• 제목/요약/키워드: virtual character

검색결과 227건 처리시간 0.034초

웨이블릿 계수와 Dynamic Positional Warping을 통한 EOG기반의 사용자 독립적 시선인식 (EOG-based User-independent Gaze Recognition using Wavelet Coefficients and Dynamic Positional Warping)

  • 장원두;임창환
    • 한국멀티미디어학회논문지
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    • 제21권9호
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    • pp.1119-1130
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    • 2018
  • Writing letters or patterns on a virtual space by moving a person's gaze is called "eye writing," which is a promising tool for various human-computer interface applications. This paper investigates the use of conventional eye writing recognition algorithms for the purpose of user-independent recognition of eye-written characters. Two algorithms are presented to build the user-independent system: eye-written region extraction using wavelet coefficients and template generation. The experimental results of the proposed system demonstrated that with dynamic positional warping, an F1 score of 79.61% was achieved for 12 eye-written patterns, thereby indicating the possibility of user-independent use of eye writing.

웹을 이용한 실내건축 설계 표현 모형 구축에 관한 연구 - 프리젠테이션과 Web3D를 중심으로 - (A Study on Representation Environment of Architectural Interior Design on Web - A Study on the Presentation and Web 3D -)

  • 이종석;이혁준
    • 한국실내디자인학회논문집
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    • 제29호
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    • pp.257-264
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    • 2001
  • To propose the construction of architectural interior design and communication using graphic, web3D, it was studied the kind and character of various representation methods that can be embodied in an architectural interior design on the web, and looks into whether these ways can be adapted to an architectural interior design process. Especially, the use of the current techniques on graphic and CAD data give the most suitable effect by using the integrated data such as vector animation, an interaction of object VR(Virtual Reality), a high quality of panorama VR, and data treatment and its interaction of drawing of cad data. As a result, the single data format shows not only one image representation but also a stream of continuous operation through a change into another format. But this desired study expects that another next studies will go on interaction and integration of digital format with increase of transmission speed expected in the future, and a digital model and its practical methods.

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Real-Time Face Avatar Creation and Warping Algorithm Using Local Mean Method and Facial Feature Point Detection

  • Lee, Eung-Joo;Wei, Li
    • 한국멀티미디어학회논문지
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    • 제11권6호
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    • pp.777-786
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    • 2008
  • Human face avatar is important information in nowadays, such as describing real people in virtual world. In this paper, we have presented a face avatar creation and warping algorithm by using face feature analysis method, in order to detect face feature, we utilized local mean method based on facial feature appearance and face geometric information. Then detect facial candidates by using it's character in $YC_bC_r$ color space. Meanwhile, we also defined the rules which are based on face geometric information to limit searching range. For analyzing face feature, we used face feature points to describe their feature, and analyzed geometry relationship of these feature points to create the face avatar. Then we have carried out simulation on PC and embed mobile device such as PDA and mobile phone to evaluate efficiency of the proposed algorithm. From the simulation results, we can confirm that our proposed algorithm will have an outstanding performance and it's execution speed can also be acceptable.

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스포츠클라이밍을 위한 역운동학 기반 자세 및 동작 생성 기법 (Inverse Kinematics based Posture Generation Method for Sports Climbing)

  • 신규철;손종희;김동호
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2015년도 추계학술발표대회
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    • pp.1537-1540
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    • 2015
  • 본 연구에서는 역운동학(IK, Inverse Kinematics)을 이용한 스포츠클라이밍 자세생성과 동작제어를 통해 인간의 일반적인 동작 이외에 스포츠와 같은 특수 목적의 동작들을 삼차원의 가상공간에서 스포츠 클라이밍의 기본동작 절차를 이용하여 가상 인물(Virtual Character)의 자세 및 동작을 생성한다. 역운동학(IK, Inverse Kinematics) 알고리즘을 통한 자세 생성은 역운동학 함수 (IK Function)와 실제 데이터를 통한 기본자세 애니메이션을 제작, 이를 활용하여 사실성을 더하고 자연스러운 자세 및 동작을 생성한다. 스포츠클라이밍은 특별한 제약사항이 없어 스포츠 클라이밍의 올바른 자세 생성에는 많은 문제가 있다. 예를 들어 자유로운 동작에 의한 무리한 형태의 자세 생성들이 그러하다. 본 논문에서는 이를 스포츠 클라이밍의 기본동작 절차를 이용하여 올바른 자세와 함께 실제와 유사한 동작을 생성한다.

