• Title/Summary/Keyword: Game Animation

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A Design of AI Middleware for Making Interactive Animation Characters (인터랙티브한 애니메이션 캐릭터 제작을 위한 인공지능 미들웨어 설계)

  • Lee, Seung-Sub;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.91-101
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    • 2008
  • Most designers use professional 3D animation tools such as 3DS MAX to manually create animation. This manual method requires a great deal of time and efforts, and does not allow animation characters to interact with one another. In this paper, we design an AI middleware of form as 3DS MAX plug-in to solve these issues. We present an AI expression structure and internal processing method for this middleware, and the method for creating AI character's structure. It creates AI character's structure by drawing figures and lines for representing AI elements. For experiment, we have produced same animations with the traditional method and our method, and measured the task volume in both methods. This result verifies that the task volume is similar or higher than the traditional method in small-scale tasks, but up to 43% of the task volume is reduced in large-scale tasks. Using the method proposed in this paper, we see that characters in an animation interact each other, and task volume in large-scale tasks are reduced.

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Outlook of the game acceptance and application in the animation, Wreck-It Ralph - Focusing on Intermediality relation - (애니메이션<주먹왕 랄프>에서 게임의 수용과 적용양상 -상호매체성 관계를 중심으로-)

  • Lim, Yong-Seob
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.419-424
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    • 2016
  • Wreck-it Ralph is the new genre of animation combining with totally different media, games. Hence, how the game, Fix it Felix, Jr. was digested in the animation to interact each other was reviewed in this article. Upon the review, Wreck-it Ralph did not refer to the images and narration structure of Fix it Felix, Jr. but to the specific motives of the game, which is referring to Intermedial individuals in making Intermedial relations. Wreck-it Ralph is the first animation to refer to the motives of the game and have the Intermedial relation with animation. In addition, it has the meanings enough to be analyzed, so we reviewed its Intermedial relation with Rajewsky's analysis frame in this article.

PBSL(Project based Self Learning) for Pre-production of Game·Animation·Visual Images (게임·애니메이션·영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning))

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.467-474
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    • 2019
  • Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.

The Analysis on 3-Dimensional Stereoscopic Video Production Using Anaglyph Method_Focused on the Animation 'YGGDRASIL' (애너글리프(Anaglyph)를 이용한 3차원 입체영상 제작 사례에 대한 분석 -애니메이션 <이그드라씰>을 중심으로)

  • Kang, Hyun-Jong
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.131-140
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    • 2013
  • The study analyzes how to create stereoscopic image in 3-dimension animation 'Yggdrasil', produced in Autodesk Maya(3D animation software), using Anaglyph method that is the oldest in 3-dimension stereoscopic video production. The anaglyph method help to produce stereoscopic images easily and to give effective 3D effect encoding each eye's image using filters of different colors. In addition, space direction applied visual perception theory expresses necessary distance, depth and speed effectively in 'Yggdrasil'

Jitter Correction of the Face Motion Capture Data for 3D Animation

  • Lee, Junsang;Han, Soowhan;Lee, Imgeun
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.9
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    • pp.39-45
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    • 2015
  • Along with the advance of digital technology, various methods are adopted for capturing the 3D animating data. Especially, in 3D animation production market, the motion capture system is widely used to make films, games, and animation contents. The technique quickly tracks the movements of the actor and translate the data to use as animating character's motion. Thus the animation characters are able to mimic the natural motion and gesture, even face expression. However, the conventional motion capture system needs tricky conditions, such as space, light, number of camera etc. Furthermore the data acquired from the motion capture system is frequently corrupted by noise, drift and surrounding environment. In this paper, we introduce the post production techniques to stabilizing the jitters of motion capture data from the low cost handy system based on Kinect.

