• Title/Summary/Keyword: Animation Pattern

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Facial Color Control based on Emotion-Color Theory (정서-색채 이론에 기반한 게임 캐릭터의 동적 얼굴 색 제어)

  • Park, Kyu-Ho;Kim, Tae-Yong
    • Journal of Korea Multimedia Society
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    • v.12 no.8
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    • pp.1128-1141
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    • 2009
  • Graphical expressions are continuously improving, spurred by the astonishing growth of the game technology industry. Despite such improvements, users are still demanding a more natural gaming environment and true reflections of human emotions. In real life, people can read a person's moods from facial color and expression. Hence, interactive facial colors in game characters provide a deeper level of reality. In this paper we propose a facial color adaptive technique, which is a combination of an emotional model based on human emotion theory, emotional expression pattern using colors of animation contents, and emotional reaction speed function based on human personality theory, as opposed to past methods that expressed emotion through blood flow, pulse, or skin temperature. Experiments show this of expression of the Facial Color Model based on facial color adoptive technique and expression of the animation contents is effective in conveying character emotions. Moreover, the proposed Facial Color Adaptive Technique can be applied not only to 2D games, but to 3D games as well.

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Development and Research of SMT(Smart Monitor Target) Game Interface for Airsoft Gun Users (AirSoft Gun 사용자를 위한 SMT(Smart Monitor Target)게임 인터페이스 개발 연구)

  • Chung, Ju Youn;Kang, Yun Geuk
    • Journal of Information Technology Applications and Management
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    • v.28 no.1
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    • pp.83-93
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    • 2021
  • The purpose of this study was to develop a personalized SMT (smart monitor target) game interface for game users who enjoy airsoft sports as individual purchases of SMT have increased since the advent of the untouched era. For this study, the UX (user experience) of the game interface was designed based on previous research. In particular, the personalized game service was reinforced by adding the CP (command post) of the SMT system that performs the home function of the console game, which was intended to help the user maintain immersed in the game in the personalized space of the SMT. Major design elements for the SMT game interface included layout, color, graphics, buttons, and text, and the interface design was proceeded based on them. After composing a grid with a layout in which the tab function was applied to the interface with a vertical three-segment structure and the outer margin value secured, the military camouflage pattern and texture were applied to the colored tone to perform graphics work. Targets and thumbnails were produced as illustrations using experts to ensure the consistency of the interface, and then function buttons and texts on each page were used concisely for intuitive information delivery. The design sources organized in this way were developed using the Unity engine. In the future, we hope that game user-centered personalized interfaces will continue to develop and provide differentiated services unique to SMT systems in the airsoft gun market.

The effect of animation software interface on design thinking process - Protocol analysis of Alice and KidsPlay - (애니메이션 소프트웨어 인터페이스가 디자인 사고 과정에 미치는 영향 - Alice와 KidsPlay 프로그램 프로토콜 분석을 중심으로 -)

  • Jin, Yan;Lee, Hyun Kyung;Lee, Sang Won
    • Design Convergence Study
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    • v.15 no.1
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    • pp.37-48
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    • 2016
  • Nowadays, CAD has became an essential tool for designers due to its easy edition and manipulation as well as the capability of communication between designers. Differences between design tool interfaces can cause gaps when visualize designer's ideas. This study is about the differences between various levels of metaphor interface language which is based on the theory of the Hutchins that high-level language interface can reduce the steps of process to visualize the idea of the designers than low-level language interface. This research is based on the assumption that high-level language interface will less interrupt the flow of the design thinking and make more various visual outcomes than the low-level language interface. We verified the hypothesis by analyzing differences of design thinking flow between user groups who used two different animation software. Hopefully, the verification of the hypothesis in this study can be able to guide the use pattern of the CAD tools.

