• Title/Summary/Keyword: Animating

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A DYNAMIC GRAPHICAL METHOD FOR REGRESSION DIAGNOSTICS

  • Park, Sung H.;Kim, You H.
    • Journal of Korean Society for Quality Management
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    • v.19 no.2
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    • pp.1-16
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    • 1991
  • Recently, Cook and Weisberg(l989) presented dynamic graphics for regression diagnostics. They suggested animating graphics which could aid to understanding the effects of adding a variable to a model. In this paper, using the Cook and Weisberg's idea of animation, we propose a dynamic graphical method for residuals to display the effects of removing an observation from a model. Based on the information obtained from these animating graphics, it is possible to see the influence of outliers on influencial observations for regression diagnostics.

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'Master Character Set-up' for Effective Management of 3D Animation Pipe Line (애니메이션 효율적 공정관리를 위한 캐릭터 셋업)

  • Chae, Eel-Jin
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.133-140
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    • 2007
  • The current 3D CG animation pipe line, which is the production system, does not have an effective solution that all animation departments are able to start their jobs independently against other animation departments. It is generally acknowledged that we could not do animating task before the modeling and set-up task. This kind of process has caused loss of labour. We could expect lasting problems which is stopping marking animating process before the previous process done again in case of requiring editing the jobs which are modeling and set-up. We could solve these "bottleneck" situation with "master character" defined as standard, so that animate and retake the job independently against other departments. These new process could accelerate the animation pipe line system.

Jitter Correction of the Face Motion Capture Data for 3D Animation

  • Lee, Junsang;Han, Soowhan;Lee, Imgeun
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.9
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    • pp.39-45
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    • 2015
  • Along with the advance of digital technology, various methods are adopted for capturing the 3D animating data. Especially, in 3D animation production market, the motion capture system is widely used to make films, games, and animation contents. The technique quickly tracks the movements of the actor and translate the data to use as animating character's motion. Thus the animation characters are able to mimic the natural motion and gesture, even face expression. However, the conventional motion capture system needs tricky conditions, such as space, light, number of camera etc. Furthermore the data acquired from the motion capture system is frequently corrupted by noise, drift and surrounding environment. In this paper, we introduce the post production techniques to stabilizing the jitters of motion capture data from the low cost handy system based on Kinect.

Study on the Effects of Physical Slow Motion Exercises for the Enhancement of the Senses in Animating (애니메이팅 감각 증진을 위한 신체 서행동작(徐行動作:Slow motion) 체조효과 연구)

  • Rhim, Young-Kyu
    • Cartoon and Animation Studies
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    • s.25
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    • pp.41-63
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    • 2011
  • Many educational facilities have been formed due to the nation's revival policy in the animation industry since about 1995. Owed to the active financial support of the nation, the production industry rapidly vitalized, production technology rapidly advanced, and a large workforce is being passed on into society through educational institutions. The reality of many developing countries appearing to be putting emphasis on the industrialization of animation, similar to our country, is becoming a great pressure on us industrially. It is never easy to develop a certain field into a globally competitive industry in a short period of time. Our countermeasure, pursuant to these international circumstances, lies in innovation and creativity that has broken away from the existing methods of production, and mass production of high quality animation specialists. This paper is a new educational proposition for the consolidation of national competitiveness. Animating, the core of producing an animation, completely depends on the animator's artistic and technical ability. In order to supplement the existing methods of studying by theory and make up for the biggest weak point, which is the lack of "on the scene" learning contents, I propose incorporating movements based on frequently appearing characters in popular animations and acting them out slowly and including the "Slow Motion" kinetic effect, a way of enabling someone to learn and sense astrodynamic fundamental principles by oneself. It is a new method of learning movement, a plan made to achieve sensual performance gestures, and an improvement in direction for students who wish to become animators in the future.

A Study on development of design and CNC manufacturing software of roller gear cam (롤로기어캠 설계 및 CNC 가공 Software 개발에 관한 연구)

  • 권병두;이춘만;정원지
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2001.04a
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    • pp.487-491
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    • 2001
  • In this paper, we developed an automated program for the modeling and manufacturing of three-dimensional roller gear cams. A computer program employing the theory of gearing and coordinate transformation is developed for synthesizing and animating cam mechanisms. Then a module for generation NC program for a five-axis CNC machine to manufacture roller gear cam is established.

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A Study on the eccentric machining of roller gear cam (롤러기어캠 편심 가공에 관한 연구)

  • 권병두;조승래;이춘만;정원지
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2000.11a
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    • pp.251-254
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    • 2000
  • In this paper, we developed an automated program for the modeling and manufacturing of three-dimensional roller gear cams. A computer program employing the theory of gearing and coordinate transformation is developed for synthesizing and animating cam mechanisms. A method using wire frame modeling and shading by triangular element is presented, and effectively used for modeling of example with reduced computation time. Then a module for generation NC program for a five-axis CMC machine to manufacture roller gear cam is established.

