• 제목/요약/키워드: virtual age

검색결과 170건 처리시간 0.025초

다중 제어 레벨을 갖는 입모양 중심의 표정 생성 (Speech Animation with Multilevel Control)

  • 문보희;이선우;원광연
    • 인지과학
    • /
    • 제6권2호
    • /
    • pp.47-79
    • /
    • 1995
  • 오래 전부터 컴퓨터 그래픽을 이용한 얼굴의 표정 생성은 여러 분야에서 응용되어 왔고,요즘에는 가상현실감 분야나 원격 회의 분야 등에서 가상 에이전트의 표정을 생성하는데 사용되고 있다.그러나 네트워크를 통해 다중 참여자가 상호 작용을 하는 상황에서 표정을 생성하는 경우에는 상호작용을 위해 전송되어야 할 정보의 양으로 인해,실시간에 원하는 표정을 생성하기 어려운 경우가 생긴다.본 연구에서는 이러한 문지를 해결하기 위해 표정 생성에 Level-of-Detail을 적용하였다.Level-of-Detail은 그래픽스 분야에서 복잡한 물체의 외형을 좀 더 효율적으로 나타내기 위해 오랜 전부터 연구되어져 온 기법이지만 아직까지 표정 생성에 적용된 예는 없다.본 연구에서는 상황을 고려하여 적절하게 상세도를 변경하여 표정을 생성하도록 Level-of-Detail기법을 적용하는 방법에 대해 연구하였다.구현된 시스템은 텍스트,음성,Gui, 사용자의 머리의 움직임 등과 같은 다양한 입력에 대해 입모양과 동기화 되는 표정을 생성한다.

  • PDF

게임 유저의 아바타 성별 선택의 측도(測度)에 관한 연구 (An Exercise to Explore Avatar Customization and Gender Swapping)

  • 캐서린 쉑;이동엽;경병표;유석호;이동열;이완복
    • 한국게임학회 논문지
    • /
    • 제15권2호
    • /
    • pp.63-72
    • /
    • 2015
  • 아바타는 <나의 분신>이라 불리는 사이버상에서 캐릭터를 이르는 단어로, 본 연구에서는 MMORPG 게임에서 자신을 치장하며 실제 자기표현과 이상화(理想化) 기능을 하는 캐릭터로 정의하였다. 본 연구를 통해 멀티 아바타와 성별 전환 사이에서 작동하는 유병률(有病率)을 설명하는 것을 목적으로 하였다. 본 실험을 위하여 선행된 방법은 유저에게 지정된 게임 연습과 질문을 미리 제공하였고, 이는 선행적으로 사용자에게 게임 동기를 발생하여 아바타 생성에 도움을 주고자하는 것이 목적이었다. 본 연구를 통해 연령, 성별과 성전환 사이에 상관관계를 살펴보았고, 비 전형적인 방식에서는 성전환 가능성이 높아졌고 일반 참가자 또한 절반의 성전환 선택의 경향을 보여주었다. 마지막으로, 경험의 성격 특성에 대한 경험에 대한 개방성은 성별과 유사한 상관관계를 보였다.

Clinical Prediction Based on HPV DNA Testing by Hybrid Capture 2 (HC2) in Combination with Liquid-based Cytology (LBC)

  • Junyangdikul, Pairoj;Tanchotsrinon, Watcharaporn;Chansaenroj, Jira;Nilyaimit, Pornjarim;Lursinsap, Chidchanok;Poovorawan, Yong
    • Asian Pacific Journal of Cancer Prevention
    • /
    • 제14권2호
    • /
    • pp.903-907
    • /
    • 2013
  • Primary screening by HPV DNA testing is an effective method for reducing cervical cancer and has proven more sensitive than cytology. To advance this approach, many molecular methods have been developed. Hybrid capture 2 provides semi-quantitative results in ratios of relative light units and positive cutoff values (RLU/PC). Twenty-five thousand and five patients were included in this study to analyze the correlation between the ratio of RLU/PC and stage of cervical dysplasia. The results show that the RLU/PC ratios ranged from 0-3500 while almost normal cases, ASC-US and ASC-H, had values below 200. Of those samples negative for cytology markers, 94.6% were normal and their RLU/PC ratios were less than 4. With an RLU/PC ratio greater than 4 and less than or equal to 300, the percentages in all age groups were normal 53.6%, LSIL 20.2%, ASC-US 17.2%, HSIL 6.13%, ASC-H 2.72%, and AGC 0.11%, respectively. In contrast, 64.0% of samples with a RLU/PC ratio greater than 300 and less than or equal to 3500 were LSIL. These results should contribute to cost effective cervical cancer management strategies. Further studies of associations with particular HPV genotypes would be useful to predict the risk of progression to cancer.

