• Title/Summary/Keyword: Key Animation

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A Framework for Human Motion Segmentation Based on Multiple Information of Motion Data

  • Zan, Xiaofei;Liu, Weibin;Xing, Weiwei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.9
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    • pp.4624-4644
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    • 2019
  • With the development of films, games and animation industry, analysis and reuse of human motion capture data become more and more important. Human motion segmentation, which divides a long motion sequence into different types of fragments, is a key part of mocap-based techniques. However, most of the segmentation methods only take into account low-level physical information (motion characteristics) or high-level data information (statistical characteristics) of motion data. They cannot use the data information fully. In this paper, we propose an unsupervised framework using both low-level physical information and high-level data information of human motion data to solve the human segmentation problem. First, we introduce the algorithm of CFSFDP and optimize it to carry out initial segmentation and obtain a good result quickly. Second, we use the ACA method to perform optimized segmentation for improving the result of segmentation. The experiments demonstrate that our framework has an excellent performance.

Object Interaction Animation Using Imitation Learning and Motion Blending (모방학습과 모션 블렌딩을 이용한 객체 상호작용 애니메이션)

  • Jeong-Min-Shin;Sang-Won Han;Byeong-Seok Shin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.571-574
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    • 2023
  • 애니메이션은 주어진 키프레임(key frame)에 맞추어 움직이기 때문에, 다른 객체와 상호작용할 때 상대편 물체의 위치나 방향을 애니메이션에 맞추어 변환해야 한다. 이 논문에서는 모방학습으로 애니메이션을 학습하고, 모션 블렌딩(motion blending) 기법으로 객체 간 상호작용을 학습하여 새로운 애니메이션을 생성하는 방법을 제안한다. 에이전트(agent)는 오브젝트의 상태를 관측하고 주어진 모션들을 블렌딩하는 방법으로 다양한 행동을 취하고 목적에 대한 보상을 받는다. 에이전트가 행동하는 과정에서 모션 블렌딩 비율에 대한 가중치를 계산하는 함수를 설계하고, 생성되는 애니메이션이 사람이 취할 수 있는 동작에 가깝도록 회전 각도 clamping 함수와 보상 시스템을 설계하여 반영한다. 모방학습 기반 모션 블렌딩 기법은 객체의 변화에 상호작용하는 애니메이션을 기존 강화학습 기반 애니메이션 생성 기법보다 적은 학습량으로 생성할 수 있음을 확인했다.

Auto Setup Method of Best Expression Transfer Path at the Space of Facial Expressions (얼굴 표정공간에서 최적의 표정전이경로 자동 설정 방법)

  • Kim, Sung-Ho
    • The KIPS Transactions:PartA
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    • v.14A no.2
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    • pp.85-90
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    • 2007
  • This paper presents a facial animation and expression control method that enables the animator to select any facial frames from the facial expression space, whose expression transfer paths the system can setup automatically. Our system creates the facial expression space from approximately 2500 captured facial frames. To create the facial expression space, we get distance between pairs of feature points on the face and visualize the space of expressions in 2D space by using the Multidimensional scaling(MDS). To setup most suitable expression transfer paths, we classify the facial expression space into four field on the basis of any facial expression state. And the system determine the state of expression in the shortest distance from every field, then the system transfer from the state of any expression to the nearest state of expression among thats. To complete setup, our system continue transfer by find second, third, or fourth near state of expression until finish. If the animator selects any key frames from facial expression space, our system setup expression transfer paths automatically. We let animators use the system to create example animations or to control facial expression, and evaluate the system based on the results.

Webdrama Analysis and Recommendation using Text Mining and Opinion Mining Technique of Social Media (소셜미디어 빅데이터의 텍스트 마이닝과 오피니언 마이닝 기법을 활용한 웹드라마 분석과 제안)

  • Oh, Se-Jong;Kim, Kenneth Chi Ho
    • Cartoon and Animation Studies
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    • s.44
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    • pp.285-306
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    • 2016
  • With the increase use of smartphones, users can consume contents such as webtoon, webnovel and TV drama directly provided by the producers. In this Direct-to-Consumer era, webdrama services from the portal websites are increasing rapidly. Webdramas such as , , and can be analyzed in real time using responses such as unique users, likes, and comments. The analyses used in this research were Social Media Big Data Mining Method and Opinion Mining Method. Specific key words from webdrama can be extracted and viewers positive, neutral or negative emotion can be predicted from the words. The analyses of popular webdramas showed that the established K-Pop Idol member appearance and servicing portal site greatly influence the views, traffics, comments, and likes. Also, 'Mobile TV' proved the effectiveness as another platform other than television. Mobile targeted contents and robust business models still to be developed and identified. Overcoming these few tasks, Korea will be proven to be a webdrama content powerhouse.

