• Title/Summary/Keyword: Animation tool

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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 AVP and DAVP for Regression diagnostics

  • Park, Sung-H.;Kim, Jae-J.;Chung, Sung-H
    • Communications for Statistical Applications and Methods
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    • v.5 no.1
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    • pp.1-18
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    • 1998
  • Since 1960s, in which the computer graphics system first appeared, various graphical techniques have been introduced for regression diagnostics and they have been remarkably developed. In particular, animation, one of the dynamic graphical methods which Cook and Weisberg (1989) proposed helps to show the effect of adding variables or observations to a model, or removing them from a model on the regression results. We present the added variable plots (AVP) with animation, which can be used as an optical tool of understanding the affect of some variables or observations on other variables, and the detrended added-variable plots (DAVP) with animation, through which it is possible to find out whether specific variables or observations have an effect on the nonlinearity of other variables or not.

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Motion Filter for Making Emphasized Human Motion

  • Sato, Syuichi;Nakajima, Masayuki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1996.06b
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    • pp.45-49
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    • 1996
  • This paper describes algorithms for the method to generate motions automatically. There are many efforts to generate motions with assistance from computers. But almost of these are methods for generating motions from scratch using computers - generally called "Computer Generated Animation". We propose a method called "Computer Aided Animation" which is a tool to help in animator generating motions. Many motions in cartoonized animation are included with impossible motions for human. Animation makes these motions based on knowledge of experimental techniques. The method in this paper works like a filter in the field of image processing. We call this method "Motion Filter". Motion Filter accepts captured motions from motion capture system and translate these motions to emphasized-cartoonized-motions.

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A Facial Animation System Using 3D Scanned Data (3D 스캔 데이터를 이용한 얼굴 애니메이션 시스템)

  • Gu, Bon-Gwan;Jung, Chul-Hee;Lee, Jae-Yun;Cho, Sun-Young;Lee, Myeong-Won
    • The KIPS Transactions:PartA
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    • v.17A no.6
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    • pp.281-288
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    • 2010
  • In this paper, we describe the development of a system for generating a 3-dimensional human face using 3D scanned facial data and photo images, and morphing animation. The system comprises a facial feature input tool, a 3-dimensional texture mapping interface, and a 3-dimensional facial morphing interface. The facial feature input tool supports texture mapping and morphing animation - facial morphing areas between two facial models are defined by inputting facial feature points interactively. The texture mapping is done first by means of three photo images - a front and two side images - of a face model. The morphing interface allows for the generation of a morphing animation between corresponding areas of two facial models after texture mapping. This system allows users to interactively generate morphing animations between two facial models, without programming, using 3D scanned facial data and photo images.

Development and Application of Automatic Motion Generator for Game Characters (게임 캐릭터를 위한 자동동작생성기의 개발과 응용)

  • Ok, Soo-Yol;Kang, Young-Min
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.8
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    • pp.1363-1369
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    • 2008
  • As game and character animation industries are growing, techniques for reproducing realistic character behaviors have been required in various fields. Therefore, intensive researches have been performed in order to find various methods for realistic character animation. The most common approaches to character animation involves tedious user input method, simulation with physical laws based on dynamics, and measurement of actors' behaviors with input devices such as motion capture system. These approaches have their own advantages, but they all have common disadvantage in character control. In order to provide users with convenient control, the realistic animation must be generated with high-level parameters, and the modification should also be made with high-level parameters. In this paper we propose techniques for developing an automated character animation tool which operates with high-level parameters, and introduce techniques for developing actual games by utilizing this tool.

