• Title/Summary/Keyword: Characteristics of animation technology

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A Study on Synthetic Techniques Utilizing Map of 3D Animation - A Case of Occlusion Properties (오클루전 맵(Occlusion Map)을 활용한 3D애니메이션 합성 기법 연구)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.40
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    • pp.157-176
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    • 2015
  • This research describes render pass synthetic techniques required to use for the effectiveness of them in 3D animation synthetic technology. As the render pass is divided by property and synthesized after rendering, elaborate, rapid synthesis can be achieved. In particular, occlusion pass creates a screen as if it had a soft, light shading, expressing a sense of depth and boundary softness. It is converted into 2D image through a process of pass rendering of animation projects created in 3D space, then completed in synthetic software. Namely, 3D animation realizes the completeness of work originally planned through compositing, a synthetic process in the last half. To complete in-depth image, a scene manufactured in 3D software can be sent as a synthetic program by rendering the scene by layer and property. As recently the occlusion pass can express depth notwithstanding conducting GI rendering of 3D graphic outputs, it is an important synthetic map not omitted in the post-production process. Nonetheless, for the importance of it, currently the occlusion pass leaves much to be desired for research support and books summarizing and analyzing the characteristics of properties, and the principles and usages of them. Hence, this research was aimed to summarize the principles and usages of occlusion map, and analyze differences in the results of synthesis. Furthermore, it also summarized a process designating renderers and the map utilizing the properties, and synthetic software usages. For the future, it is hoped that effective and diverse latter expression techniques will be studied beyond the limitation of graphic expression based on trends diversifying technique development.

Research on the Direction of Blockchain Game Platform using AI

  • Lee Jong Ho
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.417-422
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    • 2023
  • AI blockchain technology, which is attracting attention as a core technology of the 4th Industrial Revolution, is a technology that can be used as an important means of innovation not only in the current gaming industry but also in various industrial fields. This paper extracts the platforms and types of blockchain games currently ranked within the top 100 on the blockchain app (DApp) sites State Of The DApps, DApp.com, and Dapp Rader and introduces the top games on major platforms. As a result of extracting platforms and types, the top games were mainly based on Ethereum, EOS, and Steam. However, the results showed that there are significantly more games based on the Ethereum platform, which are stable, easy to apply, and have a low barrier to entry due to the large number of users and DApps. We plan to improve awareness of blockchain games by studying the characteristics that only blockchain games have.

A Study on Comics Content into the Film Trend (만화의 영화화 흐름에 관한 연구)

  • Yoon, Kil-Heon;Lee, Won-Seok
    • Cartoon and Animation Studies
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    • s.11
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    • pp.1-10
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    • 2007
  • The trend of making film from the comic source, which is a prototype of so-called media mix, is indeed a different phenomenon from the traditional ones from novel or play sources. Historically comics are recently adapted to film although they have narratives and continuity of images. It is due to the lack of social conception of comics genre and extension of imagination that is a characteristics of the comics. However, it is conspicuous that comics has been a source of film along with the development of technology of visual image reproduction and the trend of enlarging reproduction of popular media image. Since comics can provide narratives and he visual sense for film making, these trend will be continued and more vivid.

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Digital Acting Method (디지털 연기 연구)

  • Park, Hoyoung
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.205-212
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    • 2018
  • Learning how to express and express the characteristics of acting expressions required by different media is easy to express the acting required in various mediums. The style of acting required by each medium is different depending on the characteristics of the medium. In particular, digital acting using computer graphics technology expresses actors as if they are in the space by imagining the imaginary space. Through computer graphics post-production, the actual space that will be visible on the final screen is completed and creates a story based on the actual situation. The role of digital actors in applying motion capture to movies is becoming increasingly important. Natural cross-reaction acting between live-action actors and digital character actors has become a trend in animation films where only digital actors appear. In animation films, a real actor plays a major role in connecting the characters of a digital actor. The core of a digital actor is the realization of a unique character performance. In the era of trans-media, the importance of digital acting is increasing day by day.

