• Title/Summary/Keyword: Character Industry

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Low polygon game character modeling and Character Primitives manufacture (로우폴리곤 게임 캐릭터 모델링 및 Character Primitives 제작)

  • Kang, Sung-Jung;Kim, Sang-Jin;Lee, Seung-Hyun
    • Journal of the Korea Computer Industry Society
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    • v.7 no.5
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    • pp.573-582
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    • 2006
  • The game is in progress according to the game story with the text, graphic, animation, motion picture, music, etc. Also the result of the game varies depending on the strategy and tactics of the player. For the development of the game, this paper describes the task of the game planner, game programmer, and game graphic designer. Game graphic designers are classified into 4 parts such as the art director, original picture designer, 2D designer, and 3D designer. Among these, the 3D designer makes the 3D game characters with the use of 3D tools. This paper presents the method that 3D designers and beginners can develop 3D characters easily and quickly, Also, this paper shows the method for making preparations of SourceModel which includes 150 polygons. The SourceModel is made up of between five life size and eight life size. In addition, Character Primitives Interface is made to use SourceModel in MaxScript. Accordingly 3D designers have the free use of SourceModel and they will be able to save time.

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A Study on Binarization of Handwritten Character Image (필기체 문자 영상의 이진화에 관한 연구)

  • 최영규;이상범
    • Journal of the Korea Computer Industry Society
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    • v.3 no.5
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    • pp.575-584
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    • 2002
  • On-line handwritten character recognition be achieved successful results since effectively neural networks divided the letter which is the time ordering of strokes and stroke position. But off-line handwritten character recognition is in difficulty of incomplete preprocessing because has not information of motion or time and has frequently overlap of the letter and many noise occurrence. consequently off-line handwritten character recognition needs study of various methods. This paper apply watershed algorithm to preprocessing for off-line handwritten hangul character recognition. This paper presents effective method in four steps in watershed algorithm as consider execution time of watershed algorithm and quality of result image. As apply watershed algorithm with effective structure to preprocessing, can get to the good result of image enhancement and binarization. In this experiment, this paper is estimate the previous method with this paper method for execution time and quality in image. Average execution time on the previous method is 2.16 second and Average execution time on this paper method is 1.72 second. While this paper method is remove noise effectively with overlap stroke, the previous method does not seem to be remove noise effectively with overlap stroke.

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A Study on the Effect of Firm's Patent Activity on Business Performance - Focuss on Time Lag Analysis of IT Industry (기업의 특허활동이 경영성과에 미치는 영향에 관한 연구 - 통신 산업의 시차분석을 중심으로)

  • Lee, Joon Hyuck;Kim, Gab Jo;Park, Sang Sung;Jang, Dong Sik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.2
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    • pp.121-137
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    • 2013
  • Now days, firm's technology capability is recognized as important factor to forecast and to evaluate firm's business performance. There are many efforts to develop useful indicators by applying patent information that includes concrete description about technology. Many previous studies analyzed relationship between patent indicators and firm's performance. But they didn't consider time gap between a point of firm's invention activity and a point of firm's performance improvement. They didn't considered a character of industrial fields either. To overcome these limitations, we selected IT industry for target analysis industry. Time-series patent data and financial data from 41 American IT firms between 2000 and 2011 were used to analyze. In this study, We empirically analyzed subsequent effect of patent indicators on firm's business performance by using correlation analysis and regression analysis.

The Strategy to Improve Customers through Important Level Analysis of Bakery Shop′s Choice Attribution (제과점 이용자의 선택 속성 중요도 분석을 통한 고객 증진 전략)

  • 박상준
    • Culinary science and hospitality research
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    • v.10 no.3
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    • pp.18-31
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    • 2004
  • Korean food industry has been developed while it receives footlights as the most encouraging industry and composing one axis of food industry under various marketing activities and severe competitions. The purpose of this study was to understand customer's reason to use bakery, extract important factor, systematically analyze and suggest the direction of bakery industry through study on the character of bakery-user. The researcher Modified the Questionnaire developed by Yoon, YH(2000) & Kim, SE(2002). The major findings obtained from this study were as follows. First, on factors of confidence and propriety, price and communication with consumers, product and service, and service response, there was a high difference between male and female. Second, on factors of accessibility & product and service, there was a high difference among disparity of age. Third, on item of confidence and propriety, there was a high difference among customers' residing styles. Fourth, in relation to income level, there was statistically no difference.

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A Study on the Trends of Evaluation Criteria for Industry-University Cooperation in Korea (국내의 대학 산학협력 평가준거 동향에 대한 연구)

  • Kwak, Jin-young
    • Journal of Engineering Education Research
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    • v.26 no.6
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    • pp.62-70
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    • 2023
  • The purpose of this study is to derive implications for improving related policies and evaluation criteria in the future by analyzing trends of evaluation criteria for industry-university cooperation in Korea. For this purpose, five surveys on industry-university cooperation by government departments, major general university evaluations, and evaluation indicators of specialized industry-university evaluations by the Ministry of Education were analyzed. As a result, most of the evaluation criteria for domestic industry-university cooperation have been composed of quantitative indicators and have a limited character as quantitative performance management for government projects. Although the Ministry of Education's evaluation criteria for industry-university cooperation projects has gradually changed to a segmented index considering universities, industries, and regions, it needs to be supplemented for sustainability of industry-university cooperation. In order to promote sustainable industry-university cooperation in the future, it was suggested that first, it is necessary to supplementation of qualitative Indicators considering each university's characteristics, second, the composition of indicators related to reflect on demand in the process of the cooperation, and third, to build a virtuous cycle system for future operation of evaluation criteria.

