• Title/Summary/Keyword: Virtual actor

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Graph Neural Network and Reinforcement Learning based Optimal VNE Method in 5G and B5G Networks (5G 및 B5G 네트워크에서 그래프 신경망 및 강화학습 기반 최적의 VNE 기법)

  • Seok-Woo Park;Kang-Hyun Moon;Kyung-Taek Chung;In-Ho Ra
    • Smart Media Journal
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    • v.12 no.11
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    • pp.113-124
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    • 2023
  • With the advent of 5G and B5G (Beyond 5G) networks, network virtualization technology that can overcome the limitations of existing networks is attracting attention. The purpose of network virtualization is to provide solutions for efficient network resource utilization and various services. Existing heuristic-based VNE (Virtual Network Embedding) techniques have been studied, but the flexibility is limited. Therefore, in this paper, we propose a GNN-based network slicing classification scheme to meet various service requirements and a RL-based VNE scheme for optimal resource allocation. The proposed method performs optimal VNE using an Actor-Critic network. Finally, to evaluate the performance of the proposed technique, we compare it with Node Rank, MCST-VNE, and GCN-VNE techniques. Through performance analysis, it was shown that the GNN and RL-based VNE techniques are better than the existing techniques in terms of acceptance rate and resource efficiency.

VR & Changes in Cinematic Storytelling - Focusing on film composition unit, montage, space, mise-en-scène and perspective - (VR과 영화 스토리텔링의 변화 - 영화 구성단위, 몽타주, 공간성, 미장센, 시점을 중심으로 -)

  • Jeon, Byoungwon;Cha, Minchol
    • Journal of Korea Multimedia Society
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    • v.21 no.8
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    • pp.991-1001
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    • 2018
  • In the context of the 4th Industrial Revolution, IoT, Big Data, and VR are rapidly emerging as core sectors of future industries. In particular, the VR has been under the limelight as a new media content appealing to new generation. And the VR user is not merely a 'spectator', but the 'actor'. In other words, the newness of VR is not in the 'more likely representation of the virtual reality', but in the 'making it act more virtual (more technically, 'interactive')' in the virtual world. In this paper, we examine the VR cinema in terms of film composition unit, montage, cinematic space, mise-en-$sc{\grave{e}}ne$ and perspective. The VR cinema, which is in the early stage of evolution, is basically based on $360^{\circ}$ image that strengthens the autonomy of the audience's point of view, but other factors like haptic or sonic immersion are becoming increasingly important. In addition, the VR cinema will be combined with AR, MR, SR, and Interactive technologies, and will expand its horizon as it is produced in various forms. Therefore, it is expected that more detailed viewpoint will be applied in the subsequent study on VR cinema.

Virtual Reality FPS game contents development Using Unreal Engine4 (언리얼 엔진(Unreal Engine4)을 이용한 가상현실 FPS게임 콘텐츠 개발)

  • Yun, Tae-Jin;Jo, Ho-Dong;Park, Jae-Woo;Park, Jun-Keun;Baek, Seung-Jae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.437-438
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    • 2018
  • 최근 ICT산업의 주요 이슈인 가상현실(Virtual Reality, VR)은 다수의 IT기업들이 투자를 아끼지 않고 있다. 본 논문에서는 3D 디스플레이의 대표적인 HMD에 대한 장점인 몰입감, 공간감, 헤드트래킹에 대해 이해를 위해 HTC Vive을 이용해 Unreal Engine4 V4.19 게임엔진의 Level과 Gameinstance와 Actor에 대한 상호작용과 Timeline과 Random함수에 대한 이해를 기반으로 VR환경 FPS(First Person Shooter)게임 콘텐츠를 개발하였다.