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A Study on the modeling and manufacturing of roller gear cam (롤러기어캠 모델링 및 가공에 관한 연구)

  • 조승래
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
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    • 2000.04a
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    • pp.234-239
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    • 2000
  • In this paper, we developed an automated program for the modeling and manufacturing of three-dimensional roller gear cams. A computer program employing the theory of gearing and coordinate transformation is developed for synthesizing and animating cam mechanisms. A method using wire frame modeling and shading by triangular element is presented, and effectively used for modeling of example with reduced computation time. Then a module for generation NC program a five-axis CNC machine to manufacture roller gear cam is established.

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Motion Characteristic Capturing : Example Guided Inverse Kinematics (동작 특성 추출 : 동작 모방에 기초한 향상된 역 운동학)

  • 탁세윤
    • Proceedings of the Korea Society for Simulation Conference
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    • 1999.04a
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    • pp.147-151
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    • 1999
  • This paper extends and enhances the existing inverse kinematics technique using the concept of motion characteristic capturing. Motion characteristic capturing is not about measuring motion by tracking body points. Instead, it starts from pre-measured motion data, extracts the motion characteristics, and applies them in animating other bodies. The resulting motion resembles the originally measured one in spite of arbitrary dimensional differences between the bodies. Motion characteristics capturing is a new principle in kinematic motion generalization to process measurements and generate realistic animation of human being or other living creatures.

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An Inquiry into Causal Perceptions of Cancer (암의 원인지각에 관한 탐색적 연구 -Q 방법론 적용-)

  • 김분한
    • Journal of Korean Academy of Nursing
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    • v.24 no.3
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    • pp.364-376
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    • 1994
  • This study was initiated to find the characteristic awareness of disease in Korean culture and then, with its applying to psychological nursing, to help cancer victims cope with their disease. Research period was from Dec. 1, 1989 to Aug.3, 1992. The research method, while the method of face-to-face interview with 33 cancer victims were mainly adopted, was to identify the causal perception through analyses of literature and traditional sayings deeply rooted in Korean culture. The causal perceptions were differentiated into 4 sections, which apply to 32 cancer victims with Q-sorting. Be-ing coded into grades from 1 to 9, the data were analyzed with the aid of Quanal program on PC ; in analyzing Q-factor principal component analysis method was used. The results were revealed as follows : 1. Subject victims owe their disease to 1) the omnipotent and animating powers in Shamanism rooted in Korean culture, 2) their intimate persons, i.e. their husband, wife, children, or other fellows ameng their groups. 3) victims themselves, and 4) nowhere, for they thought the disease is the struggle with their own self. 2. In Q-methodology analysis, cancer victims are categorized into 5 types. The first type, self-mastery type, consisting of 11 subjects, has the characteristic of overcoming their disease with their own strong will or by the help of the Omnipotent God, which is estimated to be the ideal type to cope with the disease. The second type, omnipotent & animating powers-dependent type, consisted of 7 subjects, who have the causal perception of traditional shamanism. The third type, intimate person-dependent type, consisted of 4, all of whom are women and whose causal perception has the characteristic of the their complains about each member of their family, espectially about their husband. The fourth type, fate-recipient type, was the com-plex form of the first and the second types. It consisted of 6 subjects, to whom cancer had meant bad fate coming on them but had to be overcome by their strong will. The fifth type, personal type, consisted of 4, whose causal perception is toward themselves personality It is hoped that the study provide the chance of developing nursing intervention to help cancer victims accept and overcome their disease as their own reality instead of attributing to anyone or any-thing else.

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Animating Human-like Figures Using Dynamics Simulation (동역학 시뮬레이션을 이용한 인간형 관절체 애니메이션)

  • Park, Min-Je;Kim, Soo-Hwan;Jeong, Il-Kwon
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1075-1080
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    • 2006
  • 본 연구에서는 영화나 게임 등에서 사용되는 인간형 관절체의 움직임을 만들어내기 위하여 동역학 시뮬레이션을 이용하는 방법을 제안한다. 동역학을 이용하여 동작을 생성하는 방법은 실제 배우가 연기하기 힘들어서 동작 포착을 활용할 수 없는 경우, 키프레임 방식에 비해 보다 사실적이고 효과적으로 동작을 만들어 내는 장점이 있다. 하지만 시간이 많이 소요되고 결과 동작을 예측하거나 제어하기 힘들기 때문에 지금까지 활용도가 낮았다. 본 연구에서 제안하는 방법은 복잡한 최적화나 컨트롤러 모델링과정 없이 동작 포착 데이터를 이용한 비례 미분 제어기를 통해서 포착된 동작과 유사한 패턴을 가지는 관절 제어기를 만들어낸다. 특히, 내부 관절 제어기뿐만 아니라 최상위 관절에 작용하는 가장제어기를 생성하여 포착된 동작의 관절 궤적을 보다 효과적으로 흉내 낼 수 있게 한다. 생성된 제어기의 매개변수를 조정함으로써 여러 가지 효과를 만들어 낼 수 있으며, 동시에 다양한 동작 패턴도 적용 가능하다. 마지막으로 제어기를 통해 시뮬레이션 되는 동작과 원래 동작 포착된 결과를 혼합하거나 보간함으로써 최종 동작을 생성한다.

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