A Study about Control of real working through the synchronized 3D Game Character and Motion Capture System (3D게임 캐릭터와 모션 캡쳐 시스템의 연동을 통한 실사 움직임(Real Working) 제어 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Kyung, Byung-Pyo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.278-281
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    • 2006
  • In the Contents industry, especially in the field of game contents the area receiving the most spotlight is 3D. With qualitative and quantitative developments in games continue, interest in 3D is becoming more significant. As a result studies and actual application in the area of 3D in the game industry are being most actively conducted. It is true that 3D game characters do not have the same level of natural movement compared to the previous 2D characters. In order to overcome the limitations of movement control of the Key frame method, the method that is currently being rapidly developed is a movement control method using motion capture system. In this study, the focus is placed in production of natural character animation through movement control through linkage of 3D game characters and motion capture system. Hence, production of natural 3D game character animation through a single central action was established as the purpose of this study.

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Animation Technique and Significances Underlying in Michēle Cournoyner's Animated Film "Soif" - Focusing on the Expressive Form of Metamorphosis - (미쉘 꾸르놔이에(Michēle Cournoyner)의 "Soif"에 나타난 애니메이션 기법과 내재된 의미 - 메타모포시스(Metamorphosis) 표현양식을 중심으로 -)

  • Kang, Eun-Mi
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.255-266
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    • 2019
  • This paper examines the ink on paper technique that is being used in the animation works by the Canadian filmmaker Michēle Cournoyner from the National Film Board of Canada. It also discusses how in her animated film "Soif"(2013) this technique has been applied to compose the narrative significance and symbols through the use of metamorphosis as a form of artistic expression. Cournoyner had used the ink of paper technique as a means to abandon realistic representations of movement, and in "Soif" through expressive use of metamorphosis, portrayed changes of images in character and object not through chronological order of narrative flow, but through the body of the female character, which had been represented by the improvisation of the ink on paper technique in order to express the surrealistic and unconscious state of mind in animation. Also, the use of Surrealist automatism had been incorporated to evoke the film towards a form of abstract and metaphysical expression, which in terms of expression and technique connects with the character in the animation to give emphasis to its relevancy with the subject matter of the work.

Solutions for the Effective 3D Character Skin Weight by converting Lattice Weight (래티스 웨이트 변환을 통한 효과적인 3D 캐릭터 스킨 웨이트 솔루션 제안)

  • Song, Bal-gum;Lee, Hyun-seok
    • Cartoon and Animation Studies
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    • s.44
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    • pp.33-56
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    • 2016
  • As the rapid extension of the game and film industry, studies on developing natural movements on a 3D characters are increasing. Rigging a character with joints is essential to create realistic movements on a 3D character. The rapid development of the CG industry, rigging technologies and workflow is becoming more sophisticated. Despite the progress and the growth of rigging operations, has shown the limitations of such repetitive tasks. For this study, analyzes the issues and inefficiency of the old method of skin weights and propose a better approach. First, need to understand the general process of an animation pipeline and learn the technology term of skin weights. Second, comparing the traditional ways of skinning a character and applying other deformers to work properly. Third, testing out new ways of weighting a character by applying deformers such as lattice and finally converting lattice weights back to skin weights. Forth, verifying effectiveness of the new method of skin weights by comparing with the traditional skin weighting process. The study shows that the new method of skin weights, reduced working hours and a better final weighting outcome. Expecting this study to enhance the method of skin weights and able to utilize this new skinning technology.

A Study on the Character Type and Image-telling in Drama (<미스터 션샤인>의 인물유형과 이미지텔링)

  • Jo, Mi-Sook
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.73-85
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    • 2020
  • This paper analyzes the types of characters in the drama by applying Gremas's Actantial model and Enneagram's character typology and examines how they are shaped. As the Korean Wave is important, it is necessary to study the type of characters and how to describe them. Character is the most important factor in the influence of drama. As a result of applying to the Actantial model, and the following results were obtained. The main subjects are Yu-jin Choi and Ko Ae-sin, the Helpers are many people helping the subject, the opponent is the pro-Japanese figures, the Sender is Gojong, and the recivers are the people of Joseon. Analysis results by personality type of Enneagram, it was found that the subjects are 3 and 5 type, the Helpers are various types, the opponent is 3 type, the Sender is 5 type, and the receivers all types. In the method of describing the subject, internal description (direct description) is used, and the other is only formed by indirect description. Some of the Helpers and the Sender are used an image-telling method to show the inside. However, the opponent is image-telling only to show indirectly. As a result, it was possible to confirm the differences and effects on the method of image-telling by character type.

HOW TO FIND A TRUE BEAUTY : Through the main character Mi-ja and the famous Korean Actress Yoon Jung Hee's acting from the film, (2010) (진정한 아름다움을 찾는 방법에 대하여 : 영화 <시>(2010)의 캐릭터 미자와 배우 윤정희의 연기)

  • Lee, A-Young
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.325-334
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    • 2019
  • Director Lee Chang Dong said that it is the most important point for revealing the invisible beauty so that the audience could feel the unseen beauty through the . Discussing about how to find beauty that is not only visible but also invisible through the main character Mi-ja from the film, who makes a decision and reactions on her daily life by her perception that are difficult for others to take same. The film tells that how Mi-ja's ideal of a beauty can be taken the role for writing a poetry at the moment of the dead poet society, making a movie in the age of dying emotion and also when it lost fundamental values and about movie media. This study analyzed the performances of the main character Mi-ja in the film, and actress Yoon Jung Hee based on Director Lee Chang Dong's directed performance. The audience will be self-questioning and reflecting their life through the Mi-ja's an unidentifiable characteristic which something that someone cannot say, something that someone cannot express, something that tells something through Mi-ja's poem and actress herself finds the character's feelings.