• Title/Summary/Keyword: 애니메이션 자료

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Technology Development for Improving Animation Performance Based on Train Route Patterns (열차 경로 패턴기반 애니메이션 성능 개선 기술 개발)

  • Lee, Duk-Hee;Yang, Won-Mo;Kim, Yong-Il;Yang, Yun-Hee;Shin, Yong-Tae
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.11 no.5
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    • pp.136-146
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    • 2012
  • As information technology used for simulation and virtual reality developed, there is a growing interest in animation technologies which will effectively deliver simulation results to users. Various efforts have been made to improve animation performance, like playback quality and speed, input-output speed and storage space reduction. However, earlier studies generally focused on image compression frame by frame. To significantly improve storage space and playback speed, animation data should be vectorized. Also, spatial and temporal duplication have to be removed. In this study, animation data structure was improved fundamentally through establishment of hierarchy and vectorization. Also Spatial and temporal duplication of animation data was removed through vectorization based on train route. As a result, storage space was reduced, input-output speed and playback speed were considerably improved. According to the test, additional Patternization which followed vectorization brought reduction of over 80% in storage space and input-output speed was quadrupled. Patternization technology can be used as a proper storage method of animation data, and can provide user-specific animation by small data transmission.

A Study on the Activation Plans of Chinese Animation Industry (중국 애니메이션 산업의 활성화 방안에 관한 연구)

  • Yan, Ni;Zhang, Meng-Ze;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.236-251
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    • 2019
  • The animation industry is an emerging and promising industry of the 21st century, characterized by a wide range of consumer segments, high market demand, and a long life cycle of products. The paper is aimed at examining the current situation of the animation industry of Korea, the U.S., China and Japan, analyzing the success factors and presenting measures for activation of problems in China's animation industry, and contributing to the promotion of China's animation policies in the future. To realize this goal, the study methods were adopted literature review by using Internet data, statistical data, reports, papers and academic journals which are related to the Chinese animation industry and presented methods for activation. The aviations as follows, firstly, it is suggested actively train creative men of animation for profession. Secondly, it is advised to encourage the creativity and originality of Chinese animation works through various ways. Thirdly, it is suggested to develop an industry chain of animation which is suitable for the market circumstances. Fourthly, it needs to expand its viewer and strengthen its reality in the form and content of animation works.

Design and Implementation for Expression of Motion Digital Animation Contents (동작 표현 컨텐츠를 위한 디지털 애니메이션 설계 및 구현)

  • Hong, Sung-Soo;Yoon, Yeo-Min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11a
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    • pp.789-792
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    • 2002
  • 컴퓨터 기술의 발달에 따라서 최근 애니메이션이 학계나 산업계의 주목을 받고 있다. 결코 예술로서는 존중받고 있지 않으나 늘 가까이 두는 기호 식품처럼 애니메이션은 예술성이나 문화성과는 별개로 자연스럽게 두터운 매니아 계층을 확보하고 있다. 이러한 환경아래서 애니메이션과 웹과의 결합은 앞으로 영상매체나, 영화, 광고, 텔레비젼 등의 시장을 쉽게 석권하리라고 생각된다. 이러한 애니메이션 필요성에 따라서 국내에서도 이와 관련된 학과들이 수없이 많이 생겨나고 있으나 애니메이션 제작에 대한 디지털 컨텐츠가 매우 부족해서 수 작업이나 과거 만화 애니메이션 형태에 국한하고 있는 곳이 대부분이다. 본 논문은 이러한 점에 착안해서 애니메이션에 가장 기본적인 동작인 "다양한 동물의 움직임", "인물표현과 동작", "자연현상", 등의 원시자료와 기본이미지, 애니메이션 과정 등을 수록한 디지털 애니메이션 모델을 선계하고 구현하였다.

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New 3D Animation Style in (<스파이더맨 뉴 유니버스>를 통해 본 새로운 3D 애니메이션 스타일 연구)

  • Lee, Yong Min
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.127-140
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    • 2020
  • Since the first episode of (1995) by Pixar, a world leading animation company, 3D animation has been focused on realistic motion and rendering techniques. However, in 2018, 3D animation was released, with unique backgrounds created through illustration techniques and dynamic movements of characters that seemed to be produced by hand rather than computers. It shows a lot of difference from other 3D animations. In this study, I analyzed 's new production techniques and expressions into two categories, first, the use of old comics techniques, and second, other factors that made the animation stand out. in 3D animation market focused on realistic motion and rendering techniques can have positive implications in terms of expanding animation diversity. This study is expected to be used as academic or research data for researchers studying new production techniques in related fields.

