• Title/Summary/Keyword: Data-based animation

검색결과 224건 처리시간 0.096초

Implementation of Hair Style Recommendation System Based on Big data and Deepfakes (빅데이터와 딥페이크 기반의 헤어스타일 추천 시스템 구현)

  • Tae-Kook Kim
    • Journal of Internet of Things and Convergence
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    • 제9권3호
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    • pp.13-19
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    • 2023
  • In this paper, we investigated the implementation of a hairstyle recommendation system based on big data and deepfake technology. The proposed hairstyle recommendation system recognizes the facial shapes based on the user's photo (image). Facial shapes are classified into oval, round, and square shapes, and hairstyles that suit each facial shape are synthesized using deepfake technology and provided as videos. Hairstyles are recommended based on big data by applying the latest trends and styles that suit the facial shape. With the image segmentation map and the Motion Supervised Co-Part Segmentation algorithm, it is possible to synthesize elements between images belonging to the same category (such as hair, face, etc.). Next, the synthesized image with the hairstyle and a pre-defined video are applied to the Motion Representations for Articulated Animation algorithm to generate a video animation. The proposed system is expected to be used in various aspects of the beauty industry, including virtual fitting and other related areas. In future research, we plan to study the development of a smart mirror that recommends hairstyles and incorporates features such as Internet of Things (IoT) functionality.

Analysis of Media Literacy Evaluation Items in Early Childhood Animation (유아동 교육 애니메이션의 미디어 리터러시 평가항목 요구도 분석)

  • Jang, Eunyoung
    • Journal of Digital Convergence
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    • 제19권5호
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    • pp.365-373
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    • 2021
  • This work aims to derive data-based requirements by analyzing the importance and performance of media literacy in early childhood animations. For this, a survey was conducted on parents with young children after drawing questions of assessment items through expert focus group interviews (FGI). The analytical instruments, Borich Needs Formula formulation and The Locus for Focus Model were used together to improve accuracy. Based on the results, it is meaningful in that it recognized the demand of the inmates for children's education animation and prepared systematic indicators for it.

An Analysis of Storytelling Factors and Mathematics Contents of 'Eddy, the Clever Fox' on TV Animation (TV 애니메이션'똑똑박사 에디'의 스토리텔링 요소와 수학내용 분석)

  • Kim, Ji-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • 제15권2호
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    • pp.807-814
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    • 2014
  • The purpose of this study is to analyze storytelling factors and mathematics contents of 'Eddy, the clever fox' on TV animation. The scenario and animation were analyzed according as criterion based on relevant materials. The results are as follows: First, Characters are 11 animals, Eddy is a problem solver. An ordinary story happens in the snow-covered woodland village. There is no story plot. And the story consists dialogue, song and narration. Second, mathematics contents in the animation appear in order number sense, geometry, measurement, data analysis and probability, pattern. So 'Eddy, the clever fox' is valuable as edutainment.

A Study of Ending Credit in Animations-Focused on Credit Cookie (극장판 애니메이션의 엔딩 크레딧 양상연구: 쿠키 영상을 중심으로)

  • Park, Sung-Won;Lee, Hye-won
    • Journal of Information Technology Applications and Management
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    • 제27권1호
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    • pp.187-198
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    • 2020
  • With the development of technology and the creation of an entertainment environment for leisure, various marketing strategies are being used in the film industry. Among them, the use of the credit cookie of ending credits was very effective in producing the series. The ending credit is the time it takes to show the names of the people who made the movie, which is meaningless to the audience. There is a cost to produce a ending credit but It wasn't made because no revenue was generated. The credit cookie was inserted into this ending credit area, which brought new pleasure to the audience. Most of them were epilogue images showing the story behind the movie, NG images showing the NG situation during film production, and In videos mentioned in the movie but not shown in the movie itself. As various ideas about credit cookie were connected with marketing, a series movie and a spin-off foretelling the derivative works after the screening work were produced and have a new meaning. As a result, the time of ending credits, which had no commercial value, became the methodology of the most powerful promotional strategy. Looking at the difference between live-action film and animation in producing such credit cookie, unlike live-action films that edit the remaining parts after shooting, the NG video of the animation has a lot of time and money to produce. So, it hasn't try very well, and it seems to have been actively produced when moving from 2D animation to 3D animation. This is because 3D animation, which has already been modeled, can create new NG scenes by simply adding animating based on the layout of the created scene. Since it is possible to produce an episode movie at a low cost and time, and to use the scenes of the movie after the production, it will be necessary to strategically produce credit cookie for promotion in animation.

