• Title/Summary/Keyword: Computer animation

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The Design and Implementation of Shooting Game using Visual Basic

  • Seo, Jeong Man;Kweon, Soon Nyu
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.8
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    • pp.13-20
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    • 2016
  • The purpose of this study is to investigate and suggest nonviolent, emotionally and helpful games for young people. In this paper, the digital animation, advantages, disadvantages, production process, etc. for overseas trends were defined. Also, creating games with the Visual Basic language in the animated feature of the disadvantages of existing algorithms shows case and screen time, so delayed distortion appears respectively. The proposed algorithm improves the speed and distortion through the screen. Simply two games of in-game animation and animation in complex game features were designed for the experiment and showed the superiority of the proposed algorithm by running. In this paper, the user interface of the game for children and proposed relevant algorithms were designed and resultant screens of the game showed. Most of contemporary games are violent to children. Therefore, in order to solve such problems, the game which is not violent but educative and child-friendly was designed and implemented in this paper. The future study on the game with a more in-depth is needed for animation techniques.

An Efficient Compression Algorithm for Simple Computer Cell Animation (단순 컴퓨터 셀 애니메이션 영상에 효율적인 압축 알고리듬)

  • 민병석;정제창;최병욱
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.27 no.3A
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    • pp.211-220
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    • 2002
  • In this paper, we propose an efficient algorithm to compress simple computer cell animation at very low bit rate. The structure of proposed algorithm consists of intra frame coding and inter frame coding. In inter frame coding, animation is encoded by color quantization using a palette, rearrangement of index, ADPCM used in JPEG-LS, mapping, classification, and entropy coding. In interframe coding, classifying the characteristics of motion, animation is encoded by block based motion replenishment. Experimental results show that the proposed methods turns out to outperform conventional methods including Flash, FLC, Motion-JPEG, MPEG-1, and MPEG-4.

3D Animation Body Profiles from Full-body Scans and Motion Capture (풀바디 스캔과 모션 캡처를 활용한 3D 애니메이션 바디 프로필)

  • Jaewon Song;Sang Wook Chun;Subin Lee
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.59-67
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    • 2023
  • This paper proposes a 3D animated body profile using 3D body scanning and motion capture devices. Users can create their own personalized body profiles with animation by performing 3D scans for a predetermined set of poses. To achieve this, a template animation was obtained through motion capture for a series of poses, and the acquired 3D scan data from users was mapped to the key poses of the animation using Pose-space deformer. The resulting 3D animated body profiles provide users with greater satisfaction compared to traditional static 2D images or 3D scan data.

A Study for Visual Style for Feature Animation - A Case of Feature Animation - (극장 판 장편 애니메이션의 시각적 스타일에 관한 연구 -장편애니메이션 'Life is Cool'의 제작사례를 중심으로-)

  • Choi, Seung-Won
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.391-400
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    • 2007
  • The ways of expression are infinite to make animated film. When we compare to live action film, that fact is the actual power that animation only has and is one of the big weapons to appeal to the audience. Nonetheless, techniques to be chosen are monolithic like drawing, 3D computer, and clay when animation maker makes feature animation to screen in movie theatre. It's probably because feature animation must have popularity of visual style and they need to standardize technique about side of making. But popularity in expression does not mean monolithic visual style and making technique. It should be understood about side of artistic value to fascinate public audience. Audience is always eager for new subject, new directing style and new visual style. Monotonous and boring animation cannot but turn away from the audience. So if production does not have artistic value, we cannot expect commercial value and success also even it plans and makes for the feature animation. To create new visual style fnr animation is not only limited to artwork itself but also creation, which is included story and tone of the film and acting style about character. Also making process must be calculated and experimented to actualize that visual style about side of making.

Speech Animation Synthesis based on a Korean Co-articulation Model (한국어 동시조음 모델에 기반한 스피치 애니메이션 생성)

  • Jang, Minjung;Jung, Sunjin;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.49-59
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    • 2020
  • In this paper, we propose a speech animation synthesis specialized in Korean through a rule-based co-articulation model. Speech animation has been widely used in the cultural industry, such as movies, animations, and games that require natural and realistic motion. Because the technique for audio driven speech animation has been mainly developed for English, however, the animation results for domestic content are often visually very unnatural. For example, dubbing of a voice actor is played with no mouth motion at all or with an unsynchronized looping of simple mouth shapes at best. Although there are language-independent speech animation models, which are not specialized in Korean, they are yet to ensure the quality to be utilized in a domestic content production. Therefore, we propose a natural speech animation synthesis method that reflects the linguistic characteristics of Korean driven by an input audio and text. Reflecting the features that vowels mostly determine the mouth shape in Korean, a coarticulation model separating lips and the tongue has been defined to solve the previous problem of lip distortion and occasional missing of some phoneme characteristics. Our model also reflects the differences in prosodic features for improved dynamics in speech animation. Through user studies, we verify that the proposed model can synthesize natural speech animation.

