• Title/Summary/Keyword: autonomous character

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A Study on 4D Special Effect Graphics Content Development Creative Processing and Preproduction Design : base on Special Effect Graphics of 'Namsadang' Character Preproduction Report in An-Sung (4D 특수영상에서의 캐릭터 개발과정 제작 공동 작품 연구 - 안성 특수 영상 남사당패 Pre-Production 작품 개발을 기반으로)

  • Cho, Hyun-Kyung
    • Cartoon and Animation Studies
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    • s.41
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    • pp.153-168
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    • 2015
  • In Kyung-GI DO, An-sung, Each local autonomous entity developed the character design to inform the public relations and revitalize local economy and culture. consequently, These have got benefits with marketing local speciality related to their an-sung character; we call it name is arum, pung-mul, duck-bugi who korea traditional face characters. On the contrary, Most of old characters which have been fallen off their formative qualities became a reason that unfit (4D,3D) special film at local doom movie theater. This thesis aims to study on the character of 'namsadang' group what have been produced in ansung-si, that the show up to people about an-sung 4D Contents what local actually character and to make it more competitive through 3D,4D spacial character project developing process. It is need for new various characters, that (3D,4D-VFX) -Graphics of new an-sung'namsadang' group. that will be total different and new development. total VFX; 4-Dimantion visual graphics released in next an-sung local festival, Business prospects are bright and receiving benefits are increasing. As seen in the case of the character of in 2015, it can be a measure to earn benefits as a higher value-added business if it is managed in the local autonomous entities. In this thesis, I propose what the of character in the local special graphics; VFX style characters design. also I was show up to '4D contents character;' ; 'namsadang' group; creative processing including planing. It is possible to be ranged from special 4D series animation, a feature-length special effct cartoon film, character products, and even local doom Theme parks show up film. which are all expected high profits. These profits will be returned back to the an-sung local autonomous entity, who can use them to develop new contents, one of foundations in local economy. As a result, it is helpful to make local traits and effective tourist attractions.

GLOBAL DYNAMICS OF A NON-AUTONOMOUS RATIONAL DIFFERENCE EQUATION

  • Ocalan, Ozkan
    • Journal of applied mathematics & informatics
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    • v.32 no.5_6
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    • pp.843-848
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    • 2014
  • In this paper, we investigate the boundedness character, the periodic character and the global behavior of positive solutions of the difference equation $$x_{n+1}=p_n+\frac{x_n}{x_{n-1}},\;n=0,1,{\cdots}$$ where $\{p_n\}$ is a two periodic sequence of nonnegative real numbers and the initial conditions $x_{-1}$, $x_0$ are arbitrary positive real numbers.

A Motion Editing System for Handling Autonomous Creation of Character Animation

  • Lee, Ji-Hong;Kim, In-Sik
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.117.1-117
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    • 2001
  • A motion handling technique that transforms existing animation motion data to a mathematically well-defined form. The transformed data can be utilized in any kind of autonomous motion creation process that handles such cases as changed environment, structure (kinematic / dynamic) modification, or changed constraints. To overcome the computational burden of traditional spacetime optimization, we divide full motion data frame into several parts, and we applied the transformation technique to each part using an optimizing tool(CFSQP). To show Ire feasibility of the proposed method, a comparison study results with traditional technique is included.

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Realtime Attention System of Autonomous Virtual Character using Image Feature Map (시각적 특징 맵을 이용한 자율 가상 캐릭터의 실시간 주목 시스템)

  • Cha, Myaung-Hee;Kim, Ky-Hyub;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
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    • v.12 no.5
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    • pp.745-756
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    • 2009
  • An autonomous virtual character can conduct itself like a human after recognizing and interpreting the virtual environment. Artificial vision is mainly used in the recognition of the environment for a virtual character. The present artificial vision that has been developed takes all the information at once from everything that comes into view. However, this can reduce the efficiency and reality of the system by saving too much information at once, and it also causes problems because the speed slows down in the dynamic environment of the game. Therefore, to construct a vision system similar to that of humans, a visual observation system which saves only the required information is needed. For that reason, this research focuses on the descriptive artificial intelligence engine which detects the most important information visually recognized by the character in the virtual world and saves it into the memory by degrees. In addition, a visual system is constructed in accordance with an image transaction theory to make it sense and recognize human feelings. This system finds the attention area of moving objects quickly and effectively through the experiment of the virtual environment with three dynamic dimensions. Also the experiment enhanced processing speed more than 1.6 times.

