• Title/Summary/Keyword: Sports Character

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Inverse Kinematics based Posture Generation Method for Sports Climbing (스포츠클라이밍을 위한 역운동학 기반 자세 및 동작 생성 기법)

  • Shin, Kyucheol;Son, Jonghee;Kim, Dongho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.1537-1540
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    • 2015
  • 본 연구에서는 역운동학(IK, Inverse Kinematics)을 이용한 스포츠클라이밍 자세생성과 동작제어를 통해 인간의 일반적인 동작 이외에 스포츠와 같은 특수 목적의 동작들을 삼차원의 가상공간에서 스포츠 클라이밍의 기본동작 절차를 이용하여 가상 인물(Virtual Character)의 자세 및 동작을 생성한다. 역운동학(IK, Inverse Kinematics) 알고리즘을 통한 자세 생성은 역운동학 함수 (IK Function)와 실제 데이터를 통한 기본자세 애니메이션을 제작, 이를 활용하여 사실성을 더하고 자연스러운 자세 및 동작을 생성한다. 스포츠클라이밍은 특별한 제약사항이 없어 스포츠 클라이밍의 올바른 자세 생성에는 많은 문제가 있다. 예를 들어 자유로운 동작에 의한 무리한 형태의 자세 생성들이 그러하다. 본 논문에서는 이를 스포츠 클라이밍의 기본동작 절차를 이용하여 올바른 자세와 함께 실제와 유사한 동작을 생성한다.

A Study on Fool Characters in a Culture of Laughter (웃음문화의 '바보' 캐릭터에 대하여)

  • Kim, Kyung-Seop;Han, Seung-Jin
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.243-249
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    • 2021
  • In the postmodern world, it is widely believed that being a fool or looking foolish can be more profound and unique than being smart and serious. Comic characters, or fool characters in comedy, have been used as basic tools to make people laugh in various cultures around the world. As such, this study will summarize the types of fool characters that have been depicted in plays and organize how they can be categorized in a culture of laughter as well as revealing their characteristics in performing arts. The ridiculous actions and words of fool characters fall outside the common dichotomy of wisdom and foolishness. This is significant and it is because the ways in which they act overturn the values that we consider to be truthful in the world of experience and contain wit and ridicule beyond the general knowledge. Also, it's worth pointing out that many comic characters that appear on TV shows are not all the same. To put it simply, each and every funny character has unique traits and these characters predictably change according to the times. In performing arts, a fool character's personality is displayed through his or her interactions with the audience. That is, on one hand, the character may or may not recognize himself as a fool, while on the other hand, the audience may regard the character as a fool or otherwise. Based on this background, the comic characters that appear in performing arts are categorized into four types and their features are discussed.

A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2313-2326
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    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

The influence of perceived usefulness and perceived ease of use of experience store on satisfaction and loyalty (체험매장의 지각된 용이성과 유용성이 만족과 충성도에 미치는 영향)

  • Lee, Ji-Hyun
    • Journal of Distribution Science
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    • v.9 no.3
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    • pp.5-14
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    • 2011
  • One of the new roles of modern retail stores is to supply consumers with a memorable experience. In Korea, enhancing a store's environment so that customers remember a unique shopping experience is recognized as a sound strategy for strengthening the store's competitiveness. Motivated by this incentive, awareness of the experience-store concept is starting to increase in various categories of the retail industry. However, many experience stores, except in a few cases, have yet to derive a significant profit, explaining why Korean consumers are somewhat unfamiliar with, yet fascinated by, the experience stores that now exist in the country. Consumer satisfaction directly, and indirectly, affects a company's future profit and potential financial gain; customer satisfaction also affects loyalty. Therefore, knowing the significant factors that increase satisfaction and loyalty is essential for any company, in any field, to be able to effectively differentiate itself from the competition. Intrigued by increased competition opportunities, most Korean companies have adopted experience-store marketing strategies. When establishing the most effective processes for increasing sales and achieving a sustainable competitive advantage of a new concept, companies should consider certain factors that influence consumers' ability to accept new concepts and ideas. The Technology Acceptance Model (TAM) is a theory that models how people accept new concepts. TAM proposes the following two factors that influence a person's decisions about how, and when, he or she will use a new product: "perceived usefulness" and "perceived ease of use." Much of the existing research has suggested that a person's character also affects the process for accepting new ideas. Such personal character attributes as individual preferences, self-confidence, and a person's values, traits, and/or skills affect the process for willingly consenting to try something new. It will be meaningful to establish how the TAM theory's components, as well as personal character, affect individuals accepting the experience-store concept. To that end, as it pertains to an experience store, the first goal of the study is to examine the influence of innovative factors (perceived usefulness and perceived ease of use) on satisfaction and loyalty. The second objective is to define the moderate effect of consumers' personal characteristics on the model. The proposed model was tested on 149 respondents who were engaged in leisure sports activities and bought sports outdoor garments and equipment. According to the study's findings, the satisfaction and loyalty of an experience store can be explained by perceived usefulness and perceived ease of use, with the study's results demonstrating the stronger of the two factors being "perceived ease of use." The study failed to explain the effects of a person's character on the model. In conclusion, when the companies that operate the experience stores execute their marketing and promotion strategies, they should stress the stores' "ease of use" product components. Additionally, it can be extrapolated from the study data that since the experience-store idea is still relatively unfamiliar to Korean consumers, most customers are not yet able to evaluate, nor take a position regarding, their respective attitudes toward experience stores.