Development of Facial Animation Generator on CGS System (CGS 시스템의 페이셜 애니메이션 발상단계 개발)

  • Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.14 no.6
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    • pp.813-823
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    • 2011
  • This study is to suggest the facial animation methodology for that 3D character animators can use CGS system effectively during on their stage which they create ideas and use repeating a process of facial animation, it has suggested the CGS(Character Generation System) that is a creative idea generation methodology identified and complemented the problem of the existing computerized idea generation, in addition, this research being extended on the article vol.13, no.7, "CGS System based on Three-Dimensional Character Modeling II (Part2: About Digital Process)," on Korea Multimedia Society in July 2010 issue, Through the preceding study on 3D character facial expression according to character's feelings as an anatomical structure and the case study on character expressions of theatrical animation, this study is expected to have effectives as one method for maximization of facial animation and idea generation ability.

Automatic Anticipation Generation for 3D Facial Animation (3차원 얼굴 표정 애니메이션을 위한 기대효과의 자동 생성)

  • Choi Jung-Ju;Kim Dong-Sun;Lee In-Kwon
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.1
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    • pp.39-48
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    • 2005
  • According to traditional 2D animation techniques, anticipation makes an animation much convincing and expressive. We present an automatic method for inserting anticipation effects to an existing facial animation. Our approach assumes that an anticipatory facial expression can be found within an existing facial animation if it is long enough. Vertices of the face model are classified into a set of components using principal components analysis directly from a given hey-framed and/or motion -captured facial animation data. The vortices in a single component will have similar directions of motion in the animation. For each component, the animation is examined to find an anticipation effect for the given facial expression. One of those anticipation effects is selected as the best anticipation effect, which preserves the topology of the face model. The best anticipation effect is automatically blended with the original facial animation while preserving the continuity and the entire duration of the animation. We show experimental results for given motion-captured and key-framed facial animations. This paper deals with a part of broad subject an application of the principles of traditional 2D animation techniques to 3D animation. We show how to incorporate anticipation into 3D facial animation. Animators can produce 3D facial animation with anticipation simply by selecting the facial expression in the animation.

Real-time Interactive Animation System for Low-Priced Motion Capture Sensors (저가형 모션 캡처 장비를 이용한 실시간 상호작용 애니메이션 시스템)

  • Kim, Jeongho;Kang, Daeun;Lee, Yoonsang;Kwon, Taesoo
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.2
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    • pp.29-41
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    • 2022
  • In this paper, we introduce a novel real-time, interactive animation system which uses real-time motion inputs from a low-cost motion-sensing device Kinect. Our system generates interaction motions between the user character and the counterpart character in real-time. While the motion of the user character is generated mimicking the user's input motion, the other character's motion is decided to react to the user avatar's motion. During a pre-processing step, our system analyzes the reference motion data and generates mapping model in advance. At run-time, our system first generates initial poses of two characters and then modifies them so that it could provide plausible interacting behavior. Our experimental results show plausible interacting animations in that the user character performs a modified motion of user input and the counterpart character properly reacts against the user character. The proposed method will be useful for developing real-time interactive animation systems which provide a better immersive experience for users.

A study on the improvement of 3D animation production productivity (3D 애니메이션 제작 생산성 향상에 관한 연구)

  • Park, Hunjin
    • Journal of Software Assessment and Valuation
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    • v.17 no.2
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    • pp.101-107
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    • 2021
  • Animation production is collaborated by many experts and gives many ideas for new and interesting video production. Interesting video production is a problem directly related to the success of the project, so it can be said that it is better to create an environment that is not burdened with technical aspects in expressing ideas. In the actual keyframe animation production environment, ideas are frequently modified to obtain better results, and techniques that are re-used so that the animation key pose data developed at the early stage of the possible stage can be rewritten without abandoning it, and functions that can temporarily change the center of gravity contribute to the productivity of animation work and greatly help the creator to improve the creative atmosphere. This study analyzes action animations implemented in computer animation software to examine the factors that hinder actual productivity, and derives the technical concepts that can contribute to the improvement of animation production productivity and the necessity of developing related tools.

Study on the Digital Character and Realism in the Digital Age -Focused on the CG Works of the ACM SIGGRAPH Asia- (디지털 시대: 디지털 캐릭터와 리얼리즘 -ACM 시그래프 아시아 출품작을 중심으로-)

  • Choo, Hye-Jin
    • Cartoon and Animation Studies
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    • s.37
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    • pp.439-461
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    • 2014
  • Art has evolved into remarkable changes in its art form maintaining a close link with the contemporary scientific technologies that gave birth to new tools of expression in each era. Animation is an art form in an inextricable connection with technological aspects because it was spawned by the technical background like movies. In this regard, animation is often viewed very strongly by technical advancements in terms of an aesthetic approach. John Whitney Sr., one of the pioneers in computer graphics arts, turned his attention to the new technology called computer graphics as a means to visualize images and movement. The advent of a new medium had a strong influence not only on tools and means for novel expression but also on the gradual shift in thinking about arts and even the audiences' taste. In the 1980s, animation was combined with computer technology and the rapid progress of computer graphic technology opened up the era of new visual aesthetics, Today, the development of digital technology presents a different dimension of realism, either advocating hyperrealism by digital actors or presenting new illusionism by classic cartoon characters emphasized in a distortion or metamorphosis from a real life in order to consolidate animation realism. Based on the two perspectives mentioned above, this study can identify methods of digital character appropriation focused on the works of the ACM SIGGRAPH Asia and find how the relationship between art and technology has changed the digital realism and evolved the digital character as the digital technology has developed.