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.
The Journal of the Convergence on Culture Technology
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v.10
no.3
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pp.379-390
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2024
We looked at the background of how Western dance (Dance Sports, Social Dance) was first introduced as social dance in the past in Korean society with Confucian culture. In addition, we look into the social aspects of dance at the time, such as the spread of social dancing before the Korean War, the path through which the social dancing craze developed in the 1950s after the Korean War, and the decadent trend immediately after the Korean War, and how it transformed into a negative cultural phenomenon. We reexamined the series of events along with their social background. And now, social dance and dance sports have undergone such a significant change in perception in Korean society that they have become an indispensable element of life, to the point where the sentence is no longer unfamiliar in our country. Dancesport is an artistic indoor sport that combines elements of dance and sport. We also studied what changes have occurred in Korean society, including modern artistic elements.
Journal of the Korean Institute of Traditional Landscape Architecture
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v.35
no.4
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pp.56-74
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2017
The purpose of this study is to draw an implication regarding "Han-jeong-rok" as the proposal on modern lifestyle. This study classified the behavioral patterns pursued in "Han-jeong-rok" in addition to the 'psychological method of practice' and the 'practical method of practice' for the realization of such behavioral patterns pursued in conducting the study. The outcome of this study can be summed up as follows. The result of reviewing the mainstream modern lifestyle indicated that in the well-being craze, practical and selfish tendency were prominent and the side effect of distorted culture of consumerism were also evident. Lohas faced the limitations of lifestyle led by marketing. The slow movement can be differentiated in that it takes even immaterial aspects into consideration including the value of life and etc. However it faces the limitation of being led by community. In the healing craze, modern day people thirst for something that can heal them. All of these people have strong tendency of relying on the external factors for their personal health and well being, and it possesses a weak point in that it can easily be linked to commercial viability. Compared to the same, the implication that Heo Gyun can gain from "Han-jeong-rok" can be summed up as follows. First, "Han-jeong-rok" emphasizes the point that the agent of life is one's self. The modern lifestyle is practical and relies on the external factors, where as Heo Gyun emphasizes that it should start with a serious introspection of life itself. Second, it emphasizes the psychological aspects in leading a leisurely life. Starting with elegant scenic beauty to reading and sophisticated hobbies among others, it indicates that internal satisfaction can be gained and that self-contentment free from cares, is possible. Third, it proposes standardized 'psychological method of practice' and the 'practical method of practice' for the leisurely life. Materialistic and psychological balance is also emphasized in 'practical method of practice'. The limitations of this study is that it was not a clear comparison with "Han-jeong-rok" between contemporary lifestyle and it had stayed in a review study for implications. Furthermore, there is a need for additional study regarding the concept related to landscape and cases included in the "Han-jeong-rok".
The purpose of this research is to examine the relationship between motivation, reliability, satisfaction, and sustainability of YouTube content and suggest the implications needed for content consumption or production of beauty workers in the future as K-beauty's interest is increasing due to the global Hallyu craze, and beauty industry workers are also watching YouTube hair care content and exchanging the latest trends. The analysis methods included frequency analysis, factor analysis, reliability analysis, correlation analysis, and multi-recovery analysis. As a result, the correlation between the motivation for content use, reliability, satisfaction, and persistence was shown, the motivation for content use was statistically significant (+) and the impact of content reliability on YouTube content satisfaction and sustainability (a significant statistical+).
3D is the one of the current world in the spotlight as part of the future earnings of the business sector. Existing flat 2D and stereoscopic 3D to change the 3D shape and texture make walking along the dimension of the real world and the virtual reality world by making it feel contemporary reality of coexistence good show. 3D for the interest of the people has been spreading throughout the movie which is based on a 3D Avata. 3D TV market of the current conglomerate of changes in the market pioneer in the 3D market, further leap into the era of the upgrade was. At the same time, however, the modern man of the world, if becoming a necessity in the smartphone craze new innovation in the IT market mobile phone market and also has made. A small computer called a smartphone enough, the ripple velocity and the aftermath of the innovation of the telephone, the Internet as much as to leave many issues. Smartphone smart phone is a mobile phone that can be several functions. The current iPhone, Android. In addition to a large number of Windows Phone smartphones are released. Above the overall prospects of the future and a business service model for 3D facial expression as input avatar virtual 3D character on camera on your smartphone camera to recognize a user's emotional expressions on the face of the person is able to synthetic synthesized avatars in real-time to other mobile phone users matching, transmission, and be able to communicate in real-time sensibility fused video communication services to the development of applications.