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Boundary between Stanislavsky's and Chekhov's Acting Method (스타니슬라브스키 연기시스템과 미하일 체홉 연기테크닉의 경계)

  • Park, Ho-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.168-175
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    • 2009
  • Stanislavsky's acting system is based on the sensory memory of an incident that an actor has actually experienced, but Michael Chekhov insisted that in relation to the acting technique of actors, they should find the virtual and unreal external stimuli caused by emotion and imagination irrespective of their personal experience. As such, Stanislavsky's acting system and Michael Chekhov's acting technique are very different in terms of the acting method used. In actual acting, however, the acting system and the acting technique should have a close relationship. Any acting performed by an actor cannot be totally psychological or physical because the body and the mind cannot be separated. It is for this reason that all kinds of training should be both psychological and physical training and should not be conducted only mechanically. Acting is the ability of actors to imagine the virtual or fictitious reality and to express their indignation ability onstage. As actors stimulate and train their own fantasy and imagination, they can greatly improve their ability to embody or express the inner world of the characters they are portraying in a play.

Story Generation System using Emotional Agent (감정 에이전트를 이용한 자동 이야기 생성 시스템의 설계)

  • Kim, Won-Il;Kim, Dong-Hyun;Hong, You-Sik;Lee, Chang-Min
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.5
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    • pp.140-147
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    • 2008
  • This paper proposes Story Generation system based on Emotional Agent. In the proposed system, Emotional Agent is used as Actor whereas Story Generation produces goal and detailed plans to achieve goal. The storyline is constructed when the goal oriented plan is processed. The proposed system is effective and realistic since it employs human-like Emotional Agent as a main character in generating story.

A Spatial Study on the Network Formation Process of Personal Actors: The Case of Institutional Building Networks in Industries for the Elderly (개인 행위주체의 네트워크 형성 과정에 대한 공간적 고찰: 고령친화산업의 제도구축 네트워크를 사례로)

  • Koo, Yang-Mi
    • Journal of the Economic Geographical Society of Korea
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    • v.11 no.3
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    • pp.334-349
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    • 2008
  • In this study, the network formation process of personal actors in industries for the elderly was analyzed. This process is applied to the knowledge creation model of the SECI (Nonaka-Takeuchi learning cycle), that is socialization, externalization, combination, internalization. There are some kinds of opportunities to interact in these industries in the forms of field survey teams to overseas, some seminars and symposiums, many kinds of meetings, education and training programs, trade fairs and on-line forums. These palces(ba) - originating ba, interacting ba, cyber ba, exercising ba - played great roles in the formation of personal actor networks. Personal actors had opportunities to interconnect with distant actors through those places(ba). In the spatial perspective, personal actors could make face-to-face contact and build trust through temporary geographical proximity or temporary clusters with the help of personal mobility. Relations in the virtual spaces such as the Internet community did much toward building personal networks.

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On Natural Motion Editing by a Geometric Mean Filter (기하학적 평균 필터에 의한 자연스러운 움직임 편집)

  • Kim Jin-Ok
    • Journal of Internet Computing and Services
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    • v.4 no.2
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    • pp.31-37
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    • 2003
  • Recently, motion capture has become one of the most promising technologies in animation. Realistic motion data can be captured by recording the movement of a real actor with an optical or magnetic motion capture system. This paper deals with motion editing by a geometric mean filter. Since the captured motion has some noises that cause a jerky motion, it needs a smoothing process to make it natural. A geometric mean filter is proposed to produce natural motions without jerky motions. Experimental results show that the geometric mean filter can effectively remove noises that cause a jerky motion and it can guarantee the most natural motions among various spatial filters. This method could be applied to the various fields such as real time animation, virtual reality applications, 3D applications, and etc.

