• Title/Summary/Keyword: The image of realistic movement

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A Study on the Aesthetic Characteristics of the digital silhouette animation, (미셀 오슬로의 <밤의 이야기>를 통해 본 디지털 실루엣 애니메이션의 미학적 특성 연구)

  • Moon, Jae-Cheol;Kim, YoungOk
    • Cartoon and Animation Studies
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    • s.32
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    • pp.1-21
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    • 2013
  • Silhouette Animation has been recognized as a genre of animation since the very beginning of the animation history, and also Its segmental movement and Aesthetic expression has led a variety of semantic interpretations. Especially the French animation director, Michel Ocelot, recently integrated 3-dimensional digital to the silhouettes animation, and it extended the possibility of the silhouettes animation in many aspects. In his latest animation feature, , he showed how he made changes in 3-dimension by creating and evolving his own way and style of silhouette animation. Although mainstream digital animations preferably to show realistic images and motion, Michel Ocelot used very selective movement, subjective digital colors and extended space which couldn't be expressed in the way of creating traditional style of silhouette animation. This alternative slow movement and the unique aesthetics in 3-dimension emphasize the unconscious elements of color, composition, patterns, and it provides digitally enhanced images and pictorial impression. In addition, the acquisition of digital three-dimensional use of space made possible to provides the wider formative imagination to the audience. In this paper, we analyzed aesthetic characteristics of the digital silhouette animation, (2011), specially focusing on the aspects of Movement, Image, Space, which could not be found in the traditional silhouette animation. It is significant to obtain diversity of the future digital animation and its positive development. In addition, this provides opportunity to explore Michel Ocelot's new experiments and animation philosophy.

A Study of Scribbling expression in Late 20th century Painting -centerd on the changedness to the multicodificative expression- (20세기 후기 회화에서의 낙서적 표현에 관한 연구 -다의적 표현방식에로의 변화에 주목하여-)

  • Park Ki-Woong
    • Journal of Science of Art and Design
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    • v.4
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    • pp.26-66
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    • 2002
  • Scribble methodology is developed from the modernist's effort of pursuing the free expression and painterlyness And in modernism period usual abstract mode is made by simple plastic ingredients. One of them is Scribble way. In the period of postmodern, the Scribbling is confused with destructive methodology like Iconoclasm, Vandalism and scribbling. Lucio Fontana and Robert Raushenberg had developed these methodology and made new direction in $1960\sim1970$. After 1980, there had been graffiti movement similar to scribbling in germany. There had been developed many kind of scribble methodology, in each artist and be prolonged destroy the price of our usual concept. These Styles are able to discerned as follows. Firstly, in case of Cy Twombly, he used very allusive signifier, which contain different motives come from the ancient ruins or myths. The methodology follows multi-codified meaning relationship. Secondly, the methodology was developed by Jean Michael Basquait as the type of Hispanic scribbling for ebony peoples and by Keith Harring as the type of Cartoon image of Mass-media based on technology. Thirdly, the multi-meaning style was developed by David Salle as the type of destructive methodology which are the ambivalent images conjoined difference time and term and by Gigmar Polke as the type of mixture of abstract and realistic shapes together which are based on the aesthetics which is based on pessimistic sight for contemporary civilization. It means the methodology is based on the multi-codification of postmodern semiotics. So the scribbling mode is subjected as important as the changedness of late 20th century painting developments.

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Design and Implementation of Fishes Growth Process System using Morphing Techniques (모핑 기법을 활용한 어류 성장 과정 시스템 설계 및 구현)

  • Kim, Eung-Kon;Ryu, Nam-Hoon;Lee, Hye-Mi;Oh, Kyeong-Sug;Ban, Kyeong-Jin;Han, Jae-Jeong;Park, Yeong-Og
    • The Journal of the Korea institute of electronic communication sciences
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    • v.5 no.1
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    • pp.102-108
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    • 2010
  • With gradual growth of digital image contents industry connected with computer graphics technology, users require high-quality animations similar to real world and want to observe the type of fishes or their swimming types through cyber aquarium and fish encyclopedia. This study designed and developed fish growth process system to express natural and dynamic movement of fish, which is the critical in expressing submarine environment. This system proposes new mopping technique not presented in existing mopping studies as well as simulation using algorithm that newly supplemented existing fish swimming types. In addition, disease infection status is realistically expressed, which may occur depending on environmental factors during their growth process. With comprehensive fish studies, different from existing fish studies, this study examines the overall features of fish with realistic simulation.

Dental Surgery Simulation Using Haptic Feedback Device (햅틱 피드백 장치를 이용한 치과 수술 시뮬레이션)

  • Yoon Sang Yeun;Sung Su Kyung;Shin Byeong Seok
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.6
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    • pp.275-284
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    • 2023
  • Virtual reality simulations are used for education and training in various fields, and are especially widely used in the medical field recently. The education/training simulator consists of tactile/force feedback generation and image/sound output hardware that provides a sense similar to a doctor's treatment of a real patient using real surgical tools, and software that produces realistic images and tactile feedback. Existing simulators are complicated and expensive because they have to use various types of hardware to simulate various surgical instruments used during surgery. In this paper, we propose a dental surgical simulation system using a force feedback device and a morphable haptic controller. Haptic hardware determines whether the surgical tool collides with the surgical site and provides a sense of resistance and vibration. In particular, haptic controllers that can be deformed, such as length changes and bending, can express various senses felt depending on the shape of various surgical tools. When the user manipulates the haptic feedback device, events such as movement of the haptic feedback device or button clicks are delivered to the simulation system, resulting in interaction between dental surgical tools and oral internal models, and thus haptic feedback is delivered to the haptic feedback device. Using these basic techniques, we provide a realistic training experience of impacted wisdom tooth extraction surgery, a representative dental surgery technique, in a virtual environment represented by sophisticated three-dimensional models.

FORECAST OF FASHION TO 1995 -Concerning the Behavioral Science Models of Fashion- (예측으로 본 1995년까지의 패션 경향 -패션의 행동 과학 모델을 중심으로-)

Three-Dimensional Kinematic Model of the Human Knee Joint during Gait

  • Mun, Joung-Hwan;Seichi Takeuchi
    • Journal of Biomedical Engineering Research
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    • v.23 no.3
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    • pp.171-179
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    • 2002
  • It is well known that the geometry of the articular surface plays a major role in the kinematic and kinetic analysis to understand human knee joint function during motion. The functionality of the knee joint cannot be accurately modeled without considering the effects of sliding and lolling motions. We Present a 3-D human knee joint model considering sliding and rotting motion and major ligaments. We employ more realistic articular geometry using two cam profiles obtained from the extrusion of the sagittal Plain view of the representative Computerized Tomography image of the knee joint compared to the previously reported model. Our model shows good agreement with the already reported experimental results on Prediction of the lines of force through the human joint during gait. The contact point between femur and tibia moves toward the Posterior direction as the knee undergoes flexion, reflecting the coupling of anterior and Posterior motion with flexion/extension. The anterior/posterior displacement of the contact Point on the tibia plateau during one gait cycle is about 16 mm. for the lateral condyle and 25 mm. for the medial condyle using the employed model Also. the femur motion on the tibia undergoes lateral/medial movement about 7 mm. and 10 mm. during one gait cycle for the lateral condyle and medial condyle. respectively. The developed computational model maybe Potentially employed to identify the joint degeneration.