• Title/Summary/Keyword: animations

Search Result 450, Processing Time 0.023 seconds

Expression of Cartoon Rendering Method in Image Contents (영상 콘텐츠에서 카툰 렌더링기법의 활용)

  • Kim, Jong-Seo;Kwak, Hoon-Sung
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.8
    • /
    • pp.142-151
    • /
    • 2007
  • The rapid development of 3D computer graphics makes traditional cell-animations expressed by several digital techniques and makes traditional cell-animations expand their own area through several continuous tries. There are two types in rendering method. The one is Photorealistic rendering to realize accurate images like photos and the other is Non-photorealistic rendering to realize human's flair and artistry. This paper examines applications of cartoon rendering techniques among several Non-photorealistic rendering techniques. This paper analyzes production cases and examines features of cartoon rendering techniques in the latest movies, games and advertisements of image contents. And this paper will be able to help making more sensual, familiar and in-depth products, as understanding applications, merits and demerits of the latest cartoon rendering techniques through these investigations.

A Comparison of the effects of Static Graphic and Animation in CAI by visual learning preference (시각적 학습 선호도에 따른 정화상 CAI와 애니메이션 CAI의 효과 비교)

  • Cha, Jeongho;Kim, Kyungsun;Noh, Taehee
    • The Journal of Korean Association of Computer Education
    • /
    • v.7 no.5
    • /
    • pp.1-8
    • /
    • 2004
  • This study investigated the effect of visual learning preference levels in computer assisted instruction (CAI) using static graphics and animations on students' conceptual understandings, application abilities and learning motivations. Fifty-nine seventh graders were selected from a middle school in seoul, and they were taught about the motion of molecule for 4 class hours. Two-way ANCOVA results revealed that the scores of the conception test of the animations group, regardless of student's visual learning preference levels, were significantly higher than those of the static graphics group. However, there were no differences between the two groups in the scores of application test and learning motivation test.

  • PDF

A Semiotic Study on Storytelling Structure in Edutatinment -The Educational Animation For Kids, - (에듀테인먼트에서의 캐릭터 중심 기호학적 생성구조 연구 -어린이 대상 애니메이션 <뽀롱뽀롱 뽀로로>를 중심으로-)

  • Song, Mi-Sun
    • Journal of Digital Contents Society
    • /
    • v.9 no.4
    • /
    • pp.669-677
    • /
    • 2008
  • Since the great success of the Disney animations like , the classification of audience target in animation according to an age group started a possibility of edutainment in the industry. Especially, a few animations for preschool children made by Korea have been largely successful in domestic and foreign markets. The study analyzed a distinguished structure of a story stressed by character by Greimas's theories in the educational animation. The animation for kids as this study target is one of successful contents in edutainment. It also analyzed as one of parallel contents in abroad. It is a meaningful study which considers a story structure of the animation as aspects of edutainment contents for preschool children.

  • PDF

A Study on the Cognition of High School Students and Science Teachers of Seoul and Province of Gyeonggi on the Endocrine Disruptors (서울 경기지역 고등학교의 학생가 과학 교사의 내분비계 장애 물질(환경 호르몬)에 대한 인식 조사)

  • Choi, Soo-Yeun;So, Keum-Hyun;Shim, Kew-Cheol;Yeau, Sung-Hee
    • Hwankyungkyoyuk
    • /
    • v.19 no.3
    • /
    • pp.93-101
    • /
    • 2006
  • The purpose of this study was to investigate the cognition of high school students and science teachers on the endocrine disruptors. Subjects of this study were 204 high school students and 26 science teachers. The results were as follows. Students obtained informations about endocrine disruptors mainly through mass media like TV, radio or lesson in school. Most of them were interested in endocrine disruptors and they thought that endocrine disruptors were very dangerous for people. And they preferred learning materials such as movies, images, and animations, but they didn't want to participate in activity of education on endocrine disruptors actively. Science teachers has agreed to needs of education on endocrine disruptors and has required education programs such as movies, images or animations for effective endocrine disruptors education.

