• Title/Summary/Keyword: character-growing

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A Prediction Model for TVOC and HCHO Emission of Paint Materials (페인트에서 방출되는 TVOC 및 HCHO 방출량 예측모델)

  • Kim, Hyung-Soo;Lee, Kyung-Hoi
    • KIEAE Journal
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    • v.3 no.1
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    • pp.13-20
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    • 2003
  • It is highly recognized that there is need for protection against indoor air pollution, as we realize environmental pollution is growing, For example, in an indoor environment, a person spends more than 80 percent of their time inside the building. Thus, concern about indoor decoration materials is growing, since they cause pollution in the rooms of an apartment, as well as in offices. As the indoor decoration materials become more diverse and lusurious, so the effect of VOCs(Volatile Organic Compounds) and HCHO(Formaldehy) is growing. The indoor decoration materials cause the Sick Building Syndrome, such as headaches, dizziness, or lack of concentraion, and they in turn cause serious deterioration in people's health. In this study, I probed the status of the indoor air pollution and carried on an investigation and analysis about the prevention technique. In doing so, I performed experimental tests and an assessment of the indoor decoration materials of an apartment. I also examined elements of the emitted and the emission. Finally, I examined the character of emissions, by changing environmental conditions, such as the temperature, humidity, and ventilation. With respect to VOCs tests, I applied the method of solid state adsorption using the adsorptive tube, based on the measurement of the American EPA TO-17, ASTM 5116-97, and the measurement of the Japanese Wall Decoration Industrial Association. The tested sample was analyzed by High Performance Liquid Chromatography, after going through the process of dissolvent extraction. As subjects of the test, Paint were selected. The process of this test is as follows; first, I figured out the character of the emission, by measuring the emitted concentration of VOCs and HOHC from the indoor decoration materials of an apartment. Second, I made a small-scale chamber and the test was processed in the chamber in order to suggest an environment-friendly prediction modlel development.

The Modified ART1 Network using Multiresolution Mergence : Mixed Character Recognition (다중 해상도 병합을 이용한 수정된 적응 공명 이론 신경망: 혼합 문자 인식 적용)

  • Choi, Gyung-Hyun;Kim, Min-Je
    • The KIPS Transactions:PartB
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    • v.14B no.3 s.113
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    • pp.215-222
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    • 2007
  • As Information Technology growing, the character recognition application plays an important role in the ubiquitous environment. In this paper, we propose the Modified ART1 network using Multiresolution Mergence to the problems of the character recognition. The approach is based on the unsupervised neural network and multiresolution. In order to decrease noises and to increase the classification rate of the characters, we propose the multiresolution mergence strategy using both high resolution and low resolution information. Also, to maximize the effect of multiresolution mergence, we use a modified ART1 method with a different similarity measure. Our experimental results show that the classification rate of character is quite increased as well as the performance of the propose algorithm in conjunction with the similarity measure is improved comparing to the conventional ART1 algorithm in this application.

A Study on the Interrelation between Contents Services and General Services in Point of User (이용자 관점의 컨텐츠 서비스와 일반 서비스와의 상호 관계에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.97-114
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    • 2010
  • Domestic game industry is growing around game contents service. Game contents service is becoming popular because it has character that can use a game with opposing user on network in real time and advantage that can download the wanted game at anytime or anywhere. It is different to general service from the view point of user. In order words, the user of game contents service has different character from that of general service because their using characteristics in service using effect are shown use variously in the demographics, psychology and behavioral particular. In these views, we have done a comparative analysis character between game contents service and general service.

Transfer Learning based Parameterized 3D Mesh Deformation with 2D Stylized Cartoon Character

  • Sanghyun Byun;Bumsoo Kim;Wonseop Shin;Yonghoon Jung;Sanghyun Seo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.11
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    • pp.3121-3144
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    • 2023
  • As interest in the metaverse has grown, there has been a demand for avatars that can represent individual users. Consequently, research has been conducted to reduce the time and cost required for the current 3D human modeling process. However, the recent automatic generation of 3D humans has been focused on creating avatars with a realistic human form. Furthermore, the existing methods have limitations in generating avatars with imbalanced or unrealistic body shapes, and their utilization is limited due to the absence of datasets. Therefore, this paper proposes a new framework for automatically transforming and creating stylized 3D avatars. Our research presents a definitional approach and methodology for creating non-realistic character avatars, in contrast to previous studies that focused on creating realistic humans. We define a new shape representation parameter and use a deep learning-based method to extract character body information and perform automatic template mesh transformation, thereby obtaining non-realistic or unbalanced human meshes. We present the resulting outputs visually, conducting user evaluations to demonstrate the effectiveness of our proposed method. Our approach provides an automatic mesh transformation method tailored to the growing demand for avatars of various body types and extends the existing method to the 3D cartoon stylized avatar domain.

A Study on the Intelligent NPC in MMORPG (MMORPG에서의 지능형 NPC에 관한 연구)

  • Lee, Eun-Hee;Park, Choong-Shik;Cho, Sung-Hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.388-391
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    • 2006
  • In the lately fews years, it take a growing interested in game AI and study zealously on game AI. In this paper, we research an usual individuality of NPC(Non-Player Character) on MMORPG(Massively Multiplayor Online Role Playing Game) and An AI technique on computer game. we study on a role and an individuality of NPC for take-up the game, moreover, we research on technique of game AI for take-up the game.

