• Title/Summary/Keyword: Character making

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Production of Lip-sync Animation, 3D Character in Dialogue-Based Image Contents Work System by Utilizing Morphing Technique (Morphing 기법을 활용한 대화구문기반 영상 콘텐츠 저작도구 시스템 내 3D 캐릭터 Lip-sync Animation제작)

  • Jung, Won-Joe;Lee, Dong-Lyeor;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.253-259
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    • 2012
  • In this study, the dialog syntax-based video content production flow for the character set, 'Form Noah' chart using the mouse, lip-sync Animation been making 3D characters were applying. Vertex Animation Morphing techniques by expressing the natural shape of the mouth for the characters engaging and the transmission of visual information for the viewers to be able to get a high intelligibility is considered.

A Character Service on Wired and Wireless Internet using SVG (SVG를 이용한 유${\cdot}$무선 인터넷 환경에서의 캐릭터 서비스)

  • Lee Sung-Jae;Yoo Nam-Hyun;Yang Soo-Yung;Kim Won-Jung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.8
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    • pp.1821-1827
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    • 2005
  • Currently, most wired Internet describes an image file using GIF and JPG and wireless Internet uses various image files such as SVG, wBMP, SIS, PNG, and Flash Lite. Accordingly, overlapping occurs in the investment of production cost for making contents. This thesis proposes a Character(Avatar) service that could simultaneously aid both wired and wireless Internet by utilizing SVG, a vector based image file format for describing two-dimensional graphics. We will reduce cost of developing contents, when develop contents that simultaneously supports wired and wireless Internet using SVG.

Structure Recognition Method of Invoice Document Image for Document Processing Automation (문서 처리 자동화를 위한 인보이스 이미지의 구조 인식 방법)

  • Dong-seok Lee;Soon-kak Kwon
    • Journal of Korea Society of Industrial Information Systems
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    • v.28 no.2
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    • pp.11-19
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    • 2023
  • In this paper, we propose the methods of invoice document structure recognition and of making a spreadsheet electronic document. The texts and block location information of word blocks are recognized by an optical character recognition engine through deep learning. The word blocks on the same row and same column are found through their coordinates. The document area is divided through arrangement information of the word blocks. The character recognition result is inputted in the spreadsheet based on the document structure. In simulation result, the item placement through the proposed method shows an average accuracy of 92.30%.

Saving Mama Turtle: Designing A Computer Game to Make Emotion Directly and Indirectly (엄마 거북이 구하기: 직간접 감정유발 게임의 디자인)

  • Song, Byoung-Ho
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.118-125
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    • 2006
  • To solve the reverse function problem of computer games criticized nowadays, the main fact to be concerned in design should be to make feelings of satisfaction during playing and solving the given situation in the game world. In this paper, a design to fulfill the feelings of satisfaction directly and indirectly, controlling playable characters to help another non-playable character in some sort of danger is explained. The requirements to do so is analyzed and the result of demonstration is also presented.

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Word Similarity Calculation by Using the Edit Distance Metrics with Consonant Normalization

  • Kang, Seung-Shik
    • Journal of Information Processing Systems
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    • v.11 no.4
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    • pp.573-582
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    • 2015
  • Edit distance metrics are widely used for many applications such as string comparison and spelling error corrections. Hamming distance is a metric for two equal length strings and Damerau-Levenshtein distance is a well-known metrics for making spelling corrections through string-to-string comparison. Previous distance metrics seems to be appropriate for alphabetic languages like English and European languages. However, the conventional edit distance criterion is not the best method for agglutinative languages like Korean. The reason is that two or more letter units make a Korean character, which is called as a syllable. This mechanism of syllable-based word construction in the Korean language causes an edit distance calculation to be inefficient. As such, we have explored a new edit distance method by using consonant normalization and the normalization factor.

Case Study of Animation Production using 'MetaHuman'

  • Choi, Chul Young
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.150-156
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    • 2022
  • Recently, the use of Unreal Engine for animation production is increasing. In this situation, Unreal Engine's 'MetaHuman Creator' helps make it easier to apply realistic characters to animation. In this regard, we tried to produce animations using 'MetaHuman' and verify the effectiveness and differences from the animation production process using only Maya software. To increase the efficiency of the production process, the animation process was made with Maya software. We tried to import animation data from Unreal Engine and go through the process of making animations, and try to find out if there are any problems. And we tried to compare animations made with realistic 'MetaHuman' characters and animation works using cartoon-type characters. The use of the same camera lens in realistic character animations and cartoon character animations produced based on the same scenario was judged to be the cause of the lack of realistic animation screen composition. The analysis revealed that a different approach from the existing animation camera lens selection is required for the selection of the camera lens in the production of realistic animation.

