• Title/Summary/Keyword: Animation technique

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Color-based Stippling for Non-Photorealistic Rendering (비사실적 렌더링 (NPR)을 위한 컬러기반 점묘화 기법)

  • Jang Seok;Hong Hyun-Ki
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.1_2
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    • pp.128-136
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    • 2006
  • The stippling techniques, which represent objects with numerous points using pen and ink. The previous stippling techniques for Non-Photorsealistc Rendering(NPR) use single-colored points to represent the tone of gray image ur the material of surface. This paper presents a new stippling technique with various colored points based on the analysis of color information. By using the color information of the input image on HSV model, we define the color weight function that allows to determine automatically the number and size of points. The color jittering based on Munsell's color model can generate stippling drawings using various colored points to represent the image. Our color stippling method is expected to be used in many areas such as animation, digital art, video processing and CG tool.

A Research on the Communication Characteristics of Fashion Film -Focused on Chanel, Prada, Kenzo, Alexander Wang- (패션 필름의 커뮤니케이션 특성에 관한 연구 -Chanel, Prada, Kenzo, Alexander Wang을 중심으로-)

  • Huh, Yeeun;Chun, Jaehoon;Ha, Jisoo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.2
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    • pp.315-329
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    • 2016
  • The $21^{st}$ century is the age when the revolution of digital technology enables two-way communication and when emotional values are emphasized. Thus, it exerts influence on the fashion industry and fashion communication. Along with fashion shows, advertising and displays, many fashion brands have increased the use of fashion films. For that reason, this study examines the characteristics of fashion films made by fashion brands, based on the frame work of persuasion communication. For the research, literature reviews and internet website research were done and films of Chanel, Prada, Kenzo and Alexander Wang were analyzed. The definition and types of fashion films were redefined as terminology varied throughout previous studies prior to analyzing each case. As a result, a fashion film would be redefined as 'a digital image which a fashion brand publishes to consumers for the promotion of brand comprehension'. Also, five fashion film types, 'short film', 'campaign film', 'animation film', 'brand film' and 'show film' were redefined. The analysis provided three communication characteristics: reliability, engagement and intuition. First, reliability is attained when a fashion brand (sender) delivers brand message to consumers (receiver) consistently and unitedly. Second, engagement is attained when the type of fashion film (channel) delivers creative image features such as format, music, video technique to attract consumers' interest. Lastly, intuition is attained when a fashion brand (sender) delivers a message akin to brand identity and deepens consumers' understanding. In addition, this study tried to identify the unique usage tendency of brands that could serve as practice guidelines for other fashion brands.

Reusing Technique of Primitive Motions for Effective Implementation of Complex Action (복합적 행동들을 효율적으로 구현하기 위한 기본 동작의 재활용 기법)

  • Choi, Jun-Seong;Park, Jong-Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.1-13
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    • 2014
  • Apart from the physical realism, the implementation of various physical actions of an agent to respond to dynamically changing situations is essential for the design of an agent in a cyber world. To achieve a maximum diversity in actions, we develop a mechanism that allows composite actions to be constructed by reusing a set of primitive motions and enables an agent to instantly react to changes in the ambient states. Specifically we model an agent's body in terms of joints, and a primitive or composite motion is performed in a real time. To implement this mechanism, we produce an animation for basic joint movements and develop a method to construct overall motions out of the primitive motions. These motions can be assembled into a plan by which an agent can achieve a goal. In this manner, diverse actions can be implemented without excessive efforts. This approach has conspicuous advantages when constructing a parallel action, e.g., eating while walking, that is, two or more parallel actions can be naturally merged into a parallel action according to their priority. We implement several composite and parallel actions to demonstrate the viability of our approach.

Avoiding Inter-Leg Collision for Data-Driven Control (데이터 기반보행 제어를 위한 다리 간 충돌 회피 기법)

  • Lee, Yoonsang
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.2
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    • pp.23-27
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    • 2017
  • We propose an inter-leg collision avoidance method that compensates the disadvantage of the data-driven biped control method. The data-driven biped control technique proposed by Lee et. al [1] sometimes generates the movement that the two legs intersect with each other while walking, which can not be realized in walking of a real person or a biped robot. The proposed method changes the angle of the swing hip so that the swing foot can move inward only after passing the stance foot. This process introduces an additional angle adjustment algorithm to avoid collisions with the stance leg to the original feedback rule of the stance hip. It generates a stable walking simulation without any inter-leg collisions, by adding minimal changes and additional calculations to the existing controller behavior.

CORRECTION OF SECONDARY LIP DEFORMITIES IN CLEFT PATIENTS (구순열 환자의 이차 구순 성형술)

  • Kim, Jong-Ryoul;Byun, June-Ho
    • Maxillofacial Plastic and Reconstructive Surgery
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    • v.21 no.4
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    • pp.401-406
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    • 1999
  • Secondary deformities of the lip and nose in individuals with repaired unilateral and bilateral clefts may vary in severity, depending on the state of the original defect, the care taken in the initial surgical procedure, the pattern of the patient's facial growth, and the effectiveness of interceptive orthodontic technique. Because each patient has a unique combination of deformities, their surgical reconstruction usually requires the modification and combination of several surgical techniques. Residual lip deformities after primary repair may be esthetic or functional and include scars, skin shortage or excess(vertical and transverse), orbicularis oris muscle malposition or diastasis. The key to accurate repair of secondary cleft lip deformities is a precise diagnosis. This requires observation of the patient in animation and repose. The quality of the scar is not the only factor determining the overall appearance of the lip. Observing the patient in the animated position is critical to assess muscular function. Factors that require precise analysis include lip length, the appearance of the Cupid's bow and philtrum, and nasal symmetry. Only after this detailed analysis can a decision be made as to wether a major or minor deformity exists. We report successful cases using various techniques for the secondary lip deformities.

