3 research outputs found

    KONTROL PERILAKU AGEN MENGGUNAKAN FUZZY LOGIC BERBASIS SEMANTIK

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    Natural language are model computation process which created by language, so it can make interaction between human and computer becomes easier. This model computation model is very useful for scientific needs such as research natural language for human life. All knowledge subject which have relation with natural language processing includes are : Fonetic and fonology, morfology, syntax, semantic, pragmatic, discourse knowledge, and world knowledge. The definition of semantic are mapping syntax structur with using each word into more basic structural and it is not depend on sentence structure. Semantic are learn about the meaning of any words and how this words can translate any complete sentence. Semantic analysis process is used to recognize the words that pass away and have relation with the word in domain. This process works to connect the syntax structure from word, phrase, sentence, due to paragraph At Previous research which have any relation with semantic mapping and fuzzy logic, semantic mapping works depend on physically display and then displaying any model / character role in story. Based on fuzzy logic measurement and agent conditional graph, agent who had energy between 75 ' 100 % had speed value more constant than agent with energy left 50% or less than 50%. Key word : Semantic, mySQL, fuzzy logic, agent

    Cyclic animation using Partial differential Equations

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    YesThis work presents an efficient and fast method for achieving cyclic animation using Partial Differential Equations (PDEs). The boundary-value nature associ- ated with elliptic PDEs offers a fast analytic solution technique for setting up a framework for this type of animation. The surface of a given character is thus cre- ated from a set of pre-determined curves, which are used as boundary conditions so that a number of PDEs can be solved. Two different approaches to cyclic ani- mation are presented here. The first consists of using attaching the set of curves to a skeletal system hold- ing the animation for cyclic motions linked to a set mathematical expressions, the second one exploits the spine associated with the analytic solution of the PDE as a driving mechanism to achieve cyclic animation, which is also manipulated mathematically. The first of these approaches is implemented within a framework related to cyclic motions inherent to human-like char- acters, whereas the spine-based approach is focused on modelling the undulatory movement observed in fish when swimming. The proposed method is fast and ac- curate. Additionally, the animation can be either used in the PDE-based surface representation of the model or transferred to the original mesh model by means of a point to point map. Thus, the user is offered with the choice of using either of these two animation repre- sentations of the same object, the selection depends on the computing resources such as storage and memory capacity associated with each particular application
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