• Title/Summary/Keyword: Animation tool

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Direct Retargeting Method from Facial Capture Data to Facial Rig (페이셜 리그에 대한 페이셜 캡처 데이터의 다이렉트 리타겟팅 방법)

  • Cho, Hyunjoo;Lee, Jeeho
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.2
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    • pp.11-19
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    • 2016
  • This paper proposes a method to directly retarget facial motion capture data to the facial rig. Facial rig is an essential tool in the production pipeline, which allows helping the artist to create facial animation. The direct mapping method from the motion capture data to the facial rig provides great convenience because artists are already familiar with the use of a facial rig and the direct mapping produces the mapping results that are ready for the artist's follow-up editing process. However, mapping the motion data into a facial rig is not a trivial task because a facial rig typically has a variety of structures, and therefore it is hard to devise a generalized mapping method for various facial rigs. In this paper, we propose a data-driven approach to the robust mapping from motion capture data to an arbitary facial rig. The results show that our method is intuitive and leads to increased productivity in the creation of facial animation. We also show that our method can retarget the expression successfully to non-human characters which have a very different shape of face from that of human.

The Mobile Cartoons Authoring Method Using Scene Flow Mode (Scene flow 방식을 이용한 모바일 만화 저작 기법)

  • Cho, Eun-Ae;Koh, Hee-Chang;Mo, Hae-Gyu
    • Cartoon and Animation Studies
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    • s.19
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    • pp.113-126
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    • 2010
  • The digital cartoons market is looking for a new growth momentum as the radical increases of the demands and markets about the mobile contents with portable instrument popularization. The conventional digital cartoons markets which are based on web-toon, page viewer cartoons and e-paper cartoons have been studied various fields to overcome some limitations such as the traditional cartoons had. The mobile cartoons which have been changed more and more, have some canvas limitations due to the mobile screen size. These limitations lead to the communication problems between the cartoonists and the subscribers and resulting some obstacles of mobile cartoons activations. In this paper, we developed a authoring tool applied the Screen Flow method to overcome inefficiency of conventional authoring methods. This proposed method can reflect the cartoonists' during the process of authoring mobile cartoons, thereafter we studied about the authoring method of mobile cartoons and its effects. For the convenience of users creating and distributing content in a way has been studied.

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The Research about Color Image Analysis Shown in Automobile Video Advertisement (승용차 영상광고에 나타난 색채적용 분석에 관한 연구)

  • Kang, Min-Gu
    • Cartoon and Animation Studies
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    • s.17
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    • pp.147-161
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    • 2009
  • Colors in design elements are visual non-verbal symbols both sensual and emotional. It is the first priority in the selection of products for the consumers, and also represents differentiated strategies and coherent integration symbols for the brand. Colors in advertising is an important tool to represent the long-term image management for the brand as well as the product image and concept of the advertise. The theme of this paper is to develop creative advertisement analyzing colors from automobile video ads. Analysis results showed that video ads with small cars under 2000cc preferred pastel colors with high saturation and brightness to emphasize on individuality rather than authority. On the other hand video ads with big and luxury cars upper 2000cc preferred dark colors with lower saturation and brightness. Small car video ads focused on product appearance showing the practical value of the car, big luxury car video ads focused on the symbolic image feeling the difference between the representation of the ads. Colors used in advertisement represents the sensitivity of the consumers. In video ads the concept of the color should be set by identifying on who the globule targets are and on what item you show by identifying the corresponding colors sensitivity to suit your advertising strategy will increase the value of the brand and products.

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A Gamer Perception Study of Analyzing by Ecological Psychology in Virtual Environment -Focus on Battleground- (생태학적 심리학관점에서 분석한 게이머의 가상환경 지각연구 -배틀그라운드 중심으로-)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.50
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    • pp.239-273
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    • 2018
  • There have been many topics in gamer research on gamers' game addiction, education, and psychological interest. This paper investigates how to perceive the virtual environment of gamers based on James Gibson 's theories of cognitive science. Gibson's theory is not a stimulus input through individual sensory receptors, but rather a learning process such as establishing a cognitive relationship between perceptual systems, external invariant property separation, behavioral learning, invariant property separation of events, selectiveism development. Based on this analysis tool, I collected and verified gamers' perception of game environment of by FGI survey method. The results of the analysis showed that Gibson 's perceptual learning process was perceived as a virtual environment as in reality, and there was also perceptual difference found only in games. Patterned perception develops in the direction of classifying invariant properties appearing in the game based on the purpose of the game. In this study, it can be seen as a result of the research that FGI interview can be summarized as patterning (typification) perception process based on the goal consciousness of gamers. But,The results of the study suggest that the psychological analysis of the gamer can not be presented by the FGI results alone. In the future, we need a model study to confirm the causality and the verification through statistical analysis.