On Visualization of Trajectory Data for Traffic Flow Simulation of Urban-scale (도시 스케일의 교통 흐름 시뮬레이션을 위한 궤적 데이터 시각화)

  • Choi, Namshik;Onuean, Athita;Jung, Hanmin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.582-585
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    • 2018
  • As traffic volume increases and road networks become more complicated, identifying for accurate traffic flow and driving smooth traffic flow are a concern of many countries. There are various analytical techniques and studies which desire to study about effective traffic flow. However, the necessary activity is finding the traffic flow pattern through data visualization including location information. In this paper aim to study a real-world urban traffic trajectory and visualize a pattern of traffic flow with a simulation tool. Our experiment is installing the sensor module in 40 taxis and our dataset is generated along 24 hours and unscheduled routes. After pre-processing data, we improved an open source traffic visualize tools to suitable for our experiment. Then we simulate our vehicle trajectory data with a dots animation over a period of time, which allows clearly view a traffic flow simulation and a understand the direction of movement of the vehicle or route pattern. In addition we further propose some novel timelines to show spatial-temporal features to improve an urban environment due to the traffic flow.

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A Study on Persona of Double-sided Characters Shown in Satoshi Kon's Works (콘 사토시 작품에서 나타나는 양면성을 지닌 캐릭터의 페르소나 연구 - <퍼펙트 블루>, <망상대리인>, <파프리카>를 중심으로 -)

  • Choo, Hye-Jin
    • Cartoon and Animation Studies
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    • s.35
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    • pp.181-208
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    • 2014
  • Kon Satoshi is a representative animation film director who explores human's intrinsic self-identity based on ambivalence and delivers a message for self-reflection of entity. The aim of this study is to analyze the persona of character according to the way how a self incorporates with another self in his film; that is to say, how a mask of the personality expresses and realizes itself from the perspectives of the Jung's analytical psychology. The persona, defined as the upmost external personality, involves social behavior playing a specific role to establish constant relationship with others in a society. With increasing demand in a society, individuals get to adapt to outer environment by playing his/her given role in various masks of personality. In this way, although persona acts as a major function in relationship with outer world, it would exert a negative influence on formation of self-identity because of the inconsistency between consciousness and unconsciousness when immersed only in mask of personality, complying excessively with the demand of group. However, persona does not always have a negative effect on relationships. Developed adequately to fulfill its social function, persona is helpful to establish a healthy self-identity with balanced control between inner world of unconsciousness and outer world of consciousness. From these perspectives, this study can identify how the desire of mask hidden inside of each character expresses to function in a positive or negative way by analyzing characters in the film according to integrated pattern and correlation between consciousness and unconsciousness. Additionally, I hope that the psychological research methods in this study will be full of help for interpreting on a character analysis as a theoretical approach.

3D Clothes Modeling of Virtual Human for Metaverse (메타버스를 위한 가상 휴먼의 3차원 의상 모델링)

  • Kim, Hyun Woo;Kim, Dong Eon;Kim, Yujin;Park, In Kyu
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.638-653
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    • 2022
  • In this paper, we propose the new method of creating 3D virtual-human reflecting the pattern of clothes worn by the person in the high-resolution whole body front image and the body shape data about the person. To get the pattern of clothes, we proceed Instance Segmentation and clothes parsing using Cascade Mask R-CNN. After, we use Pix2Pix to blur the boundaries and estimate the background color and can get UV-Map of 3D clothes mesh proceeding UV-Map base warping. Also, we get the body shape data using SMPL-X and deform the original clothes and body mesh. With UV-Map of clothes and deformed clothes and body mesh, user finally can see the animation of 3D virtual-human reflecting user's appearance by rendering with the state-of-the game engine, i.e. Unreal Engine.

Dynamic Remeshing for Real-Time Representation of Thin-Shell Tearing Simulations on the GPU

  • Jong-Hyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.12
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    • pp.89-96
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    • 2023
  • In this paper, we propose a GPU-based method for real-time processing of dynamic re-meshing required for tearing cloth. Thin shell materials are used in various fields such as physics-based simulation/animation, games, and virtual reality. Tearing the fabric requires dynamically updating the geometry and connectivity, making the process complex and computationally intensive. This process needs to be fast, especially when dealing with interactive content. Most methods perform re-meshing through low-resolution simulations to maintain real-time, or rely on an already segmented pattern, which is not considered dynamic re-meshing, and the quality of the torn pattern is low. In this paper, we propose a new GPU-optimized dynamic re-meshing algorithm that enables real-time processing of high-resolution fabric tears. The method proposed in this paper can be used for virtual surgical simulation and physics-based modeling in games and virtual environments that require real-time, as it allows dynamic re-meshing rather than pre-split meshes.

