• Title/Summary/Keyword: 상호작용행동

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A Study on Game Character Personality Model Considering the Interaction (상호작용을 고려한 게임 캐릭터 성격 모델 연구)

  • Nam, KiTeok;Kihl, Taesuk
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.27-34
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    • 2020
  • Game characters provide a path to connect and interact between game designers and players through the personality. We need to study the personality design of game characters considering the interaction. The character's personality is formed through 'design elements' and 'personality factors' according to the intention of the game designers. It is formed to the ultimate character's personality by interacting with the player's personality factor. 14 design elements and 40 personality factors were extracted. This study suggests a 'game character personality model' considering the interaction.

Object Interaction Animation Using Imitation Learning and Motion Blending (모방학습과 모션 블렌딩을 이용한 객체 상호작용 애니메이션)

  • Jeong-Min-Shin;Sang-Won Han;Byeong-Seok Shin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.571-574
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    • 2023
  • 애니메이션은 주어진 키프레임(key frame)에 맞추어 움직이기 때문에, 다른 객체와 상호작용할 때 상대편 물체의 위치나 방향을 애니메이션에 맞추어 변환해야 한다. 이 논문에서는 모방학습으로 애니메이션을 학습하고, 모션 블렌딩(motion blending) 기법으로 객체 간 상호작용을 학습하여 새로운 애니메이션을 생성하는 방법을 제안한다. 에이전트(agent)는 오브젝트의 상태를 관측하고 주어진 모션들을 블렌딩하는 방법으로 다양한 행동을 취하고 목적에 대한 보상을 받는다. 에이전트가 행동하는 과정에서 모션 블렌딩 비율에 대한 가중치를 계산하는 함수를 설계하고, 생성되는 애니메이션이 사람이 취할 수 있는 동작에 가깝도록 회전 각도 clamping 함수와 보상 시스템을 설계하여 반영한다. 모방학습 기반 모션 블렌딩 기법은 객체의 변화에 상호작용하는 애니메이션을 기존 강화학습 기반 애니메이션 생성 기법보다 적은 학습량으로 생성할 수 있음을 확인했다.

Implementation of VR Interface using 3D Visual Information (3차원 시각정보를 이용한 VR 인터폐이스 구현)

  • 오재용;이칠우
    • Proceedings of the IEEK Conference
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    • 2001.09a
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    • pp.165-168
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    • 2001
  • 최근 인간과 컴퓨터간의 원활한 상호작용의 필요성이 커짐에 따라 인간의 행동을 분석하는 연구가 많이 수행되고 있다. 기존의 시스템은 인간과 컴퓨터의 상호작용을 위해 3차원 센서 등의 별도의 장치를 필요로 한다. 그러나, 이러한 시스템은 원활한 상호작용이라는 관점에서 볼 때 자연스럽지 못하게 되고, 또한 시스템의 제약이 많기 때문에 다양한 시스템으로의 응용이 어려워지게 된다. 본 논문에서는 보다 자연스러운 인간과 컴퓨터의 상호작용을 위해서 센서가 아닌 카메라를 이용하여 대상을 입력받고, 이를 분석함으로써 대상이어떠한 상태이고, 어떤 동작을 취하고 있는지를 파악하여, 보다 자연스러운 인간과 컴퓨터간의 인터페이스를 구현하고자 한다.

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The Main and Interaction Effects of Day-care Experiences and Maternal Parenting Behavior on Preschoolers' Problem Behaviors (보육경험과 어머니의 양육행동이 유아의 문제행동에 미치는 주효과와 상호작용 효과)

