• Title/Summary/Keyword: Animation Development Process

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A Study on Correcting Virtual Camera Tracking Data for Digital Compositing (디지털영상 합성을 위한 가상카메라의 트래킹 데이터 보정에 관한 연구)

  • Lee, Junsang;Lee, Imgeun
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.11
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    • pp.39-46
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    • 2012
  • The development of the computer widens the expressive ways for the nature objects and the scenes. The cutting edge computer graphics technologies effectively create any images we can imagine. Although the computer graphics plays an important role in filming and video production, the status of the domestic contents production industry is not favorable for producing and research all at the same time. In digital composition, the match moving stage, which composites the captured real sequence with computer graphics image, goes through many complicating processes. The camera tracking process is the most important issue in this stage. This comprises the estimation of the 3D trajectory and the optical parameter of the real camera. Because the estimating process is based only on the captured sequence, there are many errors which make the process more difficult. In this paper we propose the method for correcting the tracking data. The proposed method can alleviate the unwanted camera shaking and object bouncing effect in the composited scene.

Development of a Micro-Simulator Prototype for Evaluating Adaptive Signal Control Strategies (교통대응 신호제어전략의 평가를 위한 미시적 시뮬레이터의 원형 개발)

  • 이영인;김이래
    • Journal of Korean Society of Transportation
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    • v.19 no.6
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    • pp.143-160
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    • 2001
  • Micro-simulation models have been recognized as an efficient assessment tool in developing traffic signal control technologies. In this paper a prototype of a microscopic simulation model which can be applied to evaluate the performance of traffic-adaptive signal control strategies was developed. In the simulation process, space-based arrays were appled to estimate parameters of car following and lane changing models. Two levels of link types, a micro-type and macro-type links, were also embodied in the simulation process. The proposed model was tested on a test network consists of 9 intersections. The performance of the proposed model was evaluated in link by link comparisons with the results of NETSIM. The results show that the proposed model could appropriately simulate traffic flows of the test network. The model also produces traffic adaptive signal timings, cycle lengths and green times for turning movements, based on the detector data. It implies that the optimization process of the model produces reasonable signal timings for the test network on the cycle basis.

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The Importance of Multimedia for Professional Training of Future Specialists

  • Plakhotnik, Oleh;Strazhnikova, Inna;Yehorova, Inha;Semchuk, Svitlana;Tymchenko, Alla;Logvinova, Yaroslava;Kuchai, Oleksandr
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.43-50
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    • 2022
  • For high-quality education of the modern generation of students, forms of organizing the educational process and the latest methods of obtaining knowledge that differ from traditional ones are necessary. The importance of multimedia teaching tools is shown, which are promising and highly effective tools that allow the teacher not only to present an array of information in a larger volume than traditional sources of information, but also to include text, graphs, diagrams, sound, animation, video, etc. in a visually integrated form. Approaches to the classification of multimedia learning tools are revealed. Special features, advantages of multimedia, expediency of use and their disadvantages are highlighted. A comprehensive analysis of the capabilities of multimedia teaching tools gave grounds for identifying the didactic functions that they perform. Several areas of multimedia application are described. Multimedia technologies make it possible to implement several basic methods of pedagogical activity, which are traditionally divided into active and passive principles of student interaction with the computer, which are revealed in the article. Important conditions for the implementation of multimedia technologies in the educational process are indicated. The feasibility of using multimedia in education is illustrated by examples. Of particular importance in education are game forms of learning, in the implementation of which educational elements based on media material play an important role. The influence of the game on the development of attention by means of works of media culture, which are very diverse in form and character, is shown. The importance of the role of multimedia in student education is indicated. In the educational process of multimedia students, a number of educational functions are implemented, which are presented in the article. Recommendations for using multimedia are given.

