• 제목/요약/키워드: Character Industry

검색결과 519건 처리시간 0.022초

영상정보에 기반한 산업용 부품 문자 인식 시스템 (Character Recognition System for the Components Used in Industry by the Information of Their Images)

  • 박희주;김진호;부기동
    • 한국산업정보학회논문지
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    • 제5권1호
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    • pp.53-60
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    • 2000
  • 본 논문에서는 상용 CDC 카메라를 동하여 각종 산업용 부품들의 영상 정보를 입력한 후 이를 이용하여 부품에 기록된 각종 문자들을 자동 인식하고 인식된 문자 정보를 활용하여 부품의 제조, 조립 및 검사 공정 등을 자동화시킬 수 있는 산업용 부품 문자 인식 시스템을 구축하였다. 이러한 영상 정보 기반 산업용 부품 문자 인식 시스템을 작업 현장에 적용할 경우 생산성 향상, 경비 절감, 고품질 제품의 생산 및 공정의 자동화 등 다양한 요구를 충족시킬 수 있을 것이다.

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패션을 중심으로 한 온라인 게임과 대중 스타와의 상관관계 (Correlation between On-line Game and Popular Stars - Focused on Fashion -)

  • 손이정;이인성
    • 한국의류산업학회지
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    • 제10권6호
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    • pp.811-821
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    • 2008
  • This study examined on the most noticeable game industry in a digital era, and on the definition and feature of post-digital generation enjoying it, along with the relations with the game. Especially, this paper examined correlations between game characters' fashion and pop singers' fashion targeting post-digital generation enjoying games. As the result of this study, on-line game's popularity affected popular culture and game business and popular stars have close interrelation. In addition, through variosus objective surveys, the game characters' fashion was classified into five images before being analyzed; fighter's image, retro image, surreal image, sensual image, and unisexual image. The game characters' fashion wasn't only analyzed also studied correlation between on-line game character's fashion and pop singers' fashion by five images. Consequently in case of game characters' fashion, it influenced on pop singers' fashion targeting teens and twenties enjoying games, which meant fashion connections between game characters and pop singers.

비행슈팅게임 게임의 만족도 향상을 위한 인공감정의 개발과 적용 (Modeling of the Inspection Environment of Construction Safety Appling Simulation Formalism)

  • 함준석;박준형;고일주
    • 디지털산업정보학회논문지
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    • 제4권1호
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    • pp.55-63
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    • 2008
  • I Previous scrolling-shooter games cannot represent various emotions of characters as a personality and situations, so it can only represent simple and momentary emotions. This paper purpose to develop and applying an artificial emotion which gives emotional responses and actions to character as a personality and situations of a character. So we proposed an artificial emotion that receives emotional stimulus, analyzes what emotion will be generated, controls various emotions by a personality and time, and exports a current emotion. To visualize and to test an artificial emotion, We made a scrolling shooter game which has two characters who have a different personality each other. And we applied an artificial emotion to that game, modified it to be able to change status as emotions. To estimate a satisfaction of a artificial emotion for a scrolling-shooter game, we made up a question to two groups-one has people who likes a scrolling shooter game, the other has people who doesn't.

전문대학 유아교육과 신입생의 학업흥미 관련 변인 탐색 - 학업적 자기효능감, 성격강점, 학업동기 간의 관계 - (Research on Variables Related with Early Childhood Education Freshmen' Academic Interest - The Relationship Among Academic Self-Efficacy, Character Strengths and Learning Motivation -)

