• Title/Summary/Keyword: Animations

Search Result 450, Processing Time 0.022 seconds

Development of AR Content for Algorithm Learning

  • Kim, So-Young;Kim, Heesun
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.14 no.3
    • /
    • pp.292-298
    • /
    • 2022
  • Coding education and algorithm education are essential in the era of the fourth industrial revolution. Text-oriented algorithm textbooks are perceived as difficult by students who are new to coding and algorithms. There is a need to develop educational content so that students can easily understand the principles of complex algorithms. This paper has implemented basic sorting algorithms as augmented reality contents for students who are new to algorithm education. To make it easier to understand the concept and principles of sorting algorithms, sorting data was expressed as a 3D box and the comparison of values according to the algorithms and the movement of values were produced as augmented reality contents in the form of 3D animations. In order to help with the understanding of sorting algorithms in C language, the change of variable values and the exchange of data were shown as animations according to the execution order of the code and the flow of the loop. Students can conveniently use contents through a smart phone without special equipment by being produced in a marker-based manner. Interest and immersion, as well as understanding of classes of sorting algorithms can be increased through educational augmented reality-based educational contents.

Study on 2D Sprite *3.Generation Using the Impersonator Network

  • Yongjun Choi;Beomjoo Seo;Shinjin Kang;Jongin Choi
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.17 no.7
    • /
    • pp.1794-1806
    • /
    • 2023
  • This study presents a method for capturing photographs of users as input and converting them into 2D character animation sprites using a generative adversarial network-based artificial intelligence network. Traditionally, 2D character animations have been created by manually creating an entire sequence of sprite images, which incurs high development costs. To address this issue, this study proposes a technique that combines motion videos and sample 2D images. In the 2D sprite generation process that uses the proposed technique, a sequence of images is extracted from real-life images captured by the user, and these are combined with character images from within the game. Our research aims to leverage cutting-edge deep learning-based image manipulation techniques, such as the GAN-based motion transfer network (impersonator) and background noise removal (U2 -Net), to generate a sequence of animation sprites from a single image. The proposed technique enables the creation of diverse animations and motions just one image. By utilizing these advancements, we focus on enhancing productivity in the game and animation industry through improved efficiency and streamlined production processes. By employing state-of-the-art techniques, our research enables the generation of 2D sprite images with various motions, offering significant potential for boosting productivity and creativity in the industry.

Comparative Analysis of Markerless Facial Recognition Technology for 3D Character's Facial Expression Animation -Focusing on the method of Faceware and Faceshift- (3D 캐릭터의 얼굴 표정 애니메이션 마커리스 표정 인식 기술 비교 분석 -페이스웨어와 페이스쉬프트 방식 중심으로-)

  • Kim, Hae-Yoon;Park, Dong-Joo;Lee, Tae-Gu
    • Cartoon and Animation Studies
    • /
    • s.37
    • /
    • pp.221-245
    • /
    • 2014
  • With the success of the world's first 3D computer animated film, "Toy Story" in 1995, industrial development of 3D computer animation gained considerable momentum. Consequently, various 3D animations for TV were produced; in addition, high quality 3D computer animation games became common. To save a large amount of 3D animation production time and cost, technological development has been conducted actively, in accordance with the expansion of industrial demand in this field. Further, compared with the traditional approach of producing animations through hand-drawings, the efficiency of producing 3D computer animations is infinitely greater. In this study, an experiment and a comparative analysis of markerless motion capture systems for facial expression animation has been conducted that aims to improve the efficiency of 3D computer animation production. Faceware system, which is a product of Image Metrics, provides sophisticated production tools despite the complexity of motion capture recognition and application process. Faceshift system, which is a product of same-named Faceshift, though relatively less sophisticated, provides applications for rapid real-time motion recognition. It is hoped that the results of the comparative analysis presented in this paper become baseline data for selecting the appropriate motion capture and key frame animation method for the most efficient production of facial expression animation in accordance with production time and cost, and the degree of sophistication and media in use, when creating animation.