Cultural Diversity as a Policy Value for the Cultural Industry Policy (문화다양성 증진을 위한 만화산업정책 방향설정에 관한 시론적 연구: 문화권 접근방법을 중심으로)

  • Yim, Hak-Soon
    • Cartoon and Animation Studies
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    • s.10
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    • pp.91-106
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    • 2006
  • The article concerns the cultural diversity as a policy value for the cultural industry policy in Korea. in the evolution of the cultural industry policy since the end of the 1990s, the primary values of the public policy has focused on the establishment of the cultural identity and the improvement of the competitiveness of the cultural industries. It Is likely that cultural diversify has been considered as a defensive value against the cultural globalization. Meanwhile, as the UNESCO indicates, the improvement of the cultural diversify should be established as a key policy value in terms of the cultural rights, cultural welfare and social inclusion. In this respect, the article analyzes the policy values of the cultural industry policy in terms of the cultural diversity. In addition, the policy alternatives for the improvement of the cultural diversity will be recommended. In particular, the article studies the case on the comic industry policy.

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Emotion-based Gesture Stylization For Animated SMS (모바일 SMS용 캐릭터 애니메이션을 위한 감정 기반 제스처 스타일화)

  • Byun, Hae-Won;Lee, Jung-Suk
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.802-816
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    • 2010
  • To create gesture from a new text input is an important problem in computer games and virtual reality. Recently, there is increasing interest in gesture stylization to imitate the gestures of celebrities, such as announcer. However, no attempt has been made so far to stylize a gestures using emotion such as happiness and sadness. Previous researches have not focused on real-time algorithm. In this paper, we present a system to automatically make gesture animation from SMS text and stylize the gesture from emotion. A key feature of this system is a real-time algorithm to combine gestures with emotion. Because the system's platform is a mobile phone, we distribute much works on the server and client. Therefore, the system guarantees real-time performance of 15 or more frames per second. At first, we extract words to express feelings and its corresponding gesture from Disney video and model the gesture statistically. And then, we introduce the theory of Laban Movement Analysis to combine gesture and emotion. In order to evaluate our system, we analyze user survey responses.

Visual Narrative Strategy of Game Promotion: Comparative Analysis of Dead Island and Dead Island 2 Trailers (게임 프로모션 시각 내러티브 전략: <데드 아일랜드>와 <데드 아일랜드 2> 예고편 비교 분석)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.249-269
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    • 2017
  • Promotion and marketing, which are essential to lower the investment risk and maximize commercial profit in the video game market. Game developers and publishers set up public relations strategies to encourage potential consumers' needs. Considering characteristics of video game, the trailer, which is the animated image advertisement material, could occupy a key position in its promotion and marketing plan. Cinematic spectacles and attractive narratives are essential ingredients for game trailers, which are usually produced in 3D animation. Dead Island is an open world first person shooters (FPS) game released in 2011. When launched, it grabbed a great attention with a trailer, awarded the Golden Lion Prize for the best internet film at the Cannes Lions International Festival of Creativity. The game was a commercial success and several spin-offs were producted. In 2014, its publisher, Deep Silver showed the official trailer of Dead Island 2 at Electronic Entertainment Expo, the world's largest game show. Dead Island 2 was scheduled to be released in 2016, but has been now delayed until 2018. This study compares and analyzes two trailers of Dead Island 1 and Dead Island 2. We examine the narrative structure of the trailer for the sequel promotion of a successful game. The differences between the two could be useful for building a promotion strategy of other game series.

