• Title/Summary/Keyword: Animation Method

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An Education Effects through 3D Animation implementation using Educational Programming Language (교육용 프로그래밍 언어를 이용한 3D 애니메이션 제작을 통한 교육효과)

  • Rim, Hwa-Kyung;Lee, Gil-Liean
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.459-467
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    • 2012
  • In this work, we develop an instructional method in which students create 3D animations based on problem-solving techniques and computational thinking. The educational, easy-to-learn programming environment/language called "Alice 2.3", which supports story-telling, is used for the delivery of the instructional method. Unlike typical 3D animation instructional methods using command-based demonstrations and/or 3D animation tools, learners engage in a group project in which they develop a story and solve problems by creativity, computational thinking and reasoning skills. Then they develop animations based on the story by programming with Alice. The analysis based on the collected data showed that learners had to put much effort while working on the project, but their critical-thinking skills were improved. It also showed they were more involved and their interests were heightened in developing animation through programming.

A Study on the Method of Cultural Preservation through the Analysis of Animation Contents -Focusing on Animation film "The Secret of Kells (2009)"- (애니메이션 콘텐츠 분석을 통한 문화원형 표현 연구 -켈스의 비밀을 중심으로-)

  • Kim, Ye Eun;Lee, Tae Hoon
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.489-495
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    • 2020
  • Works engraving enlightenment and ethnic identity by giving meaning and lesson to past events and great people against the past can be one of the good ideal art film contents. The animation reproduces the existing cultural archetypes, situation and history, when the 'Book of Kells' was produced, and the myths of the Kelts tribes. This thesis analyzes the history the kelts, traditional patterns and formative symbolism shown in , and studies the cultural preservation method unique to animation contents. In conclusion, the movie not only suggests a methodology that animation content is an effective way to preserve the culture and history of the native people, but also pursues the eternal, enlightening and teaching people for history.

Technology Development for Improving Animation Performance Based on Train Route Patterns (열차 경로 패턴기반 애니메이션 성능 개선 기술 개발)

  • Lee, Duk-Hee;Yang, Won-Mo;Kim, Yong-Il;Yang, Yun-Hee;Shin, Yong-Tae
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.11 no.5
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    • pp.136-146
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    • 2012
  • As information technology used for simulation and virtual reality developed, there is a growing interest in animation technologies which will effectively deliver simulation results to users. Various efforts have been made to improve animation performance, like playback quality and speed, input-output speed and storage space reduction. However, earlier studies generally focused on image compression frame by frame. To significantly improve storage space and playback speed, animation data should be vectorized. Also, spatial and temporal duplication have to be removed. In this study, animation data structure was improved fundamentally through establishment of hierarchy and vectorization. Also Spatial and temporal duplication of animation data was removed through vectorization based on train route. As a result, storage space was reduced, input-output speed and playback speed were considerably improved. According to the test, additional Patternization which followed vectorization brought reduction of over 80% in storage space and input-output speed was quadrupled. Patternization technology can be used as a proper storage method of animation data, and can provide user-specific animation by small data transmission.

Speech Animation Synthesis based on a Korean Co-articulation Model (한국어 동시조음 모델에 기반한 스피치 애니메이션 생성)

  • Jang, Minjung;Jung, Sunjin;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.49-59
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    • 2020
  • In this paper, we propose a speech animation synthesis specialized in Korean through a rule-based co-articulation model. Speech animation has been widely used in the cultural industry, such as movies, animations, and games that require natural and realistic motion. Because the technique for audio driven speech animation has been mainly developed for English, however, the animation results for domestic content are often visually very unnatural. For example, dubbing of a voice actor is played with no mouth motion at all or with an unsynchronized looping of simple mouth shapes at best. Although there are language-independent speech animation models, which are not specialized in Korean, they are yet to ensure the quality to be utilized in a domestic content production. Therefore, we propose a natural speech animation synthesis method that reflects the linguistic characteristics of Korean driven by an input audio and text. Reflecting the features that vowels mostly determine the mouth shape in Korean, a coarticulation model separating lips and the tongue has been defined to solve the previous problem of lip distortion and occasional missing of some phoneme characteristics. Our model also reflects the differences in prosodic features for improved dynamics in speech animation. Through user studies, we verify that the proposed model can synthesize natural speech animation.

Color Analysis of Disney Animation Villain Characters (디즈니 애니메이션 악당 캐릭터의 색채분석)

  • Sung, Rea;Kim, Hyesung
    • Journal of Information Technology Applications and Management
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    • v.28 no.6
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    • pp.69-85
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    • 2021
  • In the era of the 4th Industrial Revolution, not only artificial intelligence, big data, robots, and biotechnology, but also cultural industries that require human creativity will lead. Among the cultural industries, the animation industry has high industrial utilization value due to its high connection with other industries. Among them, animation characters play the most important role as the subject leading the story of animation. In particular, the villain character not only serves as a medium for the main character to lead the story, but also captivates the audience with a different presence from the main character, adding to the fun and completeness of the animation. These characters consist of visual elements such as form and color, of which color is a tool that effectively conveys the character's personality and role to the audience, and is the first visual element to be considered in delicately describing the character's emotions and the relationship between characters. Therefore, this study attempts to analyze the color of the villain character. To this end, we will select eight Disney animations to derive the characteristics of the villain character's color by analyzing the color, value, chroma, and color association of the colors used in the Disney villain character. As a result of the analysis, the colors mainly used by Disney to convey the villain's image were red (R) and Orange (YR), and there was no difference depending on the times or animation production methods. Second, the brightness of Disney villain characters appeared to be the same medium/famous regardless of the times and production methods, and the frequency of use of high brightness was very low. In terms of saturation, the frequency of use of high and low saturation was high. Third, blackish (Bk), Strong (S), dull (Dl), and deep (Dp) tones were mainly used for tones. In particular, in recent 3D animations than previously produced 2D animations, the use of low chroma and the high black mixing rate increased. Fourth, it can be seen that Disney uses color as a visual method to more clearly express the psychology of the villain character using color association. In conclusion, the color selection of animation characters should be carefully considered as a tool to convey the character's personality, role, and emotion beyond simply using color, and the color selection of characters using color associations and symbols strengthens the narrative structure. It is hoped that this study will help analyze and select the character color of animation.

