• Title/Summary/Keyword: Simple animation

Search Result 127, Processing Time 0.023 seconds

Real 3-D Shape Restoration using Lookup Table (룩업 테이블을 이용한 물체의 3-D 형상복원)

  • Kim, Kuk-Se;Lee, Jeong-Gi;Song, Gi-Beom;Kim, Choong-Won;Lee, Joon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.8 no.5
    • /
    • pp.1096-1101
    • /
    • 2004
  • The 3-D shape use to effect of movie, animation, industrial design, medical treatment service, education, engineering etc.... But it's not easy to make 3-D shape from the information of 2-D image. There are two methods in restoring 3-D video image through 2-D image; First the method of using a laser; Secondly the method of acquiring 3-D image through stereo vision. Instead of doing two methods with many difficulties, I figure out the method of simple 3-D image in this research paper. We present here a simple and efficient method, called direct calibration, which doesn't require any equations at all. The direct calibration procedure builds a lookup table(LUT) linking image and 3-D coordinates by a real 3-D triangulation system. The LUT is built by measuring the image coordinates of a grid of known 3-D points, and recording both image and world coordinates for each point; the depth values of all other visible points are obtained by interpolation.

Design and Implementation of Effectively Interactive Data Structure Web Courseware (효과적으로 상호작용하는 자료구조 웹 코스웨어의 설계 및 구현)

  • Cho, Sang-Young;Lee, Hyun-Jung
    • The Journal of Korean Association of Computer Education
    • /
    • v.11 no.1
    • /
    • pp.75-83
    • /
    • 2008
  • The prior data structure coursewares have been limited to using a simple screen structure with text, pictures or plain animation so that they have been failed to promote favorable interaction between learners and instructors, and unnecessarily charges the screen. In order to overcome these problems, this paper provides an applet-based simulation environment which enables learner to operate and control the data structure operation with their own data, therefore, the learners can actively and positively participate in a study with this courseware. The instructors can easily deliver the education contents to the learners by using web simulation suitable for IT education media. Also, the courseware can offer a class feedback and required data for students estimation by recording a log.

  • PDF

A Study on the Neo-Avantgarde Tendency Expressed in the Modern Make-up -with the Main Point of the Late 1990's Catwalk- (현대 메이크업에 나타난 네오아방가르드 경향에 관한 연구 -1990년대 후반 캣워크를 중심으로 -)

  • 장미숙;양숙희
    • The Research Journal of the Costume Culture
    • /
    • v.7 no.3
    • /
    • pp.72-92
    • /
    • 1999
  • The purpose of this thesis is to review relationship between various expression method in modern make-up and the tendency of Neo-Avantgarde. In this paper, the author classified the distinctive characters in Neo-Avantagarde with Historicism, Decadence, Humor, and Inhumanism and explained innovation and creatio which is manifested in the late 1990\`s make-up by studying Neo-Avantgarde tendency expressed in modern make-up. The results are as follows. 1. The Historicism in modern make-up is expressed in Japanese Kabuki Make-up, Chinese Pecking Opera make-up, and Primitive mask Make-up in Africa. 2. The Decadence is manifested in Tattoo make-up which is expressing fetishism and fin-de-냗칟 image, and Snobism Make-up which is expressing selg-ostentation and eroticism with artificial nail and eyelash. 3. The humor appears to the Character Make-up copying the characters in doll plays, animation and juvenile story. In addition it is showed in Kitsch Make-up, which has vulagr, rustic and childish image by wearing so diffusive and cheap ornaments. 4. The Inhumanism is appeared in Graphic Make-up which is in the pursuit of the visual happiness. It includes simple geometrical type, drawing and coloring. It is also showed in Vampire Make-up, which means the make-up style mading horro, hizarrerie, and mistery by primary color(black and red) make-up. As the above, Neo-Avantgarde can account for the diversity and pluralism of contemporary make-up.

