• Title/Summary/Keyword: unreal

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A Study on the Fashion Illustration of Humor Images Using 2D Graphics (2D 그래픽스를 활용한 유머 이미지의 패션일러스트레이션 연구)

  • Kim, Hye-Ran;Kim, Soo-Kyong
    • Journal of the Korean Society of Costume
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    • v.58 no.9
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    • pp.81-98
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    • 2008
  • This research aims to analyze humorous images expressed in 2D graphics fashion illustrations and to propose application of 2D graphics in humorous images for fashion illustrations to suggest a more creative and relevant fashion illustration for contemporary culture. The result of this research were as follows: First, theories on reaction of humor can be classified into Incongruity theory, Superiority theory and Arousal and Relief theory. Humor in visual arts are classified in Visual Parody, Visual Pun, Visual Paradox and Visual Satire. Second, Visual Pun, Visual Parody, and Visual Satire are used for visualizing fashion illustration, and the foundations for many humor images were simple-colored, imaginative, and unreal settings. And it was also found out that the physical proportion of the models generally was 1(head):7(entire body), 1:8, 1:15 and the models were usually laughing and smiling. Tone was usually pastel and vivid, and posture was usually standing-position or sitting-position. Third, based on such results, fashion illustration works of humor image using 2D graphics were created. To concretize the humor image, 'gift' as a concept was chosen. Humor alleviates the tension and stress. It also brings laughter and pleasure to people's lives. Therefore humor image will be an effective way of expanding creativity in modern fashion illustration.

Sensitivity Analysis of Bed Changes for Different Sediment Transport Formulas Using the HEC-6 Model - The Lower Nakdong River (HEC-6 모형을 이용한 유사량 공식에 따른 하상변동 민감도 분석 - 낙동강 하류를 대상으로)

  • Jeong, Won-Jun;Ji, Un;Yeo, Woon-Kwang
    • Journal of Environmental Science International
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    • v.19 no.10
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    • pp.1219-1227
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    • 2010
  • In this study, the sensitivity analysis of bed changes due to the various sediment transport equations have been conducted for 80 km reach of the Lower Nakdong River using the HEC-6 which is one dimensional numerical model. The bed elevation changes according to the different sediment transport formulas were compared and analyzed quantitatively. As a result of the numerical simulation, the final bed elevation calculated by Engelund and Hansen(1967), Ackers and White(1973), and Yang(1979) formulas was similar to one another in configuration. The bed change simulated by Engelund and Hansen(1967) were greatest among them, for example, 5.5 m deposition and 2.9 m erosion for 100 years. Also, in the case of Toffaleti (1969) equation, the maximum bed deposition of 8.04 m after 100 years was induced at the 73 km location upstream of the Nakdong River Estuary Barrage. Meyer-Peter-M$\ddot{u}$ller(1948) and Wilcock(2001) formulas produced the deposition only at the upstream end and there was little bed change in the downstream area. The unreal bed configuration of continuously up and down pattern was simulated by Laursen(1958) transport equation.

An Agent Architecture for Behavior-Based Reinforcement Learning (행위 기반 강화 학습 에이전트 구조)

  • Hwang, Jong-Geun;Kim, In-Cheol
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2007.11a
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    • pp.284-293
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    • 2007
  • 본 논문에서는 실시간 동정 환경에 효과적인 L-CAA 에이전트 구조를 제안한다. L-CAA 에이전트 구조는 변화하는 환경에 대한 적응성을 높이기 위해, 선행 연구를 통해 개발된 행위 기반 에이전트 구조인 CAA에 강화 학습 기능을 추가하여 확장한 것이다. 안정적인 성능을 위해 L-CAA에서 행위 선택 메커니즘은 크게 두 단계로 나뉜다. 첫 번째 단계에서는 사용자가 미리 정의한 각 행위의 수행 가능 조건과 효용성을 검사함으로써 행위 라이브러리로부터 실행할 행위들을 추출한다. 하지만 첫 번째 단계에서 다수의 행위가 추출되면, 두 번째 단계에서는 강화 학습의 도움을 받아 이들 중에서 실행할 하나의 행위를 선택한다. 즉, 강화 학습을 통해 갱신된 각 행위들의 Q 함수 값을 서로 비교함으로써, 가장 큰 기대 보상 값을 가진 행위를 선택하여 실행한다. 또한 L-CAA에서는 실행 중인 행위의 유지 가능 조건을 지속적으로 검사하여 환경의 동적 변화로 인해 일부 조건이 만족되지 않는 경우가 발생하면 현재 행위의 실행을 즉시 종료할 수 있다. 그 뿐 아니라, L-CAA는 행위 실행 중에도 효용성이 더 높은 다른 행위가 발생하면 현재의 행위를 일시 정지하였다가 복귀하는 기능도 제공한다. 본 논문에서는 L-CAA 구조의 효과를 분석하기 위해, 대표적인 동적 가상환경인 Unreal Tournament 게임에서 자율적을 동작하는 L-CAA기반의 UTBot 들을 구현하고, 이들을 이용하여 성능실험을 전개해본다.

