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'Master Character Set-up' for Effective Management of 3D Animation Pipe Line (애니메이션 효율적 공정관리를 위한 캐릭터 셋업)

  • Chae, Eel-Jin
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.133-140
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    • 2007
  • The current 3D CG animation pipe line, which is the production system, does not have an effective solution that all animation departments are able to start their jobs independently against other animation departments. It is generally acknowledged that we could not do animating task before the modeling and set-up task. This kind of process has caused loss of labour. We could expect lasting problems which is stopping marking animating process before the previous process done again in case of requiring editing the jobs which are modeling and set-up. We could solve these "bottleneck" situation with "master character" defined as standard, so that animate and retake the job independently against other departments. These new process could accelerate the animation pipe line system.

Development of Dynamic Simulator for Light Rail Transit Depot (경량전철 차량기지 동적 시뮬레이터 개발)

  • Yang, Won-Mo
    • Journal of the Korea Society for Simulation
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    • v.20 no.1
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    • pp.9-18
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    • 2011
  • Recently, in the era of low carbon and green growth, the importance of railway transportation is being emphasized However, there is a lack of research on simulation for railway depot. This paper presents the development of the dynamic simulator for LRT(Light Rail Transit) depot. This study presents explanations of requirement analysis, architecture, database design, simulation algorithm, and design and development of the simulation tool. The dynamic LRT depot simulation tool consists of four modules; a Network Editor to create and modify information regarding railroad, train, signal, turnout, job and station, a Simulator to calculate train movement algorithm, a Reporter to show simulation results in table and graphs, and an Animator to animate simulation results dynamically. It is hoped that this study on general details of structure, design and development of LRT depot dynamic simulator will perform as a good reference to future development of new simulation tools.

A Study on the Production System of Korean Stage Costume - Focused on the Musical 'Chicago' - (국내 무대의상 제작시스템 방법론 정립에 관한 연구 - 뮤지컬 '시카고'를 중심으로 -)

  • Kim, Young-Sam
    • Journal of the Korean Society of Costume
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    • v.62 no.4
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    • pp.1-14
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    • 2012
  • Ever since the year 2000, Korea's musical markets has invited famous overseas license performances and have therefore cooperated with staffs working overseas in regards to stage costumes. This study aims to suggest the methodology of the stage costume making process according to the present advanced production system of Korea's musical market. The researcher participated in the stage costume making work of 'Chicago' as a costume supervisor. It took place at the Opera House of Seongnam Art Center from January 10, 2010 to February 28, 2010. Furthermore, there was significance in reinforcing academic values and implementing practical making process of stage-costumes based on the actual field work. The method of this research was carried out through a theoretical research and a case study that focused on empirical research. As for the research scope, it was limited to the actual stage-costumes that the researcher fully engaged with as a costume supervisor of the musical 'Chicago.' The results of this study were as follows. The stage costume making process of the musical 'Chicago' was categorized according to the classification of production system in the performance. For pre-production, it was divided according to the information of the actor and the analysis of the bible. Rehearsal period was divided according to the product clothes and fitting. Production week & preview were divided according to the changeover of clothes and the arrangement of dressers. The Run was divided according to the inspection of the situation concerning clothes in general during the performance. Post-Production Period was divided according to the collection of clothes and the implemented database. This study eventually suggested appropriate stage-costume making processes for the costumes making environment according to the expansion of overseas license musical market. However, it has a limitation of the research scope to the musical 'Chicago.' The creative performances of the domestic version are planned in diverse forms and come to abroad animate by the Korean Wave. Therefore, the field of stage-costume is necessary for the establishment of practical schemes of the system and copyright in accordance with the environment.

An Agent-based System for Character Motion Animation Control (캐릭터 동작 애니메이션 제어를 위한 에이전트 시스템)

  • Kim, Ki-Hyun;Kim, Sang-Wook
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.5
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    • pp.467-474
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    • 2001
  • When user wants to animate more than one character, some unexpected motion animation like a collision between characters may occur. Therefore, this problem must be resolved using a proper control mechanism. Therefore, this problem must be resolved using a proper control mechanism. This paper proposes an agent-based system that controls the motion animation of the character for representing animation scenario reflecting user\`s intention. This system provides a method that coordinates a type of motion and avoids collision between characters according to the moving path of a character in three-dimensional space. Agent communicates with others for motion synchronization. Agent is extended into several intelligent agents that coordinate character\`s motion. Agent system enables not only an intended motion animation, but also the scheduling of motion to an entire character animation. It designs automata model using Petri-net analysis tool for the agent\`s interaction as a method that passes the agent\`s information and infers the current state of agents. We implement this agent system to control the motion of character using agent technology and show an example of controlling the motion of human character model to prove the possiblity of motion control.

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Emotion Based Gesture Animation Generation Mobile System (감정 기반 모바일 손제스쳐 애니메이션 제작 시스템)

  • Lee, Jung-Suk;Byun, Hae-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.129-134
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    • 2009
  • Recently, percentage of people who use SMS service is increasing. However, it is difficult to express own complicated emotion with text and emoticon of exited SMS service. This paper focuses on that point and practical uses character animation to express emotion and nuance correctly, funny. Also this paper suggests emotion based gesture animation generation system that use character's facial expression and gesture to delivery emotion excitably and clearly than only speaking. Michel[1] investigated interview movies of a person whose gesturing style they wish to animate and suggested gesture generation graph for stylized gesture animation. In this paper, we make focus to analyze and abstracted emotional gestures of Disney animation characters and did 3D modeling of these emotional gestures expanding Michel[1]'s research. To express emotion of person, suggests a emotion gesture generation graph that reflects emotion flow graph express emotion flow for probability. We investigated user reaction for research the propriety of suggested system and alternation propriety.