Character Design Research for Local Brand Marketing -Focused on the package design for fastfood Bibimbob, 'Mix-bob' (지역브랜드 마케팅을 위한 캐릭터패키지 디자인 연구 -전주비빔밥 응용 패스트푸드 '믹스밥' 패키지 개발을 중심으로)

  • Joh, Yun-Sook
    • Cartoon and Animation Studies
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    • s.45
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    • pp.283-298
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    • 2016
  • Design is a fatal factor to differentiate and survive one product from the other in fierce competition of the market, when other conditions such as price or quality makes no much difference. Among many marketing tools, package design is known as a direct communication that visualizes and forms the very initial brand image of a product. Package design is not only for packing, transporting, storing and loading but for engraving the brand image in a consumers' mind and lead them to purchasing. One of recent package design trands is various ways of using character, not just as a printed image on the surface but as a part of three dimensional structure of package. If it succeed, the package design could give out the secondary fun and impact to the consumers. The package design with an effective character is itself a great marketing tool and valuable design asset, which can bring a further profit to the company. Especially, character-package can be a powerful and effective marketing method for various local products, in needs of further publication and sales with limited cost. It should motivate the sales of the products by grabbing their attention and taken as a souvenir. This research takes a character package as a useful marketing method for a local brand in Jeonju, South Korea, and tries to design a three dimensional package using its own character. Through the process, the research aims to propose an important design strategy for repositioning or enhancing an existing brand.

Change of Perception and New Methodology of Korean Cartoon Exhibition (한국만화전시의 인식변화와 새로운 방법론)

  • Kim, Jeung-Yeun
    • Cartoon and Animation Studies
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    • s.39
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    • pp.413-450
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    • 2015
  • Although cartoons have been recognized for their great potential and value, they have failed to bloom in Korea. This is because wrong perception and irregular distribution of cartoons have been repeated for the last several years. Presently, however, cartoons are escaping from chronic problems they have had for long and welcoming splendid chances now. From the mid- and late-1990's, there have been large-scale events having cartoons as their theme, and social recognition on cartoons is becoming more and more positive. Their contents are diversified, readers are increased, and they are escaping from stereotypes through harmony with other media. Lately, either large or small exhibitions for cartoons are being planned, and Korean cartoons are going overseas and producing exhibitions there. Particularly, visitors' appreciative eye is getting keener, and they begin to see them not as a genre underestimated as low culture like in the past but as a kind of art on which independent research is being actively conducted. One of the biggest factors that have allowed cartoons to be positioned as visual art is the form of exhibitions that combine them with other genres artistically. Especially the cartoon exhibitions being held these days are aggressively introducing various elements of the cartoon genre through the medium of exhibitions not just as a mere tool of seeing to help understand cartoon writers or works. The genre of cartoons is now regarded as an active subject that can reflect its own unique essence in this rapidly changing cultural environment and extend the range of it itself. The latest cartoon exhibitions are characterized by trans-genre and complex aspects in terms of their direction or organization according to the contents, space, or theme. This trend of cartoon exhibitions implies that they are subdividing, analyzing, and planning various factors not in a horizontal way that was centered around image as in the past. It means that cartoon exhibitions are evolving as a form of mobilizing, combining, and reproducing various methods. Although a number of cartoon exhibitions are being held with a variety of themes, there is still lack of research on cartoon exhibitions concerning their forms and contents. Therefore, this researcher sees cartoon exhibitions as a factor that allows cartoons to escape from negative recognition and examines various cartoon exhibitions, from Seoul International Cartoon Animation Festival to the ones that are recently held, to figure out the meaning of Korean cartoon exhibitions. Furthermore, this researcher will find out the factors of planning and popularity in international exhibitions or personal cartoon exhibitions being presently held and figure out new directions and potentials for Korean cartoon exhibitions based on that. To meet the needs of visitors whose expectations have become even higher, it is needed to try not just previous methods but experimental and original planning as well constantly. To realize that, it is necessary to keep providing a field of opportunity where cartoon works, cartoon writers, and visitors can communicate as in an exhibition. It is expected that this study will trigger research on cartoon exhibitions to be performed multilaterally and produce new discourse on cartoon exhibitions afterwards.

