• Title/Summary/Keyword: virtual character

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A Study on the Application of Machine Learning in Literary Texts - Focusing on Rule Selection for Speaker Directive Analysis - (문학 텍스트의 머신러닝 활용방안 연구 - 화자 지시어 분석을 위한 규칙 선별을 중심으로 -)

  • Kwon, Kyoungah;Ko, Ilju;Lee, Insung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.313-323
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    • 2021
  • The purpose of this study is to propose rules that can identify the speaker referred by the speaker directive in the text for the realization of a machine learning-based virtual character using a literary text. Through previous studies, we found that when applying literary texts to machine learning, the machine did not properly discriminate the speaker without any specific rules for the analysis of speaker directives such as other names, nicknames, pronouns, and so on. As a way to solve this problem, this study proposes 'nine rules for finding a speaker indicated by speaker directives (including pronouns)': location, distance, pronouns, preparatory subject/preparatory object, quotations, number of speakers, non-characters directives, word compound form, dispersion of speaker names. In order to utilize characters within a literary text as virtual ones, the learning text must be presented in a machine-comprehensible way. We expect that the rules suggested in this study will reduce trial and error that may occur when using literary texts for machine learning, and enable smooth learning to produce qualitatively excellent learning results.

Proposal of 3D Consultation Platform to Promote Self-Openness - Focusing on improving the perception of counseling in the 20s (자기개방성 증진을 위한 3D 상담 플랫폼 제안 - 20대의 심리상담 인식 개선을 중심으로)

  • Kim, Sae-byeol;Park, Gyu-hee;Shin, Su-young;Jang, Hye-rin;Cho, Yoo-jung;Choi, Jon-in;Park, Su-E
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.266-269
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    • 2022
  • As the emotional problems experienced by modern people after COVID-19 have increased, the burden on clients due to negative perceptions of psychological counseling and physical limitations is still high. Therefore, this study proposes a virtual counseling platform for effective counseling using the characteristics of people in their 20s who are open to relationships in non-face-to-face relationships. To this end, a survey was conducted for those in their 20s and in-depth interviews with counselors were conducted. After that, a 3D virtual counseling environment was created through Unity to PC-based service. As a result of the study, it was found that the most important factor in counseling in the 20s was the tendency of counselors and an atmosphere without burden, which was closely related to self-opening in counseling. Therefore, it was possible to participate in counseling while looking at the counselor character in a 3D space created in comfortable atmosphere, and various interaction elements with the counselor were provided during counseling. The significance of this study aims to promote self-openness of clients in their 20s and actively participate in counseling. This is expected to greatly help improve psychological problems through smooth counseling.

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Automated Bar Placing Model Generation for Augmented Reality Using Recognition of Reinforced Concrete Details (부재 일람표 도면 인식을 활용한 증강현실 배근모델 자동 생성)

  • Park, U-Yeol;An, Sung-Hoon
    • Journal of the Korea Institute of Building Construction
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    • v.20 no.3
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    • pp.289-296
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    • 2020
  • This study suggests a methodology for automatically extracting placing information from 2D reinforced concrete details drawings and generating a 3D reinforcement placing model to develop a mobile augmented reality for bar placing work. To make it easier for users to acquire placing information, it is suggested that users takes pictures of structural drawings using a camera built into a mobile device and extract placing information using vision recognition and the OCR(Optical Character Registration) tool. In addition, an augmented reality app is implemented using the game engine to allow users to automatically generate 3D reinforcement placing model and review the 3D models by superimposing them with real images. Details are described for application to the proposed methodology using the previously developed programming tools, and the results of implementing reinforcement augmented reality models for typical members at construction sites are reviewed. It is expected that the methodology presented as a result of application can be used for learning bar placing work or construction review.