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Training Avatars Animated with Human Motion Data (인간 동작 데이타로 애니메이션되는 아바타의 학습)

  • Lee, Kang-Hoon;Lee, Je-Hee
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.4
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    • pp.231-241
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    • 2006
  • Creating controllable, responsive avatars is an important problem in computer games and virtual environments. Recently, large collections of motion capture data have been exploited for increased realism in avatar animation and control. Large motion sets have the advantage of accommodating a broad variety of natural human motion. However, when a motion set is large, the time required to identify an appropriate sequence of motions is the bottleneck for achieving interactive avatar control. In this paper, we present a novel method for training avatar behaviors from unlabelled motion data in order to animate and control avatars at minimal runtime cost. Based on machine learning technique, called Q-teaming, our training method allows the avatar to learn how to act in any given situation through trial-and-error interactions with a dynamic environment. We demonstrate the effectiveness of our approach through examples that include avatars interacting with each other and with the user.

Numerical Integration based on Harmonic Oscillation and Jacobi Iteration for Efficient Simulation of Soft Objects with GPU (GPU를 활용한 고성능 연체 객체 시뮬레이션을 위한 조화진동 모델과 야코비 반복법 기반 수치 적분 기술)

  • Kang, Young-Min
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.123-132
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    • 2018
  • Various methods have been proposed to efficiently animate the motion of soft objects in realtime. In order to maintain the topology between the elements of the objects, it is required to employ constraint forces, which limit the size of the time steps for the numerical integration and reduce the efficiency. To tackle this, an implicit method with larger steps was proposed. However, the method is, in essence, a linear system with a large matrix, of which solution requires heavy computations. Several approximate methods have been proposed, but the approximation is obtained with an increased damping and the loss of accuracy. In this paper, new integration method based on harmonic oscillation with better stability was proposed, and it was further stabilized with the hybridization with approximate implicit method. GPU parallelism can be easily implemented for the method, and large-scale soft objects can be simulated in realtime.

Speech Animation with Multilevel Control (다중 제어 레벨을 갖는 입모양 중심의 표정 생성)

  • Moon, Bo-Hee;Lee, Son-Ou;Wohn, Kwang-yun
    • Korean Journal of Cognitive Science
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    • v.6 no.2
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    • pp.47-79
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    • 1995
  • Since the early age of computer graphics, facial animation has been applied to various fields, and nowadays it has found several novel applications such as virtual reality(for representing virtual agents), teleconference, and man-machine interface.When we want to apply facial animation to the system with multiple participants connected via network, it is hard to animate facial expression as we desire in real-time because of the size of information to maintain an efficient communication.This paper's major contribution is to adapt 'Level-of-Detail'to the facial animation in order to solve the above problem.Level-of-Detail has been studied in the field of computer graphics to reperesent the appearance of complicated objects in efficient and adaptive way, but until now no attempt has mode in the field of facial animation. In this paper, we present a systematic scheme which enables this kind of adaptive control using Level-of-Detail.The implemented system can generate speech synchronized facial expressions with various types of user input such as text, voice, GUI, head motion, etc.

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On the Implementation of a Facial Animation Using the Emotional Expression Techniques (FAES : 감성 표현 기법을 이용한 얼굴 애니메이션 구현)

  • Kim Sang-Kil;Min Yong-Sik
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.147-155
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    • 2005
  • In this paper, we present a FAES(a Facial Animation with Emotion and Speech) system for speech-driven face animation with emotions. We animate face cartoons not only from input speech, but also based on emotions derived from speech signal. And also our system can ensure smooth transitions and exact representation in animation. To do this, after collecting the training data, we have made the database using SVM(Support Vector Machine) to recognize four different categories of emotions: neutral, dislike, fear and surprise. So that, we can make the system for speech-driven animation with emotions. Also, we trained on Korean young person and focused on only Korean emotional face expressions. Experimental results of our system demonstrate that more emotional areas expanded and the accuracies of the emotional recognition and the continuous speech recognition are respectively increased 7% and 5% more compared with the previous method.

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Applying the Speech Register Principle to young children`s Perception of the Intelligent Service Robot (언어 사용력(Speech Register)원리를 활용한 유아의 교육용 로봇 인식)

  • Hyun, Eun-Ja;Lee, Ha-Won;Yeon, Hye-Min
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.532-540
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    • 2012
  • The purpose of this study is to explore young children's perception of IrobiQ, the teacher assistive robot. Participants of this study were fifty 5 year olds attending 3 kindergarten centers who had experienced the robot for at least 2 years. The study was conducted based on the "the hypothesis of speech register". Each child was read a storybook by a researcher and asked to choose which one is more suitable to human speech tones and accents among a robot, a friend, and a toy. The findings of this study were that the children perceived a robot as a hybrid compound entity, not as a complete human though they perceived it closer to a human than an artificial thing. They were likely to use cognitive distinctions which is unique to human being, as the criteria to verify their answers. These results would suggest that the traditional binary ontological category(animate vs. inanimate) is reconsidered to include an hybrid entity.