• Title/Summary/Keyword: 실험애니메이션

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3D Animation Watermarking Using Geometrical Structure and PositionInterpolator (기하학적 구조 및 위치 보간기를 이용한 3D 애니메이션 워터마킹)

  • Lee, Suk-Hwan;Kwon, Ki-Ryong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.6 s.312
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    • pp.71-82
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    • 2006
  • For real-time animation, keyframe animation that consists of translation, rotation, scaling transform nodes is used widely in 3D graphics. This paper presents geometrical watermarking using vertex coordinates in CoordIndex node and interpolator watermarking using keyvalues in PositionInterpolator node for 3D keyframe animation based on VRML. Experimental results verify that the proposed algorithm has the robustness against geometrical attacks and timeline attacks as well as the invisibility.

Development and Experiment of Generating Korean-Sign Language Animation System Based on Motion -Primitives (Motion-Primitives 에 의한 한국수화 애니메이션 생성시스템의 개발과 평가)

  • ;;HisoYuki Sakato;Shan Lu;Sekji Igi
    • Proceedings of the Korea Multimedia Society Conference
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    • 2000.04a
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    • pp.437-440
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    • 2000
  • 복지형 정보단말장치로 청각장애인과 건청인과의 커뮤니케이션은 지원하는 것을 목적으로 수화 애니메이션 생성시스템을 제안, 개발하고 있다. 이 시스템에서는 신체의 각 부위의 움직임을 주목한수화 단어 기술방식을 기초로 하여 컴퓨터그래픽(CG) 애니메이션 수화 단어 동작을 생성하고 있다. 이 애니메이션에 대하여 실제로 청각장애인을 대상으로 수화단어 100단어 대하여 평가실험을 행한 결과 평균76%의 인식율을 얻을 수 있었다.

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Real-time Facial Modeling and Animation based on High Resolution Capture (고해상도 캡쳐 기반 실시간 얼굴 모델링과 표정 애니메이션)

  • Byun, Hae-Won
    • Journal of Korea Multimedia Society
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    • v.11 no.8
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    • pp.1138-1145
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    • 2008
  • Recently, performance-driven facial animation has been popular in various area. In television or game, it is important to guarantee real-time animation for various characters with different appearances between a performer and a character. In this paper, we present a new facial animation approach based on motion capture. For this purpose, we address three issues: facial expression capture, expression mapping and facial animation. Finally, we show the results of various examination for different types of face models.

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Analysis of Images Found in by Jan Svankmajer: Focusing on Classification of Images in the Theory of Cinema by Deleuze (얀 슈반크마이에르의 <영원의 대화>에 나타난 이미지 분석: 들뢰즈 『시네마』 이론의 이미지 분류를 중심으로)

  • Youm, Dong-Cheol;Lim, Yong-Seob
    • Cartoon and Animation Studies
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    • s.32
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    • pp.43-61
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    • 2013
  • The aberrant movement that Gilles Deleuze wanted to describe represents 'unclosed' or 'unlimited' possibility; it also means that a being has unlimited virtual power until it turns into a thing. In this paper, I analyzed and classified "Dialogue Factual,"one of the animation films by Jan Svankmajer, based on the logical grounds by Gilles Deleuze. First, as a result of analysis according to the seven characteristics in the experimental animation by Paul Wells, 'Dialogue Factual' has all of the features in the experimental animation, and, as I have found, the analysis through a comparison with Carl Dreyer's "The Passion of Joan Of Arc" indicates the works by Jan Svankmajer do not conform to Sensory-motor schemata. Such aberrant properties are involved with the time-image by Gilles Deleuze; by comparison with "Lavender Mist No. 1", one of the artworks by Jackson Pollock, it has been confirmed that "crystal image," the important concept of the time-image, is inherent in "Dialogue Factual". Lastly, the analysis of shots suggests that the movement-image and the time-image coexist in "Dialogue Factual". However, they are not to be classified by a clear-cut dichotomy.

