• Title/Summary/Keyword: Motion Language

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Apply A Pure Functional Language for Game Programming (게임 프로그래밍을 위한 순수 함수형 언어의 활용)

  • Lee Dong-Ju;Byun Suk-Woo;Woo Gyun
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.464-469
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    • 2005
  • The imperative programming language like C language is Generally used when we develop the game program. But there is the need of much effort and time on low-level-details in order to express the game program that has complicated and varied motion. I will try to take measures to use the pure functional language, Haskell as the method of simplifying complex game program. The pure functional programming language like Haskell has excellence of technology and it has become specific in many domains. In this paper I'll discuss the difference between The two languages and merits and demerits in the game development aspect. Also discuss the possibility of putting Haskell to practical use in the future.

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Standards on Semantic Annotation (의미주석 표준)

  • Lee, Kiyong
    • Annual Conference on Human and Language Technology
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    • 2015.10a
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    • pp.3-8
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    • 2015
  • 최근에 ISO/TC 37/SC 4 산하의 Working Group 2 Semantic annotation에서 자연언어의 의미주석에 관한 4 개의 국제표준을 완성하여 출판하였다. 그 중에서 2 개의 국제표준 ISO 24617-1 SemAF-Time(ISO-TimeML)[1]과 24617-7 ISOspace[2]를 간략히 소개하는 것이 이 발표의 목적이다. 자연언어 텍스트에서 전자는 사건과 관련된 시간 정보를 주석처리하고, 후자는 사건(event), 특히 운동(motion)과 관련된 공간 정보를 주석 처리하는 주석체계(annotation scheme)들을 구축, 기술하는 명세언어(specification language)이다. 이 표준들은 또한 ISO 24612:2012 LAF (Linguistic annotation framework)[3]의 제약조건들을 준수하며 언어 주석체계를 구축하였다. 오늘의 발표는 이들 두 개의 국제표준에 준한 주석체계들 ASisoTime과 ASisoSpace가 LAF를 따라 어떻게 구축되었는지 그 추상통사구조(abstract syntax)를 명시하고, 의미주석체계로서의 이들 주석체계의 타당성을 보이기 위하여 주석기반의 의미형식(semantic form)들을 체계적으로 도출하는 과정을 또한 보이도록 한다.

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Literary Therapeutics of Brownian Motion in Hwang Jin-yi's Sijo (황진이 시조에 나타나는 브라운운동의 문학치료학)

  • Park, In-Kwa
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.159-163
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    • 2018
  • This study describes Brownian motion of human narrative in physiological perspective. The purpose of this study is to investigate how these functions appear in literary works and to apply them to the practice of literary therapy in the future. Hwang Jin-yi's sijo is the first to cut off the longing. Then, It fold that longing and keep it. Finally, It is to unfold those longing. In this folded and unfolded movement, this Sijo is vibrated. This is the Brownian motion of Sijo. In this, the Sijo completes endless love. Using the Brownian motion of these literary feelings, it seems that literary therapy can form conditions of human physiological healing.

Adaptation of Motion Capture Data of Human Arms to a Humanoid Robot Using Optimization

  • Kim, Chang-Hwan;Kim, Do-Ik
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.2126-2131
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    • 2005
  • Interactions of a humanoid with a human are important, when the humanoid is requested to provide people with human-friendly services in unknown or uncertain environment. Such interactions may require more complicated and human-like behaviors from the humanoid. In this work the arm motions of a human are discussed as the early stage of human motion imitation by a humanoid. A motion capture system is used to obtain human-friendly arm motions as references. However the captured motions may not be applied directly to the humanoid, since the differences in geometric or dynamics aspects as length, mass, degrees of freedom, and kinematics and dynamics capabilities exist between the humanoid and the human. To overcome this difficulty a method to adapt captured motions to a humanoid is developed. The geometric difference in the arm length is resolved by scaling the arm length of the humanoid with a constant. Using the scaled geometry of the humanoid the imitation of actor's arm motions is achieved by solving an inverse kinematics problem formulated using optimization. The errors between the captured trajectories of actor arms and the approximated trajectories of humanoid arms are minimized. Such dynamics capabilities of the joint motors as limits of joint position, velocity and acceleration are also imposed on the optimization problem. Two motions of one hand waiving and performing a statement in sign language are imitated by a humanoid through dynamics simulation.

