• Title/Summary/Keyword: graphic animation

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Implementation of 3D Animation using 3D Graphic SW(Blender) based on STL Files (3D 그래픽 SW(Blender)를 활용한 STL파일 기반의 3D 애니메이션 제작)

  • Kim, Jong-Jin;Kim, Jong-Seong
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.710-721
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    • 2018
  • In this study, we have suggested a method to create 3D animation based on STL files which are easily available on the internet using Blender, which is one of the most popular open-source 3D modeling SW. And the procedure of making 3D animation using STL file was compared with those for OBJ or FBX files as well. Contrary to OBJ and FBX, STL files do not contain information regarding hierarchy, material and texture which are very important in making 3D animation. Especially the absence of hierarchy may cause serious problems in rigging, which involves movement of unwanted parts of 3D object during rigging process. It is demonstrated that the weight painting feature of Blender could be a solution to tackle the faulty rigging due to attributes of STL files. The effect of the sampling frequency and the resolution on the rendering time is also investigated with respect to the 3D mantis animation. It is also seen that insect models by 3D printer could be used as a new type of pedagogical material in the elementary science education.

The Effects of 3-D Computer Animation on Educational Visual Presentation -Focused on Color Theory Study- (3D 컴퓨터 애니메이션을 이용한 시청각 교재가 어린이의 학습에 미치는 효과에 대한 연구 -색채이론학습을 중심으로-)

  • 최유미
    • Archives of design research
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    • v.15 no.1
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    • pp.49-58
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    • 2002
  • Advances in computer technology have made it possible for educators to design and develop their own multimedia instructional materials using visuals such as animation. Although, it generally believed that the Mew attribute of computer animation facilitates student's foaming, there is still relatively little research regarding the way in which student benefit from multimedia instruction using 3-D animation. The purpose of this research was to examine and determine whether the use of 3-D computer generated images is an effective teaching device for hoping children to understand color theory, and enhancing the tractional methods. In this study, a 3-D computer generated presentation was creative and it demonstrated the mixing of primary color to obtain secondary color. Three research hypotheses were developed in this research. The first hypothesis stated that 3-D computer generated presentation will be an effective device for teaching color theory. The second was that the presentation will be eye-catching and it will hold the children's attention. The third was presentation would enhance the children's memory of color. Results of this study show that visualization technology and the use of 3-D graphics ends can be employed in the field of art education to increases a chi1d's understanding of color theory. Also, it was proved that teaching children through 3-D graphic is an highly effective teaching tool. Thus this research is a oontribution to both children's au education and the relatively new field of computer animation.

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A Study on the Visual Effects of Non-Photorealistic Rendering Animation focusing on 'Paperman,' a Short Animation (넌-포토리얼리스틱(Non-Photorealistic) 렌더링 애니메이션의 시각 효과 기법 - 단편 애니메이션 Paperman을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.40
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    • pp.139-155
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    • 2015
  • Animation is completed in accordance with the original planning of visual direction in the process of post-production. Especially, a variety of visualization skills to meet the planning idea are directed in editing and compositing processes such as rendering and shading in the production of 3D animation. Therefore, the studies how to implement these visual effects have been conducted since the emergence of the animation. The rendering method which appears in the recent animations so often is the effect of 2D animation style although it is applied by 3D technique. 3D animation can be classified as two types including photo realistic and non-photo realistic renderings. The former is to render the images realistically while the latter is to highlight the formative effect with analogue style free from the realism of the photographs. Visual effect of 2D animation is non-realistic, that is, non-photo realistic rendering. The animations produced by this method have the depth of 3D animation expression in terms of space and animating, and can direct the viewer-friendly analogue style visuals, which are widely used as a post-production effect. Hence in this study, we selected a short animation, 'Paperman,' one of Disney's animations, produced by cartoon rendering method which belongs to the class of non-photo rendering technique in 3D graphics, as our subject. We analyzed their techniques and visual effects of the scenes expressed by cartoon rendering method so as to understand whether they meet the original direction idea with the composition work. In addition, we expect further developments of post-production methods, exceeding the limit of graphic expression in alignment with the trend that has become more various in the types and genres of non-photo rendering.

A Study on the method of creates a realty 3D sign language gesture

  • Ku, Ja-Hyo;Jo, Nam-Chul;Yang, Seong-Bok
    • 한국정보컨버전스학회:학술대회논문집
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    • 2008.06a
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    • pp.185-188
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    • 2008
  • The developments of digital and multimedia have been increasing the demand of humans desiring the acquisition of real and intuitive information and diversified expressions and the use of animation characters are continually increasing in mass media. With the development of graphic techniques, these expressions of animation characters have become enabled of real and smooth representations. Although, in general, even fine movements of the hair of characters can be expressed using diverse data input devices, the studies on the multimedia technologies for disabled persons are quite insufficient. In this paper, Directness it extracts the data which it move sign language and It propose the method which creates a realty 3D sign language gesture.

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A Study on the NPR(Non-Photorealistic Rendering) Used in 3D Animation (3D 애니메이션에서 사용되는 NPR에 대한 연구)

  • Lee, Young-Hun
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.94-101
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    • 2007
  • From the flood of various informations and images, the producer and the consumer pursue a new method of images constantly. Especially the computer graphic field has affected the images greatly, and has changed the paradigm of images. The 3D animation which is a part of the computer graphics has two general trends(namely the photorealistic rendering and the non-photorealistic rendering) as to the final image. This study overviews the photorealistic rendering and the non-photorealistic rendering by analyzing the technical side and the artistic side. Also this study presents the applicable scope and the advanced directions of the NPR.

