• Title/Summary/Keyword: human movement

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Realistic Expression Factor to Visual Presence of Virtual Avatar in Eye Reflection (가상 아바타의 각막면에 비친 반사영상의 시각적 실재감에 대한 실감표현 요소)

  • Won, Myoung Ju;Lee, Eui Chul;Whang, Min-Cheol
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.9-15
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    • 2013
  • In the VnR (Virtual and Real Worlds) of recent virtual reality convergence, the modelling of realistic human face is focused on the facial appearance such as the shape of facial parts and muscle movement. However, the facial changing parameters caused by environmental factors beyond the facial appearance factors can be regarded as important ones in terms of effectively representing virtual avatar. Therefore, this study evaluates user's visual feeling response according to the opacity variation of eye reflection of virtual avatar which is considered as a new parameter for reprenting realistic avatar. Experimental result showed that more clear eye reflection induced more realistic visual feeling of subjects. This result can be regarded as a basis for designing realistic virtual avatar by supporting a new visual realistic representing factor (eye reflection) and its degree of representation (reflectance ratio).

A Study on Focus Position Control of Reflector Using Fuzzy Controller (퍼지제어기를 이용한 반사경의 초점 위치제어에 관한 연구)

  • Jeong, Hoi-Seong;Kim, Jun-Su;Kim, Hye-Ran;Kim, Gwan-Hyung;Lee, Hyung-Ki
    • Journal of the Korean Institute of Intelligent Systems
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    • v.21 no.5
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    • pp.645-652
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    • 2011
  • The present study investigated the tracking system of a reflector to trace the movement of sun. The system was designed to minimize the error between the vertical vector of reflector and the position of sun. The proposed system was able to collect the sun lights at a point as a useful source of light energy and transmit the collected light to a remote area through optical fibers. Also the study successfully solved the controller design problem due to the complexity of modeling of the sun tracking system using a fuzzy logic controller which mimics human reasoning.

A Study of TPCLT(Twice Per Cycle Left-Turn) Operation Impact at Three-legged Signalized Intersection (3지교차로에서의 연속좌회전(TPCLT)신호운영에 관한 연구)

  • Oh, Jiyeong;Kim, Kicheol;Lee, Choulki;Oh, Insub;Cho, Nammin
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.16 no.3
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    • pp.50-58
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    • 2017
  • TPCLT(Twice Per Cycle Left-turn) operation reduces this left-turn 'spill-over' problem on an as needed basis by servicing the protected left-turn movement as a leading and a lagging left-turn. In this study, to evaluate the effectiveness of TPCLT applied to three-legged signalized intersection in Korea, the analysis was carried out using VISSIM and SSAM model analysis. The study was implemented by three cases which are TPCLT operation, non-TPCLT operation and half-cycle operation using VISSIM program. According to the 9-left-turn volume scenario, total delay and travel times of each case was analyzed by VISSIM program. The study result shows more effective applying TPCLT operaion in the present ~ +50% scenario area at the intersection in terms of total delay.

A Study on the Facade in Depth of Architecture - Focusing on works of Paul $C\acute{e}zanne$ - (건축 입면의 깊이에 관한 연구 - Paul $C\acute{e}zanne$의 회화를 중심으로 -)

  • Yook, Ok-Soo
    • Journal of architectural history
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    • v.15 no.4
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    • pp.57-73
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    • 2006
  • To begin with the purpose of protecting human life from the exterior in the prehistoric age, architecture was nothing but a shelter without any relation between the exterior and the intoner. But, today, with the community developed, architecture can not be resisted with her own function and have to change of the reciprocal one. Different with the oriental architecture, we can see, western architecture has developed in the stream of the form. The main idea of the space in terms of the relation, above all, is mostly concerned with relation between the exterior and the interior like between the architecture and the city. So the role of the facade in depth is the intermediation which consist to the relation in the exterior and interior of architecture. Considering a relation between two elements; the exterior and the interior, we can be inspired in the case of paintings, especially in the works of the Paul $C\acute{e}zanne$. $C\acute{e}zanne$ originally show the depth of space by different disposition of three parts : the background, the objects and intermediate space between the former. For instance, different with the other painters who put the background rear in the canvas and objects in the front of the background, $C\acute{e}zanne$ took the background and objects a same value and assure a depth in space by virtue of the intermediate space. Finally, by putting the background in forward of layer in the canvas and objects situated behind the background, the depth of the space can be occurred. Same as the idea of $C\acute{e}zanne$, Giuseppe Terragni and jean Nouvelle in architecture also intensify their effects through the activation of intermediate space between the interior facade and exterior frame. Not limited in the relation with the architecture and the city, space in relation gives us a higher quality of architectural promenade in depth.

