• Title/Summary/Keyword: 생동감

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A Study of Analysis and Comparison about Effective 'Stretch and Squash' in 3D Animation -Focusing on and - (3D 애니메이션작품에서 효율적인 스트레치와 스쿼시 적용 비교 분석에 관한 연구 -<톰과 제리(Tom and Jerry)>와 <인크레더블(The Incredibles)>을 중심으로-)

  • Kim, Yang-Soo
    • Cartoon and Animation Studies
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    • s.10
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    • pp.107-120
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    • 2006
  • The movement of characters in ceil animation is the art that gives the feeling of movement. The movement expressed naturally and well done makes the scene more dramatic and interesting. The history of 3D animation is not fully riped yet but it has shown powerful impact. The genre of 3D has come closer to us, yet it has given freshness and problems at the same time. One of the problems is the awkwardness of movement. Overplaying, stretching and squashing of character, was extremely difficult to accomplish using the prior technique of 3D so! ftware. It was not very effective so animators have avoided doing it. However, advanced technique of 3D software, so to speak, ‘stretch and squash’, overcomes the limitation of movement. The new form of character animation can be accomplished. The theme of this paper is about the analysis and comparison of ‘stretch and squash’ in cell and 3D animation.

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Design and Implementation of the Digital Signage System Enabled Customized Services using the SaaS Method (SaaS방식의 맞춤형 서비스가 가능한 디지털 사이니지 시스템 설계 및 구현)

  • Lee, Eun-Sook;Park, Man-Gon
    • Journal of Korea Multimedia Society
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    • v.17 no.3
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    • pp.364-372
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    • 2014
  • This research enables the user to have access to the desired service which is on the multi-platform display device by establishment customized Digital Signage System using the SaaS method. This system is significantly favorable due to the following points: the expandibility and portability is outstanding compared with the existing signage system, establishment expenses may be reduced because the platform can be established in various configurations independently, maintenance and management, and the strong point of the system is that costs can be reduced due to the fact that the electric power can be controlled according to environmental situations. Various researches should be conducted simultaneously such as researches on automatic pattern recognition technologies which recognizes the sex, age, location among other data of the user and various methods of image processing for the production of contents to elaborate lively contents to provide diverse experience and enjoyable configurations for the future generation.

Design and Implementation of Augmented Reality based Food Menu Guidance System (증강현실 기반의 음식 메뉴 안내 시스템 설계 및 구현)

  • Oh, Yeon-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.3
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    • pp.573-578
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    • 2020
  • Recently, as competition in the food industry intensifies, restaurants offering unusual foods are increasing. However, the information provided by the menu is limited to the ingredients and prices of the foods, which does not help the guests choose the menu. In order to solve this problem, this paper proposes a food menu guidance system using augmented reality technology. The proposed system combines augmented reality technology and video content to provide information about food on the menu as a video. Therefore, it provides more realistic and vibrant images than the existing menu board provides food information in a simple image format. In addition, the proposed system is expected to be applied to tourist attractions, museums and galleries as a new type of guidance system beyond the limitations of text and image-oriented brochures.

A Study on the Use of Korean Traditional Folk Paintings for Eyewear Accessories Design (전통민화를 활용한 안경소품디자인의 연구)

  • Jang, Jun-Young;Choi, Byung Jin;Lee, Kyoung Sook
    • Journal of Korean Ophthalmic Optics Society
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    • v.15 no.2
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    • pp.131-136
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    • 2010
  • Purpose: Evaluating the possibility of Korean traditional folk paintings in the development of eyewear accessories. Methods: Esthetic values with vivid colour and layout of Korean traditional folk painting was evaluated. Reevaluation of those values was applied into eyeglass cleaners and eyeglass case with modernized fashion. Those accessories had an advantage of suitable space to represent visually images of the paintings. Results: Currently, Korean traditional folk paintings receives attention as an international cultural contents. Therefore, it would be possible to enhance cultural consumption of the product whose image was changed with cultural image of the paintings. Conclusions: Utilization of esthetic values into eyeglass makes a positive effects of eyewear accessories, which can be resulted in an expanding international market of eyewear accessories.

The Application Plan of Problem-Based Learning in Radiological Technology Teaching (문제중심학습 모형을 적용한 방사선(학)과 교수학습 방안)

  • Lee, Kyung-Sung;Yang, Jeong-Hwa;Ko, In-Ho
    • Journal of radiological science and technology
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    • v.30 no.3
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    • pp.197-203
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    • 2007
  • The education of radiological technology in Korea is provided lots of information but are low effectiveness of studying due to attach importance to traditional lecture preparing for the national exam of radiological technologist. With a critique about traditional education, a new method of teaching, PBL(Problem based learning) can meet with the workplace through problems and see the real world of occupation objectively taking part in a self-directed learning and cooperative discussion process. And when become a radiological technologist as a member of current society can build up solving problems and ability of communicative competence. We suggest problem-based learning for the education of radiological technologist, hope to see make for cultivating radiological technologist of ability and improve the quality of education.

