• 제목/요약/키워드: Digital Character

검색결과 611건 처리시간 0.031초

디지털 인물 아카이브 구축 방안 - 기독교 동광원 수도회 김금남 원장을 중심으로 - (A Study on the Establishment of Digital Character Archive - Case Study of Geum-nam Kim as the head of Christian Donggwangwon Monastery -)

  • 김희숙;장우권
    • 한국도서관정보학회지
    • /
    • 제50권4호
    • /
    • pp.469-491
    • /
    • 2019
  • 이 연구의 목적은 기독교 동광원 수도회 3대 원장 김금남을 사례로 디지털 인물 아카이브 개발을 위한 구축 방안을 수립하는 것이다. 김금남 디지털 인물 아카이브 구축을 위한 단계별 과정은 다음과 같다. 1)인물의 선정 이유와 기대효과를 분석했다. 이후 생존 인물이기에 몇 번의 인터뷰를 통해 생애사를 녹취하고 활자로 기록했다. 90세가 넘은 기억 퇴행으로 사건의 시간이 뒤섞일 수 있음을 감안하여, 몇 십 년을 동고동락한 동광원 수녀와, 동광원 하위 단위인 벽제 '귀일원' 소장의 자문을 구해 정확성을 검증 받았다. 2)관련된 기록의 내용과 소장처를 파악하여, 파악된 기록을 재분류하고 재배치해서 전체 콘텐츠 구성(안)을 제시하였다. 전체 콘텐츠는 기록 콘텐츠와 해설 콘텐츠로 구분하여 해당 영역과 소장처별로 연계가 가능하도록 설계하였다.

<왕자영요>의 게임 캐릭터 디자인이 무형문화재 문화 기호에 미치는 파급효과에 대한 연구 -'광동 사자춤'을 중심으로- (Research on the Communication Effect of Intangible Cultural Heritage Cultural Symbols by the Game Character Design in 'King of Glory ' : Focused on the 'Guangdong Lion Dance')

  • 고개;이동엽
    • 디지털융복합연구
    • /
    • 제19권2호
    • /
    • pp.433-438
    • /
    • 2021
  • 인류가 역사의 긴 강에 남긴 소중한 자산을 무형문화재라 정의한다. 민족마다, 지역마다 삶의 방식이 다르기 때문에 만들어진 무형문화재도 제각각이다. 그러나 문화재의 지역적 특징을 전파하는 방식은 비교적 단일하다. 사회의 변천에 따라, 새로운 문화의 출현은 무형문화재의 전승 방법에 영향을 미쳤다. 게임 속 문화재를 활용한 캐릭터를 통해 새로운 방식의 문화재 전승 방법을 제시하고, 전통적인 보전 방법과 새로운 방식을 많은 사람들이 알 수 있도록 하는 것이 본 논문의 목적이다. 본 논문에서는 이 게임에서의 캐릭터가 무형문화재 '광동 사자춤 (엄동성사(广东醒狮))'에 대해 어떻게 혁신적인 디자인을 하는지 분석하였다. 무형문화재를 추출한 문화 기호를 게임 캐릭터 디자인에 추가해 온라인과 오프라인으로 캐릭터를 전파한다. <왕자영요>를 통해 '광동 사자춤'의 전통적인 방식의 디지털화를 전파하고, 현재 디지털 게임에서 무형문화재 문화 기호와 관련된 파급효과를 발굴하고자 한다.

