• Title/Summary/Keyword: character agent

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Development of Quadruped-Walk Game Character Using Inverse Kinematics (Inverse Kinematics를 이용한 사족보행 게임 캐릭터 구현)

  • Jung, Sun-Hyo;Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.01a
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    • pp.187-188
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    • 2017
  • 본 논문에서는 Inverse Kinematics(IK) 방법을 이용하여 사족보행 게임 캐릭터의 이동 IK를 구현하였다. 게임 캐릭터의 이동 IK는 Unity의 NavMeshAgent를 사용하여 이동하는 사족보행 생물체가 회전 시 척추를 자연스럽게 꺾이도록 구현되었다. 본 논문에서는 게임캐릭터에 이동 IK를 적용했을 때와 적용하지 않았을 때를 비교하였으며, 이동 IK를 적용한 경우에 경로를 따라 이동하는 사족보행 캐릭터의 애니메이션이 자연스럽게 이루어짐을 확인하였다.

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Emotional Character Agent Design for Cellular-phone System (휴대폰 시스템을 위한 감정 기반 캐릭터 에이전트 설계)

  • 임호섭;김민구;최경희
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10d
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    • pp.322-324
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    • 2002
  • 이동 통신 기술의 발달 및 대중화로 인하여 거의 모든 개인 사용자가 휴대폰을 사용하게 되었으며 휴대폰은 초기의 음성통화 기능 뿐만 아니라 VM(Virtual Machine)을 탑재하여 컴퓨터와 마찬가지로 프로그램을 작성 및 설치하여 사용할 수 있게 되었다. 본 논문은 휴대폰과 같은 특수한 임베디드 환경에서 감정 기반의 캐릭터 에이전트를 구현하기 위한 구조를 제안한다. 임베디드 기기의 특수성을 파악하고 주어진 제한사항을 극복하기 위해 기존의 단일 컴퓨터 상의 에이전트 아키텍처를 휴대폰과 서버의 역할을 분담하는 아키텍처로 변환하여 사용자로 하여금 컴퓨터와 근접한 수준의 캐릭터 에이전트를 이용할 수 있도록 한다.

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Personalized Emotional Character Agent (개인화된 감정기반 캐릭터 에이전트)

  • 김범수;백혜정;박영택
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10b
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    • pp.16-18
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    • 2001
  • 사용자와 컴퓨터간의 자연스러운 상호작용을 위하여 Emotional 캐릭터 에이전트에 대한 연구가 지속되고 있다 어플리케이션에 Emotional 캐릭터 에이전트의 사용자인터페이스 적용은 사용자와 컴퓨터간의 자연스럽고 Personalized된 상호작용을 가능하게 한다. Personalized Emotional 캐릭터 에이전트에 대한 연구는 다음과 같다. 1) 사용자행위 정보를 이용한 캐릭터의 감정 생성연구 2) 블랙보드시스템을 이용한 감정추론 연구 3) 생성된 감정을 캐릭터의 행동표현으로 변화시키기 감정과 캐릭터 행동간의 연계 연구 4) Personalized Emotional 캐릭터 에이전트를 어플리케이션에 적용하는 연구

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인간교육으로서 기하교육의 인식론적 기초에 관한 연구

  • Yu, Chung-Hyun
    • East Asian mathematical journal
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    • v.28 no.4
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    • pp.403-417
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    • 2012
  • We can understand in the context of kant's philosophy the intuitive geometry education arguing that geometry education should begin with intuition. Both Pestalozzi and Herbart advocate a connection between geometry and intuition as well as a close relationship between geometry and the world. Significance of the intuitive geometry education resizes in the fact that geometry becomes both an example of and a principle of general cognition. The intuitive geometry education uses figures as an educational foundation in the transcendental condition for the main agent of cognition. In this regard, the intuitive geometry education provides grounds for the human character development.

Improving UV-cut Ability of Natural Dyed Fabrics - Focused on Cellulose Fabrics Dyed with Safflower Yellow Colorants - (천연염색 직물의 자외선 차단 성능 증진 연구 - 홍화 황색소 염색 셀룰로오스 직물을 중심으로 -)

  • Shin, Youn-Sook;Choi, Seung-Youn
    • Journal of the Korean Home Economics Association
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    • v.45 no.10
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    • pp.73-81
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    • 2007
  • The purpose of this study was to increase the ultraviolet-light (UV)-cut ability of cellulose fabrics (cotton, ramie, and rayon) dyed with safflower yellow colorants. For this purpose, samples treated with UV-cut agent and tannic-acid were compared with the untreated samples after UV exposure in terms of K/S value, color changes(${\Delta}E$), SEM, and strength retention. The K/S value rapidly decreased after 28 days exposure, whereas the K/S value of the samples treated with both UV-cut agent and tannic-acid decreased to less than that of the untreated samples. In color changes, $L^*$ increased while $a^*$ and $b^*$ decreased, indicating less red and yellow character in color. This induced a change in the hue, value and chroma values. However the color change(${\Delta}E$) of the samples treated with both UV-cut agent and tannic-acid was less than that of the untreated samples. Scanning electron microscopy (SEM) pictures showed a severe degradation by exposure in all samples. Tensile strength rapidly decreased after 28 days for cotton and rayon, and after 21 days for ramie. However, the strength retention of the samples treated with UV-cut agent and tannic-acid was higher than that of the untreated samples.