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A Study on Competition among Three Game Platforms in aspect of User's Gratification in Multi-channel Era (다매체 시대의 게임 플랫폼 경쟁에 관한 연구: 이용자 만족 요인을 중심으로)

  • Kim, Yoo-Jin;Yu, Sae-Kyung
    • Korean journal of communication and information
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    • v.66
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    • pp.159-183
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    • 2014
  • This study analyzed the competition among three game platforms, PC, Console and Mobile in aspect of user's gratifications using niche analysis. To do this, four gratification factors, 'transportability and accessibility', 'liveliness and variety', 'availability and economic feasibility', 'relationship', were assessed. To investigate competition level among three game platforms, niche breadth, niche overlap, competitive superiority of four gratification factors were analyzed. The results of niche analysis show that mobile platform appeared as a most competitive platform because it utilized diverse resources for game user gratification and had competitive superiority in 'transportability and accessibility' which appeared as most important factor determining user's gratification. However there was no game platform which had competitive superiority in all four gratification factors.

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the study of timing using animation sounds : focus on the mickey mousing (애니메이션 사운드를 이용한 타이밍에 관한 연구 : Mickey Mousing을 중심으로)

  • Lee, Myung-hwan;Ryu, Chang-su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.585-587
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    • 2013
  • one of the most difficult thing for beginner animators is timing. In animations, timing can help to make character animatedly and have function that delivers the character's feeling. However, it is impossible to formulate this timing, since timing for certain time and situation can only express the character's environment, so it is important to make you own timing. the timing has special relationship with animation sounds. This sound decides the animation's mood. Even only accurate cord and music can make dramatic mood for animations. One of the technique is mickey mousing which synchronizes movement and music together. This these will explain about the animation sound using mickey mousing technique to get for animation timing and character movement followed by sound rhythm and tempos with examples 'Tom and Jerry' and 'Nightmare of christmas'.

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Improving the Landscape through Image Analysis of the Residential Area Behind the Port (항만 배후 주거지역의 이미지 분석을 통한 경관성 제고)

  • Kang, Youn Won;Kim, Jong Gu;Keum, Yun Geon
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.41 no.5
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    • pp.609-616
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    • 2021
  • Busan still has a lot of densely populated poor residences on sloping hills, especially in the area behind the port, which is heavily affected by plans related to port facilities. In particular, the residential area of Dong-gu, Busan, is expected to see the Bukhang Redevelopment Area, and the landscape change is expected to be significant where the residential environment improvement project is currently planned. In this study, the landscape image analysis and prediction (SD analysis and factor analysis) of the poor residential area of Dong-gu, Busan is expected to be able to organize, organize the image of the area.

Survey and Archaeological Research on the Shàngdu(上都) Site in Yuán(元) Ruins (원상도(元上都)의 조사와 건축유적의 고고학 연구)

  • Wei, Jian
    • Korean Journal of Heritage: History & Science
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    • v.45 no.3
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    • pp.28-59
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    • 2012
  • The $Sh{\grave{a}}ngdu$ site in the Yuan Dynasty of China, a capital city located in the northern steppe area characterised by the nomadic life, has received great attentions from a number of travellers, historians and archaeologists. Several famous European travellers described vividly the city structure and civil life of $Sh{\grave{a}}ngdu$ from the Yuan Dynasty onwards. Since the begging of the modern era, a number of foreign expeditionists and historians explored $Sh{\grave{a}}ngdu$ and published research reports. From the 20th century, mainly Chinese and Japanese historians and archaeologists carried out the relatively detailed historical researches and archaeological surveys to the $Sh{\grave{a}}ngdu$ site; and published books, articles and excavation reports. More detailed and scientific archaeological investigations, mappings and excavations have been conducted since 1990s. This paper aims to progress basic discussion to the city structures of the $Sh{\grave{a}}ngdu$ site based on the previously conducted researches by expeditionists, geographers and archaeologists and the full scale investigations, which have been carried out since the late 20th century.

A Study on Fusion of Folklore and Artistry of Folk Qinghua Paintings in Chinese Ming and Qing Period (중국 명·청 시대 민간청화 회화의 민속성과 예술성 융합에 관한 연구)

  • Bai, JuanJuan;Sun, Yue;Kim, Won Suk
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.343-347
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    • 2019
  • As an important branch of decoration of blue and white painting, folk blue and white painting not only has a very long history, but also has a very distinctive folklore and artistry. During the Ming and qing dynasties is an important period, in the development of the folk blue and white painting, the folk craftsmen through long-term study and practice, constantly familiar with drawing technique to master the method, combining folk life form, and folk painting decorative expression aesthetic demand, thus make the painting MinSuXing and artistic expression continuously into the blue and white porcelain painting in the process of development, become an important and indispensable component of ceramic decoration.