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Proposition for Retina Model Based on Electrophysiological Mechanism and Analysis for Spatiotemporal Response (전기생리학적 기전에 근거한 망막 모델의 제안과 시공간적 응답의 분석)

  • Lee, Jeong-Woo;Chae, Seung-Pyo;Cho, Jin-Ho;Kim, Myoung-Nam
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.39 no.6
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    • pp.49-58
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    • 2002
  • Based on electrophysiological retina mechanism, a retina model is proposed, which has similar response characteristics compared with the real primate retina. Photoreceptors, horizontal cells, and bipolar cells are modeled based on the previously studied retina models. And amacrine cells known to have relation to movements detection, and bipolar cell terminals are newly modeled using 3 NDP mechanism. The proposed model verified by analyzing the spatial response characteristics to stationary and moving stimuli, and characteristics for different speeds. Through this retina model, human vision system could be applied to computer vision systems for movement detection, and it could be the basic research for the implantable artificial retina.

A study on the emotional representation of the digital technology shown in the contemporary fashion (현대 패션에 나타난 디지털 테크놀로지의 감성적 구현에 관한 연구)

  • Han, Sanggyung;Kim, Yonson
    • The Research Journal of the Costume Culture
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    • v.23 no.2
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    • pp.254-269
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    • 2015
  • The digital technology that has brought about the information revolution acts as the causes of multi-faceted socio-cultural phenomena. The spread of the digital environment and the popularity of the digital devices accelerate the phenomenon or the fusion of culture and technology, and such a phenomenon is no exception in the fashion design. Namely, the combination of fashion design and digital-based technology draws more and more attention; Not only the technology is simply applied to the fashion design, but also it is used as an emotional tool to enhance consumers' satisfaction, while some designs and marketing cases stimulating consumers' emotion are highlighted importantly. This study was aimed at surveying and analyzing the contemporary fashion using the digital technology and thereupon, assessing the characteristics of the emotional representations of technology as well as their aesthetic values. To this end, the theory of 'science of emotion and sensibility' was applied to divide the characteristics of emotional technological expressions in the contemporary fashion into immateriality, non-boundary, multi-media and interaction, while the aesthetic values of the emotional technology immanent in the contemporary fashion were categorized into communication & participation, conceptual configuration, physical expansion and variable movement. This study analyzed uses of technology for human emotion and sensibility shown in not only collections but also communication media and exhibition spaces and thereby, suggested the direction for our fashion industry to fulfill consumers' changing needs and advance further.

Realistic Keyboard Typing Motion Generation Based on Physics Simulation (물리 시뮬레이션에 기반한 사실적인 키보드 타이핑 모션 생성)

  • Jang, Yongho;Eom, Haegwang;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.29-36
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    • 2015
  • Human fingers are essential parts of the body that perform complex and detailed motion. Expression of natural finger motion is one of the most important issues in character animation research. Especially, keyboard typing animation is hard to create through the existing animation pipeline because the keyboard typing typically requires a high level of dexterous motion that involves the movement of various joints in a natural way. In this paper, we suggest a method for the generation of realistic keyboard typing motion based on physics simulation. To generate typing motion properly using physics-based simulation, the hand and the keyboard models should be positioned in an allowed range of simulation space, and the typing has to occur at a precise key location according to the input signal. Based on the observation, we incorporate natural tendency that accompanies actual keyboard typing. For example, we found out that the positions of the hands and fingers always assume the default pose, and the idle fingers tend to minimize their motion. We handle these various constraints in one solver to achieve the results of real-time natural keyboard typing simulation. These results can be employed in various animation and virtual reality applications.