Media Mix for Webtoon Character Marketing : Focusing on (미디어믹스를 활용한 웹툰 캐릭터 마케팅 : <하마탱의 일편단심 하여가>를 중심으로)

  • Choi, In-Soo;Yoon, Ki-Heon
    • Cartoon and Animation Studies
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    • s.19
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    • pp.145-159
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    • 2010
  • Similar to the other cultural contents, the character industry is based on the media which acts as the technological background. In fact, the character industry is the process of that a created character accesses to the consumers via media, builds its value and becomes licensed as a brand in the market. Therefore, it is crucial to select the most effective media for the consistence of a character in the market, as well as for construction of a higher brand quality of the character. Today, "Webtoon" might be considered as one of the marketing means which utilizes the Internet media for raising the character as a brand. Webtoon has apparent strength because it can be produced in shorter period and with less expense than through other media. Furthermore, Webtoon can be simply featured by the easiness of two-way communication and transference to another media through it. For these reasons, and according to the result of analyzing some Korean Webtoons, it seems obvious that the most effective media in character marketing is the Internet. In addition to the Internet, the strategic development in the media-mix is also important for establishing a brand of a character. However, the effective media-mix is available only when the character's external identity meets with the trait of its media. For the purpose of learning how the media-mix works when a character reaches for the consumers, a character "Hamataeng" was born and used in the experiment. This study will explain the marketing process through the use of own-created Webtoon and other contents, and suggest the ways to build a brand of a character. In addition, it is also indicated that a media-mixing strategy for transformation and expansion of the character to other media.

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A Study on the new works obtained by the combination of prints and various media (판화와 다양한 매체와의 결합으로 얻어지는 새로운 작품에 관한 고찰)

  • Song, Dae-sup;Park, Ye-shin
    • Cartoon and Animation Studies
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    • s.46
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    • pp.207-231
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    • 2017
  • Printmaking is a field of fine arts and is placed on a vague boundary that is perceived as a commercial product with a popular character due to the speciality of editions. Advances of modern science and technology has developed a new technique of printmaking, and the fusion of printmaking and computer has shown the possibility of reproduction art. Reproduction printmaking has been heavily influenced by photography and extended areas, and the various forms of printing have brought about many changes and attempts by stimulating the possibilities of indirect art at various angles. As the history of printmaking and technology closely relate, the development of computer makes widespread expansion of plural artistry, technological and artistic change. A new conceptual shape can be created on the copied image simply by placing the material of the print on the smoothly flat surface expressed in digital form. The process and the result of such work show the area of unique work which is different from the value of the $\grave{a}$ la carte art or the characteristics of the material given by the print. The deprecated perception of reproducibility evaluated the value of the work in a direct sense of printmaking. It is undeniable that it is devalued by a bundle of works regardless of the value of each edition. However, the physical properties of the prints on the paper are brought up with hand drawings drawn on the canvas by hand. And it becomes an opportunity to show new aspect and change through the process of combining digital print information on paper. The diversity of media is sometimes a controversy of identity between art and technology. In the future, it should be discussed how the limit of the media which can be enjoyed in the field of art can be set as a standard.

Development of 3-D Volume PIV (3차원 Volume PIV의 개발)

  • Choi, Jang-Woon;Nam, Koo-Man;Lee, Young-Ho;Kim, Mi-Young
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.27 no.6
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    • pp.726-735
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    • 2003
  • A Process of 3-D Particle image velocimetry, called here, as '3-D volume PIV' was developed for the full-field measurement of 3-D complex flows. The present method includes the coordinate transformation from image to camera, calibration of camera by a calibrator based on the collinear equation, stereo matching of particles by the approximation of the epipolar lines, accurate calculation of 3-D particle positions, identification of velocity vectors by 3-D cross-correlation equation, removal of error vectors by a statistical method followed by a continuity equation criterior, and finally 3-D animation as the post processing. In principle, as two frame images only are necessary for the single instantaneous analysis 3-D flow field, more effective vectors are obtainable contrary to the previous multi-frame vector algorithm. An Experimental system was also used for the application of the proposed method. Three analog CCD camera and a Halogen lamp illumination were adopted to capture the wake flow behind a bluff obstacle. Among 200 effective particle s in two consecutive frames, 170 vectors were obtained averagely in the present study.