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Authoring Tool for Web Content Development by Python Education (Python 교육을 통한 Web 콘텐츠 개발을 위한 저작도구)

  • Jeong, Je-Hyeon;Oh, Seong-Min;Gu, Bon-Woo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.699-701
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    • 2022
  • 프로그래밍 교육에서 Python 교육은 현재 기본으로 다루고 있다. PIP 의 우수한 확장성에 의해 수많은 분야에서 Python 을 이용하여 연구 및 개발을 수행하고 있다. 게임 개발에서도 Python 은 적극 활용되고 있다. 메모리관리와 최적화를 위한 Low Level 개발 부분에서는 C/C++, C#, JAVA 를 사용하지만, 게임 시스템 기획자의 경우 프로그래머에게 직결되는 문서를 작업하기 위해 객체지향적 시점을 작성해야 하기 때문에 Python 을 통해 기획자와 프로그래머의 의사소통 향상으로 인해 결과적으로 개발 시간을 단축하는 효과를 볼 수 있다. 본 논문에서는 Python 교육과 접근성이 좋은 Web Contents 를 개발하기 위하여 KM Engine 을 개발하였다. 경민 대학교 게임콘텐츠과 학생들을 대상으로 교육과 Web Contents 를 개발한 결과 Unity, Unreal 에 비해 학생들이 매우 편하게 개발하는 것을 확인 할 수 있었다. KM Engine 은 경민 대학교 학생 들 뿐 아니라 게임 제작을 배우고 싶어하는 이들과 이들을 학습시킬 목적을 가진 이들에게 기여하길 바란다.

Development of virtual reality boxing game contents using motion tracking (모션 트래킹을 이용한 가상현실 복싱 게임 개발)

  • Kim, Young-gwon;Kwon, Ki-jae;Yun, Na-ri;Kim, Jong-in;Yun, Tae-jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.517-518
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    • 2021
  • 본 논문에서는 게임 개발 플랫폼인 언리얼 엔진 4을 사용하여 가상현실기술을 활용한 복싱 게임을 개발하였다. 복싱 게임을 더욱 실감나게 즐길 수 있도록 하기 위해 양 손에 부착한 VIVE 트래커로 복싱 동작을 모션 트래킹하여 아바타를 제어하였다. 게임 모드의 경우 연습모드와 스파링모드로 구성하였다. 연습모드에서 튜토리얼을 진행하여 게임플레이를 익힌 후 스파링모드에서 AI와 복싱 대결을 하도록 구현하였다. 스파링모드는 AI와 플레이어가 대결을 하며 먼저 체력을 소모시키면 승리하게 된다. 그리고 AI 캐릭터의 애니메이션 재생 속도에 따라 4가지 난이도를 설정할 수 있다. 가상현실 복싱게임은 VR기술을 이용하여 가정에서 간편하게 복싱 운동을 즐길 수 있으며, 더 많은 VIVE 트래커를 활용하면 정밀한 모션 트래킹이 가능하여 현실감을 높일 수 있다.

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Occultism in Contemporary Fashion (현대 패션에 표현된 오컬티즘)

  • Yoon, Yejin;Yim, Eunhyuk
    • Journal of the Korea Fashion and Costume Design Association
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    • v.15 no.3
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    • pp.157-166
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    • 2013
  • Features of the Occult Culture is preferred that powers, demons, magic, magical, unreal etc. Currently Occultism is getting a lot of attention to the public in the society, culture, arts and the play. Fashion in the period that includes all circumstances is a field. Thus, the current Occultism and modern fashion will also be related. Objective of the study is to figure out the form and meaning of Occultism in Contemporary Fashion. An example of the best of contemporary trends is the mass media, For this reason, Occultism symptoms range of case studies mess media(television programs and film). Research on contemporary fashion range was used 2000-2013 fashion collection extracted from the data. Represented in the mess media features of occultism is 'Witchcraft and Sorcery' and 'Death and Horror'. They are story of wizard exorcism and unnatural horror. In the 21st century, modern people are enjoying occultism, and occultism is the one of the entertainment. Expressed in contemporary fashion features of occultism is 'Super-human organism', that is out of the human body, ignoring body shape and type of transformed organism. Second distinction is 'Ghost', they are something like the dark and dismal, shape of ghosts and look pale. Third distinction is 'Neo-Macabre', it is the shape of the skeleton. Skeleton symbolizing the end of life, skeleton to express Occultism has emerged as the most representative motifs in the 21st century fashion. Occultism expressed in fashion is a gothic fantasy, because the fashion can be expressed. In addition, people in modern society wants to be against the norms and taboos. The trend Occult-culture is a symbol of the public's desires and needs.