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The Application of Agent and Advertising in 3D Sports Game (3D 스포츠 게임에서 Agent와 광고의 활용에 관한 연구)

  • Lee, Yong-Jae;Lee, Young-Jae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.10
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    • pp.2269-2276
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    • 2010
  • This research shows how autonomous character agents work in 3D sports game and its application to advertising. It is a kind of interdisciplinary study between game and advertising. In other words, advertising can be used a beneficiary model in game industry. For the purpose of analyzing the role of agents, 3D table-tennis game and advertising tools are developed. The role of agents is booming up and focusing on the game by their voices and texts. In game, several famous brands are showed up as a mean of advertising. This study analyzed the role of agents and advertising from the game user's position. For validity and reliability of the research, questionnaires were analyzed. As a results, several facts are found. Firstly, the agents worked positively as a game boomer. More than half of the respondents answered the agents are useful for the game. Secondly, the advertising tools showed up on the game are helpful to understand the brand. In other words, the game is contributed to build up the brand image. These kinds of attempts may be significant in that the agents are performed as a parter of functional and woman-oriented game. And advertising brands when placed in the game could play the role of the game item or quest. The proposed method can provide the basic references for developing 3D game as an interdisciplinary study.

A Study on the Relations between Gi-gong and Taekwondo (태권도(跆拳道)에 대한 기공학적(氣功學的) 접근(接近))

  • Lee, Myeong-Chan;Sa, Hie-Su
    • Journal of the Korean Institute of Oriental Medical Informatics
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    • v.14 no.1
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    • pp.55-61
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    • 2008
  • The Taekwondo is the martial arts where possibility thousand Ul of history and the ancestor is put in with specific martial arts of our nation. Also it practiced with the self defense martial arts which rules over the body and a mind and it came, the country from crisis of imminent danger won a victory with the good state affair alcoholic beverage and it was come. The ancestors condition anger the Taekwondo where the soul is put in were born again with martial arts of the world and they became and the world-wide conference was adopted with the Olympic formal item which becomes the historian of of course sports and became the martial arts in the world-wide center. In like this features martial arts even from each country condition anger and the sports raises the phase of the country is racing with of course martial arts. Specially from China it makes the right shoe which is a Chinese martial arts with condition item and sports anger the features of the martial arts origination to do and there is a possibility of seeing the features which in the succession nose sleeping martial arts perforation defends it concentrates. The martial arts perforation character is letting in religion and philosophy thought of the Orient. Confucianism and Buddhism, it puts in the teaching of friendship thoughts and heaven and earth positive and negative principles, five lines and eight divination signs. Features of like this perforation our ancestors the positive and negative principles where the philosophy of the Orient is put in, there is a possibility of searching from life and the Taekwondo which it does with at five events together. With history of the ancestor it breathes together and all Taekwondo operation every one by one it puts in the thought of our ancestors as well. The some branch it tried to listen to the representative example which the feather holds hereupon in basic operation, the Taoist garment, the belt and width tax of Taekwondo. The flesh which is healthy in the spirit which is healthy holds the feather. Taekwondo Oh! as the true feelings one martial art which accomplishes the artificial flower of the dynamic thing and the static thing at end with the perforation essentially it is deep it will be able to confirm repeatedly fire tube characteristic.

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Generating a Ball Sport Scene in a Virtual Environment

  • Choi, Jongin;Kim, Sookyun;Kim, Sunjeong;Kang, Shinjin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.11
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    • pp.5512-5526
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    • 2019
  • In sports video games, especially ball games, motion capture techniques are used to reproduce the ball-driven performances. The amount of motion data needed to create different situations in which athletes exchange balls is bound to increase exponentially with resolution. This paper proposes how avatars in virtual worlds can not only imitate professional athletes in ball games, but also create and edit their actions effectively. First, various ball-handling movements are recorded using motion sensors. We do not really have to control an actual ball; imitating the motions is enough. Next, motion is created by specifying what to pass the ball through, and then making motion to handle the ball in front of the motion sensor. The ball's occupant then passes the ball to the user-specified target through a motion that imitates the user's, and the process is repeated. The method proposed can be used as a convenient user interface for motion based games for players who handle balls.

