• Title/Summary/Keyword: animation module

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A Study on Korean Speech Animation Generation Employing Deep Learning (딥러닝을 활용한 한국어 스피치 애니메이션 생성에 관한 고찰)

  • Suk Chan Kang;Dong Ju Kim
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.10
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    • pp.461-470
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    • 2023
  • While speech animation generation employing deep learning has been actively researched for English, there has been no prior work for Korean. Given the fact, this paper for the very first time employs supervised deep learning to generate Korean speech animation. By doing so, we find out the significant effect of deep learning being able to make speech animation research come down to speech recognition research which is the predominating technique. Also, we study the way to make best use of the effect for Korean speech animation generation. The effect can contribute to efficiently and efficaciously revitalizing the recently inactive Korean speech animation research, by clarifying the top priority research target. This paper performs this process: (i) it chooses blendshape animation technique, (ii) implements the deep-learning model in the master-servant pipeline of the automatic speech recognition (ASR) module and the facial action coding (FAC) module, (iii) makes Korean speech facial motion capture dataset, (iv) prepares two comparison deep learning models (one model adopts the English ASR module, the other model adopts the Korean ASR module, however both models adopt the same basic structure for their FAC modules), and (v) train the FAC modules of both models dependently on their ASR modules. The user study demonstrates that the model which adopts the Korean ASR module and dependently trains its FAC module (getting 4.2/5.0 points) generates decisively much more natural Korean speech animations than the model which adopts the English ASR module and dependently trains its FAC module (getting 2.7/5.0 points). The result confirms the aforementioned effect showing that the quality of the Korean speech animation comes down to the accuracy of Korean ASR.

Development and Application of Animation Module for Learning Earthquake in Elementary School Science (초등학교 과학과 지진 학습에 대한 애니메이션 모듈 개발 및 적용)

  • Kim, Sang-Dal;Kim, Jong-Hee;Lee, Yong-Seob
    • Journal of the Korean earth science society
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    • v.25 no.5
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    • pp.293-302
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    • 2004
  • The earthquake education is the area that students have few opportunities to experience directly in elementary school earth science course. Therefore, I have developed an animation module to make students learn about earthquake efficiently satisfying students's interests and characteristics. I have planned to get the effective learning result by teaching 35 elementary students, using the developed module designed for ICT teaching and learning. The result of this study is that the animation module class gives students opportunity and develop students' attitudes towards earth science.

Design of Simulation Systems for the Evaluation of Container Terminal Operations (컨테이너 터미널 운영 개선을 위한 시뮬레이션 시스템 설계)

  • 김우선;남기찬
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 1998.10a
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    • pp.125-135
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    • 1998
  • This paper aims to propose a design for simulation systems for container terminal operation evaluation. The systems cover both terminal design simulation for medium and long tern decision making and terminal operations simulation for day to day decision making. And both systems include the container terminal operation components, quay, yard and gate operations. For the flexible and efficient application of the systems, we designed the systems with three modules such as "Define Module"."Simulation Module" and "Animation Module". "Animation Module".ule&".ot;.

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The Effects of Astronomical Animation Module on Earth Science Gifted Students's Conceptual Change of Diurnal Motion (애니메이션 모듈이 지구과학 영재학생들의 별의 일주운동 개념 변화에 미치는 효과)

  • Cho, Kyu-Seong;Chung, Duk-Ho;Kim, Bo-Hee;Park, Kyeong-Su;Park, Kyeong-Jin
    • Journal of the Korean earth science society
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    • v.32 no.2
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    • pp.200-211
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    • 2011
  • The purpose of this study is to investigate the effects of astronomical animation module on students' conceptual change regarding the concepts of diurnal motion of stars. Four students participated in this study, who never learned about the diurnal motion of stars. An animation module was developed by using Flash MX to readily understand the concept of space. In addition, we inserted a teacher's voice with supplementary materials into the animation module to help students learn individually. The animation module was comprised of the movement of the Earth, the Moon and the planet. The earth science gifted students' preconception on diurnal motion of stars was analyzed with pre-test using questionnaires and interviews. After the instruction with animation module, the effect of conceptual change was examined by comparing pre and post-test. The results indicated that three students correctly presented about the motion of the star by all directions in middle latitude. Four students showed their understanding that stars travelled straight in all directions. Finally, all of four students whose preconceptions were that the star rotated perpendicularly showed the conceptual change of diurnal motion that the star traveled diagonally.

Changes in Students'Science-Related Attitudes Through the Development and Application of Animation Module - With Focus on'Movement of the Solar System Unit in Middle School Science - (애니메이션 모듈 개발 및 적용을 통한 학생들의 과학과 관련된 태도변화 -중학교 과학과 '태양계의 운동' 단원을 중심으로-)

  • Cho, Kyu-Seong;Lee, Gwang-Ho;Park, Kyeong-Su
    • 한국지구과학회:학술대회논문집
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    • 2005.09a
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    • pp.304-314
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    • 2005
  • The present study aims to develop animation module-based teaching-learning materials for a unit of middle school 3rd grade science, which contains the movement of the solar system, through the utilization of various forms of multimedia elements. The developed materials consist of 12 in total flash animation modules covering ‘movement of the Earth,’ ‘movement of the Moon,’ movement of the Planets,‘ etc. To analyze the student responses to the science classes to which the developed animation modules were to be applied, the researcher selected for subjects two third-grade classes that were made up of 60 students and later divided for an experimental group and a control group in a middle school located in Jeonju. The experimental group was treated with the animation module-based lessons developed in the present study while the control group was taught in the traditional teacher-centered ways. Tests for the science-related attitudes of the two groups were administered and the results showed that the mean score of the experimental group was significantly higher than the mean score of the control group (p<0.05) in the categories of ‘interest’ and ‘scientific attitude’. It was thus believed that the animation module-based teaching has a positive effect on the categories of ‘interest’ and ‘scientific attitude’. To assess the qualitative dimension of the developed materials, the researcher subjected them to the utilization of the 30 local science teachers and afterwards a survey was done with the 8 crucial items taken from the WBI evaluation test developed by Multimedia Education Support Center in 1998. The result was broadly positive in terms of lesson design and from a technological point of view.

