• Title/Summary/Keyword: 케릭터

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An Intelligent Character System Using Multi-Language Based Question Answering System (다국어 기반의 질의응답시스템을 활용한 지능형 케릭터 시스템)

  • Park, Hong-Won;Lee, Ki-Ju;Lee, Su-Jin
    • Annual Conference on Human and Language Technology
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    • 2002.10e
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    • pp.215-220
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    • 2002
  • 질의응답시스템을 지능형 케릭터 시스템에 활용하기 위해서는 불특정한 주제에 대해 불특정 다수의 사용자와 대화할 수 있는 정교한 대화 모델이 필요하다. 이러한 대화 모델은 사용자의 질의문장을 인식하고 질의의도를 파악한 후 케릭터의 특정지식으로 접근하여 해당 지식을 사용자의 요구에 맞는 응답문의 형태로 생성해 내는 과정이 필수적으로 포함되어야 한다. 본 논문에서는 논의의 대상이 되는 질의응답시스템이 다국어 기반이라는 점을 고려하여 질의응답시스템을 지능형 케릭터에 활용하는 과정에서 케릭터의 지식구조 설계는 물론이고 질의문장 분석과 응답 문 생성의 방법론에 있어서도 한국어, 영어, 일본어, 중국어 각각의 언어적 특질을 반영함으로써 형태적, 통사적 차이로 인한 애로점을 최소화할 수 있도록 하였다.

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Acquirement and Storage of Knowledge in Intelligent Character System Using Question Answering System (질의응답시스템을 활용한 지능형 케릭터 시스템에서 지식의 획득과 저장)

  • Park, Hong-Won;Lee, Ki-Ju;Lee, Su-Jin
    • Annual Conference on Human and Language Technology
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    • 2002.10e
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    • pp.124-128
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    • 2002
  • 질의응답시스템을 활용한 지능형 케릭터 시스템에서는 지능형 케릭터가 사용자(게이머)의 질의에 대해 응답할 때 해당 케릭터에 특정 지식이 주어지지 않은 경우에 대비하여 해당 지식을 질의의 주체인 사용자 혹은 다른 외부변수로부터 획득하는 방법론과 획득한 지식을 지능형 케릭터의 지식구조에 저장하는 방법론에 대한 연구가 병행되어 왔다. 본 논문에서는 지능형 케릭터가 사용자가 입력한 자연어 문장으로부터 특정 지식을 획득하고 획득한 지식을 정해진 방법에 따라 지능형 케릭터가 이해할 수 있는 지식구조로 구조화하는 방법론에 대해 구체적인 예를 통해 상세하게 설명한다.

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A study of characters for digital media storytelling (디지털 미디어 스토리텔링을 위한 케릭터 연구)

  • Lee, Kang-Hyun
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.511-516
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    • 2012
  • Characters also are uneducated people and have simple, negative. They are not complicated, very simple like all that they concerned are instinct and enjoy of that. The lowest class people don't have any deep thought about their miserable life, and don't appear any will to overcome their. We, readers can assume their poor life in a real way. Readres also can haver a strong view resistance against strong men and realize the social situatiin. Through these simple-mined characters, readers could have attachment about life cause these characters have lifes pain and energy of instinct in very difficult situation. These characters are not evil. They are just doing this because they have to survive.

A study of contempt characters for storytelling (스토리텔링을 위한 모멸형 케릭터 연구)

  • Lee, Kang-Hyun
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.777-784
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    • 2013
  • A novel is a conversation between self and the real world. They are not only sensitive act to the real world, but also a pattern of the real through the converse between self and the real world without making the real his own. This analysis on the works of Son and his essence shows that he tried to express his self-denial aesthetics and human-denial aesthetics as well as self-closing aesthetics.

A Study on a technology of extraction of motion objects (3차원 동작객체 추출기술에 관한 연구)

  • 오영진;박노국
    • Journal of Korea Society of Industrial Information Systems
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    • v.4 no.3
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    • pp.21-27
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    • 1999
  • This paper introduces the research and development of automatic generation technology to develop the character agent. The R&D of this technology includes three major elements-body model generation, automatic motion generation and synthetic human generation. Main areas of application would by cyber space- 3D game, animation, virtual shopping, on line chatting, virtual education system, simulation and security system.

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A Design and Implementation of Mobile Game Run & Jump (모바일 게임 Run & Jump 설계 및 구현)

  • Lee, Won Joo;Lee, Ki Tae;Kim, Min Soo;Jo, Hyun Jun;Park, Jong Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.43-44
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    • 2015
  • 본 논문에서는 Run & Jump 모바일 게임을 설계하고 구현한다. 이 게임은 다양한 동물 캐릭터가 달리면서 장애물을 피하고, 별 아이템을 획득하기 위해 점프하여 점수를 획득하는 게임이다. 이 게임의 특징은 XNA Framework를 사용하여 메인화면과 도움말, 게임중 일시정지, 다양한 동물 케릭터 선택 등의 기본 기능을 구현한다. 또한 게임실행 로직, BGM, 효과음, 사운드 켜기 끄기 기능을 구현한다. 그리고 별 아이템 획득 및 장애물를 피하면서 얻는 점수를 DB에 저장하여 관리하는 ranking 시스템을 구현한다.

