• Title/Summary/Keyword: Visual Characters

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Surface Model and Scattering Analysis for Realistic Game Character

  • Kim, Seongdong;Lee, Myounjae
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.109-116
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    • 2021
  • In this paper, we considered that recently 3D game characters have been almost alike realistic expression because of a great mathematical computation and efficient techniques on GPU hardware. We presented the rendering technique and analysis for 3D game characters to simulate and render mathematical approach model from recent researches to perform the game engine for the surface reflection of lighting model. We compare our approach with the existing variant rendering techniques here using Open GL shader language on game engine. The experimental result will be provided the view-dependent visual appearance of variant and effective modeling characters for realistic expression using existing methods on the GPU for effective simulations and rendering process. Since there are many operations that are used redundantly while performing mathematical operations, the necessary functions and requirements have been to compute in advance.

Case Study of Animation Production using 'MetaHuman'

  • Choi, Chul Young
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.150-156
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    • 2022
  • Recently, the use of Unreal Engine for animation production is increasing. In this situation, Unreal Engine's 'MetaHuman Creator' helps make it easier to apply realistic characters to animation. In this regard, we tried to produce animations using 'MetaHuman' and verify the effectiveness and differences from the animation production process using only Maya software. To increase the efficiency of the production process, the animation process was made with Maya software. We tried to import animation data from Unreal Engine and go through the process of making animations, and try to find out if there are any problems. And we tried to compare animations made with realistic 'MetaHuman' characters and animation works using cartoon-type characters. The use of the same camera lens in realistic character animations and cartoon character animations produced based on the same scenario was judged to be the cause of the lack of realistic animation screen composition. The analysis revealed that a different approach from the existing animation camera lens selection is required for the selection of the camera lens in the production of realistic animation.

A Study on the Visual Elevation Image of Apartment Buildings (아파트 입면계획에서 시각적 디자인 이미지에 관한 연구)

  • 손세욱;구시온
    • Journal of the Korean housing association
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    • v.10 no.2
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    • pp.247-257
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    • 1999
  • This study is aimed to propose the evaluation model of forecasting visual quality of apartment buildings, which would be a useful tool to make the architectural concepts corresponding to user needs. This study was carried out through the four-step experiments as follows. The first step is to take the user's visual evaluation construct. To do this, the 22 adjective phrases were extracted, which were applicable to all apartment buildings. The second step is to analyze the user's visual preference, which is measured by the user's psychological quantity on the apartment buildings by S. D.(Semantic Differential) Method. The third step is to analyzethe five psychological-factors obtained from the Factor Analysis. The perceptual images on the 41 experimental subjects were checked up through evaluating and analyzing the factor scores of each subjects for each psychological-factor. The fourth step is to analyze, the similarity of various characters in a building, which is mirrored on the user's psychological quantity and how buildings are grouped by it.

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Analysis of Extraction Performance according to the Expanding of Applied Character in Hangul Stroke Element Extraction (한글 획요소 추출 학습에서 적용 글자의 확장에 따른 추출 성능 분석)

  • Jeon, Ja-Yeon;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.23 no.11
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    • pp.1361-1371
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    • 2020
  • Fonts have developed as a visual element, and their influence has rapidly increased around the world. Research on font automation is actively being conducted mainly in English because Hangul is a combination character and the structure is complicated. In the previous study to solve this problem, the stroke element of the character was automatically extracted by applying the object detection by component. However, the previous research was only for similarity, so it was tested on various print style fonts, but it has not been tested on other characters. In order to extract the stroke elements of all characters and fonts, we performed a performance analysis experiment according to the expansion character in the Hangul stroke element extraction training. The results were all high overall. In particular, in the font expansion type, the extraction success rate was high regardless of having done the training or not. In the character expansion type, the extraction success rate of trained characters was slightly higher than that of untrained characters. In conclusion, for the perfect Hangul stroke element extraction model, we will introduce Semi-Supervised Learning to increase the number of data and strengthen it.

Survey on the Experienced Discomfort in Reading Korean Characters of Various Display Types (표시 유형별 한글 표시문 읽기 불편 경험도 조사)

  • Jung, Myung-Chul;Song, Young-Woong;Kong, Yong-Ku;Lee, In-Seok
    • IE interfaces
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    • v.22 no.4
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    • pp.312-316
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    • 2009
  • A questionnaire survey was carried out in order to understand the discomfort when people experience in reading Korean characters of displays. In the survey, 499 respondents (276 males and 223 females), whose ages ranged from 10s to 70s, participated, while 19.6% of the respondents were over 60 years old. The mean visual acuity was 0.93, while it decreased as the age increases from 40s. Approximately 41.4% of the respondents, 98% of them were over 40s, reported that they experienced presbyopia. It was found that the percentage of the respondents who experienced the discomfort much in reading Korean characters significantly increased as the age increases from 40s. The respondents over 40s reported different discomfort experiences according to the type of displays. It was found that the respondents thought that the main reason for the discomfort in reading is related to the character size. The survey results showed that the Korean text in the displays should be designed to be easily readable by the main users.