A Study on Animation Production Using the CrazyTalk Animator 2 (CrazyTalk Animator 2를 활용한 애니메이션 제작 연구)

  • Ryu, Chang-Su;Lee, Hyun-Woo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.387-388
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    • 2014
  • 최근 2D 애니메이션은 세계적으로 애니메이션 산업이 디지털화 되어가고 있고 디지털 기술의 발전은 끊임없이 애니메이션이 발전과 진화를 거듭되어 오면서 기존의 표준적인 제작파이프라인이 제작 환경과 기법에 따라 독특한 형태로 발전되어왔다. CrazyTalk Animator는 초보자, 교육관련 종사자, 비디오 편집자 및 완성도 높은 캐릭터를 생성하는 전문가와 같이 고성능의 애니메이션 툴을 필요로 하는 전분가 등의 최적의 애니메이션 솔루션을 제공하고 있다. 본 논문에서는 CrazyTalk Animator를 통한 애니메니션 제작 방법으로 아바타 기반의 배경과 소품을 드레그 & 드롭하여 세트를 만들고, 캐릭터들을 카메라와 타임라인 트렉으로 조정하고 제작하여 2D 애니메이션을 제작하였다.

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3D Animation Authoring Tool Based On Whole Body IK and Motion Editing

  • Ju, Woo-Suk;Im, Choong-Jae
    • Journal of Korea Multimedia Society
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    • v.11 no.6
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    • pp.869-874
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    • 2008
  • The work of creating character motion needs the higher professional technology and sense and the creating work of realistic and natural motion possess the most part of production term. In this paper we introduce the easy and convenient 3D animation authoring tool which makes the motion based on whole-body inverse kinematics and motion editing function. The proposed 3D animation authoring tool uses the forward kinematics using quaternion and whole-body inverse kinematics to determine the rotation and displacement of skeleton. Also, it provides the motion editing function using multi-level B-spline with quasi-interpolant. By using the proposed tool, we can make 3D animation easily and conveniently.

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The Game (게임)

  • Lee, Gyeong-Rae
    • Cartoon and Animation Studies
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    • s.5
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    • pp.466-471
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    • 2001
  • 미국과 아프가니스탄의 전쟁에 대하여 그 원인과 전쟁의 결과에 따른 양민들의 희생을 캐리커쳐 기법을 이용, 시각화하였다.

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Design of an Alpine Skiing Game Using ActionScript 3.0

  • Bai-Tiantain, Bai-Tiantain;Park, Jong-Hoon;Kim, Chul-Won
    • Journal of information and communication convergence engineering
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    • v.10 no.2
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    • pp.168-174
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    • 2012
  • Flash is the most popular 2D animation and game development software, supporting vector and media technology at the core, which enables the development of small and pithy games. It is widely used in Web animation, courseware, TV commercials, game development, and other works of design. In this paper, we propose a control movement function and auxiliary functions for an alpine skiing game based on ActionScript 3.0. The control movement function is designed with moving phases (i.e., free fall, sliding, projectile, and landing). The auxiliary functions include drawing path, start/restart movement, and saving the highest score. In addition, for the visual design of our game, we designed animations in connection with a character and background. In order to facilitate testing the friction, users can input a chosen friction value. Without user input, the friction default is set at 0.97.

Game Sprite Generator Using a Multi Discriminator GAN

  • Hong, Seungjin;Kim, Sookyun;Kang, Shinjin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.8
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    • pp.4255-4269
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    • 2019
  • This paper proposes an image generation method using a Multi Discriminator Generative Adversarial Net (MDGAN) as a next generation 2D game sprite creation technique. The proposed GAN is an Autoencoder-based model that receives three areas of information-color, shape, and animation, and combines them into new images. This model consists of two encoders that extract color and shape from each image, and a decoder that takes all the values of each encoder and generates an animated image. We also suggest an image processing technique during the learning process to remove the noise of the generated images. The resulting images show that 2D sprites in games can be generated by independently learning the three image attributes of shape, color, and animation. The proposed system can increase the productivity of massive 2D image modification work during the game development process. The experimental results demonstrate that our MDGAN can be used for 2D image sprite generation and modification work with little manual cost.