• Title/Summary/Keyword: 액션

Search Result 424, Processing Time 0.142 seconds

Multi Agent Multi Action system for AI care service for elderly living alone based on radar sensor (레이더 센서 기반 독거노인 AI 돌봄 서비스를 위한 다중 에이전트 다중 액션 시스템)

  • Chae-Byeol Lee;Kwon-Taeg Choi;Jung-HO Ahn;Kyu-Chang Jang
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2023.07a
    • /
    • pp.67-68
    • /
    • 2023
  • 본 논문에서 제안한 Multi Agent Multi Action은 기존의 대화형 시스템 방식인 Single Agent Single Action 구조에 비해 확장성을 갖춘 대화 시스템을 구현하는 방식이다. 시스템을 여러 에이전트로 분할하고, 각 에이전트가 특정 액션에 대한 처리를 담당함으로써 보다 유연하고 효율적인 대화형 시스템을 구현할 수 있으며, 다양한 작업에 특화된 에이전트를 그룹화함으로써 작업의 효율성을 극대화하고, 사용자 경험을 향상 시킬 수 있다.

  • PDF

수산 바이오매스 자원화 전략 액션플랜의 책정

  • Hu, To-Wa
    • 어항어장
    • /
    • s.80
    • /
    • pp.34-37
    • /
    • 2007
  • 바이오매스 이용.활용 사업은 수산업. 어촌의 활성화를 목적에 두고 있으므로 경제성이 우수해야하는 것이 필수 조건이지만, 한편 지구 온난화 방지나 순환형 사회구축이라는 목적을 가지고 있어 경제성뿐만 아니라 탄소 고정 등 한경에 공헌하는가도 평가의 대상으로 검토하는 것이 바람직하다.

  • PDF

Healthy People - 끝없는 도전으로 성숙해진 연기력 배우 정우성

  • Kim, Gyeo-Ul
    • 건강소식
    • /
    • v.38 no.11
    • /
    • pp.16-17
    • /
    • 2014
  • 2014년 정우성은 영화 '신의 한 수'와 '마담 뺑덕'에서 배우로서 흥행과 연기력을 인정받았다. 그야말로 정우성의 해다. '신의 한 수'에서 상남자스러운 액션 연기를 선보였다면 '마담 뺑덕'에서는 파격적인 연기와 노출을 감행했다.

  • PDF

소환대전 큐이

  • Jeong, Dong-Jin
    • Digital Contents
    • /
    • no.10 s.161
    • /
    • pp.91-93
    • /
    • 2006
  • 국내 온라인게임 시장의 흥행 키워드인 'FPs'가 진화하고 있다. 액션ㆍ퍼즐ㆍ소환ㆍ메카닉 등 소재가 다양해지면서 온라인게임 시장의 트랜드를 주도하고 있는 것. 이번에 소개하는 소환대전 <큐이>역시 진화하는 FPS의 새로운 전형을 보여주고 있다.

  • PDF

Game review- ‘화염과 폭발’테마의 SF액션 MMORPG

  • Park, In-O
    • Digital Contents
    • /
    • no.2 s.129
    • /
    • pp.80-85
    • /
    • 2004
  • 기존의 대다수 온라인 게임들이‘검과 마법’이라는 중세 판타지식 소재로 대변된다면, RF 온라인은‘화염과 폭발’이라는 현대식 소재로 대변되는 게임이라 할 수 있다. 즉 SF 판타지적 사고에서 접근한 게임이 바로 RF 온라인이다.

  • PDF

The Paper on The Martialarts Acting System for Action Acting Technic (효율적인 액션연기를 위한 '무예武藝연기술시스템' 의 논의)

  • Kim, Sunam
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.7
    • /
    • pp.57-74
    • /
    • 2015
  • This paper will concentrates on martialarts acting system. I will sugest a kind of actor's training system for the safe method of action acting. In this study I solve the following problems. First, what is main factors to interfere with performer to act and how do they get rid of factors. Second, what is very economic and effective challenge to develope the new acting system for action acting performers. For this discussion I studied four parts. The first, I gives purpose and direction of the safe for martialarts actor. The second, I traces the development of contemporary idea of acting such as Stanislavsky and Meyerhold. The third I introduces Korean martialarts training system. The last I conclude which refer to effective action acting by result of training 'Korean traditional martialarts acting system'.

Intelligent Characters for Fighting Action Games applied Energy Points (대전형 액션 게임에서 에너지 점수를 도입한 지능 캐릭터)

  • Lee Myun-Sub;Cho Byeong-Heon;Jung Sung-Hoon;Seong Yeong-Rak;Oh Ha-Ryoung
    • The KIPS Transactions:PartB
    • /
    • v.13B no.4 s.107
    • /
    • pp.449-456
    • /
    • 2006
  • This paper proposes intelligent characters for fighting action games to which energy points are applied for more realistic implementation than those of previous researches. The intelligent characters decide their actions in consideration of their energy level as well as a current action, the step of the action, the distance, and past actions of opponent characters that were used in existing intelligent ones. We used two types of energy, HP(Health Point) and MP(Mana Point) that were frequently employed in recent on-line games. We experimented with proposed intelligent characters to investigate whether the intelligent characters learn proper actions and cope with opponent characters in consideration of their energy levels. Experimental results showed that the intelligent characters reacted with the best actions to obtain high score if their energy is sufficient, Otherwise, they did the actions to(that?) recharge their energy. From this observation, we could conclude that the proposed intelligent characters worked well and did effective actions in consideration of the their energy.

The Study of Visual Immersion of Interactive Type of VR Action Contents (VR체감형 액션콘텐츠의 시각적 몰입감)

  • Lee, Young-Woo
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.7
    • /
    • pp.525-533
    • /
    • 2020
  • In recent years, the VR-interactive action contents industry, which utilizes five senses of human bodies, has continued to grow through areas such as games, tourism, movies, performances and exhibitions, but it has reached to breaking point by unrealistic visual elements. Therefore, the purpose of this study is to analyze the effect of each evaluation factor based on visual immersion of interactive type of VR action contents to overcome the limitations. For this study, firstly, prior research is reviewed. Secondly, the evaluation factors of visual immersion of interactive type of VR action contents and hypothesis are to be derived. Research finding is that there is no difference to recognize proximity, three-dimensionality, visibility and immersion by gender. Also, in order to influence visual immersion, it is important that 3D modeling of characters and objects must be sophisticated to be fit in with their surroundings and lighting. This makes user to be confused where they are actually in.