• Title/Summary/Keyword: Life-Like Character

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Creating Personality and Behavior of NPC Using Probability Distribution (성격 확률 분포를 이용한 NPC의 성격 및 행동 생성)

  • Min, Kyung-Hyun;Lee, Chang-Sook;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.95-105
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    • 2008
  • In virtual games, Non-Playing Character(NPC)s as game elements tend to frequently communicate with game players. Although the artificial-intelligence (AI) algorithm widely used for games has been greatly developed, basic roles of NPCs have remained on the same. In a life game whose goal is to observe the actions and behaviors of the human-like NPCs, for example, their straightahead actions cause boredom. Actually, NPCs fail to display their various expressions that are characterized by humans. To make NPCs act like humans, several characters with a greater variety of characteristics need to be created. this paper proposes how NPCs both express the wide range of emotions using probability distribution and react based on their different characteristics. To verify the change of NPC actions, personalities were assigned according to the probability distribution and this algorithm was applied to a 3D game to validate the method suggested in this paper.

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A Study of design component of character that appear Mobile game (모바일게임에 나타난 캐릭터의 디자인요소에 관한 연구)

  • Choi, Tae-Jun;Ryu, Seuc-Ho;Lee, Heung-Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.204-210
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    • 2006
  • Mobile phone has become one of the most essential thing in modern life. In the past, it was only means of cummunication among people. But now, the function of mobile phone is getting diversified. People listen to music, take pictures and play games with their mobile phone. According to the Research in Jan. 2005, members of Korean 3 mobile cummunication companies were 36 million. And the Research in Jan. 2006 shows that number of 2 million and 16 thousand of members are incresed in a year. (36million to 38million 16 thousands) Mobile game is the most popular fuction among teenagers. People like mobile game becase they can enjoy the mobile game anywhere with easy and simple way. So some companies are even launching dedicated phone for mobile game. And with the unification of platform, people can enjoy various kinds of mobile game now. Most of the mobile character bobies are divided into 2 parts such as 'Head parts' and 'Body parts'. If the body is divided into more than 4 parts, it is difficult to express emotions and actions of the character becase of the small screen of mobile phone. That is why most of the characters have 2 parts - divided body. I stadied how the Design Factor of Mobile Characters such as materials of characters, shape of characters and Frame of accessory's movement are used in the mobile game.

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Development of Convergence Skin Care Education Program to Foster Creativity and Character Building of University Students - Focusing on life care - (대학생의 창의인성 함양을 위한 피부미용 융·복합 교육프로그램 개발 - 라이프케어를 중심으로 -)

  • Park, Jeong-Yeon;Kang, Soo-Kyung
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.439-446
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    • 2020
  • This study aimed at developing a convergence education program about skin care and social welfare with the purpose of operating liberal arts courses to foster the creativity and character building of university students and the development findings are as follows. The name of the developed course is "beauty treatment welfare and community service" and details were developed for the course overview, goals of the course, textbooks, course management, assignments, and assessment. The lesson goals of this course are character building by fostering creative and outstanding individuals demanded by the society and equipped with the basic knowledge of majors like skin care and social welfare as well as the capability to share and consider through service learning related education for the increase in convergence critical thinking skills and the convergence of skin care and social welfare. The details of the course comprised of introduction about the course, understanding the concept of convergence, understanding the concepts of skin care and social welfare, convergent thinking education and practicum, and education about service learning performance sharing meeting. The service learning is targeted on the socially disadvantaged, such as children and elders, and students can engage in service twice a week with 3 hours for each service session. The assessment is evaluated with midterm (30%), final exam (30%), report (20%), and attendance (20%). This study stresses importance on the development of a convergence education program for skin care and social welfare, which are still undeveloped while convergence education is expanding in university, and with this research as the start, it is anticipated for various approaches to be actively implemented about convergence education in the field of beauty treatment.

