• Title/Summary/Keyword: Image of Animation

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Development of Simulator with Cluster System for Towing Fisheries

  • Park Myeong-Chul;Ha Seok-Wun
    • Journal of information and communication convergence engineering
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    • v.3 no.2
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    • pp.84-89
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    • 2005
  • Goal of this study is to implement 3-dimensional underwater appearance graphical display, fishery measured information display, sonar data representation and display, and 3-dimensional underwater appearance animation based on coefficient data of chaos behavior and fishing modeling of fishing gears from PC cluster system. In order to accomplish the goals of this study, it is essential to compose user interfacing and realistic description of image scenes in the towing-net fishery simulator, and techniques to describe sand cloud effects under water using particle systems are necessary. In this study, we implemented graphical representations and animations of the simulator by using OpenGL together with C routines.

Style for a Study on Visual Tactility of Game Animation (게임에니메이션의 시각적 촉각성 연구)

  • Park, Sung-Won
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.110-117
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    • 2006
  • With the New media of present age we are living at, strongly entice consumers through various sensible technology and give influences on our life. They are visually formed but make us feel them as if formed tactile. The masses of today are meeting media through all the senses in daily life according to the spread of on-line media and in such course they want momentary and tactile share. Since appearance of mass society and cinema following such current, art has appealed to dispersive and tactile perception, and such public way of perception makes it possible to experience 'visual tactility' in daily life in accordance with the development of on-line game culture among others. The shock effects, given by editing of game animations which are produced for epic experience of on-line game, arouse tactility in addition to visibility. Under this assumption and on the basis of visual tactility theory as well as montage theory of image by Walter Benjamin, the research intends to explain that public tactile shock does not result from simple graphic effect but from montage effect and dispersive acceptance.

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Effects of Character Identification on User Experience and Perceived Risk in Smoking Simulation Game (흡연 시뮬레이션 게임에서 사용자와 동일한 캐릭터의 사용이 실재감, 몰입, 위험인식에 미치는 효과)

  • Kim, Si-Sung;Lee, Jong-Wouk;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.41-50
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    • 2015
  • This study attempted to identify differences in user experience such as spatial presence, social presence, flow, empathy, anxiety, and perceived risk between simulating characters of animation and of actual userimage. The playtesting method was conducted on 60 male smokers using 'Smoking Sims', a simulation game produced by The Center for Health Communication Studies. The results found that the simulation of actual image character is higher in the level of perceived risks for smoking, spatial presence, social presence, flow, and empathy than the simulation of animation character. The study shows that identification with a game character affects user experience and enhances the effectiveness of perceived risks as well. It emphasizes the importance of game design to implement identification in serious game like a smoking cessation simulation.

Continuity and Transformation of the Cartoon Strip for the Musical Performance (만화 소재 뮤지컬에 있어서 만화특성의 지속성과 변형에 대한 시론적 연구)

  • Yim, Hak-Soon
    • Cartoon and Animation Studies
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    • s.12
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    • pp.27-43
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    • 2007
  • The article concerns the continuity and transformation of the cartoon strip for the musical performance. Recently, the cartoon strip has been considered as a resource for creating the musical performance. However, There are a few articles on the relationship of the cartoon strip and the musical performance. In this respect, the article seeks to examine the characteristics of the cartoon strip and the musical performance in terms of planning system, storytelling structure, character formation and marketing strategies. The case on the musical entitled 'The Great Catsby', which is rooted in the cartoon strip entitled 'The Great Catsby', is examined. As a result, on the one hand, the characteristics of the cartoon strip has continuously affected the process of creating the musical performance in terms of storytelling, character formation, stage management and the marketing activities. On the other hand, the musical performance considers the music and sound, the moving image and stage management, performance of the actors as an essential part in comparison with the cartoon strip. In addition, the musical performance simplifies and recontructs the cartoon strip according to the principles of the musical performance.

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Three-Dimensional Shape Reconstruction from Images by Shape-from-Silhouette Technique and Iterative Triangulation

  • Cho, Jung-Ho;Samuel Moon-Ho Song
    • Journal of Mechanical Science and Technology
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    • v.17 no.11
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    • pp.1665-1673
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    • 2003
  • We propose an image-based three-dimensional shape determination system. The shape, and thus the three-dimensional coordinate information of the 3-D object, is determined solely from captured images of the 3-D object from a prescribed set of viewpoints. The approach is based on the shape-from-silhouette (SFS) technique, and the efficacy of the SFS method is tested using a sample data set. The extracted three-dimensional shape is modeled with polygons generated by a new iterative triangulation algorithm, and the polygon model can be exported to commercial software. The proposed system may be used to visualize the 3-D object efficiently, or to quickly generate initial CAD data for reverse engineering purposes, including three dimensional design applications such as 3-D animation and 3-D games.

