• Title/Summary/Keyword: In-game Animation

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An Ethnographic Study on CosPlay Group in Korea I - Analysis on CosPlay Groups in Korea - (한국 코스프레 집단의 문화기술지적 연구 I -한국의 코스프레 집단의 분석 -)

  • Koh Ae-Ran;Shin Mi-Ran
    • The Research Journal of the Costume Culture
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    • v.13 no.6 s.59
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    • pp.919-933
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    • 2005
  • This study goes into the field of CosPlay that takes place in Korea, and directly observes the people who engage in CosPlays. Based on in-depth interviews, this research identified the reasons why the CosPlay aficionados participate in this practice and their cultural preferences. Ethnography methodology was used to understand the behavior of the cultural entities of CosPlays. Moreover, this research attempted to understand their daily formalities through their own perspective and language instead of superficial language. In general, CosPlay form that they manifest is classified into two main categories: those who enjoy posing by becoming their favorite characters and those like to wear the clothes of their favorite characters and go up on the stage to perform an act of animation or game where the applicable character appears. Some of these groups are: 1) 'Bishojo CosPlay' that CosPlays mostly Bishojo cartoon characters and wants to just stand out, 2) 'Aekyo' group that CosPlays merely for the sake of the enjoyment of wearing costumes instead of having the mania-like characteristics, 3) 'CosPlayer Group' who enjoy doing organized team CosPlay in order to present a performance, 4) 'J-Rock CosPlay' group that CosPlay Japanese visual rock groups and prepare to be among a professional CosPlay team, and 5) 'People related to Cospre.com' who try to make CosPlay rooted in as one of new cultures.

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A study about the problems and their solutions in the production process of 3D character animation using optical motion capture technology (옵티컬 모션캡쳐 기술을 활용한 3D 캐릭터 애니메이션에서 제작과정상 문제점 및 해결방안에 관한 연구)

  • Lee, Man-Woo;Kim, Hyun-Jong;Kim, Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.831-835
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    • 2006
  • Motion capture means the recording of movement of objects such as human beings, animals, creatures, machines, etc in a form applicable to computer. Since the motion capture system can be introduced to the fields where realistic movement of human beings and animals, which cannot be attained with an existing key frame method is required, large scale is necessary or economical burden exists, it has a merit and possibility of new expression. For these reasons, this method is increasingly used in the field of digital entertainment such as movie, TV, advertisement, documentary, music video, etc centering around the game. However, in spite of such an advantage, problems such as too much advance preparation work in digital image expressions using motion capture, marker attachment, compensation of motion data, motion retargeting and lack of professional human resources, etc. are becoming a prominent figure. Accordingly, this study intends to suggest the way of more effective production of motion capture digital image through finding the problems and their draft possible solutions in the production process based on the image production examples using motion capture.

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A Study on an Inductive Motion Edit Methodology using a Uniform Posture Map (균등 자세 지도를 이용한 귀납적 동작 편집 기법에 관한 연구)

  • 이범로;정진현
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.2C
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    • pp.162-171
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    • 2003
  • It is difficult to reuse the captured motion data, because the data has a difficulty in editing it. In this paper, a uniform posture mar (UPM) algorithm, one of unsupervised learning neural network is proposed to edit the captured motion data. Because it needs much less computational cost than other motion editing algorithms, it is adequate to apply in teal-time applications. The UPM algorithm prevents from generating an unreal posture in learning phase. It not only makes more realistic motion curves, but also contributes to making more natural motions. Above of all, it complements the weakness of the existing algorithm where the calculation quantity increases in proportion to increase the number of restricted condition to solve the problems of high order articulated body. In this paper, it is shown two applications as a visible the application instance of UPM algorithm. One is a motion transition editing system, the other is a inductive inverse kinematics system. This method could be applied to produce 3D character animation based on key frame method, 3D game, and virtual reality, etc.

