• Title/Summary/Keyword: 캐릭터 개발

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A Character Service on Wired and Wireless Internet using SVG (SVG를 이용한 유${\cdot}$무선 인터넷 환경에서의 캐릭터 서비스)

  • Lee Sung-Jae;Yoo Nam-Hyun;Yang Soo-Yung;Kim Won-Jung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.8
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    • pp.1821-1827
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    • 2005
  • Currently, most wired Internet describes an image file using GIF and JPG and wireless Internet uses various image files such as SVG, wBMP, SIS, PNG, and Flash Lite. Accordingly, overlapping occurs in the investment of production cost for making contents. This thesis proposes a Character(Avatar) service that could simultaneously aid both wired and wireless Internet by utilizing SVG, a vector based image file format for describing two-dimensional graphics. We will reduce cost of developing contents, when develop contents that simultaneously supports wired and wireless Internet using SVG.

A Design on Sub-Motion System for Full Body Tracking (풀 바디 트래킹을 위한 서브 모션 시스템 설계)

  • Kim, Hoyong;Wu, Guoqing;Sung, Yunsick
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.889-891
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    • 2018
  • 가상현실 (Virtual Reality, VR) 컨텐츠가 다양해지면서 사용자들의 관심도 높아지고 있다. 초기 VR 컨텐츠는 헤드 마운티드 디스플레이 (Head Mounted Display, HMD)와 컨트롤러만 사용한다. 사용자의 요구가 높아지면서 현실적인 컨텐츠 구현을 위해서 사용자의 신체 움직임으로 제어하는 풀 바디 트래킹(Full Body Tracking) 기술이 도입되고 있다. 머리에 착용하는 HMD와 양손으로 제어하는 두 개의 컨트롤러 뿐만 아니라 모션캡쳐장비, 트래커 장비를 사용자의 다양한 위치에 착용시켜, 세밀한 움직임 트래킹이 가능해졌다. 본 연구에서 서브 모션 기반의 움직임 추적 방법과 이를 기반한 서브모션 시스템을 제안한다. 서브모션 시스템은 VR 컨텐츠에 사용되는 사용하는 센서 위치를 VR캐릭터의 대응되는 위치에 출력하는 방식이 아닌, 사용자의 움직임에 따라 다양한 센서 위치 변화를 인식하고, 이를 기반으로 VR에서 사전에 지정된 모션을 인식 및 출력한다. 사용자의 움직임을 세분화하여 각각의 연속된 서브모션들로 인식하고, 각각의 서브 모션에서 연속적으로 인식 가능한 서브 모션을 분기를 통해 정의하고 인식함으로써 다양하고 자유도 높은 모션 처리가 가능하다. 선행 기술들의 문제점인 고정된 데미지 방식 및 부자연스러운 모션을 해결하고 사용자에게 실제와 같은 동작을 취하도록 유도하여 몰입감등을 부여할 수 있다. 서브 모션들을 자동적으로 생성하는 시스템을 통해 풀 바디 트래킹 VR 컨텐츠에 적용 가능한 엔진을 연구 및 개발하여 해당 산업의 발전에 이바지하고자 한다.

Reinforcement Learning-based Classification Behavior Control Design of Grid Sorting System (그리드 분류 시스템의 강화 학습 기반 분류 행동 제어 설계)

  • Choi, Ho-Bin;Lim, Hyun-Kyo;Kim, Ju-Bong;Hwang, Gyu-Young;Han, Youn-Hee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.990-993
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    • 2019
  • 인공지능(AI)은 최근 다양한 산업과 사회에서 패러다임을 바꾸고 있지만, 최첨단 AI 가 제조업에서는 즉각적인 성과를 보이지 못 하고 있다. 다시 말해, Industry 4.0 시점에서 기존의 접근 방법과 차별화되는 실용적인 방법론이 필요하다. 여기서 중요한 점은 '어떤' 데이터를 '어떻게' 활용하여 '어느' 부분에 적용할 것 인가이다. 제조업은 게임과 같이 가상의 캐릭터가 하나의 객체 단위로 구동되는 것이 아니라 수많은 하드웨어가 물리적으로 조합되어 연동한다. 따라서, 현실 세계에서는 물리적 마모, 고장 등으로 인해 엔지니어의 개입 없이 수천만 번 이상의 반복 학습이 불가능하다. 또, 제조업은 학습을 위한 방대한 양의 데이터를 수집하고 레이블링 하는 것이 매우 어렵다. 이 두 가지 한계를 극복할 수 있는 방법은 현실과 매우 유사한 환경을 시뮬레이션으로 재연 후 강화 학습을 사용하는 것이다. 제조 분야에서 아주 복잡한 환경 중 하나로 이송 설비가 있으며, 본 논문에서는 그리드 분류 시스템을 개발하고 강화 학습을 적용시킬 수 있는 환경을 설계한다.

