• Title/Summary/Keyword: Virtual character

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Research on Technology Production in Chinese Virtual Character Industry

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.64-79
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    • 2022
  • The concept of Virtual Character has been developed for a long time with people's demand for cultural and entertainment products such as games, animations, and movies. In recent years, with the rapid development of concepts and industries such as social media, self-media, web3.0, artificial intelligence, virtual reality, and Metaverse, Virtual Character has also expanded new derivative concepts such as Virtual Idol, Virtual YouTuber, and Virtual Digital Human. With the development of technology, people's life is gradually moving towards digitalization and virtualization. At the same time, under the global environment of the new crown epidemic, human social activities are rapidly developing in the direction of network society and online society. From the perspective of digital media content, this paper studies the production technology of Virtual Character related products in the Chinese market, and analyzes the future development direction and possibility of the Virtual Character industry in combination with new media development directions and technical production methods. Consider and provide reference for the development of combined applications of digital media content industry, Virtual Character and Metaverse industry.

Analysis on Pataphysics of Virtual Idol based on Game Character -Focus on K/DA (게임 캐릭터 기반 버추얼 아이돌의 파타피직스 연구 -K/DA를 중심으로)

  • Kim, Cho-Young;Han, Hye-Won
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.69-78
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    • 2020
  • K/DA is a K-pop virtual idol based on the game character. This study analyzed the creation process, characteristics and existential meaning of virtual idols from the perspective of Pataphysics. K/DA is a character with both characteristics of game character and K-pop girl group. Also, virtual character and real idol share the body through motion capture and augmented reality(AR). As a result, K/DA crosses virtual and reality, and at the same time becomes a pataphysical subject that does not belong to either virtual or reality. K/DA is suggested a third zone where digital subjects will be located in the future.

Implementation of Intelligent Virtual Character Based on Reinforcement Learning and Emotion Model (강화학습과 감정모델 기반의 지능적인 가상 캐릭터의 구현)

  • Woo Jong-Ha;Park Jung-Eun;Oh Kyung-Whan
    • Journal of the Korean Institute of Intelligent Systems
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    • v.16 no.3
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    • pp.259-265
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    • 2006
  • Learning and emotions are very important parts to implement intelligent robots. In this paper, we implement intelligent virtual character based on reinforcement learning which interacts with user and have internal emotion model. Virtual character acts autonomously in 3D virtual environment by internal state. And user can learn virtual character specific behaviors by repeated directions. Mouse gesture is used to perceive such directions based on artificial neural network. Emotion-Mood-Personality model is proposed to express emotions. And we examine the change of emotion and learning behaviors when virtual character interact with user.

An Action-Generation Method of Virtual Characters using Programming by Demonstration (Programming by Demonstration을 이용한 가상 캐릭터의 행동 생성 기법)

  • Sung, Yun-Sick;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.141-149
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    • 2011
  • The substantial effort is required to make a virtual character smoothly move like a human being in the virtual environment. Since a virtual character acts on the basis of the actions, it is the most critical to define actions for smooth flow of action. It has been actively studied the programming by demonstration which defines series of actions to be performed by a virtual character based on the actions operated by a person. However, such approaches can't easily draw many sequential actions because they create sequential actions in the same length all the time or restrict the actions used to create such actions. For smooth flow of action, it is required to derive sequential actions as much as possible from the actions of a virtual character and to select the representative set of actions. Accordingly, it is necessary to study how to create sequential actions as reducing diverse limits. This study suggests the approach to select sequential actions suitable for a virtual character by collecting the actions of a character manipulated by a person and deriving a set of actions to be performed by a virtual character. The experiment describes the process to create the actions by applying the approach suggested in this study to the driving game. In accordance with the analysis results, it was found that a set of actions performed by a person was generated without being restricted by a length or a part to divide. Finally, we confirmed that the suggested method selects the best sequential actions, appropriate to virtual character, among more generated actions.

3D Character Animation: A Brief Review

  • Song, Hyewon;Heo, Suwoong;Kang, Jiwoo;Lee, Sanghoon
    • Journal of International Society for Simulation Surgery
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    • v.2 no.2
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    • pp.52-57
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    • 2015
  • Virtual Reality makes a virtual environment more realistic and, furthermore, it provides a variety of experiences which we cannot have in reality. A drastic growth of GPU performance and increase of computing capability make virtual environment more realistic than ever. One important element of constructing virtual environment is to animate 3D characters. Many researchers have been studying 3D characters animating and a myriad of methods have been proposed to make them more realistic. In this paper, we discuss the technologies and characteristics of 3D character animation. We believe that realistic characters in Virtual Reality will be applied to various fields: education, film and game industry, business and, particularly, medical area such as telemedicine, virtual surgery, etc.

