• Title/Summary/Keyword: 3D characters

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Constructing an Interactive Virtual Amusement Land along with 3D characters (3D캐릭터를 이용한 인터렉티브 가상놀이공간 구축)

  • 김보경;조은경;진성아
    • Proceedings of the Korea Contents Association Conference
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    • 2003.05a
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    • pp.111-116
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    • 2003
  • Due to the increase of the Broadband Networks and Internet users culture contents in Virtual Environment such as education entertainment and culture are constantly demanded with respect to usability and effectiveness. Mostly existing virtual amusement land$ tend to retain limitations and shortcomings caused by two dimensional interface. This facts may have users directly search amusement facilities themselves resulting in lots of inconvenience. In the work here, a virtual amusement land led by 3D characters is presented. The interactive contents which users can actively participate in is developed.

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The Visual Counterpoint immanent in Production of Animated Characters' Changing Role -With Focus on the Lighting Design of 3D Animation Toystory3 Digital Colorscript - (애니메이션 캐릭터의 역할변화 연출에 내재된 시각적 대위법 - 3D 애니메이션 <토이스토리 3> 디지털 칼라스크립트의 조명디자인을 중심으로 -)

  • Park, Hyoung-Dong
    • Cartoon and Animation Studies
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    • s.35
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    • pp.155-180
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    • 2014
  • The roles of the characters of 3D animation Toystory3, which was released in 2010 and achieved worldwide success, can be classified into typical, simple and easy-to-understand roles such as hero, villain, princess, and assistant. However, the process, in which each character's role is finally recognized by the audience, is embodied in a very colorful and exquisite manner and makes the curiosity of the audience continue effectively. The stream of the diverse role changes of the characters of Toystory3 is represented through "visual rhythm of the lighting design" and such rhythm can be confirmed most clearly in the digital colorscript stage. This researcher analyzed the characters' role changes in the work based on Propp's folktale character analysis theory, and extracted the core scenes that lead to inference, doubt, performance, reinforcement by character in order to grasp how the audience gasps major characters' role changes. The visual differences of the lighting design, which the four core scenes of each character show, were represented in graph and analyzed, and the results showed that the changes that one character has constituted rhythmical, visual contrast gradually and the rhythms of each independent character achieve visual contrast and harmony each other like the voice part of polyphony. This researcher calls this "the visual counterpoint of character's changing" and derives the conclusion that a dual visual counterpoint is hidden in the character production of the full-length animation Toystory3. Along with this, this researcher proposes the production of full-length animation that actively utilizes constructive aesthetics.

A Study on the Paper & Muju Characters(武周字) on which the Mugujongkyong from the Sokgat'ap (석가탑 "무구정경"바탕종이 및 무주자의 사용 문제)

    • Journal of Korean Library and Information Science Society
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    • v.30 no.3
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    • pp.323-344
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    • 1999
  • First, having noticed that the paper on which the Mugujongkyong from the Sokgat'ap was Broussonetia Kazinoki Siebold, produced under the Tochim process, it is confirmed that the paper used for printing the Mugujongkyong form the Sokgat'ap was Broussonetia Kazinoki Siebold produced in Shilla, by introducing the common fact that the papers on which : written in 755 A.D.) and in Soochung-sokt'ap Hwaomasa were written were the same paper fabricated by the Tochim process. Therefore it is proved that the printing place of the Mugujongkyong from the Sokgat'ap was also Kyongju region in Shilla. Furthermore it is proved that the year of storing Broussonetia kazinoki Siebold n which tarani of the Mugujongkyong was written was circa 705 A.D., provin12g that Broussonetia Kazinoki Siebold was in production in Shilla in 8th Century. Also by confirming the fact that very thin -- mere 0.019mm thick -- Broussonetia Kazinoki Siebold was in production in Shilla in 8th Century, it is proved that Shilla has ability to produce Broussonetia Kazinoki Siebold for Woodblock printing purpose. Second, concerning the Muju Characters written in the ugujongkyong from the Sokgat'ap, mixed use of the Muju Characters was noticeable in written in 755 A.D. from the Sooch'ungsokt'ap at the Hwaomsa written in the same era and the Tripitaka Koreana in Japan was printed in 690's A.D. because of appearance of the Muju Characters in the Saddhamapun-darika is erroneous.

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Taxonomic Implication of the Stellate Trichomes to Genus Deutzia Subsection Coreanae in Korea (한국산 말발도리속, 매화말발도리아절 식물에 대한 성모형태의 분류학적 적용)

  • 정영호
    • Journal of Plant Biology
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    • v.30 no.1
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    • pp.31-41
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    • 1987
  • To reexamine the taxonomic characters of Deutzia coreana, D. tozawae, and D. triradiata, which were belonged to Subsection Coreanae of genus deutzia in Korea, the stellate trichome in the leaf, one of the major diagnostic characters, was investigated with the stereo and scanning electron microscopes. The number of trichome was nearly equal in both sides of the leaf, while the ray was mainly 4 and 5 in D. coreana. However, there was little trichomes in the upper surface of D. tozawae, and in the lower surface of D. triradiata. D. tozawae had 3, 4-rayed trichomes in leaf surfaces, and D. triradiata 3-rayed ones, respectively. As a result, these three species were also distinguishable by the stellate trichomes in the leaf.