한국 애니메이션 산업 현황 분석

  • Choe, Don-Il
    • Digital Contents
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    • no.8 s.159
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    • pp.86-88
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    • 2006
  • 이 내용은 문화광광부의‘ 2005문화산업통계’를 인용하여 작성한 내용으로 1부와 2부로 나누어 분석했다. 1부에서는 조사대상 213개 애니메이션업체 중 152개업체의 응답 및 조사를 통해 만들어진 자료를 바탕으로 크게 애니메이션업계의 일반현황과 매출액현황으로 구분했다. 일반현황은 설립연도현황, 제작비용내역현황, 지적재산권 등이며 매출액현황은 사업형태별, 지역별, 매출규모별, 종사자규모별, 수입, 수출별등 다양한 관점에서 조사된 통계내용이다. 따라서 제시된 각 항목의 통계를 통해 특징을 분석하고 이를 통해 애니메이션 산업의 발전을 위한 제안을 모색해 보고자 한다.

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Polygon-based Fish Modeling, Riging, Animating Processes (Polygon방식을 이용한 물고기 모델링 및 리깅 과정과 애니메이션 방법)

  • Choi, Eun-Ji;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.19-20
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    • 2014
  • 컴퓨터 기술의 발달로 인하여 현재 각광받는 산업인 3D 콘텐츠의 제작에 사용되는 다양한 툴이 많은 발전을 거듭하고 있다. 최근에는 영화나 애니메이션에 3D 콘텐츠가 많이 사용되면서 실제 사람이나 동물의 움직임과 똑같은 움직임을 구현하는데 많은 노력을 기울이고 있다. 동물이나 인간의 움직임은 3D로 구현하기 위해 참고할 수 있는 자료들이 많이 존재하지만 그에 비해 물고기는 참고자료가 많이 부족하고 이를 토대로 그 유연한 움직임을 구현하는 것이 쉽지 않다. 본 논문에서는 물고기를 Polygon방식을 이용하여 모델링하고 뼈를 심는 과정인 리깅과정을 통해 최종적으로는 물고기의 움직임을 단순화시켜 자연스러운 애니메이션을 쉽게 구현할 수 있는 방법을 제시하고 이것을 활용할 수 있는 방안을 제안한다.

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Evaluation Factors of Children for Television Animation (어린이의 텔레비전 애니메이션 평가 요인)

  • So, Yo-Hwan;Kim, Jun-Soo
    • Cartoon and Animation Studies
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    • s.16
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    • pp.33-47
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    • 2009
  • This research investigated which evaluation factors in children's television animation programs children between 7 and 11 years of age value. We collected data by means of questionnaires among 120 children of elementary school first through fourth graders. As research result, the most important evaluation factors for children were fun and action, closely followed by innocuousness, purity, realism, comprehensibility, and violence respectively. Boys in both samples attached more value to fun and action in a children's television animation, whereas girls in both samples attached more value to innocuousness and fun.

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The Effects of 3-D Computer Animation on Educational Visual Presentation -Focused on Color Theory Study- (3D 컴퓨터 애니메이션을 이용한 시청각 교재가 어린이의 학습에 미치는 효과에 대한 연구 -색채이론학습을 중심으로-)

  • 최유미
    • Archives of design research
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    • v.15 no.1
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    • pp.49-58
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    • 2002
  • Advances in computer technology have made it possible for educators to design and develop their own multimedia instructional materials using visuals such as animation. Although, it generally believed that the Mew attribute of computer animation facilitates student's foaming, there is still relatively little research regarding the way in which student benefit from multimedia instruction using 3-D animation. The purpose of this research was to examine and determine whether the use of 3-D computer generated images is an effective teaching device for hoping children to understand color theory, and enhancing the tractional methods. In this study, a 3-D computer generated presentation was creative and it demonstrated the mixing of primary color to obtain secondary color. Three research hypotheses were developed in this research. The first hypothesis stated that 3-D computer generated presentation will be an effective device for teaching color theory. The second was that the presentation will be eye-catching and it will hold the children's attention. The third was presentation would enhance the children's memory of color. Results of this study show that visualization technology and the use of 3-D graphics ends can be employed in the field of art education to increases a chi1d's understanding of color theory. Also, it was proved that teaching children through 3-D graphic is an highly effective teaching tool. Thus this research is a oontribution to both children's au education and the relatively new field of computer animation.

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