• Title, Summary, Keyword: flocking pattern

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FLOCKING AND PATTERN MOTION IN A MODIFIED CUCKER-SMALE MODEL

  • Li, Xiang;Liu, Yicheng;Wu, Jun
    • Bulletin of the Korean Mathematical Society
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    • v.53 no.5
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    • pp.1327-1339
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    • 2016
  • Self-organizing systems arise very naturally in artificial intelligence, and in physical, biological and social sciences. In this paper, we modify the classic Cucker-Smale model at both microscopic and macroscopic levels by taking the target motion pattern driving forces into consideration. Such target motion pattern driving force functions are properly defined for the line-shaped motion pattern and the ball-shaped motion pattern. For the modified Cucker-Smale model with the prescribed line-shaped motion pattern, we have analytically shown that there is a flocking pattern with an asymptotic flocking velocity. This is illustrated by numerical simulations using both symmetric and non-symmetric pairwise influence functions. For the modified Cucker-Smale model with the prescribed ball-shaped motion pattern, our simulations suggest that the solution also converges to the prescribed motion pattern.

Implementation of NPC Artificial Intelligence Using Agonistic Behavior of Animals (동물의 세력 투쟁 행동을 이용한 게임 인공 지능 구현)

  • Lee, MyounJae
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.555-561
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    • 2014
  • Artificial intelligence in the game is mainly used to determine patterns of behavior of NPC (Non Player Character) and the enemy, path finding. These artificial intelligence is implemented by FSM (Finite State Machine) or Flocking method. The number of NPC behavior in FSM method is limited by the number of FSM states. If the number of states is too small, then NPC player can know the behavior patterns easily. On the other hand, too many implementation cases make it complicated. The NPC behaviors in Flocking method are determined by the leader's decision. Therefore, players can know easily direction of movement patterns or attack pattern of NPCs. To overcome these problem, this paper proposes agonistic behaviors(attacks, threats, showing courtesy, avoidance, submission)in animals to apply for the NPC, and implements agonistic behaviors using Unity3D engine. This paper can help developing a real sense of the NPC artificial intelligence.

A Study on the 3-D Surface Effects of Fashion Design (패션디자인의 입체적(立體的) 표면효과(表面效果)에 관(關)한 연구(硏究))

  • Kim, Ji-Young;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.9 no.1
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    • pp.1-20
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    • 2005
  • This study is purposed to provide new idea for developing high value added fashion goods by studying relief effects of fashion design. Based on prior researches, various ways to give relief effects were searched and then modern fashion design cases were looked for which were referred to fashion-related magazines and collection-related internet sites since the late 1990s. The ways for relief effects are weaving, industrial finishing, sewing technique. Weaving techniques are about fancy yarns, variation of weaving structure, pile weave. Industrial finishing techniques which can make relief effects are embossing, heat-setting, shearing, pliss, burn out, flocking. Sewing techniques are quilting, pleats, embroidery, slash, attachment in accordance with the way to produce relief effects. The forms of relief effects are tactile pattern that cannot be seen in the distance, subtle relief pattern which is more three-dimensional than tactile pattern, rhythmical relief pattern, sculptural pattern, and deep-volumed pattern. The present research can provide practical data for design by studying techniques of relief effects and collecting and arranging design cases that have been sporadically carried out. The study on relief and unique surface effects can be a way to effectively stimulate and express emotions of modern people with various taste and individuality.

Fish Schooling Animation System for Constructing Contents of Cyber Aquarium

  • Kim, Jong-Chan;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.2 no.3
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    • pp.157-162
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    • 2007
  • The goal of researching a proper crowd animation is to design system that is satisfied with the reality of scenes, performance of system, and interaction with users to show the crowd vividly and effectively in virtual underwater world. In this paper, we smartly expressed the behavior patterns for flocks of fish in virtual underwater and we made up for the weak points in spending time and cost to produce crowd animation. We compared with the number of mesh, the number of fish, the number of frame, elapsed time, and resolution and analyzes them with the fish behavior simulating system. We developed a virtual underwater simulator using this system.

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A Study of Patterns of Women's Jackets (Jeogori) in Modern Korea (근대 여자한복 유물의 문양연구)

  • An, Hyun-Joo;Cho, Woo-Hyun
    • Journal of the Korean Society of Costume
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    • v.60 no.10
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    • pp.100-117
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    • 2010
  • This thesis has three main purposes: first, will show kinds, patterns, types, expression techniques of modern korean women's trimmings by every ten years. Second, it is to trace the effect of each decade on women's Hanbok trimming designs. Third, it will point out factors. that caused the change of modern Korean women's Hanbok trimming design patterns. Henceforth, there comes the result of the research and analysis. Trimming design patterns of modern women's Hanbok can be divided into three categories temporally: The first period of from 1910s to the first half of 1950s saw that design patterns did not changed much from traditional ones. It is because there were many catastrophes such as the invasion of Japanese Empire and Korean War. The compound design had expressed people's wish to earn many sons and babies at the end of Joseon Dynasty. But it turned to wishing luck for individuals affected by individualism and liberalism imported from the west. Realistic designs are the most frequently used and the least lines made up patterns. The second period of from the latter half of 1950s to 1970s saw that women wore their Jeogories and Chimas as suits. Screen printing technique enabled for various design patterns to come out. And the development of textile industry introduced various expression techniques such as making lace, meshing, flocking, burn-out etc cetera. The third period of 1980s saw that Hanbok became a kind of luxurious clothe as people's living standard rose. Hanbok again came into the spotlight, Hanbok designers came forward and their individualities are respected. The characteristic expression technique of grey-dying and geometric design patterns are more frequently used for the simple and modern beauty.