The Influence of Personality Characteristics and Decision Making Type on Self-Leadership of Nursing Students (간호대학생의 성격특성과 의사결정유형이 셀프리더십에 미치는 영향)

  • Kim, Myoung Sook
    • The Journal of Korean Academic Society of Nursing Education
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    • v.22 no.4
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    • pp.441-451
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    • 2016
  • Purpose: This study aimed to examine the effects of personality characteristics and decision making type on the self-leadership of nursing students. Methods: The participants were 336 nursing students using a self-report questionnaire. Data were analyzed using a t-test, ANOVA, $Scheff{\acute{e}}$ test, Pearson correlation coefficients, and stepwise multiple regression. Results: There were significant positive correlations between self-leadership and extraversion (r=.50, p<.001), agreeableness (r=.22, p<.001), conscientiousness (r=.60, p<.001), openness to experience (r=.36, p<.001), and rational style (r=.47, p<.001). However the correlation between self-leadership and dependent style was significantly negative (r=-.11, p=.044). Conscientiousness (${\beta}$=.60, p<.001), extraversion (${\beta}$=.28, p<.001), and rational style (${\beta}$=.21, p<.001), openness to experience (${\beta}$=.18, p<.001), and degree of leadership level (${\beta}$=.10, p=.020) were identified as factors affecting self-leadership. The explanation power of this regression model was 50.0% and it was statistically significant (F=67.52, p<.001). Conclusion: The results of this study indicated that effective self-leadership programs should be developed by including conscientiousness, extraversion, openness to experience, and rational decision making.

IMC Strategy Based on Consumer's Purchase Decision-Making Process : LG Hausys Brand Z:IN Case Study (소비자 구매의사결정과정 기반 IMC전략 : LG하우시스 브랜드 Z:IN 사례)

  • Lee, Jae-Jin
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.43 no.3
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    • pp.135-142
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    • 2020
  • In this study, the case of brand IMC communication of LG Hausys' total interior solution brand Z:IN was dealt with. The target consumer of the Z:IN brand is a general end consumer and also shows the character of industrial goods. Accordingly, there should be a unique aspect that brand management and communication methods must be made from more angles. For many companies which are active in the industry, this case study should be significant. This case study was researched in terms of consumer's purchase decision-making process and consumer participation and experience. Brand Zi:in developed a brand communication strategy following the flow of the consumer purchasing decision process. And the brand actively induces consumer experience and participation so that consumers can communicate more closely with the brand. Brand communication from the perspective of consumer purchasing decision-making and consumer experience and participation is a crystal that fully considers LG Hausys' products, markets, and competitors, and will be an effective strategy to continue to preoccupy the market not only in the present but in the future.

Community Making in Urban Areas and the Implications : A Case of Samduck-Dong, Daegu City (도시지역 마을만들기의 사례와 시사점 : 대구 삼덕동을 사례로)

  • Yoon, Ok-Kyong
    • Journal of the Korean association of regional geographers
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    • v.14 no.5
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    • pp.466-479
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    • 2008
  • This study focuses on the characteristic of community making in urban areas and the implications in the case of Samduck-Dong, Daegu City. This study observed the geographic feature of Samduck-Dong, the background and process of community making and the citizen's interests and respondence. Samduck-Dong is located near CBD of Daegu and surrounded by useful places and facilities. This area is perceived as an attractive housing environment. As the commercial function is increased and the studio type house for rent, so called one room, is constructed, it is anticipated to get some trouble of building up community. The program of community making in Samduck-Dong, started from wall removal, is attempted diversly now. The places in relation to community making became a representative character of Samduck-Dong. However, there is problems of citizen's participation and the appreciation sharing about the contents and scale of community making.

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A study of storytelling character development based on Asia culture - Focusing on ACC Children developing characters - (아시아문화 기반의 스토리텔링 캐릭터 개발에 관한 연구 -국립아시아문화전당 어린이문화원 캐릭터 개발 사례를 중심으로-)

  • Lee, Tae-eun
    • Cartoon and Animation Studies
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    • s.47
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    • pp.357-380
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    • 2017
  • From the 21st century, characters have been developed and managed by many companies, organizations and groups due to public-friendly elements, Community Identity Program, value of utilization for OSMU, etc. This study was carried out according to a plan of developing a character and making an application in ACC Children based on Asia Culture, which was implemented as ACC Children contents R&D project from 2014 to 2016. This R&D and purpose is significant because of laying the groundwork for identity system making it possible to increase the brand value of ACC Children and symbolize ACC Children by developing a character, application and name suitable for the philosophy and function of ACC Children that will be used together with CI of Asia Culture Center. With regard to the research method and scope, Asia is divided into 5 regions, and 100 representative stories in Asia are selected, and a storytelling-based character, application and name with connotative symbol and meaning pursued by ACC Children is developed by choosing and analyzing symbolic animals according to consulting and survey. The characters of ACC Children give publicity to the symbolism of ACC Children, and are actively utilized for OSMU.