• Title/Summary/Keyword: 모션 효과

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A Research on Effect of Motion Modality on Aspects of Genre and Medium (모션의 양태성이 매체·장르에 미치는 효과 연구)

  • Lee, Yong-Soo
    • Cartoon and Animation Studies
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    • s.28
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    • pp.125-153
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    • 2012
  • This study is regarding what motion modality has influences on aspects of genre and media. Nowadays, motion modality becomes an element which is actively manipulated in live actions as well as animations. And, it has been generally accepted that a strategy on manipulation of motion depends on matters of genre or medium. As respected, can we say the premise is correct? if it is, can we refine the premise more theoretically, without using the words, 'genre' or 'media' which have not been are not been defined on an academic aspect. I intend to discuss on this issue. I will speculate the issue of manipulation of motion modality on theoretical bases. According to McLuhan's hot/cool media theory and Bolter's oscillation theory, the effect of it turns out to be same as manipulation of sentience ratio of media readers, and the ideal result will be examined by an example analysis. In the analysis, I will explore what effects manipulation of motion has on several examples. Then, by examining what kind of correlation these effects has with media/genre positioning, I ultimately will evaluate the genre/medium-based determinism of motion modality, which is represented by a typical premise like "Animation is most realistic when it has the most animation-like movement." Conclusively I suggest a refined premise like the following. Modality of motion is a strategy depending on issues of genre, with no regard to issues of medium, and the issue of genre is a category which is positioned considering mixture ratio of sentience. With this reason, A strategy of modality of motion depends to sentience a certain sequence needs. So, motion modality becomes a strategy which has to be approached in functionality of genre rather than economic values which spring from technical devices like a motion capture.

A Cartoon Motion Generation System for 3D Character (3차원 캐릭터의 만화적 모션 제작 시스템)

  • Lee, Ji-Hyeong;Gu, Bon-Gi;Kim, Jong-Hyeok;Choe, Jeong-Ju;Hwang, Chi-Jeong
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.409-413
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    • 2008
  • 최근, 3차원 그래픽스 기술은 애니메이션 필름 제작에 있어서 자주 사용된다. 그러나 많은 애니메이션 필름들은 3차원 그래픽스 기술을 사용하여 제작되더라도, 2차원 셀 애니메이션 효과를 내려고 한다. 3차원 그래픽스 기술을 이용하여 2차원 셀 애니메이션의 효과를 내기 위해서는 렌더링에는 카툰 렌더링이 사용 된다. 그러나 이를 제외하고도 몇 가기 기술이 더 필요한데, 그중 하나가 만화 캐릭터(character)의 만화스러운 움직임이다. 기존의 연구 중에는 기존의 모션을 만화적 모션으로 변형하려는 시도가 있었으나, 셀 애니메이션의 캐릭터 움직임과 차이가 있었다. 또 생성된 모션이 만화적 모션인가 하는 의문에 대한 평가 기준이 없기 때문에, 만화적 모션의 모호성 문제가 발생하였다. 본 논문에서는 직접 애니메이션에서 모션을 얻어내는 시스템을 제안한다. 2차원 애니메이션 동영상에서 2차원 캐릭터의 자세를 보고 3차원 캐릭터의 자세로 반자동 맵핑하여, 3차원 캐릭터의 애니메이션 키 프레임을 생성하고, 이 키 프레임간의 보간을 통해 3차원 캐릭터 애니메이션을 생성한다. 생성된 3차원 캐릭터 애니메이션은 만화적 움직임을 갖게 되며, 2차원 캐릭터의 자세와 움직임을 기준으로 만들었기 때문에, 만화적 모호성을 극복할 수 있다.

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A Case Study of Title Design using Motion Graphic;Focused on KBS and tvN News Program Title (모션그래픽을 이용한 타이틀디자인의 활용 사례 연구;KBS, tvN 뉴스프로그램 타이틀 중심으로)

  • Kim, Sung-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.146-152
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    • 2008
  • In the modern times, video media area is dramatically developing and growing. The motion graphic that is one of video presentation technique as an effective communication way between sender and receiver is beginning to make its appearance. The motion graphic provides the clearance of visual information to deliver it more easily and accurately and improves the effect of communication to increase the effect of image and information delivery. In this research, the writer wants to examine the production method of motion graphic to improve convenience and efficiency of communication to the better direction for production process by researching and analyzing the title design and its structure having short and significant information delivery and strong visual presentation function.

The Identification of Blur Extent from Space-variant Motion Blurred Image (지역적으로 다양한 모션 블러가 발생된 이미지로부터 블러의 크기를 추출하는 기법)

  • Yang, Hong-Taek;Hwang, Joo-Youn;Paik, Doo-Won
    • Journal of Internet Computing and Services
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    • v.8 no.6
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    • pp.169-180
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    • 2007
  • When an image is captured, motion blurs are caused by relative motion between the camera and the scene, In the case of the camera is moving, the extents of the motion blur are spatially variant according to distances from the camera to the objects. Although the camera is fixed, the extents of the motion blur are spatially variant according to various speeds of the moving objects. Unexpected blur effect very often degrades the quality of the image and it needs to be restored, To restore the spatially variant blurred image, each of the point spread function (PSF) should be identified, In this paper, we propose a new method for the identification of blur extent locally from the image in which the spatially variant motion blur is caused. Experiment shows that the proposed method identifies blur extent well.

