• Title/Summary/Keyword: character modeling

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Teachers' Characteristics That Influence Students Positively (학생에게 긍정적 영향을 미치는 교사의 인격적 특성)

  • Kim, Hyang-Eun
    • Journal of Fisheries and Marine Sciences Education
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    • v.26 no.3
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    • pp.611-626
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    • 2014
  • Based on adolescents' perspectives, this study attempts to explore the distinguishing characteristics of teachers that influence students to positively change in areas such as psychological adaptation and development of their potential. Essays focusing on memories of twenty seven significant teachers written by eighteen adolescents in middle schools and high schools in Daegu, Korea in 2011 were used for analyzing the factors that have influenced them to positively change. Subsequently, five critical factors were identified: warmness and acceptance; encouragement and support; communication and understanding; respect and care; modeling and expectation. The adolescents perceived that those factors not only contributed to their psychological wellbeing but also enabled them to positively change and achieve more in life. Moreover, the educational implications focusing on teachers' productive function and healing power were discussed. The role of teachers in reinforcing and building the character students in order to facilitate their holistic development was dealt with. Finally, the reference for promotion of further studies of the research field was made.

Visualizing 3D form Using SketchTo3D Tool

  • Song, Balgum;Kim, Chul Soo
    • Journal of Korea Multimedia Society
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    • v.25 no.11
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    • pp.1634-1642
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    • 2022
  • Numerous studies have attempted to present converting 2D drawings to 3D. However, converting 3D shapes to exactly how a person thinks is challenging because 2D drawings include numerous variables and possibilities. This study focuses on visualizing 2D to 3D in a commonly used 3D animation software required in animation education or the 3D industry. We implemented our SketchTo3D tool to add the editing and automatic texture assigning method from the imported 2D image into the 3D software that previously had to be done manually. As a result, the SketchTo3D tool saves time to immediately visualize the composition, shape, and volume to express the 3D character, providing an opportunity to break down the barrier between 2D and 3D.

Surface Model and Scattering Analysis for Realistic Game Character

  • Kim, Seongdong;Lee, Myounjae
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.109-116
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    • 2021
  • In this paper, we considered that recently 3D game characters have been almost alike realistic expression because of a great mathematical computation and efficient techniques on GPU hardware. We presented the rendering technique and analysis for 3D game characters to simulate and render mathematical approach model from recent researches to perform the game engine for the surface reflection of lighting model. We compare our approach with the existing variant rendering techniques here using Open GL shader language on game engine. The experimental result will be provided the view-dependent visual appearance of variant and effective modeling characters for realistic expression using existing methods on the GPU for effective simulations and rendering process. Since there are many operations that are used redundantly while performing mathematical operations, the necessary functions and requirements have been to compute in advance.

《白鹿原》與《太白山脈》叙事策略比較硏究 -以人物形象和敘事策略爲中-

  • Im, Hwan-Mo;Eom, Yeong-Uk;Jeon, Yeong-Ui
    • 중국학논총
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    • no.68
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    • pp.75-94
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    • 2020
  • If 《Bailuyuan》 is a piece that reflects the trend of changing Chinese contemporary literature after the 1990 reform and the opening up of socialism, 《Taebaek Mountain》 is a literary masterpiece that shows the peak of the people and coincided with subject controversy in the 1980s. These two pieces of literature were based on a common experience swayed by the encroachment of Japanese imperialism, and they became best sellers in Korean and Chinese literary circles in the 1980s and 1990s. Based on their similarities, this paper focused on and took a closer look at character modeling in the two texts. In these books, the investigators also discuss how the main characters of Bailuyuan and Taebaek Mountain are portrayed, and how this portrayal strategically works to realize the theme of the text as well as the literary significance, value, and expected effects of the comparison between these two pieces of literary work.

Emotion Based Gesture Animation Generation Mobile System (감정 기반 모바일 손제스쳐 애니메이션 제작 시스템)

  • Lee, Jung-Suk;Byun, Hae-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.129-134
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    • 2009
  • Recently, percentage of people who use SMS service is increasing. However, it is difficult to express own complicated emotion with text and emoticon of exited SMS service. This paper focuses on that point and practical uses character animation to express emotion and nuance correctly, funny. Also this paper suggests emotion based gesture animation generation system that use character's facial expression and gesture to delivery emotion excitably and clearly than only speaking. Michel[1] investigated interview movies of a person whose gesturing style they wish to animate and suggested gesture generation graph for stylized gesture animation. In this paper, we make focus to analyze and abstracted emotional gestures of Disney animation characters and did 3D modeling of these emotional gestures expanding Michel[1]'s research. To express emotion of person, suggests a emotion gesture generation graph that reflects emotion flow graph express emotion flow for probability. We investigated user reaction for research the propriety of suggested system and alternation propriety.

