• Title/Summary/Keyword: Animation Material

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Implementation of 3D Animation using 3D Graphic SW(Blender) based on STL Files (3D 그래픽 SW(Blender)를 활용한 STL파일 기반의 3D 애니메이션 제작)

  • Kim, Jong-Jin;Kim, Jong-Seong
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.710-721
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    • 2018
  • In this study, we have suggested a method to create 3D animation based on STL files which are easily available on the internet using Blender, which is one of the most popular open-source 3D modeling SW. And the procedure of making 3D animation using STL file was compared with those for OBJ or FBX files as well. Contrary to OBJ and FBX, STL files do not contain information regarding hierarchy, material and texture which are very important in making 3D animation. Especially the absence of hierarchy may cause serious problems in rigging, which involves movement of unwanted parts of 3D object during rigging process. It is demonstrated that the weight painting feature of Blender could be a solution to tackle the faulty rigging due to attributes of STL files. The effect of the sampling frequency and the resolution on the rendering time is also investigated with respect to the 3D mantis animation. It is also seen that insect models by 3D printer could be used as a new type of pedagogical material in the elementary science education.

An Efficient Method for Crown-Shaped Water Animation Using Geometric Mesh (기하적 메쉬를 이용한 왕관형 수면 애니메이션을 구현하기 위한 효율적 방법)

  • Lee, Kyung-Hoon;Park, Jinho
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.13-21
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    • 2014
  • The paper provides an efficient method for generating water crown animation. Compared to general liquid simulation, water crown animation requires tremendous computational loads. Tackling the problem, we propose a novel geometry based approach with procedural texture. Unreal engine is utilized to construct material and handle the geometric mesh combined with water texture. The experimental results demonstrate our method achieves effective performance for realistic water crown animation.

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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A Study on Transfer form in Action Scene of Animation (애니메이션 액션장면의 이동형태에 관한 연구)

  • 오정석;윤호창;고상미
    • Proceedings of the Korea Contents Association Conference
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    • 2003.11a
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    • pp.460-467
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    • 2003
  • According to Korea Socity of Cartoon&Animation studies research material, consumer's preference degree about animation genre answered that investigation target's 50% is doing basis in interest. Animation has various factor of interest induction, but we can count as person's action scene among them. Laying stress on Japan animation 'Offended ghost princess' and 'New century Ebangerion', this research Analyze identifying special feature and difference of transfer form of person(object) that show in cut away of action scene, and Recognized whether diagnostic expressions by the result influence as dynamic element to actuality consumers.

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Design and Implementation of 3D Animation Software for Environment Education (환경교육을 위한 3D 애니메이션 소프트웨어의 설계 및 구현)

  • Lee, Keun-Wang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.1
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    • pp.104-109
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    • 2009
  • This paper designed 3D animation in consideration of young children's characteristics to stimulate their interest and to be more understandable to them. It was also confirmed that, using the 3D animation software, young children came to recognize the problem of environment pollution and developed desirable attitude and behavior fur protecting the environment. Furthermore, this paper suggested the derection of systematic environmental education at kindergartens and other early childhood education institutions using the developed 3D animation software as a leaching material.

The Possibility Study of Making Horror Animation Based on Chinese Traditional Stories (중국 고전의 공포 애니메이션 구현 가능성 연구)

  • Qu, Lin;Choi, Chul-Young
    • Cartoon and Animation Studies
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    • s.37
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    • pp.25-44
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    • 2014
  • In the past 5 years, Chinese film market has witnessed a great development, with the film and animation box hitting records highs. At the same time, TV contents become more and more diverse, and the widespread use of smart phones makes Internet the new popular media today. On this occasion, domestic animation production is growing year by year because of people's growing demand for animation. And the volume of introduced foreign animations is growing as well. But under the same conditions, domestic animation shows obvious lack of competiveness. Chinese traditional stories have rich contents, providing a large amount of animation material. But most animations based on theses contents cannot arouse audiences' interests. This paper mainly analyzes the development situation of traditional story-based Chinese animation whose content is single and low-aged, and then put forward a new solution for Chinese animation development, which is, adding horror elements to traditional stories. And finally, through analyzing four horror animations , this paper further discusses the implementation possibility of this idea.

Real2Animation: A Study on the application of deepfake technology to support animation production (Real2Animation:애니메이션 제작지원을 위한 딥페이크 기술 활용 연구)

  • Dongju Shin;Bongjun Choi
    • Journal of the Institute of Convergence Signal Processing
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    • v.23 no.3
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    • pp.173-178
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    • 2022
  • Recently, various computing technologies such as artificial intelligence, big data, and IoT are developing. In particular, artificial intelligence-based deepfake technology is being used in various fields such as the content and medical industry. Deepfake technology is a combination of deep learning and fake, and is a technology that synthesizes a person's face or body through deep learning, which is a core technology of AI, to imitate accents and voices. This paper uses deepfake technology to study the creation of virtual characters through the synthesis of animation models and real person photos. Through this, it is possible to minimize various cost losses occurring in the animation production process and support writers' work. In addition, as deepfake open source spreads on the Internet, many problems emerge, and crimes that abuse deepfake technology are prevalent. Through this study, we propose a new perspective on this technology by applying the deepfake technology to children's material rather than adult material.

A Study on the Mythological Analysis of Animation (애니메이션의 신화적 분석에 관한 연구)

  • Kim Ji-Hong
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.178-182
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    • 2005
  • From the result of analysis to animation, it can be detected the close relation between myth and animation. As Plato mention that myth is a story. Though it is common field for many researchers on myth and animation now, but it have been performing many researches only for animation narrative in the aspect of myth. Therefore this study will be examined that the ritual ceremony, the frequency of participation, and imagination of myth can be related with animation directly. The ritual ceremony is a similar activity to go to theater for watching animation. It can be merged into the unconsciousness state while awaken state. A high frequency of ritual ceremony can also be provide the experience of shortening a distance between the present and the ancient time of mythical aura. Last, imagination is an enemy of rational thoughts, however, it is vital source and material which was created by myth and it can also create new animation. It will be formulated a methodology for this paper which are three elements for an analogizing tool with new mythological approaches, it is inclusive method for animation and myth. So it can be applied and analyzed to other visual media with this methodology.

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The Analysis of Stop Motion Animation based on 3D Printing (3D프린팅 기반 스톱모션 애니메이션 분석)

  • Zhang, Wan;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.207-209
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    • 2017
  • 3D printing, will make it integrated into one of the important branches of animation art, such as stop-motion Animation, to improve stop-motion Animation and put the modern science and technology and the manual craft into perfect combination. Throughout the development of stop-motion Animation, innovation in traditional concept is needed, to put the 3D printing integrated into traditional making and apply it to stop-motion Animation creation, and make sure to reconsider the animation production technology and production material, exploit its unique and distinctive features in multi-level and multi-angle, reshape art form of stop-motion Animation so as to highlight the advantages of 3D printing in making stop-motion animation.

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The Effect on Recognition Change for Young Children using Environment Education Contents (환경교육 콘텐츠를 이용한 유아의 인식 변화에 미치는 영향)

  • Oh, Myoung-Kwan;Lee, Keun-Wang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.3
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    • pp.1395-1400
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    • 2011
  • This paper designed animation in consideration of Children's characteristics to stimulate their interest and to be more understandable to them. It was also confirmed that, using the animation contents, Children's came to recognize the problem of environment pollution and developed desirable attitude and behavior for protecting the environment. Furthermore, this paper suggested the direction of systematic environmental education and other Children's education institutions using the developed animation contents as a teaching material.