Image Processing Technique of the 3D Animation on Smartphone (스마트폰 상에서의 3D 애니메이션 영상처리 기법)

  • Ryu, Chang-su;Hur, Chang-wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.183-185
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    • 2013
  • As mobile devices have developed, flash animations suitable for the existing web have solved part of the weakness caused by the image quality deterioration and the transmission capacity, but it is difficult to express 3D stereo-scopic images. Also, for the real time-randering of visual expressions for animation and the device technique for smartphone to accord with commercial demands, it is required to develop the 3D image processing technique. This paper studied on the image processing method for 3D animation capable of 3D graphic rendering with view system of android and OpenGL M3G in an embedded system device and OpenGL ES 2.0 library.

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The Study on Information Visualization Methods Using 3D interactive Animation (3차원 인터랙티브 애니메이션을 활용한 정보시각화 방법에 관한 연구)

  • 김성곤
    • Archives of design research
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    • v.17 no.1
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    • pp.299-308
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    • 2004
  • The methods of presenting information are more variable with advanced computer media technology. However, when we visualize information of database, it is more difficult to understand data meaning by complex date, which is not required by user. To compose new information, user needs to combine own his memory and new information presenting result. To be quickly explored new information and be exactly understood relationship of data structure, the data presenting of visualized information is more structured and presented with meaning form. It is possible to make information visualization system, which users can explore database by oneself, with supporting interaction to be able to control and combine relationship of three-dimensional scene graphic structure, presenting factors of animation and data structure of database. There are several diagrams, such as VR diagram, Form structure diagram and simulated diagram as the case study.

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A Study on Value of Artistic Presentation on Motion Graphics -Focused on F5 and Semi-Permanent- (모션그래픽에서 예술적 표현의 가치에 관한 연구 -F5와 Semi-Permanent를 중심으로-)

  • Son, Kook-Hwan
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.521-529
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    • 2016
  • This paper presents the historical development process and expressive style of motion graphics which are intended to artistic expression, and discusses the value of artistic expressions in motion graphics through the works and activities of F5 and Semi-Permanent which are the representative organization of that. Commercial use of digital motion graphics has been rapidly widespread and used in most of the picture contents by changes in the digital video production environment with the development of the computer. Motion graphics begins with a graphic design applied to the motion graphic content and is transferred from the abstract representation of the animation at the same time. Since then motion graphics have been developed as an independent genre on the basis of graphic design and animation, and take the important position for the understanding and development of the contemporary design and content industry. Moreover, the motion graphics which present the experiment of various techniques and the aspect of mixed genres contribute to the development and diversification of the visual image. This paper is covered on not only F5 and Semi-Permanent that have published experimental artistic motion graphics but also the analysis of the developed ways and expressive patters to produce experimental motion graphics of their works. Furthermore, it discusses the experimental artistic value of these works.

The Development of the Knowldege-Based Electric Fault Diagnosis and Maintenance System for Overhead Cranes (지식베이스를 이용한 천정크레인의 전기고장 진단 및 처방 시스템 개발)

  • Choi, Seung-Young;Kim, Sunn-Ho
    • Journal of Korean Institute of Industrial Engineers
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    • v.20 no.1
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    • pp.71-85
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    • 1994
  • Overhead cranes which carry heavy items in construction or production areas consist of structure and electric modules. More than 80% of breakdowns bring out of the electric module. As operators do not know all about cranes, it sometimes takes much time to repair the cranes. In order to resolve this problem, the expert system which can diagnose causes of faults and give instructions for repair to operators, has been developed. The scope of the paper is limited to the electric module. First of all, analyzing symptoms and causes, we have developed a rule base with the expert system shell, EXSYS. Furthermore, for the facility maintenance including repair instructions against the causes, the instruction data base was developed with FOXPRO. On the other hand, for the help of user's understanding the fault causes, the graphic animation module which shows malfunctioning component ports or motions in 3D was developed with the graphic software, TOPAS VGA.

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An Efficient Study of Expression with 2D Game Tool -Focused on Production of a Game "Shooting Monster" with Spine Tool (2D 게임 툴을 이용한 효율적인 표현 연구 - 스파인 툴을 이용한 "슈팅몬스터" 게임제작을 중심으로)

  • Lee, Heon-Woo
    • Journal of Korea Multimedia Society
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    • v.19 no.7
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    • pp.1208-1215
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    • 2016
  • This study suggests efficient production of game with spine tool that is 2D game tool. For this, the researcher studies process and efficiency of game development by focusing on production of a game "Shooting Monster" Version 1 in service of Google Store at present. Production tools in a contents field are sharply changed. In addition, these tools are automatized into new version and efficient product. These tools help manufacturers in increasing quality of contents and time efficiency. Therefore, the researcher examines understanding of development process of existing 2D game and problems in development stage of graphic character, and analyzes production stage of character animation using spine tool, so suggests effective process of production in terms of production. The purpose of this study is to suggest the direction about graphic efficiency of tool by accessing production process to train working-level talented people in 2D mobile game field.