A theoretical Study on the Motive of Movement in Animation (애니메이션의 Movement 동인(動因)에 대한 이론적 고찰)

  • Lee Sang-Won
    • Journal of Science of Art and Design
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    • 제3권
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    • pp.62-86
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    • 2001
  • This study is based on theoretical background about movements of visual communication highlighted in digital age. Such movements are variously expressed in animation with the advancement of media, and their expression has great effect on visual art. Artists' concern and endeavor about movement expression techniques have been continued by impressionism, expressionism, futurism, cubism closely related with the birth of movie from late 19th century to early 20th century. At that time, stationary 2D space in plane screen couldn't express movement or time directly. Later, artists and designers have attempted to approach illusions in pictures or 4 dimension and movements by 2D or 3D computer graphics. The visual image in present digital age is to see, to hear, to feel by timing, so it is necessary for the most efficient way of message communication. And then, it is the time to start new, scientific, and creative study about production techniques of animation and expression of movements, since domestic animation productions are rapidly changed from cell to digital. The aim of this study is to clarify the motive of movement by theoretical inquiry of animation. Various aspects of animation as synthetic art have been examined by mathematical, scientific, and philosophical viewpoint. The results will be useful to the expression of motions for maximization of emotional effect in animation production or basic data of virtual simulation about certain situation. Therefore, such study should be managed as multidisciplinary research in the rapidly changing visual culture paradigm. namely, animation includes much more imaginative & creative power than simple function or techniques, so it has to be recognized as special synthetic art(visual art) constructing an area, the formative art with philosophical viewpoint and scientific principles.

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Basic Study on the Animation Culture Prototype: A Comparison of Korea and Japan (애니메이션에 나타난 문화원형에 관한 고찰: 한·일간 비교를 중심으로)

  • Kim, Yunho
    • Journal of International Area Studies (JIAS)
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    • 제16권2호
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    • pp.73-94
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    • 2012
  • Recently, Japanese cultural contents are being evaluated as a worldwide content. Among them, the animation takes an overwhelming place in the world market as a Japanese representative content. We need to understand that Japanese animation is being recognized world wide, because Japanese culture was grafted in to and it's very important to apply that to our situation. Cultural content to dominate the world has a fundamentally characteristics derived from regional culture. Cultural content includes elements of particular culture prototype. To investigate into cultural content that has globally used and is valuable, in-depth and systematic research for local (country) culture prototype showed be carried out. Our research aim to provide basic data so Korean animation can be developed as axis of Korean Wave. This compares and analyzes the Culture prototype from Korea and Japanese modern civilized media animation. Specifically for the animation shown in the culture prototype, we aim to - Analyze the content of culture prototype shown in Korea's animation: 'Hopi and Chadol Bawi', 'Heung-Bu and Nol-Bu', 'A Admiral's Diary', and 'Oseam'. - Analyze the content of culture prototype shown in Japan's animation: 'Genji', 'The Spiriting away of Sen and Chihiro', 'The Princess Mononoke', and 'Raccoon War Pom Poko'. - Compare and analyze the content of culture prototype depending on classifying criteria shown between Korea and Japan. We finally want to provide the basic data to develop the creation material for the global animation content based on these two countries throughout this research.

Simulation of Virtual Marionette with 3D Animation Data (3D Animation Data를 활용한 가상 Marionette 시뮬레이션)

  • Oh, Eui-Sang;Sung, Jung-Hwan
    • The Journal of the Korea Contents Association
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    • 제9권12호
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    • pp.1-9
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    • 2009
  • A doll created by various materials is a miniature based on human model, and it has been one of components in a puppet show to take some responsibility for human's culture activity. However, demand and supply keeps on the decrease in the puppet show industry, since professional puppeteer has been reduced rapidly, and also it is difficult to initiate into the skill. Therefore, many studies related Robotic Marionette for automation of puppet show have been internationally accompanied, and more efficient structure design and process development are required for better movement and express of puppet with motor based controller. In this research, we suggest the effective way to enable to express the marionette's motion using motion data based on motion capture and 3D graphic program, and through applying of 3D motion data and proposal of simulation process, it will be useful to save time and expenses when the Robotic Marionette System is practically built.

