• Title/Summary/Keyword: realistic content

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Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.267-277
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    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.

A Study on the Intention to Use of the AI-related Educational Content Recommendation System in the University Library: Focusing on the Perceptions of University Students and Librarians (대학도서관 인공지능 관련 교육콘텐츠 추천 시스템 사용의도에 관한 연구 - 대학생과 사서의 인식을 중심으로 -)

  • Kim, Seonghun;Park, Sion;Parkk, Jiwon;Oh, Youjin
    • Journal of Korean Library and Information Science Society
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    • v.53 no.1
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    • pp.231-263
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    • 2022
  • The understanding and capability to utilize artificial intelligence (AI) incorporated technology has become a required basic skillset for the people living in today's information age, and various members of the university have also increasingly become aware of the need for AI education. Amidst such shifting societal demands, both domestic and international university libraries have recognized the users' need for educational content centered on AI, but a user-centered service that aims to provide personalized recommendations of digital AI educational content is yet to become available. It is critical while the demand for AI education amongst university students is progressively growing that university libraries acquire a clear understanding of user intention towards an AI educational content recommender system and the potential factors contributing to its success. This study intended to ascertain the factors affecting acceptance of such system, using the Extended Technology Acceptance Model with added variables - innovativeness, self-efficacy, social influence, system quality and task-technology fit - in addition to perceived usefulness, perceived ease of use, and intention to use. Quantitative research was conducted via online research surveys for university students, and quantitative research was conducted through written interviews of university librarians. Results show that all groups, regardless of gender, year, or major, have the intention to use the AI-related Educational Content Recommendation System, with the task suitability factor being the most dominant variant to affect use intention. University librarians have also expressed agreement about the necessity of the recommendation system, and presented budget and content quality issues as realistic restrictions of the aforementioned system.

Fluid Simulations in Academy Awarded Movies (아카데미상 영화에서 유체 시뮬레이션 기술)

  • Kim, Myung-Gyu;Oh, Seung-Taik;Choi, Byoung-Tae
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.3
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    • pp.19-30
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    • 2008
  • Fluid simulation for computer graphics is a field of generating the realistic movements of water, smoke, fire, explosion, sand and related phenomena to be used in motion pictures and video games. In this paper we review the fluid simulation technologies and present a trend analysis for the simulation methods used in the recent movies. First of all, for this purpose, the two methods that are most widely used for fluid simulation are explained as well as their technical issues. These two methods are classified into Eulerian grid-based and Lagrangian particle-based approaches. Next, focusing on the achievements of the scientists and engineers that the 2008 Sci-Tech Oscar Awards are given to, the features of their fluid simulation technologies are analyzed. Finally, we anticipate that there are and will be the needs for visualizing fluid interaction with rigid and soft bodies and topological change among solid, fluid and gas, creating digital creatures based on fluid simulation and presenting interaction between creature and fluid.

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A study on the Image Augmented Reality Card using Augmented Reality (증강현실을 이용한 이미지기반 AR카드 활용방안 연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.467-474
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    • 2014
  • Augmented reality in the smart environments is the interaction between the user and the media through the expansion of a variety of experiences is provided. How to use the location information, how to use markers, utilizing real-time marker-less interaction with the real world and the virtual world, such as the mapping method intermediary situated in real-time. Expansion of the elements of experience, and augmented reality as a tool of information being utilized. Educational Edutainment AR card to take advantage in terms of content was a real-time marker-less approach to create an image map image map was constructed urbanization. Stereoscopic 3D environment, taking advantage of the object produced by combining augmented reality and way of interaction, educational content. Help in terms of active and passive involvement pra realistic interest leads to a way of giving tangible.

A Study on the Learner Characteristics in Virtual Reality by a School Level Curriculum (가상현실 교육에서 학교 급별 교육과정의 특성에 대한 연구)

  • Nam, Choong Mo;Kim, Chong Woo;Hong, Kyoung sun;Cho, Chino;Hong, Joo hee
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.71-78
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    • 2020
  • To maximize educational effect with new educational methods in the 4th Industrial Revolution era, immersive education has become the core type of education and virtual reality (VR) is at the center of realistic content. VR education is increasing in school, but researches on VR production education are insufficient. Our study has proposed a school-level curriculum for students to create their own VR content. The output and the survey results were analyzed to find out the learner characteristics of elementary school students, middle school students, and pre-service teachers at each school level. As a result, there were some noticeable differences in concentration, content subject, and production time according to school level. Primary school students focused on their subjects, middle school students related to learning, and pre-service teachers put top priority on contents useful for primary education.