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Study of Educational Insect Robot that Utilizes Mobile Augmented Reality Digilog Book (모바일 증강현실 Digilog Book을 활용한 교육용 곤충로봇 콘텐츠)

  • Park, Young-Sook;Park, Dea-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1355-1360
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    • 2014
  • In this paper, we apply the learning of the mobile robot insect augmented reality Digilog Book. In the era of electronic, book written in paper space just have moved to virtual reality space. The virtual reality, constraints spatial and physical, in the real world, it is a technique that enables to experience indirectly situation not experienced directly as user immersive experience type interface. Applied to the learning robot Digilog Book that allows the fusion of paper analog and digital content, using the augmented reality technology, to experience various interactions. Apply critical elements moving, three-dimensional images and animation to enrich the learning, for easier block assembly, designed to grasp more easily rank order between the blocks. Anywhere at any time, is capable of learning of the robot in Digilog Book to be executed by the mobile phone in particular.

Comparison of the transformation methods for Flash Videos to Web Videos (플래시 비디오에서 웹비디오로의 변환기법 비교)

  • Lee, Hyun-Lee;Kim, Kyoung-Soo;Ceong, Hee-Taek
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.579-588
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    • 2010
  • Generalization of the web, development of one-person media such as the blog and mini homepage, and integration of video digital devices have generalized multimedia video services on the web. However, flash videos, the previously used bit map-based multimedia videos, exhibit problems like the waterfall phenomenon, lag phenomenon, or non-synchronization of audios or videos. Thereupon, This study is conducted to suggest a converting technique to provide efficient web video service on the web by solving problems of bitmap-based flash video through file format-converting software and movie editing programs. And this paper also conducts experiments on five videos for 13 CODECs and analyzes converted results comparatively. The recommendable method considering the characteristics of each videos is to utilize MainConcept H.264 Video CODEC using SWF2Video pro. The result of this research can be used to produce web videos on the web more effectively.

Warping of 2D Facial Images Using Image Interpolation by Triangle Subdivision (삼각형 반복분할에 의한 영상 보간법을 활용한 2D 얼굴 영상의 변형)

  • Kim, Jin-Mo;Kim, Jong-Yoon;Cho, Hyung-Je
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.55-66
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    • 2014
  • Image warping is a technology to transform input images to be suitable for given conditions and has been recently utilized in changing face shape of characters in the field of movies or animation. Mesh warping which is one of warping methods that change shapes based on the features of face forms warping images by forming rectangular mesh groups around the eyes, nose, and mouth and matching them 1:1. This method has a problem in the resultant images are distorted in the segments of boundaries between meshes when there are errors in mesh control points or when meshes have been formed as many small area meshes. This study proposes a triangle based image interpolation technique to minimize the occurrence of errors in the process of forming natural warping images of face and process accurate results with a small amount of arithmetic operation and a short time. First, feature points that represent the face are found and these points are connected to form basic triangle meshes. The fact that the proposed method can reduce errors occurring in the process of warping while reducing the amount of arithmetic operation and time is shown through experiments.

A Study on Evolutionary Computation of Fractal Image Compression (프랙탈 영상 압축의 진화적인 계산에 관한 연구)

  • Yoo, Hwan-Young;Choi, Bong-Han
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.2
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    • pp.365-372
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    • 2000
  • he paper introduces evolutionary computing to Fractal Image Compression(FIC). In Fractal Image Compression(FIC) a partitioning of the image into ranges is required. As a solution to this problem there is a propose that evolution computation should be applied in image partitionings. Here ranges are connected sets of small square image blocks. Populations consist of $N_p$ configurations, each of which is a partitioning with a fractal code. In the evolution each configuration produces $\sigma$ children who inherit their parent partitionings except for two random neighboring ranges which are merged. From the offspring the best ones are selected for the next generation population based on a fitness criterion Collage Theorem. As the optimum image includes duplication in image data, it gets smaller in saving space more efficient in speed and more capable in image quality than any other technique in which other coding is used. Fractal Image Compression(FIC) using evolution computation in multimedia image processing applies to such fields as recovery of image and animation which needs a high-quality image and a high image-compression ratio.

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Study of Educational Insect Robot that Utilizes Mobile Augmented Reality Digilog Book (모바일 증강현실 Digilog Book을 활용한 교육용 곤충로봇 콘텐츠)

  • Park, Young-sook;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.241-244
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    • 2014
  • In this paper, we apply the learning of the mobile robot insect augmented reality Digilog Book. In the era of electronic, book written in paper space just have moved to virtual reality space. The virtual reality, constraints spatial and physical, in the real world, it is a technique that enables to experience indirectly situation not experienced directly as user immersive experience type interface. Applied to the learning robot Digilog Book that allows the fusion of paper analog and digital content, using the augmented reality technology, to experience various interactions. Apply critical elements moving, three-dimensional images and animation to enrich the learning, for easier block assembly, designed to grasp more easily rank order between the blocks. Anywhere at any time, is capable of learning of the robot in Digilog Book to be executed by the mobile phone in particular.

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