• Title/Summary/Keyword: motion-graphic

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Stereoscopic Contents Production Workflow Based on Nonlinear Editing (비선형 편집기반의 입체영상 제작 흐름에 관한 연구)

  • Kim, Chul-Hyun;Paik, Joon-Ki
    • Journal of Broadcast Engineering
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    • v.15 no.3
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    • pp.391-406
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    • 2010
  • Digital cinema based on digital master distribution increases with stereoscopic film as the center. DCI specification V1.0 announced at 2004, it considerates stereoscopic film screening. And now, the Society of Motion Picture and Television Engineers is establishing a task force to define the standards of a stereoscopic contents viewed in the home. Today, most Hollywood commercial stereoscopic film features animation using computer graphic. However, considering film making characteristic, stereoscopic digital cinema is required shooting in real world and editing, screening. This paper presents possibility of stereoscopic examination at NLE in the stereoscopic workflow. And we will propose new stereoscopic digital cinema workflow to apply the stereoscopic examination. Based on experimental results, the 3D ready television using 120Hz has some obstacles for contents editing, but most domestic stereoscopic monitor using circular polarization is possible for successful editing.

A Study of Clothing Design in the Digital Age (디지털 시대의 의상 디자인 개발에 관한 연구)

  • 배리사;이인성
    • Journal of the Korean Society of Costume
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    • v.54 no.4
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    • pp.63-74
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    • 2004
  • This study shows that clothes to be just the same as the real thing can be Produced through the third dimension computer graphics, and then presents that not only the area of fashion design can be expanded in the virtual reality field by doing the simulation of the fashion show, but also the information can be made the real time public ownership and the communication can be fulfilled smoothly. In this study, analyzing the third dimension computer graphic programs to be used much at present, Alias Wavefront Company's Maya software which was the most effective in the clothes simulation and the clothes CAD SGS OptiTex 8.7 which went well substitutive for it were used of them. The conclusions of this study that got through the work manufacture are as follows: The first, if the file manufacturing in the clothes CAD by using the computer was stored, the pattern used 3D simulation was available because it could be summoned in 3D software. The second, if the data of DXF form in Maya program was summoned, they could not be applied by Maya Cloth supported in Nurbs only because they were recognized as the DXF_layer. So the curve along the outer lines of the pattern was drawn and Maya Cloth was applied to be possible to get the natural silhouette of clothes. The third, when the clothes were manufactured by 3D, if the draping character was applied according to the textile special quality, not only the control of textile's thickness, weight, quality feeling, and silhouette was available, but also the clothes were available to graft the special textile materials. The fourth, the natural motion of model was produced by capturing the actual model's walking action In order to produce the fashion show motion and also the dynamic fashion show was available by the angle of camera, the establishment of lighting, and etc. in the final rendering. The clothes manufactured by 3D are available to change the design by changing the materials, or by adding the details, or by utilizing the special materials on clothes. Therefore, the trial and error following at the clothes manufacture can be reduced. But the elevation of the rendering speed, the price down, the strengthening of personal security, and etc. are required.

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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Development of Robot Simulator for Palletizing Operation Management S/W and Fast Algorithm for 'PLP' (PLP 를 위한 Fast Algorithm 과 팔레타이징 작업 제어 S/W 를 위한 로봇 시뮬레이터 개발)

  • Lim, Sung-Jin;Kang, Maing-Kyu;Han, Chang-Soo;Song, Young-Hoon;Kim, Sung-Rak;Han, Jeong-Su;Yu, Seung-Nam
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.31 no.5
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    • pp.609-616
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    • 2007
  • Palletizing is necessary to promote the efficiency of storage and shipping tasks. These are, however some of the most monotonous, heavy and laborious tasks in the factory. Therefore many types of robot palletizing systems have been developed, but many robot motion commands still depend on the teaching pendent. That is, an operator inputs the motion command lines one by one. It is very troublesome, and most of all, the user must know how to type the code. That is why we propose a new GUI (Graphic User Interface) Palletizing System. To cope with this issue, we proposed a 'PLP' (Pallet Loading Problem) algorithm, Fast Algorithm and realize 3D auto-patterning visualization interface. Finally, we propose the robot palletizing simulator. Internally, the schematic of this simulator is as follows. First, an user inputs the physical information of object. Second, simulator calculates the optimal pattern for the object and visualizes the result. Finally, the calculated position data of object is passed to the robot simulator. To develop the robot simulator, we use an articulated robot, and analyze the kinematics and dynamics. Especially, All problem including thousands of boxes were completely calculated in less than 1 second and resulted in optimal solutions by the Fast Algorithm.

Development of a Serious Game using EEG Monitor and Kinect (뇌파측정기와 키넥트를 이용한 기능성 게임 개발)

  • Jung, Sang-Hyub;Han, Seung-Wan;Kim, Hyo-Chan;Kim, Ki-Nam;Song, Min-Sun;Lee, Kang-Hee
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.189-198
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    • 2015
  • This paper is about a serious game controlled by EEG and motion capture. We developed our game for 2 users competitive and its method is as follows. One player uses a controlling interface using EEG signals based on the premise that the player's facial movements are a depiction of the player's emotion and intensity throughout the game play. The other player uses a controlling interface using kinect's motion capture technology which captures the player's vertical and lateral movements as well as state of running. The game shows the first player's EEG as a real-time graphic along the map on the game screen. The player will then be able to pace himself based on these visualization graphics of his brain activities. This results in higher concentration for the player throughout the game for a better score in the game. In addition, the second player will be able to improve his physical abilities since the game action is based on real movements from the player.

