• Title/Summary/Keyword: animation control

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Development and Evaluation of a Web-based Education Program for Nursing Students on Control of Vancomycin-resistant Enterococcus Infection (간호학생을 위한 웹기반 VRE 감염관리 교육프로그램의 개발 및 효과)

  • Gong, Ju;Kang, Ji-Yeon
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.19 no.1
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    • pp.122-133
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    • 2012
  • Purpose: The purpose of this study was to develop a web-based education program on control vancomycin-resistant enterococci (VRE) infections and to identify the effects of the program on knowledge and performance of nursing students. Methods: The web-based VRE infection control education program was developed by using the network-based instructional systems design model. The nursing students in the experimental group could access this web-based education program at any time, and as many times as they wanted, during the clinical training period. Effects were evaluated by assessing knowledge and performance of VRE infection control measures during the clinical training period. Results: The contents of the education program included diagnosis, transmission, and treatment of VRE, contact precautions, hand washing, personal protective equipment, environment management, and quizzes. The lecture portion was filmed in a virtual screen studio using flash animation, video, and sound effects, and it was uploaded on an internet site. The knowledge and performance scores of the experimental group after using the education program were significantly higher than those of the control group. Conclusion: The results suggest that the web-based VRE infection control education program is an effective educational method to enhance knowledge and performance of VRE infection control measures.

The Effect of Emotion Coaching Program using Animation on Infant's Peer Competence and Communication with Teachers in charge (애니메이션을 활용한 감정코칭 프로그램이 유아의 또래 유능성과 담임교사와의 의사소통에 미치는 영향)

  • Yun, Soojin;Tak, Jinkook
    • The Korean Journal of Coaching Psychology
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    • v.4 no.2
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    • pp.27-56
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    • 2020
  • The purpose of the study is to investigate the effect of an emotion coaching program using animation(the program) on infant peer competence and communication with teachers in charge (teachers). To this end, 30 infants aged 5 years residing in the Seoul area were selected to form 15 experimental groups and 15 control groups. An emotional coaching program using animation for 15 children aged 5 years in the experimental group was conducted 7 times a week for 50 minutes each. The main contents of the program were organized to name the emotions of children aged 5 years old through various emotion scenes, to recognize my emotions and to empathize with the emotions of others. To verify the effectiveness of the program, peer competence and communication with the classroom teacher (social competency test) were conducted before, after, and after (4 weeks after the end of coaching). As a result, both peer competence and communication with the classroom teacher were significant. And the program continuity was verified. Finally, the implications and limitations of the study through the results of this study, and suggestions for future research were discussed.

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Dynamic Crowd Simulation by Emotion-based Behavioral Control of Individuals (개체의 감정기반 행동제어를 통한 동적 군중 시뮬레이션)

  • Ahn, Eun-Young;Kim, Jae-Won;Han, Sang-Hoon;Moon, Chan-Il
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.1-9
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    • 2009
  • In virtual environments, such as computer game and animation, we need to enhance naturalness of crowd simulation. So, we propose a method to generate dynamically moving crowd patterns by applying emotional factors to the individual characters of a crowd in the determination of their behavior. The proposed method mimics human behavior and controls each character in a group to decide its own path according to its individual status. And it is able to generate various moving patterns as a result of letting the individuals go to another group depending upon their conditions. In this paper, some temperament and feeling factors are defined and determination rules for calculating the emotional status are also proposed. Moreover we use a fuzzy theory for accurate representation of the ambiguous expressions such as feeling bad, feeling good and so on. Our experiments show that the suggested method can simulate virtual crowd in more natural and diverse ways.

Facial Color Control based on Emotion-Color Theory (정서-색채 이론에 기반한 게임 캐릭터의 동적 얼굴 색 제어)

  • Park, Kyu-Ho;Kim, Tae-Yong
    • Journal of Korea Multimedia Society
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    • v.12 no.8
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    • pp.1128-1141
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    • 2009
  • Graphical expressions are continuously improving, spurred by the astonishing growth of the game technology industry. Despite such improvements, users are still demanding a more natural gaming environment and true reflections of human emotions. In real life, people can read a person's moods from facial color and expression. Hence, interactive facial colors in game characters provide a deeper level of reality. In this paper we propose a facial color adaptive technique, which is a combination of an emotional model based on human emotion theory, emotional expression pattern using colors of animation contents, and emotional reaction speed function based on human personality theory, as opposed to past methods that expressed emotion through blood flow, pulse, or skin temperature. Experiments show this of expression of the Facial Color Model based on facial color adoptive technique and expression of the animation contents is effective in conveying character emotions. Moreover, the proposed Facial Color Adaptive Technique can be applied not only to 2D games, but to 3D games as well.

