• 제목/요약/키워드: Simple animation

검색결과 127건 처리시간 0.02초

패션의 사이버펑크(Cyberpunk)개념 분석에 관한 연구 (A Study on the Analysis of Cyberpunk Concepts in Fashion)

  • 한명숙;이민경
    • 복식문화연구
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    • 제6권2호
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    • pp.55-65
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    • 1998
  • Actually, Cyberpunk is a compound word joined by cybernetics, which was used in control theory, and punk, was symbolized as anti-culture. Today, however, the definition of the term has been extended by various fields, used in many meanings. Therefore, the purpose of this study was to apply the Cyberpunk concepts to understand today s fashion because understanding of the present fashion is a means to interpret our culture. For this purpose, the phenomenon of Cyberpunk in fashion was subdivided into three factors material, color, and style. The results of the study were as follows : First, the materials used were techno material, special print by computer for future feeling and geometrical pattern, optical pattern to improve visual effects. Second, the colors mainly used were silver, black and white, bright color, and off-color of computer animation to present future-oriented feeling. Third, the general styles used were fit and slim, simple and liner, dualistic style to express future s image. In conclusion, the phenomena of Cyberpunk in fashion were expressed in material, color and style of fashion. Cyberpunk fashion was evident in T-shirts, sweaters, jackets, or as items of ornamentation such as pins, pendants, belts, and earrings, etc.

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게임캐릭터애니메이션 동작연기연구 (Study on the Motion Acting in a Game Character Animation)

  • 황길남
    • 한국콘텐츠학회논문지
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    • 제6권9호
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    • pp.116-123
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    • 2006
  • 본 연구에서는 게임캐릭터가 단순행동에서 감정상황에 대한 동작연기로 발전되기를 기대하며 접근을 하였다. 게임캐릭터가 다양한 상황을 표현하고 감정을 부여하는 매개자로서 역할을 부여하고, 표현하는 동작을 마임연기자동작에서 추출하여 3D캐릭터에게 동작 연기별로 적용시켜 표현하였다. 동작연기는 기본동작에서 희, 노, 애, 락의 감정별 단계로 확대하였고, 상징적 언어상황에 대한 반의적 감정연기를 통하여 의사전달을 분명히 하고, 다양한 시각에서 표현되는 동작연기를 제시하였다.

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동작 포착을 이용한 인체 동작의 생성 (Synthesis of Captured Human Motion using Kalman Filter)

  • 정순기;설창환;원광연
    • 한국컴퓨터그래픽스학회논문지
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    • 제4권1호
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    • pp.21-29
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    • 1998
  • 동작 포착(motion capture)된 결과의 사용에 있어서, 포착 과정 중의 잡음 등에 의해 생기는 거친 동작을 수정하거나 몇 개의 단위 동착을 결합하기 위한 사후 편집 과정이 필요하다. 본 논문은 Kalman filter 기법을 사용하여 포착된 동작을 편집하는 방법을 기술한다. 제안된 방법은 특히 인체 모형이 갖는 제약 조건을 만족하는 동작을 자동적으로 생성할 수 있다. 아울러, 관측 모텔에 포함되는 불확실성의 조절을 통한 동작의 해상도의 다단계 제어와 매끄러운 동작 전이가 가능하다.

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Application Research on the Evaluation Index System of Visual Anthropology : based on Delphi method and analytic hierarchy process

  • Du, Nan;Yu, Chuandong;Kim, Chee-Yong
    • Journal of Multimedia Information System
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    • 제6권4호
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    • pp.283-292
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    • 2019
  • This paper introduces the development and current prosperity of the branch discipline of visual anthropology and describes the status and current situation of modern visual anthropology and analyzes the rationality that the achievements of visual anthropology is viewed as texts and enjoy the same achievements, making it more basis and scientific in the selection of visual anthropology in subsequent research. This article comprehensively uses Delphi method and analytic hierarchy process to construct an evaluation system of visual anthropology, as well as put forward the basic principles of screening films using this evaluation system in subsequent studies and a simple outlook for future expansion.

SGA 기반 강화학습 알고리즘을 이용한 로봇 제어 (Robot Control via SGA-based Reinforcement Learning Algorithms)

  • 박주영;김종호;신호근
    • 한국지능시스템학회:학술대회논문집
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    • 한국퍼지및지능시스템학회 2004년도 추계학술대회 학술발표 논문집 제14권 제2호
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    • pp.63-66
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    • 2004
  • The SGA(stochastic gradient ascent) algorithm is one of the most important tools in the area of reinforcement learning, and has been applied to a wide range of practical problems. In particular, this learning method was successfully applied by Kimura et a1. [1] to the control of a simple creeping robot which has finite number of control input choices. In this paper, we considered the application of the SGA algorithm to Kimura's robot control problem for the case that the control input is not confined to a finite set but can be chosen from a infinite subset of the real numbers. We also developed a MATLAB-based robot animation program, which showed the effectiveness of the training algorithms vividly.