Research on the Creative Style of DreamWorks' Animated Film Script (드림웍스 애니메이션 영화 시나리오의 창작 스타일에 관한 연구)

  • Yan, Liu
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.97-106
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    • 2020
  • The mainstream of cinema animated film in today's world is the animated film produced by film companies such as Disney, DreamWorks, and 20th Century Fox. These animated films are influenced by Hollywood blockbusters, high cost, and big-budget, which have brought a gorgeous and splendid audio-visual feast to the global audience. DreamWorks Studios founded in 1994 has become noted in just over ten years. It has produced many high-quality animated works which are well-known all over the world. This achievement is no doubt inseparable from its superior external animation industry environment, and benefited from the American animation industry which commercially operated for almost 100 years. However, in addition to these external environmental factors, DreamWorks' achievements have also come from the extraordinary and superior creation of the animated film scripts, strong narrative script ensures the logic and appeal of animated films. This article takes Kung Fu Panda series, Shrek series, The Prince of Egypt, The Croods, Chicken Run, Megamind and other representative films produced by DreamWorks as key analysis object, using Jean Baudrillard's simulation and imaging theory, Syd Field's screenwriting skills, and Hegel's aesthetic point of view, explores the Creative Style of DreamWorks' Animated Film Script which contains the following four aspects. The script is exaggerated and novel, and the subject matter is rich and targeted. The script creation is very imaginative and can fully express the visual beauty. The structure of the story is well controlled, the space comes from reality but full of imagination. The characters have distinctive personality and the dialogue is moderated but forceful.

A Study on the storytelling strategy of Animation Studio using Mythology - Based on the comparative analysis of Disney and Dream Works (신화를 활용한 애니메이션 스튜디오의 스토리텔링 전략 -디즈니<미녀와 야수>와 드림웍스<슈렉>의 비교분석을 중심으로)

  • Lee, Hye-Won
    • Cartoon and Animation Studies
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    • s.49
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    • pp.25-52
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    • 2017
  • As the expansion of the cultural industry expands, various competitive structures are formed and the methodologies for producing commercial success are being discussed. Among them, Hollywood studios use political relationships and apply ideologies that can produce the best interests. Also, they use a structure that can convey this ideology, which is a mythology. The myth has satisfied the public for a ling time. Campbell suggested that strategies come from the myth, and the ideology emerged as a result of what mythology has to do with existing powers. Disney and Dream Works use the mythology and combine their own values into ideology. Disney and Dream Works choose conflicting ideologies in a different growth background. If Disney is recognized as an educational animation by the ruling class, Dream Works are supported by the public for their actions against Disney. Disney has conservative and patriotic personality, Dream Works is more liberal and progressive. Disney's structure came out first, and Dream Works parodied it. So we can compare Disney and Dream Works with similar myths to create a storytelling structure that embodies ideology. As a result, Disney and Dream Works have been choosing the 9 stages the key of Ideology form the 17 stages of the mythology and reduced them to the introduction, growth and completion. In the first units of the introduction, Disney dealt with the subject of social leaders who sacrificed to the ruling class and Dream Works hinted at the overthrow of the ruling class through the irony. If Disney had deployed colored races in the main characters, Dream Works used a variety of races from the main characters to others. In the second units of growth, Disney organized the process of accepting the value of the ruling class, and Dream Works showed the individual values, not the values of society. In the third units completion, Disney showed the main character who live in the world of the ruling class rebuilded, and Dream Works removed the ruling class and went back to the Individual life. Through the structure of Disney and DreamWorks, we learned how to utilize the mythical structures that transform according to ideologies. The right way to organize works will require the strategic approach to storytelling.

Segmentation and Transition Techniques for Plausible Dance Motion Generation (자연스러운 춤 동작 생성을 위한 분절화와 전이기법)

  • Kang, Kyung-Kyu;Choung, Yu-Jean;Han, Kwang-Pa;Kim, Dong-Ho
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.8
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    • pp.407-415
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    • 2008
  • This paper presents novel segmentation and transition techniques for dancing motion synthesis. The segmentation method for dancing motions is based on Laban Movement Analysis (LMA). We assume a dance sequence as a set of small dancing motions. To segment a dancing motion is a subjective, psychological, and complex problem, so we extract the shape factor of LMA from a dance motion and observe shape's changes to find the boundaries of dance segments. We also introduce a transition method that meets constraints on the feet. This method that is based on a linear interpolation modifies the intermediate posture motion after analyzing footprint positions. The posture could be a key-frame between source motion and target motion on the transition. With the proposed techniques, it would be easy for multimedia applications to generate plausible dance motions.