• 제목/요약/키워드: Human Animation

검색결과 346건 처리시간 0.022초

영상 콘텐츠에서 카툰 렌더링기법의 활용 (Expression of Cartoon Rendering Method in Image Contents)

  • 김종서;곽훈성
    • 한국콘텐츠학회논문지
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    • 제7권8호
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    • pp.142-151
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    • 2007
  • 3D 컴퓨터 그래픽스의 비약적 발전으로 전통적인 셀 애니메이션은 여러 가지 디지털 기법으로 표현되고 끊임없는 다양한 시도를 통하여 그 영역을 확대해 나가고 있다. 우리가 표현하는 렌더링 기법에는 사진과 같은 정확한 영상을 구현하는 사실적 렌더링(Photorealistic rendering)기법과, 사람의 감성과 예술성이 표현되는 비사실적 렌더링(NPR: Non-Photorealistic rendering)기법으로 크게 구분된다. 본 논문에서는 비사실적 렌더링(NPR)기법에서 사용되는 여러 기법 중 카툰 렌더링(cartoon rendering)기법의 활용에 대하여 살펴보았다. 영상 컨텐츠 가운데 최근의 영화와 게임 그리고 광고 분야에서 사용된 카툰 렌더링기법에 대하여 각각의 제작 사례에 대한 분석과 특징을 조사하였다. 이러한 연구를 통해 최근의 카툰 렌더링 기법의 적용성과 장단점을 파악하여 좀 더 감성적이고 친근하며 완성도 높은 작품을 제작 할 수 있도록 한다.

A Cyber-Training & Education Model for Tug-barge Operators

  • Lee, Eun-Bang;Yun, Jong-Hwui;Jeong, Tae-Gweon
    • 한국항해항만학회지
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    • 제34권4호
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    • pp.287-292
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    • 2010
  • The purpose of this study was to create a cyber-training & education program in response to the needs of skippers and crews operating tug-barges within Korean coastal waters and the rapid changers in this industry. Skippers and crews are inclined to operate tug-barges on the basis of experience rather than information. It is not easy to provide useful information whenever they want or to drill them in safety management skills, because of their passive attitude toward education and the few opportunities that exist. In order to increase educational opportunities, efficiency and motivation, the authors have developed this program which consists of a 'tug bridge resource management module, risk perception training module, accident case module, operating module and navigation module', and are hoping that this program will enhance and strengthen all tug-barge operations. We are also putting all our energies into designing up to date animation programs and developing new scenarios concerning the method of evaluation and certification distribution.

3DARModeler : 증강현실 환경 3D 모델링 시스템 (3DARModeler: a 3D Modeling System in Augmented Reality Environment)

  • 도반 트리엔;이정규;이종원
    • 한국게임학회 논문지
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    • 제9권5호
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    • pp.127-136
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    • 2009
  • 본 논문에서 3DARModeler 라는 증강현실 환경에서의 3D 모델링 시스템에 대해서 제시 한다. 이 시스템은 3D 객체(모델)를 만들기 위해 객체 호출, 텍스쳐 적용, 애니메이션, 광원추정, 그림자 등의 기능들이 포함된 간단한 3D Studio Max라고 볼 수 있다. 3DARModeler는 3D 모델을 만들기 위한 효과적이고 편리한 상호작용 방법들을 제시한다. 3DARModeler 시스템의 주사용자는 컴퓨터 그래픽, 모델링 기술에 관한 많은 지식을 갖추지 않은 비전문가들을 대상으로 한다. 사용자들은 기본 객체를 선택, 객체들의 속성 부여, 여러 객체들의 결합을 통하는 방법으로 사용자가 실세계에서 직접 모델링을 하는 것과 같이 간단하고 직관적인 방법의 모델링을 가능하도록 한다.