  • Choi, Mi Na;Shin, Nana
    • Korean Journal of Childcare and Education
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    • v.11 no.2
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    • pp.283-310
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    • 2015
  • The purpose of this study was to examine the main and interaction effects of day-care experiences and maternal parenting behavior on preschoolers' externalizing and internalizing problem behaviors. A total of 248 preschoolers(112 boys and 136 girls) and their mothers participated in this study. Mothers provided information about their children's day-care experiences(i.e., age of entry, hours per week, days per week, and number of day care centers attended by the preschoolers), their parenting behavior, and their children's problem behavior. Data were analyzed using correlations, multiple and hierarchical regressions, and post-hoc analysis suggested by Aiken and West(1991). First, preschoolers who frequently changed day-care centers showed higher levels of aggression. Second, maternal logical explanation, coercive and neglecting parenting behavior significantly influenced preschoolers' externalizing and internalizing problem behavior. Finally, interactions of day-care experiences and maternal parenting behavior were significant in predicting preschoolers' problem behavior. These findings suggest that day-care experiences need to be considered with other family variables in predicting preschoolers' developmental outcomes.

Interaction with Agents in the Virtual Space Combined by Recognition of Face Direction and Hand Gestures (얼굴 방향과 손 동작 인식을 통합한 가상 공간에 존재하는 Agent들과의 상호 작용)

  • Jo, Gang-Hyeon;Kim, Seong-Eun;Lee, In-Ho
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.39 no.3
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    • pp.62-78
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    • 2002
  • In this paper, we describe a system that can interact with agents in the virtual space incorporated in the system. This system is constructed by an analysis system for analyzing human gesture and an interact system for interacting with agents in the virtual space using analyzed information. An implemented analysis system for analyzing gesture extracts a head and hands region after taking image sequence of an operator's continuous behavior using CCD cameras. In interact system, we construct the virtual space that exist an avatar which incarnating operator himself, an autonomous object (like a Puppy), and non-autonomous objects which are table, door, window and object. Recognized gesture is transmitted to the avatar in the virtual space, then transit to next state based on state transition diagram. State transition diagram is represented in a graph in which each state represented as node and connect with link. In the virtual space, the agent link an avatar can open and close a window and a door, grab or move an object like a ball, order a puppy to do and respond to the Puppy's behavior as does the puppy.

The Effect of Quasi-social Interaction on Intention of behavior of YouTube beauty content users (유튜브 뷰티콘텐츠 이용자의 준사회적 상호작용이 행동의도에 미치는 영향)

  • Park, SuJeong;Yang, EunJin
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.457-462
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    • 2021
  • YouTube has established itself as a major media platform. Businesses give more attention to YouTube's influence as marketing using the platform demonstrates positive effects. Accordingly, this study aims to look into how the quasi-social interaction of the users of beauty content on YouTube affect purchase behavior intentions and provide results as basic data for establishing an efficient marketing strategy. Quasi-social interaction exerted significantly positive influence on purchase behavior and purchase intention. This suggests that the stronger the quasi-social interaction becomes, purchase behavior and purchase intention get stronger. Therefore, strategies for facilitating marketing should be devised by increasing efficient quasi-social interaction according to user characteristics.

The Effects of Professionalism Awareness and Occupational Stress on Teacher and Child Interactions in Early Childhood Teachers (유아교사의 전문성 인식과 직무스트레스가 교사와 유아 간 상호작용에 미치는 영향)

  • KU, JAYOUNG
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.6
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    • pp.470-477
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    • 2017
  • The Quality of Early Childhood Teachers has recently become More Important as the Amount of Time Spent by Early Childhood Educational Institutions Increases. The Purpose of this Study was to Investigate the Effects of Professionalism Awareness and Occupational Stress on Teacher and Child Interactions in Early Childhood Teachers. The Questionnaires were Distributed to 150 teachers in 30 Early Childhood Education Centers and 134 completed Questionnaires were Collected and Analyzed Using SPSS 18.0 Program. The Results of this Study are as Follows. First, the Lack of Leadership and Administrative Support Adversely Affects Teacher's Professionalism Awareness. Behavior Interaction and Verbal Interaction among Teachers and Children are Influenced by Emotional Interaction. Second, analysis of the Influence of Professionalism Awareness and Occupational Stress on Emotional Interaction of Early Childhood Teachers revealed that Among the Sub-factors of Professional Awareness, the Variables of Work Ethics, Professional Knowledge and Technical Requirements Positively Influenced Affective, Emotional, Verbal, and Behavioral Interactions.