Effects of Expression in Packing Designs of Drinks on Consumers' Preference for Brands - Focusing on expression of ingredients in juice (Realistic : Unrealistic) - (음료의 포장디자인 표현방법이 소비자의 브랜드 선호도에 미치는 영향에 관한 연구 -과즙 음료 원재료의 표현방법 (사실적 표현 : 비사실적 표현)을 중심으로 -)

  • Shin, Hae-Yong;Kim, Duk-Yong
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.69-78
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    • 2005
  • In order to attract consumers in the advertisement media and large discount marts, there needs to be a strong brandimage with a competitive and distinctive packing design. This study recognized the importance of packing designs and investigated consumers' preference for brands depending on packing designs of drinks in order to draw out consumers' positive attitudes toward the brand. The consumers feel that there are more fruit content in the drink that expresses its ingredients realistically than the drink that expresses its ingredients unrealistically on the packing design. The study also examined the consumers' preference for brands depending on their interests in well-being and the expression in the packing designs. In result, the difference was statistically significant. The study investigated the most preferred container for drinks was glass bottles and the most preferred orange juice was the fruit 100% content. Therefore, the expressions of ingredients of drinks and their interests in well-being were the difference in consumers' preference in brands and purchase intention. It had effects on the fruit content.

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Trends and Future Directions of Corporate e-learning Contents (기업교육 이러닝 콘텐츠의 동향과 발전 방향)

  • Jung, Hyojung
    • The Journal of Industrial Distribution & Business
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    • v.9 no.2
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    • pp.65-72
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    • 2018
  • Purpose - One of the biggest problems in the e-learning distribution process is the lack of quality content and learners' discredit in e-learning content. In order to respond to the various demands of the corporate education field appropriately, it is necessary to search for directions of new e-learning models that are out of traditional e-learning contents. The purpose of this study is to identify recent trend issues related to corporate e-learning and to suggest directions for development. Research design, data, and methodology - Based on the literature review, trend issues that should be considered important in corporate e-learning were derived. Online survey was conducted to evaluate the importance-feasibility of each issue to 13 experts on e-learning and corporate education. The contents of the questionnaire are as follows: 1) recognition of importance and feasibility of trend issues to be considered important in the future corporate education field; 2) factors to be considered in developing future e-learning contents. Results - Six trends derived from a comprehensive literature review. The most important e-learning trends for corporate education field were 'mobile learning', 'micro learning', 'blended learning', 'social learning', 'adaptive learning', 'engaged learning'. As a result of evaluating the importance and feasibility of each issue, experts point out that 'mobile learning' and 'micro learning' should be actively considered for introduction and utilization at present. In addition, 'social learning' and 'blended learning' need to be actively considered in the near future. On the other hand, experts recognized that 'adaptive learning' and 'engaged learning' need to be prepared from a long-term perspective. Conclusions - There are two main reasons for this result. First, in corporate e-learning, it is important to 1) be able to update on time, 2) the connection with the workplace is important. Second, it requires realistic verification of the expected performance of the learning model. To be considered part of the future are as follows: First, the value and effectiveness of the new e-learning type should be studied. Seconds, e-learning contents should be developed through adopting SAM or Agile methodology. Through this process, we would be able to enhance the quality in e-learning content.