Journal of the Korean Society of Clothing and Textiles
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v.33
no.6
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pp.869-879
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2009
The purpose of this study is to understand the Tecktonik culture and fashion, and to compare its features in Korea and France. Unlike prior studies which mainly dealt with subcultures in the U. S. and the U. K., this study paid attention to the condition of Korea. Tecktonik is a dance and music craze that originated in France in 2000, and spread worldwide via the Internet. The main features of Tecktonik fashion are slim fit, vivid colors, and high-top sneakers, which represent current fashion and culture trends, and express the feeling of Tecktonik music and dance. Compared to France, Korean Tecktonik fashion emphasizes sexual attraction of women with short skirt, while men are conservative about mohican hairstyle and dark make-up. In France, Tecktonik has become a sound social amusement, while in Korea it has been used for advertisements or entertainer's fashion style. The subcultural characteristics of Tecktonik were identified as playfulness, the active use of digital media, and high commercial value. In France where Tecktonik is for participating in a joyful dance, playfulness is prominent, and in Korea where Tecktonik acts as a visual entertainment, commercial value is outstanding. It has made differences in Tecktonik fashion of the two countries.
This thesis examines contemporary Chinese painting after the Cultural Revolution(1966~76), focusing upon so-called "Chinese Pop art", which I termed as "Socialist Pop art". I considered the art of this period within the broader context of social changes especially after the Tienanmen incident of 1989. After the Cultural Revolution during which idolization of Chairman Mao was at its peak, one of the major changes in communist China was that an anti-Mao wave was generated in almost every social class. For example, novels that revealed the hardships during the Cultural Revolution were published. Posters that openly criticized the Maoism were also produced and displayed on the walls, and demand for democracy spurred widespread activist movements among young generations. These broad social changes were also reflected in art. A variety of art movements were introduced from the West to China, and after a period of experimentation with the new imported styles, artists began to apply the new artistic idiom to their works in order to visualize their own social and political realities they lived in. It was a shift from earlier Socialist Realism to a new expression either directly or indirectly, "Socialist Pop", an amalgam of Socialist Realism and Pop art tradition. After the 1989 crackdown of Tienanmen Square protest, when communist government quelled with brutal measures the students, workers, and ordinary people who rose for democracy, greater urge to protest the Deng Xiaoping regime emerged. This time coincided with the gradual emergence of art using Pop art vocabulary to satirize the social reality, the Socialist Pop art, along with many other art forms all with avant-garde spirit. One of the most frequent subjects of Chinese Pop art was visual images of Chairman Mao and his Cultural Revolution, and new China that was saturated with capitalism, which tainted the Chinese way of life with a Western way of consumerism and commercialism. The reason for the popularity of Mao's image was spurred by the "Mao Craze" in the early 1990's. People suddenly began to fall in a kind of nostalgia for the past, and once again, Mao Zedong was idolized as an entity who can heal the problems of modern China who had been marching towards their ultimate destination, the economic development. But this time Chairman Mao was no more an idol but just a popular, commercial product. He is no more an object of worship of almost religious nature but he has become an iconography symbolizing the complex nature of present Chinese society. During this process of depicting the social reality, Chinese artists are making the authority and sanctity of Maoism ineffective. Dealing with this new trend of contemporary Chinese art in view of "Socialist Pop art" two manners of re-creating Pop art can be illustrated: one that incorporates the propaganda posters of the Cultural Revolution; the other borrows from Chinese traditional popular imagery or mass media, such as photos taken during Mao era. What is worth mentioning is that these posters and photos of the Cultural Revolution can be identified as 'popular' media, as they were directed to educate the popular mass, thus combination of this ingenuous pop media with Western Pop art can be fully justified as a genre unique to China. Through this genre, we can discover a new chapter of the Chinese contemporary painting and its society, as their Pop art can be considered as self-portraits true to their present appearances.