On the Development of Animated Tutoring Dialogue Agent for Elementary School Science Learning (초등과학 수업을 위한 애니메이션 기반 튜터링 다이얼로그 에이전트 개발)

  • Jeong, Sang-Mok;Han, Byeong-Rae;Song, Gi-Sang
    • Journal of The Korean Association of Information Education
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    • v.9 no.4
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    • pp.673-684
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    • 2005
  • In this research, we have developed a "computer tutor" that mimics the human tutor with animated tutoring dialog agent and the agent was integrated to teaching-learning material for elementary science subject. The developed system is a natural language based teaching-learning system using one-to-one dialogue. The developed pedagogical dialogue teaching-learning system analysis student's answer then provides appropriate answer or questions after comparing the student's answer with elementary school level achievement. When the agent gives either question or answer it uses the TTS(Text-to-Speech) function. Also the agent has an animated human tutor face for providing more human like feedback. The developed dialogue interface has been applied to 64 6th grade students. The test results show that the test group's average score is higher than the control group by 10.797. This shows that unlike conventional web courseware, our approach that "ask-answer" process and the animated character, which has human tutor's emotional expression, attracts students and helps to immerse to the courseware.

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Architecture and Path-Finding Behavior of An Intelligent Agent Deploying within 3D Virtual Environment (3차원 가상환경에서 동작하는 지능형 에이전트의 구조와 경로 찾기 행위)

  • Kim, In-Cheol;Lee, Jae-Ho
    • The KIPS Transactions:PartB
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    • v.10B no.1
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    • pp.1-12
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    • 2003
  • In this paper, we Introduce the Unreal Tournament (UT) game and the Gamebots system. The former it a well-known 3D first-person action game and the latter is an intelligent agent research testbed based on UT And then we explain the design and implementation of KGBot, which is an intelligent non-player character deploying effectively within the 3D virtual environment provided by UT and the Gamebots system. KGBot is a bot client within the Gamebots System. KGBot accomplishes its own task to find out and dominate several domination points pro-located on the complex surface map of 3D virtual environment KGBot adopts UM-PRS as its control engine, which is a general BDI agent architecture. KGBot contains a hierarchical knowledge base representing its complex behaviors in multiple layers. In this paper, we explain details of KGBot's Intelligent behaviors, tuck af locating the hidden domination points by exploring the unknown world effectively. constructing a path map by collecting the waypoints and paths distributed over the world, and finding an optimal path to certain destination based on this path graph. Finally we analyze the performance of KGBot exploring strategy and control engine through some experiments on different 3D maps.

A Study on the Storytelling of Web-based MMORTS 'Tribal War' (웹 기반 MMORTS <부족전쟁>의 스토리텔링 연구)

  • Lyou, Chul-Gyun;Lim, Su-Mi
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.15-24
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    • 2010
  • Web-based MMORTS has features that distinguish it from traditional client-based games. First, Web-based MMORTS is represented by the combination of graphics and texts. Second, there is parallax agent which has a player and a base town character. This paper written for the purpose of analyzing the storytelling of web-based MMORTS, and from Innogames selected as the subjects of the study. In view of the results so far achieved, the fact, when the player logs in web-based MMORTS, the player takes the experience after some time which had taken by the AI character instead of the player logged out and User Generated Storytelling created from this process, become known. This paper has a meaning for Web-based virtual world which can juxtaposition with routine tasks and can be linked with other platforms.

Fuzzy Set Based Agent System for Adaptive Tutoring (적응형 교수 학습을 위한 퍼지 집합 기반 에이젼트 시스템)

  • Choi, Sook-Young;Yang, Hyung-Jeong
    • The KIPS Transactions:PartA
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    • v.10A no.4
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    • pp.321-330
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    • 2003
  • This paper proposes an agent-based adaptive tutoring system that monitors learning process of learners' and provides learning materials dynamically according to the analyzed learning character. Furthermore, it uses fuzzy concept to evaluate learners' ability and to provide learning materials appropriate to the level of learners'. For this, we design a courseware knowledge structure systematically and then construct a fuzzy level set on the basis of it considering importance of learning targets, difficulty of learning materials and relation degree between learning targets and learning materials. Using agent, monitoring continually the learning process of learners 'inferencing to offer proper hints in case of incorrect answer in learning assesment, composing dynamically learning materials according to the learning feature and the evaluation of assesment, our system implements effectively adaptive instruction system. Moreover, appling the fuzzy concept to the system could naturally consider and ideal with various and uncertain items of learning environment thus could offer more flexible and effective instruction-learning methods.

Punching Motion Generation using Reinforcement Learning and Trajectory Search Method (경로 탐색 기법과 강화학습을 사용한 주먹 지르기동작 생성 기법)

  • Park, Hyun-Jun;Choi, WeDong;Jang, Seung-Ho;Hong, Jeong-Mo
    • Journal of Korea Multimedia Society
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    • v.21 no.8
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    • pp.969-981
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    • 2018
  • Recent advances in machine learning approaches such as deep neural network and reinforcement learning offer significant performance improvements in generating detailed and varied motions in physically simulated virtual environments. The optimization methods are highly attractive because it allows for less understanding of underlying physics or mechanisms even for high-dimensional subtle control problems. In this paper, we propose an efficient learning method for stochastic policy represented as deep neural networks so that agent can generate various energetic motions adaptively to the changes of tasks and states without losing interactivity and robustness. This strategy could be realized by our novel trajectory search method motivated by the trust region policy optimization method. Our value-based trajectory smoothing technique finds stably learnable trajectories without consulting neural network responses directly. This policy is set as a trust region of the artificial neural network, so that it can learn the desired motion quickly.