사용자 제작 콘텐츠(UCC) 기반 OSMU 디지털 캐릭터 메이킹 - K/DA 걸 그룹을 중심으로- (User-Created Content (UCC) based OSMU virtual character making - Focused on K/DA Girl Group -)

  • 한저;이현석
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2019년도 춘계종합학술대회
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    • pp.49-50
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    • 2019
  • 2018년 11월 '리그 오브 레전드' S8 파이널 폐막식장에서 Riot Games회사는 홀로그래픽 기술을 이용하여 디지털 K/DA 걸 그룹과 리얼 걸 그룹 멤버들과 함께 K/DA의 데뷔 앨범 타이틀곡 'POP/STARS'를 제작하였다. 디지털 캐릭터는 VOCALOID 기술 및 창작자의 디자인에 기반을 두지만, 디지털콘텐츠로써의 가치는 UCC 컨버전스를 통해 기존 콘텐츠의 영역을 확장하여 디지털 캐릭터의 생명력과 활용성을 확대하였다. UCC에 기반을 둔 디지털 캐릭터는 주요한 정보 기여자와 소비자가 콘텐츠를 제작함으로써 그 영역이 확대되고 있다. 이에 본 연구에는 디지털 캐릭터 콘셉트를 이용한 K/DA 걸 그룹의 캐릭터의 특성을 살펴보고, UCC를 바탕으로 K/DA 걸 그룹 데뷔 이래 뉴스, OSMU의 특성, 디지털 캐릭터의 가용성을 중심으로 사용자의 캐릭터에 대한 역할을 분석하고자 한다.

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Design and Implementation of NUI-based Athletic Scene Generation System

  • Choi, Jong-In
    • 한국컴퓨터정보학회논문지
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    • 제24권1호
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    • pp.115-120
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    • 2019
  • In this paper, we propose a system and an intuitive interface that can create an athletic scene among athletes. We allow you to enter motion as if you were playing a game, so that the user's action becomes the player's action. The user can take various actions in front of the motion sensor and control the object flying to him. When a user specifies an opponent to pass or attack, and takes appropriate action in front of the motion sensor, the movement trajectory of the object is automatically generated by the physical optimization technique in accordance with the motion. In this way, you can create scenes where multiple players play together in a virtual environment. The method of this paper will be very useful for rapid prototyping for cinematic trailers of based on athletics games or animations.

GAN기반 아바타의 detail 조절 기법 (GAN-based avatar's detail control technique)

  • 신광성
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2022년도 추계학술대회
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    • pp.392-393
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    • 2022
  • 메타버스 환경에서 주인공이 될 아바타의 생성과 관련하여 몰입도와 프라이버시 사이에서 detail을 조절을 통하여 상황과 위치에 따라 자동으로 아바타의 형상이 결정되는 시스템을 설계한다. 본 연구에서는 metaverse환경의 다양한 가상환경에서 몰입도를 조절하기 위한 방안으로 원객체를 얼마나 자세하게 표현하는가에 따라 몰입도가 결정된다는 가설을 도출하고, 서비스 형태와 가상공간에서의 아바타의 활용 행태에 따라 아바타의 표출정보를 적응적으로 조절할 수 있는 연구를 수행한다.