  • PDF

Interactive Fluid Simulation Method for Mobile Device (모바일 기기를 위한 실시간 유체 시뮬레이션 엔진)

  • Kim, Do-Yub;Song, Oh-Young;Ko, Hyeong-Seok
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.463-468
    • /
    • 2009
  • This paper proposes a method for extending simulating fluid on mobile device, which was only possible on desktop PC. Fluid simulation is done by solving Navier-Stokes equation numerically, and previous research were mainly focused on numerical stability [1], and realism [2]. However, such methods assume rich computational resources, which is not available on mobile devices. On the other hand, rigid-body solver is the mostly used physically-based technique [3], and only simple height field-based method is released for fluid simulation [4]. To overcome these problems, we proposes a modified incompressible fluid dynamics solver for the mobile device, and also we propose a technique for visualizing fluids on the mobile device.

  • PDF

Authoring of Dynamic Information in Augmented Reality Using Video Object Definition (비디오 객체 정의에 의한 동적 증강 정보 저작)

  • Nam, Yang-Hee;Lee, Seo-Jin
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.6
    • /
    • pp.1-8
    • /
    • 2013
  • It is generally required to use modeling or animation tools for inserting dynamic objects into augmented reality, and this process demands high expertise and complexity. This paper proposes a video object based authoring method that enables augmentation with dynamic video objects without such process. Integrated grab-cut and grow-cut method strips initial area of video target off the existing video clips, and snap-cut method is then applied to track objects' boundaries over frames so as to augment real world with continuous motion frames. Experiment shows video cut-out and authoring results achieved by only a few menu selections and simple correcting sketch.

Development of the Educational Simulator for Aircraft Dynamic Characteristic Analysis with the State-Space Method (상태.공간 방식에 의한 항공기 동특성 해석 교육 시뮬레이터 개발)

  • Yoon, Sun-Ju
    • Journal of the Korean Society for Aviation and Aeronautics
    • /
    • v.17 no.1
    • /
    • pp.9-16
    • /
    • 2009
  • The analysis of an aircraft flight dynamics is recently very convenient because of the introduction of state-space method and a well-developed package software. The representation of a dynamic system is described as a simple form of matrix calculation and the unique form of model is available for the linear or nonlinear, time variant or time invariant, mono variable or multi variable system with state-space method. And this analysis can be simplified with the specific functions of a package software and it is very simplified to execute the simulation of the dynamic characteristics for an aircraft model with an interactive graphical treatment. The purpose of this study is to develope an educational flight simulator for the students who need to analyze the dynamic characteristics of an aircraft that is primarily to execute the simulation for the analysis of the transient response and frequency response of an aircraft stability. Furthermore the dynamic characteristics of an aircraft motion is set up as dynamical animation tool for the control response on 3-axis motions of an aircraft.

  • PDF

The influence of learning style in understanding analogies and 2D animations in embryology course

  • Narayanan, Suresh;Ananthy, Vimala
    • Anatomy and Cell Biology
    • /
    • v.51 no.4
    • /
    • pp.260-265
    • /
    • 2018
  • Undergraduate students struggle to comprehend embryology because of its dynamic nature. Studies have recommended using a combination of teaching methods to match the student's learning style. But there has been no study to describe the effect of such teaching strategy over the different types of learners. In the present study, an attempt has been made to teach embryology using the combination of analogies and simple 2D animations made with Microsoft powerpoint software. The objective of the study is to estimate the difference in academic improvement and perception scale between the different types of learners after introducing analogies and 2D animation in a lecture environment. Based on Visual, Aural, Read/Write, and Kinesthetic (VARK) scoring system the learners were grouped into unimodal and multimodal learners. There was significant improvement in post-test score among the unimodal (P<0.001) and multimodal learners (P<0.001). When the post-test score was compared between the two groups, the multimodal learners performed better the unimodal learners (P=0.018). But there was no difference in the perception of animations and analogies and long-term assessment between the groups. The multimodal learners performed better than unimodal learners in short term recollection, but in long term retention of knowledge the varied learning style didn't influence its outcome.