Development of 3-D Stereo PIV by Homogeneous Coordinate System (호모지니어스 좌표계를 이용한 3차원 스테레오 PIV 알고리듬의 개발)

  • Kim, Mi-Young;Choi, Jang-Woon;Nam, Koo-Man;Lee, Young-Ho
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.27 no.6
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    • pp.736-743
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    • 2003
  • A process of 3-D particle image velocimetry, called here, as '3-D stereo PIV' was developed for the measurement of an illuminated slied section field of 3-D complex flows. The present method includes modeling of camera by a calibrator based on the homogeneous coordinate system, transfromation of the oblique-angled image to the right-angled image, identification of 2-D velocity vectors by 2-D cross-correlation equation, stereo matching of 2-D velocity vectors of two cameras, accurate calculation of 3-D velocity vectors by homogeneous coordinate system, removal of error vectors by a statistical method followed by a continuity equation criterior, and finally 3-D animation as the post processing. An experimental system was also used for the application of the proposed method. Three analog CCD cameras and an Argon-Ion Laser(300mW) for illumination were adopted to capture the wake flow behind a bluff obstacle.

3D Network Game Development for Education and Publicity of Resource Recycling Study on Contents Technology (자원재활용 교육홍보를 위한 3D 네트워크 게임 개발)

  • Oh Seung-Taek;Jun Byung-Hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.407-411
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    • 2005
  • In this research, we develop 3D online racing game to aid the comprehension about resource recycling, in the way of provoking children's interest and satisfying scientific curiosity, using 3D graphic editor and DirectX programming tool. This game is developed for children to experience the collection and classification procedure of recycling resources by only taking part in a game naturally, and to learn recycling-process contents produced using animation technique. Especially, we make this game to utilize it as an educational and public medium at home and abroad, and to interchange with foreign institutes, by offering korean version as well as english version. As a result, this game can be used as educational contents about resource recycling, because it is developed in the style that children can enjoy it directly.

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The Development of Multimedia Courseware for Studying Picture Map (그림지도 학습을 위한 멀티미디어 코스웨어의 개발)

  • Hwang, Hong-Seop;Jang, Seo-Soon
    • Journal of the Korean association of regional geographers
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    • v.8 no.1
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    • pp.110-121
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    • 2002
  • The aim of this study is to develop multimedia courseware which can make studying picture map interesting in a more concrete and three-dimensional situation by using multimedia materials such as graphics, animation, and moving images, which breaks from the past teaching methods for picture map. The multimedia courseware used in this research can help learners understand the concept on picture map in a much easier way, and study wherever and whenever they want to. In addition, students can pass through the levels up according to their levels through the process of students' constructing the knowledge by themselves and individualized materials which can enhance their desire to learn and make the individualized learning possible.

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Development of 3-D Stereo PIV (3차원 스테레오 PIV 개발)

  • Kim Mi-Young;Choi Jang-Woon;Nam Koo-Man;Lee Young-Ho
    • 한국가시화정보학회:학술대회논문집
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    • 2002.11a
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    • pp.19-22
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    • 2002
  • A process of 3-D particle image velocimetry, called here, as '3-D stereo PIV' was developed for the measurement of a section field of 3-D complex flows. The present method includes modeling of camera by a calibrator based on the homogeneous coordinate system, transfromation of oblique-angled image to transformed image, identification of 2-D velocity vectors by 2-D cross-correlation equation, stereo matching of 2-D velocity vectors of two cameras, accurate calculation of 3-D velocity vectors by homogeneous coordinate system and finally 3-D animation as the post processing. In principle, as two frame images only are necessary for the single instantaneous analysis of a section field of 3-D flow, more effective vectors are obtainable contrary to the previous multi-frame vector algorithm. An experimental system was also used for the application of the proposed method. Three analog CCD cameras and an Argon-Ion Laser(300mW) for illumination were adopted to capture the wake flow behind a bluff obstacle.

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