• Title/Summary/Keyword: Animation Method

Search Result 692, Processing Time 0.024 seconds

A Study on Visual Representation of SSR Phenomena using 3-D Graphical Animation (3차원 그래픽 에니메이션을 이용한 SSR현상의 시각적 제시에 관한 연구)

  • Park, I.K.;Lee, J.;Yoon, Y.B.;Kim, T.K.;Song, H.S.;Shin, J.H.
    • Proceedings of the KIEE Conference
    • /
    • 2000.11a
    • /
    • pp.89-91
    • /
    • 2000
  • This paper presents a new method for representing SSR(Subsynchronous Resonanace) Phenomena using 3-D computer graphics animation. A virtual power system simulation environment was made for simulation and visualization of SSR phenomena. It is anticipated that the proposed method would be helpful for the operator training as well as power system education.

  • PDF

Method of evaluation of the stimulation caused by the character motions onto a screen (문자의 동적 표시와 유저의 생체부담 평가방법)

  • 권오재;토미마츠키요시
    • Proceedings of the Korea Society of Design Studies Conference
    • /
    • 2000.11a
    • /
    • pp.72-73
    • /
    • 2000
  • 본 연구는, 선행 연구 $\ulcorner$The Effect of Animation Character Display Method to User's Reading$\lrcorner$ [1]에 계속 된 연구이며, 유저의 생체부담을 평가하기 위하여 뇌파를 측정하였다. 선행 연구에서 얻은 주관평가의 결과와, 이번 연구에서 얻은 생리적 반응의 데이터를 비교해서, 차이점 혹은 유사점을 알아내고, 고찰하는 것에 의해 후속 연구의 지표를 얻는 것을 목적으로 한다.(중략)

  • PDF

A DYNAMIC GRAPHICAL METHOD FOR REGRESSION DIAGNOSTICS

  • Park, Sung H.;Kim, You H.
    • Journal of Korean Society for Quality Management
    • /
    • v.19 no.2
    • /
    • pp.1-16
    • /
    • 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.

  • PDF

Interactive Animation of Articulated Bodies using a Procedural Method (절차적 방법을 이용한 다관절체의 대화형 동작생성)

  • Bae, Hui-Jeong;Baek, Nak-Hun;Lee, Jong-Won;Yu, Gwan-U
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.28 no.12
    • /
    • pp.620-631
    • /
    • 2001
  • In interactive environments including computer games and virtual reality applications, we have increased need for interactive control of articulated body motions. Recently, physically based methods including constrained dynamics techniques are introduced to this area, in order to produce more realistic animation sequences. However, they are hard to achieve real-time control of articulated bodies, due to their heavy computations. In this paper, we present a procedural method for interactive animation of articulated bodies. In our method, each object of the constrained body is first moved according to their physical properties and external forces, without considering any constraints. Then, the locations of objects are adjusted to satisfy given constraints. Through adapting this two-stage approach, we have avoided the solving of large linear systems of equations, to finally achieve the interactive animation of articulated bodies. We also present a few example sequences of animations, which are interactively generated on PC platforms. This method can be easily applied to character animations in virtual environments.

  • PDF

The Development and Application of Animation-Based Environmental Education Program using Empathic Learning Strategy for Elementary School Students (감정 이입 학습 전략을 활용한 애니메이션 기반 초등학생용 환경교육 프로그램의 개발 및 적용)

  • Lim, Kyung-Soon;So, Keum-Hyun;Shim, Kew-Cheol;Yeau, Sung-Hee
    • Hwankyungkyoyuk
    • /
    • v.24 no.2
    • /
    • pp.99-111
    • /
    • 2011
  • We developed animation-based environmental teaching program using empathic learning strategy in order to motivate elementary school students' willingness to practice environmental-friendly behavior and applied it to elementary school students. The subjects were 56 fourth graders, who were divided into the experimental and controlled groups. Experimental group was taught with animation programs using the empathic learning strategy and controlled group took typical classes. There was significant difference between experimental and controlled groups(p<.05) in terms of environmental practice willingness. When examining students' environmental-friendly recognition, this study showed positive result that they were more interested and motivated in the learning process. Thus, it concluded that the environmental animation program using empathic learning strategy was an effective teaching method. It showed that it was more effective to improve environmental knowledge and motivates students to actively participate in instructions and to concentrate on educating materials.

