• Title/Summary/Keyword: Behavior character

Search Result 428, Processing Time 0.024 seconds

Study on the Ultimate Flexural Behavior Analysis of Prestressed Concrete Beam with External Unbonded Tendons (외적 비부착강선을 가진 프리스트레스트 콘크리트 보의 극한휨거동 해석)

  • 오병환;유성원;신정성
    • Proceedings of the Korea Concrete Institute Conference
    • /
    • 1998.10b
    • /
    • pp.662-667
    • /
    • 1998
  • Recently, the using PSC with external unbonded tendons is increased. However, the behavior of external unbonded tendons is different with that of bonded internal tendon at ultimate state by compatibility condition, the slip with friction at deviator and the change of tendon eccentricity e.t.c., So, the analytical research considered the effect of these inherent characters was performed and the tendency of external unbonded tendons was estimated by numerical examples. By the analytical results, load-deflection relationship and stress increment of external unbonded tendons were similar to those of internal bonded tendon at initial elastic behavior state. Those characters were, however, smaller than those character of internal bonded tendons. For external unbonded tendons, if the 1 deviator which is positioned at maximum moment point and more 2 deviators which are position between maximum moment point and support are existed, the flexural behavior is similar to internal bonded tendons.

  • PDF

Effect of Slip System Transition on the Deformation Behavior of Mg-Al Alloy: Internal Variable Based Approach (비탄성 변형 이론을 바탕으로 한 Mg-Al 합금의 슬립기구 천이 현상 해석)

  • Lee H.S.;Chang Y. W.;Bang W.
    • Transactions of Materials Processing
    • /
    • v.13 no.6 s.70
    • /
    • pp.535-539
    • /
    • 2004
  • Although magnesium has high potential for structural material due to the lightweight and high specific strength, the structural application has been limited by the low ductility at room temperature. The reason of the poor ductility is few activated slip systems of magnesium (HCP structure) during deformation. As temperature increases, however, additional non-basal slip systems are incorporated to exhibit higher ductility comparable to aluminum. In the present study, a series of tensile tests of Mg-Al alloy has been carried out to study deformation behavior with temperature variation. Analysis of load relaxation test results based on internal variable approach gave information about relationship between the micromechanical character and corresponding deformation behavior of magnesium. Especially, the material parameter, p representing dislocation permeability through barriers was altered from 0.1 to 0.15 as the non-basal slip systems were activated at high temperature.

A Study on Searching a Pass of the Intelligent Character using Genetic Algorithm (유전자 알고리즘을 이용한 지능 캐릭터의 경로 탐색에 관한 연구)

  • Lee, Myun-Sub
    • Journal of Korea Game Society
    • /
    • v.9 no.4
    • /
    • pp.81-88
    • /
    • 2009
  • In this paper, I suggested a way for searching a path of the intelligent character in an action game by using a genetic algorithm. This realized the algorithm which enables not only to chose the nearest path but also to search the optimum path by using genetic algorithm. In this case, if the codes of chromosomes are applied as they are, a lot of lethal genes could occur. In order to solve such a problem, I used a splicing method, one of the DNA's behavior characteristics. The intelligent character searched out a optimum pass as well as a shortcut path with one treatment by using the characteristic of a genetic algorithm which generates multiple candidate solutions in the search process.

  • PDF

Representation of Game Character Using Measurement Information of Player's Physical Status (게임 플레이어의 신체 측정 정보를 이용한 게임 캐릭터의 표현)

  • Park, So-Hee;Kim, Bo-Sung;Park, Jong-Seung
    • Journal of Korea Game Society
    • /
    • v.15 no.6
    • /
    • pp.7-16
    • /
    • 2015
  • To improve the sense of unity between game players and game world avatars, we propose a method to measure game player's physical status and manipulate game character appearances and behavior using the measurements. To measure the status, we implemented a hardware module that perceive the body temperature. We implemented a 3D horror game whose game space is a common subway space ordinarily encountered in daily life so that ordinary people can easily get used to the game environment. The experiments of applying the measurement data from the game player to the game world avatar shows that the player's physical status can be effectively utilized to improve the sense of reality in gameplay.

A Creation of Emotionally Intelligent NPC Reacting toward Gamer‘s Inclination in MMORPG (MMORPG에서 게이머의 성향에 반응하는 감성 지능형 NPC생성)

  • Lee, Chang-Sook;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
    • /
    • v.6 no.3
    • /
    • pp.23-32
    • /
    • 2006
  • Users connect to game server for considerably many hours and perform their roles in MMORPG(Massively Multiplayer Online Role Playing Game), users' immersion degree is very higher than other games, have known affluent contents make users play various roles in game world. However, although contents of games are improved quite much, MMORPG remains still boring game. It is because that the NPC (Non Player Character)' behavior patterns that are the most important elements to make games fun are so simple. So, in this paper we proposed a method to create NPC that react in player's inclination by implanting personality and emotion to NPC.

  • PDF

Response of the Adolescents to the School Uniform Regulations according to Personal Character and Clothing Needs (청소년의 성격특성과 의복욕구에 따른 교복복장규제에 대한 반응)

  • Bak, Yeong-Eun;Oh, Kyung-Wha
    • Fashion & Textile Research Journal
    • /
    • v.13 no.4
    • /
    • pp.499-510
    • /
    • 2011
  • The response of the adolescents toward school uniform regulations according to personal character and clothing needs was studied. To carry out this experiment, questionnaires were administered to 514 students in middle and high schools in Seoul and Gyeonggi-do. The collected data were analyzed with Factor analysis(Varimax rotation), Cronbach's ${\alpha}$, Frequencies Statistics, t-test, ANOVA, and multiple regression analysis using the SPSS WIN 15.0. By surveying on actual condition of uniform regulation in school, it was found that the existing uniform regulation was unnecessarily strict and caused stress leading a negative educational effect. Based on the relationship among the degree of regulation, stress, and student attitude toward school uniform regulation, stress and negative attitude to uniform regulation increased as the degree of regulation increased, resulting in an decrease in observance behavior of students. Since the stress from the school uniform regulation can be reduced by establishing rational law, which induced voluntary conduct of student to obey, it is important for student to participate in establishment of adoptable and reasonable school uniform regulation law.

