• Title/Summary/Keyword: Virtual Characters

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Pharmacokinetics Characters and ADMET Analyses of Potently Pig Pheromonal Odorants (돼지 페로몬 성 냄새 분자들의 약물동력학적 특성과 ADMET 분석)

  • Choi, Kyung-Seob;Park, Chang-Sik;Sung, Nack-Do
    • Reproductive and Developmental Biology
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    • v.34 no.3
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    • pp.153-159
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    • 2010
  • The 34 potently pig pheromonal odorants (1-32, 5755 & 7113) through structure-based virtual screening and ligand-based virtual screening method were selected and their ADMET and pharmacokinetics characters were evaluated and discussed quantitatively. The pheromonal odorants were projected on the following pre-calculated models, Caco-2 cell permeability, blood-brain barrier permeation, hERG inhibition and volume-distribution. From the results of in silico study, it is found that an optimal compound (31) either penetrating or have a little ($P_{caco2}$=-8.143) for Caco-2 cell permeability, moderate penetrating ability ($P_{BBB}$=0.082) for blood-brain barrier permeation, the low QT prolongation ($P_{hERG}$=1.137) for the hERG $K^+$ channel inhibition, and low distribution into tissues ($P_{VD}$=-5.468) for volume-distribution. Therefore, it is predicted that the compound (31) a topical application may be preferable from these based foundings.

A Computer Model for Simulating the Bicycle Rider's Behavior in a Virtual Riding System

  • Ding, Wei-long;Ding, Xiao;Chen, Kai;Wan, Zang-xin;Xu, Yan;Feng, Yuan-jing
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.3
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    • pp.1026-1042
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    • 2020
  • People are increasingly demanding to experience realistic behavior of virtual characters in computer games. In this article, we build a computer model for simulating a bicycle rider's behavior in a virtual riding system. A method to calculate the speed of a bicycle rider is proposed to improve the reality in a virtual riding system. In this method, the property of physical energy is introduced, and the bicycle-riding speed is calculated in real time according to the relationship between the rider's physical energy and bicycle-riding speed. Then based on the analysis of the behavior of a cyclist in a real competition, various behaviors of the virtual rider are designed and a behavior-tree for the virtual bicycle rider is constructed accordingly. On the basis of these, a virtual riding system is developed. The experiments results show that our system can simulate the behavior of a virtual bicycle rider, and thus encourage exercise on a stationary bicycle.

Study on Virtual Fashion Coordination to Realize Magic Mirror -Focus on RFID Code Proposal- (매직미러 실현을 위한 가상 패션코디네이션 연구 -RFID 코드 제안 중심으로-)

  • Lee, Woon-Young
    • Journal of the Korean Society of Costume
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    • v.56 no.8 s.108
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    • pp.83-94
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    • 2006
  • In this era of ubiquitous service, a computing device has functions similar with human beings. It influences all major fields of human life, such as clothing, dieting and housing. In order to use the coordination functions of the magic mirror, which might be a basic part of clothing in the era of ubiquitous service, this study concentrates on product information that should be inputted in RFID chip in detail in order to exercise virtual fashion coordination. Information should be inputted in RFID chip to use magic mirror for fashion coordination, a direction for doing this was also suggested. After coding the suggested clothing items, virtual fashion coordination was implemented as a fashion illustration. This study is as following, First, sorts standard code for suitable coordination in 4 images and presented to a proof. Code denoted by 10 characters. Each code literal special quality marks by two characters and divided by season, image, fabric, item, rotor, five items. Item middle of characters of 10 code, when agree on article more than 8, coordination is enabled. Secondely, It is presented by coordination to dressing action picture by suitable coordination classified apart in whole occasions, and coordination method by wearer inclination is remembered wearer's dressing action picture to Magic mirror including layered look. Thirdly, wardrobe of Magic mirror clothes that always buy newly in magic mirror, is washing and clothes that do not take to wardrobe did to be controlled. Fourth, Wealth and schedule is suggested firster than wearer's dressing action.

Interactive Mobile Augmented Reality System using Muscle Sensor and Image-based Localization System through Client-Server Communication (서버/클라이언트 통신을 통한 영상 기반 위치 인식 및 근육 센서를 이용한 상호작용 모바일 증강현실 시스템)

  • Lee, Sungjin;Baik, Davin;Choi, Sangyeon;Hwang, Sung Soo
    • Journal of the HCI Society of Korea
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    • v.13 no.4
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    • pp.15-23
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    • 2018
  • A lot of games are supposed to play through controller operations, such as mouse and keyboard rather than user's physical movement. These games have limitation that causes the user lack of movement. Therefore, this study will solve the problems that these traditional game systems have through the development of a motion-producing system, and provide users more realistic system. It recognizes the user's position in a given space and provides a mobile augmented reality system that interacts with virtual game characters. It uses augmented reality technology to make users feel as if virtual characters exist in real space and it designs a mobile game system that uses armband controllers that interact with virtual characters.