Design and Implementation of the Search Inside Middleware System by using XML (XML 기반의 본문검색 미들웨어 시스템 설계 및 구현)

  • Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.229-232
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    • 2011
  • 최근 스마트 디바이스 기반의 다양한 콘텐츠 제작 공급에 대한 새로운 마켓 시장 형성과 태블릿 디바이스 기반의 전자책 시장 규모의 확대에 따른 새로운 유형의 디지털 콘텐츠 시장이 형성되고 있다. 디지털 미디어는 정보환경 범위를 종이의 범위에서 벗어나 매체와 연계한 다양한 형태로의 변화뿐만 아니라 서술 방식과 소통방식의 방법에도 변화를 발생하였다. 그리고 지면에서 국한된 아날로그 매체의 물리적, 공간적, 시간적인 한계를 뛰어넘어 다양한 콘텐츠를 손쉽게 접근할 수 있게 만들었다. 이런 환경에서 본문검색 서비스는 아날로그와 디지털 매체의 상호 공존관계를 형성할 수 있다. 본 논문에서는 그림종이문서를 본문검색이 가능한 이미지형태의 디지털문서로 변환해주는 디지털라이징 시스템으로 문자위치정보를 포함하는 광학문자인식(OCR)기능과 인식된 문자의 오류를 수정하는 에디터기능을 통해 추출된 내용을 XML형태로 제공하는 본문검색 시스템을 제안한다. 특히, 문자인식 후처리 공정에서 복수의 관학문자인식(OCR)엔진을 통해 결과 비교와 문자위치 정보 확인 및 편집, 맞춤법 검사 등의 특화된 기능 등은 본 논문에서 가지는 강점으로 디지털문서 구축에 소요되는 시간과 비용을 혁신적으로 절감시켜준다.

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An Analysis of 2006 Summer Street Fashion in Harbin, China

  • Bae, Sao-Jeong
    • Journal of Fashion Business
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    • v.11 no.3
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    • pp.87-96
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    • 2007
  • The purpose of this study is to analyse the characteristics of style, color and items of street fashion in Harbin. This kind of study will contribute to the understanding the preference of fashion in northeastern area, thereby, affording a fundamental resources for the strategic establishments of design and marketing in Korean brand launching into China. The results of this study are as follows. The preferred fashion style is casual one, rather than formal one. The order of preference in casual wear is character, jean and sports casual. In the view of color, preference in top color is, white, black, brown and pink. In the bottom, it is blue, white, black and brown. In one-piece, it is white, blue and brown. Throughout all items, the most frequently founded color is white, which might be ascribed to the seasonal influence of summer. The Chinese specific preference of color could not be observed. In aspect of items, the one-piece takes the proportions of more than half of the all the items. The typical details of one-piece dress are irregular hemline and asymmetrical line. While knee length takes proportion of 70%, in item of skirt, the full length is 46.8% in frequency for pants. In one-piece, knee length is 80% amounted as first rank, followed by midi and mini.

A Study on The Conditions of The Department Stores in Seoul -Emphasis on the Layout of the Fashion Zone and Brands- (국내 백화점의 패션매장 구성과 브랜드 전개현황 분석)

  • 유지헌
    • The Research Journal of the Costume Culture
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    • v.9 no.3
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    • pp.357-374
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    • 2001
  • This study analyzed the trends of fashion market in 15 branch stores of 3 major department stores in Seoul. The purposes of this study were to classify fashion zone and brands in each floor of the department stores, and to analyze the rate which a fashion brand was located department store. The results were as follows : 1. There were sundry goods on main floor, women\`s clothings on 2-4th floor, sports & golf wears and infants & children\`s clothings from 6th floor to the top in most department stores. 2. Lotte Chamshil branch had the largest number of fashion brands in it, the nest was Lotte Main store and followed by Hyundai Chunhoe branch, Shinsegae Gangnam branch, Hunndai Shinchun branch, Lotte Gangnam branch, Hyundai Main store, Hyundai Muyeuk-Center branch, and Lotte Youngdeungpo branch, etc. 3. The fashion categories of the Lotte Department stores were segmented as the Casuals (character, young, young basic, career, town, jean, city), Young worlds, Imported beautique, Madams, Designers(beautique), Intelligences, Unisex, Ladies formal wears, the Seasonables, and the Formals, Missy Careers. This was the most various fashion market segments among 3 major department stores. This store had 667 Women\`s fashion and Casual brands. The Chamshil branch and Main store were intensified the Casual & sundry goods on 5th floor. 4. The fashion categories of the Hundai Department stores were segmented as Women\`s wears, Women\`s casuals, Young-Adult, Young live, Women\`s former wears, Royal beautique and Young characters. It was less segmented than other Department stores. Total number of Women\`s fashion and casual brands were 471 brands. The market segmentation of fashion zone was well done at Chunho branch and Shinchun branch. It was intensified that Fashion sundry goods at Muyeuk-Center branch and The Women and Young fashion zone at Chunho branch. 5. The fashion categories of the Shinsaegae Department stores were segmented as Casuals (young, young character, X-, missy, career, character), Imported beautique, Designer\`s characters, Young basics, Elegance, Missy, Young weave, Original brands. This store had 304 Women\`s fashion and Casual brands. Shinsaegae has also developed it\`s own brand(PB items) and classified as the Original zone which differentiated it from other Departments. 6. The Deco was the most popular brand in the department stores, the next were Micha/Botticelli, and followed by Darks/System/lzzat Baba, Givy/Obzee/Lee won jae/Kim yeon Joo, and so on. The target of 6 out of 10 brands which were included in here were career women of age 20 to 30 ages. The price rate were from 200,000 won to 300,000 won.

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