From Broken Visions to Expanded Abstractions (망가진 시선으로부터 확장된 추상까지)

  • Hattler, Max
    • Cartoon and Animation Studies
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    • s.49
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    • pp.697-712
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    • 2017
  • In recent years, film and animation for cinematic release have embraced stereoscopic vision and the three-dimensional depth it creates for the viewer. The maturation of consumer-level virtual reality (VR) technology simultaneously spurred a wave of media productions set within 3D space, ranging from computer games to pornographic videos, to Academy Award-nominated animated VR short film Pearl. All of these works rely on stereoscopic fusion through stereopsis, that is, the perception of depth produced by the brain from left and right images with the amount of binocular parallax that corresponds to our eyes. They aim to emulate normal human vision. Within more experimental practices however, a fully rendered 3D space might not always be desirable. In my own abstract animation work, I tend to favour 2D flatness and the relative obfuscation of spatial relations it affords, as this underlines the visual abstraction I am pursuing. Not being able to immediately understand what is in front and what is behind can strengthen the desired effects. In 2015, Jeffrey Shaw challenged me to create a stereoscopic work for Animamix Biennale 2015-16, which he co-curated. This prompted me to question how stereoscopy, rather than hyper-defining space within three dimensions, might itself be used to achieve a confusion of spatial perception. And in turn, how abstract and experimental moving image practices can benefit from stereoscopy to open up new visual and narrative opportunities, if used in ways that break with, or go beyond stereoscopic fusion. Noteworthy works which exemplify a range of non-traditional, expanded approaches to binocular vision will be discussed below, followed by a brief introduction of the stereoscopic animation loop III=III which I created for Animamix Biennale. The techniques employed in these works might serve as a toolkit for artists interested in exploring a more experimental, expanded engagement with stereoscopy.

Comparative Analysis of Markerless Facial Recognition Technology for 3D Character's Facial Expression Animation -Focusing on the method of Faceware and Faceshift- (3D 캐릭터의 얼굴 표정 애니메이션 마커리스 표정 인식 기술 비교 분석 -페이스웨어와 페이스쉬프트 방식 중심으로-)

  • Kim, Hae-Yoon;Park, Dong-Joo;Lee, Tae-Gu
    • Cartoon and Animation Studies
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    • s.37
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    • pp.221-245
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    • 2014
  • With the success of the world's first 3D computer animated film, "Toy Story" in 1995, industrial development of 3D computer animation gained considerable momentum. Consequently, various 3D animations for TV were produced; in addition, high quality 3D computer animation games became common. To save a large amount of 3D animation production time and cost, technological development has been conducted actively, in accordance with the expansion of industrial demand in this field. Further, compared with the traditional approach of producing animations through hand-drawings, the efficiency of producing 3D computer animations is infinitely greater. In this study, an experiment and a comparative analysis of markerless motion capture systems for facial expression animation has been conducted that aims to improve the efficiency of 3D computer animation production. Faceware system, which is a product of Image Metrics, provides sophisticated production tools despite the complexity of motion capture recognition and application process. Faceshift system, which is a product of same-named Faceshift, though relatively less sophisticated, provides applications for rapid real-time motion recognition. It is hoped that the results of the comparative analysis presented in this paper become baseline data for selecting the appropriate motion capture and key frame animation method for the most efficient production of facial expression animation in accordance with production time and cost, and the degree of sophistication and media in use, when creating animation.

Empirical Analysis of the Feeling of Shooting in 2D Shooting Games (2차원 슈팅 게임에서의 타격감에 대한 실험적 분석)

  • Seo, Jin-Seok;Kim, Nam-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.2
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    • pp.75-81
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    • 2010
  • Feeling of shooting is one of the most important features of shooting games. Game developers have tried to improve feeling of shooting by using various techniques, such as visual/sound effects, rumble effects, animations, and camera techniques. In this paper, we introduce the results of the empirical analysis of the several techniques in a 2D shooting game. We carried out two experiments in which levels of feeling of shooting were measured in a simple 2D shooting game. The first experiment was configured with 16 combinations of the four techniques (visual, animation, sound, and rumble effects) applied to a shooting object (a cannon), and the second was configured with 16 combinations of the two techniques (visual and sound effects) applied to both or either side of a shooting object and exploding objects (enemy ships). The analysis results of the experiments showed that all of each techniques were statistically significant factors. We could also found that sound effects and rumble effects are more effective than visual effects and animations and that exploding objects are more important that a shooting object.