The Effect of Character Strength, Occupational Engagement on Career Adaptability of College Students Majoring in Multimedia Content (멀티미디어콘텐츠 전공 대학생의 성격강점과 진로관여행동이 진로적응성에 미치는 영향에 대한 연구)

  • Lee, Jung-Hee;Kim, Cheeyong
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.861-870
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    • 2018
  • The purpose of this paper was to evaluate the mediating effect of occupational engagement on the relation of college students' character strength on career adaptability. In order to accomplish the purpose of this paper, the subjects were students majoring in Multimedia content at University in Pusan, Instruments used in the research were as follows: Career Adapt-Ability Scale(CAAS), Korea-Adapted Virtue Inventory of Strength(K-AVIS), and Occupational Engagement. The results of this research were as follows: First, Male college students had higher degree of career adaptability than female students. Second, sub-factors of character strength had significantly effected on career adaptability. Finally, occupational engagement moderated partially on the relation between career adaptability and character strength.

The IOA-Based Intelligent Information Protection System for Response of Advanced Persistent Threats (IOA 기반의 지능형지속위협 대응 위한 지능형 정보보호시스템)

  • Ryu, Chang-su
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2067-2072
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    • 2016
  • Recently, due to the development of attack techniques that can circumvent existing information protection systems, continuous threats in a form unrecognized by the user have threatened information assets. Therefore, it is necessary to support the prompt responses to anticipated attempts of APT attacks, bypass access attacks, and encryption packet attacks, which the existing systems have difficulty defending against through a single response, and to continuously monitor information protection systems with a defense strategy based on Indicators of Attack (IOA). In this paper, I suggest a centralized intelligent information protection system to support the intelligent response to a violation by discerning important assets through prevention control in a performance impact assessment about information properties in order to block the attack routes of APT; establishing information control policies through weakness/risk analyses in order to remove the risks in advance; establishing detection control by restricting interior/exterior bypass networks to server access and monitoring encrypted communications; and lastly, performing related corrective control through backup/restoration.

An Effective Method for Generating Images Using Genetic Algorithm (유전자 알고리즘을 이용한 효과적인 영상 생성 기법)

  • Cha, Joo Hyoung;Woo, Young Woon;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.8
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    • pp.896-902
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    • 2019
  • In this paper, we proposed two methods to automatically generate color images similar to existing images using genetic algorithms. Experiments were performed on two different sizes($256{\times}256$, $512{\times}512$) of gray and color images using each of the proposed methods. Experimental results show that there are significant differences in the evolutionary performance of each technique in genetic modeling for image generation. In the results, evolving the whole image into sub-images evolves much more effective than modeling and evolving it into a single gene, and the generated images are much more sophisticated. Therefore, we could find that gene modeling, selection method, crossover method and mutation rate, should be carefully decided in order to generate an image similar to the existing image in the future, or to learn quickly and naturally to generate an image synthesized from different images.

Adolescent' Internet Utilization Status of Dietary Information in Kyungnam (경남일부 청소년의 인터넷 식생활 정보이용에 관한 연구)

  • 이경혜;강현진;허은실
    • Journal of Nutrition and Health
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    • v.35 no.1
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    • pp.115-123
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    • 2002
  • This study was carried out to investigate the utilization status of internet dietary information by gender(boys: 363, girls: 366) in adolescent(middle & high school students). The results were summarized as follows. The internet using frequency of 6-7times per week had 45.0% of subjects and the using time of internet per a time was shown mainly'<2hours(68.5%)'. The main place for internet use was home(79.0%) and favorite search engine was 'Yahoo'(45.7%) and 'Daum'(19.3%). As main purpose using internet were mentioned 'social intercourse'(45.0%) and data search'(24.8%). The organization that offer to reliable internet information was educational institution'(49.4%). The problems in using information site were 'poor information'(26.4%), 'slow connection speed'(22.6%), and 'don't arouse interest'(18.8%). The search experience about dietary information had only 27.9% of subjects and search purpose was 'for homework'(33.3%) and 'for health'(32.0). The satisfaction degree of dietary information was not high. The connection motive to dietary information was mainly 'by site navigation casualty'(55.7%). Only 7.7% of subjects had experience of nutrition counseling using internet, and the motive of nutrition counseling was also 'by site navigation causally'(55.8%). The purpose of counseling was 'for diet'(41.5%) and 'for health problem'(30.2%), and the satisfaction degree of counseling result was very low. As the ask of improvement for counseling site were pointed out 'poor in answer content'(44.8%) and 'lazy answer'(31.0%). The subjects wanted to get the dietary information about 'growth in status'(41.4%), 'diet related skin beauty'(14.6%), the update period less 1 month, and the way of 'free board'(32.3%), 'game'(21.1%) and 'animation'(19.3%) as offer tool. The results of this study showed that although the internet using percent and frequency of subjects was high, they used dietary information very seldom and they are dissatisfied with internet nutritional information. Therefore, the information donor should consider which dietary information was needed and what is the optimal tool for adolescent.

