• Title/Summary/Keyword: Human Animation

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Motion Characteristic Capturing : Example Guided Inverse Kinematics (동작 특성 추출 : 동작 모방에 기초한 향상된 역 운동학)

  • 탁세윤
    • Proceedings of the Korea Society for Simulation Conference
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    • 1999.04a
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    • pp.147-151
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    • 1999
  • This paper extends and enhances the existing inverse kinematics technique using the concept of motion characteristic capturing. Motion characteristic capturing is not about measuring motion by tracking body points. Instead, it starts from pre-measured motion data, extracts the motion characteristics, and applies them in animating other bodies. The resulting motion resembles the originally measured one in spite of arbitrary dimensional differences between the bodies. Motion characteristics capturing is a new principle in kinematic motion generalization to process measurements and generate realistic animation of human being or other living creatures.

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Stereo Vision Based 3-D Motion Tracking for Human Animation

  • Han, Seung-Il;Kang, Rae-Won;Lee, Sang-Jun;Ju, Woo-Suk;Lee, Joan-Jae
    • Journal of Korea Multimedia Society
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    • v.10 no.6
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    • pp.716-725
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    • 2007
  • In this paper we describe a motion tracking algorithm for 3D human animation using stereo vision system. This allows us to extract the motion data of the end effectors of human body by following the movement through segmentation process in HIS or RGB color model, and then blob analysis is used to detect robust shape. When two hands or two foots are crossed at any position and become disjointed, an adaptive algorithm is presented to recognize whether it is left or right one. And the real motion is the 3-D coordinate motion. A mono image data is a data of 2D coordinate. This data doesn't acquire distance from a camera. By stereo vision like human vision, we can acquire a data of 3D motion such as left, right motion from bottom and distance of objects from camera. This requests a depth value including x axis and y axis coordinate in mono image for transforming 3D coordinate. This depth value(z axis) is calculated by disparity of stereo vision by using only end-effectors of images. The position of the inner joints is calculated and 3D character can be visualized using inverse kinematics.

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Analysis of Squash & Stretch Principle for Animation Action (애니메이션 동작을 위한 Squash & Stretch 원칙의 분석)

  • Lee Nam-Kook;Kyung Byung-Pyo;Ryu Seuc-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.111-114
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    • 2005
  • Squash & Stretch principle is playing an essential principle for animation action. The application of this principle gives the illusion of weight and volume to an animation character, and makes it possible that an animation action be the smooth and soft by escaping from the stiffness and rigidity. If an action of human or object on animation is expressed like a real world, it seems to be unnatural. Any action without Squash & Stretch will look rigid, uninteresting and not alive. It can be applied to movement of all objects, characters' actions, dialogues and facial expressions with a basic rule of mass, volume and gravity. Any action will not be well expressed without this principle. To be a good animation action, it should be deeply applied in 3D animation, not only 2D animation. Thus, a systemic analysis of Squash & Stretch principle is required.

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A Study on the Analysis of Animation Characters on Abnormal Psychoanalysis (이상심리학에서 본 애니메이션캐릭터의 성격별 유형분석)

  • Lee Young-Sook;Kim Chee-Yong
    • Journal of Digital Contents Society
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    • v.6 no.4
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    • pp.223-227
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    • 2005
  • This paper analyzes patterns of various characters in an animation story. Animation characters are the important element in a story. They reflect social facts and work an element showing internal aspects of human-beings. At first we need enough scientific basis to understand the development of these characters. Therefore, this paper analyzes the characters of 19 Disney animation on the basis of character disorder in abnormal psychoanalysis and establishes database of animation characters. This database can be a help to the develoment of new characters. Also, I think that characters inclination can be applied to fostering Emotion and education of animation audiences.

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Development of HMI Which Took in a Animation Object (애니메이션 객체를 도입한 HMI의 개발)

  • Kim, Min-Seok;Kim, Han-Sung;Hong, Jung-Gi
    • Proceedings of the KIEE Conference
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    • 2005.10b
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    • pp.463-465
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    • 2005
  • Our society experiences a big change recently for ten years. The public of multimedia by development of a PC and Internet diffusion is it. this situation was applied in the field of industry. HMI of an industrial field experienced a big change these days. it comes out in new general ideas one after another, for example Interface of an Internet base, the animated graphic object, etc.. A study of a book is contents about animation function development of Human Interface Station(HIS) which is HMI of existing DCS system.

