• 제목/요약/키워드: Animations

검색결과 441건 처리시간 0.025초

애니메이션에서 음향의 리듬과 충실성에 대한 연구 (A Study on Rhythm and Fidelity of Sound in Animation)

  • 최유미;성례아
    • 만화애니메이션 연구
    • /
    • 통권6호
    • /
    • pp.132-151
    • /
    • 2002
  • Animation is an art, which experiences through visual and auditory sense. The purpose of this study is to find out whether the theory of film sound can be also applied to animation sound. The study also aims to find out whether the mood and feeling of animation can be influenced by rhythm and fidelity of sound. To begin with, exampled a few animations and analyzed their sound base on the theoretical background of film sound and found out that influence of rhythm and fidelity of sound in animation is much more effective than in film. To find out the relationship between the changes of the mood according to different rhythm, I have applied the various rhythms of sound in a same sequential images. Result proved that the mood of animation was changed according to different rhythms that applied to animation. sound has a great ability of delivering the mood prior to images and different sound can change the overall feeling and mood of animation. Also proved that influence of fidelity of sound is much greater than rhythms of sound, especially in comic animation.

  • PDF

Interactive Spatial Augmented Reality Book on Cultural Heritage of Myanmar

  • Hta, Aye Chan Zay;Lee, Yunli
    • Journal of information and communication convergence engineering
    • /
    • 제18권2호
    • /
    • pp.69-74
    • /
    • 2020
  • Myanmar, also known as Burma, has a rich cultural heritage, and its historical tourist attractions well known around the world. Therefore, we designed and developed an interactive spatial augmented reality (iSAR) book on the cultural heritage of Myanmar. This iSAR book has total of 18 pages with rich media content including videos, animations, audio, and images featuring the cultural heritage of Myanmar in a digital format. In addition to virtual content, navigational features such as virtual buttons and touch-based hand gestures were implemented using Leap Motion and VVVV. Therefore, the developed iSAR book allows virtual content and navigational features to merge seamlessly into a physical book. Five participants were recruited to evaluate the prototype iSAR book, and interviews were conducted to gather their feedback based on its immersive qualities. Thus, the developed iSAR book on Myanmar effectively shares the cultural heritage of Myanmar, and ultimately allows users to explore and gain more insight into the country.

옥트리 인코딩을 이용한 법선 벡터의 압축 (Compression of Normal Vectors using Octree Encoding)

  • 김용주;김재정
    • 한국CDE학회논문집
    • /
    • 제12권2호
    • /
    • pp.109-117
    • /
    • 2007
  • Three-dimensional mesh models have been widely used in various applications such as simulations, animations, and e-catalogs. In such applications the normal vectors of mesh models are used mainly for shading and take up the major portion of data size and transmission time paper over networks. Therefore a variety of techniques have been developed to compress them efficiently. In this paper, we propose the MOEC (Modified Octree Encoding Compression) algorithm, which allow multi lever compression ratios for 3D mesh models. In the algorithm, a modified octree has nodes representing their own positions and supporting a depth of the tree so that the normal vectors are compressed up to levels where the shading is visually indistinguishable. This approach provides efficient in compressing normals with multi-level ratios, without additional encoding when changing in compression ratio is required.

Design of an Alpine Skiing Game Using ActionScript 3.0

  • Bai-Tiantain, Bai-Tiantain;Park, Jong-Hoon;Kim, Chul-Won
    • Journal of information and communication convergence engineering
    • /
    • 제10권2호
    • /
    • pp.168-174
    • /
    • 2012
  • Flash is the most popular 2D animation and game development software, supporting vector and media technology at the core, which enables the development of small and pithy games. It is widely used in Web animation, courseware, TV commercials, game development, and other works of design. In this paper, we propose a control movement function and auxiliary functions for an alpine skiing game based on ActionScript 3.0. The control movement function is designed with moving phases (i.e., free fall, sliding, projectile, and landing). The auxiliary functions include drawing path, start/restart movement, and saving the highest score. In addition, for the visual design of our game, we designed animations in connection with a character and background. In order to facilitate testing the friction, users can input a chosen friction value. Without user input, the friction default is set at 0.97.

ADMS를 이용한 틸팅터릿 이송시스템의 동특성 연구 (A Study on Dynamic Characteristics of Tilting Turret Slide System using ADAMS)

  • 정상화;차경래
    • 한국정밀공학회:학술대회논문집
    • /
    • 한국정밀공학회 2000년도 추계학술대회 논문집
    • /
    • pp.203-206
    • /
    • 2000
  • In the multi-purpose lathe, the design of tilting turret slide system has an important and critical role to enhance the accuracy of the machining process. Tilting turret unit is traveled by 3-axis slide systems. There is a need to design this part very carefully. In this research, the 3-axis slide system with tilting turret unit is researched with two approaches; The first is that 3-axis slide system is modeled and simulated usig ADAMS software. The dynamic behavior of this system is visualized by data graphs and dynamic animations. The first step of virtual prototype which makes it possible to design economically and effectively is developed.

