• Title/Summary/Keyword: SVG animation

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The Design and Implementation of Multi Platform Animation Avata System Using SVG Animation (SVG Animation을 이용한 다중 플랫폼 애니메이션 아바타 시스템 설계 및 구현)

  • 모양미;유남현;김원중
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10b
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    • pp.697-699
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    • 2003
  • 온라인 게임에서 개인의 분신으로 활용되던 아바타는 2000년 '세이게임"이라는 포탈 사이트를 통해 본격적으로 인터넷 사이트에 등장하였다. 이후 아바타는 게임 및 인터넷 커뮤니티에서의 자신을 대변하는 기능을 넘어, 다양한 형태의 캐릭터 비즈니스로의 가능성이 부각되고 있다. 웹사이트에서 제공되는 아바타 시스템은 GIF 파일 포맷을 기본으로 하여 제공되며, GIF Animation을 이용하는 경우 애니메이션 아바타를 표현할 수 있었다. 그러나 모바일 환경에서는 GIF Animation이 지원되지 않아 애니메이션 아바타를 표현할 수 없었다. 본 논문에서는 SVG Animation 기법을 활용하여 개인용 컴퓨터외에 다양한 모바일 환경에서도 구현이 가능한 애니메이션 아바타 시스템을 설계, 구현하였다.현하였다.

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An SVG Code Generator for Algorithm Visualization (알고리즘 시각화를 위한 SVG 코드 생성 시스템)

  • Lee, Hyang-Sug;Lee, Su-Hyun
    • Journal of Korea Multimedia Society
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    • v.13 no.3
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    • pp.359-368
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    • 2010
  • Algorithm visualization is useful for program testing, debugging and evaluating, as well as visual aids in education. When teaching algorithms and data structures, showing exact behaviors by graphics or animation is more suitable than just explaining them. Current systems for algorithm animation are limited to a couple of specific applications and need a special environment. In the proposed system, programmer writes source program in C and animator embeds visualization scripts in the appropriate location of the program. Then user can get an animation code in form of SVG and see a graphical representation on the web browser. Generated SVG animation code is platform independent and can also interact with other XML applications or HTML.

Character Facial Animation Retargeting based on SVG (SVG 기반 캐릭터 표정 애니메이션 리타게팅)

  • Kang, Gi-Tae;Hong, Soo-Hyeon;Kim, Jae-Ho
    • Journal of Korea Multimedia Society
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    • v.14 no.6
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    • pp.824-834
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    • 2011
  • In this study, the method to generate facial animation of SVG format based online character AUtomatically was proposed. The re-targeted character can reproduce the modeling facial movements itself without losing the unique formative properties by modeling abundant facial movements of the character in the existing animation for movie theater through the mathematical calculation and 'retargeting' this to other character of SVG format. The method of retargeting facial movements like this can be applied to the various characters by only one facial data so although non-specialists, even not an animator can create facial animation of character easily and rapidly. The suggested facial movement in this study is nonlinear and an exaggerated motion so it is friendly to the viewers and it is lively. Besides, it is based on the SVG format, so the smooth facial movements can be implemented by less capacity than existing GIF animation.

Component Modeling for SVG animation

  • Ha, Yan;Park, Hea-Sook;Lee, Soon-Mi
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.492-497
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    • 2005
  • It has not been studied about modeling methods for SVG documents to represent animation in the web that has been recently increased in interest. In this paper, I propose component modeling for SVG documents by CBD methodology. First, I propose conceptual modeling by UML class diagrams for converting SVG document into component diagram. And then, I propose rules to convert the UML class diagram into component diagram. Thus, main contribution of this paper is that it can generate a component diagram for a SVG document using Component-Based Development methodology.

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Pose Creation of Character in Two-Dimensional Cartoon through Human Pose Estimation (인간자세 추정방법에 의한 2차원 웹툰 캐릭터 포즈 생성)

  • Jeong, Hieyong;Shin, Choonsung
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.718-727
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    • 2022
  • The Korean domestic cartoon industry has grown explosively by 65% compared to the previous year. Then the market size is expected to exceed KRW 1 trillion. However, excessive work results in health deterioration. Moreover, this working environment makes the production of human resources insufficient, repeating a vicious cycle. Although some tasks require creation activity during cartoon production, there are still a lot of simple repetitive tasks. Therefore, this study aimed to develop a method for creating a character pose through human pose estimation (HPE). The HPE is to detect key points for each joint of a user. The primary role of the proposed method was to make each joint of the character match that of the human. The proposed method enabled us to create the pose of the two-dimensional cartoon character through the results. Furthermore, it was possible to save the static image for one character pose and the video for continuous character pose.

A Study on the Pattern Analysis Method using the User Log on the CMS (CMS의 사용자 로그를 이용한 패턴 분석 방법 연구)

  • Moon, Dong-Yeol;Park, Koo-Rack;Kim, Dong-Hyun;Jung, Jin-Young
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.275-281
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    • 2016
  • In modern society, which boomed it became easier to obtain the necessary information to the emergence of a variety of smart devices. Due to this, the frequency of using the content based on the Web is growing rapidly. In addition, companies are turning into a production and modify the content using the CMS under the web-based. It can be a very important part to provide users with the content. Currently web services are designing a UI to the device and provided. To improve the ease of use, they are enhancing services only by survey and analysis of the patterns of all users. Most are designed without considering the UX only in the technical aspects. In this paper, to break the limits that apply to all users of the Web service pattern analysis, we propose a visualization system via the animation based on the individual user's movement patterns and usage patterns. Through this convergence is expected to be able to transform the web from the central manager to the user UX and the planning aspects researchers.