• Title/Summary/Keyword: 애니메이션 효과

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Processing Manufacture of Mobile 3D Animation Based on Commercial Cartoon Images (카툰 이미지를 바탕으로 한 모바일 3D 애니메이션 제작과정)

  • Kim, Hye-Jung
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.521-524
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    • 2006
  • Mobile industry has been progressed rapidly with new mobile technique develpment. The mobile is a communication device for the young generation and give great additional images through animations and characters. It is expected that the mobile industry would elevate greatly in means of the animation characters that is connected directly, closely, and amicably to the sense of humane beings. Of those animations, 3D animation is a high communication technique that rinks to directly the expression of person in way of a sense of space, three dimension, and reality. Surely the new 3D animation will be developed constantly and in various way. It is consideralbe that the manufacture of 3D mobile animation links closely to cartoon that forms concerns of people.

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Uncanny Valley Effect in the Animation Character Design - focusing on Avoiding or Utilizing the Uncanny Valley Effect (애니메이션 캐릭터 디자인에서의 언캐니 밸리 효과 연구 - 언캐니 밸리(uncanny valley)의 회피와 이용을 중심으로)

  • Ding, LI;Moon, Hyoun-Sun
    • Cartoon and Animation Studies
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    • s.43
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    • pp.321-342
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    • 2016
  • The "uncanny valley" curve describes the measured results of the negative emotion response which depends on the similarity between the artificially created character and the real human shape. The "uncanny valley" effect that usually appears in the animation character design induces negative response such as fear and hatred feeling, and anxiety, which is not expected by designers. Especially, in the case of the commercial animation which mostly reply on public response, this kind of negative response is directly related to the failure of artificially created character. Accordingly, designers adjust the desirability of the character design by avoiding or utilizing the "uncanny valley" effect, inducing certain character effect that leads to the success in animation work. This manuscript confirmed the "uncanny valley" coefficient of the positive emotion character design which was based on the actual character design and animation analysis. The "uncanny valley" concept was firstly introduced by a medical scientist Ernst Jentsch in 1906. After then, a psychologist Freud applied this concept to psychological phenomenon in 1919 and a Japanese robert expert Professor Masahiro Mori presented the "uncanny valley" theory on the view of the recognition effect. This paper interpreted the "uncanny valley" effect based on these research theory outcomes in two aspects including sensation production and emotion expression. The mickey-mouse character design analysis confirmed the existence basis of the "uncanny valley" effect, which presented how mickey-mouse human shape image imposed the "uncanny valley" effect on audience. The animation work analysis investigated the reason why the produced 3D animation character should not be 100% similar to the real human by comparing the animation baby character produced by Pix company as the experimental subject to the data of the real baby with the same age. Therefore, the examples of avoiding or utilizing the "uncanny valley" effect in animation character design was discussed in detail and the four stages of sensation production and emotional change of audience due to this kind of effect was figured out. This research result can be used as an important reference in deciding the desirability of the animation character.

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.

A Study on the producing of Non-realistic 3D Character Animation with the style of 2D Animation (비사실적 3D 캐릭터 애니메이션의 효과적인 2D 애니메이션 스타일 연출 연구)

  • Kim, Sungrae
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.894-898
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    • 2007
  • Now a day, lots of the animations include TV series Animations are made by the technique of 3D Animation. However, 3D Animation obstructs visual elements and deteriorates an acquaintance with the limit of unfamiliar material methods and dispersion of light. For this reason, a large of number of 3D Animations are repacked with the style of 2D Animation. Most of previous studies for the conversion of output 3D Animation to the style of 2D Animation are analysis for 2D rendering techniques. In case of Non-realistic 3D Character Animation, first and foremost it needs investigation of the basic producing method for the 2D Animation is different with the realistic expression way of the one for the 3D animation. For a case study, expression methods for the non-realistic and the non-actuality 2D Character Animation come with impossible ways in the real life. This study for the 3D Animation with the style of 2D Animation is to investigate on the keynote for effective expression methods, when we turn 3D Animation into the style of 2D Animation.

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Biped Animation Blending By 3D Studio MAX Script (맥스 스크립트를 이용한 바이페드 애니메이션 합성)

  • Choe, Hong-Seok
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2008.10a
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    • pp.131-134
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    • 2008
  • 오늘날 3D 캐릭터 애니메이션은 실사영화, 애니메이션, 게임, 광고 등 대다수의 영상물에서 쉽게 접할 수 있다. 캐릭터의 부드러운 움직임은 모션캡쳐(Motion Capture)나 숙련된 애니메이터의 키 프레임(Key Frame) 작업의 결과물일 것이다. 이런 작업들은 고가의 장비나 많은 인력을 요구하고 완성된 결과물은 수정하거나 효과를 주기가 힘들다. 본 연구에서는 3D Studio MAX Script를 이용한 삼차원 회전 값의 연산으로 바이페드(Biped)의 포즈나 애니메이션을 합성하고 보다 사실적인 합성을 위한 방법을 제시하고자 한다.

