• Title/Summary/Keyword: Experimental Animation

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Postfilic Metamorphorsis and Renaimation: On the Technical and Aesthetic Genealogies of 'Pervasive Animation' (포스트필름 변신과 리애니메이션: '편재하는 애니메이션'의 기법적, 미학적 계보들)

  • Kim, Ji-Hoon
    • Cartoon and Animation Studies
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    • s.37
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    • pp.509-537
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    • 2014
  • This paper proposes 'postfilimc metamorphosis' and 'reanimation' as two concepts that aim at giving account to the aesthtetic tendencies and genealogies of what Suzanne Buchan calls 'pervasive animation', a category that refers to the unprecedented expansion of animation's formal, technological and experiential boundaries. Buchan's term calls for an interdisciplinary approach to animation by highlighting a range of phenomena that signal the growing embracement of the images and media that transcend the traditional definition of animation, including the lens-based live-action image as the longstanding counterpart of the animation image, and the increasing uses of computer-generated imagery, and the ubiquity of various animated images dispersed across other media and platforms outside the movie theatre. While Buchan's view suggests the impacts of digital technology as a determining factor for opening this interdisciplinary, hybrid fields of 'pervasive animation', I elaborate upon the two concepts in order to argue that the various forms of metamorphorsis and motion found in these fields have their historical roots. That is, 'postfilmic metamorphosis' means that the transformative image in postfimic media such as video and the computer differs from that in traditional celluloid-based animation materially and technically, which demands a refashioned investigation into the history of the 'image-processing' video art which was categorized as experimental animation but largely marginalized. Likewise, 'reanimation' cne be defined as animating the still images (the photographic and the painterly images) or suspending the originally inscribed movement in the moving image and endowing it with a neewly created movement, and both technical procedues, developed in experimental filmmaking and now enabled by a variety of moving image installations in contemporary art, aim at reconsidering the borders between stillness and movement, and between film and photography. By discussing a group of contemporary moving image artworks (including those by Takeshi Murata, David Claerbout, and Ken Jacobs) that present the aesthetic features of 'postfilmic metamorphosis' and 'reanimation' in relation to their precursors, this paper argues that the aesthetic implications of the works that pertain to 'pervasive animation' lie in their challenging the tradition dichotomies of the graphic/the live-action images and stillness/movement. The two concepts, then, respond to a revisionist approach to reconfigure the history and ontology of other media images outside the traditional boundaries of animation as a way of offering a refasioned understanding of 'pervasive animation'.

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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    • v.5 no.2
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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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Key-Frame Editor for 3D Sign-Language Animation Using Inverse Kinematics (역운동학을 이용한 3차원 수화 애니메이션의 키 프레임 에디터)

  • ;;Yoshinao Aoki
    • Proceedings of the IEEK Conference
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    • 1999.06a
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    • pp.655-658
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    • 1999
  • In this paper we design a key-frame editor for 3D sign-language animation using the inverse kinematics. Using the editor, we can calculate the joint angles for two arms automatically. Up to now we have computed the values of the joint angles using the forward kinematics, where we have determined the values heuristically based on our experiences. To overcome the drawbacks, we employ the arm transformation matrix of the inverse kinematics. Experimental results show a possibility that the proposed method could be used for making up the sign-language communication dictionaries.

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An Analysis of 'Animation Education Standards' and Recommendations for Improvement (애니메이션 교육 표준 분석 및 개선점 연구)

  • Kim, Jae-Woong;Park, Yoo-Shin
    • Cartoon and Animation Studies
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    • s.32
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    • pp.63-90
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    • 2013
  • The purpose of this study is to improve the standards for the animation education in '2011 Arts and Culture Education Standards: Cartoon and Animation'. Animation Education Standards has been developed by discussion about Arts and Culture Education, and by study of documents about animation, and by investigation about experimental recognition. And the study of domestic and foreign art education standards are reflected in these standards. These standards consist of seven categories reflecting various aspects of animation and each category is classified into five stages by age. This standard has two axes: seven categories by various aspects of animation and five stages by age, and it represents achievement requirement in animation learning. This study suggests that 'Animation Education Standards' has five features as below. First, it reflects the character of Animation as an independent subject. Second, it is studied on the basis of the framework of arts and culture education. Third, it provides basic achievement requirement, and it has no limitation in learning activities. Fourth, the achievement requirements of two or more categories can be applied simultaneously in real classroom; each category is set by themes of animation education. This study presents five methods to improve existing standard. First, independent standard for animation education must be developed. Second, categories must be established distinctly. Third, each categories and achievement requirement must reflect unique characteristic of animation. Fourth, the description of achievement requires must be systemized. Fifth, to help to adapt education standard, explanation about practical teaching and learning activities must be added. '2011 Art and Culture Education Standards: Cartoon and Animation' is important in that it is the first study that systemized animation education and presented pedagogical achievement requirements by suggesting achievement requirements for animation education by two axes -ages and categories. It will be very helpful in studying the animation education as a subject, and developing education programs, and teaching and learning in an actual class.

