• Title/Summary/Keyword: Animation Pattern

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Guidelines for Virtual Clothes Modeling and Draping Software - Based on the Analysis of Maya Cloth - (가상의상 모델링 및 착장 소프트웨어를 위한 가이드라인)

  • Kim, Sook-Jin
    • Journal of the Korean Home Economics Association
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    • v.44 no.2 s.216
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    • pp.127-135
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    • 2006
  • This paper suggests guidelines for virtual clothes modeling and draping software suitable for clothes designers. We first analyze Maya Cloth, which is widely used in game and animation fields, and which has been adopted by Pad System as a 3D cloth draping system. We then discuss what functions and procedures would improve Maya Cloth to assist designers in being able to create the clothes they have conceptualized. While Maya Cloth has many good functions and features forvirtual cloth modeling and draping, it treats input 2D patterns as approximat and it creates 3D clothes by considering other factors such as the 3D body model. As a result, it is hard for clothes designers to control the shape of the 3D clothes by changing 2D patterns. Furthermore, Maya Cloth does not handle seamlines satisfactorily. We suggest that the following new features should be added to Maya Cloth : respecting the input 2D patterns, handling seamlines, and controlling the shape of the clothes in 3D space.

Analysis to the Essential Factors of Humor Emerging in Chinese Cartoon Around Year of 2000 (2000년을 전후로 하여 중국 애니메이션에 나타난 유머요인 분석)

  • Dong, Peng;Oh, Jin-Hee
    • Cartoon and Animation Studies
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    • s.36
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    • pp.189-215
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    • 2014
  • Since the launching of in 1963, a large amount of outstanding cartoons had been produced in China by the year 1980. During this period of time, international reputation was achieved with the extremely full expression and characteristic stories originated from Chinese culture. Decades of cartoons were produced ever year benefiting from support of the government in the last years. However, the quality and in fluence power dropped down comparing with the increasing productivity. The outward followed by examples of successful international box office most of the animation made in China. These cartoons did not obtain admitting internationally, or disclose any traditional speciality of China, although the domestic box office is considered to be fairly successful. The key factors to the successful cases should be analysed and researched rather than simply estimating, in order to achieve both artistic and commercial success. Factor of humor, as a key element of a successful cartoon is proposed in this thesis. Prior to the discussion, a general definition of humor factor is described through Henri Bergson's comedy concept, based on which the key factors of humor will be analysed. A classification system would be derived and introduced as a tool for the analysis of humor factors. According to Henri Bergson, Humor is determined by circumstance, language and character factors. Humor factors are divided into visual, scene and acoustic factors in this research taking the Speciality of cartoon media into consideration. It is the speciality that, in addition to the visual and language factors, multiple acoustic elements are also introduced in such a presentation pattern. This classification system would be considerably applicable to the analysis of humor factors in Chinese cartoons. In this study, around the year 2000 to share the Chinese animation masterpiece were analyzed by selecting and , and . This discussion about key factors of humor is likely to be beneficial to the development of Chinese Cartoons in the future.

MPEG-4TTS 현황 및 전망

  • 한민수
    • The Magazine of the IEIE
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    • v.24 no.9
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    • pp.91-98
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    • 1997
  • Text-to-Speech(WS) technology has been attracting a lot of interest among speech engineers because of its own benefits. Namely, the possible application areas of talking computers, emergency alarming systems in speech, speech output devices for speech-impaired, and so on. Hence, many researchers have made significant progresses in the speech synthesis techniques in the sense of their own languages and as a result, the quality of current speech synthesizers are believed to be acceptable to normal users. These are partly why the MPEG group had decided to include the WS technology as one of its MPEG-4 functionalities. ETRI has made major contributions to the current MPEG-4 775 appearing in various MPEG-4 documents with relatively minor contributions from AT&T and NW. Main MPEG-4 functionalities presently available are; 1) use of original prosody for synthesized speech output, 2) trick mode functions for general users without breaking synthesized speech prosody, 3) interoperability with Facial Animation(FA) tools, and 4) dubbing a moving/anlmated picture with lip-shape pattern informations.

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MPEG-4 TTS (Text-to-Speech)

  • 한민수
    • Proceedings of the IEEK Conference
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    • 1999.06a
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    • pp.699-707
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    • 1999
  • It cannot be argued that speech is the most natural interfacing tool between men and machines. In order to realize acceptable speech interfaces, highly advanced speech recognizers and synthesizers are inevitable. Text-to-Speech(TTS) technology has been attracting a lot of interest among speech engineers because of its own benefits. Namely, the possible application areas of talking computers, emergency alarming systems in speech, speech output devices fur speech-impaired, and so on. Hence, many researchers have made significant progresses in the speech synthesis techniques in the sense of their own languages and as a result, the quality of currently available speech synthesizers are believed to be acceptable to normal users. These are partly why the MPEG group had decided to include the TTS technology as one of its MPEG-4 functionalities. ETRI has made major contributions to the current MPEG-4 TTS among various MPEG-4 functionalities. They are; 1) use of original prosody for synthesized speech output, 2) trick mode functions fer general users without breaking synthesized speech prosody, 3) interoperability with Facial Animation(FA) tools, and 4) dubbing a moving/animated picture with lib-shape pattern information.