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Movement 동인(動因)과 감성변이 연구를 위한 애니메이션 분석모형

  • Lee, Sang-Won
    • Cartoon and Animation Studies
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    • s.5
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    • pp.485-489
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    • 2001
  • 본 작품은 사실적 표현, 즉 실사에 근거한 분위기의 애니메이션에 관한 관점에서 시작한다. 물론 애니메이션에서는 생략과 과장이 자유로우며 풍자적이고 은유적인 분위기를 연출하는 것이 특징이다. 즉 사실성보다는 허구적이며 과장된 표현으로 왜곡을 가함으로써 관객들에게 극적 효과를 유발한다. 하지만 관객은 사실적이지 않은 허구인 것을 알면서도 자유로운 상상력의 오락적 분위기에 흥미를 갖는다. 아울러 본 작품은 애니메이션의 동인(動因)과 감성과의 관계를 전제로 한 애니메이션의 분석모형 작품이다. 이러한 모델 설계를 통해 대상물의 본질적인 면, 즉 사실성에 근거한 표현정도에 따라 인간의 감성이 달라질 수 있다는 가정 하에 애니메이션에 있어서 프레임 수와 대상물의 단순화 정도에 따라 감성이 어떻게 반응하고 변화하는가를 웹사이트 상에서 조사할 수 있도록 분석모형을 제작하였다. 연구작품을 위해 애니메이션의 동인이라고 할 수 있는 시간, 운동, 공간 중에서 움직임 지각에 영향을 줄 수 있는 타이밍, 즉 속도문제에 대해 프레임 수와 단순화 단계를 애니메이션의 Movement 동인에 대한 조작적 정의에 독립변수로 보았다. 분석모형의 설계는 객관적인 시각에서 대상물의 움직임을 파악할 수 있는 Duration이 짧은 유형의 대상물(말)과 중간정도의 대상물(사람), 그리고 긴 유형의 대상물(거북이)을 표본으로 선정하여 각 대상물마다 4단계의 프레임으로 나누어 좌표상의 Y축에 제작 배열하였다. 한편 단순화 단계는 대상물의 사실성에 선 드로잉에 이르기까지 4단계로 구분${\cdot}$제작하여 X축에 배열하여 각 클립별 감성언어 조사를 인터넷상에서 할 수 있도록 디자인하였다. 한편 각 클립에서 보여지는 표현향식에 대해 느끼는 감성조사는 디자인 관련 감성 형용사 중에서 본 연구에 적합한 감성언어들을 골라 조사 실시하고자 한다.

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Special Effects comparative analysis in animation and movie (애니메이션 및 영화에서의 특수영상기법 비교 분석)

  • 박기홍;윤병민;곽윤식;김윤호
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2004.05b
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    • pp.208-211
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    • 2004
  • Hundred numbers of Special effects in animation and movie are essentionally used. Owing to the rapidly growth of Production method and special techniques, we can produce a real effect such as real scene. The aim of special effect is to generate refined scene, which we can't distinguish one from another. In this paper, New trend of special effects in animation and movie are compared and investigated the extension methods. And also we prospect the development direction of special effect.

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Real-time Bleeding Animation for Virtual Surgery Medical Simulation (가상 수술 의료 시뮬레이션을 위한 실시간 출혈 애니메이션 기법)

  • Lee, Jeong-Jin;Seo, Che-Hwan;Lee, Ho;Kye, Hee-Won;Lee, Min-Sun
    • Journal of Korea Multimedia Society
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    • v.15 no.5
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    • pp.664-671
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    • 2012
  • Recently, practice education using virtual medical simulation has been applied to real clinical environment by enhancing the learning efficiency. Specially, in minimally invasive surgery, the necessity of virtual surgery medical simulation has been increased. Realistic bleeding animation, which represents bleeding special effects frequently occurred in virtual medical simulation environment, has not been proposed yet. In this paper, we propose realistic real-time bleeding animation. For bleeding simulation, proposed method calculates main and effective bleeding regions along the main bleeding direction vector to represent naturalistic bleeding effect. In addition, for bleeding rendering, proposed method uses sigmoid function to impose weights of vertex opacities for the smooth opacity change so that the results of bleeding animation is realistic. Proposed method improves the sense of the real and absorption in virtual surgery medical simulation so that the education efficiency of doctors and students using medical simulation can be enhanced.

System for Generating Interactive Animation for Children's Dental to Relax Tensions (긴장 완화를 위한 어린이치과용 상호작용 애니메이션 생성 시스템)

  • Heo, Yu-Gyeong;Moon, Mikyeong
    • Journal of the Institute of Convergence Signal Processing
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    • v.20 no.1
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    • pp.37-44
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    • 2019
  • Recentrly, early dental care for children is becoming more important, and the number of children patients' dental services is on the rise. So, a variety of seduction therapies are needed to alleviate the tension in children who are anxious about dental care. This paper describes the development process and contents of system that can display the animation of different stories according to the treatment stage by grasping the use state of the treatment device in real time. In the animation, the hreo character and the villain, the cavity character, appear and the hero defeat the villain at each treatment stage. Animation is played when treatment starts and ends after treatment. Current existing one-side played animation of dental clinics is not enough to attract children's attention. If the flow of animation changes depending on the treatment process, it will give children a different enjoyment and consequently ease the tension over the treatment.

A Study on the Development Processes for Digital Contents in the Animation Industry (국내 애니메이션 기업의 애니메이션 콘텐츠 개발과정에 관한 연구)

  • Lee, Han-Chul;Jung, Jai-Jin
    • Journal of Korea Multimedia Society
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    • v.10 no.2
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    • pp.246-259
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    • 2007
  • The animation industry, which accelerates the overall development of the Digital contents industry, is a high value-added industry that produces synergy effects in cooperation with key industries such as IT. Effectively serving as a vital energy source for the Korean economy through its positive effects, such as employment creation. In particular, there is the real prospect that the Korean animation industry will gain ground in overseas markets and thus occupy them ahead of others, by advancing overseas in uni son with the hypersonic network industry. In this regard, this study aims to suggest some concrete ways in which to Korean animation companies can enhance their competitiveness. This is accomplished by positively verifying that some major representative methods of competitiveness enhancement, whose effectiveness has been proved in existing manufacturing and production systems. a re also excellently effective for the animation enterprise. In effect, the study has positively applied and carried out such research on Korean animation enterprises.

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