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Studies of Character's Symbolism in (<동물농장>에 나타난 캐릭터의 상징성 연구)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.38
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    • pp.115-132
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    • 2015
  • An animation is a tool to represent the consciousness of an author. It is a medium that converts his/her consciousness to time by the means of spaces. Image is the most inherent element among the elements of an animation. Character is the element that has the very core function among the elements of an image because a character is a shape that can deliver a story through various actions and facial expressions. In this context, is a representative satire animation that describes a ranked and unequal human society and selfishness and absurdity of human beings existed in the human society, based on the original work of George Orwell. Therefore, this study aims to study what the work tries to satirize through the meanings and symbols that the characters, animals, and spaces in the work. As a result of the study, it was found that the characters appeared in the work are metaphoric symbols that imply the meanings of each character, not just simple characters or spaces. In the work, the farm is a symbolic space that symbolizes a human world. John, a human being, is described as a dictator in an absolute Russian monarchy who suppresses people. Old Major, a pig, is described as an old pioneer that preaches the appropriation of a revolution while Snow Ball, a pig that follows the Major is described as a naive leader that dreams to establish a real socialist state where everybody lives equal, through successful revolution. Another pig, Napoleon is described as the more greedy dictator than human being. He killed Snow Ball for his private ambition and suppresses and exploits the same race, animals. That is, setting man and various animals in the relation of dominant class and subordinated class, the author generates conflicts among characters. Although the characters pursue an ideal society through revolution, it requires another revolution in the process, which expresses repetitive contradiction of human history in a symbolic and strong way.

A study on the production of animated GLOOM used in indie music (인디음악에 사용되는 애니메이션(GLOOM) 제작에 대한 연구)

  • Kim, Tae-eun
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1495-1500
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    • 2017
  • The animation "Gloom" based on the low poly art expresses the intention of the production by expressing an music as an animation. The paper describe the production process including the modeling, rigging, animation, and rendering. Furthermore, the production process for pure creative animation with client's intention was also considered. Therefore, it can provide guidelines for pure creators who do similar creative work.

3D Face Modeling Using Mesh Simplification (메쉬 간략화를 이용한 3차원 얼굴모델링)

  • 이현철;허기택
    • The Journal of the Korea Contents Association
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    • v.3 no.4
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    • pp.69-76
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    • 2003
  • Recently, in computer graphics, researches on 3D animations have been very active. one of the important research areas in 3D animation is animation of human being. The creation and animation of 3D facial models has depended on animators' manual work frame by frame. Thus, it needs many efforts and time as well as various hardwares and softwares. In this paper, we implements a way to generation 3D human face model easily and quickly just with the front face images. Then, we suggests a methodology for mesh data simplification of 3D generic model.

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A hybrid approach for character modeling using geometric primitives and shape-from-shading algorithm

  • Kazmin, Ismail Khalid;You, Lihua;Zhang, Jian Jun
    • Journal of Computational Design and Engineering
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    • v.3 no.2
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    • pp.121-131
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    • 2016
  • Organic modeling of 3D characters is a challenging task when it comes to correctly modeling the anatomy of the human body. Most sketch based modeling tools available today for modeling organic models (humans, animals, creatures etc) are focused towards modeling base mesh models only and provide little or no support to add details to the base mesh. We propose a hybrid approach which combines geometrical primitives such as generalized cylinders and cube with Shape-from-Shading (SFS) algorithms to create plausible human character models from sketches. The results show that an artist can quickly create detailed character models from sketches by using this hybrid approach.

Analysis of Color Transform About Animation Film - Focused on the Hollywood Animation - (애니메이션 영화의 색채 변화 분석 - 미국 애니메이션을 중심으로 -)

  • 강대석;전정숙
    • Archives of design research
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    • v.17 no.2
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    • pp.55-66
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    • 2004
  • Full-length Animation has been producing very actively with a large of U.S.A and growing rapidly as a pare of entertainment industry since the middle of the 1990's. However, in actual fact, Korea Animation doesn't have any characteristics as compared with Japan Animation & U.S.A Animation's growth. It is owing to in financial difficulty and that there's no conversion about consciousness that Animation is only for children. This study is constructed with color information as the central figure from a gradation of information delivery and analyzed ‘Image Color’ of full-length animation which is produced by large studio in U.S.A. This study predicts about past, present and future of animation centering around a color that visual sensitivity factor which recognize enormous information very quickly among sensitivity stimulus of human being. With this study analysis a color of U.S.A animation, looking for sensitivity color factor that react to elaborate and delicate stimulus, and then expressed color from developed animation skill apply to sensitivity industry.

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