The Effect of Nutrition Education Using Animations on the Nutrition Knowledge, Eating Habits and Food Preferences of Elementary School Students (동영상을 활용한 영양교육이 초등학생의 영양지식, 식습관 및 식품기호도에 미치는 영향)

  • Kim, Kyung-A;Lee, Yeon-Kyung
    • Korean Journal of Community Nutrition
    • /
    • v.15 no.1
    • /
    • pp.50-60
    • /
    • 2010
  • The purpose of this study was to conduct nutrition education using animations for the establishment of proper eating habits among elementary school students and to evaluate its effectiveness. The subjects of this study were two classes of fourth grade students in an elementary school located in Daegu-city. There were 29 students in each class. One class, the "nutrition-education" group, received nutrition education; the other class, the "no-education" group, did not receive the education. After completing the eight nutrition lessons, the effectiveness of the education was analyzed by measuring changes in the nutrition knowledge, eating habits and food preferences of the nutrition-education group vs. the no-education group. Before nutrition education, there was no significant difference between the two groups in terms of nutrition knowledge. However, after the nutrition education, the nutrition-education group's nutrition knowledge was significantly improved, compared to that of the no-education group (p < 0.001). Following education, the nutrition-education group's responses to the "eating habit" item, "I eat fruits every day," were significantly more positive, compared to the responses of the no-education group (p < 0.01). However, for the ten food groups listed as food preferences, except for fish and shellfish (p < 0.05), there was no significant difference in the responses of the two groups. Following the education, the nutrition-education group showed significantly increased preferences for 12 food items (red beans, mackerels, yellow corvinas, dried laver, kelps, radish, lettuce, pears, kiwi fruits, plums, grapes and sweet drinks made from fermented rice) out of 112 items, compared to the selected preferences of the no-education group. After education, 75.9% of the students in the nutrition-education group indicated changes in their eating habits, and 89.6% of them answered that the nutrition education helped them change their eating habits. The most helpful medium for changing their eating habits was animations (31.0%), followed by songs (20.7%) and lectures (17.2%). As a result of this study, after completing the nutrition education, students in the nutrition-education group showed significant changes in food preferences, and their level of nutrition knowledge was significantly increased. However, their eating habits did not actively change. Therefore, in order to establish proper eating habits, a longer period of consistent education is required, using various educational media and learning methods such as extracurricular activities and discretionary activity programs.

A Study on Korean Lip-Sync for Animation Characters - Based on Lip-Sync Technique in English-Speaking Animations (애니메이션 캐릭터의 한국어 립싱크 연구 : 영어권 애니메이션의 립싱크 기법을 기반으로)

  • Kim, Tak-Hoon
    • Cartoon and Animation Studies
    • /
    • s.13
    • /
    • pp.97-114
    • /
    • 2008
  • This study aims to study mouth shapes suitable to the shapes of Korean consonants and vowels for Korean animations by analyzing the process of English-speaking animation lip-sync based on pre-recording in the United States. A research was conducted to help character animators understand the concept of Korean lip-sync which is done after recording and to introduce minimum, basic mouth shapes required for Korean expressions which can be applied to various characters. In the introduction, this study mentioned the necessity of Korean lip-sync in local animations and introduced the research methods of Korean lip-sync data based on English lip-sync data by laking an American production as an example. In the main subject, this study demonstrated the characteristics and roles of 8 basic mouth shapes required for English pronunciation expressions, left out mouth shapes that are required for English expressions but not for Korean expressions, and in contrast, added mouth shapes required for Korean expressions but not for English expressions. Based on these results, this study made a diagram for the mouth shapes of Korean expressions by laking various examples and made a research on how mouth shapes vary when they are used as consonants, vowels and batchim. In audition, the case study proposed a method to transfer lines to the exposure sheet and a method to arrange mouth shapes according to lip-sync for practical animation production. However, lines from a Korean movie were inevitably used as an example because there has not been any precedents in Korea about animation production with systematic Korean lip-sync data.