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Analysis Model of Movie Storytelling Based on the Narrative 17 Process (내러티브 17 프로세스에 의한 영상 스토리텔링 분석 모델)

  • Sung, Bongsun;Lee, Tae Rin;Kim, Jae Ho
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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    • pp.1596-1605
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    • 2017
  • This study recognizes the narrative of the movie as a semiotic system and proposes a structured storytelling analysis model through theoretical basis and empirical analysis. It classifies as 'Narrative 17 Process' which considers the narrative of successful 11 animations as a continuous process of formal structure. It extract the paradigmatic sub-narrative units(NU) centered on the act of the character in each process. The structural pattern of the story types are extracted by comparing and analyzing with 5 NU analysis elements presented in this study. As a result, the 4 story types were consistently classified by the SSD distance value. Therefore, this study propose a storytelling analysis model that can be effectively applied to scenarios and narrative composition stages of movie production.

A number detection and recognition through a neural network (신경망을 통한 숫자 검출 및 인식)

  • Cho, Hyun-Gu;Kim, Nam-Ho;Kim, Chan-Soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.981-984
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    • 2007
  • Character recognition is one field of pattern recognition which comes true the ability of the human being with the computer. In this paper, we performed a comparative study on mostly used method of number detection and recognition. Also number recognition from hazard brain the human being with the model. We research about fundamental principle and back propagation algorithm for studying of neural networks.

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Learning French Intonation with a Base of the Visualization of Melody (억양의 시각화를 통한 프랑스어의 억양학습)

  • Lee, Jung-Won
    • Speech Sciences
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    • v.10 no.4
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    • pp.63-71
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    • 2003
  • This study aims to experiment on learning French intonation, based on the visualization of melody, which was employed in the early sixties to reeducate those with communication disorders. The visualization of melody in this paper, however, was used to the foreign language learning and produced successful results in many ways, especially in learning foreign intonation. In this paper, we used the PitchWorks to visualize some French intonation samples and experiment on learning intonation based on the bitmap picture projected on a screen. The students could see the melody curve while listening to the sentences. We could observe great achievement on the part of the students in learning intonations, as verified by the result of this experiment. The students were much more motivated in learning and showed greater improvement in recognizing intonation contour than just learning by hearing. But lack of animation in the bitmap file could make the experiment nothing but a boring pattern practices. It would be better if we can use a sound analyser, as like for instance a PitchWorks, which is designed to analyse the pitch, since the students can actually see their own fluctuating intonation visualized on the screen.

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A study on N-dimensional quad-tree decomposition

  • Yi, Cheon-Hee;Yi, Jae-Young
    • Journal of the Semiconductor & Display Technology
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    • v.8 no.1
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    • pp.43-48
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    • 2009
  • We have examined the problem of the number of quad-tree blocks that an n-dimensional rectangle will be decomposed into on the average. the contribution of this paper are both practical and theoretical. In this paper, we develops the overlapping multi-scale models and the region quad-tree models which is useful in computer graphics animation, image processing, pattern recognition and also for modeling three dimensional objects. These models, which represent something of a conceptual departure from other models developed for multi-scale framework were developed with the specific interest of producing smooth estimates.

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Trends of Studies on Interactive Media in the Country and Foreign Countries - as the spot which time is from 1912-1929 - (중국 중화민국 초기의 포스터 연구 - 1912년 ~ 1929년 중심으로 -)

  • YUYU, YUYU
    • Cartoon and Animation Studies
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    • s.47
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    • pp.413-437
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    • 2017
  • National Republic of China is The republic of China (1912-1949) which experienced a bourgeois-democratic revolution so as to establish was the first and last Chinese bourgeois democratic republic in the history, During this period, great changes have taken place in Chinese society. Emerging bourgeois political began to show the power on the political stage of China. Both political and social environment in this period are turbulent and Western ideas, thoughts and various aspects concept is introduced to China in this period. As the external performance of society, civil society also has a general changed influence in all aspects of lifestyle. Due to the influence of the western design, poster design in the period of the republic of China has a variety of changes and the theme of the posters also became rich and diversity. The author, as a student, talk about the type, pattern and color characteristics of poster design in the period.

Effects of Visual Working Memory Capacity and the Type and Contents of Graphic Annotation on Multimedia English Learning (시공간 작업기억 용량과 그림 자료의 유형과 내용이 초등학생의 영어 단어 학습에 미치는 영향)

  • Do, Kyung-Soo;Cha, Yu-Young
    • Korean Journal of Cognitive Science
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    • v.19 no.4
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    • pp.369-396
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    • 2008
  • The purpose of this article is to investigate the effect of visual working memory, the types and contents of graphic annotations on English learning. The participants of the experiments were 5th and 6th graders. The result showed that animation was effective only in the word test for children with large visual working memory, whereas text-only-annotation yielded better performance in the comprehension test in Experiment 1. The effect of relevance of animations was tested in Experiment 2. Context-relevant-animations yielded better comprehension than the animations denoting the typical meaning, whereas the opposite pattern was reported in the word test. The result of the two experiments was interpreted in terms of cognitive load theory and the generative theory of multimedia learning.

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