• Title/Summary/Keyword: character balance

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Luxo character control using deep reinforcement learning (심층 강화 학습을 이용한 Luxo 캐릭터의 제어)

  • Lee, Jeongmin;Lee, Yoonsang
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.4
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    • pp.1-8
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    • 2020
  • Motion synthesis using physics-based controllers can generate a character animation that interacts naturally with the given environment and other characters. Recently, various methods using deep neural networks have improved the quality of motions generated by physics-based controllers. In this paper, we present a control policy learned by deep reinforcement learning (DRL) that enables Luxo, the mascot character of Pixar animation studio, to run towards a random goal location while imitating a reference motion and maintaining its balance. Instead of directly training our DRL network to make Luxo reach a goal location, we use a reference motion that is generated to keep Luxo animation's jumping style. The reference motion is generated by linearly interpolating predetermined poses, which are defined with Luxo character's each joint angle. By applying our method, we could confirm a better Luxo policy compared to the one without any reference motions.

Pre-visualization of Interaction on Game Character's Quest Play : Towards of Narrative Structure (내러티브 구조 관점에서 본 게임 캐릭터의 퀘스트 플레이에 대한 인터랙션 사전 시각화)

  • Kim, Mi-Jin;Woo, Kim-Sang
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.3-11
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    • 2011
  • A game designer is the initial design of the quest based on narrative. It is important that to predict game character of play experience to establish these static content. This paper deal with player's affective interaction distinguishing among game characters are perform quest-play based on their characteristic status. To achieve this, First of all, previous studies regarding pre-visualization of narrative structure for other visual media are reviewed. Secondly, it is specified that quest-play experience and player's cognitive behavior. At last, these features of status by character were pre-visualized with QUG(Quest Unit Graph), which could be represented differences in precess of quest-play through analysis on world of warcarft game. Previous research is about of numerical balance in terms of character's achievement, whereas this study is meaningful that is proposed that visual model of quest-play interaction focused on narrative structure to predict game designer's architecture of quest experience.

A Study on Contents Analysis of MMORPG (엠엠오알피지 콘텐츠 분석에 관한 연구)

  • Kim, Seo-Young;Park, tae-Soon
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.167-171
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    • 2006
  • This essay suggests frame of analysis about MMORPG and analyzes 3 representative games. That frame has 7 categories and more divisional analysing ietms. The 7 categories are community orientation, PK orientation, convenient usability of item, variety of character, balance, convenience of interface, aesthetics of graphic and sound. The result of analysis is quite correspond with empirical and general information. That is, Foreign games have multiple game factor and high asthetics of graphic and sound, Domestic games have good convenience of interface and well adapted balance.

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Digital Motion Capture for Types and Shapes of 3D Character Animation (디지털 모션 캡쳐(Motion Capture)를 위한 3D캐릭터 애니메이션의 종류별, 형태별 모델 분류)

  • Yun, Hwang-Rok;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.102-108
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    • 2007
  • Among culture industry that greet digital generation and is observed 21th century the most representative game industry latest is caught what and more interest degree is rising. 2D and 3D animation accomplish continuous growth and development depending action expression along with development of computer technology, and 2D and 3D animation practical use extent are trend that is widening the area in TV, movie, GAME industry etc. through computer hardware and fast change of software technology. The trend of latest game graphic is trend that the weight is changing from 2D to 3D by 3D game and activation of 3D game character that raise player's immersion stuff and Control in 2D's simplicity manufacturing game balance for one side. This treatise that is reality of 3D game character to classify kind of (Motion Capture) and 3D character animation, form model the sense put. Recognize that is overview and reality of 3D game character first for this about example, and is considered to efficiency is high game industry and digital contents industry hereafter by proposing kind model classification of 3D game character animation, form model classification data and character animation manufacture process that application is possible at fast time and effect in 3D character animation application are big.

Leading Character's Unconsciousness-oriented Self-growth in Animations - Focusing on a Comparative Analysis of and - (애니메이션에서 주인공의 무의식을 통해 바라본 자아성장에 대한 연구 -<센과 치히로의 행방불명>과 <코렐라인>의 비교분석을 중심으로)

  • Jung, Min-Young;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.37
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    • pp.287-306
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    • 2014
  • Human mind consists of what he or she knows, namely 'a portion of awareness', as well as of what he or she does not know, namely 'a portion of unawareness'.1) Self refers to both consciousness and unconsciousness, whereas self-growth seems to be an ability with which a human being appropriately faces with the hidden desire and resistance of unconsciousness for himself and maintains its balance and unification with consciousness harmoniously. On this account, examination on character's unconsciousness seems to be an important methodological means to prospect for the original looks of self, based on character's internal psychology, and to grasp the change and growth throughout the course. Study subjects, namely and , are quite similar in internal/external factors around the leading character. Two girl leading characters, who have nested in parental influences and boundaries, confront with unfamiliar circumstances under the abrupt absence of parents. In order to resist contradictory and irrational situations there and to restore all the things to its original places, both carry out a hard adventure. Interestingly, both characters are similar in their unconscious characteristics, but they take different channels for their journey, confronting attitudes and changes of internal self. The purpose of this study was to examine the concrete origin of two characters' unconsciousness and then comparatively analyze the role of leading character's unconsciousness in the drama and its effects on the whole work. Therefore, the author tried to prove such a hypothesis as the probability and persuasiveness of story could be found out through establishing a character of higher completion degree and connecting between situations and events that are most appropriate for character's internal unconscious psychology.

