• Title/Summary/Keyword: Character quality

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A Study on the production of A 3D Game Character animation using Motion Capture System (Motion Capture 시스템을 이용한 3D 게임 Character 애니메이션 제작에 관한 연구)

  • Kim Tae-Yul;Ryu Seuc-Ho;Kyung Byung-Pyo;Lee Dong-Lyeor
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.59-63
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    • 2005
  • 2D And 3D the animation joins in and with development of computer technique it accomplishes a continuous growth and a development. The computer hardware and software technique quick change(evolution) it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. 3D Present time in the technique which produces the animation it uses the Motion Capture System which and it is using plentifully 3D the process which produces the animation of game Character it leads and against a Motion Capture technique it examines and against the animation production which it follows in quality of the Character it researches.

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Effect of Senior Managers' Characteristics on Project Manager's Reporting Tendencies and Information Systems Development Performance (프로젝트 상급자 특성이 프로젝트관리자의 보고 성향과 시스템 개발성과에 미치는 영향)

  • Jang, Si-Young;Oh, Man-Seok
    • Journal of Information Technology Applications and Management
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    • v.19 no.2
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    • pp.149-179
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    • 2012
  • This study explores the reporting tendencies of project managers when sending a status reports to their respective senior managers in information systems development project. It also examines the effect of selective reporting on report quality and systems development performance. The research model is proposed based on literature survey as well as key points from Iacovou et al. [2009] which is an extension of selective reporting in information systems project. Analysis of responses from 257 project managers in information systems industry indicates that pessimistic reporting by project managers has negative effect on both report quality (mediator variable) and systems development performance, while optimistic reporting has no significant effect on systems development performance. The CEO interest has an impact on the senior manager's power, which in turn leads to optimistic reporting by project managers. The senior manager's character has an impact on the senior manager's leadership, which in turn leads to pessimistic reporting. No direct relationship exists either between CEO interest and optimistic reporting or between senior manager's character and pessimistic reporting. In addition, trust toward the senior managers is significantly related to pessimistic reporting. Finally, report tendencies are also found to be affected by the active/passive characteristics of project managers.

Exploring Factors Influencing Usage Intention of Chatbot - Chatbot in Financial Service (챗봇 사용 의도에 영향을 미치는 요인 탐색 - 금융 서비스에서의 챗봇)

  • Lee, Min Kyu;Park, Heejun
    • Journal of Korean Society for Quality Management
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    • v.47 no.4
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    • pp.755-765
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    • 2019
  • Purpose: Chatbots are widely diffusing across various industries to substitute human manpower in the industry. However as researchers only develop technology that is applied to chatbot, the diffusion is slow in progress. The purpose of this study is to propose useful implications to accelerate diffusion of chatbots across industries by analyzing the perception of customers. To achieve the research purpose this study analyzes causal effect relationship between characteristics of chatbot character, service quality, individual difference, and intention to use chatbot. Methods: This study developed a survey that contains various questionnaires for each construct based on literature review. Data collected through survey was tested for convergent validity and discriminant validity and further analyzed the relationship using PLS-SEM method to verify hypotheses. Results: Trustworthiness of the chatbot character, ease of use, application design, responsiveness, customization, assurance, inertia, and previous experience have significant influence on forming user satisfaction, consumer trust, and intention to use. The others, likability, appropriateness, technology anxiety, and need for interaction were not significant in this research. Conclusion: Although the constructs of the research model was significant in previous literatures, some do not have significant effect on intention to use chatbots. Based on the results, chatbot managers will be able to develop chatbot systems which are more appealing to users and more academic researchers will focus on analyzing user perception and intention.

A Study on the Service Quality in Family Restaurant (패밀리 레스토랑의 서비스 품질에 관한 연구)

  • Kim Do Yeong;No Yeong Man
    • Journal of Applied Tourism Food and Beverage Management and Research
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    • v.14 no.2
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    • pp.17-22
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    • 2003
  • Although researchers have, during the past decade, become increasingly interested in customer satisfaction customer reaction, and service quality issues, very little of research has devoted to the family restaurant. Family restaurant industry is among the fastest growing sectors of the tourism market. This paper discusses the importance of the family restaurant product and service quality, and presents the relationship among service quality, customer satisfaction, and customer reaction. The literature supports the value of family restaurant's service quality and relation between service quality and customer reaction. Exploratory study examined customer's satisfaction with service quality components and customer's reaction with satisfaction. The survey was conducted in four phases; service quality, customer reaction(satisfaction, repurchase intention, and word of mouth), restaurant information, general profile of customer. The results of the study show that service quality(product's quality, physical character) provided family restaurant customer with the overall satisfaction, and service quality affected on customer reaction(repurchase intention, positive word of mouth). Also overall satisfaction affected on repurchase intention and positive word of mouth.

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Quality-Sustainable Way to Business Excellence

  • Kondo, Yoshio
    • International Journal of Quality Innovation
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    • v.3 no.2
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    • pp.1-12
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    • 2002
  • Quality is distinguished from the other important management indicators, cost and profitability, by the features of its far longer history and of common concern to both manufacturer and customer. We may say from this that quality has a far more human aspect than either cost or profitability. We stress the importance of establishing “quality culture.” But we do not commonly use the terms of “cost culture” or “productivity culture.”In addition, we know from our experiences that improving quality by creative methods can lead to lower cost and higher productivity, although the converse is not necessarily true. In the Maslow's hierarchy of human needs, it is known that the character of human needs changes from extrinsic and material ones at lower levels to intrinsic and mental or spiritual ones at higher levels. We know from our experience that employee satisfaction is closely linked with quality, which is of more human nature and can further be deployed into the detailed elements of quality. The leaders and managers should positively display leadership and respond to the efforts of the subordinates. Without these managerial leadership and efforts, it is almost impossible to provide essential and true customer satisfaction. They are the indispensable elements for business excellence.