디지털 시대의 의상 디자인 개발에 관한 연구 (A Study of Clothing Design in the Digital Age)

  • 배리사;이인성
    • 복식
    • /
    • 제54권4호
    • /
    • pp.63-74
    • /
    • 2004
  • This study shows that clothes to be just the same as the real thing can be Produced through the third dimension computer graphics, and then presents that not only the area of fashion design can be expanded in the virtual reality field by doing the simulation of the fashion show, but also the information can be made the real time public ownership and the communication can be fulfilled smoothly. In this study, analyzing the third dimension computer graphic programs to be used much at present, Alias Wavefront Company's Maya software which was the most effective in the clothes simulation and the clothes CAD SGS OptiTex 8.7 which went well substitutive for it were used of them. The conclusions of this study that got through the work manufacture are as follows: The first, if the file manufacturing in the clothes CAD by using the computer was stored, the pattern used 3D simulation was available because it could be summoned in 3D software. The second, if the data of DXF form in Maya program was summoned, they could not be applied by Maya Cloth supported in Nurbs only because they were recognized as the DXF_layer. So the curve along the outer lines of the pattern was drawn and Maya Cloth was applied to be possible to get the natural silhouette of clothes. The third, when the clothes were manufactured by 3D, if the draping character was applied according to the textile special quality, not only the control of textile's thickness, weight, quality feeling, and silhouette was available, but also the clothes were available to graft the special textile materials. The fourth, the natural motion of model was produced by capturing the actual model's walking action In order to produce the fashion show motion and also the dynamic fashion show was available by the angle of camera, the establishment of lighting, and etc. in the final rendering. The clothes manufactured by 3D are available to change the design by changing the materials, or by adding the details, or by utilizing the special materials on clothes. Therefore, the trial and error following at the clothes manufacture can be reduced. But the elevation of the rendering speed, the price down, the strengthening of personal security, and etc. are required.

이제마의 도덕.성명론과 사상의학적 맥락 연구 (Study on the Concepts of Lee Jema's Way.Virtue.Nature.Imperative and the Contexts between Sasang Constitutional Medicine)

  • 노상용;고흥
    • 동의생리병리학회지
    • /
    • 제19권5호
    • /
    • pp.1137-1141
    • /
    • 2005
  • This paper is written in order to investigate how Lee Je-Ma changed traditional Zhu Xi's philosophical view on Way(Tao; 道) Virtue(De: 德) Nature(Xing;性) and Imperative(Ming; 命), which was general concepts of his contemporary age, to practical philosophy and created new medical theories of Sasang(4 symbols) science from it. Lee emphasized the true thing which is able to be done in one's living not the concepts of Sasang. So he induced the concepts of Way and Virtue from the easy and simple way(易簡之道) in the Classic of Changes(I'Ching) for the purpose of practice by anyone. Because Nature and Imperative are derived from Way and Virtue in the context logically, human life is virtual in itself, so the substance of Nature and Imperative became equal with Way and Virtue. Herein the names and concepts of original 'Sasang' were substituted to Business(事), Mind(心), Body(身), Thing(物) which is able to be directly related with human being in his daily life. And he explained variously about the responses of Mind and Body of individuals onto Business and Thing. So it could be applied in medical aspects like emotional, symptomatical, characteristic features. Conclusively man is virtual being, so Nature and Imperative in the level of Human being are based on Way and Virtue in the level of Heaven. For that reason the new concepts of Sasang Business. Mind. Body Thing or Heaven. Human. Nature and Imperative were proposed.