Animation of Snowy Scenery Using Texture Mapping and Particle Systems (텍스쳐 매핑과 파티클 시스템을 이용한 눈 내리는 전경의 애니메이션)

  • Lee, Sang-Rak
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.3-9
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    • 2003
  • This paper deals with animation of snowy scenery using texture mapping and particle system. Two different OpenGL programs were prepared and compared for implementation and evaluation of their performance. One used glPointSize(), and the other used glut SoildSphere(). Result of implementation revealed that the first was faster than the second. So the first is considered to be more useful for the slow PC. In relation to the first method, I found that control of shape of snow flake conflicts with that of color. Fortunately, I found out an esoteric method which handles the back ground image for scene that is used in texture mapping, I present that method.

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The Study on A Peculiarity of Mise-en-scene Found in Animation :Focused on Russian Animation (애니메이션 미장센 특성 연구 - 러시아 애니메이션을 중심으로)

  • Kim, MiRNaRae;Min, JunIl
    • Cartoon and Animation Studies
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    • s.44
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    • pp.1-31
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    • 2016
  • In this thesis, the movie with mise-en-scene established was compared with the peculiarity of the play that is the etymological source of the term to identify the peculiarity of mise-en-scene which was substituted into animation to find the peculiarity of mise-en-scene in animation. To emphasize the direct connection between the frame's visual peculiarity and the director's opinions, the mise-en-scene of director centered animation created under a restricted environment was reviewed. Mise-en-scene which started from movie critics theory does not simply mean the arrangement of images in a frame. Mise-en-scene emphasizes the exposure of the work's motive by the visual components. The animation's assuming the middle point of environmental share possessed by play and movie when schematizing the genre peculiarity of animation, play and movie was a noteworthy result. It can be said that the cause is that the animation's peculiarity yield different results depending on the making methods; we verified that this is a key factor in the analysis of animation's mise-en-scene. I emphasized that the peculiarity of animation mise-en-scene is in its making method and material and suggested identifying the work's making methods and analyzing the work's aesthetic results derived in this way. The russian animation which was perceived as peripheral arts was relatively free from the burden of censorship while receiving support from the Soviet as a media for propaganda. The russian animation's mise-en-scene which found the material for its works in the country's folklore was metaphorical, focused on new expression forms and achieved experimental elements. Russian animation pursues a unique aesthetic world through space expression based on the forms of opera or ballet and heavy motions formed static inbetweens.

3D Facial Modeling and Synthesis System for Realistic Facial Expression (자연스러운 표정 합성을 위한 3차원 얼굴 모델링 및 합성 시스템)

  • 심연숙;김선욱;한재현;변혜란;정창섭
    • Korean Journal of Cognitive Science
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    • v.11 no.2
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    • pp.1-10
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    • 2000
  • Realistic facial animation research field which communicates with human and computer using face has increased recently. The human face is the part of the body we use to recognize individuals and the important communication channel that understand the inner states like emotion. To provide the intelligent interface. computer facial animation looks like human in talking and expressing himself. Facial modeling and animation research is focused on realistic facial animation recently. In this article, we suggest the method of facial modeling and animation for realistic facial synthesis. We can make a 3D facial model for arbitrary face by using generic facial model. For more correct and real face, we make the Korean Generic Facial Model. We can also manipulate facial synthesis based on the physical characteristics of real facial muscle and skin. Many application will be developed such as teleconferencing, education, movies etc.

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Realistic Re-lighting System with Occlusion (사실적인 리라이팅 시스템 연구)

  • Park, Jae-Wook
    • Cartoon and Animation Studies
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    • s.38
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    • pp.133-144
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    • 2015
  • Lighting work on 3D animation requires much time and labor. For example, about 60 lighting artists were needed for the theater animation named Postman Pat the Movie globally distributed in 2014. These artists were needed to rapidly respond with shot feedback. However, complicated shots required much of rendering time. Therefore, it was difficult to correspond the work in the middle of test rendering. After 2005, re-lighting techniques were developed to cope with such situations. However, it was not feasible to create shadow with current re-lighting technique which doesn't make natural or realistic result. This paper has realized relighting system that could realistic quality while maintaining fast calculation by applying rasterized ambient occlusion to the relighting calculation of each of the lights. This relighting system has been used for the Hollywood animation titled "Postman Pat: The Movie" globally released in 2014. It is anticipated for this method to be more widely used for animation manufacture that other manufacturers can reduce expenses and create well completed output in the future.

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.