Reflection on the Thinking System of Buddhist Philosophy and Daesoon Philosophy (불교철학과 대순사상의 사유체계에 대한 일고찰 - 우주관·인간관·이상사회관을 중심으로 -)

  • Lee, Duck-Jin
    • Journal of the Daesoon Academy of Sciences
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    • v.20
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    • pp.223-272
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    • 2009
  • Both Daesoon philosophy and Buddhist philosophy have strong aspirations for establishing a world comprised of human-beings. In other words, Daesoon philosophy and Buddhist philosophy put human-beings in the place of 'subject character(主語的 人格)' instead of 'predicate character(述語的 人格).' This is because a human is the master rather than a guest of the universe and the world. In this regard, it is safe to say that both Daesoon philosophy and Buddhist philosophy have a common goal of reaching 'an infinitely open life managed by a human-being, the master.' Daesoon philosophy and Buddhist philosophy also share the idea that everything in the universe is an organistic world that is closely connected, like a network. In this aspect, the two philosophies consider the whole world rather than the individual, and seek ways for people to live together actively while expanding the scope of community to the world. Even if 'the morality of living together (相生)' and 'the realization of mercy(同體大悲)' are completely different languages on the surface, it is not difficult to understand the homogeneity inherent in such expressions. Daesoon philosophy and Buddhist philosophy show endless reliability towards all humans and are declarative and reasonable, but both herald human beings as eligible to become the main characters of the future world and lead to the birth of independent human beings while inducing them to the highest position in the universe by liberating humans from the limitations they find. 'Heaven on Earth' as stated in Daesoon philosophy refers to an ideal society where humans and God harmonize, and God and humans complement each other. Also, the world will achieve political stability and equality, realizing an economically prosperous world. Furthermore, social justice will be realized and cultural and religious conflicts resolved. As humans acknowledge there is a way to live together in a universal nature, the environmental issue no longer becomes the top priority for human beings and a world where the morals of human beings reach the highest level will be established. From the original Buddhist perspective, King Jeonrhyun, the proxy of Buddha, realizes the ideal of Buddhism in the mundane world. The world controlled by King Jeonrhyun can be described as having liberty, equality, peace, justice, prosperity, morality, order, legality, democracy, welfare, etc. Therefore, the ideal Buddhist world is materially prosperous, physically healthy and socially just, as well as a world where moral maturity and mental freedom are achieved.

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Two Types of Post-human in Recent Korean SF Films : Focusing on (2021), (2021) (최근 한국영화 속 포스트-휴먼의 두 가지 양상: <승리호>(2021), <서복>(2021)을 중심으로)

  • Yoo, Jae-eung;Lee, Hyun-Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.379-384
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    • 2022
  • The year 2021 is a monumental year for the history of Korean cinema that inferiority of the sci-fi genre, by the appearance of two sci-fi blockbuster films- produced by Netflix and produced by TVing-at the same time. Coincidentally, both of movies are sci-fi films which appear post-human such as robot and clone. As can be seen in 『Frankenstein』 story, the progenitor of science fictions, the mankind have imagined beings similar to humen or post-human who are another human being for a long time. deals with the unusual subject matter of a space scavenger and a space janitor, and the main character is a robot that very familiar with human. is the story of a man who lives for a limited life protects and accompanies a clone named Seobok who was created as a test subject. This film deals with the philosophical themes like death and eternal life through the existential concerns of two characters. use Korean Shinpa -Korean specific senimental code-sentiment on narrative, and has the character of a road movie set in Korea's geographical space.

