• Title/Summary/Keyword: 컴퓨터 애니메이션

Search Result 491, Processing Time 0.024 seconds

3D Fishes Simulation System applied e-Book Technique (e-Book 기법을 적용한 3D 어류 시뮬레이션 시스템)

  • Lee, SangJin;Ryu, NamHoon;Lee, HyeMi;Oh, KyeongSug;Kim, EungKon
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2009.05a
    • /
    • pp.157-162
    • /
    • 2009
  • As the improvement of computer performance and the development of IT technology have influence upon publishing industry, the e-Book system, a type of electronic resources, has come out. This is a method to use both texts and 2D image illustrations. Nowadays, there are more and more users who want high quality contents and a variety of contents such as the illustrated fish book using the 3D system. This article adds 3D animation objects to the current e-Book system and designs and realizes the 3D fish simulation system to which e-Book technology is applied so as to improve the comprehension of texts and readability of detailed information and increase readers' immersion as well.

  • PDF

SVM Based Facial Expression Recognition for Expression Control of an Avatar in Real Time (실시간 아바타 표정 제어를 위한 SVM 기반 실시간 얼굴표정 인식)

  • Shin, Ki-Han;Chun, Jun-Chul;Min, Kyong-Pil
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02a
    • /
    • pp.1057-1062
    • /
    • 2007
  • 얼굴표정 인식은 심리학 연구, 얼굴 애니메이션 합성, 로봇공학, HCI(Human Computer Interaction) 등 다양한 분야에서 중요성이 증가하고 있다. 얼굴표정은 사람의 감정 표현, 관심의 정도와 같은 사회적 상호작용에 있어서 중요한 정보를 제공한다. 얼굴표정 인식은 크게 정지영상을 이용한 방법과 동영상을 이용한 방법으로 나눌 수 있다. 정지영상을 이용할 경우에는 처리량이 적어 속도가 빠르다는 장점이 있지만 얼굴의 변화가 클 경우 매칭, 정합에 의한 인식이 어렵다는 단점이 있다. 동영상을 이용한 얼굴표정 인식 방법은 신경망, Optical Flow, HMM(Hidden Markov Models) 등의 방법을 이용하여 사용자의 표정 변화를 연속적으로 처리할 수 있어 실시간으로 컴퓨터와의 상호작용에 유용하다. 그러나 정지영상에 비해 처리량이 많고 학습이나 데이터베이스 구축을 위한 많은 데이터가 필요하다는 단점이 있다. 본 논문에서 제안하는 실시간 얼굴표정 인식 시스템은 얼굴영역 검출, 얼굴 특징 검출, 얼굴표정 분류, 아바타 제어의 네 가지 과정으로 구성된다. 웹캠을 통하여 입력된 얼굴영상에 대하여 정확한 얼굴영역을 검출하기 위하여 히스토그램 평활화와 참조 화이트(Reference White) 기법을 적용, HT 컬러모델과 PCA(Principle Component Analysis) 변환을 이용하여 얼굴영역을 검출한다. 검출된 얼굴영역에서 얼굴의 기하학적 정보를 이용하여 얼굴의 특징요소의 후보영역을 결정하고 각 특징점들에 대한 템플릿 매칭과 에지를 검출하여 얼굴표정 인식에 필요한 특징을 추출한다. 각각의 검출된 특징점들에 대하여 Optical Flow알고리즘을 적용한 움직임 정보로부터 특징 벡터를 획득한다. 이렇게 획득한 특징 벡터를 SVM(Support Vector Machine)을 이용하여 얼굴표정을 분류하였으며 추출된 얼굴의 특징에 의하여 인식된 얼굴표정을 아바타로 표현하였다.