Quality of Pediatric Nursing Care: Concept Analysis (아동간호의 질에 대한 개념분석)

  • Choi, Mi-Young;Bang, Kyung-Sook
    • Journal of Korean Academy of Nursing
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    • v.40 no.6
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    • pp.757-764
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    • 2010
  • Purpose: This paper is a report of a concept analysis of 'quality of pediatric nursing care', Methods: Rodgers's evolutionary method of concept analysis was used. Data were collected from published literature related to quality of pediatric nursing care. Results: Quality of pediatric nursing care was identified with three dimensions and seven attributes: 1) nurse's character: technical competence, interpersonal competence, 2) nurse's activities: developmentally appropriate care, attentiveness, entertainment, 3) nurse-parent interaction: nurse-parent partnership, emotional support. Antecedents of quality of pediatric nursing care were 'child and parent's expectation about pediatric nursing care', 'previous caring experience of pediatric nurses'. Consequences of quality of pediatric nursing care were 'meet child and parent's needs' and 'better health outcomes.' Conclusion: 'Quality of pediatric nursing care' is a core concept in pediatric nursing practice. Appropriate instruments to operationalize the concept need to be developed.

Color Appearances and Morphological Characteristics of Rice According to the Visual Acceptance (외관 기호도에 의한 쌀의 색택 및 형태관련 특성)

  • Song, Jin;Chun, A-Reum;Kim, Sun-Lim;Kim, Deog-Su;Son, Jong-Rok
    • KOREAN JOURNAL OF CROP SCIENCE
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    • v.51 no.7
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    • pp.618-623
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    • 2006
  • This study was carried out to select the acceptance test influenced by some quality characteristics of rice, and may provide the basic information on rice grade of appearance quality as distinguished the numerical values. Forty-four Japonica rice varieties mainly cultivated in Korea were evaluated for a consumer acceptance test. Color preferences of rice were highly correlated with appearance quality (r=-0.897**) and redness (r=-0.893**). Especially, appearance quality value resulted from interaction of $redness{\times}yellowness$ values was expected as a specific character used for grade of rice appearance. Shape preferences of rice showed the positive correlation with grain width (r=0.527**) and grain size (r=0.454**). Result of the consumer acceptance test of rice appearance conducted through a cluster analysis revealed five groups. Our study suggests that it may be feasible to be graded by average of quality character among groups, grain width, and grain size in Duncan's multiple range test.

The Effect of Fit between Knowledge Conversion Preference and Job Character on Job Effectiveness (지식전환선호도와 직무특성이 직무유효성에 미치는 영향)

  • Ha Gab-Jin;Seong Jeong-Hyeon
    • Management & Information Systems Review
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    • v.17
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    • pp.161-189
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    • 2005
  • As the importance of intellectual assets has been brought into relief, this study aims at positively verifying where the intellectual workers' overall level of their knowledge conversion preference and their job character has reached, and how much the knowledge conversion preference, the job character and the fitness of both factors affects the job effectiveness respectively. For this purpose 3 types of research hypotheses were set up and the result of the verification of the hypotheses is summarized as follows: First, the verification of the relation between the knowledge conversion preference and the job effectiveness revealed that the workers who have the higher synthetic ability in knowledge conversion preference show the higher job satisfaction and job product. Secondly, the verification of the relation between the MPS representing the job character by measured index and the job satisfaction revealed that the absolute value of relative coefficient between the 4 factors excluding the public welfare factor and the MPS is 4, interpreted as medium correlation. Thirdly, the analysis on the degree of relation between the job product measured by the quality of job result and the input effort and the MPS showed that the absolute value of person relative coefficient is 5, interpreted not only as medium correlation but also very meaningful. Accordingly, the main purpose of this study was to give a guideline which can be utilized as an indicator for educating, training and placing the workers. As results, the main effect that the variable of knowledge conversion preference and job character chosen as the independent variable influences on the dependent variable of job satisfaction and job product is very meaningful except the public welfare factor.

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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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Luxo character control using deep reinforcement learning (심층 강화 학습을 이용한 Luxo 캐릭터의 제어)

  • Lee, Jeongmin;Lee, Yoonsang
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.4
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    • pp.1-8
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    • 2020
  • Motion synthesis using physics-based controllers can generate a character animation that interacts naturally with the given environment and other characters. Recently, various methods using deep neural networks have improved the quality of motions generated by physics-based controllers. In this paper, we present a control policy learned by deep reinforcement learning (DRL) that enables Luxo, the mascot character of Pixar animation studio, to run towards a random goal location while imitating a reference motion and maintaining its balance. Instead of directly training our DRL network to make Luxo reach a goal location, we use a reference motion that is generated to keep Luxo animation's jumping style. The reference motion is generated by linearly interpolating predetermined poses, which are defined with Luxo character's each joint angle. By applying our method, we could confirm a better Luxo policy compared to the one without any reference motions.