The Internal Representations of (1973) as seen through Walter Benjamin's Dialectical Images (프랭크 무리스의 콜라주 애니메이션 <프랭크 필름>(1973)에 나타난 내적 표현 : 발터 벤야민의 변증법적 이미지를 중심으로)

  • Kim, Young-Ok;Moon, Jae-Cheol
    • Cartoon and Animation Studies
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    • s.38
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    • pp.53-70
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    • 2015
  • In industrialized societies throughout the 19th and 20th centuries, Over Produced and Mass consumption images were constantly shown to people via Mass-Media as means to provoke one's desire. Frank Mouris, the American independent animator, captured and showed the infinite nesting of industrialized image with his autobiographical story through his work (1973) and made it as an intense visual flow. This innovative art animation has broke the traditional form of narrative animation and won the Annecy Animation Festival Grand Prix and the Academy Awards in 1974. This was also selected for preservation in the United States National Film Registry by the Library of Congress as being culturally, historically, or aesthetically significant in 1996. This study explores and shows that how these a-half million images to express Franks Mouris's autobiographical story in could be analyzed by the concept of Walter Benjamin's 'dialectical images'. Typically, the term 'dialectic' need to be formed by contradiction or opposite concept in the basic principles, but a dialectical image of Benjamin could be formed without any opposite concept while maintaining the uniqueness of each new relationship of the past. Benjamin's dialectical images are no longer stay in the historical past, It always meets with the present when someone realizes the past in the present moment. I suggest three different aspect according to Benjamin's point of view to analyse this animated film such as 'Historical-dialectical imaging of private/collective memory', 'Reconfiguring of present through analysing the relationship between the image flows and its own time/space', and 'Old future over the existing fragment and the presence of fragment. has the great value not only to present the experimental and innovative aesthetics of animated film, but also to show an analysis of contemporary culture and social aspect in mid-20th century. This study is to explore the diversity of animation representation, aesthetics, and also to suggest a new aspect of animation studies.

The Study about the Expression Method of Timing which Produce Movement in the Animation (애니메이션에서 움직임을 연출하는 타이밍 표현방법에 관한 연구)

  • Bang Woo-Song;Kim Soon-Gohn
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.55-62
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    • 2005
  • The expression of the movement in the animation is one of important factors built up the work. It is determined wholly by the experiences of the animator in the animation, on the contrary, the expression of movie depends on the data obtained from the motion capture or the movement of the actors. One of the most important factors is the timing expression in expression of movement of characters and the proper understanding of direction circumstance and the expression of the timing make the animation more plentiful visually and also these are the basic method that introduce the feeling to the characters. In this study we Identify the basic principles of timing expression in the animation, make experiments for the changes of timing by the camera's angle, compare them and show the most proper methods of timing expression.

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A Study of Art Forms Using an Optical illusion - Focusing on op Art and Animation - (착시를 이용한 예술형태에 관한 연구 - 옵아트와 애니메이션을 중심으로 -)

  • Bang Woo-Song
    • The Journal of the Korea Contents Association
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    • v.6 no.5
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    • pp.76-84
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    • 2006
  • When a human-being gets a wrong perception about any object is a misunderstanding and what they feel through sense of sight is an optical illusion. The study about those illusions have been given out to not only the fields of fine art, design, and animation but also psychology First, this paper puts in order an op art, influenced in fine art and design, and animation using persistence of vision, relating an optical illusion. Second, it analyses the theory of art form using an optical illusion about brightness, saturation, contrast and luminosity of color. Finally, it makes an experiment of standard of perception on students. The study of art form using an optical illusion is another way to represent fine art comparisons and visual image including animation.

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