Mania Construction and Constitution based on Animation 'Full metal Alchemist's Character (애니메이션 '강철의 연금술사' 의 캐릭터를 중심으로 한 매니아 형성과 구조)

  • Park, Yoon-Sung;Kim, Hye-Sung;Lee, Ga-Young
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.253-260
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    • 2006
  • As media and product became variety, the propensity of the people is be coming various. From diversity, there we could search for some popularity is called 'the mania.' When Mania takes shape, the product will being longer even masses in these days only have short-term life. Also there are hundreds of animations that has short-term life whom people forgot everyday they watch. However, the animations could lasting its value which has the Mania. This thesis is a studies on the constitution of Mania from animation 'Fullmetal Alchemist's Character The BONES had made. We can learn that the audience were not just like the animation, but get crazy for it by comparing Japanese animation industry in those days; before it has been shrinking and manufacturing various contents from Fullmetal Alchemist means there is enough consumtions. There are many reasons to form Mania group, but specially the character symbols at the works as a whole. From this study is to know a cause of how the animation 'Fullmetal Alchemist' made huge Mania group, and significance value of the work those group left.

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Making Sports Star and Social Aspects by Analysis of Dialogues in Film [Blind Side] (영화 [블라인드 사이드]의 대사분석을 통한 사회상과 스포츠스타 만들기)

  • An, Dong-Su
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.107-119
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    • 2020
  • This study was designed to analyze the social and institutional problems that may arise in the early 2000s of the United States and in the scholarship program for university student-athletes by analyzing Dialogues in the Film [The Blind Side] and to derive the meaning of this to Korean society and education field. In summary, the first is that there is a need for fundamental change in the thinking about gender discrimination and racist expressions expressed in everyday life including a Sport field not only in the United states but also in Korean society. Second, the Korea University Sports Federation(KUSF), like NCAA, is working on the right to study and human rights of university athletes, but in the commercialism of modern sports related to the capitalism, these systems and regulations could be a bigger obstacle to the process of growing young players. And finally, like the case of "Flower-loving Ferdinand" who having a lot in common with the main character, Michael in the Film, I hope that there will be a "Sports Ferdinand" that likes the sport itself, which is fully satisfied with its life and lives happily even if it is not a sports star.

A Study on the Economical Analysis Model for Asphalt Pavementin Congestion Area of Metropolitan (대도시 혼잡구간의 아스팔트 포장에 대한 경제성 분석 모델 연구)

  • Jo, Byung Wan;Tae, Ghi Ho;Kim, Do Keun
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.26 no.5D
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    • pp.771-781
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    • 2006
  • This Study is about the development of LCC Analysis Model and Evaluation of VE. It was carried out to help the person's intention decision about choosing the pavement construction method that can deal with 'Pavement Life Factor' like Area Character and Traffic Volume efficiently, by considering the total life cycle cost of pavement life cycle happens according to the numbers of public use year. For this, we developed the new LCC Analysis Model by using the Data of Seoul city the representative city in Korea, and carried out VE Evaluation that reflects the opinions of specialists. This Analysis Model consists of cost items that affects directly the choice of pavement construction, except for the common cost items of the various pavement construction. And we investigated the propriety by applying our model to the example line that are used for the public at present. About the base data of cost items that are used for our analysis, we enhanced our model's confidence by using the statistics data of Seoul and the standard data of unit cost calculation.

A study on the figurative art expression reflected on the relationship with the animal companion and the inner self - Focusing on works by Lee Heeyeong -

