• Title/Summary/Keyword: Configurable Technology

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Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.267-277
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    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.

Multi-type and shape data meta management and dynamic user configurable interface method (다종다형 자료 메타 관리 및 사용자 동적 구성 가능한 검색 인터페이스 제공 방안)

  • Choi, Myungjin;Kim, Taeyoung;Lee, Minseob;Yang, Yunjung;Yoon, Kyoungwon;Kim, Moongi
    • Journal of Satellite, Information and Communications
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    • v.12 no.1
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    • pp.81-87
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    • 2017
  • In this paper, we present the system that user can search and manage data using united interface and user can define search field dynamically. The feature of this system is that it is possible to manage multiple polymorphic meta information first. Second, there is a database integration bus that can support easy integration between the various systems. Third, it is possible to set the search item for each user which can customize polymorphism data for each user. The system studied in this paper is expected to be capable of managing big data, which is currently well received in the field of ICT. In addition, it will be possible to effectively manage multi-species polymorphic data in various fields in the future and to easily integrate between systems having various environments.

A Study on the novel ICT baced Services : Focused on N-Device Smart Education Services (새로운 ICT 기반 서비스에 대한 연구 : N-디바이스 스마트교육 서비스를 중심으로)

  • Kang, Sang-Ug;Park, Seungbum
    • Journal of Information Technology Services
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    • v.11 no.3
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    • pp.161-175
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    • 2012
  • A novel concept of ICT based service, which is called N-device service, is proposed and implemented in the form of N-device smart education services. The N-device services are different from the existing N-screen services in terms of the number of devices a user is using for a specific service at the same time. A N-device service consists of several smart devices which are different in size, software and hardware platform, mobility, manufacturer and the like by fully utilizing the characteristic of each device. The major and unique features of N-device services are analyzed and depicted in a strict way. Those are shared role for each device, service by configurable device, one sensor multiple use, real-time data sharing, role shifting and new market creation. It is turned out that the N-device service is more human centric compared with existing ICT based services and can give richer digital experience to users because non-existent services become possible with the new concept. However, there exist several barriers to be implemented and commercialized in the real world. Those include high development cost and time, small market and different application platforms of devices. These barriers can be overcome by technical advances and cooperation between relevant parties. The smart education is very prominent area, in which the novel concept can be applied with high priority because Korean government announced its plan to boost up new educational services with big budget and these are acceptable by enthusiastic Korean parents and students. That's why the N-device service is implemented in the education area, which is called as "livessam(live teacher)," with four smart devices, IPTV, tablet PC, PC and smart phone. By providing both detailed service scenario and techniques, we shows that the novel education service is technically feasible and acceptable by teachers and students.

A Study on Seamless Handover Mechanism with Network Virtualization for Wireless Network (WLAN 환경에서 네트워크 가상화를 통한 끊김 없는 핸드오버 매커니즘 연구)

  • Ku, Gi-Jun;Jeong, Ho-Gyoun
    • Journal of Advanced Navigation Technology
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    • v.18 no.6
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    • pp.594-599
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    • 2014
  • The routinized wireless devices such as smart phone have promoted to expand the use of IEEE 802.11 groups. The challenge environments of the wireless network utilizes effectively and user-oriented seamless services that handover is the most desirable issues under the wireless circumstance. In data center software defined network (SDN) has provided the flow routing to reduce costs and complexities. Flow routing has directly offered control for network administrator and has given to reduce delay for users. Under the circumstance of being short of network facilities, SDNs give the virtualization of network environments and to support out of the isolation traffic conditions. It shows that the mechanism of handover makes sure seamless services for higher density of the network infrastructure which is SDN to support network service re-configurable.