A Study of Design and Implementation of Cultural Property Contents Using Augmented Reality (증강현실을 이용한 문화재 콘텐츠 설계 및 구현 연구)

  • Suh, Donghee
    • Journal of Industrial Convergence
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    • v.17 no.4
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    • pp.15-20
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    • 2019
  • Augmented reality is used in various fields such as culture, education, military, medical. This is a method of recognizing information of an augmented object on the camera. Exhibitions and educational contents for children are already produced in various ways. This research showed the developed contents deliver cultural property information using augmented reality. 'Galgibi AR' and 'Jang Young-sil's Invention AR' allow you to experience cultural assets up close. 'Galgibi AR' is the experience content in the form of 3D blocks. It makes to understand the structure of the zeolite, Galgibi. 'Jang Young-sil's Invention AR' make you to watch out four objects in detail by zooming in, zooming out and rotating. It can also take pictures with the inventions. Both contents implement what we want to deliver accurately through simple content. They increase the enjoyment of cultural heritage through experience contents. This research addressed to help the cultural property information spread to the public by using Augmented Reality.

A Comparative Study of the Mathematics Textbooks of Korea, Japan, the United States and England (한국, 일본과 미국, 영국의 수학 교과서 비교)

  • 박경미;임재훈
    • School Mathematics
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    • v.4 no.2
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    • pp.317-331
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    • 2002
  • The purpose of this study is to compare the eighth-grade mathematics textbooks of Korea, Japan on the one hand, and those of the United States and England on the other, and to explore the implications for mathematics education in the East and the West. As a result, the dichotomy between the East and the West were set up with the sacrifice of the details. First, the textbook development and publication policies of the East are characterized as uniformity, and those of the West are diversity. Second, for the choice of content, the East and West can be represented by essential and discretionary respectively. Third, the physical appearance of Eastern textbooks is rather plain while that of the Western textbooks is colorful, Fourth, in terms of the characteristics of the content, the dichotomies between the East and the West are linear vs. spiral, content vs. context, formal abidance vs. metacognitive shift, and simple vs. realistic. Each of the Eastern and Western approaches has its own weak points as well as its strong points. For instance, textbooks In the West may help students realize how useful mathematics can be in their lives, but if the link between a mathematical concept and the corresponding real life situation is not made clear, sometimes students may not be able to completely grasp the mathematical concept. In turn, the Eastern textbooks may succeed In conveying ideas in an economical way, but they often fail to motivate students to follow the course. Therefore it is important to take a critical view of each approach. It is through a critical understanding of the differences between different cultures that we are able to learn from each other and to put the results of such comparative studies to better use in the future.

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Evaluation of Elementary School Lunch Menus (1): Based on Food Diversity and Nutrient Content (일부 초등학교 급식 식단의 평가(1): 구성 식품의 다양성과 영양소 공급량)

  • Son, Eun-Jeong;Mun, Hyeon-Gyeong
    • Journal of the Korean Dietetic Association
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    • v.10 no.1
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    • pp.47-57
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    • 2004
  • The sound dietary habit is formed in childhood, which is basic foundation for keeping health. The school foodservice is practiced to provide proper nutritions, to establish the sound dietary habit. Continuous evaluation and improvement are necessary to operate school foodservice effectively. This study was conducted to evaluate the quality of meals served in elementary school based on nutrient content, food diversity. A questionnaire was mailed to dietitian of each school requested for menus of one week. Menus served in 77 schools from each province and major cities in Korea were analyzed. The results of this study were summarized as follows; Compared to 1/3 of RDA for children, many schools provide lower amounts of energy, calcium and Vitamin A. Proportions of energy from carbohydrate, protein and fat were 59.64%, 17.43% and 20.11%, respectively and were not significantly different by the area, the foodservice system, and the number of persons served. NAR(nutrient adequacy ratio) were lowest for calcium(0.67) and Vitamin A(0.65). MAR(mean adequacy ratio) was 0.83. The results of comparison of NAR and MAR by the area, the foodservice system, and the number of persons served were similar to those of nutrient contents. Comparing foods served by the nutrient density were different by nutrient contents, NAR and MAR. Mean nutrient density per meal were higher in large cities than in small cities and rural area, in conventional than in commissary foodservice system. Mean number of dishes and food items per meal were 5.86 and 19.87, respectively. The mean of total quantity of each food group per meal was 352g. The mean of total quantity of each food group per meal were higher in small cities and rural area than in large cities, in commissary than in conventional foodservice system. This study is based only on served menus, and the evaluations of meals based on actual consumption of children are needed. These results suggest that in order to improve the quality of school food service, realistic standard should be suggested and basic study should be done continuously.

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