• 제목/요약/키워드: Virtual character

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Comparison of the Size of objects in the Virtual Reality Space and real space (가상현실 공간상에서 물체의 크기와 실제 크기간의 비교연구)

  • Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.49
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    • pp.383-398
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    • 2017
  • Virtual Reality contents are being used as media in various fields. In order for the virtual reality contents to be realistic, the scale of the objects in the virtual reality must be the same as the actual size, and the user must feel the same size. However, even if the size of the character in the virtual reality space is made equal to the size in comparison with the size of the character in the reality, the distortion of the size can occur when the user looks at the object in the image with the HMD. In this paper, I investigate the requirements related to size in virtual reality, and try to find out what difference these requirements have in virtual reality and how the difference affects users. Experiments and surveys to compare the size of objects in virtual reality space and the size of objects in real space were conducted to investigate how scale distortion occurs at distant and near places. I hope that this paper will be a useful research for virtual reality developers.

Proposal for Deep Learning based Character Recognition System by Virtual Data Generation (가상 데이터 생성을 통한 딥러닝 기반 문자인식 시스템 제안)

  • Lee, Seungju;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.25 no.2
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    • pp.275-278
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    • 2020
  • In this paper, we proposed a deep learning based character recognition system through virtual data generation. In order to secure the learning data that takes the largest weight in supervised learning, virtual data was created. Also, after creating virtual data, data generalization was performed to cope with various data by using augmentation parameter. Finally, the learning data composition generated data by assigning various values to augmentation parameter and font parameter. Test data for measuring the character recognition performance was constructed by cropping the text area from the actual image data. The test data was augmented considering the image distortion that may occur in real environment. Deep learning algorithm uses YOLO v3 which performs detection in real time. Inference result outputs the final detection result through post-processing.

Intelligent Control Framework for Non Player Characters of Immersive Networked Virtual Environment (실감형 Networked Virtual Environment의 사실성 증진를 위한 Non Player Character의 지능적 제어 프레임워크)

  • Jun, Kyung-Koo;Sung, Mee-Young;Lee, Sang-Rak
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1168-1174
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    • 2006
  • 본 논문에서는 실감형 Networked Virtual Environment (NVE)의 사실성 증진을 위한 Non Player Character (NPC)의 지능적 제어 프레임워크를 제안한다. 이 프레임워크는 반응의 다양성, 실시간성 그리고 NPC의 능동성면에서 기존 게임에서 사용되는 NPC 구현 기법과 차이가 있다. 기존 NPC 제어구조의 경우, 휴먼 사용자의 행동에 따른 NPC의 반응이 일정 스크립트나 규칙에 따르기 때문에 정형적이며, 또한 NPC의 반응시간에 대한 실시간성을 고려하지 않고 있다. 또한 NPC는 휴먼 사용자의 액션에 반응하는 종속적이고 수동적인 역할만을 담당한다. 제안하는 프레임워크에서는 NPC는 각자의 취향을 가지고 있어 다양한 반응과 행동양식을 보일 수 있으며, NPC의 행동 결정 시간에 어느 정도 실시간성을 부여할 수 있으며, 또한 NPC의 역할이 수동적 형태에서 벗어나 능동적으로 계획하여 행동을 실행할 수 있다. 프레임워크의 구현을 위해 SWI-Prolog의 Rule based 추론엔진과 유전자 알고리즘을 사용하였다.

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A Study of Virtual 3D Fashion Coordination (가상 3D 패션 코디네이션 연구)

  • 강인애;김효숙;최창석
    • Journal of the Korean Home Economics Association
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    • v.40 no.6
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    • pp.159-171
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    • 2002
  • Today, many people seek for their own personal character which is distinguished from another people and they utilize fashion coordination as the was of expression their own image. In addition, interest in electronic commerce and cuber shopping mall on the internet is increasing. For this reason, visual and interesting virtual fashion coordination system is needed. The purpose of this study is to propose possibility of fashion coordination by virtual 3D model. For this study, 1. We make a 3D standard body model by automatic generation. 2. We make 3D fashion item (sleeveless top and flare skirt) by automatic generation. 3. We combine 3D body model with fashion item by special point, grouping and gap being between body and clothes. 4. We make textile palettes and textile DB for texture mapping and rendering. As a effect of this study, 1. It can give the chance to coordinate clothes suitable for their own character and bodyshape on the cuber space more speedily and variously. 2. It can help fashion internet shopping mall company can save a time, expenses and tries to advertise their new products, offer service for customers and lead customers to purchasing. 3. It can accumulate a database of design and textile for using by fashion and textile industry.

Motion Simplification of Virtual Character (가상 캐릭터의 동작 단순화 기법)

  • Ahn, Jung-Hyun;Oh, Seung-Woo;Wohn, Kwang-Yun
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.10
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    • pp.759-767
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    • 2006
  • The level-of-detail (LoD), which is a method of reducing polygons on mesh, is one of the most fundamental techniques in real-time rendering. In this paper, we propose a novel level-of-detail technique applied to the virtual character's motion (Motion LoD). The movement of a virtual character can be defined as the transformation of each joint and it's relation to the mesh. The basic idea of the proposed 'Motion LoD' method is to reduce number of joints in an articulated figure and minimize the error between original and simplified motion. For the motion optimization, we propose an error estimation method and a linear system reconstructed from this error estimation for a fast optimization. The proposed motion simplification method is effectively useful for motion editing and real-time crowd animation.

