• 제목/요약/키워드: Surface Character

검색결과 352건 처리시간 0.023초

게임 캐릭터의 표면처리와 표현요소가 Uncanny Valley 현상에 미치는 영향에 관한 연구 (A study on the Effect of Surface Processing and Expression Elements of Game Characters on the Uncanny Valley Phenomenon)

  • 은석함;권만우;황미경
    • 한국멀티미디어학회논문지
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    • 제25권7호
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    • pp.964-972
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    • 2022
  • The Uncanny Valley phenomenon has already been deemed as theoretical, and the characteristics of game character expression elements for the Uncanny Valley phenomenon were recognized through case analysis as well. By theoretical consideration and case studies, it was found out that the influential elements of the Uncanny Valley phenomenon can be classified as two primary factors: character surface treatment and facial expression animation. The prepared experimental materials and adjectives were measured to be Five-Point Likert Scale. The measured results were evaluated for both influence and comparative analysis through essential statistical analysis and Repeated Measuring ANOVA in SPSS. The conclusions which were drawn from this research are as follows: The surface treatment of characters did not substantially affect the Uncanny Valley phenomenon. Instead, character's expression animation had a significant impact on the Uncanny Valley phenomenon, which also led to another conclusion that the facial expression animation had an overall deeper impact on Uncanny Valley phenomenon compared with character's surface treatment. It was the unnatural facial expression animation that controlled all of the independent variables and also caused the Uncanny Valley phenomenon. In order for game characters to evade the Uncanny Valley phenomenon and enhance game immersion, the facial expression animation of the character must be done spontaneously.

슬라브 제품 정보 인식을 위한 문자 분리 및 문자 인식 알고리즘 개발 (Character Segmentation and Recognition Algorithm for Steel Manufacturing Process Automation)

  • 최성후;윤종필;박영수;박지훈;구근휘;김상우
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2007년도 심포지엄 논문집 정보 및 제어부문
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    • pp.389-391
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    • 2007
  • This paper describes about the printed character segmentation and recognition system for slabs in steel manufacturing process. To increase the recognition rate, it is important to improve success rate of character segmentation. Since Slabs front area surface are not uniform and surface temperature is very high, marked characters not only undergo damages but also have much noise. On the other hand, since almost marked characters are very thick and the space between characters is only about 10 $^{\sim}$ 15 mm, there are many touching characters. Therefore appropriate character image preprocessing and segmentation algorithm is needed. In this paper we propose a multi-local thresholding method for damaged character restoration, a modified touching character segmentation, algorithm for marked characters. Finally a effective Multi-Class SVM is used to recognize segmented characters.

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캐릭터 인형용 밀착커버 패턴개발 프로세스의 가이드라인 (Guidelines of 2D Pattern Development Process for 3D Fitted Cover of Character Toys)

  • 이희란
    • 한국의류산업학회지
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    • 제19권5호
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    • pp.635-645
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    • 2017
  • The industry of character toys is increasing and new characters are constantly being developed. However, the development of 2D cover patterns for toys is time-consuming due to frequent pattern modifications made through trial and error. Studies are now underway to obtain 2D clothing patterns from 3D body data, however, little research has been done on 2D pattern of character toys. This study suggests efficient guidelines to develop 2D cover patterns with a reasonable accuracy and processing time. Two 3D models of a dog and rabbit were used to develop 2D cover patterns. Independent variables of this study are set as 3 levels of triangle area (small, medium, and large) that influence the efficacy of 3D and 2D pattern development. The determination of the appropriate triangular area was based on the area and shape change of the 2D pattern. A medium or large triangle area was shown to be suitable for a character dog with a smooth curved surface. However, the appropriate triangle area was small if the characteristics of the curved surface are complicated as in the case of rabbit. The head of a dog (a double-curved surface) and the curved forepaw of a rabbit (a triangular area) should be small when the characteristics of the curved surface (such as the hind leg of a rabbit having a large convex surface and a small surface area) are complicated. Grouping by 3D surface characteristics could be a suitable guideline for the triangle area selection.

