• Title/Summary/Keyword: digital human simulation

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Motivation-based Hierarchical Behavior Planning

  • Song, Wei;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.79-90
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    • 2008
  • This paper describes a motivation-based hierarchical behavior planning framework to allow autonomous agents to select adaptive actions in simulation game environments. The combined behavior planning system is formed by four levels of specification, which are motivation extraction, goal list generation, action list determination and optimization. Our model increases the complexity of virtual human behavior planning by adding motivation with sudden and cumulative attributes. The motivation selection by probability distribution allows NPC to make multiple decisions in certain situations in order to embody realistic virtual humans. Hierarchical goal tree enhances the effective reactivity. Optimizing for potential actions provides NPC with safe and satisfying actions to adapt to the virtual environment. A restaurant simulation game was used to elucidate the mechanism of the framework.

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Comparison of Virtual Avatars by Using Automatic and Manual Method

  • Lim, Ho-Sun;Istook, Cynthia L.
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.12
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    • pp.1968-1979
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    • 2010
  • New technology that includes 3D body scanning, digital virtual human, and digital virtual garments has had a significant impact on the current apparel industry. Virtual simulation technology enables the visualization of a 3D virtual garment on a virtual avatar so that consumers can try on garments with their virtual avatars before purchasing. However, the manual virtual avatar provided for online apparel shopping currently has revealed limitations on the different body sizes and shapes of customers. This study analyzes the process of designing the automatic virtual avatar and the manual virtual avatar using OptiTex software; in addition, the study compares the practicality of the automatic virtual avatar with that of the manual virtual avatar. Data was examined by evaluating how much each virtual avatar is similar to the real body and how well it matched the needs of the current apparel industry. In the study, Avatar 1 was automatically created from three-dimensional body scan data and Avatar 2 was manually created from body measurements. The virtual avatar images laid over a real body image and the results were evaluated by comparing the simulated sizes of virtual avatars with those of a real body. Consequently, Avatar 1 was evaluated as more similar to the real body than Avatar 2 in all five body shapes. This study illustrates that an automatic virtual avatar might solve the fit problem that is the most common reason for a high return rate for online shopping. The results show that future virtual simulation technology needs to be improved for the practicality of the virtual avatars.

A Study on Game Development for Strategic Human Resource Management (전략적 인적자원관리 게임 개발에 관한 연구)

  • Jeon, JoongYang;Bae, Soon-Han
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.129-137
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    • 2012
  • Entering $21^{st}$ Century, the most critical keyword for companies is change and innovation. To achieve it, Obtaining right person becomes more and more important to those companies. It is not only supported by managers in business world but also by academia. However it is not easy to obtain right persons who have right experiences and knowledges. Therefore, the purpose of this study is to build strategic system which support help to hire and manage human resource. In this study, the suggested system is a type of strategic simulation game and job seeker can get several opportunities to be hired by joining the game. this system would help for companies to manage and hire right persons and there will be extra business opportunities. In conclusion, this system based on strategic simulation game would help human resource management and also promote job market and exchanging and trading companies' information and knowledge as well.

Modeling and Simulation of HMI Behaviors of 3D Virtual Products using XML (XML을 이용한 3D 가상 제품의 HMI 행동양태 모델링과 시뮬레이션 방안)

  • Jung, Ho-Kyun;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.20 no.1
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    • pp.75-83
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    • 2015
  • In the virtual prototyping (VP) of digital products, it is important to provide the people involved in product development with the visualization and interaction of the products, and the simulation of their human machine interaction (HMI) behaviors in interactive 3D virtual environments. Especially, for the HMI behavior simulation, it is necessary to represent them properly and to play them back effectively according to user interaction in the virtual environments. In a conventional approach to HMI behavior simulation, user interface (UI) designers use UI design software tools to generate the HMI behavior of a digital product of interest. Due to lack of reusability of the HMI behavior, VP developers need to analyze and integrate it into a VP system for its simulation in a 3D virtual environment. As this approach hinders the effective communication between the UI designers and the VP developers, it is easy to create errors and thereby it takes significant time and effort especially when it is required to represent the HMI behavior to the finest level of detail. In order to overcome the shortcomings of the conventional approach, we propose an approach for representing the HMI behavior of a digital product using XML (eXtensible Markup Language) and for reusing it to perform the HMI behavior simulation in 3D virtual environments. Based on the approach, a VP system has been developed and applied for the design evaluation of various products. A case study about the design evaluation is given to show the usefulness of the proposed approach.