Animation System for Crowd Behavior Using Information of 3D Models (3차원 모델 정보를 이용한 군집행동 애니메이션 시스템)

  • Cho, Seung-il;Ryu, nam Hoon;Kim, Jong-chan;Kim, Jong-il;Kim, Cheeyong;Kim, Eung-Kon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.131-134
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    • 2009
  • The development of computer graphics leads to high value-added products, such as film, game contents, 3D animation. In realistic animation, it is impossible and inefficient to produce the movement of each objects as handwork to display the various behaviors of a lot of characters. So we need the techniques of the crowd animation which presents the movement of objects realistically and efficiently by calculating automatically. In this paper, we designed a modeler which generates the attitudes of objects in crowd behavior animation using information of 3D models. We developed an animation system for crowd behavior which was applied for animation, VR, or games.

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A Language Model based Knowledge Network for Analyzing Disaster Safety related Social Interest (재난안전 사회관심 분석을 위한 언어모델 활용 정보 네트워크 구축)

  • Choi, Dong-Jin;Han, So-Hee;Kim, Kyung-Jun;Bae, Eun-Sol
    • Proceedings of the Korean Society of Disaster Information Conference
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    • 2022.10a
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    • pp.145-147
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    • 2022
  • 본 논문은 대규모 텍스트 데이터에서 이슈를 발굴할 때 사용되는 기존의 정보 네트워크 또는 지식 그래프 구축 방법의 한계점을 지적하고, 문장 단위로 정보 네트워크를 구축하는 새로운 방법에 대해서 제안한다. 먼저 문장을 구성하는 단어와 캐릭터수의 분포를 측정하며 의성어와 같은 노이즈를 제거하기 위한 역치값을 설정하였다. 다음으로 BERT 기반 언어모델을 이용하여 모든 문장을 벡터화하고, 코사인 유사도를 이용하여 두 문장벡터에 대한 유사성을 측정하였다. 오분류된 유사도 결과를 최소화하기 위하여 명사형 단어의 의미적 연관성을 비교하는 알고리즘을 개발하였다. 제안된 유사문장 비교 알고리즘의 결과를 검토해 보면, 두 문장은 서술되는 형태가 다르지만 동일한 주제와 내용을 다루고 있는 것을 확인할 수 있었다. 본 논문에서 제안하는 방법은 단어 단위 지식 그래프 해석의 어려움을 극복할 수 있는 새로운 방법이다. 향후 이슈 및 트랜드 분석과 같은 미래연구 분야에 적용하면, 데이터 기반으로 특정 주제에 대한 사회적 관심을 수렴하고, 수요를 반영한 정책적 제언을 도출하는데 기여할 수 있을 것이다

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Design Program for the Regional Development (지역진흥을 위한 디자인개발 프로그램)

  • 하상오
    • Archives of design research
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    • v.15 no.1
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    • pp.379-388
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    • 2002
  • Since policies of each local government toward regional development have been focusing on only development of the individual applied items such as a character merchandise, co-regional brand, and developing a speciality for the region, the adverse effects of design have been came out. So we carried out this research to minimize the adverse effect of design and also we would like to give the opportunity of thinking of a new way to activate local economy, to create regional identity and to develop local resources by applying the Cl program which have bean used as the way of business improvement coping with the conceptional change of competitiveness with a comprehensive view. Therefore, for design to play an important role in regional development, as standing on the basis of regional development it is necessary to attain the various goals such as activating administrative organization, improving the administrative image, and making the local in go unique. And also it is necessary to develop the communicational strategy as an innovative and expressive program which can consider human network development as an regional resource. To carry out this communicational strategy effectively, in particular, it is not only inevitable to operate the strategic and comprehensive programs promoting the regional development according to the of 6 stages design develop cent program which consists of region's self-verification and self-recognition, self-determination, development of self-innovation, visibility to unify the regional images, creating the design system, and carrying out and verifying the program, but also it is necessary to apply regional development system which can change the regional basic plan, aiming at regional development, into unique regional trait that has an future image by improving the program with constant management and feedback through verifying the design program.