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Mathcad program as a useful tool for the teaching and studying the sport biomechanics (운동역학의 교육과 연구용 도구로서 Mathcad의 유용성)

  • Sung, Rak-Joon
    • Korean Journal of Applied Biomechanics
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    • v.14 no.3
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    • pp.301-311
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    • 2004
  • The purpose of this study was to verify the usefulness of the Mathcad program as a tool for the studying and teaching the sport biomechanics. A projectile motion was analyzed because it is the one of the most popular motion in sports activities. A 3 dimensional CG data for the high jump bar clear phase was used to calculate the initial velocity vector of the CG. Linear regression function and other functions such as cubic spline and derivative of Mathcad were used to calculate this vector. Finally, the approach angle to the bar and peak jump height was calculated. Programming in Mathcad was relatively easy compare to traditional computer language such as Fortran and C, because of the unique documentation method of Mathcad. Additionally the 2 and 3 dimensional graph function was very easy and useful to describe the mechanical data. If the use of Mathcad program is more popular in the field of sport biomechanics, it could greatly contribute to overcome the limit of research caused by the lack of proper programming ability.

A Study on Sign Language Recognition System Using LeapMotion (LeapMotion을 이용한 수화인식 시스템의 관한 연구)

  • Moon, Hyeok Jin;Kim, Sun Jae;Jung, June Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.1041-1044
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    • 2017
  • 말하기와 듣기가 불가능한 언어장애인들은 수화를 통하여 그들끼리 혹은 일반인과 의사소통을 해야 한다. 수화 또한 공용어이기에 전문통역사 없이도 서로간의 의사소통이 원활해야 하지만, 현실은 그렇지 않다. 이 시스템은 LeapMotion장비를 연결 및 각종 손동작을 인식 받아 데이터 세트 내에서 처리하여 이를 자연어로 변환함으로써 의사소통의 불편함을 해소할 수 있다. 또한 머신러닝을 이용하여 반복 학습할 수 있게 설계함으로써 처리율 향상을 기대할 수 있다.

Motion-based Hangul Input Method on Touch Screen (터치 화면 상에서의 손동작 기반 한글 입력 방법)

  • Kim, Min-Ho;Kim, Doo-Hwan;Kim, Do-Kyeong;Park, Hyung-Soon;Park, So-Yeong;Choi, Yoon-Seung;Kang, Seung-Shik
    • Annual Conference on Human and Language Technology
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    • 2015.10a
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    • pp.169-173
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    • 2015
  • 현재 스마트폰이나 태블릿PC 등의 터치화면 상에서 사용되는 한글 입력 방식은 qwerty, 나랏글, 천지인 등 시각 정보를 기반으로 만들어진 가상 키보드들이 사용되고 있다. 이는 시각에 문제가 없는 일반인 사용자에게는 효율적인 방식이지만 시각 장애인(시력장애, 시야 결손장애)들에게는 불편한 점이 있다. 이 문제를 개선하기 위하여 터치화면 상에서 손동작을 기반으로 한 한글 입력 방식을 제안한다. 이 방식은 사용자가 직접 기준 위치를 정하여 사용하므로 시각 정보가 제한된 상황에서도 입력할 수 있다. 또한, 이 방식은 사용자가 쉽게 배울 수 있도록 설계되었다. 모음 입력은 사용자가 쉽게 연상 되는 동작에 할당하였고, 자음 입력은 빈도수를 고려하여 자주 사용되는 자음은 편하게 움직일 수 있는 검지와 중지의 움직임에 주로 할당하였다.