Dynamic Reconstruction Algorithm of 3D Volumetric Models (3D 볼류메트릭 모델의 동적 복원 알고리즘)

  • Park, Byung-Seo;Kim, Dong-Wook;Seo, Young-Ho
    • Journal of Broadcast Engineering
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    • v.27 no.2
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    • pp.207-215
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    • 2022
  • The latest volumetric technology's high geometrical accuracy and realism ensure a high degree of correspondence between the real object and the captured 3D model. Nevertheless, since the 3D model obtained in this way constitutes a sequence as a completely independent 3D model between frames, the consistency of the model surface structure (geometry) is not guaranteed for every frame, and the density of vertices is very high. It can be seen that the interconnection node (Edge) becomes very complicated. 3D models created using this technology are inherently different from models created in movie or video game production pipelines and are not suitable for direct use in applications such as real-time rendering, animation and simulation, and compression. In contrast, our method achieves consistency in the quality of the volumetric 3D model sequence by linking re-meshing, which ensures high consistency of the 3D model surface structure between frames and the gradual deformation and texture transfer through correspondence and matching of non-rigid surfaces. And It maintains the consistency of volumetric 3D model sequence quality and provides post-processing automation.

A Study on Effective Facial Expression of 3D Character through Variation of Emotions (Model using Facial Anatomy) (감정변화에 따른 3D캐릭터의 표정연출에 관한 연구 (해부학적 구조 중심으로))

  • Kim, Ji-Ae
    • Journal of Korea Multimedia Society
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    • v.9 no.7
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    • pp.894-903
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    • 2006
  • Rapid technology growth of hardware have brought about development and expansion of various digital motion pictured information including 3-Dimension. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. 3D characters in digital motion picture take charge of the core as to communicate emotions and information to users through sounds, facial expression and characteristic motions. Concerns about 3D motion and facial expression is getting higher with extension of frequency in use and range about 3D character design. In this study, the facial expression can be used as a effective method about implicit emotions will be studied and research 3D character's facial expressions and muscles movement which are based on human anatomy and then try to find effective method of facial expression. Finally, also, study the difference and distinguishing between 2D and 3D character through the preceding study what I have researched before.

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The Research on Transportation Systems Development in Sejong City (세종특별자치시의 발전을 위한 교통체계 연구)

  • Ju, Yong-Jun;Ryu, Chang-Su;Park, Hyo-Sun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.11
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    • pp.2738-2744
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    • 2014
  • For balanced development of the Sejong City, early settlement in transport infrastructure should precede the most. Of various means of transport, this study focus on BRT(Bus Rapid Transit) and the railway. Than the subway construction costs only a tenth. Equipped with a system of underground transport capacity to significantly increase the new concept of public transport in the BRT, utilizing the existing line railway to be constructed broad Chungcheong. The extension revolves 1 line of Daejeon subway to Jeongbuse kind government complex and the communication facilities is cooked for the rapid increase in the transportation demand according to the before central administration organization and Sejong city inflow of population.