Development Migration Agent Server for Seamless Virtual Environment (Seamless 가상 환경을 위한 Migration Agent 서버 개발)

  • Won, Donghyun;An, Dongun;Chung, Seungjong
    • KIPS Transactions on Computer and Communication Systems
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    • v.5 no.9
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    • pp.223-228
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    • 2016
  • Nowadays users of Virtual Environment are want to play with thousands of players in an evolving virtual world at the same time over the internet. So, the load of this kind of Virtual Environments is heavier than that of any other precedents. One of load balancing methods is map-partition to divide the load of entire system which is vulnerable to delay message between clients and servers. In this paper, we propose a Migration Agent application server architecture using to help migration of player character between field servers and to reduce response time between clients and field servers. Migration Agent is reduce Player Character's responds time as Cache Server, if Player Character move to another Field Server, Player Character need the synchronization process in the DBMS approach, to minimize response time by reducing the period for cross - Player Character Field Server to perform the role. Field Server by placing them in form of a stack existing form of grid, for load concentrated on a specific server.

Motion Control of 3D Human Character Using Motion Database (운동관절 데이터베이스를 이용한 3차원 인체모형의 동작제어)

  • 김시중;국태용
    • Proceedings of the Korea Multimedia Society Conference
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    • 1998.04a
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    • pp.262-267
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    • 1998
  • A hierarchical motion control system for animation of 3D human character is implemented using the motion database in realtime. The proposed motion control system consists of coordination controller for gait timing and balancing of walking motion, joint servo controller for realistic limb movement, and motion database for goal-directed character animation which makes time-consuming animation relatively easy task. As one example among the various applications of the proposed motion control system. We present a simple virtual reality system in which the motion control system plays a central role in generating realistic motion of virtual human character.

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Virtual currency and confiscation

  • Lee, Ju-Il
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.5
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    • pp.41-46
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    • 2018
  • This study focuses on the legal concept of virtual money, focusing on the case of how we can change the framework of fixed thinking about our trade concept and money with the fourth industrial revolution. The legal character of the virtual money, which played a role as a means of trading in crime, could be discussed, and the court could put it in the category of " property " as a subject of confiscation. Many people are expressing empathy for the fact that there will be many traits in the future world that are difficult to predict. At this side, when the legal validity of the advantage is not recognized as the legal money yet to be recognized as the legal currency, it begins to be discussed as a necessary means of trading between individuals, businesses and individuals. Defining a legal character can be very significant in determining policy direction related to future operations of virtual money. But to date, it is very difficult to establish the legal character of virtual money through existing legislation. Therefore, as we looked at in this case, we examined whether the property was subject to the seizure of the profits from the crime. Attention was also given to the possibility of such abuse of virtual money and whether effective legal interpretation was possible for the categories of assets subject to seizure.

3D Character Motion Synthesis and Control Method for Navigating Virtual Environment Using Depth Sensor (깊이맵 센서를 이용한 3D캐릭터 가상공간 내비게이션 동작 합성 및 제어 방법)

  • Sung, Man-Kyu
    • Journal of Korea Multimedia Society
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    • v.15 no.6
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    • pp.827-836
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    • 2012
  • After successful advent of Microsoft's Kinect, many interactive contents that control user's 3D avatar motions in realtime have been created. However, due to the Kinect's intrinsic IR projection problem, users are restricted to face the sensor directly forward and to perform all motions in a standing-still position. These constraints are main reasons that make it almost impossible for the 3D character to navigate the virtual environment, which is one of the most required functionalities in games. This paper proposes a new method that makes 3D character navigate the virtual environment with highly realistic motions. First, in order to find out the user's intention of navigating the virtual environment, the method recognizes walking-in-place motion. Second, the algorithm applies the motion splicing technique which segments the upper and the lower motions of character automatically and then switches the lower motion with pre-processed motion capture data naturally. Since the proposed algorithm can synthesize realistic lower-body walking motion while using motion capture data as well as capturing upper body motion on-line puppetry manner, it allows the 3D character to navigate the virtual environment realistically.