• Title/Summary/Keyword: Virtual methods

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A Study on the Usability of Digital Humans in New Media Contents

  • Jihan Kim;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.300-305
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    • 2023
  • This thesis is a study of content development utilizing media outlets to date through digital humans. The trend of global content is that the video content industry, including the character business, is growing. Lil Michela, who was selected as one of the 25 most influential people on the Internet by Time magazine in 2018, Nasua, who appeared in a SK Telecom commercial, and Rosie, who appeared in a Shinhan Bank commercial, are representative. Digital humans, which are driving new content, are computer-generated human characters with various characteristics and are referred to as virtual humans, metahumans, and cyber humans. With the rise of the metaverse after COVID-19, digital humans are being utilized in various forms such as media and marketing as an element of visual content. In the form of media, we can see that the boundaries between the offline and digital worlds are converging, and in the form of marketing, we can see that digital humans connect consumers and products more naturally. In the form of interaction, it is possible to achieve two-way communication through various methods of operation, and through these factors, it is possible to go beyond behavioral communication in the form of memorialization to emotional communication through AI technology. What can be seen through these processes is that through the currently developing digital human production methods and AI functions, not only experts but also non-experts can create quality contents, and new directions of contents will appear, and contents that can provide immediate feedback by bringing consumers and creators closer together have been studied.

Development and Application of Water Balance Network Model in Agricultural Watershed (농업용수 유역 물수지 분석 모델 개발 및 적용)

  • Yoon, Dong-Hyun;Nam, Won-Ho;Koh, Bo-Sung;Kim, Kyung-Mo;Jo, Young-Jun;Park, Jin-Hyeon
    • Journal of The Korean Society of Agricultural Engineers
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    • v.66 no.3
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    • pp.39-51
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    • 2024
  • To effectively implement the integrated water management policy outlined in the National Water Management Act, it is essential to analyze agricultural water supply and demand at both basin and water district levels. Currently, agricultural water is primarily distributed through open canal systems and controlled by floodgates, yet the utilization-to-supply ratio remains at a mere 48%. In the case of agricultural water, when analyzing water balance through existing national basin water resource models (K-WEAP, K-MODISM), distortion of supply and regression occurs due to calculation of regression rate based on the concept of net water consumption. In addition, by simplifying the complex and diverse agricultural water supply system within the basin into a single virtual reservoir, it is difficult to analyze the surplus or shortage of agricultural water for each field within the basin. There are limitations in reflecting the characteristics and actual sites of rural water areas, such as inconsistencies with river and reservoir supply priority sites. This study focuses on the development of a model aimed at improving the deficiencies of current water balance analysis methods. The developed model aims to provide standardized water balance analysis nationwide, with initial application to the Anseo standard watershed. Utilizing data from 32 facilities within the standard watershed, the study conducted water balance analysis through watershed linkage, highlighting differences and improvements compared to existing methods.

HRTF Enhancement Algorithm for Stereo ground Systems (스테레오 시스템을 위한 머리전달함수의 개선)

  • Koo, Kyo-Sik;Cha, Hyung-Tai
    • The Journal of the Acoustical Society of Korea
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    • v.27 no.4
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    • pp.207-214
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    • 2008
  • To create 3D sound, we usually use two methods which are two channels or multichannel sound systems. Because of cost and space problems, we prefer two channel sound system to multi-channel. Using a headphone or two speakers, the most typical method to create 3D sound effects is a technology of head related transfer function (HRTF) which contains the information that sound arrives from a sound source to the ears of the listener. But it causes a problem to localize a sound source around a certain places which is called cone-of-confusion. In this paper, we proposed the new algorithm to reduce the confusion of sound image localization. HRTF grouping and psychoacoustics theory are used to boost the spectral cue with spectrum difference among each directions. Informal listening tests show that the proposed method improves the front-back sound localization characteristics much better than conventional methods.