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A Study on the Tree-dimensional Space Simukation using First Person Shooter leverl Editor (FPS레벨에디터를 이용한 1인칭 공간시뮬레이션에 관한 연구)

  • Kim, Jong-Hyun;Jun, Han-Jong;Kim, Suk-Tae
    • Korean Institute of Interior Design Journal
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    • v.15 no.5 s.58
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    • pp.306-313
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    • 2006
  • Digital simulation which was introduced to the architectural field due to the rapid growth of computer graphics, gave birth to a new type of contents called 'virtual reality', led by the interaction with the users and real time processing. The public attention is drawn to the virtual reality's potential as a next generational space simulation it, having the unique characteristics of 'simulation', 'interactivity', 'tole-presence', and 'immersion', is capable of taking a virtual tour of a space with a size equivalent to that of a real space, as well as proceeding with the design progress. Nonetheless, many problems impeding CPU's real time processing of an excessively loaded architectural model data have been pinpointed over the time. Yet such GPU based game engines as 'DirectX' and 'OpenGL', developed to deal with these impediments, have not been easily applied to the architectural simulation in the design process, due to the high license cost and the specific technical requirements for the system. The virtual reality has been developed and distributed centering around the gaming field, and game developers recently show a greater tendency to include level editors in the package for the expandability purpose. Thus, we plan to propose architecture simulation which utilizes level editors in this study. In addition, the compatibility of the game engine based level editors of Quake and Unreal which form the standards for the open source FPS games, based on VRML, the standard format for the virtual reality, was compared and analyzed. Taking the example of Villa Savoye of Le Corbusier, its application possibility as an architecture simulation was assessed, by measuring the extent to which the performance of such characteristic features of the virtual reality as interactivity, immersion, and tele-presence, was improved.

A Design and Implementation of the Realtime Video Lecture System for Multimedia Education (멀티미디어 교육을 위한 실시간 영상강의 시스템의 설계와 구현)

  • 방혜자
    • Journal of Korea Multimedia Society
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    • v.5 no.6
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    • pp.625-637
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    • 2002
  • The Internet had been taken properties which were both a slow speed and low-bandwidth of the first time. It was impossible to transmit large multimedia data because of a Internet properties. After tens of Year Passed, many people began to transmit multimedia data in the Internet which had fast-speed and high-bandwidth. Some people want to team classes to be taught in school through the Internet. And, educators wish to use multimedia data in the educational field. Due to previous reasons, many parts in the educational field had tried to join real-time objects to multimedia objects. But, real-time data didn’t appear easily due to many faults like network errors and system bugs if we want to control data in order to teach and learn classes. Then, this paper separates real-time and unreal-time data and controls these data that aye made a time scheduler to have time information in the extended SMIL-file for deceasing these faults.

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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.

Analysis on the Rigid Connections between the Large Diameter Drilled Shaft and the Pile Cap for the Sea-Crossing Bridges with Multiple Pile Foundations (다주식 기초 해상교량에서 대구경 현장타설말뚝과 파일캡의 강결합에 대한 분석)

  • Cho, Sung-Min;Park, Sang-Il
    • Proceedings of the Korean Geotechical Society Conference
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    • 2008.03a
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    • pp.343-358
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    • 2008
  • Piles of a bridge pier are connected with a column through a pile cap(footing). Behavior of the pile foundation can be different according to the connection method between piles and the pile cap. This difference causes a change of the design method. Connection methods between pile heads and the pile cap are divided into two groups ; rigid connections and hinge connections. KHBDC(Korea Highway Bridge Design Code) has specified to use rigid connection method for the highway bridge. In the rigid connection method, maximum bending moment of a pile occurs at the pile head and this helps the pile to prevent the excessive displacement. Rigid methods are also good to improve the seismic performance. However some specifications prescribe that conservative results through investigations for both the fixed-head condition and the free-head condition should be reflected in the design. This statement may induce an over-estimated design for the bridge which have very good quality structures with casing covered drilled shafts and the PC-house contained pile cap. Because the assumption of free-head conditions (hinge connections) are unreal for the elevated pile cap system with multiple piles of the long span sea-crossing bridges. On the other hand, elastic displacement method to evaluate the pile reactions under the pile cap is not suitable for this type of bridges due to impractical assumptions. So, full modeling techniques which analyze the superstructure and the substructure simultaneously should be performed. Loads and stress state of the very large diameter drilled shaft and the pile cap for Incheon Bridge which will the longest bridge in Korea were investigated through the full modeling for rigid connection conditions.

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