• Title/Summary/Keyword: character creation

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Real-Time Face Avatar Creation and Warping Algorithm Using Local Mean Method and Facial Feature Point Detection

  • Lee, Eung-Joo;Wei, Li
    • Journal of Korea Multimedia Society
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    • v.11 no.6
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    • pp.777-786
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    • 2008
  • Human face avatar is important information in nowadays, such as describing real people in virtual world. In this paper, we have presented a face avatar creation and warping algorithm by using face feature analysis method, in order to detect face feature, we utilized local mean method based on facial feature appearance and face geometric information. Then detect facial candidates by using it's character in $YC_bC_r$ color space. Meanwhile, we also defined the rules which are based on face geometric information to limit searching range. For analyzing face feature, we used face feature points to describe their feature, and analyzed geometry relationship of these feature points to create the face avatar. Then we have carried out simulation on PC and embed mobile device such as PDA and mobile phone to evaluate efficiency of the proposed algorithm. From the simulation results, we can confirm that our proposed algorithm will have an outstanding performance and it's execution speed can also be acceptable.

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A Study on Creation, Management, and Preservation Process of Digital Oral Records (디지털 구술기록의 생산 및 정리·보존 절차에 관한 연구)

  • Kim, Myoung-Hun
    • Journal of Korean Society of Archives and Records Management
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    • v.10 no.1
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    • pp.7-29
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    • 2010
  • This article intends to establish a creation, management and preservation process of digital oral records. Because oral records is the work that will record memories of survivors, it is necessary of creating, managing and preserving reliable oral records; Oral records is the work that needs cooperations among interviewer, interviewee and cameraman, the formulation of systematic process can be called an essential issues. Moreover creating, managing and preserving digital oral records need the formulation of systematic process. Therefore this article establish creation process and management and preservation process of digital oral records based on examining a generic character of digital oral records.

A Study on the Creation of Parks in North Korea (북한의 공원 및 유원지 형성에 관한 연구)

  • 김동찬;김광래;안봉원;서주환;김신환
    • Journal of the Korean Institute of Landscape Architecture
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    • v.23 no.2
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    • pp.29-43
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    • 1995
  • In this study on the creation of parks in North Korea, which is closely re]toted to the developmental stages in North Korea, park construction plans are investigated according to the following periods: 1) from the Liberation of Korea in 1945 to the outbreak of the Korean War, 2) from the end of the Korean War to the 1950's, 3) 1960's and 4) 1970's and 1980's Major North Korean parks are also presented and common characteristics of park-making in North Korea are analyzed in the following way : 1) the character and function of the parks, 2) the development of landscaping, 3) the creation of unique North Korean parks. This study was conducted through archival research of North Korean documents and it may be limited due to the intrinsic problem of reliability that the documents have, and also to an impossoble on-the-spot survey. However this study is of value because it presents North Korean parks, as yet unpublished in South Korea, and it can be used as valuable information for further study and especially for the planning of parks and green space system in preparation for a probable unified Korea. For a profound stuffy, broader and more accurately detailed North Korean documents must be obtained and opened to the public. A comparative study on the principles of spatial composition and design elements of the parka in South and North Korea mutt also be conducted so as to find a model for the Korean park for a future unified Korea.

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A Comparative Study on the CBR Model of Story Creation Program : focusing on the and the (디지털 서사 창작도구의 CBR 모델 비교 연구 : <민스트럴>과 <스토리헬퍼>를 중심으로)

  • Lyou, Chul-Gyun;Yun, Hye-Young
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.213-224
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    • 2012
  • Creative writing process begins with memory that contains general experience of the human. In the past creative writing was regarded as exclusive ability of the human. But today, thanks to digital technology digital story creation programs are being developed. This study compares and analyzes the story creation programs, the and the , that imitate a process of interaction between human's long term memory and creative writing. The tried to create probable story by emphasizing character's goal in building case database and retrieving cases. On the other hand, the tried to assist writer's ideation by emphasizing violating motif in building case database and retrieving cases. Hereafter, use of digital media in creating story is expected to accelerate. In this prospect, this study hope to help a development of story creation program in the future.

A Study on Riparian Forests of Idle Land to Build Design Using the IPA Strategy

  • Choi, Sang Hyun;Woo, Jong Choon
    • Journal of Forest and Environmental Science
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    • v.32 no.2
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    • pp.182-188
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    • 2016
  • In this study 'forest design in waterside unused land' of 'waterside area' in the specificity that multilateral, including landscape, recreation, social and environmental aspects in the space, taking into account by multiple factors :Raise 'practicality' than a functional management and police to hang out with, each element is usually way to improve the beauty. There is currently carried out waterside green area creation, which is artificial plantation and open spaces only emphasizing 'landscape' with lacking multi-function purpose, as a 'forest design in waterside unused land' strategy but it should be lowered by performance in this strategy. And the study suggested a strategy which prepared cultural and social infrastructure to be able to attract different fund and build local character as an alternative demand plan considered environmental character as a top priority.