  • Lee, Hee-Young;Cho, Myung-Shik
    • Cartoon and Animation Studies
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    • s.42
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    • pp.293-313
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    • 2016
  • The target stimulating human's sensitivity can include several things; the first is human like us including beautiful women and cute babies. The next ranking is the dog animal that established itself as a human's companion. It is the 3B law(beauty, baby, beast - much used in the ad or election due to the positive image) that is widely used in the advertising. This relationship is being expressed in the art history for a long time. Dogs that have lived a history more than 10 thousand years with humans hunted, protected flock of sheep, and kept the farmer's house and property. They have been human's assistants and companion who entered into the modern urban culture. Like this, dogs have adapted to several situations endlessly such as the nomadic life, farming, country life, and urban life. This paper will explore the close relationship of humans and companion animals through various icons of dogs and pups that appeared through a number of artists' skills. The companion animal means an animal that lives with people, which means the relationship of round-trip rather than the one-way relation those each other gives a help. Therefore, there artist tries to examine the figure of great hunter for survival, highly evaluated figure as the royal dignity, and the mascot-like figure delivering the daily happiness to modern people as presenting joy through a discussion of the 'countenance', a visual signal of the dogs and pups. They have been influenced by screen and popular media in 20C. Snoopy, a main character of and the movie <101 Dalmatians> made a success on the theater and television when Beagle and Dalmatian were prevalent. These main characters make audience feel happy involuntarily. Like this, the continuous and old friendship of the human and dogs will be confirmed again through the icon of dogs and pups consisting of the communication of artists and readers in the modern shape art, and it is hoped to be a psychological stabilizing effect to modern people living in the intense modern society. Therefore, it is expected this study paper will be reborn as a new text and be expanded as an effective communication in the journey of dogs and human in the future in investigating the communion of dogs and human.

A Landscape Interpretation of Island Villages in Korean Southwest Sea (한국 서남해 섬마을의 경관체계해석 -진도군 조도군도, 신안군 비 금, 도초, 우이도 및 흑산군도를 중심으로-)

  • 김한배
    • Journal of the Korean Institute of Landscape Architecture
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    • v.18 no.4
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    • pp.45-71
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    • 1991
  • The landscape systems in Korean island settlements can be recognized as results of ingabitants' ecological adptation to the isolated environment with the limited natural resources. Both the fishery dominant industry in island society and ecological nature of its environments seem to have influenced on inhabitants' environmental cognition as well as the physical landscape of island villages such as its location, spatial pattern in each village, housing form and so on. This study was done mainly by both refering to the related documents and direct observations in case study areas, and results of the study can be summarized as follows. 1. In general, the landscape of an individual island seems to take more innate characteristics of island's own, corresponding to the degree of isolation from mainland. That is, while the landscape of island in neighboring waters takes both inland-like and island-innate landscape character at the same time, the one in the open sea far from land takes more innate landscape character of all island's own in the aspects of village location, land use and housing density etc. 2. The convex landform of most islands brings about more centrifugal village allocation than centripetal allocation in most inland villages. And thus most villages in each island face extremely diverse directions different from the south facing preference in most inland rural villages. 3. Most island villages tend to be located along the ecologically transitional strip between land and sea, so called 'line of life', rather than between hilly slope and flat land as being in most inland village locations. So they are located with marine ecology bounded fishing ground ahead and land ecology bounded agricultural site at the back of them. 4. The settlement pattern of the island fishing villages shows more compact spatial structure than that of inland agricultural villages, due to the absolute limits of usable land resources and the adaptation to the marine environment with severe sea winds and waves or for the easy accessability to the fishing grounds. And also the managerial patterns of public owned sea weed catching ground, which take each family as the unit of usership rather than an individual, seem to make the villagescape more compact and the size of Individual residence smaller than that of inland agricultural village. 5. The folk shrine('Dand') systems, in persrective of villagescape, represent innate environmental cognition of island inhabitants above all other cultural landscape elements in the island. Usually the kinds and the meanings of island's communal shrine and its allocative patternsin island villagescape are composed of set with binary opposition, for example 'Upper shrine(representing 'earth', 'mountain' or 'fire')' and 'Lower Shrine(representing 'sea', 'dragon' or 'water') are those. They are usually located at contrary positions in villagescape each other. That is, they are located at 'the virtical center or visual terminus(Upper shrine at hillside behind the village)' and 'the border or entrance(Lower Shrine at seashore in front of the village)'. Each of these shirines' divinity coincides with each subsystem of island's natural eco-system(earth sphere vs marine sphere) and they also contribute to ecological conservation, bonded with the 'Sacred Forest(usually with another function of windbreak)' or 'Sacred Natural Fountain' nearby them, which are representatives of island's natural resources.

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