A Study on The Proposal for Game Contents and The Game Factor's Abstraction Suited to The Character by Kid Age (아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠 제안에 관한 연구)

  • 김기영;정재욱
    • Archives of design research
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    • v.16 no.4
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    • pp.141-150
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    • 2003
  • In 21 century, Game industry became one field of the cultural content industries. Also, It is one of the most important technologies as a Multimedia, 3-D sound, virtual reality field, and character industry and its scale and effect are getting big. But Korea still lags behind America and Japan in developing game. For that, many support business progressed. However, Special importance〔emphasis〕 is attached to the developing of software engines. In the mean time, The game market of children(under 8) is the biggest one, which form over 30% of all the markets in the PC game market of America. The Children's game, which has both entertaining and educating, is a content-concerned industry. So with a short period of the developing time, they make a high value added. In this paper, 1 study the existing computer games and propose for game contents and the game factor's abstraction suited to the character by kid age. It is concluded that 'Asports', 'Asim,' 'U.J RPG', 'S+RPG' are beneficial to the child growth on each stage, through serveys analysis of protocol, and research of the cjaracters of the growth on the each age.

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A Study on Fire Resistance Character of a Tunnel and an Underground Structure (터널 및 지하구조물의 내화특성에 관한 연구)

  • Yoo, Sang-Gun;Kim, Jung-Joo;Park, Min-Yong;Kim, Eun-Kyum;Lee, Jun-Suk
    • Journal of the Korean Society for Railway
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    • v.13 no.2
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    • pp.194-200
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    • 2010
  • Recently, a longitudinal tunnel construction has increased because of subway construction extension, geomorphological effect and the development of construction Technologies etc. When the fire occurs in a tunnel and an underground structure, the many damage of human life and the economic losses are caused. In Korea, fire resistance character study of a tunnel and an underground structure is proceeding. However, when a concrete is exposed to high temperature, study of load carrying capacity reduction and stability evaluation for spalling of a concrete is not enough. Therefore in this study, fire resistance character of a concrete evaluated according to time heating temperature curve(RABT and RWS) and a result compared on virtual fire accident in order to apply fire scenario. Also this study performed thermo-mechanical coupled analysis of a FEM-based numerical technique and estimated fire-induced damage of a tunnel and an underground structure.

Dragging Body Parts in 3D Space to Direct Animated Characters (3차원 공간 상의 신체 부위 드래깅을 통한 캐릭터 애니메이션 제어)

  • Lee, Kang Hoon;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.2
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    • pp.11-20
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    • 2015
  • We present a new interactive technique for directing the motion sequences of an animated character by dragging its specific body part to a desired location in the three-dimensional virtual environment via a hand motion tracking device. The motion sequences of our character is synthesized by reordering subsequences of captured motion data based on a well-known graph representation. For each new input location, our system samples the space of possible future states by unrolling the graph into a spatial search tree, and retrieves one of the states at which the dragged body part of the character gets closer to the input location. We minimize the difference between each pair of successively retrieved states, so that the user is able to anticipate which states will be found by varying the input location, and resultantly, to quickly reach the desired states. The usefulness of our method is demonstrated through experiments with breakdance, boxing, and basketball motion data.

Automatic Generation of Character-Specific Roadmaps for Path Planning in Computer Games (컴퓨터 게임에서의 경로 계획을 위한 캐릭터별 로드맵의 자동 생성)

  • Yu, Kyeon-Ah
    • Journal of Korea Multimedia Society
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    • v.11 no.5
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    • pp.692-702
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    • 2008
  • Path planning is gaining more weight in computer games and virtual reality as the number of self-moving characters increases. In the roadmap approach, the map of possible paths is built in advance to plan paths for a character, whose advantage is to provide high-quality paths. On the other hand, a disadvantage is that the road map doesn't reflect properties of characters such as their sizes because they move on the same map once the road map is constructed. In this paper we propose an efficient method to build a different road map for each character so that it can use its own map for path-planning. This method is efficient because the whole map is built once by applying the Visibility Graph regardless of the number of characters and walkable paths are incrementally inserted according to the sizes of characters. The effects of using separate roadmaps are demonstrated through simulations and the trade-offs accompanied with these effects are analyzed.