A study on N-dimensional quad-tree decomposition

  • Yi, Cheon-Hee;Yi, Jae-Young
    • Journal of the Semiconductor & Display Technology
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    • v.8 no.1
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    • pp.43-48
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    • 2009
  • We have examined the problem of the number of quad-tree blocks that an n-dimensional rectangle will be decomposed into on the average. the contribution of this paper are both practical and theoretical. In this paper, we develops the overlapping multi-scale models and the region quad-tree models which is useful in computer graphics animation, image processing, pattern recognition and also for modeling three dimensional objects. These models, which represent something of a conceptual departure from other models developed for multi-scale framework were developed with the specific interest of producing smooth estimates.

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The Research and the Development Case of Smart phone based Serious Gamed Application with traditional cultural materials : Focused on the game "Find the wrong picture on Sacheonwang(四天王)" (문화원형을 활용한 모바일 기능성게임 개발에 관한 연구 : 사천왕(四天王)을 틀린그림찾기를 중심으로)

  • Lee, Young-Suk
    • Cartoon and Animation Studies
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    • s.35
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    • pp.271-289
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    • 2014
  • This study produced the serious game based of Sacheonwang for the smart phone. The popularization of smart phone has expanded the contents market. However the game content made of various Korean traditional cultures is just few. According to this problem, it considered Sacheonwang (Dongbang Jigukcheonwang, Bukbang Damuncheonwang, Namban jungcheonwang, Seobang Gwangmokchoenwang) and tried to develop the serious game application of smart phone based on the Korean traditional culture. It modernized the 4 types of Sacheonwang analyzed the characteristics, and it was created to super deformed characters. It suggested the production and development of game using Sacheonwang character and the Buddhist image. This study looked at the contents of the Buddhist and developed the Buddhist civilization and applied on the game contents to extend Korean traditional culture and interact Korean traditional culture. This study, therefore, will develop the Korean traditional characters and the game content using the research of the Buddhist cultural elements.

Analysis of Korean and Foreign Special Effects Make-up in Representative Films by Period

  • Jung, Jeewon;Kim, Eun-Sil
    • Journal of Fashion Business
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    • v.22 no.3
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    • pp.57-66
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    • 2018
  • The purpose of this study is to gather basic data in the special effects make-up field and to provide a source of inspiration for creative make-up design by examining how special effects make-up is developed according to representative films. Two approaches are used in this study: a literature review and an empirical case analysis. In Korea, color TV was introduced in the 1980s, with the demand for a realistic image. Since the 2000s, 3D printing technology has been introduced to special effects make-up. Special effects make-up was first introduced in Hollywood films in the 1890s, and by the 1900s, artificial teeth and eyebrows were added and presented using general make-up techniques. Since then, 3D and 4D technologies and animation performance capture methods have been introduced and distributed due to the rapid development of computer technology.

Determination and Visualization of Three-Dimensional Shape Based on Images (영상 기반 3차원 형상 추출 및 가시화)

  • Cho Jung-Ho;Song Moon-Ho
    • 한국가시화정보학회:학술대회논문집
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    • 2002.11a
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    • pp.15-18
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    • 2002
  • We propose an image based three-dimensional shape determination system. The shape, and thus the three-dimensional coordinate information of the 3-D object, is determined solely from captured images of the 3-D object from a prescribed set of viewpoints. The approach is based on the shape from silhouette (SFS) technique and the efficacy of the SFS method is tested using a sample data set. This system may be used to visualize the 3-D object efficiently, or to quickly generate initial CAD data for reverse engineering purposes. The proposed system potentially may be used in three dimensional design applications such as 3-D animation and 3-D games.

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Comparison of the Size of objects in the Virtual Reality Space and real space (가상현실 공간상에서 물체의 크기와 실제 크기간의 비교연구)

  • Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.49
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    • pp.383-398
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    • 2017
  • Virtual Reality contents are being used as media in various fields. In order for the virtual reality contents to be realistic, the scale of the objects in the virtual reality must be the same as the actual size, and the user must feel the same size. However, even if the size of the character in the virtual reality space is made equal to the size in comparison with the size of the character in the reality, the distortion of the size can occur when the user looks at the object in the image with the HMD. In this paper, I investigate the requirements related to size in virtual reality, and try to find out what difference these requirements have in virtual reality and how the difference affects users. Experiments and surveys to compare the size of objects in virtual reality space and the size of objects in real space were conducted to investigate how scale distortion occurs at distant and near places. I hope that this paper will be a useful research for virtual reality developers.