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Character modeling using ZSphere (ZSphere를 활용한 캐릭터모델링)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.524-526
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    • 2011
  • ZSphere of ZBrush can be added to the screen, and most of all, added to the existing ZSphere as mobile geometrical objects. For example, legs can be produced out of the globoid in the progress of an intermediate step. characters with multiple limbs can be produced easily in this way. With Zsphere, several Child Spheres can be produced out of single Sphere, then these can be parents spheres, and can connect other Child Spheres. In this paper, by making each form through these processes, 3D characters were modeled to shape easily and rapidly. Since 3D objects can be added, rotated, and moved, they can interact smoothly with Z-depth of campus. To place these objects on the screen, paint, build fixed perspective image, smerge pixols and transform 3D objects, diverse transforming tools and sculpturing tools were used. The characters were designed in the way that first, the finished 3D characters were transformed into poly, then each side was restructured rapidly with Topology.

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Analysis of the female character and modeling design features of 'Frozen 2' ('겨울왕국 2' 여성 캐릭터의 성격과 조형 디자인 특징 분석)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.309-314
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    • 2021
  • Disney animation can be said to be part of American culture and art. With the changes in American society and culture, we can see the changes in the personality and social status of female characters in Disney animation. Especially in the Disney animation works published after 2000, many works showing equality in the social abilities and status of women and men have been published. In this study, the characteristics of female characters of the 20th century and the 21st century is compared and analyzed the characters of Elsa and Anna, who expressed the female image in a metaphorical way of 'Frozen 2'. And studied the characteristics and meanings of clothing and colorful shapes. This paper reveals the design elements needed to construct a gender-equality image of female characters, and hopes that it will become a useful research material for the animation industry and academia in the future.

A Basic Study on the Development of Autonomous Behavioral Agent based on Ontology Used in Virtual Space (가상공간에서 활용되는 온톨로지 기반 지능형 자율주행 에이전트 개발에 관한 기초 연구)

  • Lee, Yun-Gil
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.777-784
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    • 2017
  • In the architectural space, the user's behavior is the most important factor in evaluating the quality of architecture. Normally, the evaluation of user behavioral performance was carried out after a building was completed. Recently, interest in and efforts at pre-simulation based on information technology are accelerating. However, since existing user simulation technology is concerned mainly with simply escaping from a large space, it is impossible to simulate the behavior of multiple users in an architectural space. The present study strives to develop a human-figured intelligent agent for advanced user simulation based on ontology. The main purpose of the study is to employ the intelligent behaviors of a NPC(Non-player Character) to infer the ontology of both spatial and user information. In this paper, we intend to integrate ontology inference technology into the virtual space. And also, this study suggest the ontology visualization technology which illustrate the ontology-based information and their change in the spatial information.

Identification of User Preference Factor Using Review Information (리뷰 정보를 활용한 이용자의 선호요인 식별에 관한 연구)

  • Song, Sungjeon;Shim, Jiyoung
    • Journal of the Korean Society for information Management
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    • v.39 no.3
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    • pp.311-336
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    • 2022
  • This study analyzed the contents of Goodreads review data, which is a social cataloging service with the participation of book users around the world, to identify the preference factors that affect book users' book recommendations in the library information service environment. To understand user preferences from a more detailed point of view, sub-datasets for each rating group, each book, and each user were constructed in the sample selection process. Stratified sampling was also performed based on the result of topic modeling of review text data to include various topics. As a result, a total of 90 preference factors belonging to 7 categories('Content', 'Character', 'Writing', 'Reading', 'Author', 'Story', 'Form') were identified. Also, the general preference factors revealed according to the ratings, as well as the patterns of preference factors revealed in books and users with clear likes and dislikes were identified. The results of this study are expected to contribute to more sophisticated recommendations in future recommendation systems by identifying specific aspects of user preference factors.

Effective Recognition of Land Registration Map Using Fuzzy Inference (퍼지추론 기반의 효율적인 지적도면 인식)

  • Kim, Yoon-Ho
    • Journal of Advanced Navigation Technology
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    • v.11 no.3
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    • pp.343-349
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    • 2007
  • This paper addressed a recognition method of land registration map based on fuzzy inference scheme, which is able to solve the time complexity problem of typical method [Fig. 2]. Not only line color, thickness but also number, character are used as a fuzzy input parameter. It concentrated on generation of fuzzy association map, and useful informations are extracted result from fuzzy inference. These results are precedent process for estimating the construction space and restoring 3D automatic modeling. It can also utilize to the internet service acceleration propulsion business such as u-Gov based land registration service.

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