• Title/Summary/Keyword: Realistic Expression

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Frame Morphing Technique for the Expression of Fish Growth Process (어류 성장과정 표현을 위한 프레임 모핑 기법)

  • Lee, HyeMi;Ryu, NamHoon;Lee, SangJin;Oh, KyeongSug;Kim, EungKon
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.759-764
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    • 2009
  • With its rapid growth, the digital contents-related industry is drawing attention as an industry generating a high value added. Specifically, the 3D morphing technology often used in the appearance or movement of each object comprising contents makes it possible to compose various contents by inferring the appearance and movement of the object. For a realistic swimming appearance of fish by using fish that swim in the water, this paper proposes a technique that applies the same speed concept as a physical pendulum to a swimming cycle and applies a frame morphing technique that is able to express the growth process from fry to adult fish. This article is capable of realistically reviving the fish growth process, and can through magnified applying can be applied to in 3D fishes encyclopedias or virtual underwater expressions etc. in the viewpoint which is oceanography.

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Implementation of 3D mobile game using radiosity model and AI algorithm (Radiosity model과 AI 알고리즘을 이용한 모바일 게임 구현)

  • Kim, Seongdong;Chin, Seonga;Cho, Teresa
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.7-16
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    • 2017
  • The 3D game graphic technology has become an important factor in the contents field with the game contents development. In particular, game character technology provides a realistic technique and visual pleasure, as well as an intermediate step in the immersion of the game in which the game might create an optical illusion that enables the player to enjoy heroic adventure in the game. The high expression level of characters in 3D games is a key factor in the development process, with details and carefulness of the character setting work [3]. In this paper, we propose a character representative technique applied to mobile games using mathematical model of radiosity energy, spectral radiance model, and ray tracing model method using 3D unity game engine with sensible AI algorithm for game implementation. As a practical application to the game contents, it was found that the projection of the surface in the rendering process and the game simulation might change according to the lighting condition of the game content environment, so that the high quality of game characters was simulated.

Interaction between Water Surface and 3D Object by using Linear Convolution and Bounding Sphere (선형 컨벌루션과 경계구를 이용한 물표면과 객체의 실시간 상호작용 생성)

  • Kang, Gyeong-Heon;Lee, Hyeon-Cheol;Hur, Gi-Taek;Kim, Eun-Seok
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.17-29
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    • 2008
  • In Computer Graphics, fluid dynamics is used for animating and expressing the various special effects of water. As the hardware performance is getting higher, the several algorithms for fluid dynamics become to be executed in real time. However, it still requires a lot of computational time to get the realistic and detailed results. Therefore, there are many researches on the techniques of balancing between performance and quality. It must give priority to the executive performance preserving the visual reality even though sacrificing the physical reality, specially in applications with the game context which need to express the interaction between 3D objects and the surface of the water such as the sea or a lake. In this paper, we propose a method for the realtime animation of interactions between 3D objects and the surface of the water using the linear convolution of height fields and the bounding spheres of object.

Hyperin Extracted from Manchurian Rhododendron Leaf Induces Apoptosis in Human Endometrial Cancer Cells Through a Mitochondrial Pathway

  • Li, Fu-Rong;Yu, Feng-Xiu;Yao, Shu-Tong;Si, Yan-Hong;Zhang, Wei;Gao, Lin-Lin
    • Asian Pacific Journal of Cancer Prevention
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    • v.13 no.8
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    • pp.3653-3656
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    • 2012
  • Background: A number of effective prevention measures have been introduced in attempts to substantially reduce both the incidence and mortality due to many kinds of cancer. The search for new anti-cancer compounds in foods or in plant medicines is one realistic and promising approach to prevention. Chinese medicines provide a rich pool of novel and efficacious agents for cancer prevention and treatment. Previously it was demonstratrated that hyperin extracted from the Manchurian rhododendron leaf reduces the proliferation of many cancer cells. The present study was carried out to evaluate its effects on human endometrial cancer cell viability and apoptosis and to investigate its mechanisms of action in RL952 cells. Methods: Cell viability was measured using the MTT assay. Intracellular calcium ions were detected using laser-scanning confocal microscopy. The effects of hyperin on apoptosis related proteins in RL952 cells were examined using Western blot analysis. Results: The growth of RL952 cells was inhibited by treatment with hyperin. OD values of caspase-3 and caspase-9 were increased and expression of bcl-2 was increased and bax was decreased in protein levels in RL952 cells after 24 h of hyperin treatment, Moreover, intracellular calcium accumulation occurred in hyperin-treated cells. Conclusion: These results suggest that hyperin may play an important role in tumor growth suppression by inducing apoptosis in human endometrial cells via a $Ca^{2+}$-related mitochondrion apoptotic pathway in RL952 cells.

A Study on the User's Evaluation for the Visual Types of Virtual Model House (가상모델하우스의 유형에 따른 사용자 평가에 관한 연구)

  • Ha, Ji-Min;Park, Soo-Been
    • Korean Institute of Interior Design Journal
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    • v.20 no.5
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    • pp.160-169
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    • 2011
  • In Korea, the construction company has provided houses through apartment sales system. Residents have obtained a variety of information about their future house by visiting a sample house called "the model house" before they purchase home. Advanced technology such as web-based VOD or Virtual Model in recent years has gradually replaced those built environment. In 2009, the Ministry of Land, Transport and Maritime Affairs announced the restraint to the construction of sample houses. Instead, they highly recommended a Virtual Model House as an alternative solution. This study aimed to propose how to design the user-oriented virtual model house through the experiment and survey research. The 3D virtual model house of 85m$^2$ apartment was built and presented by two types (Type A: Bird's Eye View, Type B: Walk through View) on the web page. The subjects evaluated presence, spatial perception and cognition, and usability of each type after exploring them. The results are as follows. (1) The subjects' evaluation of presence showed Type B has more negative effects than Type A such as feeling dizzy or tired even if their values were not so high. (2) The subjects perceived and cognized both types of virtual model house more realistic for the expression of volume of space, the size of opening, and the arrangement of furniture than that of wall finishes and materials. (3) The usability of Type A was significantly higher than that of Type B.