  • PDF

3DARModeler: a 3D Modeling System in Augmented Reality Environment (3DARModeler : 증강현실 환경 3D 모델링 시스템)

  • Do, Trien Van;Lee, Jeong-Gyu;Lee, Jong-Weon
    • Journal of Korea Game Society
    • /
    • v.9 no.5
    • /
    • pp.127-136
    • /
    • 2009
  • This paper describes a 3D modeling system in Augmented Reality environment, named 3DARModeler. It can be considered a simple version of 3D Studio Max with necessary functions for a modeling system such as creating objects, applying texture, adding animation, estimating real light sources and casting shadows. The 3DARModeler introduces convenient, and effective human-computer interaction to build 3D models. The 3DARModeler targets nontechnical users. As such, they do not need much knowledge of computer graphics and modeling techniques. All they have to do is select basic objects, customize their attributes, and put them together to build a 3D model in a simple and intuitive way as if they were doing in the real world.

  • PDF

Autonomous Bipedal Locomotion with Evolutionary Algorithm (진화적 알고리즘을 이용한 자율적 2족 보행생성)

  • Ok, Soo-Youl
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.14 no.5
    • /
    • pp.610-616
    • /
    • 2004
  • In the research of biomechanical engineering, robotics and neurophysiology, to clarify the mechanism of human bipedal walking is of major interest. It serves as a basis of developing several applications such as rehabilitation tools and humanoid robots. Nevertheless, because of complexity of the neuronal system that interacts with the body dynamics system to make walking movements, much is left unknown about the details of locomotion mechanism. Researchers were looking for the optimal model of the neuronal system by trials and errors. In this paper, we applied Genetic Programming to induce the model of the nervous system automatically and showed its effectiveness by simulating a human bipedal walking with the obtained model.

Construction Project-Based Material for Learning Visual Basic Using Flash and Photoshop (플래시와 포토샵을 이용한 비주얼베이직 학습을 위한 프로젝트 기반 교육컨텐츠)

  • Kim Min-Jung;Park Doo-Soon
    • Journal of Korea Multimedia Society
    • /
    • v.9 no.3
    • /
    • pp.353-359
    • /
    • 2006
  • For answering a given condition of education which tries groping various instruction way of learner-leading, project-based instruction is noticed that inducing motive and interest of study by learner maker the effect of teaming, instruction way of owner-leading which solve by themselves. In this thesis, it develops education contents for applying project-based instruction to visualbasic course. Using FLASH MX and PHOTOSHOP 6.0 program which became known web production means, in distinction from the instruction contents which is a freeze-frame, it makes prossible interaction between computer and learner, induce interest and concentration of learner. In result of applying this, it appears real effect to the learning effect.

  • PDF

A Study of Streetscape Evaluation Methods Using Computer Animation -A Comparison of Static and Dynamic Simulation Methods- (컴퓨터 애니메이션을 이용한 가로경관의 평가기법 연구 -정적 및 동적 시뮬레이션 기법의 비교-)

  • 김충식;이인성
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.26 no.4
    • /
    • pp.1-13
    • /
    • 1999
  • Previous research for visual assessment of streetscape employed static simulation methods to represent future landscape. However, streetscape is experienced sequentially, and thus dynamic simulations can be more effective. This study tried to adopt computer animation in the evaluation of streetscape, and examined its effects and possibilities. Three development scenarios for the redevelopment districts of Sokong-Ro and Banpo-Ro in Seoul were designed, and simulations were produced by three methods-photo-retouching, computer still image, and animation. A preference questionnaire was asked to 69 university students, and the effects of simulation methods on visual preference were examined. In addition, the frames of the animation were reclassed to identify the visibility of physical elements. The relationships between the visibility and visual preference were analyzed. The results showed that visual preference can be explained by three factors-Amenity, Tidiness, and Variousness-that account for 62.4% of the total variance, and the Amenity showed the highest proportion: 36.0%. Among the three simulation methods, animation showed the largest difference in preference for the most important factor(Amenity), and yielded the highest correlation between visibility of physical elements and Amenity. This result demonstrated that dynamic simulations can provide more accurate observation of visual changes, especially because the simulated landscape is experienced sequentially. The results also revealed that the sequential change in the visibility of physical elements can be examined easily and precisely by animation. This benefit of animation enables analysts to identify the points where the landscape varies the most, and thus visual preference should be evaluated.