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Analyzing Types of Styling through Character Customization Games (캐릭터 커스터마이징 게임에 나타난 유형별 스타일링 분석)

  • Seo, Mi-Ra
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.309-316
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    • 2015
  • The styles by character type in customizing systems were analyzed, being classified into creative style, attractive style, grotesque style, usual style, and suit style on the basis of the 'fashion style types of game characters' proposed in the previous research. The creative and convergent designs that couldn't be implemented in reality were expressed in various forms because those designs were created in virtual space, one feature of games. The analysis of the fashion styles of characters was focused on the RPG using the characters with exaggerated body proportions beyond the general body proportions in reality and the features on game characters that were identified by gamers. Thus, the creative style and attractive style showed a high frequency. The common features were identified because the costume designs and colors for characters are generally selected in accordance with the gamers' requests or by reflecting the view on the world. However, it was difficult to find out the representative cases for hair designs and colors because of excessively diverse expressions. The results of this paper will be a valuable reference for the research on the fashion item development manual satisfying the gamers' personalities and requests and relevant research.

A Study on Evaluation of Visual Factor for Measuring Subjective Virtual Realization (주관적인 가상 실감화 측정 방법에 대한 시각적 요소 평가 연구)

  • Won, Myeung-Ju;Park, Sang-In;Kim, Chi-Jung;Lee, Eui-Chul;Whang, Min-Cheol
    • Science of Emotion and Sensibility
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    • v.15 no.3
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    • pp.389-398
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    • 2012
  • Virtual worlds have pursued reality as if they actually exist. In order to evaluate the sense of reality in the computer-simulated worlds, several subjective questionnaires, which include specific independent variables, have been proposed in the literature. However, the questionnaires lack reliability and validity necessary for defining and measuring the virtual realization. Few studies have been conducted to investigate the effect of visual factors on the sense of reality experienced by exposing to a virtual environment. Therefore, this study was aimed at reinvestigating the variables and proposing a more reliable and advisable questionnaire for evaluating the virtual realization, focusing on visual factors. Twenty-one questions were gleaned from the literature and subjective interviews with focused groups. Exploratory factor analysis with oblique rotation was performed on the data obtained from 200 participants(females: 100) after exposing to a virtual character image described in an extreme way. After removing poorly loading items, remained subsets were subjected to confirmatory factor analysis on the data obtained from the same participants. As a result, 3 significant factors were determined to efficiently measure the virtual realization. The determined factors included visual presence(3 subset items), visual immersion(7 subset items), and visual interactivity(4 subset items). The proposed factors were verified by conducting a subjective evaluation in which participants were asked to evaluate a 3D virtual eyeball model based on the visual presence. The results implicated that the measurement method was suitable for evaluating the degree of the virtual realization. The proposed method is expected to reasonably measure the degree of the virtual realization.

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Sequential Step of Simulacre in Social Network Game (소셜 게임에 나타난 시뮬라크르의 연속단계)

  • Seo, Seong-Eun
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.43-55
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    • 2012
  • In SNG, actual users enter virtual space with their real identity. They can enter the game space easily and rapidly from the real space and can get out of it easily. For such free crossing between the virtual and the real, every character, space image and game play has symbolic reality. While paying attention to the game play process of SNG such symbolic reality is constructed into the virtual world in the game, this study intends to identify that it follows an order of simulacre by Baudrillard. As the result of analysis, it shows that SNG promotes easy entering the game space while reflecting the reality to the most in the opening part of game play. And, gradually concealing reality, it reaches a pure simulacre step while covering up and distorting absence of the reality. If we compare it with the direct entering the pure similacre step in the existing Online games like MMORPG, we can know that such a game play process according to the similacre order may be the distinct game characteristic of SNG.