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A Study on the 3D Space Perception available Motion Graphic (모션그래픽을 이용한 3D 공간감 연출에 관한 연구)

  • Joo, Heon-Sik
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.269-270
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    • 2014
  • 본 연구에서는 모션그래픽 응용으로 3D 공간감 연출에 대해서 제안하였다. 3D 공간에 입체적 효과를 연출하여 작품 전시회 효과를 나타내고, 다양한 공간 효과를 연출하여 2D의 평면 효과가아닌 3D 공간 효과를 연출함으로써 다양한 3D입체감 효과를 높여 방송, 다큐 같은 영상 전시에 응용할 수 있다고 제안한다.

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A Study on Motion Graphic about Title Design in Hollywood Movies Trailer (할리우드 영화예고편 타이틀 디자인의 모션그래픽 연구)

  • Kim, Jong-Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.3
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    • pp.1021-1026
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    • 2012
  • The active use of motion graphic in the production of digital movies contents is a significant way to deliver the contents' messages clearly and intensely. The analysis of film expression characters of digital movies contents based on the motion effect provides a good tool to present an effective method for the production of films using motion graphic. Motion graphic, which can animate motionless movies and graphic images dynamically, is now used as an excellent tool in the editing of digital movies. So, this study aims to show systematically the expression characters of digital movies contents by using the production of films of motion graphic. It also aims to suggest an efficient production of films by analyzing major contents produced with motion graphic and after that examining their types and skills according to the genres and times.

Effect of Motion-beat and Rhythm exercise on Health promoting behaviors of Obese Women Through Convergence (융복합을 활용한 모션비트와 리듬운동이 비만여성들의 건강증진행위에 미치는 영향)

  • Shin, Hye-Sun;Seo, Su-Yeun
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.457-466
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    • 2017
  • The present study is to observe changes of health promoting behaviors of obese women by applying 8 weeks of motion-beat on rhythm exercise program. The effects of the obese women's motion-beat in rhythm exercise were summarized in the following conclusions: For changes in their health promoting behaviors, according to the application of motion-beat to the eight-week rhythm exercise, it was noted that the application of motion-beat was effective in the factor of stress management. Therefore, since the exercise applying motion-beat maximizes fun and interest, it has been developed as a program on sports for all, appropriate and efficient for obese women, and it is expected that positive changes in health promoting behaviors can be suggested as a measure for the facilitation of their continuous participation in the exercise.

Development of Motion-Based Helicopter Flight Simulation Training Device (모션 기반 헬리콥터 시뮬레이터 개발 연구)

  • Na, Yuchan;Cho, Youngjin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.477-483
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    • 2022
  • A flight simulator is a device that allows pilots attain proficiency of various situations and a sense of flight, and as interest in scientific training increases in modern aviation, aviation training organization develop and operate simulators. Therefore, in this study, the process of developing a motion-based helicopter simulation Training Device using a commercial program. Citing previous studies, the specificity of helicopter flight education and the positive effect of motion simulators were confirmed. In addition, the design and program of the motion device were studied in the process of checking the configuration and current regulations of flight simulation training devices and developing a helicopter motion simulator. A motion program was set based on the system design and structural design of the flight simulator, and data received from the flight simulator was identified to confirm the expected operating shape. Through this study, we intend to create a positive expected effect on pilot training by completing a motion-based helicopter simulator.

Storing and Retrieving Motion Capture Data based on Motion Capture Markup Language and Fuzzy Search (MCML 기반 모션캡처 데이터 저장 및 퍼지 기반 모션 검색 기법)

  • Lee, Sung-Joo;Chung, Hyun-Sook
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.2
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    • pp.270-275
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    • 2007
  • Motion capture technology is widely used for manufacturing animation since it produces high quality character motion similar to the actual motion of the human body. However, motion capture has a significant weakness due to the lack of an industry wide standard for archiving and retrieving motion capture data. In this paper, we propose a framework to integrate, store and retrieve heterogeneous motion capture data files effectively. We define a standard format for integrating different motion capture file formats. Our standard format is called MCML (Motion Capture Markup Language). It is a markup language based on XML (eXtensible Markup Language). The purpose of MCML is not only to facilitate the conversion or integration of different formats, but also to allow for greater reusability of motion capture data, through the construction of a motion database storing the MCML documents. We propose a fuzzy string searching method to retrieve certain MCML documents including strings approximately matched with keywords. The method can be used to retrieve desired series of frames included in MCML documents not entire MCML documents.

Predicting the Response of Segmented Customers for the Promotion Using Data Mining (데이터마이닝을 이용한 세분화된 고객집단의 프로모션 고객반응 예측)

  • Hong, Tae-Ho;Kim, Eun-Mi
    • Information Systems Review
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    • v.12 no.2
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    • pp.75-88
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    • 2010
  • This paper proposed a method that segmented customers utilizing SOM(Self-organizing Map) and predicted the customers' response of a marketing promotion for each customer's segments. Our proposed method focused on predicting the response of customers dividing into customers' segment whereas most studies have predicted the response of customers all at once. We deployed logistic regression, neural networks, and support vector machines to predict customers' response that is a kind of dichotomous classification while the integrated approach was utilized to improve the performance of the prediction model. Sample data including 45 variables regarding demographic data about 600 customers, transaction data, and promotion activities were applied to the proposed method presenting classification matrix and the comparative analyses of each data mining techniques. We could draw some significant promotion strategies for segmented customers applying our proposed method to sample data.