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On Natural Motion Editing by a Geometric Mean Filter (기하학적 평균 필터에 의한 자연스러운 움직임 편집)

  • Kim Jin-Ok
    • Journal of Internet Computing and Services
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    • v.5 no.2
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    • pp.41-47
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    • 2004
  • Recently, motion capture has become one of the most promising technologies in animation. Realistic motion data can be captured by recording the movement of a real actor with an optical or magnetic motion capture system. This paper deals with motion editing by a geometric mean filter. Since the captured motion has some noises that cause a jerky motion, it needs a smoothing process to make it natural. A geometric mean filter is proposed to produce natural motions without jerky motions. Experimental results show that the geometric mean filter can effectively remove noises that cause a jerky motion and it can guarantee the most natural motions among various spatial filters. This method could be applied to the various fields such as real time animation, virtual reality applications, 3D applications, and etc.

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Tracking of cryptocurrency moved through blockchain Bridge (블록체인 브릿지를 통해 이동한 가상자산의 추적 및 검증)

  • Donghyun Ha;Taeshik Shon
    • Journal of Platform Technology
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    • v.11 no.3
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    • pp.32-44
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    • 2023
  • A blockchain bridge (hereinafter referred to as "bridge") is a service that enables the transfer of assets between blockchains. A bridge accepts virtual assets from users and delivers the same virtual assets to users on other blockchains. Users use bridges because they cannot transfer assets to other blockchains in the usual way because each blockchain environment is independent. Therefore, the movement of assets through bridges is not traceable in the usual way. If a malicious actor moves funds through a bridge, existing asset tracking tools are limited in their ability to trace it. Therefore, this paper proposes a method to obtain information on bridge usage by identifying the structure of the bridge and analyzing the event logs of bridge requests. First, to understand the structure of bridges, we analyzed bridges operating on Ethereum Virtual Machine(EVM) based blockchains. Based on the analysis, we applied the method to arbitrary bridge events. Furthermore, we created an automated tool that continuously collects and stores bridge usage information so that it can be used for actual tracking. We also validated the automated tool and tracking method based on an asset transfer scenario. By extracting the usage information through the tool after using the bridge, we were able to check important information for tracking, such as the sending blockchain, the receiving blockchain, the receiving wallet address, and the type and quantity of tokens transferred. This showed that it is possible to overcome the limitations of tracking asset movements using blockchain bridges.

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A Study on Promoting Performing Art with Robot Actor : Focusing on EveR (로봇 배우를 활용한 공연예술 활성화 방안 연구 : '에버' 중심으로)

  • Lee, Yoo Sun;Kim, Dong Eon
    • (The) Research of the performance art and culture
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    • no.22
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    • pp.371-411
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    • 2011
  • In the twenty first century of rapid cultural change performing art requires new mode of expression based on imaginative power and creativity as well as establishing its own identity. The modern technological environment support this with advanced technology and bring about the expansion of reason from new experience. The introduction of digital media on artistic expression in particular, expands the physical ability of human body which is the main subject of performing art. A virtual body from digital technology is freed from physical boundaries and goes over space and time. It also suggests the possibility of new mode of communication with audience. This study aims at examining the subject of performing art and its digitalized movement focusing on EveR, the world's first professional robot actor. The robot actor which came on stage according to the new expression medium, a digital body, stands in need not only of technological value but also of cultural and artistic application for expression in art. In this endeavor to meet the demand, this study examines the development process and function of 'EveR' the robot actor. Also it searches into the performance of Ever which replaced human being as well as the historical significance of the title:the world's first. To be more specific, there is a example research on two performances:a pansori play "EveR is simply stunning(2009)" and children's play "The Robot Princess and Seven Dwarfs(2009)." Through this example research, it is enabled to anticipate the influence of robot actors on performing arts and to search for the better way of them to evolve. Furthermore, it aims at finding ways to create high value through promoting robot actors to be familiar to the public as well as supporting them to become active cultural contents. The performance with robotic technology is one of the artistic experiment that may cause the change of the future of performing art by actualizing technological imagination together with human body and machinery. As a consequence, it is expected that the meeting of performing art and robotic technology gives positive influence on activating performing art as one of the integrated cultural phenomenon which satisfies the taste of modern era. Moreover, this study may also be the beginning of the expansion of performing art to stretch to diverse field.