  • PDF

물리기반 렌더링에서의 비스플라인 볼륨 BRDF 표현과 응용 (B-spline Volume BRDF Representation and Application in Physically-based Rendering)

  • 이주행;박형준
    • 한국CDE학회논문집
    • /
    • 제13권6호
    • /
    • pp.469-477
    • /
    • 2008
  • Physically-based rendering is an image synthesis technique based on simulation of physical interactions between light and surface materials. Since generated images are highly photorealistic, physically-based rendering has become an indispensable tool in advanced design visualization for manufacturing and architecture as well as in film VFX and animations. Especially, BRDF (bidirectional reflectance distribution function) is critical in realistic visualization of materials since it models how an incoming light is reflected on the surface in terms of intensity and outgoing angles. In this paper, we introduce techniques to represent BRDF as B-spline volumes and to utilize them in physically-based rendering. We show that B-spline volume BRDF (BVB) representation is suitable for measured BRDFs due to its compact size without quality loss in rendering. Moreover, various CAGD techniques can be applied to B-spline volume BRDFs for further controls such as refinement and blending.

신호설비 유지관리절차 동영상 제작 (Manufacturing Video Clips for Easier Understanding about the Maintenance Procedures of Railway Signal Facilities)

  • 정호형;고양옥;이남일
    • 한국철도학회:학술대회논문집
    • /
    • 한국철도학회 2010년도 춘계학술대회 논문집
    • /
    • pp.1033-1037
    • /
    • 2010
  • Railway signal facilities are very important because they are directly related to safe train operation. By the result of the unification of signal and station control, station control staffs have been having a hard time to grasp the knowledge about signal facilities and the fault restoration ability in a short term since the existing manuals were only made with text materials. To meet the growing demand to educate the maintenance work in actual and effective way, the maintenance manuals and periodic procedures was developed in the forms of video clips and animations with quality contents onto a DVD enabling not only to improve the maintenance works for signal facilities but to contribute budget saving and profit generating.

  • PDF

Edutainment식 한자 학습 시스템의 구현 및 성능 평가 - 크론박 알파와 분산분석을 이용한 성능평가 - (Implementation and Performance Evaluation of the Learning System for Chinese Characters in Edutainment - Performance Evaluation using the Cronbach's coefficient alpha and Analysis of variance-)

  • 이은아;김태석
    • 한국시뮬레이션학회논문지
    • /
    • 제14권4호
    • /
    • pp.9-18
    • /
    • 2005
  • In this paper, the system is implemented in four ways , For those who want to learn Chinese characters using the internet, and To make the learning more interesting and entertaining. Four different learning methods have been provided , using the transition process of Chinese characters, games, animations, and an illustration of the relationships between Chinese Characters and korean letters. The subjects of the evaluation were freshmen polled about the Chinese character learning system. The evaluation methods are : the validity of the research content is evaluated using the Cronbach's coefficient alpha and the performance of the system is evaluated by F-type of Analysis of variance.

  • PDF

LESSONS LEARNED FROM HALDEN PROJECT RESEARCH ON HUMAN SYSTEM INTERFACES

  • Braseth, Alf Ove;Nihlwing, Christer;Svengren, Hakan;Veland, Oystein;Hurlen, Lars;Kvalem, Jon
    • Nuclear Engineering and Technology
    • /
    • 제41권3호
    • /
    • pp.215-224
    • /
    • 2009
  • Innovative Human System Interfaces (HSIs) has been a major topic of research of the international Halden Reactor Project (HRP) for many years. Different design concepts have been addressed and prototypes have been implemented and evaluated in the experimental control room facility of HRP. Many of the concepts go far beyond traditional P&ID type displays, and utilize advanced computer graphics and animations. The paper briefly describes some of the concepts, their advantages and disadvantages experienced through evaluations and feedback from users.

효율적인 애니메이션을 위한 모션 에디팅 방법의 계산량분석에 관한 연구 (Analysis on the Computational complexities of Motion Editing for Graphic Animation)

  • 이지홍;김인식;김성수
    • 제어로봇시스템학회논문지
    • /
    • 제8권1호
    • /
    • pp.28-36
    • /
    • 2002
  • Regarding efficient development of computer graphic animations, lots of techniques for editing or transforming existing motion data have been developed. Basically, the motion transformation techniques follow optimization process. To make the animation be natural, almost all the techniques utilize kinematics and dynamics in constructing constraints for the optimization. Since the kinematic and dynamic structures of virtual characters to be animated are very complex, the most time-consuming part is known to the optimization process. In order to suggest some guide lines to engineers involved in the motion transformation, in this paper, we analyze the computational complexities for typical motion transformation in quantitative manner as well as the possibility for parallel computation.