  • PDF

Animation Character Preference According to Age and Gender of Children (유아의 연령과 성에 따른 애니메이션 캐릭터 선호도)

  • Ko, Young-Ja;Kim, Min-Jung
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.3
    • /
    • pp.470-479
    • /
    • 2012
  • This study was designed to investigate and analyze children's preference on animation characters according to age and gender of the subjects, by surveying 255 children aged from 3 to 5. The animation characters were represented in pictures, and the reasons of preference were collected through individual interview with the children. The $x^2$ verification of SPSS 18.0 Window statistic program was used to verify the difference in preference. As a result, children aged from 3 to 5 showed higher preference on animations produced in foreign countries than the ones produced in Korea, as Korean animations and foreign-country animations had preference rate of 35.7% and 64.3%, and Korean characters and foreign-country characters had preference rate of 22.4% and 77.6% respectively. Depending on the age of children, there was significant difference among animation characters that the children prefer ($x^2=302.474^{***}$, P<.001), and it was shown that children at the age of 3 showed preference on 'Pororo' of Pororo the Little Penguin, children at the age of 4 on 'Tayo' of Tayo the Little Bus and 'Amu' of Shugo Chara, and children at the age of 5 on 'Shin Chan' of Crayon Shin Chan. It was also revealed that there was significant difference among animation characters according to the gender of children ($x^2=120.864^{***}$, P<.001); boys preferred 'Pororo' of Pororo the Little Penguin the most, followed by 'Doraemon' of Doraemon, 'Thomas' of Thomas and Friends and 'Tayo' of Tayo the Little Bus, and girls preferred 'Pororo' of Pororo the Little Penguin the most, followed by 'Apple' of Little Princess, 'Amu' of Shugo Chara and 'Loopy' of Pororo the Little Penguin. Through this study, it is hoped that the development of children animation would advance further, and that this study could be used as the preliminary resource.

A Study on the Visual Effects of Non-Photorealistic Rendering Animation focusing on 'Paperman,' a Short Animation (넌-포토리얼리스틱(Non-Photorealistic) 렌더링 애니메이션의 시각 효과 기법 - 단편 애니메이션 Paperman을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
    • /
    • s.40
    • /
    • pp.139-155
    • /
    • 2015
  • Animation is completed in accordance with the original planning of visual direction in the process of post-production. Especially, a variety of visualization skills to meet the planning idea are directed in editing and compositing processes such as rendering and shading in the production of 3D animation. Therefore, the studies how to implement these visual effects have been conducted since the emergence of the animation. The rendering method which appears in the recent animations so often is the effect of 2D animation style although it is applied by 3D technique. 3D animation can be classified as two types including photo realistic and non-photo realistic renderings. The former is to render the images realistically while the latter is to highlight the formative effect with analogue style free from the realism of the photographs. Visual effect of 2D animation is non-realistic, that is, non-photo realistic rendering. The animations produced by this method have the depth of 3D animation expression in terms of space and animating, and can direct the viewer-friendly analogue style visuals, which are widely used as a post-production effect. Hence in this study, we selected a short animation, 'Paperman,' one of Disney's animations, produced by cartoon rendering method which belongs to the class of non-photo rendering technique in 3D graphics, as our subject. We analyzed their techniques and visual effects of the scenes expressed by cartoon rendering method so as to understand whether they meet the original direction idea with the composition work. In addition, we expect further developments of post-production methods, exceeding the limit of graphic expression in alignment with the trend that has become more various in the types and genres of non-photo rendering.

