• Title/Summary/Keyword: 애니메이션 기법

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The Method of 3D Stereoscopic Animation Editing Using Layers (레이어를 이용한 3D 입체 애니메이션 편집 기법)

  • Park, Sung-Dae;Son, Kook-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.21-29
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    • 2013
  • The current software for creating and editing animation offers the possibility of dividing variable objects into layers. This paper suggests a method to render and edit each of right and left layer in the process of creating a 3D stereoscopic animation. It is possible to apply a variety of effects to left and right images and to adjust the gap of binocular parallax through this method so that wider variation of images and richer sense of depth can be produced. In addition, this method offers freedom of deleting and inserting an object, controlling size and position of the object and adjusting the gap of binocular parallax. Thus, new sense of depth can be obtained. This method shows the results to apply various effects on the 3D stereoscopic image and to reduce visual fatigue rather than the method to render simultaneously both of left and right layer.

A Study on Korean Lip-Sync for Animation Characters - Based on Lip-Sync Technique in English-Speaking Animations (애니메이션 캐릭터의 한국어 립싱크 연구 : 영어권 애니메이션의 립싱크 기법을 기반으로)

  • Kim, Tak-Hoon
    • Cartoon and Animation Studies
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    • s.13
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    • pp.97-114
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    • 2008
  • This study aims to study mouth shapes suitable to the shapes of Korean consonants and vowels for Korean animations by analyzing the process of English-speaking animation lip-sync based on pre-recording in the United States. A research was conducted to help character animators understand the concept of Korean lip-sync which is done after recording and to introduce minimum, basic mouth shapes required for Korean expressions which can be applied to various characters. In the introduction, this study mentioned the necessity of Korean lip-sync in local animations and introduced the research methods of Korean lip-sync data based on English lip-sync data by laking an American production as an example. In the main subject, this study demonstrated the characteristics and roles of 8 basic mouth shapes required for English pronunciation expressions, left out mouth shapes that are required for English expressions but not for Korean expressions, and in contrast, added mouth shapes required for Korean expressions but not for English expressions. Based on these results, this study made a diagram for the mouth shapes of Korean expressions by laking various examples and made a research on how mouth shapes vary when they are used as consonants, vowels and batchim. In audition, the case study proposed a method to transfer lines to the exposure sheet and a method to arrange mouth shapes according to lip-sync for practical animation production. However, lines from a Korean movie were inevitably used as an example because there has not been any precedents in Korea about animation production with systematic Korean lip-sync data.

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Multi-perspective of Korean Folk Paintings (민화의 다시점을 활용한 애니메이션 표현기법 연구)

  • Kim, Do-Yeon
    • Cartoon and Animation Studies
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    • s.9
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    • pp.112-126
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    • 2005
  • This study investigates how 'multi-perspective' can be utilized in animation. For this goal, 1 used the traditional techniques of Korean folk paintings called 'Minhwa.' Most 'Minhwa' works, employ 'multi-perspectives', instead of linear perspective of the Western tradition that has been only taught to students under the formal education system. In Minhwa parts of reality are not only stylized but also fragmented and combined within the same frame. Other common techniques of 'Minhwa' include frontal view, bird's eye view, and inverse-perspective, which are of ien combined in one single work. The purpose of this study is to develop a working principle and practically apply it to , an animation piece based on the Korean folktale of the same title. In doing so, I have proposed a way to reconstruct and revitalize the traditional art form in the age of digital technology and have concluded that 'Multi-perspective' in 'Minhwa' can be utilized in other contents such as animation.'Multi-perspective' in 'Minhwa' is a rich source that has numerous cultural applications.

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A Study on Painterly Representation in the Animated Film , Focusing on Visual Representation and Narrative Features (애니메이션 <아버지와 딸>의 회화적 표현에 관한 연구 - 시각적 표현 및 서사적 특징을 중심으로)

  • Kim, Min-kyu
    • Cartoon and Animation Studies
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    • s.51
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    • pp.59-82
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    • 2018
  • This study notes that the concept of painterliness, as defined by Heinrich $W{\ddot{o}}lfflin$, can apply to represent features in $Micha{\ddot{e}}l$, Dudok de Wit's animated short film Father and Daughter. It intends to examine the animated film's visual representation and narrative features in terms of painterliness. Comparing the Renaissance art style of the 16th century to the Baroque art style of the 17th century, $W{\ddot{o}}lfflin$ conceptualized the features of painterly style. In respect to this animated film, the images drawn by drawing tools are represented are represented by irregular and ambiguous shapes and meet $W{\ddot{o}}lfflin^{\prime}s$ conditions for painterly representation. Such a representation method in this animated film effectively functions as a double entendre or ambiguous narrative, while playing a key role in representing lyricism. In this animated film, painterliness contrasts with clarity, which commercial animated films provide, and plays a critical role in the representation methods utilized by auteurist animation directors. Painterliness in animated films is an element that should be highlighted, especially in the contemporary world where the forms of representation are becoming increasingly monolithic due to digital techniques. Continued research is greatly needed on this subject matter. Based on Father and Daughter, this study aims to examine the method of painterly representation that can be used in animation films, to explore its meaning and to underscore the importance of diversity in the forms of representation in animated films.