Efficient Opaque Ice Sphere Formation Using a Lightweight Geometric Approach

  • Jong-Hyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.91-98
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    • 2024
  • In this paper, we present a particle-grid blending framework based on a geometric approach to efficiently represent opaque ice spheres with air bubbles. The water temperature is diffused through the grid and the air bubbles represented inside the ice through the particles. To solve the problem of previous methods that generate noisy dissolved air fields, we use levelsets to lighten the algorithm, i.e., the number of active particles and the initial amount of dissolved oxygen can be used to efficiently control the termination conditions of heat diffusion. We also extend the previous dissolved air field method, which only computes near air bubbles, to transparent regions to represent realistic ice spheres, and introduce a levelset-based approach to accurately compute the orientation of particles. As a result, the method presented in this paper is about three times faster than the existing methods and shows visually improved visualization of opaque ice spheres, which can be used in the field of representing physical virtual ice forms.

Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.267-277
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    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.

Shear strength prediction of high strength steel reinforced reactive powder concrete beams

  • Qi-Zhi Jin;Da-Bo He;Xia Cao;Feng Fu;Yi-Cong Chen;Meng Zhang;Yi-Cheng Ren
    • Advances in concrete construction
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    • v.17 no.2
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    • pp.75-92
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    • 2024
  • High Strength steel reinforced Reactive Powder Concrete (RPC) Beam is a new type of beams which has evident advantages than the conventional concrete beams. However, there is limited research on the shear bearing capacity of high-strength steel reinforced RPC structures, and there is a lack of theoretical support for structural design. In order to promote the application of high-strength steel reinforced RPC structures in engineering, it is necessary to select a shear model and derive applicable calculation methods. By considering the shear span ratio, steel fiber volume ratio, longitudinal reinforcement ratio, stirrup ratio, section shape, horizontal web reinforcement ratio, stirrup configuration angle and other variables in the shear test of 32 high-strength steel reinforced RPC beams, the applicability of three theoretical methods to the shear bearing capacity of high-strength steel reinforced RPC beams was explored. The plasticity theory adopts the RPC200 biaxial failure criterion, establishes an equilibrium equation based on the principle of virtual work, and derives the calculation formula for the shear bearing capacity of high-strength steel reinforced RPC beams; Based on the Strut and Tie Theory, considering the softening phenomenon of RPC, a failure criterion is established, and the balance equation and deformation coordination condition of the combined force are combined to derive the calculation formula for the shear bearing capacity of high-strength reinforced RPC beams; Based on the Rankine theory and Rankine failure criterion, taking into account the influence of size effects, a calculation formula for the shear bearing capacity of high-strength reinforced RPC beams is derived. Experimental data is used for verification, and the results are in good agreement with a small coefficient of variation.

A study on 3D Modeling Process & Rendering Image of CAD Program-With Case study on Cellular Phone Design- (캐드에 의한 3차원 모델링 제작과정과 렌더링 이미지 연출에 관한 연구-무선 이동 전화기 디자인 사례를 중심으로-)

  • 이대우
    • Archives of design research
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    • no.18
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    • pp.25-34
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    • 1996
  • Industrial design development methods and processes have changed in accordance with Industrial Information Age. These days, problems are created by existing methods and evaluation of design value , all problems concerned with time and finances sitaution have been made a subject of discussion. Development of design processes have been changed by the development of problem recognition and solving tools, and dpsign tpchnulugy havp hppn replaced by computer technology,Thus. software design processes linking thoughtware to hardware are used in the solution of design problems with many parts. In this study, 3D Modeling samples are presented, 3D Modeling can realise ' Ideas' to '3Dimentional Virtual Ohjects'. These effect and value are anle to decisively influence the process of design problem conference-ebealuation-solution.Proxesses of actual modeling and rendering are made as follows. By compusition of simple 20 drawings and shaping them into 30 objects, 30 solid models can be made. To prssent effectivley, we can make a sample model by varying camera views,light sourses,materials and colours etc. This sample is evaluated by various cumposition, methods and PERT(Program Evaluation and Review Technique). This cuncrete sample (tentative plan)is changed within the CAD SYSTEM by design evaluation, and then converted to flowchart of mass productive conception through refined data. So, that tentative plan can be conformed to design desire actuillly, to the utmost degree. Finally, this design process can be proposed as il new method in cuntrast with current methods. The aim of this study is to suggest effective evaluation methods of design outcome among many evaluating elements.