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Rhyme of Truce, Training Program for moral psychology in Cyberspace

  • Cho, JeongHee;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.1
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    • pp.176-183
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    • 2019
  • Rhyme of Truce is an educational program that helps you develop the ability to cope with cyber violence rightly. we aim to produce educational contents that will last a long time in the memory of specially children. By combining the room escape game and Leap motion / VR, the program reflects the user's motion and action in real time. The Keyboard Worrier comes into contact with the user and causes violence, and the user who is attacked by the monster see several negative messages written in red and hears abuses sound. Users enter the virtual space decorated as the cyber world. They can experience cyber-violence indirectly but vividly, and if language violence, which has been overlooked and recognized only as "letters", is executed offline, it will directly wonder if cyber-violence should also be regarded as a means of violence. Users have the opportunity to cope with violence autonomously. When a user is attacked by an in-game monster, there are two ways to choose from. First, fighting against with a keyboard (which is a symbol of language violence) just like a monster. Second, report the abuser to cyber bureau police. Both methods make them to escape the room, but when they get out of the room and return to the home and read the message through the monitor, users can recognize which action was right for.

Yorick's "besoin de Voyager": Mobility and Sympathy in Laurence Sterne's Sentimental Journey

  • Choi, Ja Yun
    • Journal of English Language & Literature
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    • v.64 no.1
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    • pp.117-133
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    • 2018
  • This article examines Laurence Sterne's Sentimental Journey in the context of eighteenth-century British travel literature. While literary critics generally read Sterne's work as a sentimental novel, contemporary readers initially interpreted the text as a travel narrative. It is my argument that travel writing, particularly the motion entailed in travelling, plays a significant role in Sterne's critical examination of sympathy and its cultural function during this period. By narrating in great detail his narrator Yorick's mobility and the effects it has on his sentimental encounters, Sterne illustrates how sympathy is not only difficult to activate and therefore requires added stimulation in the form of motion, but also does not necessarily result in charitable actions, a moral failure that is dramatized by the literal distance Yorick maintains from the objects of his sympathy. Calling to mind the figurative distance that constitutes an integral part of Adam Smith's formulation of sympathy in The Theory of Moral Sentiments, the distance Yorick establishes through his travels indicates sympathy's failure to bridge the emotional and socioeconomic distance between individuals, thereby highlighting sympathy's limitations as a moral instrument. I argue that by using Yorick's repeated acts of sympathy to explore the problems of sentimentalism, Sterne both draws from and innovates the tradition of employing imaginary voyages to engage in philosophical inquiries.

A Model to Automatically Generate Non-verbal Expression Information for Korean Utterance Sentence (한국어 발화 문장에 대한 비언어 표현 정보를 자동으로 생성하는 모델)

  • Jaeyoon Kim;Jinyea Jang;San Kim;Minyoung Jung;Hyunwook Kang;Saim Shin
    • Annual Conference on Human and Language Technology
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    • 2023.10a
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    • pp.91-94
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    • 2023
  • 자연스러운 상호작용이 가능한 인공지능 에이전트를 개발하기 위해서는 언어적 표현뿐 아니라, 비언어적 표현 또한 고려되어야 한다. 본 논문에서는 한국어 발화문으로부터 비언어적 표현인 모션을 생성하는 연구를 소개한다. 유튜브 영상으로부터 데이터셋을 구축하고, Text to Motion의 기존 모델인 T2M-GPT와 이종 모달리티 데이터를 연계 학습한 VL-KE-T5의 언어 인코더를 활용하여 구현한 모델로 실험을 진행하였다. 실험 결과, 한국어 발화 텍스트에 대해 생성된 모션 표현은 FID 스코어 0.11의 성능으로 나타났으며, 한국어 발화 정보 기반 비언어 표현 정보 생성의 가능성을 보여주었다.

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