저휘도 환경에서 태블릿 PC를 이용한 장시간 독서시 문자대비가 가독성과 피로감에 미치는 영향 (Effect of Luminance Contrast Ratio of Character on Readability and Visual Fatigue during Long-term Reading Using Tablet PC in Low Luminance Environment)

  • 유하늬;아키타 타케시
    • 대한건축학회논문집:구조계
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    • 제35권5호
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    • pp.191-202
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    • 2019
  • This study examines the effect of luminance contrast ratio of character on readability and visual fatigue during an hour-long reading session while using a tablet PC in ambient environments having low luminance limited to $25cd/m^2$. Experiments were conducted with four patterns of the tablet's luminance contrast ratio of characters, namely 1:2.5, 1:4.5, 1:6.5, and 1:8.5, in low ambient luminance of $9cd/m^2$ and $25cd/m^2$. The obtained results show that the characters can be easily read at the luminance contrast ratio of character of 1:8.5 under surface luminance of $25cd/m^2$. Visual fatigue was evaluated through a subjective survey of symptoms. Physical, psychological, and visual fatigue were observed at a surface luminance of $9cd/m^2$, whereas solely visual fatigue was felt at a surface luminance of $25cd/m^2$. By assessing the physical fatigue using the value, it has been found that smaller the luminance contrast ratio of character, greater is the CFF variation rate. Furthermore, readability is poor and visual fatigue can be observed when the surface luminance is lower than the ambient luminance. However, readability can be improved by increasing the luminance contrast ratio of character to a value of 1:8.5. Thus, in low luminance environments, luminance contrast ratio of characters can affect readability and fatigue. Consider providing the full form of "CFF" so that the acronym can be used unambiguously throughout the manuscript.

효율적 게임개선을 위한 프레넬수학모델의 PBR 시뮬레이션 (PBR(Physically based Render) simulation considered mathematical Fresnel model for Game Improvement)

  • 김성동
    • 한국게임학회 논문지
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    • 제16권1호
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    • pp.111-118
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    • 2016
  • 본 논문은 빛의 조명으로 defense 게임 플레이에 대한 캐릭터 표면모델을 시뮬레이션하는 데프레넬의 수학적 모델을 제안한다. 여기서 illumination은 게임에서 사용되는 캐릭터표면 모델에 도달하는 빛의 양을 결정하는 프로세스를 나타낸다. 캐릭터 표면의 shader는 일반적으로 빛이 triangle에 반영하는 방법 즉 예측하는 수학적 모델을 사용한다. shading은 일반적으로 색상과 빛의 강도를 결정하기 위해 사용되는 방법인데, viewer에서 본다면 게임 캐릭터의 표면 위에 각 픽셀에 대한 반사결과를 나타낸다. 여기서 제안 모델은 반사와 투과 계수를 계산하여 실제 게임 플레이를 하면서 프레넬 방정식으로 시뮬레이션 결과를 비교하였다.

Equivalence Principles Based Skin Deformation of Character Animation

  • You, L.H.;Chaudhry, E.;You, X.Y.;Zhang, Jian J.
    • International Journal of CAD/CAM
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    • 제9권1호
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    • pp.61-69
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    • 2010
  • Based on the equivalence principles of physical properties, geometric properties and externally applied forces between a surface and the corresponding curves, we present a fast physics and example based skin deformation method for character animation in this paper. The main idea is to represent the skin surface and its deformations with a group of curves whose computation incurs much less computing overheads than the direct surface-based approach. The geometric and physical properties together with externally applied forces of the curves are determined from those of the surface defined by these curves according to the equivalence principles between the surface and the curves. This ensures the curve-based approach is equivalent to the original problem. A fourth order ordinary differential equation is introduced to describe the deformations of the curves between two example skin shapes which relates geometric and physical properties and externally applied forces to shape changes of the curves. The skin deformation is determined from these deformed curves. Several examples are given in this paper to demonstrate the application of the method.

