• Title/Summary/Keyword: virtual character

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Evaluation of Acoustic Performance about Dome-typed Gymnastics Training Floor Using Auralization (가청화를 이용한 돔형 체조연습장의 음향 성능평가에 관한 연구)

  • Yun, Jae-Hyun;Ju, Duck-Hoon;Kim, Jae-Soo
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.17 no.8
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    • pp.708-719
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    • 2007
  • In case of indoor gymnastics training floor, in view of its characteristics, since it is simultaneously required the related smooth communication between the coach and the player, also the acoustic performance regarding to the clearness of music, besides the sport activity, the consideration about the acoustic character has entered the stage as an indispensable element. On such viewpoint, recently constructed dome-typed gymnastic training floor was optimized acoustic design with remodeling through acoustic simulation test. And acoustic satisfaction degree and reaction was attempted to investigate about the gymnastics training floor estimating value of human's psychological(sensual) degree using auralization that enables to experience the virtual sound field at the stage of design. As the result of investigation about the research on the space of object, it could be known that the valuation regarding to the acoustic performance of 'after-improvement' was distinctly more refined than that of 'before-improvement'. It is now considering that such result of the study can be utilized as the useful data which enables to improve the retrenchment effect of the construction cost as well as the acoustic capability, by means of the prediction control on the acoustic problem from the stage of design, for the occasion when the similar indoor sport gymnasium is planning to build for the near future.

The Improved-Scheme of Password using Final Approval Time (최종 승인시간을 이용하는 개선된 패스워드 기법)

  • Ji, Seon-Su;Lee, Hee-Choon
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.3
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    • pp.57-63
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    • 2011
  • The internet is currently becoming popularized and generalized in our daily life. Recently, a lot of hacking tools have appeared on the internet. And damage size and seriousness the measurement is impossible. The password security protects oneself and information is the tool which is essential for from the internet, if this emphasizes no matter how, does not go to extremes. If applies a encryption, a 7 character password is sufficient, so long as attackers don't pick easily guessed values. In this paper, entering password using the virtual keyboard, I propose a new and improved one time password algorithm using information a part of ID and final approval time.

Story Generation System using Emotional Agent (감정 에이전트를 이용한 자동 이야기 생성 시스템의 설계)

  • Kim, Won-Il;Kim, Dong-Hyun;Hong, You-Sik;Lee, Chang-Min
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.5
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    • pp.140-147
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    • 2008
  • This paper proposes Story Generation system based on Emotional Agent. In the proposed system, Emotional Agent is used as Actor whereas Story Generation produces goal and detailed plans to achieve goal. The storyline is constructed when the goal oriented plan is processed. The proposed system is effective and realistic since it employs human-like Emotional Agent as a main character in generating story.

A study on the Development of Animated Graphic Chatting Program based on Facial Expression (표정과 제스처에 기반한 대화기법을 활용한 Animated Graphic Chatting 프로그램 개발 연구)

  • 안상혁;정진오
    • Archives of design research
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    • v.12 no.4
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    • pp.129-137
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    • 1999
  • We see that the Interactive Entertainment Industry on the internet has a great potential to grow in the 21st century. There will be many kinds of internet content. Internet contents can be classified with six categories such as identity, entertainment, learning, shopping, community. However, we see that shopping and community have a higher market share among the six. Recently, community has become more important in making an internet business sucessful, because it is valuable in creating virtual society in cyber space. A chatting program has been an effective means to form community. So we developed the animation graphic chatting program that functions to express an emotion effectively compared to the text chatting.

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Interactive Locomotion Controller using Inverted Pendulum Model with Low-Dimensional Data (역진자 모델-저차원 모션 캡처 데이터를 이용한 보행 모션 제어기)

  • Han, KuHyun;Kim, YoungBeom;Park, Byung-Ha;Jung, Kwang-Mo;Han, JungHyun
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1587-1596
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    • 2016
  • This paper presents an interactive locomotion controller using motion capture data and inverted pendulum model. Most of the data-driven character controller using motion capture data have two kinds of limitation. First, it needs many example motion capture data to generate realistic motion. Second, it is difficult to make natural-looking motion when characters navigate dynamic terrain. In this paper, we present a technique that uses dimension reduction technique to motion capture data together with the Gaussian process dynamical model (GPDM), and interpolates the low-dimensional data to make final motion. With the low-dimensional data, we can make realistic walking motion with few example motion capture data. In addition, we apply the inverted pendulum model (IPM) to calculate the root trajectory considering the real-time user input upon the dynamic terrain. Our method can be used in game, virtual training, and many real-time applications.