Mesh Network Implementation using DWDS-based Link Layer Routing (DWDS 기반의 링크 계층 라우팅을 통한 메쉬 네트워크 구현)

  • Yoon, Mi-Kyung;Yang, Seung-Chur;Kim, Jong-Deok
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.2A
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    • pp.165-173
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    • 2010
  • WMN(Wireless Mesh Network) is an wireless backbone network technology that is an easily configurable network in the low cost compared to the wireless LAN(Local Area Network). Most of the previous researches have evaluated their algorithms by the simulations rather than by the implementation. There exist some implementation papers, however, they have the limitations of the flexibility on the link establishment and the link quality utilization. Consequently, the benefit of the WMN - configuration flexibility is degraded and the performance deterioration occurs in the multi-hop wireless environment. In this paper, we introduce a Linux-based link layer Wireless Mesh Routing System - WBMR. The design and implementation of WBMR provides the dynamic link establishment and the effective multi-channel usage. We have modified the ntroof the original WLAN operation for the dynamic link establishment, and the Linux bridge for the link layer routing. The result of performance evaluation verifies that our WBMR supports fast self-configuration and increases data transmission throughput compared to the other researches of the wireless multi-hop environment.

A 0.13-㎛ Zero-IF CMOS RF Receiver for LTE-Advanced Systems

  • Seo, Youngho;Lai, Thanhson;Kim, Changwan
    • Journal of electromagnetic engineering and science
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    • v.14 no.2
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    • pp.61-67
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    • 2014
  • This paper presents a zero-IF CMOS RF receiver, which supports three channel bandwidths of 5/10/40MHz for LTE-Advanced systems. The receiver operates at IMT-band of 2,500 to 2,690MHz. The simulated noise figure of the overall receiver is 1.6 dB at 7MHz (7.5 dB at 7.5 kHz). The receiver is composed of two parts: an RF front-end and a baseband circuit. In the RF front-end, a RF input signal is amplified by a low noise amplifier and $G_m$ with configurable gain steps (41/35/29/23 dB) with optimized noise and linearity performances for a wide dynamic range. The proposed baseband circuit provides a -1 dB cutoff frequency of up to 40MHz using a proposed wideband OP-amp, which has a phase margin of $77^{\circ}$ and an unit-gain bandwidth of 2.04 GHz. The proposed zero-IF CMOS RF receiver has been implemented in $0.13-{\mu}m$ CMOS technology and consumes 116 (for high gain mode)/106 (for low gain mode) mA from a 1.2 V supply voltage. The measurement of a fabricated chip for a 10-MHz 3G LTE input signal with 16-QAM shows more than 8.3 dB of minimum signal-to-noise ratio, while receiving the input channel power from -88 to -12 dBm.

A Design and Implementation of Smartphone-Based AAC System (스마트폰 기반 보완 의사 대체 시스템의 설계와 구현)

  • Ghatkamble, Rajlakshmi;Son, JinHan;Park, DongGyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.8
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    • pp.1895-1903
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    • 2014
  • Smartphone have become the very important devices in our daily life and provide various roles on impairment and communications of developmental disabilities, acquired neurogenic disorders and autisms. Due to the growth of the technology, an Augmentative and Alternative Communication (AAC) also meets needs and wants, including user customization, configurable layouts and registration of new core vocabulary for individual users. This paper describes the research conducted to design the smartphone-based AAC system. This AAC comprises of a form of communication types such as picture communication boards and sophisticated computer and mobile based devices that can speak in the phrases and sentences for their users. We deployed our AAC system on various sports situations using smartphone systems and also provided user customization method for AAC user's disability levels.

The Development of Gender Identity Scale in Sports Participants (스포츠 참여자의 성 정체성 측정도구 개발)

  • Ahn, Byoung-Wook
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.267-278
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    • 2017
  • The aim of this paper was to develop a scale for measuring gender identity among sports participants (114 male, 193 female). Gender similarities and latent mean analysis was used to validate the gender identity measurement method. Data processing was carried out by way of frequency analysis, exploratory and confirmatory factor analysis, reliability, correlation, normal distribution of questions, and latent mean analysis using SPSS 18.0 and AMOS 18.0. The results of this study were as follows: First, the equivalence had revealed the configurable, metric, and scalar invariance of the scale that can be used in multi-groups in the same way. Second, women had a more open inclination than men when it came to participating in sports activities (p<.001). Third, women participating in sports activities tended to be more conservative than men (p<.001). Fourth, women who participated in sports activities showed a higher subjective tendency than men (p<.001). Fifth, there was no statistical difference in the outward tendency when participating in sports activities (p<.05). The results of this study suggest that gender identity among sports participants is not influenced by the changing times and the advancement of women in society.