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A probabilistic assessment of ground condition prediction ahead of TBM tunnels combining each geophysical prediction method (TBM 현장에서 막장전방 예측기법 결과의 확률론적 분석을 통한 지반상태 평가)

  • Lee, Kang-Hyun;Seo, Hyung-Joon;Park, Jeongjun;Park, Jinho;Lee, In-Mo
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.18 no.3
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    • pp.257-272
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    • 2016
  • It is usually not an easy task to counter-measure on time and appropriately when confronting with troubles in mechanized tunnelling job-sites because of the limitation of available spaces to perform those actions with the existence of disk cutter, cutter head, chamber and other various apparatus in Tunnel Boring Machine (TBM). So, it is important to predict the ground condition ahead of a tunnel face during tunnel excavation. Efforts have been made to utilize geophysical methods such as elastic wave survey, electromagnetic wave survey, electrical resistivity survey, etc for predicting the ground condition ahead of the TBM tunnel face. Each prediction method among these geophysical methods has its own advantage and disadvantage. Therefore, it might be needed to apply several geophysical methods rather than just one to predict the ground condition ahead of the tunnel face in the complex and/or mixed grounds since those methods will compensate among others. The problem is that each prediction method will give us different answer on the predicted ground condition; how to combine different solutions into a most reasonable and representative predicted value might be important. Therefore, in this study, we proposed a methodology how to systematically combine each prediction method utilizing probabilistic analysis as well as analytic hierarchy process. The proposed methods is applied to a virtual job site to confirm the applicability of the model to predict the ground condition ahead of the tunnel face in the mechanized tunnelling.

A Study on the Basic Design Education Using WWW (WWW를 활용한 기초디자인교육에 관한 연구)

  • 김소영;임창영
    • Archives of design research
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    • v.11 no.1
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    • pp.161-172
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    • 1998
  • The evolution of computing environments caused various dharges in our society. The change cj instruction media is one of these effects. WWW using network techndogy is regarded as a pov.powerful tool for rerrote instruction. The methods of utilizing network technologies in design instrudion and design process rould be diversified comparing with those of other general instruction. Computer graphics has been regarded as a very use!u design tool for its accuracy and rapidty. Network can help us to do creative work using cornplter graphics. The merits of this technology are sharing resources and rraking it easy to roIlaborate. Recent cxxnputer graphics instruction has some defects in oontents and methods. The oontents have a weak relationship with other industrial design subjects. From above, the purpose of this thesis is to use computer graphics and netv.urk technology for supporting basic design instruction. Virtual gallery using WWW can be a cyberspare v.tlere the evaluation of results and the exchange of information take plare. This tool makes it easier to oomrunicate and oollaborate with dassmates. A casestudy-Composition with basic objectswas exea.rted by individual for distributed asynchronous rmde. The results of this thesis are summarized for four factors. Rrst, it was easy to transform idea. Serond, student-oriented working was performed. Third, interaction among students was activated. Fourth, not only final results, but also midterm results was oonsidered for evaluation. These methods also have problems as rerent instruction methods, but it rould be used as a instruction tool to compensate for existing instruction methods.

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Parameter Analysis for Time Reduction in Extracting SIFT Keypoints in the Aspect of Image Stitching (영상 스티칭 관점에서 SIFT 특징점 추출시간 감소를 위한 파라미터 분석)

  • Moon, Won-Jun;Seo, Young-Ho;Kim, Dong-Wook
    • Journal of Broadcast Engineering
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    • v.23 no.4
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    • pp.559-573
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    • 2018
  • Recently, one of the most actively applied image media in the most fields such as virtual reality (VR) is omni-directional or panorama image. This image is generated by stitching images obtained by various methods. In this process, it takes the most time to extract keypoints necessary for stitching. In this paper, we analyze the parameters involved in the extraction of SIFT keypoints with the aim of reducing the computation time for extracting the most widely used SIFT keypoints. The parameters considered in this paper are the initial standard deviation of the Gaussian kernel used for Gaussian filtering, the number of gaussian difference image sets for extracting local extrema, and the number of octaves. As the SIFT algorithm, the Lowe scheme, the originally proposed one, and the Hess scheme which is a convolution cascade scheme, are considered. First, the effect of each parameter value on the computation time is analyzed, and the effect of each parameter on the stitching performance is analyzed by performing actual stitching experiments. Finally, based on the results of the two analyses, we extract parameter value set that minimize computation time without degrading.