Recognition Performance Enhancement by License Plate Normalization (번호판 정규화에 의한 인식 성능 향상 기법)

  • Kim, Do-Hyeon;Kang, Min-Kyung;Cha, Eui-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.7
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    • pp.1278-1290
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    • 2008
  • This paper proposes a preprocessing method and a neural network based character recognizer to enhance the overall performance of the license plate recognition system. First, plate outlines are extracted by virtual line matching, and then the 4 vertexes are obtained by calculating intersecting points of extracted lines. By these vertexes, plate image is reconstructed as rectangle-shaped image by bilinear transform. Finally, the license plate is recognized by the neural network based classifier which had been trained using delta-bar-delta algorithm. Various license plate images were used in the experiments, and the proposed plate normalization enhanced the recognition performance up to 16 percent.

A Case Study on Augmented Reality Advertisement using Visual Interface Effect and Spatial Expression (시각인터페이스적용효과 및 공간표현을 활용한 증강현실광고 사례연구)

  • Jin, Zhuo;Jang, Chunggun
    • Journal of Korea Multimedia Society
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    • v.22 no.5
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    • pp.626-637
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    • 2019
  • Due to the rapid development of computer and digital technologies, those technologies were used in advertising. In order to meet the needs of marketing, a virtual space or character using 3D graphic augmented reality technology was developed and applied to advertisement. This study analyzed the characteristics of augmented reality in terms of interface design and spatial expression of augmented reality through case study. Firstly, we wanted to find the relationship between the types of the augmented reality advertisement and interface effects. Secondly, we wanted to find the spatial expression methods. The sample survey case studies based on 42 articles from 2012 to 2018 using Chinese and Korean site sharing augmented reality advertisement. The results of the case studies were divided into two parts. Firstly, the relationship between augmented reality types and interface effects were found basing on the augmented reality index. It means that the augmented reality index can be illustrated by using the augmented reality type. Simultaneously, the augmented reality type can be illustrated using the interface effect. The second part was that the types of display were used as a spatial representation. And the results showed that mobile display and public place display were the most frequently used.

Research of 3D graphic nursery contents for humanity education developed by mobile AR technology (모바일 기반 증강현실 기술을 활용한 창의인성교육 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.337-339
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents for humanity and creativity education which is developed by mobile AR technology. AR technology has currentlypeople's attention because of the potential of future core contents. We allpied AR technology for kid's education of language, humanity and creativity. Well known nursery tales reconstructed by ICT technology give absorbing interest to kids, lead the curiosity of leading edge technology and friendly accept it as a part of daily life.

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A Study on Reality Enhancement Method of VR Baseball Game (VR 야구 게임의 현실감 강화 방법 연구)

  • Yoo, Wang-Yun
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.23-32
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    • 2019
  • The popularization of VR content is slow. It's because they have not created a new visual experience, that is, 'utility' beyond 'interest'. The utility of VR content starts from functional reality. And to enhanced it, realistic interaction is required. Specifically, this study presents three methods of network play, character artificial intelligence, and Haptic implementation. In order to confirm the hypothesis, we conducted all phases of VR content production from baseball to contents production, play test, and technical verification. Through the test of the user and the evaluation institution about the final product, it was evaluated that it contributed to the realization of the content realism through the realistic visual effect, the play presentation, and the impact evaluation by the vibration.

The Effects of Adolescents' Online Game Character Status Comparison on their Subjective Happiness Change (청소년의 온라인 게임 캐릭터 지위 비교가 주관적 행복 변화에 미치는 효과)

  • Lee, Guk-Hee
    • Korean Journal of Cognitive Science
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    • v.32 no.2
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    • pp.75-98
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    • 2021
  • The purpose of this study was to confirm whether adolescents with a tendency to compare online game positions are unhappier than their peers who do not. In Experiment 1, participants were asked to compare the status of their game character with the game world average (below, equal, or above average), and were then measured on their changes in happiness (changes before and after the participant's status comparison). In Experiment 2, participants compared the status of their game character with a person they knew (whether it was lower or higher than their acquaintance), and were then measured on their subjective changes in happiness. In Experiment 3, participants were told that the status of their game character was lower/higher than the average, and were either presented or not presented with the information that their acquaintance's character held a lower/higher position. The subjective happiness level of the two groups was then measured. As a result, Experiment 1 confirmed that adolescents with generally low subjective happiness were unhappier when their game position was lower than the average and were happier when their game position was higher than the average. However, it was found that the happiness level of adolescents with generally high subjective happiness did not significantly change. Experiment 2 observed that adolescents with generally low subjective happiness were unhappier when their game position was lower than others in the game world and were happier when their game position was higher than others. However, this was not true for adolescents with generally high subjective happiness. Experiment 3 showed that adolescents with generally low subjective happiness were unhappier when someone else had a higher game position than themselves and were happier when someone else had a lower game position than themselves, regardless of their status in either situation. However, a significant change was not detected among adolescents with generally high subjective happiness. As a rare study confirming the effects of social status comparison on happiness in the virtual world, this study is noteworthy.