A nonvocal communication system for emotional expression of characters in 2D games (2D 게임 캐릭터의 감정표현을 위한 비언어적 커뮤니케이션 시스템 제안)

  • Hong, Soo-Hyeon;Lee, Young-Suk;Lee, Mi-Young
    • Journal of Digital Contents Society
    • /
    • v.12 no.3
    • /
    • pp.397-407
    • /
    • 2011
  • Characters' nonvocal communication plays an essential role in delivering lines and expressing emotions. A character in a game is represented with its nonvocal behavior combined with a large number of lines. In this paper, characters' nonvocal communication behaviors are categorized and analyzed. Furthermore, characters' gestures and movements are designed with bones for character gesture generation in 2D games. Besides, characters' movements are visualized. In brief, a nonvocal communication system for emotional expression of characters in 2D games is proposed.

The Thought of Master Dong-mu on Scholarship and Philosophy (동무공(東武公)의 학문(學問)과 철학사상(哲學思想) -유학적(儒學的) 배경(背景)에서 한 평생 노력을 통해서 완성(完成)한 사상적(四象的) 인간학(人間學)-)

  • Song, Il-Byung
    • Journal of Sasang Constitutional Medicine
    • /
    • v.12 no.2
    • /
    • pp.1-7
    • /
    • 2000
  • Greeting the 100 year celebration of the death of Master Dong-mu, through investigating his thoght on Scholarship and Philosophy, and his new view of human being based on Sasang, I tried to reevaluate him as a Confucianist of practical mind. The conclusions were as followings ; 1. Dong-mu's recognition system of things is that based on the mind of summarizing things in view of Affair-Mind-Body-Object originated from Confucianism, and It developed 'the Marvel of Easiness & simpleness based on Yin-yang' into 'the Marvel of Easiness & simpleness based on Sasang' 2 Through understanding old Confucianism newly, Dong-mu summarized human being as having a natural character in view of Nature and Order and an autonomical character in view of Knowledge and Deed, and emphasized an autonomical character in view of Knowledge and Deed 3. In view of Knowledge and Deed, Dong-mu presented How to Say and Behave, and took it as a model of behavior in the new Confucianism. Also he presented the view of Knowledge and Deed based on Constitutions, and took it as a new mind of treatment. 4. Dong-mu can be estimated highly, in that he completed a new confucian view-point of Human being in the period of philosophic chaos, and executed the mind of General health maintenance and the mind of control others through a confucian self-control.

  • PDF

Perceptions of social presence and aggressive behavior in cyberspace (사이버 공간에서 사회적 실재감의 지각과 공격행동)

  • Jae-Hwi Kim ;Yeon-Jung Kim
    • Korean Journal of Culture and Social Issue
    • /
    • v.10 no.3
    • /
    • pp.83-101
    • /
    • 2004
  • This study investigated the effects of social presence as means of self-awareness and interpersonal-awareness on the cyber-aggressive behavior. The cyber-aggressive behavior (flaming and direct aggression use of character) should be differ from existence of social presence and type of social presence of internet users. To test hypothesis, an experiment was executed a field study on cyberspace, an on-line game, "fortress 2 blue forever". I made a chat-room in the game site to conduct an experiment to 107 person who entered the chat-room and blinded ignorance of this situation made by researchers. As the subjects enter the chat-room, he chats with 3 researchers who were waiting before he gets in. The social presence was operated with 3 phases by the contents of the chat (①control group; nothing, ②experimental group 1; reaction about other people ③experimental group 2; reaction about other people + self-exposure by an exchange information of their home region). The studies show that, subjects of the control group behaved more aggressively than other subjects of the experimental groups(both flaming and direct aggression use of character). Meantime, I compared experimental group 1 with experimental group 2 to investigate difference between the type of social presence. As the result, subjects of the experimental group 1 behaved more aggressively than experimental group 2 (only flaming, there's no difference in direct aggression use of character).

  • PDF

The Effect of Ethical Leadership on Organizational Citizenship Behavior: An Empirical Study in Indonesia

  • YUNANTO, Yogi;SUHARIADI, Fendy;YULIANTI, Praptini;PANGASTUTI, Ria Lestari;YANUARITA, Heylen Amildha
    • The Journal of Asian Finance, Economics and Business
    • /
    • v.8 no.7
    • /
    • pp.285-294
    • /
    • 2021
  • Fraud cases that are committed by top management or people who have high positions or organization can be called character assassination crimes. The purpose of this study was to determine the effect of ethical leadership on organizational citizenship behavior and the effect of ethical leadership on job satisfaction and job satisfaction on organizational citizenship behavior. This study uses quantitative methods with SEM analysis tools partial least square (PLS) with the population of this study being all civil servants in the Kediri city government with 125 organizational members. This research instrument uses a questionnaire divided into three main parts: (1) leadership ethics as measured by 6 indicators and 12 items. (2) Organizational Citizenship Behavior (OCB) as measured by 7 dimensions and 14 items (3) job satisfaction as measured by 4 indicators and 8 items. Based on the results of the discussion of data analysis that has been carried out through data processing and proof of hypotheses, it can be concluded that an increase in ethical leadership will have an impact on increasing organizational citizenship behavior, an increase in ethical leadership variables will affect job satisfaction and that job satisfaction has no significant effect on organizational citizenship behavior.