Modeling of flat otter boards motion in three dimensional space (평판형 전개판의 3차원 운동 모델링)

  • Choe, Moo-Youl;Lee, Chun-Woo;Lee, Gun-Ho
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.43 no.1
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    • pp.49-61
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    • 2007
  • Otter boards in the trawl are the one of essential equipments for the net mouth to be spread to the horizontal direction. Its performance should be considered in the light of the spreading force to the drag and the stability of towing in the water. Up to the present, studies of the otter boards have focused mainly on the drag and lift force, but not on the stability of otter boards movement in 3 dimensional space. In this study, the otter board is regarded as a rigid body, which has six degrees of freedom motion in three dimensional coordinate system. The forces acting on the otter boards are the underwater weight, the resistance of drag and spread forces and the tension on the warps and otter pendants. The equations of forces were derived and substituted into the governing equations of 6 degrees of freedom motion, then the second order of differential equations to the otter boards were established. For the stable numerical integration of this system, Backward Euler one of implicit methods was used. From the results of the numerical calculation, graphic simulation was carried out. The simulations were conducted for 3 types of otter boards having same area with different aspect ratio(${\lambda}=0.5,\;1.0,\;1.5$). The tested gear was mid-water trawl and the towing speed was 4k't. The length of warp was 350m and all conditions were same to each otter board. The results of this study are like this; First, the otter boards of ${\lambda}=1.0$ showed the longest spread distance, and the ${\lambda}=0.5$ showed the shorted spread distance. Second, the otter boards of ${\lambda}=1.0$ and 1.5 showed the upright at the towing speed of 4k't, but the one of ${\lambda}=0.5$ heeled outside. Third, the yawing angles of three otter boards were similar after 100 seconds with the small oscillation. Fourth, it was revealed that the net height and width are affected by the characteristics of otter boards such as the lift coefficient.

Network-based Simulation System Framework for the Safety Assessment of Ship and Visualization Method (네트워크 기반 선박 안전성 평가 시뮬레이션 시스템 프레임워크 및 가시화)

  • Lee, Kyung-Ho;Kim, Hwa-Seop;Oh, June;Park, Jong-Hoon
    • Journal of the Society of Naval Architects of Korea
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    • v.43 no.5 s.149
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    • pp.619-629
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    • 2006
  • The safety assessment of the structure related to people has become the most important part in the process of the design. Especially, in the case of a ship, as regulations about the safety of passengers and the pollution in the ocean are strictly reinforcing, the safety assessment has become the most important part in the process of the design. In this paper, we suggested network-based simulation system framework using HLA (High Level Architecture) among many kind of simulations to assess the safety of the ship. In addition, the visualization method which is composed of graphic user interface for ship modeling and the visualization of ship motion is presented.

A Study about Experimental Evaluation of an Ultrasonic Surgery Unit for Bone-cutting (골 절삭용 초음파 수술기의 실험적 평가에 관한 연구)

  • Sa, Min-Woo;Shim, Hae-Ri;Ko, Tae-Jo;Lee, Jong-Min;Kim, Jong Young
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.15 no.1
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    • pp.1-7
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    • 2016
  • In the dentistry field, an ultrasonic surgery unit is widely used in bone cutting and scaling to reduce operation time and minimize hemorrhage. The purpose of this study was to evaluate bone cutting and the effect of a specimen's temperature on the two-type ultrasonic surgery unit using a handpiece moving system(HMS). A HMS, which can cut the bone, was developed to perform the experimental procedure with precision of motion control. Bone specimens were prepared from a combination of epoxy-hardener and cortical bone of bovine leg. Through the bone-cutting experiment, the cutting depth was evaluated by not only scanning electron microscopy, but also Vernier calipers. Also, the temperature distribution was measured by a thermo-graphic camera. This study may be applied methodically in various experimental evaluations on a performance test by a HMS.

A study on the computer simulation model of the closed moving system using the nutation force (폐쇄된 계의 장동 힘에 의한 이동장치의 컴퓨터 씨뮬레이션 모델에 관한 연구)

  • Chung, Byung-Tae
    • Journal of the Korea Computer Industry Society
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    • v.6 no.2
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    • pp.331-336
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    • 2005
  • The closed movement produced vertically on the position of a motor is a notation movement produced by a notation force , while the horizontal movement can be shown by the coriolis force and the transverse force of realizing that the closed movement of the closed system is to be rotation motion. The notation movement is a vertical closed movement and by searching the equation which becomes an equation model, after comparing the simulation data from the equation model with data of a real device to use it into the computer simulation model, the additional variable elements were decided. As the result, the energy imbalance element is added as a variable about load which is relevant to friction coefficient and pole of a motor in the gravitational field. The simulation can be applied as a real physical law of the graphic game and haptic program.

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Visual Rhythm of Thriller Movies's Opening Title - Focusing on Identity (스릴러장르 영화 오프닝 시퀀스의 시각적 리듬 - '아이덴티티(Identity)'를 중심으로)

  • Shin, Seung-Yun;Sung, Bong-Sun;Kim, Jae-Ho
    • Journal of Korea Multimedia Society
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    • v.13 no.9
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    • pp.1365-1372
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    • 2010
  • Information of video can be percieved as the form of visual rhythm through temporal ordering systems. The shot, the base unit of video analysis, affects audience psychologicaliy with various temporal combination. Here, psychological stress and density of the story can be adjusted by the point of view shot of character. Acordingly the correlation analysis of shot duration and point of view shot can be useful for visual rhythm research. Identity one of the thriller genre works was selected for analyzing. This works produced by Kyle Cooper, a famous person in the opening sequence field. This works produced by Kyle Cooper, a famous person in the opening sequence field.