Recently, various types of dramas have been broadcasted in Korea. Especially, historical dramas having backgrounds about historical events or characters have been recorded high ratings of the viewing audience, as well as a lot of influence on many parts of Korean society. Besides, the historical drama like raised a craze for popular Korean cultures in many Asian countries. The subjects and characters of historical drama are diversifying in recent years. For example, is a royal cook, is a story about running away slaves and their chaser, is a story about a very well-known painter of the Joseon Dynasty era, and is a veterinarian. At this point, in celebration of the officially appointed "year of mathematics", it is very meaningful to demonstrate the importance of mathematics with a historical drama about mathematics and mathematicians of the Joseon Dynasty. In this article, the reasons for production of historical dramas about mathematics and mathematicians in the Joseon Dynasty was presented in two ways. First, modern mathematics has high level of abstractness as its nature, and therefore many students and the public can not understand what except for some areas. Second, it is possible the easier and various approaches can be used to deal with contents about real-life in the view of popularization of mathematics. Also, this article would aim to explore the main character and episodes about mathematics and mathematicians in Joseon Dynasty. For example, the anecdote of Hong Jung Ha, the works of mathematics in the King Sejong's periods, the study of Hong Gil Ju, the joint researches between Nam Byung Gil and Lee Sang Hyuk, the story of Lee Seung Hun, and the mathematics study of middle class people.
Recently, consumers have changed their role to consumers and producers who make what they want. The way clothes are produced is also needed to change according to modern consumption methods. Knitting Machine was one of them, and although it was a mass-produced device, it developed a device that could make clothes anywhere on a small production craze. Knit-making requires more consideration than other clothing designs, which requires consideration of users' web usability. Therefore, this study proposes an assessment tool that can evaluate web usability of clothing-making sites using knitting machines. To this end, the examples of the Knitting Machine program and custom product production websites and the each UI were investigated and analyzed. Based on these prior surveys, the draft evaluation items were drawn, and three Delphi surveys were conducted on the basis of the draft to produce assessment tools after classifying, modifying and deleting items. Through this study, we look forward to improving the usability of the customized product-making website of Knitting Machine in the future and popularizing the Knitting Machine.
A principal advantage of a plastic tooth over a porcelain tooth should be its ability to bond to the denture base material. But plastic teeth could craze and wear easily, so more abrasion resistant plastic denture teeth have been developed. To resist abrasion, the degree of cross-linking was increased, but bonding to denture base meterial became more difficult. The purpose of this study was to evaluate the bond strength of plastic teeth and abrasion resistant teeth bonded to heat-curing, self-curing and light-curing denture base material. Denture tooth molds were chosen that had a>8mm diameter. The denture teeth was bonded to three denture base materials and then machined to the same dimensions. Three denture base materials were used as control groups. Prior to tensile testing, the specimens were thermocycled between $5^{\circ}C\;and\;55^{\circ}C$ for 1000cycles. Tensile testing was performed on an Instron Universal testing mechine. Experimental group ; plastic teeth(Justi Imperial)+heat-curing resin(Lucitone 199) plastic teeth(Justi Imperial)+light-curing resin(Triad) plastic teeth(Justi Imperial)+self-curing resin(Vertex SC) abrasion resistant teeth(IPN)+heat-curing resin(Lucitone 199) abrasion resistant teeth(IPN)+light-curing resin(Triad) abrasion resistant teeth(IPN)+self-curing resin(Vertex SC) Control group ; heat-curing resin(Lucitone 199) light-curing resin (Triad) self-curing resin(Vertex SC). The results were as follows : 1. The denture teeth bonded to heat-curing resin showed the cohesive failure and those bonded to the other resins showed adhesive failure. 2. Tensile bond strength of the plastic teeth bonded to self-curing resin was not significantly greater than bonded to light-curing resin(p>0.05). 3. Tensile bond strength of the abrasion resistant teeth bonded to self-curing resin was not significantly greater than bonded to light-curing resin(p>0.05). 4. Tensile bond strength of the plastic teeth to self-curing resin was not significantly different from that of the abrasion-resistant teeth(p>0.05). 5. Tensile bond strength of the plastic teeth to light-curing resin was significantly greater than that of the abrasion resistant teeth(p<0.01).
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