A FUZZY NEURAL NETWORK-BASED DECISION OF ROAD IMAGE QUALITY FOR THE EXTRACTION OF LANE-RELATED INFORMATION

  • YI U. K.;LEE J. W.;BAEK K. R.
    • International Journal of Automotive Technology
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    • v.6 no.1
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    • pp.53-63
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    • 2005
  • We propose a fuzzy neural network (FNN) theory capable of deciding the quality of a road image prior to extracting lane-related information. The accuracy of lane-related information obtained by image processing depends on the quality of the raw images, which can be classified as good or bad according to how visible the lane marks on the images are. Enhancing the accuracy of the information by an image-processing algorithm is limited due to noise corruption which makes image processing difficult. The FNN, on the other hand, decides whether road images are good or bad with respect to the degree of noise corruption. A cumulative distribution function (CDF), a function of edge histogram, is utilized to extract input parameters from the FNN according to the fact that the shape of the CDF is deeply correlated to the road image quality. A suitability analysis shows that this deep correlation exists between the parameters and the image quality. The input pattern vector of the FNN consists of nine parameters in which eight parameters are from the CDF and one is from the intensity distribution of raw images. Experimental results showed that the proposed FNN system was quite successful. We carried out simulations with real images taken in various lighting and weather conditions, and obtained successful decision-making about $99\%$ of the time.

The Comparative Study on a Characteristic Expressivity of Movie Clothings and 3D Virtual Clothings - Focusing on the Software : CLO 3D & Mavrelous Designe2 - (영화 의상과 3D 가상 의상의 표현 특성 비교 연구 - CLO 3D와 Marvelous Designer2 소프트웨어를 중심으로 -)

  • Na, Yoon-Hee;Kim, Sook-Jin
    • Fashion & Textile Research Journal
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    • v.14 no.1
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    • pp.1-12
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    • 2012
  • This research was analyzed regarding comparing features of expressions between clothes in movie, , and cyber clothes that were made by Marvelous Designer2 which is a design CAD. This research was studied to experiment an expressing possibility of clothes simulation software which was developed currently. Therefore, we picked clothes that are good at movement and detail in the movie. The dress theory of the renaissance which is the period background of movie, was considered and studied as pattern, silhouette, material, color, detail and animation. The movie's dresses are made with 3D virtual and compared so 3D virtual clothes's benefits and weaknesses can be analyzed. As a result, we found that 3D virtual dress can show the real movie's feature accordingly with current developed IT standard. This will assist a development in fashion industry and become a new indicator for 3D movie clothing.

2.5D human pose estimation for shadow puppet animation

  • Liu, Shiguang;Hua, Guoguang;Li, Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.4
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    • pp.2042-2059
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    • 2019
  • Digital shadow puppet has traditionally relied on expensive motion capture equipments and complex design. In this paper, a low-cost driven technique is presented, that captures human pose estimation data with simple camera from real scenarios, and use them to drive virtual Chinese shadow play in a 2.5D scene. We propose a special method for extracting human pose data for driving virtual Chinese shadow play, which is called 2.5D human pose estimation. Firstly, we use the 3D human pose estimation method to obtain the initial data. In the process of the following transformation, we treat the depth feature as an implicit feature, and map body joints to the range of constraints. We call the obtain pose data as 2.5D pose data. However, the 2.5D pose data can not better control the shadow puppet directly, due to the difference in motion pattern and composition structure between real pose and shadow puppet. To this end, the 2.5D pose data transformation is carried out in the implicit pose mapping space based on self-network and the final 2.5D pose expression data is produced for animating shadow puppets. Experimental results have demonstrated the effectiveness of our new method.