A visual identification key to Orchidaceae of Korea

  • Seo, Seon-Won;Oh, Sang-Hun
    • Korean Journal of Plant Taxonomy
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    • v.47 no.2
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    • pp.124-131
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    • 2017
  • Species identification is a fundamental and routine process in plant systematics, and linguistic-based dichotomous keys are widely used in the identification process. Recently, novel tools for species identification have been developed to improve the accuracy, ease to use, and accessibility related to these tasks for a broad range of users given the advances in information and communications technology. A visual identification key is such an approach, in which couplets consist of images of plants or a part of a plant instead of botanical terminology. We developed a visual identification key for 101 taxa of Orchidaceae in Korea and evaluated its performance. It uses short statements for image couplets to avoid misinterpretations by users. The key at the initial steps (couplets) uses relatively easy characters that can be determined with the naked eye. The final steps of the visual key provide images of species and information about distributions and flowering times to determine the species that best fit the available information. The number of steps required to identify a species varies, ranging from three to ten with an average of 4.5. A performance test with senior college students showed that species were accurately identified using the visual key at a rate significantly higher than when using a linguistic-based dichotomous key and a color manual. The findings presented here suggest that the proposed visual identification key is a useful tool for the teaching of biodiversity at schools, for the monitoring of ecosystems by citizens, and in other areas that require rapid, easy, and accurate identifications of species.

A Study on Visual and Auditory Inducement of VR Image Contents and the Inducement Components of for Immersion Improvement (몰입감 향상을 위한 VR 영상 콘텐츠의 시청각 유도와 구성요소에 관한 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.495-500
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    • 2016
  • Since 2016, the VR market has been on the rapid growth. The most critical and arising issue in the VR market is VR contents. That is because it is necessary to develop making techniques and various VR contents to satisfy users' immersion and interaction as much as possible. Therefore, this study focused on VR image contents, conducted domestic and foreign cases of the components of visual and auditory inducement to keep and improve immersion, and thereby tried to find a right direction of visual and auditory inducement. As a result, the visual and auditory components of visual and auditory inducement were found to be photographing, edition, lighting, stitching, graphics, effect, voice actor's narration, dubbing, character voice, background sound, and sound effect; its technical and content components were found to be photographing technique, edition technique, lighting, stitching, graphics and effect, sound and sound effect, and theatric direction based on Mise-en-Scene, lines and narration of characters, and movements of characters and objets. For VR image contents, not only visual and auditory components, but technical and content components are necessary to improve immersion. In the future, it will be necessary to continue to research them.

A Study on the Analysis of Flood-related Characters in Sanhae-gyeong and Ojang Samgyeong (『산해경·오장산경』 수해 캐릭터 유형 특성에 관한 분석 연구)

  • ENPENG-WU;Hee-Kyung Lim
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.2
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    • pp.355-362
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    • 2023
  • Characters in visual media have different symbolic meanings depending on their orientations or roles. 『山海經』 is a fantasy novel written around the 3rd or 4th century BC., and the characters in the classical Chinese novel have various meanings and symbols, such as disasters, wealth, diseases, etc., according to their types. The symbolism of animals that the Chinese think of, the symbolism of characters in fantasy novels, and the morphological analysis are necessary elements in the development of characters and the film industry in China. This study analyzed the images of characters as follows, focusing on classical Chinese fantasy novels 『山海经』, 『山海经圖象全體』, and 『山海經圖』 and the fantasy novels of the Qing Dynasty 『山海经存』 and 『山海经圖錄』. First, the shapes of characters are slightly different in illustration images. Second, Among 453 characters in 山海經, there are a total of 8 characters related to flood damage, such as floods, rainy season, etc.: 'Jangwoo', 'Hapyu', 'Hwasa', 'Yeongryeong', 'Buje', 'Seungwoo', 'Manman', and 'Naeo' Third, it can be seen that the characters are creative ones that are combined with objects and animals and plants, apart from the symbolic meanings of real animals and characters in 山海經. It is believed that the continuous analysis of the characters in 山海經 will enable them to be widely used in the film industry.

The Characteristics of User Created Content(UCC) for Virtual Band K/DA (가상밴드 K/DA에 대한 사용자 제작 콘텐츠(UCC) 특성)

  • Zhe, Han;Lee, Hyun Seok
    • Journal of Korea Multimedia Society
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    • v.23 no.1
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    • pp.74-84
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    • 2020
  • In November 2018, virtual pop band K/DA, with the use of holograms and actual K-pop girl group members, performed its debut album titled "POP/STARS" at the opening ceremony of the League of Legends S8 final, hosted by Riot Games. The fan culture that exists for real singers adapts itself to virtual bands, and K/DA, consisting of virtual characters, encouraging the production of user created content (UCC). However, this form of UCC is different from the most common one, meaning that this type of band generates another way of consuming content. Therefore, this study examines how K/DA's digital characters are transformed and reproduced by UCC and how the original producers' content differs from them. Firstly, the development of this study considers the open characteristics of UCC, such as user type, created motivation, created process, content type and sharing method. In the second part, the virtual idol Hatsune Miku and virtual band Pentakill will be analysed to understand UCC. Thirdly, K/DA will be analyzed as a case study based on three factors: created motivation, content type and sharing method. In this manner, this study aims to explain how UCC for virtual bands reproduce and consume original content and expand their commercial value.

A Study on Korean Monster Characters for Korea Myth (한국신화를 이용한 한국형 몬스터 캐릭터 개발 연구)

  • Kim, Jae-Heon;Kim, Chee-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.328-331
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    • 2010
  • The ratio of roles, involving characters created by 2D or 3D Graphic Technology, has risen within games, recent animations, movies and the educational sector. However, the "monster character" appears mainly in "Shanghai Ching" and Greek and Roman mythology. To receive worldwide accolade, it is time that we should use our games, movies and animations to present the history and spirit of Korea. I researched Korean myths so as to understand the characteristics a "Korean monster" would need to portray. This also allowed me to visualise the monster and realize the necessary manufacturing processes involved.

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