Analysis of YouTube Viewers' Characteristics and Responses to Virtual Idols (버추얼 아이돌에 대한 유튜브 시청자 특성과 반응 분석)

  • JeongYoon Kang;Choonsung Shin;Hieyong Jeong
    • Journal of Information Technology Services
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    • v.23 no.3
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    • pp.103-118
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    • 2024
  • Due to the advancement of virtual reality technology, virtual idols are widely used in industrial and cultural content industries. However, it is difficult to utilize virtual idols' social perceptions because they are not properly understood. Therefore, this paper collected and analyzed YouTube comments to identify differences about social perception through comparative analysis between virtual idols and general idols. The dataset was constructed by crawling comments from music videos with more than 10 million views of virtual idols and more than 10,000 comments. Keyword frequency and TF-IDF values were derived from the collected dataset, and the connection centrality CONCOR cluster was analyzed with a semantic network using the UCINET program. As a result of the analysis, it was found that virtual idols frequently used keywords such as "person," "quality," "character," "reality," "animation," while reactions and perceptions were derived from general idols. Based on the results of this analysis, it was found that while general idols are mainly evaluated with their appearance and cultural factors, social perceptions of virtual idols' values are mixed with evaluations of cultural factors such as "song," "voice," and "choreography," focusing on technical factors such as "people," "quality," "character," and "animation." However, keywords such as "song," "voice," "choreography," and "music" are included in the top 30 like regular idols and appear in the same cluster, suggesting that virtual idols are gradually shifting away from minority tastes to mainstream culture. This study aims to provide academic and practical implications for the future expansion of the industry and cultural content industry of virtual idols by grasping the social perception of virtual idols.

A Study on the Abstraction of Movements Based on Laban's Space Theory "Choreutics" (라반의 공간조화이론 "코레우틱스(Choreutics)"를 활용한 움직임의 추상적 시각화 연구)

  • Kim, Hyeran;Lee, Sang Wook
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.371-381
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    • 2017
  • This paper presents a methodology for creating abstract animation based on the human movement theories originating from the work of dance theorist Rudolf von Laban. Laban Movement Analysis is a method and language for describing, visualizing, interpreting and documenting all varieties of human movement, and Choreutics is based on universal patterns of nature and of human as part of a universal design. Laban defines the space of movements in a profoundly dualistic way. Outwardly, his objective and scientific definitions provide a concrete base for generating human movements in computer graphics in terms of geometric and motion primitives such as points, lines, planes, polygons, linear and nonlinear movements. On the other hand, he also offers a system for understanding the subtle characteristics about the way a movement is dynamically done with respect to inner intention. Laban's interpretations of human motion can be utilized potentially in plastic arts and computer arts. Our work was inspired by those physical and psychological analyses and computer algorithms have been developed for creating abstract animation. We presented our computer animation works entitled "Choreography" in the exhibitions: a special section in "2015 Craft Trend Fair" and "Make Your Movement" held in the Korean Cultural Centre in UK, 2016. In this paper, we describe our ideas and methods for creating abstract object movements based on the Laban's motion representations.

A Study on the Production Characteristics of Anaglyph Motion Graphic Images by Digital Camera and Color Compositing (애너그리프(Anaglyph) 3D 입체모션그래픽 제작방법에 대한 연구 : 카메라 포지셔닝과 색상합성법을 중심으로)

  • Hyun, Seung-Hoon
    • Cartoon and Animation Studies
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    • s.14
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    • pp.165-176
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    • 2008
  • In the future there would be many kinds of digital images for many industrial markets. 3D stereoscopic images for variable fields; medical operation, film and animation, broadcasting, internet, game, or design for art and architecture. And many people to work about computer programming, and digital image making will concern about it more and more. However, these kinds works and studies are focused on the professional technical fields like 3D display or computer programming technology so far. To revitalize the market of a variable stereoscopic contents, there should build up the foundation for easy processing of the making stereoscopic images. This paper is based on stereoscopic making skills for anaglyph system. An anaglyph system has an old history about making stereoscopic images, and very simple method to produce the stereoscopic images. Particularly this study is focused on color compositing technique, and camera positioning on the compositing system. It will help optimization of the environments to create 3D motion graphic and animation contents.