표면미세가공시 발생하는 MEMS 구조물의 변형 억제 (Alleviating Deformation of MEMS Structure in Surface Micromachining)

  • 홍석관;권순철;전병희;신형재
    • 한국정밀공학회지
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    • 제23권8호
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    • pp.163-170
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    • 2006
  • By removing sacrificial layer through ashing process, movable MEMS structure on substrate can be fabricated in surface micromachining. However, MEMS structure includes, during the ashing process, the warping or buckling effects due to stress gradient along the vertical direction of thin film. In this study, we presented method for counteracting the unwanted deflection of MEMS structure and designed using character of deposit process to overcome limited design conditions. Unit cell patterns were designed with character of deposit shape, and their final shapes were adopted using Finite Element Method. Finally, RF MEMS switch was fabricated by surface micro machining as test vehicles. We checked out that alleviation effect for deformation of switch improved by 35%.

저농도(低濃度) 페놀의 활성탄(活性炭)에 대한 흡착특성(吸着特性)에 관(關)한 연구(硏究) (A Study on the Adsorption Characteristic of Low Concentration Phenol by Activated Carbon)

  • 권대영;박중현
    • 상하수도학회지
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    • 제8권1호
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    • pp.34-43
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    • 1994
  • It is well known that the adsorption character of activated carbon is dependent on the specific surface area and pore volume, but the relationship between the surface-chemical structure and the adsorption character has not been studied very often. The purpose of this study is to investigate the effect of the acidic surface functional groups of activated carbon and the adsorption characteristics of low concentration phenol. So three types of activated carbons and four different treatments were introduced to this isotherm experiment. These treatments were nontreatment, 1N $HNO_3$ treatment, 6N $HNO_3$ treatment, $H_2O_2$ treatment. The conclusions of this study are as followings. If the initial concentration of phenol is high as 5mg/l, the adsorption is dependent on the specific surface area. If the initial concentration of phenol is low as $100{\mu}g/l$, the adsorption is dependent on the average pore volume. The acidic surface functional groups prevent the adsorption of phenol molecules to activated carbon. And the adsorbed amount decreases more for $HNO_3$ treatment than for $H_2O_2$ treatment and more for concentrated $HNO_3$ treatment than for dilute $HNO_3$ treatment.

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Surface Electronic Structures and Magnetism of a Full-Heusler Alloy Co2CrGa(001): A First-principles Study

  • Jin, Ying-Jiu;Lee, Jae-Il
    • Journal of Magnetics
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    • 제12권3호
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    • pp.97-102
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    • 2007
  • We have investigated the electronic structures and magnetism of a full Heusler alloy $Co_2CrGa(001)$ surface by using the all-electron full-potential linearized augmented plane wave (FLAPW) method within the generalized gradient approximation (GGA). We considered two types of different terminations: the Co-terminated (Co-Term) and the CrGa-terminated (CrGa-Term) surfaces. From the calculated layer-projected density of states (LDOS), we found that the surface of the CrGa-Term shows nearly half-metallic character while that of the Co-Term is far from the half-metallic. For the Co-Term, the surface Co atom moves down to the bulk region by $0.05{\AA}A$, while the subsurface Cr and Ga atoms move up to the surface layer by 0.05 and $0.01{\AA}$, respectively. For the CrGa-Term, there is a large inward relaxation of the surface Ga atom $(0.07{\AA})$, but the relaxation of the surface Cr atom is very small $(0.01{\AA})$. The relaxations affect not much to the overall shapes of DOS for both terminations, but make the surface states of the surface Cr and Ga atoms for the CrGa-Term shift to higher energy that enhances the nearly half-metallic character of the CrGa-Term. The magnetic moments of the surface $Cr(2.98{\mu}_B)$ in the CrGa-Term and the surface $Co(1.17{\mu}_B)$ in the Co-Term were much increased compared to those of the inner-layers $(1.79\;and\;0.77{\mu}_B)$, respectively, while that of the subsurface Cr atom in the Co-Term was decreased to $1.19{\mu}_B$.