  • PDF

An Improvement of Computation of Rotation Matrix for a 3D Image about an Arbitrary Axis (임의의 축에 관한 3차원 영상의 회전 행렬 계산 속도의 개선)

  • Kim, Eung-Gon;Heo, Yeong-Nam;Lee, Ung-Gi
    • The Transactions of the Korea Information Processing Society
    • /
    • v.2 no.3
    • /
    • pp.390-396
    • /
    • 1995
  • One of the advantages of computer graphics is that it enables to view an object on different viewpoints and different angles. Therefore, a computer graphics system should be able to rotate an arbitrary object by an arbitrary angle about an arbitrary axis. This is usually done by rotating vertices that represent an object and connecting them. Hence an image may have many vertices, it is important to be able to rotate each of them quickly. Therefore, this paper is interested in a rotation matrix computation method that consists of the smallest number of computational steps. This pater proposes an algorithm that computes rotation matrix to rotate a 3 dimensional image about an arbitrary axis quickly.

  • PDF

Motion-based Controlling 4D Special Effect Devices to Activate Immersive Contents (실감형 콘텐츠 작동을 위한 모션 기반 4D 특수효과 장치 제어)

  • Kim, Kwang Jin;Lee, Chil Woo
    • Smart Media Journal
    • /
    • v.8 no.1
    • /
    • pp.51-58
    • /
    • 2019
  • This paper describes a gesture application to controlling the special effects of physical devices for 4D contents using the PWM (Pulse Width Modulation) method. The user operation recognized by the infrared sensor is interpreted as a command for 3D content control, several of which manipulate the device that generates the special effect to display the physical stimulus to the user. With the content controlled under the NUI (Natural User Interface) technique, the user can be directly put into an immersion experience, which leads to provision of the higher degree of interest and attention. In order to measure the efficiency of the proposed method, we implemented a PWM-based real-time linear control system that manages the parameters of the motion recognition and animation controller using the infrared sensor and transmits the event.

The Reliable Communication Method for Self-Sovereign Identity Ecosystems (자기주권 신원 생태계를 위한 신뢰할 수 있는 통신 방법)

  • Chio, Gyu Hyun;Kim, Geun-Hyung
    • KIPS Transactions on Computer and Communication Systems
    • /
    • v.11 no.3
    • /
    • pp.91-98
    • /
    • 2022
  • With the recent increase in interest in metaverse in which virtual and physical spaces are digitally fused, many activities in physical spaces are expected to take place in web-based virtual spaces. Therefore, there is a need for research on a self-sovereign identity system that can secure privacy and mutual trust in a DID(decentralized identifier)-based virtual space environment. We, in this paper, developed and validated a reliable communication method consisting of DIDComm messages, a procedure for generating distributed identifiers, asymmetric keys, and DID documents based on Hyperledger Indy and DIDComm open sources. The developed communication method can be applied to verify each other by exchanging additional information and verifiable credentials for trust among communication participants.

Dynamic Soap Film Model based on Discrete Differential Geometry (이산미분기하 기반의 동적 비누막 모델)

  • Park, Min Ki;Kim, Hyun Soo;Choi, Han Kyun;Lee, Seung Joo;Ko, Kwang Hee;Lee, Kwan H.
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2010.04a
    • /
    • pp.523-526
    • /
    • 2010
  • 주어진 경계선에 대해 비누막이 생성하는 표면 모델링 및 시간에 따른 변형 시뮬레이션은 컴퓨터 그래픽스 응용 프로그램의 한 분야이다. 이 문제에 대한 이전의 연구들은 주로 기하적인 방법들을 이용하였기 때문에 물리적으로 정확한 변형을 다루지 못하였다. 본 연구에서는 정확한 기하를 바탕으로 물리기반 변형을 다루기 위해 이산미분기하학으로부터 비누막의 동적인 모델을 제안한다. 우선, 비누 성분의 물리적인 특성들을 고려한 에너지 모델을 정의하고, 이를 이산 영역에서 나타내기 위해 이산미분기하 및 이산화 기법들을 이용한다. 제안하는 모델은 평형 상태에서의 비누막 형상뿐만 아니라 외력에 대한 표면의 변형까지 정확하게 나타내며, 실시간 시뮬레이션이 가능하여 게임, 애니메이션 목적으로 활용될 수 있다.