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Analysis of Two-Way Communication Virtual Being Technology and Characteristics in the Content Industry (콘텐츠 산업에서 나타난 양방향 소통 가상존재 기술 및 특성 분석)

  • Kim, Jungho;Park, Jin Wan;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.507-517
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    • 2020
  • Along with the development of computer graphics, real-time rendering, motion capture, and artificial intelligence technology, virtual being that enables two-way communication has emerged in the content industry. Although the commercialization of technologies and platforms is creating a two-way communication virtual being, there is a lack of analysis of what characteristics this virtual being has and how it can be used in each field. Therefore, through technical background survey and case study for the production of virtual being, the two-way communication virtual being is analyzed on the characteristics necessary for emotional exchange. The characteristics needed for emotional exchange were divided into interaction, individuality, and autonomy, and this characteristic is classified as the focus and how two-way communication virtual being will be used in the content field. This study is expected to provide significant implications for the research of content production and utilization using virtual being as a basic study of virtual being, which analyzes the technical background and characteristics for two-way communication required for virtual being production.

A Constructive Modeling Process in the Form of 'Visual Mathematics' (시각수학과 원리 확장적 모델링 프로세스)

  • 김진희
    • Archives of design research
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    • v.12 no.2
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    • pp.89-95
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    • 1999
  • Carlo H. Sequin, a computer scientist, became to know a sculpture of subtle space construction which was created by Brent Collins, a sculptor, and introduced it as 'Visual Mathematics' in a journal. Sequin who was able to deduce a basic logic of the construction, has developed a software which can be used for virtual modeling merely by substituting simple numerical values using a computer and supplied it to Collins. The present author who was exposed to their collaboration works through series of their papers published in the journal, Leonardo, introduces the Collins' sculptures and the author's modeling procedures of animation works both of which show many common things in visual characteristics and modeling expansion method. The author investigates the mathematical characteristics which is used as a basic motive of modeling and then supplied as a principal visual characteristics of a material. 'Modeling Development by Principle Expansion,' in which the expansion is developed on the base of space twist as for Collins whereas the space section as for the present author, is introduced in this study. With the same stream of the mutual reaction in 'arts, sciences and technology' which has been stressed with the development of sciences and technology, this modeling technology is suggested as a research theme which has a possiblity of various applications.

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Comparison of the Cartoon "Tajja" and Movie (The War of Flower): With a Focus on Narrative Structure (Plot) (만화 <타짜>와 영화 <타짜>의 비교: 서사구조를 중심으로)

  • Choi, Sung-Kyu;Lee, Hwa-Ja
    • Cartoon and Animation Studies
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    • s.19
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    • pp.89-112
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    • 2010
  • Today many countries consider the culture and technology industry as a high value-added industry, and make intensive investments into cultural content for its growth. In the culture and technology industry, the OSMU (One Source Multi Use) business structure, which creates content using diverse media based on one original work and thus generates a high added value, has received much attention. Recently Korea has also witnessed an increase in the cases in which the cartoon medium is converted into movies or drama. Cartoons are now put to the most use as an original source, in which the process of active secondary reproduction and recreation are taking place. In the process of recreating original works, media characteristics function as an important variable. Stories are newly reproduced by the detailed information (form) characteristics of each medium. Despite those developments, however, there are not as many active comparative studies on media-converted works as there are actual productions of them, which calls for a need to more fully activate specific comparisons of cases. By comparing and investigating original works and secondarily recreated ones through media conversion, the study made comparisons between the cartoon and movie medium and described the common and different features of the two media in terms of detailed information characteristics. In order to provide a specific case, it also analyzed the cartoon Tajja and movie Tajja through media conversion, focusing on 'conversion of narrative structure.'

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