A Study on the Design by using Digital Media of the General Hospital (디지털 미디어를 이용한 종합병원 디자인에 관한 연구)

  • Kim, Khil-Chae
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.13 no.1
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    • pp.45-52
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    • 2007
  • The purpose of this study is to suggest the design by using digital media the general hospital. The important result and advantage of the study are as follows; At first, applicability and maintenance of form and function design are enhanced and the digital media could be used for development of better and economical design. Secondly, the 3D CAD system useful for communication media and instructional tool for hospital planners and designers. Thirdly, fast and economical evaluation are obtained through the study of experimental simulation. Finally as a new tool in architectural field, the system helps to enhance the relationship between digital media and human. New concept and tools of hospital design are being developed in terms of its function, environment, and psychology. The computational design system should be improved for user friendly in the future.

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Digital Image Watermarking based on Wavelet Transform and Spatial (웨이브렛 변환 및 공간지각특성을 이용한 디지털영상 워터마킹)

  • Bae, Mi-Young;Lee, Jeong-Hwan;Kim, Yun-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.1
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    • pp.1165-1168
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    • 2005
  • This paper proposes an digital image watermarking method based on discrete wavelet transform(DWT) and spatial perceptual properties of human visula system. first, an digital image is transformed by DWT and inserted gaussian watermark into the frequency domain. To increase the robustness and perceptual invisibility of watermark, the proposed algorithm is combined with the characteristics of digital image and human visual system. The proposed method is invisible and blind watermarking which the original image is not required to detect watermarks. Simulation results show that the proposed method is robust to the general attack such as JPEG compression, enhancement, noise, cropping, and filtering etc.

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Analysis of interface management tasks in a digital main control room

  • Choi, Jeonghun;Kim, Hyoungju;Jung, Wondea;Lee, Seung Jun
    • Nuclear Engineering and Technology
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    • v.51 no.6
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    • pp.1554-1560
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    • 2019
  • Development of digital main control rooms (MCRs) has greatly changed operating environments by altering operator tasks, and thus the unique characteristics of digital MCRs should be considered in terms of human reliability analysis. Digital MCR tasks can be divided into primary tasks that directly supply control input to the plant equipment, and secondary tasks that include interface management conducted via soft controls (SCs). Operator performance regarding these secondary tasks must be evaluated since such tasks did not exist in previous analog systems. In this paper, we analyzed SC-related tasks based on simulation data, and classified the error modes of the SCs following analysis of all operational tasks. Then, we defined the factors to be considered in human reliability analysis methods regarding the SCs; such factors are mainly related to interface management and computerized operator support systems. As these support systems function to reduce the number of secondary tasks required for SC, we conducted an assessment to evaluate the efficiency of one such support system. The results of this study may facilitate the development of training programs as well as help to optimize interface design to better reflect the interface management task characteristics of digitalized MCRs.

Estimation of Color Translucency of Powder Coating using Multiple Artificial Skins and its Application to Makeup Simulation with Thickness Patterns (다수의 인조피부를 이용한 파우더 고유색 측정 및 도포 패턴 표현이 가능한 메이크업 시뮬레이션)

  • Kim, Myoung-Jun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.8
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    • pp.1859-1866
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    • 2015
  • This paper presents a novel makeup simulation method for powder application. We propose a color appearance model for powder coated skin that is simple but yet capable of producing realistic visual results. From the photos of several artificial skins before and after powder application, the translucency and thickness parameters are achieved by fitting the color model to the photos. Thickness patterns of powder application on actual human face skin is also extracted, and used in makeup simulations on photos of different human face to give more visually appealing results. From experiments, we found that the simulation results are quite realistic, and expect that the proposed makeup simulation can be used as a virtual coloring test in the cosmetic labs.

A study on the hardware development for handshake recognition using electric potential signal form human body (인체전자기장 신호를 응용하여 손동작 인식을 위한 하드웨어 구현에 대한 연구)

  • Cheon, Woo Young;Lee, Suk Hyun;Kim, Young Chul
    • Smart Media Journal
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    • v.5 no.3
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    • pp.49-53
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    • 2016
  • Related researches are progressing that method of non-contact method using the electromagnetic field on the human body by detecting the motion recognition signal is the limitations of time and space, so less than the existing systems. In this paper, we designed the circuit system that can implement the hardware that can detect the electric field signal of the human body non-contact method to increase the recognition rate to screen this digital waveform. The PCB design Used to automatically increase of composition of the circuit and the linkage of the comparator digital waveform with circuit simulation of the system. At same time for evaluate the characteristics of the whole circuit system.