The Characteristics of Hybrid Visual Direction of Musical Animation Film -Focusing on - (뮤지컬 애니메이션 영화의 혼성적 영상연출 특성 -<겨울왕국, 2013>을 중심으로-)

  • Lee, Hae-Ra;Lee, Hyun-Seok
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.12
    • /
    • pp.50-60
    • /
    • 2015
  • The animation film , which became a worldwide sensation with its theme song 'Let it go', did not only rank first in the U.S. box office - it was also the greatest box office hit in the history of Disney animation. Why did , recreated into a musical animation, become a worldwide success and what were the characteristics of its materialized hybrid visual direction technique? In order to look into this, firstly, literature on musicals and animations were studied, and secondly, analysis standards were drawn for musical characteristics of musicals and direction techniques of animations. Thirdly, analyzation and investigation will be conducted on hybrid visual direction techniques based on the research above with as the example. Through this study, it's known that realizes its musical features such as 'exaggerated acting,' 'delivering the meaning of circumstances', 'dramatic expression of emotion' and etc. through animated characters and that its background music is aided by 'narrative features' through its musical composition. Besides, its snow effect through animated VFX composing scenes along with its musical characteristics realizes hybrid image direction. It can be said that image directing effects of musical animations through hybrid grafting and the characteristics of image aesthetics generate public demands worldwide.

The Reinterpretation of Comic-Animation by Content Users - The Reproductions in Korean Cosplay Culture (콘텐츠 유저에 의한 만화-애니메이션의 재해석에 관한 연구 - 한국 코스프레 문화에서의 재생산)

  • Yoon, Wn-Ho
    • Cartoon and Animation Studies
    • /
    • s.41
    • /
    • pp.487-510
    • /
    • 2015
  • In recently, thanks to the development of computer and internet, and reinforcement of digital media literacy of ordinary people, many users of comics and animations recombine contents into various ways, including UCCs. In a glance, it seems these outputs violates the copyrights of contents. But in reality, they helps the growth of the ecosystem of contents market, with increase of contents users. The reason of these reproductions inclines the characteristics of animation media. Animation, which are constituted by plastic symbols, auditory symbols, and narrative symbols, and Comic, which supports stories of Animations, affects as 'Imaginary signifier'. These signifiers helps users of contents to dismantle and reassemble stories. These aspects are seen in doujin culture, animation soundtrack fandom, and voice actor fandom. But In this article, we will concentrate into cosplay culture. Cosplay culture shows more active appearances than another fandoms. In especially, cosplay stage and daily cafe show more active reproductions of characters and communications. However, they are done by youth fans, which has not enough financial abilities: therefore, events are not sustainable and discontinued. And they have another limits, like lack of opportunity of performance. In the reality of Korean society, which needs of community making by community member, and hybrid culture, comics and animation productions in Korea are in need of access positively and encourage reproductions of active receivers of animations.

The Research Work of Development of Imaging Media and Expansion of The Animation Expression - Focusing on The Expansion of Space for Frozen (영상미디어 기술의 발달과 애니메이션 표현력의 확장에 대한 연구 -<겨울왕국>에서 나타난 공간의 확장 중심으로)

  • Lim, Jae Min;Lee, Jong Han
    • Cartoon and Animation Studies
    • /
    • s.36
    • /
    • pp.325-347
    • /
    • 2014
  • "The art challenges the technology, and the technology inspires the art." By this word John Lasseter expressed Pixar animations main soul of story. Media technology has a close relation with the animation. As media developed more and more, an animation has been widen a lot and have given new visions to the audiences. We can see such this figure from the history of the Disney animation. They had tried to make all the kind of animations such a silent animation, planetary animation, black and white animation and the multi colored animation. Lately Disney had made animation that has traditional style. But the method of making traditional animation stable side story's holdup the audience. So Disney animation decided to change this method. For the result of Disney animation studio effort Frozen had produced after a computer graphics work following Rapunzel. What was the reason for entertain well of Frozen? Not only changing the method of producing traditional to computer graphic is could not make entertain well. We can see from the Frozen concordance of the original idea and modern scenario, OST the perfection of computer graphics work. In this paper work Disney animation has worked from the silent animation to computer graphic works result of "The Frozen". For the contribution of technology development makes able to analyze animations expression and relation. There is a lot shots that hard to analyze in the Frozen. But I will study it with the method named "Expansion in space" to making main analyzing expressive extension that appears on the scene.