Migration Agent for Seamless Virtual Environment System in Cloud Computing Network (클라우드 컴퓨팅 네트워크에서 Seamless 가상 환경 시스템 구축을 위한 마이그레이션 에이전트)

  • Won, Dong Hyun;An, Dong Un
    • Smart Media Journal
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    • v.8 no.3
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    • pp.41-46
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    • 2019
  • In a MMORPG, a typical application of virtual environment systems, it is a common desire to play in a more realistic environment. However, it is very difficult to provide a latency-free virtual environment to a large user base, mainly due to the fact that the real environment must be configured on multiple servers rather than on single server and that data must be shared on the real server when users move from one region to another. Experiencing response delays continuously in the process of information synchronization between servers greatly deteriorates the degree of immersion. In order to solve this problem, it is necessary to minimize the response delay occurring in the information synchronization process between the servers. In this paper, we propose Migration Agent for efficient information synchronization between field servers providing information of virtual environment and minimizing response delay between Field Server and PC(Player Character) and implement it in cloud computing network. In the proposed system, CPU utilization of field server increased by 6 ~ 13%, and response time decreased by 5 ~ 10 seconds over the existing system in 70,000 ~ 90,000 PCs

Navigation Characteristics of a Virtual Human using a Limited Perception-based Mapping (제한적 인지 기반의 맵핑을 이용한 가상인간의 항해 특성)

  • Han, Chang-Hee;Kim, Lae-Hyun;Kim, Tae-Woo
    • Journal of the Korea Society for Simulation
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    • v.14 no.2
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    • pp.93-103
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    • 2005
  • This paper presents characteristics of a virtual human's navigation using a limited perception-based mapping. Previous approaches to virtual human navigation have used an omniscient perception requiring full layout of a virtual environment in advance. However, these approaches have a limitation on being a fundamental solution for a human-likeness of a virtual human, because behaviors of humans are basically based on their limited perception instead of omniscient perception. In this paper, we integrated Hill's mapping algorithm with a virtual human to experiment virtual human's navigation with the limited perception. This approach does not require full layout of the virtual environment, 360-degree's field of view, and vision through walls. In addition to static objects such as buildings, we consider enemy emergence that can affect an virtual human's navigation. The enemy emergence is used as the variable on the experiment of this present research. As the number of enemies varies, the changes in arrival rate and time taken to reach the goal position were observed. The virtual human navigates by two conditions. One is to take the shortest path to the goal position, and the other is to avoid enemies when the virtual human encounters them. The acquired result indicates that the virtual human's navigation corresponds to a human cognitive process, and thus this research can be a framework for human-likeness of virtual humans.

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Factors Contributing to the Popularity of Virtual Idol 'PLAVE' in the South Korean Entertainment Industry: The Impact of Character Realism, 2D Webtoon Design, and Real-Time Communication (국내 엔터테인먼트 산업에서의 버추얼 아이돌 '플레이브'의 인기 요인: 캐릭터 리얼리즘, 2D 웹툰 디자인, 실시간 소통의 영향)

  • Mi Ji Park;Seung In Kim
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.139-146
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    • 2024
  • This study analyzed the popularity factors of the virtual idol 'PLAVE' to provide insights for future virtual idol production and content management in the domestic entertainment industry. Three hypotheses were established and tested through an online survey conducted from May 7 to May 20, 2024, with 73 participants. After excluding insincere responses, 67 responses were regression-analyzed. All three hypotheses, regarding character realism, 2D webtoon design, and real-time communication, were validated with P-values below 0.05. These findings offer strategic insights for the domestic entertainment industry and suggest a new paradigm for the virtual idol sector.

Virtual Character Generation using No-Zippering Method (No-Zippering 기법을 이 용한 가상객체 생성)

  • 김기호;권대현;유황빈
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1998.11a
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    • pp.45-49
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    • 1998
  • 3차원 스캐너 또는 스테레오 비전 등으로부터 입력된 거리 정보(Range Data)를 실제 응용프로 프로그램에 사용하기 위한 가상객체(Virtual Character)로 만들기 해서 는 우선 메쉬(mesh) 형태로 변환하는 작업 이 필수적이며, 기법들은 수십년 동안 활발히 연구되어 왔다. 많이 이용되는 방법은 초기 입력된 거리영상들의 각각의 점들이 연결관계 및 구조에 대한 정보를 입력 시점에서 알 수 있으므로, 각 면에 대해서는 쉽게 메쉬를 생성하여, 2차원 측정 단면 중심의 부조 형태로 메쉬를 활용하고 있지만. 3차원 가상객체가 요구되는 경우에는 측정단면별로 형성된 결과들을 하나의 메쉬로 생성하기 위해서는 짜깁기(Zippering)와 같은 어려운 작업이 추가로 필요하다. 본 논문에서는 개선된 3차원 행진입방체 방법과 간략화 기법을 적용하여 짜깁기(Zippering)을 사용하지 않고 가상객체를 생성하는 방법을 소개하려 한다.

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Study on the motion acting in the game character animation (게임캐릭터애니메이션 동작연기연구)

  • Hwang, Kil-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.273-278
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    • 2006
  • In the virtual space in which human imagination exists, a great deal of games and animation contents have been developed and shown. Games and animations are performing a role as an unrealistic representative, and creating abundant virtual culture with variety of human life. A representative, that is, a main character is being completed with external design, unique personality and ability, and action in the story. This study is expecting that a game character might develop into motion acting for emotional situation from the simple action. As giving a game character a role as a medium to express various circumstances and emotions, choosing motions from a pantomimist and applying them to 3D character, and expressed according to the motion acting. Motion acting is extended from the basic motion into the emotional phases such as joy, anger, sorrow and pleasure. The motion acting expressed from various viewpoints is suggested, as communicating clear message through emotional acting contrary to the symbolic language.

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