An Experimental Study on the Greenery Ratio of coffee Shop based the Computer Graphics (컴퓨터 그랙픽을 이용한 커피숍 녹시율에 관한 시뮬레이션 실험연구)

  • 안옥희
    • Korean Institute of Interior Design Journal
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    • no.17
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    • pp.60-64
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    • 1998
  • The results of simulation on greenery ratio using CG are as follows: arrangement type of optimal condition and greenery ratio were summarized as below as dispersion type and 5% ratio greenery for 20 pairs of assessment items and these assessment items were classified into 5 factors as a result of factor analysis,. These factors were Harmony Animation Atmosphere texture Peculiarity. Verification results of factors differences according to each condition can be. there was no apparent difference among factors in accordance with gender, In case of arrangement type dispersion type was higher than concentration type in all factors. Based on the above results dispersion type was assessed higher than concentration type the most suitable condition of Harmony Factor was 5% dispersion type Animation Factor was 5% dispersion type Animation Factor was 7% dispersion type Atmosphere Factor was 10% dispersion type Texture Factor was 5% concentration type and $\ulcorner$Peculiarity Factor$\lrcorner$was 7% concentration type.

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Applying MetaHuman Facial Animation with MediaPipe: An Alternative Solution to Live Link iPhone.

  • Balgum Song;Arminas Baronas
    • International journal of advanced smart convergence
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    • v.13 no.3
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    • pp.191-198
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    • 2024
  • This paper presents an alternative solution for applying MetaHuman facial animations using MediaPipe, providing a versatile option to the Live Link iPhone system. Our approach involves capturing facial expressions with various camera devices, including webcams, laptop cameras, and Android phones, processing the data for landmark detection, and applying these landmarks in Unreal Engine Blueprint to animate MetaHuman characters in real-time. Techniques such as the Eye Aspect Ratio (EAR) for blink detection and the One Euro Filter for data smoothing ensure accurate and responsive animations. Experimental results demonstrate that our system provides a cost-effective and flexible alternative for iPhone non-users, enhancing the accessibility of advanced facial capture technology for applications in digital media and interactive environments. This research offers a practical and adaptable method for real-time facial animation, with future improvements aimed at integrating more sophisticated emotion detection features.

Synthesizing Faces of Animation Characters Using a 3D Model (3차원 모델을 사용한 애니메이션 캐릭터 얼굴의 합성)

  • Jang, Seok-Woo;Kim, Gye-Young
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.8
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    • pp.31-40
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    • 2012
  • In this paper, we propose a method of synthesizing faces of a user and an animation character using a 3D face model. The suggested method first receives two orthogonal 2D face images and extracts major features of the face through the template snake. It then generates a user-customized 3D face model by adjusting a generalized face model using the extracted facial features and by mapping texture maps obtained from two input images to the 3D face model. Finally, it generates a user-customized animation character by synthesizing the generated 3D model to an animation character reflecting the position, size, facial expressions, and rotational information of the character. Experimental results show some results to verify the performance of the suggested algorithm. We expect that our method will be useful to various applications such as games and animation movies.

Face and Its Components Extraction of Animation Characters Based on Dominant Colors (주색상 기반의 애니메이션 캐릭터 얼굴과 구성요소 검출)

  • Jang, Seok-Woo;Shin, Hyun-Min;Kim, Gye-Young
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.10
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    • pp.93-100
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    • 2011
  • The necessity of research on extracting information of face and facial components in animation characters have been increasing since they can effectively express the emotion and personality of characters. In this paper, we introduce a method to extract face and facial components of animation characters by defining a mesh model adequate for characters and by using dominant colors. The suggested algorithm first generates a mesh model for animation characters, and extracts dominant colors for face and facial components by adapting the mesh model to the face of a model character. Then, using the dominant colors, we extract candidate areas of the face and facial components from input images and verify if the extracted areas are real face or facial components by means of color similarity measure. The experimental results show that our method can reliably detect face and facial components of animation characters.

3D Animation Watermarking Based on Orientation Interpolator (방향보간기 기반의 3D 애니메이션 워터마킹)

  • Lee, Suk-Hwan;Do, Jae-Su;Kwon, Ki-Ryong
    • Journal of Korea Multimedia Society
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    • v.10 no.1
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    • pp.36-48
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    • 2007
  • This paper proposed 3D keyframe animation using orientation interpolator. 3D keyframe animation consists of a number of transform nodes that have geometrical node of initial model and several interpolator nodes that represent the object moving. In the proposed algorithm, we randomly selects transform nodes with orientation interpolator node and performs to resample quaternion components for haying uniform key time. And then, watermark bits are embedded into quaternion components with large rotation angles. Experimental results verified that the watermark embedded by the proposed algorithm had good robustness against geometrical attacks and timeline attacks and also PSNR of keyvalue in orientation interpolator node is above 42dB.

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Semiotic Analysis of Propaganda Animation Der Fuehrer's Face (프로파간다 애니메이션 <총통의 얼굴>의 기호학적 분석)

  • Oh, Dong-Il
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.50-57
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    • 2015
  • The fact that Disney studio produced several propaganda animations for the U. S. Government during World War II, is not widely known to the public. Der Fuehrer's Face that this essay centrally deals with totally includes the characteristics of signification and aesthetics in Disney animation. And, Der Fuehrer's face shows the tendency that represent the connotative theme of the work and myth to the audience, based on the typified character and the imagery of spaces in the work. Therefore, from this perspective, the semiotic studies on Der Fuehrer's Face is ultimately the approach to the characteristics of Disney animation's representation and communication that is established, through experimental trials and efforts.