A Study on the Dépaysement of the Animation (애니메이션에 있어서 데페이즈망에 관한 연구)

A Study on an Inductive Motion Edit Methodology using a Uniform Posture Map (균등 자세 지도를 이용한 귀납적 동작 편집 기법에 관한 연구)

  • 이범로;정진현
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.2C
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    • pp.162-171
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    • 2003
  • It is difficult to reuse the captured motion data, because the data has a difficulty in editing it. In this paper, a uniform posture mar (UPM) algorithm, one of unsupervised learning neural network is proposed to edit the captured motion data. Because it needs much less computational cost than other motion editing algorithms, it is adequate to apply in teal-time applications. The UPM algorithm prevents from generating an unreal posture in learning phase. It not only makes more realistic motion curves, but also contributes to making more natural motions. Above of all, it complements the weakness of the existing algorithm where the calculation quantity increases in proportion to increase the number of restricted condition to solve the problems of high order articulated body. In this paper, it is shown two applications as a visible the application instance of UPM algorithm. One is a motion transition editing system, the other is a inductive inverse kinematics system. This method could be applied to produce 3D character animation based on key frame method, 3D game, and virtual reality, etc.

A Study on Effective Methods of Polygon Modeling through Modeling Process-Related System (모델링 공정 연계 시스템을 통한 효율적 폴리곤 모델링 기법에 대한 탐구)

  • Kim, Sang-Don;Lee, Hyun-Seok
    • Cartoon and Animation Studies
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    • s.37
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    • pp.143-158
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    • 2014
  • In the modeling processes of 3D computer animation, methods to build optimal work conditions to realize real forms for more efficient works have been advanced. Digital sculpting software, published in 1999, ZBrush has been positioned as an essential factor in character model work requiring of realistic descriptions through different manufacturing methods from previous modeling work processes and easy shape realization. Their functional areas are expanding. So, in this production case paper, as a method to product more optimized animation character models, the efficiency of production method linking digital sculpting software (Z-Brush) and animation production software (Maya) was deliberated and its consequences and implications are suggested. To this end, first the technical features of polygon modeling and Retopology were reviewed. Second, based on it, the efficiency of animation character modeling work processes through step linking ZBrush and Maya suggested in this paper was analyzed. Third, based on the features drawn before, in order to prove the hypothesis on modeling optimization method suggested in this paper, the production process of character Dumvee from a short animation film, 'Cula & Mina' was analyzed as an example. Through this study, it was found that technical approach easiness and high level of completion could be realized through two software linked work processes. This study is considered to be a reference for optimizing production process of related industries or modeling-related classes by deliberating different modeling process linked systems.

Animation Support for Networked Virtual Environments (네트웍으로 연결된 가상환경을 위한 애니메이션 지원)

  • Ko, Hyeongseok;Lee, Ee-Taek;Jang, Ho-Wook
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.2
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    • pp.29-36
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    • 1996
  • This paper presents animation techniques and issues involved in virtual environments where the participants interact with each other through a network. The state of the participant should be collected at each local site, and broadcasted to the other sites. Because information exchange is minimal, animation techniques are applied to convert the incoming low DOF parameters into high DOF joint angles that completely determine the configuration of the agents at each frame. As a case study, a software system VRLOCO is introduced, which has been developed by the author over the last five years.

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A study on 3D Animation Direction Method of Robert Zemeckis Focusing on and (로버트 지메키스의 3D 입체 애니메이션 연출 방법에 관한 연구 -<폴라 익스프레스>와 <크리스마스 캐롤>을 중심으로-)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.93-100
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    • 2013
  • Works of director Robert Zemeckis have attracted much attention after the appearance of in which realistic digital characters appeared. Although he quitted animation production after , his 3D animation contributed to the 3D stereoscopic animation direction considerably. This study compared and analyzed representative 3D stereoscopic works of Robert Zemeckis with special reference to the theoretical background of 3D stereoscopic, cubic effect awareness factor using single eye sight and dual eye sight and matters of consideration in the direction of 3D stereoscopic image. This study also examined an expression method used in his works to improve cubic effects focusing on and .

A Study on Richmedia Application in Internet Advertisement (인터넷 광고에서 리치미디어의 활용방안 연구)

  • Kwon, Sang-Oh
    • Cartoon and Animation Studies
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    • s.10
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    • pp.149-157
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    • 2006
  • With the expansion of the Internet population, the online market is achieving a rapid growth and the size of the Internet advertisement market is increasing at a high rate. Different from passive types of information transmission, online media allows active two way communication thanks to communication and network technologies, so they can ascertain the effects of advertisement and users' response immediately. Rich media refer to such new advertisement techniques on the Internet, and are expected to lead the future Internet advertisement market. Thus, the present study purposed to analyze the visual expression elements of rich media advertisements in order to understand and enhance the effects of rich media advertisements with higher interactivity than existing Internet advertisements, and to propose guidelines for applying unique designs for the promotion of businesses and organizations and the provision of effective information to users.

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