Basic Research for 3D Virtual Clothing Simulation of Traditional Korean Dang'ui Costumes -A Focus on Issues Occurring in the Course of a 3D Virtual Presentation that Uses the Qualoth for Maya Program- (당의의 3차원 시뮬레이션 활용을 위한 기초 연구 -마야 퀼로스(Qualoth) 프로그램을 이용한 전통복식의 3차원 재현의 문제점을 중심으로-)

  • Kim, Min-Kyoung;Choi, Young-Lim;Nam, Yun-Ja
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.11
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    • pp.1836-1843
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    • 2010
  • This research examines the possibilities of a traditional costume revival and digital exhibition as well as the application of 3D virtual clothing modeling data in order to preserve and record a disappearing costume heritage to realize it as a social education tool through the newly emerging technology of 3D virtual clothing. A 3D revival of costumes worn by royal families and aristocrats was accomplished through the 3D animation and simulation technology of Maya 2011 (Autodesk, Inc.) and Qualoth (FX Gear, Inc.). The simulation shows the possibility of a 3D revival and digital exhibition of costume heritage. However, further technology support to analyze and realize the composition and design is still necessary to develop the digital contents of traditional garment culture that includes skirt pleats, petticoat silhouettes, that exaggerates the skirts and knots of traditional upper garments (Jeogori). Further studies on design attributes of historic costumes and the upgrading of 3D simulation software are required to realize 3D virtual clothing. Korean traditional costumes will be revived as a cultural content in the digital era as a result of outstanding issues detected by this study.

SMIL Extensions for Representation and Streaming of Lecture Contents (원격강의 컨텐츠의 표현과 스트리밍을 위한 SMIL 확장에 대한 연구)

  • 최용준;정상준;권은영;구자효;김종근
    • Journal of Korea Multimedia Society
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    • v.6 no.3
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    • pp.527-538
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    • 2003
  • The contents of remote lectures are written by authoring tools or animation tools. Written contents then integrate existing medias, and are stored in a file type, which is added to the lecturing activities of lecturers. These files are stored according to the kinds of each authoring tool. So, there is no interchangeability and the efficiency of each media is not so good. Due to these structural features, it is not possible to do streaming lectures in on-line environments. In this study, a technique was suggested, which guarantees the interchangeability of remote lecturing contents using SMIL which is a synchronizing multimedia language. The suggested technique is an extended type of SMIL, and includes tags to represent the lectures of tutors which are the specific feature of remote lectures. Additionally, a model, which does streaming SMIL remote lecture contents through on-line, and which transfers control techniques are suggested. The remote lecture contents established by the proposed method can be applied to all authoring tools for remote lectures just by installing conversion modules, and can be a kind of expression model of the synchronizing model for streaming service in on-line environment.

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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.

Development of a Lipsync Algorithm Based on Audio-visual Corpus (시청각 코퍼스 기반의 립싱크 알고리듬 개발)

  • 김진영;하영민;이화숙
    • The Journal of the Acoustical Society of Korea
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    • v.20 no.3
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    • pp.63-69
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    • 2001
  • A corpus-based lip sync algorithm for synthesizing natural face animation is proposed in this paper. To get the lip parameters, some marks were attached some marks to the speaker's face, and the marks' positions were extracted with some Image processing methods. Also, the spoken utterances were labeled with HTK and prosodic information (duration, pitch and intensity) were analyzed. An audio-visual corpus was constructed by combining the speech and image information. The basic unit used in our approach is syllable unit. Based on this Audio-visual corpus, lip information represented by mark's positions was synthesized. That is. the best syllable units are selected from the audio-visual corpus and each visual information of selected syllable units are concatenated. There are two processes to obtain the best units. One is to select the N-best candidates for each syllable. The other is to select the best smooth unit sequences, which is done by Viterbi decoding algorithm. For these process, the two distance proposed between syllable units. They are a phonetic environment distance measure and a prosody distance measure. Computer simulation results showed that our proposed algorithm had good performances. Especially, it was shown that pitch and intensity information is also important as like duration information in lip sync.

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