  • PDF

A Study on the Meanings of Bodily & linguistic Expressions Appeared Animation Characters in Cultural Values (문화적 가치로 본 캐릭터 신체언어에 관한 연구)

  • Yoon, Jae-Jun
    • Cartoon and Animation Studies
    • /
    • s.9
    • /
    • pp.184-198
    • /
    • 2005
  • Characters are composed of universal value system that can be applied to the oriental and western world, while there are based on the differences in general and cultural values distinguished by the said two worlds. In modern society expressed as the age of moving image, the products concerning the characters have played a role as a forerunner of the spread of culture in the formation of new markets, regardless of considering the relationship between animation industry in Korea and the counterparts in the USA and Japan. Furthermore, as a successful role model, eastern and western character industries have penetrated deeply into our daily lives, in terms of our cultural values. Based on the assumption that characters reflect the cultural values, This study investigates the meanings of bodily & linguistic expressions appeared in animation characters and reviews the method of enhancing their values and effectiveness as cultural assets.

  • PDF

3D Animation Watermarking Using Position Interpolator (위치보간기를 이용한 3D 애니메이션 워터마킹)

  • Bae, Sung-Ho;Lee, Suk-Hwan;Kim, Jung-Hyun;Kwon, Ki-Ryong;Lee, Eung-Joo
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.32 no.3C
    • /
    • pp.287-296
    • /
    • 2007
  • 3D keyframe animation is used widely in 3D graphics for real-time animation. This is a method that registers the animated key values in the important several frames among the entire frames and generates the rest frame by interpolator using the registered key values. This paper proposed the watermarking for 3D keyframe animation using PositionInterpolator. The proposed algorithm selects randomly the embedding meshes, which are transform nodes among the entire hierarchical structure. Then the watermark is embedded into keyValues of PositionInterpolator in selected transform node. Experimental results verified that the proposed algorithm has the robustness against geometrical attacks and timeline attacks.

The Study of Skeleton System for Facial Expression Animation (Skeleton System으로 운용되는 얼굴표정 애니메이션에 관한 연구)

  • Oh, Seong-Suk
    • Journal of Korea Game Society
    • /
    • v.8 no.2
    • /
    • pp.47-55
    • /
    • 2008
  • This paper introduces that SSFE(Skeleton System for Facial Expression) to deform facial expressions by rigging of skeletons does same functions with 14 facial muscles based on anatomy. A three dimensional animation tool (MAYA 8.5) is utilized for making the SSFE that presents deformation of mesh models implementing facial expressions around eyes, nose and mouse. The SSFE has a good reusability within diverse human mesh models. The reusability of SSFE can be understood as OSMU(One Source Multi Use) of three dimensional animation production method. It can be a good alternative technique for reducing production budget of animations. It can also be used for three dimensional animation industries such as virtual reality and game.

  • PDF

Implementation of Android-based Interactive Edutainment Contents Using Authoring Tool Developed for Interactive Animation

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
    • /
    • v.23 no.4
    • /
    • pp.71-80
    • /
    • 2018
  • In this paper, we developed an interactive animation authoring tool and developed the Android based interactive edutainment contents. The authoring tool for creating interactive animations developed in this paper is based on a graphical user interface, so users can easily create interactive animations. Interactive animation contents created by this authoring tool can be created as images and xml files so that they can be used directly on mobile devices. In order to increase learning efficiency for children, Android-based interactive edutainment electronic storybooks, which is implemented using this authoring tool, provided a recording function to listen to the parents' voice as well as an interactive action in which the characters move in accordance with the story line. We also provided a STEAM game that combines creativity and imagination with creative science and technology. Therefore, by creating the edutainment contents through the proposed authoring tool for interactive animation, various interactive animation contents could be produced more easily than the code implementation method. Through this study, I hope that it will be helpful for the development of various interactive edutainment contents to provide educational contents considering the quantity and quality to infants.

Real-time Markerless Facial Motion Capture of Personalized 3D Real Human Research

  • Hou, Zheng-Dong;Kim, Ki-Hong;Lee, David-Junesok;Zhang, Gao-He
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.14 no.1
    • /
    • pp.129-135
    • /
    • 2022
  • Real human digital models appear more and more frequently in VR/AR application scenarios, in which real-time markerless face capture animation of personalized virtual human faces is an important research topic. The traditional way to achieve personalized real human facial animation requires multiple mature animation staff, and in practice, the complex process and difficult technology may bring obstacles to inexperienced users. This paper proposes a new process to solve this kind of work, which has the advantages of low cost and less time than the traditional production method. For the personalized real human face model obtained by 3D reconstruction technology, first, use R3ds Wrap to topology the model, then use Avatary to make 52 Blend-Shape model files suitable for AR-Kit, and finally realize real-time markerless face capture 3D real human on the UE4 platform facial motion capture, this study makes rational use of the advantages of software and proposes a more efficient workflow for real-time markerless facial motion capture of personalized 3D real human models, The process ideas proposed in this paper can be helpful for other scholars who study this kind of work.