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An Analysis of Housing Demand in Shrinking Cities (수정 M-W모형을 이용한 축소도시(Shrinking City)의 주택수요분석)

  • Lim, Mi Hwa;Lee, Chang Moo
    • Korea Real Estate Review
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    • v.24 no.1
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    • pp.27-37
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    • 2014
  • Recently increasing the supply of housing policy has not been able to reflect social phenomena as like decreasing birth rate, aging of the population and increasing 1 or 2 person households. This study analyze the housing demand in the city with the point of population growth rate and economic character changes. Growing cities have positive population growth rate and economic character, but shrinking cities have the opposite. By comparing housing demand of growing cities and shrinking cities, we want to find out housing policy implications. In this study, results suggest that the peak age of housing demand of shrinking cities is the late 60's. But the growing cities's age peak is the mid-80's. But further analysis of the economic variables and 1 or 2 person old and young household dummies, the result is that the peak age of housing demand is reduced. These results suggest that housing demand should be differentiated the cities's population structure and economic characteristics of the household. In short, housing demand will vary depending on the condition of individual cities.

A Study on the Character for the Foot and Calf Growth of Primary School Children (초등학생의 발과 하퇴부 성장특성 연구)

  • Park, Myoung-Ae
    • Fashion & Textile Research Journal
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    • v.4 no.2
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    • pp.163-168
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    • 2002
  • For the purpose of investigating the factor of foot and calf growth of primary-school children who are fast-growing during this period a group of the 1st graders of primary-school had been the subject of this measurement in 1995 and there after they became the subject again in 1997, 1999 when they were the 3th, 5th graders measurement was carried out in 30 items including status and weight and marthin-type measure and foot-print were used for this measurement as the result, stature is correlated with height items and length items of foot and calf weight is correlated with width and circumference items of foot and calf angle of the first toe showed the highest growth like 3rd graders, heel circumference had rapidly grown rather than in the part of foot circumference in the factor analysis df foot measurement of 10-year, the first, second factors, appeared the size of shoes, in case of 12-year the first factor with status appeared the size of shoes.

Effects of Drainage Types of Soil Media on the Plant Growing in Rooftop Planting (옥상녹화공법의 배수층 구조별 식물생육 효과)

  • Lee, Eun Yeob;Moon, Seok Ki
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.3 no.4
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    • pp.11-21
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    • 2000
  • This study was aimed to establish different drainage types of soil media on the plant growing in rooftop. For this study, experiment plots were installed on the roof of Social Science building, Chongju University, from April, 1998 to September, 1999. (1) Sand and sandy loam as base and check soils, (2) vermiculite as a inorganic soil media (3) "humus sawdust" and "burned rice hull" as organic soil media were used by various mixing ratio Zoysia japonica, was selected for the experiment. The results of this study are as follows : L5B3S2 and L5H3S2 of bad drainage character with a plastic drainage plate combination caused good growth effect on Zoysia japonica examined in 3 types of drainage layer with 5 types of soil media. From this result, it could be suggested that combined design of plastic drainage plate with 2 soil types - L5B3S2 and L5H3S2 - be desirable composition for regarding weight load and plant growth.

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Analysis of Character Types for FPS Game -based on Team Fortress2- (FPS 게임에서의 캐릭터 성격 분석 연구 -FPS 게임 팀 포트리스2를 중심으로-)

  • Park, Myoung-Hoon;Noh, Seung-Seok;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.152-161
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    • 2011
  • The FPS, featured with high quality graphic of superior visual reality, is steadily growing because of the improvement of computer performance and technological advancement of game production. But most of the FPS games provide monotonous freedom with which players can only change the weapons in one character and this will make users lose their interests when playing games for long hours. Valve has introduced 'Team Fortress Classic' in 1999, in order to change the monotonous game methods. This game has attracted great attention because of the composition of various and unique characters through the introduction of military specialty system: that is the first trial in the history of FPS game. I, by analyzing this using MBTI, intend to analyze how much of immersion and interest the characters of various military specialties can provide to players when FPS games are developed.

An Exploratory Study on the Realistic Expression of Characters (캐릭터의 사실적 표현에 대한 탐색적 연구)

  • Luyuxin, Luyuxin;Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.126-127
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    • 2018
  • Whether it is an online game or a stand alone game, research will ultimately never stop to increase the degree of realistic expression of visual effects. Recently, realistic characters are appearing in games. Particularly, due to the development of virtual reality technology, RPG games with simulation-based realistic images are becoming popular. The player can experience the story of the game in the game and experience difficulty level by level. As other players, teammates, or enemy characters appear as realistic characters, and the episode of the game expands, the importance of realistic game characters is growing so that they can play more. Adding a realistic game character to a game based on a classic movie character gives the player a more realistic and interesting visual experience. The purpose of this study is to investigate the effect of realistic character style on the fun and visual effects of games.

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