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컴퓨터 Animation의 임펙트(Impact)한 표현의 사례에 관한 연구(Softimage 3D Animation을 중심으로)

  • 김정반;김관음
    • Archives of design research
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    • v.21
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    • pp.173-182
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    • 1997
  • Technology represented by computers has made a ne w word, communication technology, and now we are at the time of opening New-Media, Multimedia, which sou nd a little unfamiliar. As the use of computers in produ cing movies, games and advertising commercial films in creases, very realistic and various transmission of infor mation is possible. This study has a purpose to suggest some possibilitie s by using softimage 3D Animation operated in the wor kstation which has an excellent function in producing co mputer animation Frist of all, I grasped the contents of light and textur e for an effective expression, the characteristics and ere ation methods of Motion Module which is the base of S oftimage 3D, and suggested general using plan through some examples of impact expression in computer animat ion to plan more lively production of computer artists, a nd produce quality products by grasping the adaptability and merits and demerits of the technique

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The Motion Transformation of Character Included Contrained Optimization Problem (구속조건을 고려한 캐릭터의 움직임 변경)

  • 이지홍;이원희;조인성
    • Proceedings of the IEEK Conference
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    • 2002.06c
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    • pp.223-226
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    • 2002
  • If one can easily modify the existing motion data to a new motion in making an animation movie, he can save a lot of time for graphic design. To implement this kind of system, we propose a PC-based system composed of low cost commercial animation tool (3D Studio Max) for visualization of the animation and motion editing module that handles optimization process during the motion transform. Researchers studying advanced motion transform techniques only have to focus on the mathematical manipulation of the motion data

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A Study on the Development of a Modular Multimedia Instruction Materials for the 1.earning of Molecular Unit in Nature Instruction of Elementary School (초등학교 자연과의 분자 단원 학습을 위한 모듈식 멀티미디어 교수학습 자료 개발 연구)

  • 박종욱;김도욱
    • Journal of Korean Elementary Science Education
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    • v.19 no.1
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    • pp.101-112
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    • 2000
  • The purpose of this study was to develop the modular multimedia instructional materials emphasizing the particulate nature on the realm of matter in elementary science classes. Features of the material are as follows: 1 To be in focus on particulate model named 'phenomenal magnifying glasses' in order to change the student's belief system of continuous matter into the belief system of particulate matter . The 'phenomenal magnifying glasses' is a new instructional strategy designed to change into the view of particulate matter through facilitating the reflective thinking resulted from the simultaneous consideration of experimental phenomena(macroscopic world) and particulate model(microscopic world). 2. To introduce modular system into the instructional materials, which was consisted of 14 subunits according to the sequential instruction unit of 'molecule and molecular motion'. Each subunit was composed of 5 types of modules(module 1: motivation, module 2: experimental result, module 3: discussion, module 4: phenomenal magnifying glasses, module 5: related experiment) 3. The multimedia program was composed of 36 kinds of experimental animation and 59 kinds of computer animation materials combined with text resources, photographic materials and sounds.

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A Study for Animation Using 3D Laser Scanned Body Data (인체 전신 레이저 스캔 데이터를 대상으로 한 인체 애니메이션 연구)

  • Yoon, Geun-Ho;Cho, Chang-Suk
    • Journal of Korea Multimedia Society
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    • v.15 no.10
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    • pp.1257-1263
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    • 2012
  • An implementation of animation module using the 3D body data scanned by laser scanner is reported in this paper. Characteristic points of the skeleton in human body were picked up as pivot point for 3D rotation. The body data set wes reconstructed as objects built in hierarchical tree structure, which is based on skeleton model. In order to implement the 3D animation of the laser scanned body data, the vertexes of the objects were connected as skeleton structure and animated to follow dynamic patterns inputted by user.

A Study on the Development of User Modeler and Concurrent Animation Module for Manufacturing Simulator (제조시스템 시뮬레이터용 사용자 모델러 및 실시간 애니메이션 모듈 개발에 관한 연구)

  • Im, Jong-Cheel;Song, Hee-Seok;Lee, Choong-Hwa
    • IE interfaces
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    • v.8 no.3
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    • pp.39-45
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    • 1995
  • 제조시스템 시뮬레이션 분석과정에서 모델 검증, 엔지니어와의 커뮤니케이션 및 시뮬레이션 결과의 프리젠테이션을 위해 이제 그래픽 애니메이션은 시뮬레이터의 기본 필수 사양으로 자리잡고 있다. 본고에서는 사용자의 손쉬운 모델링 과정을 지원하는 사용자 모델러(User Modeler)와 실시간 애니메이션(Concurrent Animation) 수행을 지원하는 시뮬레이터용 애니메이션 모듈 개발에 관해 논의한다.

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