Animation Generation for Chinese Character Learning on Mobile Devices (모바일 한자 학습 애니메이션 생성)

  • Koo, Sang-Ok;Jang, Hyun-Gyu;Jung, Soon-Ki
    • Journal of KIISE:Computer Systems and Theory
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    • 제33권12호
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    • pp.894-906
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    • 2006
  • There are many difficulties to develop a mobile contents due to many constraints on mobile environments. It is difficult to make a good mobile contents with only visual reduction of existing contents on wire Internet. Therefore, it is essential to devise the data representation and to develop the authoring tool to meet the needs of the mobile contents market. We suggest the compact mobile contents to learn Chinese characters and developed its authoring tool. The animation which our system produces is realistic as if someone writes letters with pen or brush. Moreover, our authoring tool makes a user generate a Chinese character animation easily and rapidly although she or he has not many knowledge in computer graphics, mobile programming or Chinese characters. The method to generate the stroke animation is following: We take basic character shape information represented with several contours from TTF(TrueType Font) and get the information for the stroke segmentation and stroke ordering from simple user input. And then, we decompose whole character shape into some strokes by using polygonal approximation technique. Next, the stroke animation for each stroke is automatically generated by the scan line algorithm ordered by the stroke direction. Finally, the ordered scan lines are compressed into some integers by reducing coordinate redundancy As a result, the stroke animation of our system is even smaller than GIF animation. Our method can be extended to rendering and animation of Hangul or general 2D shape based on vector graphics. We have the plan to find the method to automate the stroke segmentation and ordering without user input.

On the Implementation of a Facial Animation Using the Emotional Expression Techniques (FAES : 감성 표현 기법을 이용한 얼굴 애니메이션 구현)

  • Kim Sang-Kil;Min Yong-Sik
    • The Journal of the Korea Contents Association
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    • 제5권2호
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    • pp.147-155
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    • 2005
  • In this paper, we present a FAES(a Facial Animation with Emotion and Speech) system for speech-driven face animation with emotions. We animate face cartoons not only from input speech, but also based on emotions derived from speech signal. And also our system can ensure smooth transitions and exact representation in animation. To do this, after collecting the training data, we have made the database using SVM(Support Vector Machine) to recognize four different categories of emotions: neutral, dislike, fear and surprise. So that, we can make the system for speech-driven animation with emotions. Also, we trained on Korean young person and focused on only Korean emotional face expressions. Experimental results of our system demonstrate that more emotional areas expanded and the accuracies of the emotional recognition and the continuous speech recognition are respectively increased 7% and 5% more compared with the previous method.

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Region Classification and Image Based on Region-Based Prediction (RBP) Model

  • Cassio-M.Yorozuya;Yu-Liu;Masayuki-Nakajima
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 한국방송공학회 1998년도 Proceedings of International Workshop on Advanced Image Technology
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    • pp.165-170
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    • 1998
  • This paper presents a new prediction method RBP region-based prediction model where the context used for prediction contains regions instead of individual pixels. There is a meaningful property that RBP can partition a cartoon image into two distinctive types of regions, one containing full-color backgrounds and the other containing boundaries, edges and home-chromatic areas. With the development of computer techniques, synthetic images created with CG (computer graphics) becomes attactive. Like the demand on data compression, it is imperative to efficiently compress synthetic images such as cartoon animation generated with CG for storage of finite capacity and transmission of narrow bandwidth. This paper a lossy compression method to full-color regions and a lossless compression method to homo-chromatic and boundaries regions. Two criteria for partitioning are described, constant criterion and variable criterion. The latter criterion, in form of a linear function, gives the different threshold for classification in terms of contents of the image of interest. We carry out experiments by applying our method to a sequence of cartoon animation. We carry out experiments by applying our method to a sequence of cartoon animation. Compared with the available image compression standard MPEG-1, our method gives the superior results in both compression ratio and complexity.

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