A Study about a Production of A Game Character Animation Using a Combining with a Motion-capture System (디지털기반 3D 게임캐릭터애니메이션 제작에 있어서 모션캡쳐 활용에 관한 연구)

  • Ryu Seuc-Ho;Kyung Byung-Pyo;Kim Tae-Yul
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.115-123
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    • 2005
  • Game industry will be one of the fastest developed industries in the 21st century. It is the outcome derived from the development of hardware such as the accumulated technology and computer in the 20th century. The development of computer graphics and hardware technique has let games have more realistic expression. The reality shown in games has influences over the movement of 3-dimensional game character as well as its background. The animation of character has been influenced by animator's level of skill, but it was problematic to have unnatural movement and long-term production time. In this regard, this study will compare the most widely used animation techniques such as Key-Frame method and Motion-Capture method each other and try to figure out which one is the most appropriate and effective method in 3 dimensional game character animation.

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The Effect on the Contents of Self-Disclosure Activities using Ubiquitous Home Robots (자기노출 심리를 이용한 유비쿼터스 로봇 콘텐츠의 효과)

  • Kim, Su-Jung;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.57-63
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    • 2008
  • This study uses the identification which is one of the critical components of psychological mechanism and enables replacing one's own self because of the needs of self-expression(disclosure) and creation. The study aims to improve educational effects using the realistic by increasing sense of the virtual reality and the attention. After the computer-based contents were developed and converted to be applied into robot, and then the contents were combined the student's photo and the avatar using automatic loading. Finally each one of the contents was applied to the students. The results of the investigation indicated that there were significant effects of the contents based on identification. In other words, the contents effect on student's attention, but not their academic achievement. The study could find the effect of the identification's application using the educational robot. We suggested that improving technical ability of the augmented virtuality as a face-detection and sensitive interaction may lead to the specific suggestions for educational effects for further research.

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A Study on Image Representation of Digital Synthesis Methodology (디지털 합성을 통한 이미지 표현 연구)

  • Chang, Wook-Sang;Park, Youn-Seul
    • Cartoon and Animation Studies
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    • s.49
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    • pp.203-220
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    • 2017
  • In the field of visual arts, the introduction of synthesis allowed us to express various expressions that were outside the constraints of time and space. Digital synthesis is constrained by realistic representation due to technical limitations. However, it is no exaggeration to say that after digital synthesis has been fully established, at least the limits of image representation through synthesis have almost disappeared. The existing research papers on composing are either technical studies on the production techniques, or the synthesis was mainly focused on the change of the space-time concept and meaning of the visual arts. I felt the need for research on. In addition, I felt the need to look back on the changes in my view of art. Therefore, in this paper, rather than dealing with the conceptual theory of the technical part or spatio-temporal extension, it is necessary to classify it as natural, heterogeneous, heterogeneous and natural according to the traits revealed in the artistic expression of art, And diversity.

A Study on the Interactive Web 3D (인터랙티브(Interactive) 웹 3D 연구)

  • 오병근
    • Archives of design research
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    • v.14 no.3
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    • pp.117-125
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    • 2001
  • The 2D based-web contents are limited to implement interactive elements for the users even though the contents are offered in various styles. Using the mouse and keyboards users chose any web contents for themselves beyond the limitation of time and space. They want more interactive style as they become familiar with convenience of web contents. The 3 dimensional web contents integrated with interactive technologies are one of the ways for them There are many researches and commercialization of the interactive web 30 for the past years because it has a lot of user benefits in terms of immersion, realistic expression, and interactivity. It has two types of implementation; one is for 3D polygon based objects, the other is for virtual worlds. This research is focus of on the concept of web interactive 3D, the technical aspects, design elements, and the proposal of navigation methods for the purpose of creating new type of web interactive contents.

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Interference Pricing based Resource Allocation for D2D Communications in Cellular Networks

  • Li, Xiaomeng;Lv, Tiejun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.9
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    • pp.4166-4182
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    • 2018
  • We consider the Device-to-Device (D2D) communications in cellular networks where each cellular user (CU) shares the same resource with multiple D2D users (DUs). In this paper, we aim to maximize the energy efficiency (EE) of the D2D networks, subject to an interference constraint required by the CU. Since the cellular and D2D communications belong to different networks, we consider to incentivize base station (BS) while assisting the DUs. To this end, we propose a Stackelberg game based interference pricing framework for the considered D2D communications in cellular networks. Unlike most of the existing methods, we use interference pricing framework to jointly address the EE resource allocation problem and the interference management in our networks rather than only improve the EE of the DUs or protect cellular networks. In particular, BS and all the users do not need all channel state information, which is more realistic in practice. In addition, two different pricing strategies are also proposed. Based on the two strategies, we analyze the equilibrium of the game. Moreover, in the first strategy, the upper and lower boundaries of the interference price are obtained. The closed-form expression is gained with a backward induction for the second strategy. Both offer valuable insights to the considered scenarios. Finally, compared with the existing work, the EE of the D2D communications is significantly improved. The advantageous performance of our scheme are demonstrated by the simulation results.