Game Elements Balancing using Deep Learning in Artificial Neural Network (딥러닝이 적용된 게임 밸런스에 관한 연구 게임 기획 방법론의 관점으로)

  • Jeon, Joonhyun
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.65-73
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    • 2018
  • Game balance settings are crucial to game design. Game balancing must take into account a large amount of numerical values, configuration data, and the relationship between elements. Once released and served, a game - even for a balanced game - often requires calibration according to the game player's preference. To achieve sustainability, game balance needs adjustment while allowing for small changes. In fact, from the producers' standpoint, game balance issue is a critical success factor in game production. Therefore, they often invest much time and capital in game design. However, if such a costly game cannot provide players with an appropriate level of difficulty, the game is more likely to fail. On the contrary, if the game successfully identifies the game players' propensity and performs self-balancing to provide appropriate difficulty levels, this will significantly reduce the likelihood of game failure, while at the same time increasing the lifecycle of the game. Accordingly, if a novel technology for game balancing is developed using artificial intelligence (AI) that offers personalized, intelligent, and customized service to individual game players, it would bring significant changes to the game production system.

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A Tolerant Rough Set Approach for Handwritten Numeral Character Classification

  • Kim, Daijin;Kim, Chul-Hyun
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1998.06a
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    • pp.288-295
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    • 1998
  • This paper proposes a new data classification method based on the tolerant rough set that extends the existing equivalent rough set. Similarity measure between two data is described by a distance function of all constituent attributes and they are defined to be tolerant when their similarity measure exceeds a similarity threshold value. The determination of optimal similarity theshold value is very important for the accurate classification. So, we determine it optimally by using the genetic algorithm (GA), where the goal of evolution is to balance two requirements such that (1) some tolerant objects are required to be included in the same class as many as possible. After finding the optimal similarity threshold value, a tolerant set of each object is obtained and the data set is grounded into the lower and upper approximation set depending on the coincidence of their classes. We propose a two-stage classification method that all data are classified by using the lower approxi ation at the first stage and then the non-classified data at the first stage are classified again by using the rough membership functions obtained from the upper approximation set. We apply the proposed classification method to the handwritten numeral character classification. problem and compare its classification performance and learning time with those of the feed forward neural network's back propagation algorithm.

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The Evaluation and Some Problems for System-Transformation of Foreign Trade Law in Korea (전자무역지원을 위한 개정 대외무역법회 내용과 문제점)

  • 한상현
    • The Journal of Information Technology
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    • v.4 no.2
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    • pp.137-154
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    • 2001
  • Years in preparation, the revised law on Foreign Trade Law of Korea came into effect on March 1, 2001, adopted at the Congress on June 17, 2000. The purpose of this Act is to contribute to the growth of the national economy by means of contriving to maintain the balance of international payments and to expand commerce, and through promoting foreign trade and establishing fair trade system. Particular, revised Foreign Trade Law of Korea shall be based on the general provisions on transactions of exports or imports and measures for promotion of electronic Trade. Because electronic trade is not bound by physical geography provides a fundamentally new way of conducting commercial transactions, therefore Korea importers and exporters need to be aware of the character and problems that may occure from what was above-mentioned revised Foreign Trade Law of Korea. In the thesis, i tried to explain and survey the character and evaluation of revised Foreign Trade Law in Korea with particular attention to revised frameworks for electronic commerce on focus legal and commercial problems.

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A Study on the Principle of Business Enterprises Accounting (우리나라 기업회계원칙에 관한 고찰)

  • 최달수
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.2 no.2
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    • pp.93-103
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    • 1979
  • As principles of our country's Business Enterprises Account are being developed, Customs of Business Enterprises Account are in the state of change and then Principles of that are in revision. According to systematizing contents of such a principle of Business Enterprises Account, having made an analysis and Investigation from versatile situation, I can deprive of the following conclusions from above facts. 1. The prelude of a general principle involves compulosory character like a forced law rather than a theoretical teaching of original character. 2. Because of making much of supply of account information, To make mistakes, emphasis on function of an information, on the other side, being apt to disregard control function of original account. 3. There is no such a mutual relation as theoretical systematic form among general rule, a profit-and-loss account, balance sheet and drawing principle. These rules which don't form gradual structure are prescribed respectively according to business like necessity. 4. An overall contents of account principle are regarded as principle near financial account rather than the Pivot of administration account. In the future, The whole academic world of account and business practice should become the idealistic account principle with lots of study and effort.

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A Study on the Formation of Traditional Settlement In NaJu Castle Areas (나주 읍성안 전통주거지의 형성에 관한 연구)

  • Kim, Byoung-Jin;Shon, Seung-Kwang
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2005.11a
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    • pp.205-209
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    • 2005
  • A traditional settlement, in a long history establishment, is appeared to be configured of the people and their life in the areas. This is, a positive aspects, compared to most of the city in these day which is monotonous aspects. The purpose of this research deals what is the formation process and spatial character in urban settlement of Naju city, and how to applicate in a modern city context. For the research goals, it analyse an old Naju Castle area, transformation of the land use through the cadastral survey, and spatial character through step by step in chronical approach. The process of change can be seen in the devide pattern in a lot, formation and extension of a private road, and formation and change of the road; This shows how to changes traditional settlement in a old urban areas of Naju city. A now road system in old area, as a conflict, push the change of the spatial organization, and the balance of the identity of a traditional settlement and a new change as a convenient needs, it is a key point to get ideal settlement.

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