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A proposal for the roles of social robots introduced in educational environments (교육 환경 내 소셜 로봇의 도입과 역할 제안)

  • Shin, Ho-Sun;Lee, Kang-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.861-870
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    • 2017
  • In this paper, we propose the roles of social robots in educational environments. This proposal becomes an extension of R-learning. The purpose of social robots is the communication and interaction with human. Social robots have two roles. One is similar to the role of educational service robot and the other is communication role with people in education environments. We make an scenario to explain how to operate the roles of social robots using robot jibo SDK. The scenario was designed for mild interaction with the user in the educational environment. And it was made using jibo animation part to control the external reaction of jibo and behaviors part to control the internal reaction in jibo SDK. Social robots collect data effectively, based on grafting technologies and interaction with people in educational environments. Concludingly, various data collected by social robots contribute to solving problems, developing and establishing of educational environments.

Research on control 'Jump' of 3D MMORPG (3D MMORPG의 '점프' 조작에 관한 연구)

  • Bae, Sung-Han;Kim, Myoung-Ho;Lee, Myoung-Hwak
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.55-63
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    • 2008
  • 'Jump' control is one of several game controls using mainly in 2D game, and 'Jump' control is also very important in 3D game that has been developed steadily due to the advance of programing technology. 3D MMORPG among some kinds of 3D games is the most popular as on-line game in domestic game market these days. This study will give domestic game developers ideas and solutions through analyzing and testing problems caused by applying 'Jump' control technique as control interface of 3D MMORPG game.

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Controller Design for Aircraft Based on Rotational Matrix and Quaternion (회전행렬과 쿼터니언에 근거한 비행체 제어기 설계)

  • Ham, Woon-Chul;Khurelbaatar, Ts.
    • The Journal of Korea Robotics Society
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    • v.4 no.2
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    • pp.88-96
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    • 2009
  • In this paper, we present a linear controller for attitude of aircraft. We use a rotational matrix in one approach and a quaternion in the other approach. We also find some interesting mathematical properties concerning a symmetric rotational matrix and we use these properties to analyze the stability of the proposed control law. We find that the quaternion approach is better than rotational matrix approach because there exists no singular region problem in quaternion approach. On the other hand, singular region problem may happens in rotational matrix approach. The controller structure of the quaternion is also very simple compared with the one proposed by using a rotational matrix approach. We make use Matlab Simulink to simulate and illustrate the theoretical claims. The graphic animation program is developed based on Open-GL for the computer simulation of the proposed control algorithm.

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Local path-planning of a 8-dof redundant robot for the nozzle dam installation/detachment of the nuclear power plants

  • Park, Ki C.;Chang, Pyung H.;Kim, Seung H.
    • 제어로봇시스템학회:학술대회논문집
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    • 1996.10a
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    • pp.133-136
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    • 1996
  • The nozzle dam task is essentially needed to maintain and repair nuclear power plants. For this task, an 8-dof redundant robot is studied with a local path-planning method[l] which is effective to find the optimal joint path in the constrained environment. In this paper, the method[l] is improved practically with the weight matrix and efficient algorithm to find working set. The effectiveness of the proposed method is demonstrated by simulation and animation.

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A Implementation of Web-based Education Contents for 8051 MicroController

  • Kim Hyun Keu;Jun Heung Gu;Choi Kwan Sun
    • Proceedings of the IEEK Conference
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    • 2004.08c
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    • pp.690-692
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    • 2004
  • This paper describes Web based education technique. We implemented a remote compile system with 8051 micro controller. It implemented the system in this paper so that a learner compiled 8051 control programs to the remote. Most big restriction subject is the control of the hardware in an engineering field even though it implements a remote education system. We download the Java Application to Java Web Start and execute in this system. In this paper the learner controls 8051 executions in Web to the remote and implemented so that we confirmed the action. The supplementary problem will be the construction of a remote education system which offeres existing text and sound information, flash animation.

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Space-Time Warp Curve for Synthesizing Multi-character Motions

  • Sung, Mankyu;Choi, Gyu Sang
    • ETRI Journal
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    • v.39 no.4
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    • pp.493-501
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    • 2017
  • This paper introduces a new motion-synthesis technique for animating multiple characters. At a high level, we introduce a hub-sub-control-point scheme that automatically generates many different spline curves from a user scribble. Then, each spline curve becomes a trajectory along which a 3D character moves. Based on the given curves, our algorithm synthesizes motions using a cyclic motion. In this process, space-time warp curves, which are time-warp curves, are embedded in the 3D environment to control the speed of the motions. Since the space-time warp curve represents a trajectory over the time domain, it enables us to verify whether the trajectory causes any collisions between characters by simply checking whether two space-time warp curves intersect. In addition, it is possible to edit space-time warp curves at run time to change the speed of the characters. We use several experiments to demonstrate that the proposed algorithm can efficiently synthesize a group of character motions. Our method creates collision-avoiding trajectories ten times faster than those created manually.