디지털 모션 캡쳐(Motion Capture)를 위한 3D캐릭터 애니메이션의 종류별, 형태별 모델 분류 (Digital Motion Capture for Types and Shapes of 3D Character Animation)

  • 윤황록;유석호;이동열
    • 한국콘텐츠학회논문지
    • /
    • 제7권8호
    • /
    • pp.102-108
    • /
    • 2007
  • 디지털 시대를 맞아 21세기 주목받는 문화산업 중에서도 가장 대표적인 게임산업은 최근 어느 때 보다도 그 관심도가 높아지고 있다. 2D 및 3D 애니메이션은 컴퓨터 기술의 발전과 더불어 보다 사실적인 동작표현에 맞추어 계속적인 성장과 발전을 이루고, 컴퓨터 하드웨어 및 소프트웨어 기술의 빠른 변화를 통하여 2D 및 3D 애니메이션 활용범위는 TV, 영화, GAME 산업 등에서 그 영역을 넓히고 있는 추세이다. 한편으로 최근 게임 그래픽의 추세는 2D의 단순조작 게임 중심에서 플레이어의 몰입감과 조작감을 높이는 3D 게임 그리고 3D 게임 캐릭터의 활성화로 2D에서 3D로 그 무게가 변화하고 있는 추세이다. 본 논문에서는 3D 게임 캐릭터의 실사움직임(Motion Capture)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델분류를 하는데 그 의의를 두고 있다. 이를 위해 먼저 3D 게임 캐릭터의 개요 및 실사움직임 사례에 대해 알아보고, 그리고 3D 게임 캐릭터 애니메이션의 종류별 모델 분류, 형태별 모델 분류 데이터를 제안함으로써 향후 게임산업 및 디지털 콘텐츠 산업에 효율성이 높고 빠른 시간에 적용 가능한 캐릭터애니메이션 제작과정 및 3D 캐릭터 애니메이션 응용에 그 효과가 클 것으로 사료된다.

The Centering of the Invariant Feature for the Unfocused Input Character using a Spherical Domain System

  • Seo, Choon-Weon
    • 조명전기설비학회논문지
    • /
    • 제29권9호
    • /
    • pp.14-22
    • /
    • 2015
  • TIn this paper, a centering method for an unfocused input character using the spherical domain system and the centering character to use the shift invariant feature for the recognition system is proposed. A system for recognition is implemented using the centroid method with coordinate average values, and the results of an above 78.14% average differential ratio for the character features were obtained. It is possible to extract the shift invariant feature using spherical transformation similar to the human eyeball. The proposed method, which is feature extraction using spherical coordinate transform and transformed extracted data, makes it possible to move the character to the center position of the input plane. Both digital and optical technologies are mixed using a spherical coordinate similar to the 3 dimensional human eyeball for the 2 dimensional plane format. In this paper, a centering character feature using the spherical domain is proposed for character recognition, and possibilities for the recognized possible character shape as well as calculating the differential ratio of the centered character using a centroid method are suggested.

온라인 게임 내 캐릭터의 정서구조 연구 (A study on Emotion Structure of Online Game Character)

  • 박이슬;고일주;박준형
    • 디지털산업정보학회논문지
    • /
    • 제12권3호
    • /
    • pp.167-179
    • /
    • 2016
  • Online games, by a massive influx of many players, it has diverse situations in which emotion is generated. Emotion plays an important role that helps players to interact and immerse in game. In the previous games, simple structures are used to express emotion. By increasing the user's needs of emotion in the game, it is necessary to structure a various type of emotion. In this paper, the game components were classified as background, object, and character in order to analyze emotion structurally in game. We defined how to use the rule of emotion, and applied to League of legend, Cyphers and World of Warcraft which belong to the AOS genre. The AOS game is well-suited for analyzing emotion structure, because a various emotional changes and situations can arise in the game. Through this paper, it was discovered similarities emotion to be used in online games. It is expected to generalize the emotion in the game by analyzing the emotional structure of more games in future.

