관한 연구)

  • Kyung Byung-Pyo;Ryu Seuc-Ho;Lee Nam-Kook
    • The Journal of the Korea Contents Association
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    • v.6 no.3
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    • pp.135-142
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    • 2006
  • An animation character can be applied an Elasticity principle to strengthen an action and expression. That principle is called as Squash & Stretch in animation. The application of this principle gives the illusion of weight and volume to an animation character, and makes it possible that an animation action be the smooth and soft by escaping from the stiffness and rigidity. If an action of human or object on animation is expressed like a real world, it seems to be unnatural. Any action without Squash & Stretch will look rigid, uninteresting and not alive. It can be applied to movement of all objects, characters' actions, dialogues and facial expressions with a basic rule of mass, volume and gravity. Havier characters squash and stretch more than thinner ones. Any action will not be well expressed without this principle. To be a good animation movement, it should be widely applied in all type of animation, not only 2D animation.

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Comparison of the Size of objects in the Virtual Reality Space and real space (가상현실 공간상에서 물체의 크기와 실제 크기간의 비교연구)

  • Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.49
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    • pp.383-398
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    • 2017
  • Virtual Reality contents are being used as media in various fields. In order for the virtual reality contents to be realistic, the scale of the objects in the virtual reality must be the same as the actual size, and the user must feel the same size. However, even if the size of the character in the virtual reality space is made equal to the size in comparison with the size of the character in the reality, the distortion of the size can occur when the user looks at the object in the image with the HMD. In this paper, I investigate the requirements related to size in virtual reality, and try to find out what difference these requirements have in virtual reality and how the difference affects users. Experiments and surveys to compare the size of objects in virtual reality space and the size of objects in real space were conducted to investigate how scale distortion occurs at distant and near places. I hope that this paper will be a useful research for virtual reality developers.

Trends in Environmental Education Research of Korea (국내 환경교육 연구의 동향)

  • 노경임;이학동;박현주
    • Hwankyungkyoyuk
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    • v.11 no.2
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    • pp.69-82
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    • 1998
  • This study was performed to investigate the trends in Environmental Education Research of Korea. In this study, the papers in $\ulcorner$Hwankyungkyoyuk$\lrcorner$ (Journal of the Korean Society for Environmental Education) and $\ulcorner$Journal of the Korean Association for Research in Science Education$\lrcorner$ from the initial number to the latest number were investigated. The category of analysis in this study were the number of papers, research area, method, character, the major targets of Environmental Education, the major targets of research, the purpose of Environmental Education, and the contents of environment. The results of this study are as follows: 1. The number of papers in $\ulcorner$Hwankyungkyoyuk$\lrcorner$ were 178 and in $\ulcorner$Journal of the Korean Association for Research in Science Education$\lrcorner$ were 406(10 of them were related in environmental education) 2. The research areas of the papers were Environmental Education(52.4%), Social Environmental Education(19%), Environmental Science(8.5%), Science Education(7.9%), and Social Education(3.2%). 3. The major parts of the method of the papers were literature review(31.7%), survey research(21.2%), and descriptive study(20.3%). 4. More than half of the character of the papers were research on the actual condition(35.4%) and consciousness (17.9%), 5. The major targets of Environmental Education of the papers were secondary school students(33.9%) and elementary school students(18.8%). 6. The major targets of researches of the papers were secondary school students(33.8%), teachers(30.0%), the general public(20.0%), and elementary school students(18.8%). 7. The purpose of Environmental Education of the papers were Values and Attitudes(31.2%), Behaviors and Participations(29.6%), Knowledges and Informations(27.2%), and Skills(12%). 8. The contents of Environment of the papers were waste(27.7%), water quality(15.2%), the whole environment(12.5%), air quality(9.8%), natural environment(5.4%), soil(4.4%), energy(4.4%), and so on. The results indicated that the Environmental Education research of Korea were needed to be reinforced in the field of qualitative research method, teaching and learning strategy, the development of learninyg meterals, and teacher education.

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