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Evaluation and Identification of Promising Bivoltine Hybrids of Silk-worm, Bombyx mori L., for Tropics

  • Rao, P.Sudhakara;Singh, Ravindra;Kalpana, G.V.;Naik, V.Nishitha;Basavaraja, H.K.;Swamy, G.N.Rama;Datta, R.K.
    • International Journal of Industrial Entomology and Biomaterials
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    • v.3 no.1
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    • pp.31-35
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    • 2001
  • Ten newly evolved bivoltine hybrids of silkworm (Bombyx mori L) were evaluated with control hybrid KA${\pm}$NB4D2 during three seasons of a year for their seasonal performance. Analysis of variance and other statistical methods were employed and the performance was observed in respect of 10 quantitative traits. The results showed significant genotype${\pm}$environment interaction with respect to four quantitative characters viz. fecundity, yield/10,000 larvae, filament length and raw silk (%). Environmental effects were significant for nine characters out of ten characters evaluated. A 105${\pm}$J2 and B${\pm}$NB4D2 were considered as highly adaptable hybrids to local conditions with high mean for maximum characters studied and found suitable to rear in all seasons.

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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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Evaluation of Two Promising Hybrids Viz., HSP1 (A3x935 E) and HSP2 (A3x916 B) in the Silkworm, Bombyx mori L.

  • Begum, A.Naseema;Rekha, M.;Ahsan, M.M.;Rao, P.Sudhakara
    • International Journal of Industrial Entomology and Biomaterials
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    • v.1 no.2
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    • pp.103-109
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    • 2000
  • To evolve silkworm hybrids with higher survival and better cocoon characters, evaluation of semen hybrids in the laboratory (short-listed out of 143 hybrids) resulted in the identification of two promising hybrids, A3${\tines}$935 E (HSP1) and A3${\tines}$916 B (HSP2). The hybrids were evaluated at three different Regional Sericultural Research Stations of Central Silk Board during 1997-1998 and also tested with the farmers along with two control hybrids, KAxNB4D2 and PMxNB4D2. Evaluation of the hybrids indicated that these hybrids can be reared in all the seasons, especially during summer season. These hybrids show shorter larval duration (22 days 17 hrs against 23 days in control KAxNB4D2 and better cocoon characters as compared to the crossed breeds PM ${\tines}$NB4D2).

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A Study on the method of creates a realty 3D sign language gesture

  • Ku, Ja-Hyo;Jo, Nam-Chul;Yang, Seong-Bok
    • 한국정보컨버전스학회:학술대회논문집
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    • 2008.06a
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    • pp.185-188
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    • 2008
  • The developments of digital and multimedia have been increasing the demand of humans desiring the acquisition of real and intuitive information and diversified expressions and the use of animation characters are continually increasing in mass media. With the development of graphic techniques, these expressions of animation characters have become enabled of real and smooth representations. Although, in general, even fine movements of the hair of characters can be expressed using diverse data input devices, the studies on the multimedia technologies for disabled persons are quite insufficient. In this paper, Directness it extracts the data which it move sign language and It propose the method which creates a realty 3D sign language gesture.

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Surface Model and Scattering Analysis for Realistic Game Character

  • Kim, Seongdong;Lee, Myounjae
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.109-116
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    • 2021
  • In this paper, we considered that recently 3D game characters have been almost alike realistic expression because of a great mathematical computation and efficient techniques on GPU hardware. We presented the rendering technique and analysis for 3D game characters to simulate and render mathematical approach model from recent researches to perform the game engine for the surface reflection of lighting model. We compare our approach with the existing variant rendering techniques here using Open GL shader language on game engine. The experimental result will be provided the view-dependent visual appearance of variant and effective modeling characters for realistic expression using existing methods on the GPU for effective simulations and rendering process. Since there are many operations that are used redundantly while performing mathematical operations, the necessary functions and requirements have been to compute in advance.

A Study on the Realization of Virtual Simulation Face Based on Artificial Intelligence

  • Zheng-Dong Hou;Ki-Hong Kim;Gao-He Zhang;Peng-Hui Li
    • Journal of information and communication convergence engineering
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    • v.21 no.2
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    • pp.152-158
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    • 2023
  • In recent years, as computer-generated imagery has been applied to more industries, realistic facial animation is one of the important research topics. The current solution for realistic facial animation is to create realistic rendered 3D characters, but the 3D characters created by traditional methods are always different from the actual characters and require high cost in terms of staff and time. Deepfake technology can achieve the effect of realistic faces and replicate facial animation. The facial details and animations are automatically done by the computer after the AI model is trained, and the AI model can be reused, thus reducing the human and time costs of realistic face animation. In addition, this study summarizes the way human face information is captured and proposes a new workflow for video to image conversion and demonstrates that the new work scheme can obtain higher quality images and exchange effects by evaluating the quality of No Reference Image Quality Assessment.