• Title/Summary/Keyword: Character Graphics

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Improving Watching HDTV Environment by Analyzing Visual Perception of Character Graphics (문자그래픽 시각인지도 분석에 따른 HDTV시청환경 개선 연구)

  • Lee, Kook-Se;Moon, Nam-Mee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.583-589
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    • 2009
  • The new HDTV technologies provide crystal clear images and surrounding sounds for broadcasting screen in order to serve higher quality of broadcasting. They have four times the resolution of conventional TV and handle 16:9 wide screen aspect ratio images. Due to such technological shift, the function of Character Graphic has been particularly revaluated: it used to be only a subsidiary method to literally deliver visual images, but nowadays it is considered one of the essential elements capable of giving higher values to broadcasting programs. And there is an urgent need for changing its attributes such as fonts, sizes, colors, moving speeds to fit to bigger screen ratio and much more qualified images of HDTV. To meet such a need, Delphi surveys are made twice with three groups of TV production staffs: Art Directors, CG Designers and Production & Transmission team, these groups which are divided on the basis of their roles in broadcasting production process. With the results of these surveys, this article analyzes how all of the attributes of Character Graphic have affected the media users' Visual Perception, and then, suggests a new format designed in OSMU(One Source Multi Use) by which TV character graphics can be properly transmitted to various media formats.

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A Research of Character Graphic Design on Larger Television Screens -Based on Analysis of its Visual Perception- (TV화면 대형화에 따른 문자그래픽 표현 연구 -시각인지도 분석 기반-)

  • Lee, Kook-Se;Moon, Nam-Mee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.129-138
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    • 2009
  • Character graphic design of TV screen, the major visual element, has become greatly important in its roles to help viewers understand visual information better and to enhance the qualities of the program. This research is to figure our a way of changing and improving the attributes of TV captions and graphics such as fonts, size, and caption speed appropriate to bigger and better qualified TV screen. Based on two Delphi surveys of graphics experts along with the theoretical studies, this article analyzes the relevance of visual perception to various visual elements of TV screen, and proposes a better plan in visual effects for various media under OSMU (One Source Multi Use).

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Control of a Three-Dimensional Character Animation Based on H-Anim (H-Anim 기반의 3차원 캐릭터 애니메이션 제어)

  • Kim, Young-Shin;Lee, Min-Geun;Lee, Myeong-Won
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.4
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    • pp.1-6
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    • 2007
  • In this paper we describe the method of controlling the animation of 3D characters according to ISO/IEC 19774 (H-Anim) specification, which has been released by Wed3D Consortium and ISO/IEC SC24 WG6. The animation structure of the H-Anim character can be defined and modified in our H-Anim editor program. Our H-Anim animator generates the character's motion automatically according to the input of motion parameters at the character's joints interactively. This paper is focused on the development of a motion generation tool for human-like characters defined by H-Anim structures.

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A Character Animation Tool Based on Motion Mapping (모션 매핑 기반의 캐릭터 애니메이션 개발 도구)

  • Lee, Minguen;Lee, Myeong Won
    • Journal of the Korea Computer Graphics Society
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    • v.5 no.2
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    • pp.43-52
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    • 1999
  • In this paper, we present an animation toolkit based on motion mapping technique in a graphics user interface that can represent data structures necessary for generating character motions. The motion mapping means that an animation sequence generated once can be mapped to another object directly according a data structure in the graphics user interface. Users can generate animation sequences interactively using a mouse. These are obtained automatically by modifying motion data structures interactively. Compared with other conventional tools, the toolkit has different features that two hierarchical structures necessary for representing modeling and animation data are managed independently each other, and that animations generated can be applied to any other characters by connecting the two hierarchical structures in the user interface.

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A study on character change of game graphics according to media coverage and diversity of technology (매체의 포괄성과 기술의 다양성에 따른 게임그래픽의 캐릭터변화 연구분석)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.16 no.8
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    • pp.287-292
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    • 2018
  • It's called masterpieces, which are made up of a lot of enthusiasts by adding a variety of configurations, high game quality, and colorful and realistic graphics. Since many classic games came out and disappear from the game companies, they have been revived in recent years as mobile. Although this phenomenon may have various hardware and software reasons, the present researcher intends to compare and analyze the graphical issues of the characters that can increase the game immersion by the user's autonomous selection among the factors for the immersion of the game. In addition to the birth of one of the most loved characters in the world among the characters of various games, it is considered to be a character who has developed the process of graphic and various expressive production centering on the character called Super Mario which shows various developments than the character in the game history of the world We will present various possibilities of development of game character through comparative analysis and research based on the character.