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Analyzing the Status of Female Characters in Fighting Action Games: Focus on EVO 2016 (대전액션게임에서 나타나는 여성 캐릭터들의 지위 분석: EVO 2016을 중심으로)

  • Han, Sukhee
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.79-88
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    • 2016
  • This study analyzes the status of female characters in several fighting action games. From July 15 to 17, 2016, the world-famous fighting action game tournament EVO 2016 was held in Las Vegas, Nevada. In this tournament, nine fighting action games were selected for competition, and this study examines the status of female characters on the basis of 1) Appearance 2) Ability in these fighting actions games. After doing comparison between female characters and male characters in the fighting action game, it reflects on the status and right of female characters in the virtual world.

Implementation of the virtual reforestation system using spatial data

  • Kim Sung-Jae;Jo Myung-Hee;Kim Joon-Bum;Lee Myung-Bo;Lim Joo-Hoon
    • Proceedings of the KSRS Conference
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    • 2004.10a
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    • pp.77-80
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    • 2004
  • In this study the spatial distribution characters of burnt forest site was first considered by analyzing spatial data and monitoring forest landscape before/after lire to restore the site. Then suitable tree species on each forest site should be selected through the weighted score analysis of GIS analysis methods. Finally. the best forest stand arrangement method could be simulated on the system for the advanced reforestation technology in Korea. For this purpose, the virtual reforestation system was implemented by using the concept of virtual GIS and CBD (Component Based Development) method. By use of this system the change of forest landscape of burnt forest area some years after reforestation practice could be detected and monitored by applying the site index and 3D modeling method.

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Implementation of a Virtual Crowd Simulation System

  • Jeong, Il-Kwon;Baek, Seong-Min;Lee, Choon-Young;Lee, In-Ho
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.2217-2220
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    • 2005
  • This paper introduces a practical implementation of virtual crowd simulation software. Usual commercial crowd simulation softwares are complex and have program-like script interfaces, which makes an animator hard to learn and use them. Based on the observations that most crowd scenes include walking, running and fighting movements, we have implemented a crowd simulation system that automatically generates movements of virtual characters given user's minimal direction of initial configuration. The system was implemented as a plug-in of Maya which is one of the most commonly used 3D software for movies. Because generated movements are based on optically captured motion clips, the results are sufficiently natural.

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Experimental Investigation on Skilled Human′s Typing Pattern for Development of New Input Device (새로운 입력장치 개발을 위한 숙련자의 타이핑 동작에 관한 실험적 연구)

  • 김진영;최혁렬;이호길
    • Journal of Institute of Control, Robotics and Systems
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    • v.9 no.9
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    • pp.720-726
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    • 2003
  • A virtual keyboard may be efficient as a new mobile input device supporting QWERTY keyboard layout. As a preliminary study for developing a virtual keyboard, the typing pattern of a skilled human is investigated. In the study the touch-positions of the fingers are measured with a touchscreen while five skilled typists perform typing of long sentences. From these measurements it can be observed that the groups of touch-positions are classified into alphabetic characters. Though there are some mismatches, we can find constant distances capable of being discriminated among the groups. Based on the analysis the prediction algorithm of the constant distance is proposed and evaluated, which is useful for realization of a portable virtual keyboard.

Analysis of Ontological Representation of AOS Game Character - focused on - (AOS 게임 캐릭터의 존재론적 재현 양상 분석 - <리그 오브 레전드>를 중심으로 -)

  • Han, Hye-Won;Koo, Hye-In
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.185-198
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    • 2015
  • The purpose of this study is to analyze representation of characters of AOS online-game in order to find out the meanings of ontological game characters. This study selects characters of on-line game to analyze representations of game characters by Pierre L$\acute{e}$vy's ontological theory. The characters which represented in on-line games reproduced by costume play in off-line world reflect human desire and construct human existence. Online game character is an existing substance, which could expand human experiences by crossing virtual game world and reality in digital era.

Efficient Controlling Trajectory of NPC with Accumulation Map based on Path of User and NavMesh in Unity3D

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.55-61
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    • 2020
  • In this paper, we present a novel approach to efficiently control the location of NPC(Non-playable characters) in the interactive virtual world such as game, virtual reality. To control the NPC's movement path, we first calculate the main trajectory based on the user's path, and then move the NPC based on the weight map. Our method constructs automatically a navigation mesh that provides new paths for NPC by referencing the user trajectories. Our method enables adaptive changes to the virtual world over time and provides user-preferred path weights for smartagent path planning. We have tested the usefulness of our algorithm with several example scenarios from interactive worlds such as video games, virtual reality. In practice, our framework can be applied easily to any type of navigation in an interactive world.