Effects of Young Children's Temperament, Teacher Efficacy, and Teacher-child Interactions on Peer Play Interactions (유아의 기질과 교사효능감 및 교사-유아상호작용이 유아의 또래놀이상호작용에 미치는 영향)

  • Kim, Sang Lim;Park, Chang Hyun
    • Korean Journal of Childcare and Education
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    • v.11 no.6
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    • pp.37-58
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    • 2015
  • The purpose of the study was to analyze the effects of both young children's gender and temperament and their teachers' teaching efficacy and teacher-child interactions on peer play interactions. For this purpose, the data from the 2012 Panel Study on Korean Children were analyzed using analyses of variances and correlation co-efficiencies. In addition, analyses of hierarchical regression, with young children's temperament and teacher-related factors (teaching efficacy and teacher-child interactions) as the independent variables and three sub-factors of peer play interactions (play interaction, play disruption, play disconnection) as the dependent variables, were conducted. The results showed that young children's temperament, teacher efficacy, teacher-child interactions, and peer play interactions differed by gender and significantly correlated. Young children's temperament and teacher-child interactions significantly affected young children's peer play interactions, and the effect of teacher-child interactions was larger than the effect of temperament by 2~2.5 times. The results proved the importance of early childhood teachers' roles in the development of young children's peer interactions with consideration of differences based on children's gender and temperament. With the results given, implications and suggestions for further research were discussed.

A Study on the Influence of Family Affection Interaction Behavior on Experience Value in Family Tourism (가족여행에서 가족 간의 상호작용 행동이 체험 가치에 미치는 영향에 관한연구)

  • Wang, Yue;Sim, Jae-yeon;Kim, Hyung-Ho
    • Journal of the Korea Convergence Society
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    • v.10 no.12
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    • pp.101-108
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    • 2019
  • Family tourism has become the mainstream demand of the tourism market, and it is also an effective way to obtain happiness. This paper takes family tourists as the research object, takes the family tourism family affection interaction behavior and the experience value relationship as the link, Empirically tests the family tourism "interaction behavior-social support-experience value" conceptual model and the relationship hypothesis. The results showed that interaction of family affection had a positive and significant effect on the functional, cognitive and emotional experience value of family tourists. Family interaction in family tourism has a significant positive impact on social support. Social support has significant positive effects on functional, cognitive, emotional and overall experiential values. This conclusion expands the theoretical and empirical research on the relationship between interaction behavior and experience value, and provides a basis for understanding the interaction behavior and experience value of family love from the perspective of tourism experience essence.

Customer-perceived distributive peer justice climate, community identification, C2C interaction quality, and helping intention in MMORPG contexts (고객의 분배공정성분위기 지각과 커뮤니티동일시, 고객간상호작용인식, 도움행동의도의 관계에 대한 연구)

  • Hyun Sik Kim
    • Journal of Service Research and Studies
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    • v.14 no.2
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    • pp.158-177
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    • 2024
  • This paper proposes and tests a theoretical model of the relational link between a novel form of customer-perceived fairness for a reward design (distributive peer justice climate) and C2C helping intention via community identification and online C2C interaction (friend-, neighboring customer-, audience-interaction) qualities in a collective consumption context (MMORPG). To test hypotheses, we amassed survey data within a collective consumption context (massively multiplayer online role-playing games, MMORPGs). We used structural equation modeling in analyzing the survey data. The results reveal that user-perceived distributive peer justice climate for a reward design enhances their C2C helping intention via community identification and C2C interactions in MMORPG contexts. Collective consumption-type service managers should focus on promoting the user-perceived distributive peer justice climate for their reward system to enhance users' present C2C co-creation experience (community identification, C2C interaction) and future C2C co-creation behavior (helping intention). By adopting an intra-unit level distributive justice concept (customer-perceived distributive peer justice climate) to a reward design in a collective consumption context (MMORPGs), this study informed collective consumption-type service managers of the importance of its management.