  • PDF

Implementation of Android-based Interactive Edutainment Contents Using Authoring Tool Developed for Interactive Animation

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
    • /
    • v.23 no.4
    • /
    • pp.71-80
    • /
    • 2018
  • In this paper, we developed an interactive animation authoring tool and developed the Android based interactive edutainment contents. The authoring tool for creating interactive animations developed in this paper is based on a graphical user interface, so users can easily create interactive animations. Interactive animation contents created by this authoring tool can be created as images and xml files so that they can be used directly on mobile devices. In order to increase learning efficiency for children, Android-based interactive edutainment electronic storybooks, which is implemented using this authoring tool, provided a recording function to listen to the parents' voice as well as an interactive action in which the characters move in accordance with the story line. We also provided a STEAM game that combines creativity and imagination with creative science and technology. Therefore, by creating the edutainment contents through the proposed authoring tool for interactive animation, various interactive animation contents could be produced more easily than the code implementation method. Through this study, I hope that it will be helpful for the development of various interactive edutainment contents to provide educational contents considering the quantity and quality to infants.

A Study on the Necessity of Animation Technique Training for Web Design (웹 디자인에서 애니메이션 요소 교육의 필요성 연구)

  • 김진희
    • Archives of design research
    • /
    • v.15 no.2
    • /
    • pp.177-186
    • /
    • 2002
  • This study is aiming for make people understanding the importance of animation as a compulsory subject in designing World Wide Web. Specifically analyses of the basic theories and concepts of animation are given in the study to help web designer can get advantages from them. Few examples of some common factors which is being shared by both traditional animations and animations in web design. Highlighted issue in this study, however, is that we do not have many web sites organised by one who has proper animation training. This is underlined as a reason of imperfect web design we are able to see recently. As a proposal of solution, you'll see the training methods of animation, to have well planned web designs.

  • PDF

Analysis on the Walking Motion of the Animation Characters Based on the Cosmic Dual Forces and the Five Elements Theory (음양오행에 기반한 캐릭터 걷기 동작 분석)

  • Lee, Mi-Young;Kim, Jae-Ho;Moon, Yong-Ho
    • Archives of design research
    • /
    • v.19 no.2 s.64
    • /
    • pp.355-364
    • /
    • 2006
  • The characters in animations have diverse distinctive features and personalities. These personalities and characteristics are composed of various elements such and feature, motion, conversation, and walking motion, and so on. Especially, walking motion is the basic element to express character action. And it plays a key role for expressing personalities of characters. In this paper, we classify characters in animations by distinctive feature and personality based on the cosmic dual forces and five elements theory. The relationships between personalities of characters and movements are suggested by analyzing motions of the classified characters.

  • PDF

A Study on Korean Monster Characters for Korea Myth (한국신화를 이용한 한국형 몬스터 캐릭터 개발 연구)

  • Kim, Jae-Heon;Kim, Chee-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2010.05a
    • /
    • pp.328-331
    • /
    • 2010
  • The ratio of roles, involving characters created by 2D or 3D Graphic Technology, has risen within games, recent animations, movies and the educational sector. However, the "monster character" appears mainly in "Shanghai Ching" and Greek and Roman mythology. To receive worldwide accolade, it is time that we should use our games, movies and animations to present the history and spirit of Korea. I researched Korean myths so as to understand the characteristics a "Korean monster" would need to portray. This also allowed me to visualise the monster and realize the necessary manufacturing processes involved.

  • PDF

A Two Layered Approach for Animation Sketching

  • Sohn, Ei-Sung;Jeon, Jae-Woong;Park, Tae-Jin;Sohn, Won-Sung;Lim, Soon-Bum;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.12
    • /
    • pp.1736-1744
    • /
    • 2009
  • In this paper, we present an animation sketching system using a two layered approach. Animation sketching is a popular technique to create informal animations but it is often suffered by the low-quality output due to a trade-off between convenience and complexity. Our aim is to support sketching practical animation scenes easily and fast while not complicating the simple sketching interface. The key idea is to combine two conceptual stop motion layers, a whiteboard and cutout animation layer, in a seamless interface. As a background, the whiteboard animation layer handles stroke-oriented objects, while the cutout animation layer takes charge of transform-oriented objects. We found that this approach enables users to express more complicated animation fast while still maintaining a concise sketching interface. We demonstrate the usability and flexibility through resulting animations from user experiments.

  • PDF

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.