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A Study on UI Design of Social Networking Service Messenger by Using Case Analysis Model

  • Youn, Jong-Hoon;Seo, Young-Ho;Oh, Moon-Seok
    • Journal of information and communication convergence engineering
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    • 제15권2호
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    • pp.104-111
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    • 2017
  • The visual presentation is one key feature which gives much consideration in designing mobile applications as it acquires attention from the end user. It takes only a few milliseconds to form an impression on a person and this is not any different to the web and mobile application designs. The first few milliseconds are a crucial time for developers as the impression produced would indicate further engagement of the service. Developers should continuously update the designs based on human needs. A few of these contents have actually paved its way to being continuously used. By synthesizing results of preceding researchers, this paper considers layout, color, and font as UI design elements of SNS messenger, and illustration and animation as the graphic image of it. In this study, the preference for messaging application chat layout was being surveyed and analyzed. As a result, there has been little significance identified since the instant messaging, so chat layout shows very minimal variance in their design.

3D 스테레오스코픽(Stereoscopic)기술의 효율적 활용에 관한 연구 (Research on Efficient Usage of 3D Stereoscopic Technology)

  • 김지수
    • 한국콘텐츠학회논문지
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    • 제10권2호
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    • pp.138-145
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    • 2010
  • 입체영상 기술은 차세대 입체 멀티미디어 정보통신 분야에서 공통적으로 요구되는 핵심 기반기술이라 할 수 있다. 현실과 가까운 자연스러운 영상을 표현하고자 하는 입체영상의 구현은 인간이 끊임없이 노력해온 부분으로, 초기의 시각 인식체계에서 시작해 양안시차를 이용한 입체사진을 거쳐 동영상 입체시대로 이행 되었다. 생활이 변화하고, 새로운 문화가 형성되고, IT산업 확장 등 핵심 트렌드의 바탕에는 가상을 실제처럼 구현하는 기술의 발전이 있으며, 그 중심에는 3D 입체영상 기술이 있다. 본 논문에서는 3D 입체영상 기술개발 동향 및 개발전략을 살펴보고, 지속적인 시장 확대를 위한 3D 입체영상 기술의 효율적 활용방안을 제시하고자 한다.

영상물 제작을 위반 고증 의상 디자인 연구 -13-14세기의 고려양과 몽골풍의 귀부녀 복식을 중심으로- (A Study on the Design of Historical Costume for Making Movie & Multimedia -Focused on Rich Women's Costume of Goryeo-Yang and Mongol-Pung in the 13th to 14th Century-)

  • 최해율
    • 복식
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    • 제57권1호
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    • pp.176-186
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    • 2007
  • The purpose of this study is to reconstruct upper class women's costume of 'Mongol-pung' and 'Goryeo-yang' in a civilization-exchanged period between Mongolia and Korea, for making movie or soap opera costume and historical animation. 'Mongol-pung' was a cultural influence from Mogolia to Korea. For example, sleeveless bi-gap(比甲) and half-sleeved dap-ho(搭忽) were put on by many women at that time. On the basis of old literature, I suggest a 'Mongol-pung' costume as a set of seeran-chulrik(膝欄 terlig), em-broidered bigap, dapho of meat-red color for women. 'Goryeo-yang' was a cultural influence from Korea to Mongolia. Due to old poem of Yuan, 'Short outer Jacket with square neckline, half sleeves, and clear color(方領過腰半臂)' was a representative of 'Goryeo-yang' in Mongolian royal women's costumes. Many women were dressed in it with short inner jacket and wide skirt. In the case of making soap opera costume, the budget of broadcasting station, appearence of nowaday's actor and actress, similarity between old fabric and modern fabric must be considered altogether.

예술가가 진행한 감성교육에 참여한 의과대학생들의 반응 - 교과목 외 교육활동 프로그램 사례를 중심으로- (Extracurricular medical education using artists as instructors - A case report on extracurriculum program-)

  • 오승민;정태섭
    • 의학교육논단
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    • 제10권1호
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    • pp.43-51
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    • 2008
  • Purpose: As introducing a case on extracurricular medical education using artists as instructors, we purposed to make significant implication on the technology-centered medical education. Methods: A case on extracurricular medical education using artists as instructors was introduced and the response of participants among medical students was presented and analyzed. Results: 25 medical students and 5 artists participated in this extracurricular medical education program. Each 5 artists' special area were an oil painting, an illustration, a documentary photo, a play, and an animation Participants' satisfaction of this program was high among medical students. They thought the time with an artist as a significant opportunity for understanding not only human-being but also himself or herself. Conclusions: The application of this learner-centered and extracurricular education program using artists as instructors needed further consideration in medical education. Medical students' meeting with artists can fill the lost art of medicine.