Development of a 3-D Immersion Type Training Simulator

  • Jung, Young-Beom;Park, Chang-Hyun;Jang, Gil-Soo
    • KIEE International Transactions on Power Engineering
    • /
    • 제4A권4호
    • /
    • pp.171-177
    • /
    • 2004
  • In the current age of the information oriented society in which we live, many people use PCs and are dependant on the databases provided by the network server. However, online data can be missed during the occurrence of a blackout and furthermore, power failure can greatly effect Power Quality. This has resulted in the trend of using interruption-free live-line work when trouble occurs in a power system. However, 83% of the population receives an electric shock experience when a laborer is performing interruption-free live-line work. In the interruption-free method, education and training problems have been pinpointed. However, there are few instructors to implement the necessary training. Furthermore, the trainees undergo only a short training period of just 4 weeks. In this paper, to develop a method with no restrictions on time and place and to ensure a reduction in the misuse of materials, immersion type virtual reality (or environment) technology is used. The users of a 3D immersion type VR training system can interact with the system by performing the equivalent action in a safe environment. Thus, it can be valuable to apply this training system to such dangerous work as 'Interruption-free live-line work exchanging COS (Cut-Out-Switch)'. In this program, the user carries out work according to instructions displayed through the window and speaker and cannot perform other tasks until each part of the task is completed in the proper sequence. The workers using this system can utilize their hands and viewpoint movement since they are in a real environment but the trainee cannot use all parts and senses of a real body with the current VR technology. Despite these weak points, when we consider the trends of improvement in electrical devices and communication technology, we can say that 3D graphic VR application has high potentiality.

증강현실기반 양방향 정보서비스에 관한 연구 (A Study on Interactive Information Service based on Augmented Reality)

  • 김용
    • 정보관리연구
    • /
    • 제41권4호
    • /
    • pp.41-67
    • /
    • 2010
  • 군사적 목적으로 시작된 증강현실 기술은 2000년대로 넘어오면서 무선인터넷과 위치기반기술 등의 등장으로 기술의 변혁기를 맞이하고 있다. 특히 현실에 불러오는 가상의 정보가 시각 분야에서 청각, 촉각, 후각 등 다른 감각으로 확장할 수 있는 가능성 때문에 인간의 지각을 풍요롭게 하는 매체의 일환으로 주목을 받고 있다. 본 연구에서는 도서관에서 활용 가능한 증강현실기반의 2D 바코드를 활용한 양방향 정보서비스 시스템에 대한 설계와 서비스 방법에 대하여 제안하였다. 이를 위하여 증강현실에 대한 기술적 배경과 응용분야를 분석하고 도서관의 정보서비스에 적용할 수 있는 방법에 대하여 알아보았다. 특히 유비쿼터스 환경에서 이용자의 요구 및 편의성에 기반을 둔 정보서비스의 구현을 위한 에코서비스로서 2D 바코드를 활용한 정보서비스를 제안하였다.

Three-dimensional analysis of tooth movement in Class II malocclusion treatment using arch wire with continuous tip-back bends and intermaxillary elastics

  • Lee, Ji-Yea;Choi, Sung-Kwon;Kwon, Tae-Hoon;Kang, Kyung-Hwa;Kim, Sang-Cheol
    • 대한치과교정학회지
    • /
    • 제49권6호
    • /
    • pp.349-359
    • /
    • 2019
  • Objective: The aim of this study was to analyze three-dimensional (3D) changes in maxillary dentition in Class II malocclusion treatment using arch wire with continuous tip-back bends or compensating curve, together with intermaxillary elastics by superimposing 3D virtual models. Methods: The subjects were 20 patients (2 men and 18 women; mean age 20 years 7 months ${\pm}$ 3 years 9 months) with Class II malocclusion treated using $0.016{\times}0.022-inch$ multiloop edgewise arch wire with continuous tip-back bends or titanium molybdenum alloy ideal arch wire with compensating curve, together with intermaxillary elastics. Linear and angular measurements were performed to investigate maxillary teeth displacement by superimposing pre- and post-treatment 3D virtual models using Rapidform 2006 and analyzing the results using paired t-tests. Results: There were posterior displacement of maxillary teeth (p < 0.01) with distal crown tipping of canine, second premolar and first molar (p < 0.05), expansion of maxillary arch (p < 0.05) with buccoversion of second premolar and first molar (p < 0.01), and distal-in rotation of first molar (p < 0.01). Reduced angular difference between anterior and posterior occlusal planes (p < 0.001), with extrusion of anterior teeth (p < 0.05) and intrusion of second premolar and first molar (p < 0.001) was observed. Conclusions: Class II treatment using an arch wire with continuous tip-back bends or a compensating curve, together with intermaxillary elastics, could retract and expand maxillary dentition, and reduce occlusal curvature. These results will help clinicians in understanding the mechanism of this Class II treatment.