A Study on the Scientific Character and Systematization Libraty Science (도서관학의 학문적성격과 체계화에 관한 연구)

  • 김정소
    • Journal of Korean Library and Information Science Society
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    • v.5
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    • pp.1-31
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    • 1978
  • This thesis is to discuss and prove the identity of the acts of the library and the character of the library which regards these as its objects. And this study is analyzed in view of per ceptual problems and scientific problems and scientific problems, in order to make clear the character of the acts of the library. In these processes, some basic propositions are extracted. First, culture can be found in arranged order. Second, human being can create culture by the acquisition of accmulated culture. Third, an individual is purposely related with culture. Fourth, culture is antonomous to mankind. And in this thesis, library science is defined as the systematic formation of mankind's pursuing acts, and to identify this definition, some theoretical models of library science have been offered as follows : Model I 1. Theory of making culture assets informative. 2. Theory of making culture assets empirical; that of imformation treatment. 3. Theory of medial acts of librarians. Model II 4. Theory of organic systems of libraries. Model III 5. Theory of guiding school activities. 6. Theory of extending the inhabitants' interests of communities. 7. Theory of a kind of resources in social improvement. Model IV 8. Theory of a means of principal approach to the succession of culture. In conclusion, this study is to prove that acts of libraries are the universal ones of those human being that are gualified to be the unique means to the creation of culture and, library science is a science that shapes concepts and rules to describe, to make explanation and to foretell these acts.

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Humor of Post-Industrial Society Costume Expressing Cartoon Image (만화 이미지가 표현된 후기산업사회 복식의 해학)

  • 류근영;이효진
    • Journal of the Korean Society of Costume
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    • v.52 no.8
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    • pp.55-71
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    • 2002
  • The purpose of this study was to identify a basic meaning of humor from the costume expressing cartoon image, to grasp the status of contemporary costume, and also to supply people with a database related to the sphere of costume design. This was done by analyzing and examining humor of the costume expressing cartoon image in post-industrial society. Consequently, the result of this study was summarized as follows; First, humor by parody of Pop Art is recognized as humorous expression that repulsed the main current culture and post-industrial society phenomenon. Second, humor by quotation tends to appear through cartoon character. Costume which quote cartoon character is against Kidult tastes and the pre-existing authoritative prejudices in post-industrial society. Third, humor by bricolage, making bricolage with silhouette, color, pattern item, is recognized as new creation of humor In other words, it is regarded as enlargement of new esthetic consciousness and humor about instrumented gender in post-industrial society. Lastly, humor by deformation expressed itself in deformation of body image of character and cloth silhouette by cartoon image. Deformation of cloth silhouette by cartoon image, being not conscious pre-existing concept of harmony of human and costume, is recognized as humor which have characteristic of play with introduction of new silhouette. In addition to, the result of this study showed that humor expressed in cartoon image of costume has been limited to the works of few designers because of characteristics of fashion designers who made use of popularity as subjects of the works and internal meanings which were related to the characteristics of post-industrial society.

A Creation of Emotionally Intelligent NPC Reacting toward Gamer‘s Inclination in MMORPG (MMORPG에서 게이머의 성향에 반응하는 감성 지능형 NPC생성)

  • Lee, Chang-Sook;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.23-32
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    • 2006
  • Users connect to game server for considerably many hours and perform their roles in MMORPG(Massively Multiplayer Online Role Playing Game), users' immersion degree is very higher than other games, have known affluent contents make users play various roles in game world. However, although contents of games are improved quite much, MMORPG remains still boring game. It is because that the NPC (Non Player Character)' behavior patterns that are the most important elements to make games fun are so simple. So, in this paper we proposed a method to create NPC that react in player's inclination by implanting personality and emotion to NPC.

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Production of Lip-sync Animation, 3D Character in Dialogue-Based Image Contents Work System by Utilizing Morphing Technique (Morphing 기법을 활용한 대화구문기반 영상 콘텐츠 저작도구 시스템 내 3D 캐릭터 Lip-sync Animation제작)

  • Jung, Won-Joe;Lee, Dong-Lyeor;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.253-259
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    • 2012
  • In this study, the dialog syntax-based video content production flow for the character set, 'Form Noah' chart using the mouse, lip-sync Animation been making 3D characters were applying. Vertex Animation Morphing techniques by expressing the natural shape of the mouth for the characters engaging and the transmission of visual information for the viewers to be able to get a high intelligibility is considered.

Study on 2D Sprite *3.Generation Using the Impersonator Network

  • Yongjun Choi;Beomjoo Seo;Shinjin Kang;Jongin Choi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.7
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    • pp.1794-1806
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    • 2023
  • This study presents a method for capturing photographs of users as input and converting them into 2D character animation sprites using a generative adversarial network-based artificial intelligence network. Traditionally, 2D character animations have been created by manually creating an entire sequence of sprite images, which incurs high development costs. To address this issue, this study proposes a technique that combines motion videos and sample 2D images. In the 2D sprite generation process that uses the proposed technique, a sequence of images is extracted from real-life images captured by the user, and these are combined with character images from within the game. Our research aims to leverage cutting-edge deep learning-based image manipulation techniques, such as the GAN-based motion transfer network (impersonator) and background noise removal (U2 -Net), to generate a sequence of animation sprites from a single image. The proposed technique enables the creation of diverse animations and motions just one image. By utilizing these advancements, we focus on enhancing productivity in the game and animation industry through improved efficiency and streamlined production processes. By employing state-of-the-art techniques, our research enables the generation of 2D sprite images with various motions, offering significant potential for boosting productivity and creativity in the industry.