세계 컨텐츠산업의 지적재산권 문제 - 일본의 대책과 한국에의 시사점 - (IPR Issues in World contents Industry - Japanese countermeasures and Its Lessons to Korea -)

  • 정수원
    • 한국중재학회지:중재연구
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    • 제19권2호
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    • pp.229-243
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    • 2009
  • The content industries environment has been undergoing significant changes due to rapid technological innovation and content market expansion. Interest in the industry is growing fast both in Asia and Europe. However, in Japan content industries are showing almost zero growth with no increase in overseas expansion. Until now, Japanese content industries have been able to grow based on domestic demands. Many different factors contributed to today's zero growth in Japanese content industries. Two main reasons are: 1) Their lack of interest in overseas expansion and 2) Insufficient investment in domestic human resources development. Considerable amounts of Japanese contents including films, music, games, and animations have been distributed in many Asian countries and today piracy problems in the region are at a serious level. According to 2004 records pirated editions accounted for 85%, 16%, 19%, and 36% in China, Korea, Hong Kong, and Taiwan respectively. Pirated editions bring economic losses to Japanese copyright profits. Making it worse, they weaken the motivation to create content and make it hard to activate cultural exchanges. Losses from copyright violations in Japanese content industries are expected to keep increasing in the future. In order to make Japan competitive and grow it is crucial to take proper measures to protect copyright infringements. This study considers the current situation of the Japanese content market, infringement issues in content which is causing many problems in Asian countries, including China, and facts about losses caused by this problem.

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Virtual Glove와 VRML을 이용한 Virtual Hand 애니메이션 (Vritual Hand Animation Using Virtual Glove and VRML)

  • 안진영;김동욱;이동혁;김남국;김종효;민병구
    • 대한의용생체공학회:학술대회논문집
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    • 대한의용생체공학회 1998년도 추계학술대회
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    • pp.283-284
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    • 1998
  • The Virtual Reality Technology makes you feel like you are in the situation which has been made up by using the information inputted through the device which is connected with the body part. If the image which is taken from CT, MRI is reorganized in 3D, it can present the shape of the human organ more clearly. So It is more likely to be used in the operation which needs the diversified examination about mutual relation with each part in a place of 3D or confirmation of the planed information. We developed the Technology which can reorganize the image from the CT into the 3D data and represent the 3D movement of the finger according to the hand.

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컴퓨터를 이용한 수학적 표현에 관한 연구 (A Study of the Mathematical Representation in using Computer)

  • 류희찬;조완영
    • 대한수학교육학회지:수학교육학연구
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    • 제8권2호
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    • pp.651-662
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    • 1998
  • Mathematics is means for making sense of one's experiential world and products of human activities. A usefulness of mathematics is derived from this features of mathematics. Keeping the meaning of situations during the mathematizing of situations. However, theories about the development of mathematical concepts have turned mainly to an understanding of invariants. The purpose of this study is to show the possibility of computer in representing situation and phenomena. First, we consider situated cognition theory for looking for the relation between various representation and situation in problem. The mathematical concepts or model involves situations, invariants, representations. Thus, we should involve the meaning of situations and translations among various representations in the process of mathematization. Second, we show how the process of computational mathematization can serve as window on relating situations and representations, among various representations. When using computer software such as ALGEBRA ANIMATION in mathematics classrooms, we identified two benifits First, computer software can reduce the cognitive burden for understanding the translation among various mathematical representations. Further, computer softwares is able to connect mathematical representations and concepts to directly situations or phenomena. We propose the case study for the effect of computer software on practical mathematics classrooms.

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