Vehicle Animation Making Tools based on Simulation and Trajectory Library (차량 시뮬레이션과 경로 라이브러리에 기반한 차량 애니메이션 저작도구)

  • Jeong, Jinuk;Kang, Daeun;Kwon, Taesoo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.5
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    • pp.57-66
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    • 2017
  • In this paper, we suggest a novel physics-based real-time animation technique for vehicles, and introduce an easy and intuitive animation authoring tool which uses our proposed technique. After a user specifies a trajectory of a virtual car as input, our system produces a more accurate simulation faster than a previous research result. This is achieved by a trajectory splitting method based on directional features and a trajectory library. As a result, the user can create not only a car animation including lane changing and passing, but also a crash animation which is a rarely researched topic. Also, we propose a virtual car structure that approximates a real car's structure for real-time simulation, the resulting animation shows high plausibility such as a small vibration which occurs when the virtual car breaks and a deformation of when a car accident happens.

A Study on the Mythological Analysis of Animation (애니메이션의 신화적 분석에 관한 연구)

  • Kim Ji-Hong
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.178-182
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    • 2005
  • From the result of analysis to animation, it can be detected the close relation between myth and animation. As Plato mention that myth is a story. Though it is common field for many researchers on myth and animation now, but it have been performing many researches only for animation narrative in the aspect of myth. Therefore this study will be examined that the ritual ceremony, the frequency of participation, and imagination of myth can be related with animation directly. The ritual ceremony is a similar activity to go to theater for watching animation. It can be merged into the unconsciousness state while awaken state. A high frequency of ritual ceremony can also be provide the experience of shortening a distance between the present and the ancient time of mythical aura. Last, imagination is an enemy of rational thoughts, however, it is vital source and material which was created by myth and it can also create new animation. It will be formulated a methodology for this paper which are three elements for an analogizing tool with new mythological approaches, it is inclusive method for animation and myth. So it can be applied and analyzed to other visual media with this methodology.

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Effect and Acculturation of Korean Animation by Policy of Korean Culture (한국애니메이션에 있어 문화정책의 영향과 그 변용 -1960~1980년대 중반, 반공애니메이션을 중심으로-)

  • Kim, Jeung-Yeun;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.7 no.12
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    • pp.55-65
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    • 2007
  • The commercial value of the Korean animation was developed by the government's policies of revitalizing reform and national harmony from 1960 to the middle of 1980. Especially, the character of the anti communistic animation was organized by the structure of confrontation between South (good) and North (evil). The confrontation was viewed by communism and liberal democracy by red and white (or blue) and a pig or a boy. Such ideology and the policy of Korean culture gave some impact on its culture, for example, movie and animation. The animation became the tool of educating the idea of anti-communism and the policy of Korean culture by firming the policy of anti communism. But that animation of anti communism must not be blamed because it is a general animation of Korea which describes the reality. We have to take a hard view of the time and reconsider it by the new point of view.

Design of A Tool for Color Combination Image Effects on Animated Characters' Clothes (애니메이션 캐릭터의 의상 컬러에 대한 배색 이미지 탐색도구 설계)

  • Sohn, Eun-Ha;Kim, Jae-Ho
    • Journal of Korea Multimedia Society
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    • v.10 no.10
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    • pp.1319-1327
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    • 2007
  • Clothing color for animation characters is very important in expressing a given characters image and characteristics. Consequently, in this paper, we propose a tool that allows an easy and simple selection of clothing color combinations in conjunction with previous color combination image research (color image chart). This tool has two functions, The first allows the user to search what color best fits a given image, and the second calculates which image is closest to the color that user has chosen. This tool was developed so it can be used over the web, and was used to verify whether the color combination for Disney and Dream Works animated characters' clothing has been selected appropriately according to the character's image, as determined through a survey.

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Real Examples based Natural Phenomena Synthesis

  • An, HyangA;Seo, Yong-Ho;Park, Jinho
    • International journal of advanced smart convergence
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    • v.2 no.2
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    • pp.7-9
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    • 2013
  • Current physics-based simulation is an important tool in the fluid animation. However some problems require a new change to current research trends which depend only on the simulation. The ultimate goal of this project is to obtain information of flow example, analyze an example through machine learning and the novel fluid animation reconfigure without physical simulation.