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근육 변형 및 인체 모델링에 관한 연구 (Study on muscle deformation and human body modeling)

  • 이환용;김명수;박찬모
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1991년도 한국자동제어학술회의논문집(국내학술편); KOEX, Seoul; 22-24 Oct. 1991
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    • pp.752-757
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    • 1991
  • Recently, human body modeling with muscle deformation has become an attractive research area in computer animation. There are many modeling tools available for solids such as mechanical part. However, there are many limitations of these conventional methods in modeling flexible objects with delicate motions and shapes such as human bodies. In this paper we present a new modeling technique for human body with muscle deformation. Each muscle is represented as a generalized cylinder and its shape deformation is computed using simple algorithm. The human body is a union of muscles, bones, organs, etc. The modeling data are obtained from the information on the human anatomy. To demonstrate the feasibility of our method, we model several arm muscles and simulate the skin deformation. As a result we have obtained a realistic shape deformation.

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어류의 역동적 움직임 표현을 위한 기준점 적용 보간법 (Pivot Interpolation for Dynamic Locomotion Expression of Fishes)

  • 류남훈;이혜미;유봉길;김응곤
    • 한국전자통신학회논문지
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    • 제5권5호
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    • pp.415-420
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    • 2010
  • PC 성능의 향상 및 컴퓨터 그래픽스 기술의 발달로 인해 사회 각 분야에서 고품질의 컴퓨터 애니메이션이 점차 증가하고 있다. 본 연구에서는 해저의 풍경을 표현함에 있어 가장 핵심이 되는 어류 객체의 역동적이고 자연스러운 움직임을 표현하는 과정을 모핑 기법을 통하여 구현하기 위한 기준점 적용 보간법을 제안한다. 어류 객체의 꼬리 움직임에 적용시킴으로써 기존 모핑 기법이 가지고 있던 부자연스러운 속도감을 해결하고, 단조로운 움직임을 탈피한 현실감 있는 유영 방식을 구현한다.

이동 매니퓰레이터 시스템의 운동성 해석과 유연한 동작 제어 (Mobility Analysis and Flexible Motion Control of Mobile Manipulator System)

  • 임미섭;오상록;김광배;이병주;임준홍
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2000년도 하계학술대회 논문집 D
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    • pp.2735-2737
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    • 2000
  • In this paper, we deal with modeling and analysis for mobile manipulator systems. In order to avoid the difficulties occurring due to slippage or unevenness of the terrain, we propose the utilization of minimum actuators. In this case, the resulting systems typically possess kinematic redundancies which can be beneficially employed for correcting the position error. A simple PD control method along with kinematic redundancy is employed to recover position errors for trajectory control in task space. Several primary and secondary criteria utilizing kinematic redundancy of the mobile manipulator system are tested through graphic animation.

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Space Deformation of Parametric Surface Based on Extension Function

  • Wang, Xiaoping;Ye, Zhenglin;Meng, Yaqin;Li, Hongda
    • International Journal of CAD/CAM
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    • 제1권1호
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    • pp.23-32
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    • 2002
  • In this paper, a new technique of space deformation for parametric surfaces with so-called extension function (EF) is presented. Firstly, a special extension function is introduced. Then an operator matrix is constructed on the basis of EF. Finally the deformation of a surface is achieved through multiplying the equation of the surface by an operator matrix or adding the multiplication of some vector and the operator matrix to the equation. Interactively modifying control parameters, ideal deformation effect can be got. The implementation shows that the method is simple, intuitive and easy to control. It can be used in such fields as geometric modeling and computer animation.

Application of morphing technique with mesh-merging in rapid hull form generation

  • Kang, Ju-Young;Lee, Byung-Suk
    • International Journal of Naval Architecture and Ocean Engineering
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    • 제4권3호
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    • pp.228-240
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    • 2012
  • Morphing is a geometric interpolation technique that is often used by the animation industry to transform one form into another seemingly seamlessly. It does this by producing a large number of 'intermediate' forms between the two 'extreme' or 'parent' forms. It has already been shown that morphing technique can be a powerful tool for form design and as such can be a useful addition to the armoury of product designers. Morphing procedure itself is simple and consists of straightforward linear interpolation. However, establishing the correspondence between vertices of the parent models is one of the most difficult and important tasks during a morphing process. This paper discusses the mesh-merging method employed for this process as against the already established mesh-regularising method. It has been found that the merging method minimises the need for manual manipulation, allowing automation to a large extent.