신경망 학습을 이용한 PID제어기 자동동조에 관한 연구 (A Study on the PID controller auto-tuning using neural network learning)

  • 조현섭;오명관
    • 한국산학기술학회:학술대회논문집
    • /
    • 한국산학기술학회 2009년도 춘계학술발표논문집
    • /
    • pp.458-460
    • /
    • 2009
  • The parameters of PID controller should be readjusted whenever system character change. In spite of a rapid development of control theory, this work needs much time and effort of expert. In this paper, to resolve this defect, after the sample of parameters in the changeable limits of system character is obtained, these parametrs are used as desired values of back propagation learning algorithm, also neural network auto tuner for PID controller is proposed by determing the optimum structure of neural network. Simulation results demonstrate that auto-tuning proper to system character can work well.

  • PDF

Artificial Intelligence Techniques in Game Contents

  • Ko Sang-Su;Chae Song-Hwa;Nam Byung-Woo;Kim Won-Il
    • International Journal of Contents
    • /
    • 제2권3호
    • /
    • pp.18-21
    • /
    • 2006
  • Nowadays, many people enjoy playing games in computer. In this kind of game, people often meet NPC (Non Player Character). It is the virtual character in simplified form of real player and exits in most of current computer games. Various NPCs add the reality and atmosphere of the game as well as help players. There are several techniques to embody NPC, but developers generally use AI technique. This paper discusses some artificial intelligence techniques used in game contents. Especially this paper focuses on the AI techniques used in computer games in terms of the two main approaches, symbolic approach and sub-symbolic approach.

  • PDF

Research of Character Design in Side-scrolling Horror Puzzle Games

  • Yi, Qi;Chung, Jeanhun
    • International journal of advanced smart convergence
    • /
    • 제11권2호
    • /
    • pp.77-82
    • /
    • 2022
  • The third-person side view game perspective of side-scrolling games makes playing such games a completely different gaming experience from other traditional games. Nowadays, many game elements are combined with each other, and horror and puzzle elements are often combined to appear in side-scrolling games, bringing players a unique gaming experience. In such games, players seem to be watching their own manipulation of characters. The performance is the same as a stage play, so how to let players better experience such a horror and puzzle-solving stage play through the design of the characters is a key point. However, it is often difficult to accurately classify only from game elements, so first of all, the author will explain the game division of the side scrolling horror puzzle game. After that, this article will analyze the character designs in the three works with high sales and good reputation on Steam, and then draw conclusions.

A Real-time Motion Adaptation Method using Spatial Relationships between a Virtual Character and Its Surrounding Environment

  • Jo, Dongsik;Choi, Myung Geol
    • 한국컴퓨터정보학회논문지
    • /
    • 제24권4호
    • /
    • pp.45-50
    • /
    • 2019
  • Recently, character motion have been used extensively in the entertainment business, and researchers have investigated algorithms of reproducing, editing, and simulating mimic human movements. Also, many recent researches have suggested how a character interacts with its surrounding environment in terms of motion. Specially, spatial relationships of the environment have been introduced for adapting and preserving character motion. In this paper, we propose a motion adaptation technique preserving a spatial property between a virtual character and the configuration of its surrounding space. Additionally, we report on experimental results of smoothly adapted motions in various environmental structures with original motions such as walk, jump, and tumbling.

Classification of Behavioral Lexicon and Definition of Upper, Lower Body Structures in Animation Character

  • Hongsik Pak;Suhyeon Choi;Taegu Lee
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제15권3호
    • /
    • pp.103-117
    • /
    • 2023
  • This study focuses on the behavioural lexical classification for extracting animation character actions and the analysis of the character's upper and lower body movements. The behaviour and state of characters in the animation industry are crucial, and digital technology is enhancing the industry's value. However, research on animation motion application technology and behavioural lexical classification is still lacking. Therefore, this study aims to classify the predicates enabling animation motion, differentiate the upper and lower body movements of characters, and apply the behavioural lexicon's motion data. The necessity of this research lies in the potential contributions of advanced character motion technology to various industrial fields, and the use of the behavioural lexicon to elucidate and repurpose character motion. The research method applies a grammatical, behavioural, and semantic predicate classification and behavioural motion analysis based on the character's upper and lower body movements.