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Effect of Abstraction and Realism on Uncanny Valley in 3D Character Model (3D 캐릭터 모델의 추상화와 리얼리즘이 언캐니 밸리 현상에 미치는 영향)

  • Jang, Phil-Sik;Jung, Woo-Hyun;Hyun, Joo-Seok
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.277-285
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    • 2016
  • The purpose of this study is to quantitatively and empirically investigate whether cartoon-realism, which is referred to as a guideline for avoiding the uncanny valley phenomenon, is actually effective. An experiment was carried out to investigate whether or not methods that try to realistically express the texture of human skin while making 3D models whose outward appearance abstract like a cartoon actually reduce the negative sentiments associated with the uncanny valley phenomenon. The results found that when human skin textures were applied to cartoon-type 3D models, the degree of eeriness significantly increased (p<0.05), while there was no change in the degree of human likeness. When cartoon-style skin textures were applied to human-type 3D models, there was no significant difference in the degree of eeriness, but the degree of human likeness significantly decreased (p<0.05). These results show that, cartoon realism is not actually effective, and rather creates a perceptual conflict and induces the uncanny valley phenomenon. The results of this study are expected to be used as quantitative and empirical data for developing design guidelines that will overcome the uncanny valley phenomenon in the future.

An Interactive Knowledge-based Planning System (인터렉티브 지식베이스 기반의 계획시스템)

  • Jeon, Hyoung-Bae;Han, Eun-Ji;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.139-150
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    • 2009
  • This paper attempts to investigate the establishment of an interactive knowledge base for action planning by virtual agents and an interactive knowledge-based planning system. A fixed knowledge base is unable to properly handle a change in circumstances because fixed planning is only available under a fixed knowledge base. Therefore, this paper proposes the establishment of an interactive knowledge base which is applicable to diverse environments and an artificial intelligence planning system in which an interactive knowledge base is available. The interactive knowledge base proposed in this paper consists of motivation, behavior, object and action. The association relationship between knowledge base and its input is set using an automation tool. With this tool, a user can easily add to or amend the components of the knowledge base. With this knowledge base, a character plans all action items and chooses one of them to take an action. Since a new action can be applicable by updating the knowledge base even when the character environment changes, it is very useful for virtual reality content developers. This paper has established a relationship between scalable interactive knowledge base components and other components and proposes a convenient input tool and a planning system algorithm effective for an interactive knowledge base. The results of this study have been verified through testing in a virtual environment ('virtual library').

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The Consumption Value of Goods Effect on Purchase Intention of Corporate Brand Products: Study According to The Type of Goods (굿즈의 소비가치가 기업브랜드 제품 구매의도에 미치는 영향: 굿즈의 종류에 따른 연구)

  • Kim, Eun-Young;Lee, Sang-Yun;Chae, Myeong-Sin
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.321-334
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    • 2021
  • In this study, in order to analyze the effect of the consumption value of goods on the purchase intention of corporate brand products, the model was tested using SPSS 21.0 and Smart PLS 3.0 by receiving questionnaires from 457 men and women who have purchased goods. After examining the consumption values of goods, such as limited, functional, aesthetic, hedonistic, innovative, and social ego values, and product satisfaction, the effect on purchase intention of corporate brand products was analyzed. All were found to be significant except for innovative value, and product satisfaction had a significant effect on brand attachment and purchase intention of corporate brand products. We have recently redefine goods according to the trend of the times, and put an academic significance on the first classification of goods into four categories: human brand goods, brand goods, tourism goods, and character goods. It was confirmed that there was a partial difference in consumption value and satisfaction according to the type of goods. Through research, it is intended to broaden the understanding of goods and suggest the possibility of effective and useful marketing by suggesting planning and development directions according to the target.

AI-Based Object Recognition Research for Augmented Reality Character Implementation (증강현실 캐릭터 구현을 위한 AI기반 객체인식 연구)

  • Seok-Hwan Lee;Jung-Keum Lee;Hyun Sim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1321-1330
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    • 2023
  • This study attempts to address the problem of 3D pose estimation for multiple human objects through a single image generated during the character development process that can be used in augmented reality. In the existing top-down method, all objects in the image are first detected, and then each is reconstructed independently. The problem is that inconsistent results may occur due to overlap or depth order mismatch between the reconstructed objects. The goal of this study is to solve these problems and develop a single network that provides consistent 3D reconstruction of all humans in a scene. Integrating a human body model based on the SMPL parametric system into a top-down framework became an important choice. Through this, two types of collision loss based on distance field and loss that considers depth order were introduced. The first loss prevents overlap between reconstructed people, and the second loss adjusts the depth ordering of people to render occlusion inference and annotated instance segmentation consistently. This method allows depth information to be provided to the network without explicit 3D annotation of the image. Experimental results show that this study's methodology performs better than existing methods on standard 3D pose benchmarks, and the proposed losses enable more consistent reconstruction from natural images.