• Title/Summary/Keyword: Feature animation

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Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.

Semiotic analysis focusing on protagonist and antagonist in the feature animation (장편애니메이션에서 프로타고니스트와 안타고니스트를 중심으로 하는 내러티브의 기호학적 분석 : <마당을 나온 암탉>을 중심으로)

  • Lee, Young Hun
    • Cartoon and Animation Studies
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    • s.33
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    • pp.79-97
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    • 2013
  • Animation is the aggregate of signs based on narrative. Algirdas Julien Greimas made structuralist frame and analyzed the meaning with it. Greimas's semiotics among the animated characters appearing in the conflict structure is suitable for the analysis and figure out the structure and meaning of the conflict which is hidden. Because Greimas Semiotic Square is suitable for apprehending meaning structure, it help for us to identify between characters and meaning that from character. Actantial Model help to apprehend power relations in structure between characters by axis of desire. This study search Greimas's semiotics and based on this analyse animation, . Also this study analyse conflicts between protagonist and antagonist with Greimas Semiotic Square after analysing narrative of like Vladimir Proof's folktale analysis. Unlike the protagonist's internal conflict, the antagonist's internal conflict moves the audience's emotions. Finally, this study analyse animation in the synchronic structure with the Actantial Model.

A study of the relation between an animation character and personality trouble: Focus to the personality trouble on social isolation (애니메이션 캐릭터와 성격장애 상관 연구 : 사회 고립형 성격장애를 중심으로)

  • Kim, Eun-Ju;Kim, Jea-Woong
    • Cartoon and Animation Studies
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    • s.14
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    • pp.65-82
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    • 2008
  • The animation is expressed by fusing the character's aesthetic feature and action in the entire structure and such creation of the character is needed to approach with understanding its socio-cultural background and dramatic structure. This study has started for the reason that there is a need of making an animation character based on reality, as well as to develop a individual character and narrative skill at the same time. In this study, analyzing through the DSM-IV (Diagnostic and Statistical Manual of Mental Disorders) by the American Psychiatric Association, APA), I have been able to come to a conclusion in which the character's personality is presented more exaggeratingly than its ordinary tendency. So it is used as a means to occur a dramatic motive-induction and probability. Futhermore, applying the same condition of the personality disorders to the animation character has changed the narrative development and it showed a result that even the character is not having the problem of personality disorders, it shows the nature of personality disorders-like is being appeared exaggeratingly or increasingly.

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The Study on the Promotion of Chinese Animation Industry -A Comparison of Korea.China and Japan (중국 애니메이션산업의 수출증대방안에 관한 연구 -한국.중국.일본을 중심으로)

  • Pei, Ying-Shun;Meng, Hai-Yang;Hou, Sha-Sha;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.456-471
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    • 2018
  • A Comparative Study on the Korean animation industry and 3 of this paper is a matter of Korea, China, Chinese animation industry and the Current Status and Problem of Chinese animation business in overseas markets.Aimed to find ways to expand exports. In order to realize this purpose with theoretical backgrounds, such as animation concept and characteristics of the research literature, look at ways a paper from an animation industry, work, China.Chinese animation development plan based on the bibliographic data and case study based on books. First, by government in terms of development measures and supplement the system and a law on the animation industry. First of all animation industry and producers To help protect the government is to become an active policy must be supported with funds and animation to ease the relevant laws and regulations and joint venture with foreign countries.Pursuing an active policy is needed. Second, an animated feature can get the full benefit of the industrial chain to and create derivative works as a multilateral needs to be improved. Third, the animation expertise to build human resources need to be nurtured. Fourth, in order to cater to overseas markets in China will create various types of Chinese traditional culture based on the animation is important. Fifth, and a mobile home page to get in. Sixth, will be easily exported to overseas markets to the creation of joint international exchange and international.

Extraction and Implementation of MPEG-4 Facial Animation Parameter for Web Application (웹 응용을 위한 MPEC-4 얼굴 애니메이션 파라미터 추출 및 구현)

  • 박경숙;허영남;김응곤
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.8
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    • pp.1310-1318
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    • 2002
  • In this study, we developed a 3D facial modeler and animator that will not use the existing method by 3D scanner or camera. Without expensive image-input equipments, we can easily create 3D models only using front and side images. The system is available to animate 3D facial models as we connect to animation server on the WWW which is independent from specific platforms and softwares. It was implemented using Java 3D API. The facial modeler detects MPEG-4 FDP(Facial Definition Parameter) feature points from 2D input images, creates 3D facial model modifying generic facial model with the points. The animator animates and renders the 3D facial model according to MPEG-4 FAP(Facial Animation Parameter). This system can be used for generating an avatar on WWW.

A Study for 3D Game Process Production Using Virtools (Virtools을 바탕으로한 3D게임 제작방법에 관한 연구)

  • Kim, Sung-Yeon
    • Journal of the Korea Computer Industry Society
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    • v.8 no.2
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    • pp.131-140
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    • 2007
  • The rapidly expanding field of animation is constantly looking for skilled animators in both 2D and 3D applications. The animation industry, as little as 10 years ago, was limited to the occasional blockbuster release. Today, we find animation everywhere, from medical applications to architecture to feature films and gaming, Especially, 3D games have become a way of life, but it still requires a lot of effort, on the programming side, to get it looking respectable. Programmers take a much more charge of part than designersin the real life game production. In this paper, I would analyze how to easily create 3D game animation using Virtools even if you are a non-programmer.

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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.

Cyber Character Implementation with Recognition and Synthesis of Speech/lmage (음성/영상의 인식 및 합성 기능을 갖는 가상캐릭터 구현)

  • Choe, Gwang-Pyo;Lee, Du-Seong;Hong, Gwang-Seok
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.37 no.5
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    • pp.54-63
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    • 2000
  • In this paper, we implemented cyber character that can do speech recognition, speech synthesis, Motion tracking and 3D animation. For speech recognition, we used Discrete-HMM algorithm with K-means 128 level vector quantization and MFCC feature vector. For speech synthesis, we used demi-syllables TD-PSOLA algorithm. For PC based Motion tracking, we present Fast Optical Flow like Method. And for animating 3D model, we used vertex interpolation with DirectSD retained mode. Finally, we implemented cyber character integrated above systems, which game calculating by the multiplication table with user and the cyber character always look at user using of Motion tracking system.

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Implementation of 3D Animation using 3D Graphic SW(Blender) based on STL Files (3D 그래픽 SW(Blender)를 활용한 STL파일 기반의 3D 애니메이션 제작)

  • Kim, Jong-Jin;Kim, Jong-Seong
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.710-721
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    • 2018
  • In this study, we have suggested a method to create 3D animation based on STL files which are easily available on the internet using Blender, which is one of the most popular open-source 3D modeling SW. And the procedure of making 3D animation using STL file was compared with those for OBJ or FBX files as well. Contrary to OBJ and FBX, STL files do not contain information regarding hierarchy, material and texture which are very important in making 3D animation. Especially the absence of hierarchy may cause serious problems in rigging, which involves movement of unwanted parts of 3D object during rigging process. It is demonstrated that the weight painting feature of Blender could be a solution to tackle the faulty rigging due to attributes of STL files. The effect of the sampling frequency and the resolution on the rendering time is also investigated with respect to the 3D mantis animation. It is also seen that insect models by 3D printer could be used as a new type of pedagogical material in the elementary science education.

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.