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A study on character change of game graphics according to media coverage and diversity of technology (매체의 포괄성과 기술의 다양성에 따른 게임그래픽의 캐릭터변화 연구분석)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.16 no.8
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    • pp.287-292
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    • 2018
  • It's called masterpieces, which are made up of a lot of enthusiasts by adding a variety of configurations, high game quality, and colorful and realistic graphics. Since many classic games came out and disappear from the game companies, they have been revived in recent years as mobile. Although this phenomenon may have various hardware and software reasons, the present researcher intends to compare and analyze the graphical issues of the characters that can increase the game immersion by the user's autonomous selection among the factors for the immersion of the game. In addition to the birth of one of the most loved characters in the world among the characters of various games, it is considered to be a character who has developed the process of graphic and various expressive production centering on the character called Super Mario which shows various developments than the character in the game history of the world We will present various possibilities of development of game character through comparative analysis and research based on the character.

Analysis of Game Character Using Emotion Rule (감정규칙을 사용한 게임 캐릭터 분석)

  • Park, Jun-Hyoung;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.7-18
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    • 2014
  • Emotion is one of the elements of the game that will help the user interaction. The way to express the emotions and personality of the character was taken into account severity of reaction to action or a specific graphics in the game so far. However recently structured for the interest in the study of emotion increases and to utilize a variety of feelings in the game is needed. In the field of autonomous agents, studies of the possibility of the use of emotion, defined 12 different emotion rules. In this paper, we dilate by defining the terms used in the game rules of emotion made the rules of the emotion of the game. And, we analyzed emotions in actual game character used Game Emotions Rule. As a result, it was possible to see the rules of the game feeling separate from that being used for game genre similar.

The Effects of Mothers' Childrearing Attitudes on Consumer Socialization and the Evaluation of Children's Character Fashion Products (어머니의 양육태도가 소비자사회화와 아동용 캐릭터 패션제품의 평가에 미치는 영향)

  • Kang, Keang-Young;Jin, Hyun-Jeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.37 no.5
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    • pp.704-714
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    • 2013
  • Diverse characters have been recently used in fashion products for children. The degree to which parents accept children's opinions or attitudes when they engage in dialogue may be connected with consumer socialization and affect the criteria for the evaluation of character fashion products. This study examined the effects of mothers' childrearing attitudes on consumer socialization and the evaluation criteria for character fashion products for children. A questionnaire was conducted via the Internet on 310 mothers with children aged between four and twelve. The results of the study showed: First, childrearing attitudes were divided into four dimensions: hostility, autonomy, acceptance, and control. Consumer socialization was divided into communication in regards to consumption, consumption control, and the awareness of social relations. The evaluation criteria for character fashion products for children were divided into educational/utilitarian values, emotional values, and social values. Second, mothers were divided into an acceptance group, a moderation group, and a hostility group based on childrearing attitudes. The group with hostile childrearing attitudes had control over their children's consumption and were conscious of others in the process of consumption. The group with accepting childrearing attitudes considered educational/utilitarian values and emotional values when they purchased character fashion products for children. The group with hostile childrearing attitudes considered social values. Third, autonomous childrearing attitudes had the largest influence on communication in regards to consumption. Controlling childrearing attitudes had the largest influence on consumption control and the awareness of social relations. Controlling childrearing attitudes had the largest influence on social/utilitarian and emotional values; however hostile childrearing attitudes had the largest influence on social values.

Emotional character animation system (감성 캐릭터 애니메이션 시스템 설계)

  • 심연숙;변혜란
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10b
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    • pp.293-295
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    • 2000
  • 그래픽스 기술의 발전에 따라 캐릭터 애니메이션에 대한 연구가 활발히 이루어지고 있다. 이에 사용자의 환경이나 실세계 환경에 상호작용 하면서 지능적으로 동작하는 캐릭터 애니메이션이 요구되고 있다. 본 논문은 사용자와 상호작용 하는 과정에서 사용자의 감정상태를 파악하고, 이에 대응하는 적절한 행동을 할 수 있는 캐릭터의 생성에 대한 연구이다. 본 논문에서는 캐릭터에 대하여 자동적(autonomous)이고 상호적인(interactive) 애니메이션을 전제로 하는 감성 캐릭터 애니메이션 시스템을 설계한다. 특히 캐릭터에 감성을 부여하기 위하여 OCC모델을 바탕으로 하여 시스템을 설계하였다.

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Popular Object detection algorithms in deep learning (딥러닝을 이용한 객체 검출 알고리즘)

  • Kang, Dongyeon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.05a
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    • pp.427-430
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    • 2019
  • Object detection is applied in various field. Autonomous driving, surveillance, OCR(optical character recognition) and aerial image etc. We will look at the algorithms that are using to object detect. These algorithms are divided into two methods. The one is R-CNN algorithms [2], [5], [6] which based on region proposal. The other is YOLO [7] and SSD [8] which are one stage object detector based on regression/classification.