  • 박은주
    • 한국엔터테인먼트산업학회논문지
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    • 제13권1호
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    • pp.185-197
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    • 2019
  • 본 연구는 유아교육과 신입생의 학업흥미관련 변인 탐색을 하고자 하였다. 이를 위해 학업적 자기효능감, 성격강점, 학업동기와의 관계를 알아보았다. 연구대상은 대구 지역 K전문대학 유아교육과 신입생 144명이다. 연구를 위해서 학업적 자기효능감, VIA-IS 성격강점 단축형 검사, 학업동기 설문지를 사용하여 검사를 하였다. 수집된 자료는 SPSS 18.0프로그램을 사용하여, 빈도분석, 기술통계, 상관분석, 단계적 중 다회귀분석을 실시하였다. 본 연구의 주요 결과는 다음과 같다. 첫째, 유아교육과 신입생의 학업적 자기효능감, 성격강점, 학업동기 변인 모두 보통수준으로 나타났다. 둘째, 유아교육과 신입생의 학업적 자기효능감과 성격강점, 학업적 자기효능감과 학업동기, 성격강점과 학업동기 모두 유의미하게 정적인 상관관계가 있었다. 셋째, 유아교육과 신입생의 학업적 자기효능감과 성격강점이 학업동기에 미치는 상대적 영향력을 알아본 결과 주로 학업적 자기효능감의 하위변인 중 자기조절 효능감이 주로 통계적으로 유의미한 영향을 미쳤고, 성격강점의 하위변인 중 용기가 주로 통계적으로 유의미한 영향을 미치는 것으로 나타났다.

대전격투게임 SSF4의 한주리 (Han Ju-Ri, 韓蛛俐) 의상에 대한 연구 (Study on Competitive Fighting Game SSF4 Han Ju-Ri's Fashion)

  • 윤경희;조우현
    • 복식
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    • 제63권7호
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    • pp.121-133
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    • 2013
  • The globalization of the world, fueled by the Internet, made possible for individuals to access the cultures around the world, other than their own, easier than ever before. But among those rapidly sought out sub-cultures, the video gaming industry, once a niche market mostly for nerds and geeks, now has become one of the biggest entertainment businesses in the world. In a video game, one of the critical elements that could determine its success or failure is the characters featured in the game. And as the countless number of animated characters from many different video games from the past few years have become incredibly popular among the audiences around the world, the expectations from the fans also grow higher every time a new game comes out. Ultimately this has forced the video game developers to come up with more unique and interesting characters for their video games. And at this point, where a video game character is more than just fictional fantasy but a brand to be recognized, it is worth paying proper attention to the video game characters that represent Korea. Hence in this study, we will take a look at Han Ju-Ri, a Korean character featured in Super Street Fighter IV, a competitive fighting game developed by Capcom, one of the world's most recognized video game companies that started its life as an arcade video game, developer but eventually ventured its business into the online world. The study will propose a complete overhaul of the character by incorporating Korea's own traditional looks.

한국인 강점 척도를 기반으로 한 업무 유형에 따른 대표 강점 발현의 차이 (Difference of Expressed Character Strengths, the Type of Work : Classification as Per the Korean Strength Scale)

  • 김지은;권예지;나해란;이지은;노재흥;채정호
    • 대한불안의학회지
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    • 제12권1호
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    • pp.13-20
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    • 2016
  • Objective : The purpose of this study was to verify the differences of expressed character strengths graded as per the Korean Strength Scale, based on the type of work. Methods : A total of 2,444 conglomerate workers were classified into two groups: 1,356 office workers and 1,088 production workers. The subjects were examined through a web or mobile application based on the Korean Strength Scale. The Korean Strength Scale consists of a total of four top entries and 25 sub-items with appropriate validity. Results : The difference in the average score of sum of character strengths between the two groups was not significant. In the office worker group, character strengths such as love of learning, creativity, perspective, curiosity, facilitation, judgment and faith had significantly high scores. On the other hands, modesty, hope, gratitude, sincerity, magnanimity and self-regulation were high in the production worker group. The results remained unchanged in additional analysis of covariants as sex, age and education level, except for self-regulation and faith. Conclusion : Our results suggest significant differences in the character strengths between the two types of work; however, the average of sum of character strength score remains unchanged. These results may help to understand differences between work environments and thus help to establish a positive foundation.

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인간자세 추정방법에 의한 2차원 웹툰 캐릭터 포즈 생성 (Pose Creation of Character in Two-Dimensional Cartoon through Human Pose Estimation)