2.5D human pose estimation for shadow puppet animation

  • Liu, Shiguang;Hua, Guoguang;Li, Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.13 no.4
    • /
    • pp.2042-2059
    • /
    • 2019
  • Digital shadow puppet has traditionally relied on expensive motion capture equipments and complex design. In this paper, a low-cost driven technique is presented, that captures human pose estimation data with simple camera from real scenarios, and use them to drive virtual Chinese shadow play in a 2.5D scene. We propose a special method for extracting human pose data for driving virtual Chinese shadow play, which is called 2.5D human pose estimation. Firstly, we use the 3D human pose estimation method to obtain the initial data. In the process of the following transformation, we treat the depth feature as an implicit feature, and map body joints to the range of constraints. We call the obtain pose data as 2.5D pose data. However, the 2.5D pose data can not better control the shadow puppet directly, due to the difference in motion pattern and composition structure between real pose and shadow puppet. To this end, the 2.5D pose data transformation is carried out in the implicit pose mapping space based on self-network and the final 2.5D pose expression data is produced for animating shadow puppets. Experimental results have demonstrated the effectiveness of our new method.

Effects of LED on Emotion-Like Feedback of a Single-Eyed Spherical Robot

  • Onchi, Eiji;Cornet, Natanya;Lee, SeungHee
    • Science of Emotion and Sensibility
    • /
    • v.24 no.3
    • /
    • pp.115-124
    • /
    • 2021
  • Non-verbal communication is important in human interaction. It provides a layer of information that complements the message being transmitted. This type of information is not limited to human speakers. In human-robot communication, increasing the animacy of the robotic agent-by using non-verbal cues-can aid the expression of abstract concepts such as emotions. Considering the physical limitations of artificial agents, robots can use light and movement to express equivalent emotional feedback. This study analyzes the effects of LED and motion animation of a spherical robot on the emotion being expressed by the robot. A within-subjects experiment was conducted at the University of Tsukuba where participants were asked to rate 28 video samples of a robot interacting with a person. The robot displayed different motions with and without light animations. The results indicated that adding LED animations changes the emotional impression of the robot for valence, arousal, and dominance dimensions. Furthermore, people associated various situations according to the robot's behavior. These stimuli can be used to modulate the intensity of the emotion being expressed and enhance the interaction experience. This paper facilitates the possibility of designing more affective robots in the future, using simple feedback.

The Study on Chinese Comics Characteristics (중국 만화 <삼모 유랑기> 의 특성 연구)

  • Jin, Li-Na;Kim, Mi-Rim
    • Cartoon and Animation Studies
    • /
    • s.48
    • /
    • pp.333-358
    • /
    • 2017
  • Mainland China is under different conditions both socially and politically than other countries, so there is a lack of practical researches on cartoon characters. With a profound interest, the researcher has selected a character that is realistic and loved by many Chinese. The subject of the study is "Shan Mao Series." Out of 16 seasons, the most famous one is the Chronicle of Shan Mao's Wander. I analyzed the character thoroughly, dealing with the beginning of the character, the process of character development, and a reality shown in the chronicle, etc. on chapter II, and the character's image component on chapter III. Chinese modern cartoons were affected by a situational anxiety because of foreign powers and war. Thus satire cartoons went in fads among the public. The epitome of a typical cartoon was the Shan Mao Series. From 1935, when the character was first created, to now it has eaten into Chinese people's hearts. It's because the story happens during a war period and it deals with a playful, humorous main character's life and these facts show the hidden side of the unfair social system. Most of readers prefer a smart, playful, righteous, and brave character. Shan means three and mao, hair in Chinese, so Shan Mao is a child who has three hair. The character is not just a simple cartoon character; it has developed into a national figure among many Chinese. The reason why the researcher has chosen the series created by Zhang Leping, the author of the cartoon, is because a good cartoon, good animation, and even good movie stimulate the feelings that we get from our surroundings. The character which is created in China seems very unique and bizarre but there is a sense of friendliness. Also its character image and scenes make people laugh and it has become a typical symbol of a modern cartoon in China.