A Study of Jeogori Design Pattern using the Pattern Analysis in the Books Entitled Hanbok Construction Focusing on the Women in 20's (성인여성 저고리 패턴을 활용한 개선된 저고리 패턴설계연구 - 20대 여성용 저고리를 중심으로 -)

  • Kim, Hyun-Ju;Chang, Min-jung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.17 no.4
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    • pp.1-14
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    • 2015
  • This study mainly analyzes that designing patterns of an adult women Jeogori that takes advantage of patterns from each textbooks and complements the disadvantages based on the analysis of data from the dress evaluation and comparison of materials. The modification of a size specification is needed for the standard body as an adjust of the length of Jogori between front and back, mediation for bust width between front and back, a movement for the based line of Sup and Godae. As a result, the suitable pattern according to the standard somatotype is as below. Jeogori Length of front is determined by the length of back which was measured from side neck point to bust point plus three centimeters, and give three and half centimeters more in front. This three and half centimeters is for the curved in front of your body due to the chest. Bust width of front and back have to show the differences of human body. Bust width of front is calculated as bust girth into quarters and add two centimeters. Bust width of back gives one centimeter behind the curve from the center line in order to reduce the floating phenomenon. So, the amount of center back line dart is one centimeter. Arm hole girth measures as dividing bust girth into four. Also, Goedae width has two methods to measure. First, divide bust girth into ten equal parts and subtract 0.5 centimeters from it. Second, measure neck girth and divide it by four. Sleeve length is equal to Hwajang minus bust width of front. Hand wrist calculates in using bust girth. Make bust girth into quarters and multiply three fifths. Side line measures as deducting from Jeogori length of back to Arm hole girth and multiply two thirds.

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Social investment in Europe: bold plans, slow progress and implications for Korea

  • Taylor-Gooby, Peter
    • 한국사회복지학회:학술대회논문집
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    • 2004.06a
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    • pp.3-50
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    • 2004
  • ${\cdot}$ Recent social policy and labour markets debates in Europe, responding to the difficulties faced by the traditional neo-Keynesian welfare state settlement, stress the value of positive investment alongside de-regulation and greater flexibility as a way of achieving both economic and social goals. ${\cdot}$ Patterns of policy reform are complex and reflect differing national circumstances. A general move towards deregulation, constraints on entitlement to passive benefits, programmes to enhance employment, particularly among high-risk groups such as single parents and young people, targeted subsidies for low earners and casemanagement may be identified. ${\cdot}$ In relation to investment in education, research and development and combined training and benefit programmes to enhance mobility between jobs the picture is less clear. Education standards continue to rise, but research and development spending stagnates and few countries have developed substantial ‘flexi-curity’ programmes to support job mobility. ${\cdot}$ The labour market tradition in much of Europe has been one of conflict between labour and employers. As labour grows weaker, new approaches develop. These tend to stress productivity agreements and greater flexibility in work practices within firms and reforms to passive social security systems more broadly, but movement to support the more challenging investment and flexi-curity policies is slow. ${\cdot}$ In general, social and labour market policies in Europe stress deregulation and negative activation more strongly than social investment and ‘flexi-curity’. The countries with high growth and employment achieve that goal by different routes: Sweden has a closely integrated social democratic corporatism with high spending on benefits and training programmes and the UK a more liberal market-oriented system, with lower spending, highly targeted benefits and less mobility support. ${\cdot}$ Europe has something to learn from Korea in achieving high investment in human capital and R and D, while Korea may have something to learn from Europe in social investment, particularly flexi-curity and equal opportunity policies.

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Dynamic Facial Expression of Fuzzy Modeling Using Probability of Emotion (감정확률을 이용한 동적 얼굴표정의 퍼지 모델링)

  • Kang, Hyo-Seok;Baek, Jae-Ho;Kim, Eun-Tai;Park, Mignon
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.1
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    • pp.1-5
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    • 2009
  • This paper suggests to apply mirror-reflected method based 2D emotion recognition database to 3D application. Also, it makes facial expression of fuzzy modeling using probability of emotion. Suggested facial expression function applies fuzzy theory to 3 basic movement for facial expressions. This method applies 3D application to feature vector for emotion recognition from 2D application using mirror-reflected multi-image. Thus, we can have model based on fuzzy nonlinear facial expression of a 2D model for a real model. We use average values about probability of 6 basic expressions such as happy, sad, disgust, angry, surprise and fear. Furthermore, dynimic facial expressions are made via fuzzy modelling. This paper compares and analyzes feature vectors of real model with 3D human-like avatar.