  • 정희용;신춘성
    • 방송공학회논문지
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    • 제27권5호
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    • pp.718-727
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    • 2022
  • 국내 웹툰 산업 매출액이 전년도 대비 약 65% 폭발적 성장을 하였고 향후 매출 규모가 1조원을 돌파할 것이라 예상을 하고 있다. 웹툰 제작 과정을 살펴보면 스토리와 콘티와 같이 창작을 필요로 하는 작업도 있지만, 스케치와 펜터치와 같은 단순 반복 작업도 있기 때문에 최근 주목받고 있는 딥러닝 기반 인간자세 추정방법을 사용하여 간소화 할 수 있다면, 웹툰 제작 과정을 효과적으로 개선할 수 있다. 따라서 본 연구는 인간자세 추정방법을 사용하여 인간의 동작을 스케치한 2차원 웹툰 캐릭터와 관절을 매칭 시켜서, 인간의 동작에 따라서 캐릭터의 동작을 생성시키는 방법을 제안한다. 이를 위해 생성한 2차원 캐릭터를 SVG 파일 형식인 벡터화된 그래픽 이미지로 생성시켜 인간자세의 관절을 나타내는 스켈레톤과 매칭을 시켰다. 실험결과를 통해 2차원 웹툰 캐릭터의 포즈가 웹 카메라의 사용자 자세와 동일한 동작을 생성시킬 수 있는 것을 확인할 수 있었다. 또한 저장한 정지 이미지에서 하나의 포즈를 선별하여 필요한 장면에 삽입할 수도 있고, 연속 동작에 대하여 비디오로 녹화하여 포즈 선별을 할 수 있다는 점도 확인하였다. 제안한 포즈 생성 방법은 기존의 포즈 투 포즈 방식 애니메이션 포즈 생성에 큰 기여를 할 수 있을 것으로 기대된다.

아동의류에 나타난 동물표현 분석과 디자인 개발 (Analysis and Design Development of Animal Expression Methods Applied in Kids' Wear)

  • 김찬주;노미경
    • 복식
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    • 제64권8호
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    • pp.97-110
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    • 2014
  • Animals, as a part of nature, have much influence on children's emotional development and are one of children's favorite subjects of design. This study analyzes the differences in animal expression methods and types of animals, in relation to gender and item based on a collection of children's clothing and accessories that use animal as their theme. The collection consists of 148 clothing and 75 accessories (total of 223 items), which were collected from on-line shopping sites for children's clothes. Analysis results showed the following observations. Animal expression was categorized into four methods: emblem, illustration, character, and pattern.(The most common method was character, followed by pattern, illustration, and emblem. In relation to gender and clothing item, animal expression methods varied widely:(character was the most popular for) boys' t-shirts and accessories, while girls' bottoms and dresses. As for (animal) types, Mammalia was the most common, followed by birds and insects. Dogs and puppies were popular both genders.(However, differences in preferences existed as) boys liked big and wild animals such as bears, tigers, and foxes, while girls liked small and cute animals such as rabbits, cats, owls, and butterflies. Based on these results, six types of animals (rabbits, elephants, large-beaked bird Toco Toucans, fish, penguins, and bees) were selected as themes for kids' vest designs and, among them, three designs were made.

3D Character Animation: A Brief Review

  • Song, Hyewon;Heo, Suwoong;Kang, Jiwoo;Lee, Sanghoon
    • Journal of International Society for Simulation Surgery
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    • 제2권2호
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    • pp.52-57
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    • 2015
  • Virtual Reality makes a virtual environment more realistic and, furthermore, it provides a variety of experiences which we cannot have in reality. A drastic growth of GPU performance and increase of computing capability make virtual environment more realistic than ever. One important element of constructing virtual environment is to animate 3D characters. Many researchers have been studying 3D characters animating and a myriad of methods have been proposed to make them more realistic. In this paper, we discuss the technologies and characteristics of 3D character animation. We believe that realistic characters in Virtual Reality will be applied to various fields: education, film and game industry, business and, particularly, medical area such as telemedicine, virtual surgery, etc.

Artificial Intelligence Techniques in Game Contents

  • Ko Sang-Su;Chae Song-Hwa;Nam Byung-Woo;Kim Won-Il
    • International Journal of Contents
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    • 제2권3호
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    • pp.18-21
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    • 2006
  • Nowadays, many people enjoy playing games in computer. In this kind of game, people often meet NPC (Non Player Character). It is the virtual character in simplified form of real player and exits in most of current computer games. Various NPCs add the reality and atmosphere of the game as well as help players. There are several techniques to embody NPC, but developers generally use AI technique. This paper discusses some artificial intelligence techniques used in game contents. Especially this paper focuses on the AI techniques used in computer games in terms of the two main approaches, symbolic approach and sub-symbolic approach.

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