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Application of 'Metaverse' teaching method, problems and usage plan ('메타버스' 교수법 적용, 문제점 및 활용방안)

  • Cho, Woo-Hong;Jang, Young-Eun;Byon, Kil-Hee;Choi, Dea-Hun;Kim, Mee-Kyung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.361-363
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    • 2022
  • 본 연구의 목적은 메타버스 교수법 적용을 통해 문제점을 파악하고 활용방안을 모색하고자 하였다. 본 연구의 교수법을 효율적으로 달성하기 위해 각각 전공이 다른 교수자가 참여하여 학습법을 공유하였다. 대부분 메타버스 활용으로 흥미로운 학습법이 이루어진 반면에 다양한 문제점도 나타났다. 활용방안으로 게임, 토론, 대화 등을 통해 사전에 충분히 숙달될 수 있도록 하고, 정규수업이 아닌 비정규 교과목에서 우선 적용, 아바타 꾸미기 활용으로 보다 즐겁게 수업 참여 유도, 가상현실속에서 예의범절 지키기 등 학습 환경 이해, 학생들의 가상공간을 통해 자신들의 언어로 수업을 이끌어 흥미 유발, 젭 스페이스에서 나만의 강의실 만들기, 친구와 대화 및 상호작용 시행, 이론 교과목 수업 메타버스 플랫폼을 활용, 모의토론 및 발표 자유롭게 유도, 자신만의 케릭터 꾸미기, 진로코칭 및 상담 적용, 수업 종료후 학생만의 추가 활동 유도 등 활용방안이 제시되었다.

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Comparative analysis of metaverse platform according to function: focusing on industrial applicability (기능에 따른 메타버스 플랫폼 비교분석: 산업적용 가능성을 중심으로)

  • Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.617-625
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    • 2022
  • This study attempted to compare and analyze metaverse platforms according to their functions. The five metaverse platform was selected and comparatively analyzed through in-depth interviews with experts. As a result of the research, first, Roblox allows you to create and customize your own avatar, provides studio functions for free, and allows you to enjoy private games with friends. Second, Zepeto can create an avatar with one selfie and provides a creative studio function. Third, in Fortnite, it is possible to create in-game characters, purchase and wear items provided in the game, and play games with friends in Creative Mode. Fourth, in Gather Town, networking with users in virtual space is possible, and your own avatar customization and desired virtual space template are provided. Finally, Facebook Horizon participates in the virtual world Horizon with its own avatar that you decorate yourself, and it can function as a world builder, and you can set up a billboard in virtual reality or a virtual store. The value of this study provided a theoretical basis that can be applied to the future industry through the characteristics of the metaverse platform.

A Study on the real motion capture of 3D Game character and classificatory proposal the type, the shapes of 3D character animation (3D 게임캐릭터의 실사 움직임(Real working)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델 분류 제안)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Shon, Jong-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.269-272
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    • 2006
  • Game industry is one of the most popular sector in the world cultural industries in the digital era. 2D and 3D Animation with development of computer technology it. Because Animation needs to show real motion image. The computer hardware and software technique quick change it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. But recently Game graphic design have a trend 3D Game that is absorbed and easy handling. 2D Game Character is changing to 3D Game Character more and more. This thesis have significant the real motion capture of 3D Game Character and the types, the shapes of 3D Game Character animation. First of all this thesis will define about 3D Game Character as well it will be show examples of real motion capture also it will proposal data of real motion capture. Therefore it will be bring the high technology Animation industry with Digital Contents industry. also hope for the growth of Game Character Animation process and 3D Game Character Animation in Game industry as well contents industry.

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Necessity and Direction of Korean Culture Contents Development (한국 문화 콘텐츠 개발의 필요성과 방향)

  • Seo, Eun-Sook
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.417-427
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    • 2009
  • This article studies on the identity of Korean Culture and the direction of Korean culture contents. Our Korean society goes on to value-pluralism and cultural diversity. In this point, we need to confirm the identity of our Korean culture. And we meet with the crisis of Humanities. Humanities is the core of our culture. It is the key point to make identity of our Korean culture as cultural universality and to apply it to develop Korean culture contents for the revival of Humanities. The core contents of Korean culture lies in the ancient myth, the thought of Hwarang, Confucianism, Neo-Confucianism, Buddhism, Taoism, the practical thought, thought of Yangmyeong study and the thought of East study and so on. On the basis of these thoughts, the core of Korean culture are humanity, harmony, the spirit of Punglyu, thought of life- esteem, ethics of environment etc. I suggest that we can apply our cultural core ideas those I analyzed above to develop Korean culture contents in the fields of cinema, music, cartoon, animation, game, character, digitalization, cultivation of experience programs of Korean culture etc. In addition, I suggest their commercial application like e-learning and culture contents education.