Digital painting: Image transfonnation, simulation, heterologie and transfonnation (현대회화에서의 형태와 물질 -Digital Transfiguration에 관한 연구-)

  • Jeong, Suk-Yeong
    • Journal of Science of Art and Design
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    • v.10
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    • pp.161-181
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    • 2006
  • The words which appeared in my theoretical study and work are image transformation to digital painting, simulation, heterologie and transfiguration, etc. Firstly, let's look into 'digital era' or 'new media era'. Nowadays, the image world including painting within the rapid social and cultural change, which is called as digital era, is having the dramatic change. Together with the development of scientific technology, large number of events which was deemed to be impossible is happening as real in image world Moreover, these changes in image world is greatly influencing to our life. The word which compresses this change of image world and shows is 'digital'. Digit, which means fingers in Latin, indicates separately changing signal, and to be more narrow, it indicates the continual signal of '0' and ' 1' in computer. The opposite word is 'analogue'. As analogue is the word meaning 'infer' or 'similarity', it indicates the signal or form which continuously changes along the series of time when it is compared to digital. Instead of analogue, digital is embossed as a major ruler along the whole area of our current culture. In whole culture and art area, and in whole generalscience, digital is appearing as it has the modernism and importance. The prefix, 'digital', e.g. digital media, digital culture, digital design, digital philosophy, etc, is treated as the synonym of modernism and something new. This advent of digital results the innovative change to the image world, creates the new beauty experience which we could not experience before, and forecasts the formation of advanced art and expansion of creative area. Various intellectual activities using computer is developing the whole world with making the infrastructure. Computer in painting work immediately accomplishes the idea of painters, takes part in simulation work, contingency such as abrupt reversal, extraction, twisting, shaking, obscureness, overlapping, etc, and timing to stimulate the creativity of painters, and provides digital formative language which enables new visual experience to the audience. When the change of digital era, the image appeared in my work is shown in 'transfiguration' like drawing. The word, 'transfiguration' does not indicate the completed and fixed real substance but indicate endlessly moving and floating shape. Thus, this concept is opposite to the substantial consideration, so that various concepts which is able to replace this in accordance with the similar cases are also exist such as change, deterioration, mutation, deformity of appearance and morphing which is frequently used in computer as a technical word. These concepts are not clearly classified, and variably and complicatedly related. Transfiguration basically means the denial of "objectivity' and '(continual) stagnation' or deviation from those. This phenomenon is appeared through the all art schools of art ever since the realism is denied in the 19th century. It is called as 'deformation' in case of expressionism, futurism, cubism, etc, in the beginning of the century, which its former indication is mostly preserved within the process of structural deviation and which has the realistic limit which should be preserved. On the contrary, dramatic transfiguration which has been showing in the modern era through surrealism is different in the point that dramatic transfiguration tends to show the deterioration and deviation rather than the preservation of indicated object. From this point, transfiguration coming out from morphing using computer deteriorates and hides the reality and furthermore, it replaces the 'reality'. Moreover, transfiguration is closely approached to the world of fake or 'imaginary' simulation world of Baudrillard. According to Baudrillard, the image hides and deteriorates the reality, and furthermore, expresses 'not existing' to 'imaginary' under the name of transfiguration. Certain reality, that is, image which is absent from the reality is created and overflowed, so that it finally replaces the reality. This is simulation as it is said by Baudrillard. In turn, Georges Bataille discusses about the image which is produced by digital technology in terms of heterologie. Image of heterologie is the visual signal which is established with the media. Image of media is to have the continuous characteristics of produce, extinction, and transformation, and its clear boundary between images becomes meaningless. The meaning of composition, excess, violation, etc of digital image is explained to heterological study or heteologie suggested as important meaning of Georges Bataille who is a heretic philosopher. As the form and image of mutation shows the shape in accordance with mechanical production, heterologie is introduced as very low materialism (or bas materialisme), in this theory. Heterologie as low materialism which is gradually changing is developing as a different concept and analysis because of the change of time in the late 20s century beside high or low meaning. Including my image, all images non-standardizes and transforms the code. However, reappearance and non-standardization of this code does not seem to be simple. The problem of transformation caused by transfiguration which appears in my digital drawing painting, simulation, heterologie, etc, are the continual problems. Moreover, the subject such as existence of human being, distance from the real life, politics and social problems are being extended to actual research and various expressing work. Especially, individual image world is established by digital painting transfiguration technique, and its change and review start to have the durability. The consciousness of observers who look at the image is changing the subject. Together with theoretical research, researchers are to establish the first step to approach to various image change of digital era painting through transfiguration technique using our realistic and historical image.

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