• Title/Summary/Keyword: Real character

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A Case Study on AI-Driven <DEEPMOTION> Motion Capture Technology

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.87-92
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    • 2024
  • The rapid development of artificial intelligence technology in recent years is evident, from the emergence of ChatGPT to innovations like Midjourney, Stable Diffution, and the upcoming SORA text-to-video technology by OPENai. Animation capture technology, driven by the AI technology trend, is undergoing significant advancements, accelerating the progress of the animation industry. Through an analysis of the current application of DEEPMOTION, this paper explores the development direction of AI motion capture technology, analyzes issues such as errors in multi-person object motion capture, and examines the vast prospects. With the continuous advancement of AI technology, the ability to recognize and track complex movements and expressions faster and more accurately, reduce human errors, enhance processing speed and efficiency. This advancement lowers technological barriers and accelerates the fusion of virtual and real worlds.

A Study on the Storage Allocation of Container in Automated Container Terminals (자동화 컨테이너터미널에서 컨테이너의 장치 위치 결정에 관한 연구)

  • Jung Bong Jin;Choi Hyung Rim;Park Nam Kyu;Kwon Rae Kyoung
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2004.11a
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    • pp.281-286
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    • 2004
  • It's important to operate the yard for improving to the productivity in container terminal effectively. Because the automated container terminal(ACT) has storage yard of automation and horizon, it's character is different from conventional terminal. As the automation yard in ACT is operated by the automated equipments, it needs to an efficient storage plan which is connected the automated equipment, the external truck, the shipment etc.. Hut the traditional method of storage plan is the space assignment problem. The efficiency of yard decreases and it is brought about increase of shipment time, because real-time automated equipments and present yard status is not reflected in. In order to solve this problems, we propose the algorithm for real-time storage location of container considering shipment plan, yard status and the state of ATC.

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Sequential Step of Simulacre in Social Network Game (소셜 게임에 나타난 시뮬라크르의 연속단계)

  • Seo, Seong-Eun
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.43-55
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    • 2012
  • In SNG, actual users enter virtual space with their real identity. They can enter the game space easily and rapidly from the real space and can get out of it easily. For such free crossing between the virtual and the real, every character, space image and game play has symbolic reality. While paying attention to the game play process of SNG such symbolic reality is constructed into the virtual world in the game, this study intends to identify that it follows an order of simulacre by Baudrillard. As the result of analysis, it shows that SNG promotes easy entering the game space while reflecting the reality to the most in the opening part of game play. And, gradually concealing reality, it reaches a pure simulacre step while covering up and distorting absence of the reality. If we compare it with the direct entering the pure similacre step in the existing Online games like MMORPG, we can know that such a game play process according to the similacre order may be the distinct game characteristic of SNG.

A Real-time Augmented Video System using Chroma-Pattern Tracking (색상패턴 추적을 이용한 실시간 증강영상 시스템)

  • 박성춘;남승진;오주현;박창섭
    • Journal of Broadcast Engineering
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    • v.7 no.1
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    • pp.2-9
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    • 2002
  • Recently. VR( Virtual Reality) applications such as virtual studio and virtual character are wifely used In TV programs. and AR( Augmented Reality) applications are also belong taken an interest increasingly. This paper introduces a virtual screen system. which Is a new AR application for broadcasting. The virtual screen system is a real-time video augmentation system by tracking a chroma-patterned moving panel. We haute recently developed a virtual screen system.'K-vision'. Our system enables the user to hold and morse a simple panel on which live video, pictures of 3D graphics images can appear. All the Images seen on the panel change In the correct perspective, according to movements of the camera and the user holding the panel, in real-time. For the purpose of tracking janet. we use some computer vision techniques such as blob analysis and feature tracking. K-vision can work well with any type of camera. requiring no special add-ons. And no need for sensor attachments to the panel. no calibration procedures required. We are using K-vision in some TV programs such as election. documentary and entertainment.