Analysis of the change of the characters according to the change of the media -A Study on Composite Representation of Game Character in Sandboxed Indy Game (매체의 변화에 따른 캐릭터의 시대적 변화분석 -샌드박스형 인디 게임에 있어 게임 캐릭터 융복합적 표현법에 대한 고찰)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.335-340
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    • 2019
  • With the development of the media, pirate platforms and technologies are critical to the design of video content. Games based on online platforms and networking can help you develop games and expand your game as games are developed. Better yet. This paper is a major feature of the growth of the sandbox game that leads the game of InGame. Phenotypical 3D Dress Graphics You can study the usefulness of graphics based on doubles, the advantages of game characters, and space game graphics.

Domestic Production Process of Early Korean Broadcast CG Equipment

  • Nah, So-Mi
    • Journal of Multimedia Information System
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    • v.8 no.4
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    • pp.285-294
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    • 2021
  • The development process of domestic CG (Computer Graphics) needs to be studied by classifying the technical part and the design part. This paper analyzes how early domestic broadcast equipment evolved and focused on what went through the development process. Domestic broadcasting companies have introduced and used overseas equipment and have begun to develop their own technology. The development process of the early domestic production technology of broadcasting stations was classified into Character Generator, On-line Real-Time Graphic and Sport Coder. It was found that the orientation of broadcasting technology was conclusively focused on visualization, with socio-cultural factors acting along with the evolution of hardware and software. This research is meaningful in reorganizing the history of the development process of domestic CG technology in the early days through previous research (primary verification), newspaper articles and news coverage (secondary verification). This paper looks at what is missing by regaining the past of CG, and argues that with the advent of new technologies today, we must develop through appropriate division of roles and collaboration between engineers and designers.

Bilingual document analysis and character segmentation using connected components (연결요소를 이용한 한.영 혼용문서의 구조분석 및 낱자분리)

  • 김민기;권영빈;한상용
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.22 no.3
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    • pp.410-422
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    • 1997
  • In this paper, we descried a bottom-up document structure analysis method in bilingual Korean-English document. We proposed a character segmentation method based on the layout information of connected component of each character. In many researches, a document has been analyzed into text blocks and graphics. We analyzed a document into four parts: text, table, graphic, and separator. A text is recursively subdivided into text blocks, text lines, words, and characters. To extract the character in bilingual text, we proposed a new method of word of word separation of Korean or English. Futhermore, we used a character merging and segmentation method in accordance with the properties of Hangul on the Korean word blocks. Experimental results on the various documents show that the proposed method is very effectively operated on the document structure analysis and the character segmentation.

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A Realistic Running Animation with One-Legged Hopper Model (한 발 뜀뛰기 모델을 이용한 사실적인 달리기 애니메이션)

  • Kang, Young-Min;Park, Sun-Jin;Cho, Hwan-Gue
    • Journal of the Korea Computer Graphics Society
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    • v.4 no.2
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    • pp.1-13
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    • 1998
  • The most important goal of character animation is to efficiently control the motions of a character. Until now, many techniques have been proposed for human gait animation, and some techniques have been created to control the emotions in gaits such as "tired walking" and "brisk walking" by using parameter interpolation or motion data mapping. This paper proposes a human running model based on a one-legged hopper with a self-balancing mechanism. The proposed technique exploits genetic programming to optimize movement, and can be easily adopted to various character models. We extend the energy minimization technique to generate various motions in accordance with emotional specification.

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Computer Graphics / Molecular Mechanics Studies of ${\beta}$-Lactam Antibiotics. Geometry Comparison with X-Ray Crystal Structures

  • Chung, Sung-Kee;Chodosh, Daniel F.
    • Bulletin of the Korean Chemical Society
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    • v.10 no.2
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    • pp.185-190
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    • 1989
  • Geometries for a number of representative ${\beta}$ -lactam antibiotics (penams, cephems and monobactams) have been calculated by computer graphics/molecular mechanics energy minimization procedures using both MM2 and AMBER force fields. The calculated geometries have been found in reasonable agreement with the geometries reported in the X-ray crystal structures, especially in terms of the pyramidal character of the amide nitrogen in the ${\beta}$-lactam ring and the Cohen distance. Based on these calculations, it is suggested that the nitrogen atom in the monobactams may also have pyramidal geometries in the biologically active conformations.