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A Case Study on AI-Driven <DEEPMOTION> Motion Capture Technology

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권2호
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    • pp.87-92
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    • 2024
  • The rapid development of artificial intelligence technology in recent years is evident, from the emergence of ChatGPT to innovations like Midjourney, Stable Diffution, and the upcoming SORA text-to-video technology by OPENai. Animation capture technology, driven by the AI technology trend, is undergoing significant advancements, accelerating the progress of the animation industry. Through an analysis of the current application of DEEPMOTION, this paper explores the development direction of AI motion capture technology, analyzes issues such as errors in multi-person object motion capture, and examines the vast prospects. With the continuous advancement of AI technology, the ability to recognize and track complex movements and expressions faster and more accurately, reduce human errors, enhance processing speed and efficiency. This advancement lowers technological barriers and accelerates the fusion of virtual and real worlds.

YOLOv8 기반 군사용 가상훈련체계의 훈련자 캐릭터 검출 방법 (Training Participant Character Detection Method for YOLOv8-based Military Virtual Training System)

  • 박영제;한재혁;김미혜
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2024년도 춘계학술발표대회
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    • pp.760-763
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    • 2024
  • 실제 전투와 유사한 군사 훈련을 수행하기 위해서는 훈련 공간 확보, 악천후 극복, 실 사격 훈련, 민간인 통제 등 다양한 제약이 있다. 이러한 제약을 극복하기 위해 과학화 훈련이 도입되었으며, 현대전의 양상이 대규모 전투에서 소규모 교전으로 전환되면서 가상 훈련 시스템이 주목을 받고 있다. 가상 현실에서 적을 감지하기 위해 광선투사방식이 사용되지만, 이 방법은 인간의 시각 지각능력을 넘어서기 때문에 현실적인 훈련을 시뮬레이션 하는 데 한계가 있다. 본 논문은 가상 환경 내 가상자율군(Computer Generated Forces)이 현실적인 적 시뮬레이션을 달성하기 위하여 이미지 기반의 적 검출을 적용하여, 광선투사방식에 비해 인간 시각 지각에 더 가까운 결과를 얻었다.

Hunting for the Hurt in Chaucer′s Book of the Duchess

  • Vaughan, Miceal F.
    • 인문언어
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    • 제2권2호
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    • pp.85-107
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    • 2002
  • The word play on h(e)art-hunting has become a virtual commonplace in criticism of Chaucer′s Book of the Duchess. Less widely discussed is the third meaning of ME herte, "hurt." The "hart"/ "heart" pun is, however, only implicit in the poem, while the rhyme of "heart" and "hurt" in lines 883-84 makes clear the close association of the terms for Chaucer. Earlier commentators insisted that this was in fact an instance of rime riche or "identical rhyme," but if it is so it is striking that it is the unique instance of the rhyme in Chaucer, whose works are full of occasions for hurt hearts. The essay argues that this is, instead, an instance of near-rhyme and that the confusion in scribal spellings of ME hurten(with ′u,′ ′0,′ ′i,′ ′y,′ and ′e′ ) suggests uncertainties about its root vowel that modem linguistic study has not clarified completely. If the rhyme of herte ("hurt") with herte ("heart") is, however, established by these lines in BD, then it is probably reasonable to ask about all the occasions where characters in the poem are hurt by emotional or physical distress. In the cases of A1cyone and the Man in Blak, the hurt is revealed plainly as the death of a loved one, and Alcyone′s death and the Man in Blak′s return "homwarde" offer contrasting responses to the realization and acknowledgement of their loss. In the case of the Narrator, however, the exact nature of his "hurt" is nowhere made clear and the questions this Jack of clarity raises for the reader remain unanswered when the poem declares its "hert-huntyng" done. Further examination of the Narrator′s character and his role in the poem may reveal him to be a physician himself in need of healing, and this reading of his character may identify him as an ancestor as much of Chaucer′s Pardoner as of the Pilgrim Narrator of Canterbury Tales.

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