Storytelling of Korean Virtual Reality Game Fiction (한국 가상현실 게임소설의 스토리텔링)

  • Kim, Hu-In;Lee, Minhee;Han, Hye-Won
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.55-63
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    • 2018
  • This study aims to analyze remediation of games and fictions in Korean virtual reality game fictions and to derive the storytelling of virtual reality game fictions through them. The purpose of this study is to explore the possibilities that Korean game fiction based on the web can be expanded as popular literature. The main character of the fiction is a male in his twenties. In the neoliberal society, he is set as a member of the neglected class and lacking privilege. He enters the virtual world because of the deficiency experienced in the real world. It minimizes the mediation process between the real world and the interface. On the other hand, the repetitive actions performed by the protagonist belong to the category of self - destructive labor. As a result, he shows signs of narcissism. In the Korean virtual reality game fiction, the magic circle appears blurred, and the real world and the virtual world are linked. In this process, the virtual world functions as a substitute space to solve the problem of reality. The establishment of such a space, and the resolution of conflicts are merely narrative characteristics of Korean game fictions that are different from North America and Europe.

A Study on the Construction of a Real-time Sign-language Communication System between Korean and Japanese Using 3D Model on the Internet (인터넷상에 3차원 모델을 이용한 한-일간 실시간 수화 통신 시스템의 구축을 위한 기초적인 검토)

  • Kim, Sang-Woon;Oh, Ji-Young;Aoki, Yoshinao
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.36S no.7
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    • pp.71-80
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    • 1999
  • Sign-language communication can be a useful way of exchanging message between people who using different languages. In this paper, we report an experimental survey on the construction of a Korean-Japanese sign-language communication system using 3D model. For real-time communication, we introduced an intelligent communication method and built the system as a client-server architecture on the Internet. A character model is stored previously in the clients and a series of animation parameters are sent instead of real image data. The input-sentence is converted into a series of parameters of Korean sign language or Japanese sign language at server. The parameters are transmitted to clients and used for generating the animation. We also employ the emotional expressions, variable frames allocation method, and a cubic spline interpolation for the purpose of enhancing the reality of animation. The proposed system is implemented with Visual $C^{++}$ and Open Inventor library on Windows platform. Experimental results show a possibility that the system could be used as a non-verbal communication means beyond the linguistic barrier.

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Intelligent interface using hand gestures recognition based on artificial intelligence (인공지능 기반 손 체스처 인식 정보를 활용한 지능형 인터페이스)

  • Hangjun Cho;Junwoo Yoo;Eun Soo Kim;Young Jae Lee
    • Journal of Platform Technology
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    • v.11 no.1
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    • pp.38-51
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    • 2023
  • We propose an intelligent interface algorithm using hand gesture recognition information based on artificial intelligence. This method is functionally an interface that recognizes various motions quickly and intelligently by using MediaPipe and artificial intelligence techniques such as KNN, LSTM, and CNN to track and recognize user hand gestures. To evaluate the performance of the proposed algorithm, it is applied to a self-made 2D top-view racing game and robot control. As a result of applying the algorithm, it was possible to control various movements of the virtual object in the game in detail and robustly. And the result of applying the algorithm to the robot control in the real world, it was possible to control movement, stop, left turn, and right turn. In addition, by controlling the main character of the game and the robot in the real world at the same time, the optimized motion was implemented as an intelligent interface for controlling the coexistence space of virtual and real world. The proposed algorithm enables sophisticated control according to natural and intuitive characteristics using the body and fine movement recognition of fingers, and has the advantage of being skilled in a short period of time, so it can be used as basic data for developing intelligent user interfaces.

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Meanings of Family Reproduced by the Real Entertainment Program (리얼 예능 프로그램 <삼시세끼>가 재현한 가족에 관한 연구)