AI가 적용될 메타버스 시대를 위한 확장된 공감의 역할 (Expanded Role of Empathy in Metaverse Environment Where AI is Applied)

  • 이현정
    • 한국콘텐츠학회논문지
    • /
    • 제21권11호
    • /
    • pp.87-99
    • /
    • 2021
  • 팬데믹에 의해 직접적인 교류가 제한되면서, 가상과 현실을 넘나드는 세계인 메타버스의 영향력이 점차 확대되고 있다. 현재 다양한 메타버스 플랫폼에서는 사용자들에게 더욱 다양한 경험을 제공해주기 위해 AI 기술을 적극적으로 도입하는 추세다. 그러나 그로 인해 메타버스 공간에서 AI-인간 사이 친교가 인간-인간의 관계만큼이나 적극적으로 이루어진다면 이것은 인간성을 위협하는 부작용을 초래할 수도 있다. 본 연구는 이러한 부작용을 최소화하는 방안으로써 공감의 가치를 강조했으며, 동시에 공감의 개념과 역할이 앞으로 더욱 확장될 필요가 있다고 보았다. 본 연구에서는 실증연구를 통해 현재 수준에서 메타버스 내 사회적 관계와 현실의 사회적 관계에 대한 차이를 살펴보았으며, 그 결과를 토대로 AI가 메타버스에 적용된 환경에서의 사회적 관계 양상 변화를 예측해보았다. 연구 결과를 종합하여 본 연구에서는 디지털 시대, 인간의 가치가 존중된 미래사회를 만드는 역할로써 '디지털휴먼공감'이라는 개념을 제안하였다.

아급성기 뇌졸중 환자의 팔 기능을 위한 작업치료프로그램에 대한 체계적 고찰 (Systematic Review of Occupational Therapy Programs for Upper Extremity Functions in Subacute Stroke Patients)

  • 방요순;주은솔
    • 대한통합의학회지
    • /
    • 제11권4호
    • /
    • pp.105-114
    • /
    • 2023
  • Purpose : This study systematically reviewed occupational therapy programs for upper extremity functions in subacute patients implemented over the last decade at home and abroad to utilize the findings as the basis for intervention protocols. Methods : This study was conducted with domestic and foreign randomized controlled experimental studies published from January 2013 to May 2023. Acute or subacute, CVA or stroke, upper extremity function, and program or therapy were used as search keywords in the search databases Scopus, PubMed, Riss, and DBpia. A total of 3,723 documents were retrieved, and 1,007 duplicate papers were excluded. In addition, 2,640 papers that did not meet the inclusion and exclusion criteria were excluded by the researcher examining the titles and abstracts. Thereafter, the full texts were checked. Consequently, 67 documents were excluded, and nine documents were finally used for analysis. Results : Due to the evaluation of the quality of the documents of nine studies, five items were rated "low," and two items were rated "unclear" in many studies. Males predominated the genders, and infarction predominated the types. The average age was over 50 but under 60 years, and the number of days after onset was predominantly fewer than one month. Occupational therapy programs were classified into mental programs, mirror therapy, music programs, and virtual reality programs, and virtual reality programs were frequently used. The intervention periods were predominantly 15-30 sessions for less than 30 minutes, and the Fugl-Meyer assessment-upper extremity was predominantly applied as an evaluation tool. Conclusion : This study is significant because it attempted to present the direction of intervention protocols for upper extremity functions in subacute stroke patients in clinical settings. Studies should be conducted with an expanded scope for a literature review.