  • Jun, Mikyung;Lee, Jungwon;Kim, Jiwook
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.553-564
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    • 2022
  • The purpose of this study is to examine the family reproduced by fishing village episode 1. (삼시세끼, three meals a day), which attempted a new type of entertainment termed an experiential real entertainment documentary, was produced in a total of nine episodes from October 2014 to March 2015. This study analyzed fishing village episode 1, which was aired in 2015 and obtained the highest ratings, using narrative analysis. The development of was consistently structured in the order of 'wake up - free time - breakfast - lunch - dinner - rest - sleep'. The character construction of the characters was created through the arrangement of a main space and a main role for each of the characters. Also, the characters were in relationships through which they became the background of each other. Therefore, in the family reproduced by , a mother without a father and a father without a mother are impossible. Despite that all the cast members were male, the subtitles constantly gave them the roles of 'housewife/wife/mother', 'father/husband/dad', and 'son', while actively blocking the image of a homosexual family. The family created as such was a family with children, a family with both mother and father, a heterosexual family, and a nuclear family. As a result, reproduced the typical modern family, normal family, and standard family.

Mothering in "Tell Me a Riddle": Living for vs. Living with (틸리 올슨의 「수수께끼 내 주세요」에 나타난 엄마 노릇 -위하여 살 것인가 vs. 더불어 살 것인가)

  • Na, Younsook
    • Journal of English Language & Literature
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    • v.56 no.2
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    • pp.357-382
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    • 2010
  • Motherhood as an ideological construction has been regarded as an oppressing apparatus enforced by patriarchism. On the one hand, demystifying motherhood helps expose dehumanization of women, and accordingly liberate women from being an ideal mother. On the other hand, however, feminists' attempts to unearth the distorted images of mothers result in devaluation of such values as love and sacrifice attached to motherhood. "Tell Me a Riddle" by Tillie Olsen, who is a declared socialist as well as a feminist, occupies a significant position in a sense that it neither condemns motherhood as evil nor idealizes it. Through the main character, Eva, it examines the meaning of motherhood in a way that a real mother experiences it in a real life, and thus Olsen challenges the readers to ponder upon the mothers' dilemma: a conflict between a desire for self-fulfillment and sacrifice for others. Eva, a mother of seven grown-up children, and now dying, shows an ambivalent attitude toward motherhood. She realizes that she is a victim of idealized motherhood in that, toward the end of her life, she feels uncomfortable accepting her personal desires as they are. Yet at the same time, she appreciates her experiences as a mother in that she could consume her passion for the ideals as she has spent her youth working toward, trying to construct an idealistic socialist country. Eva's real ideal, as a human being, is to live "with" others, not just "for" others. In other words, she does not want to allow herself to live only for others in the name of the mother because she does not have any alternatives to do otherwise. Rather, she desires to live a life of voluntary sacrifice and love. In this way, through Eva, Olsen tries to help us to construct a community where we--not just mothers-can live "with" others.

The Study on Ballet Costumes Expressed in "Swan Lake" - Centering around The Swan Lake by Matthew Bourne - ("백조의 호수"에 표현된 발레의상 연구 - 매튜 본의 "백조의 호수"를 중심으로 -)

  • Kim Sun-Young
    • Journal of the Korean Society of Costume
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    • v.55 no.7 s.98
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    • pp.62-75
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    • 2005
  • This study is focused on main performers' stage costumes in the 'Swan Lake', a masterpiece of classical ballet, which Is newly represented by Matthew Bourne, a choreographer. The objectives of the study is to help understand a trend of costume in modern public performance and art. First, this paper is attempted to describe the concept and the elements of ballet costume, secondly, to consider the performance generally, and finally to analyze main performers stage costumes. This study was performed by two processes; The first was to visit theaters to view the performances in person: the classical ballet by the Bolshoi Theater Ballet, the performance by Korea national ballet academy and the Matthew Bonne's modernly redefined ballet. The second was to review the regarding literatures and DVD. There are two apparent characteristics of main performers' stage costumes in modern-style ballet compared with classic-style ballet. First, there is an approach to gender identity; the character of swan with the classic tutu that has been the culmination of femininity in the classic-style ballet, used to be represented in an established idea on ballet costume, is now substituted by a creative idea, male ballerina and trouser-style ballet costume. Second, there is an approach to breaking the convention on the purpose of emphasizing popularity arousing real sympathy and art value. Also, modern-style ballet introduces bare body and ffot rather than tutu and toe-shoes, and adapts items from casual outfit fitted in earh performer's character with a present-day life.