• Title/Summary/Keyword: <아바타>

Search Result 491, Processing Time 0.031 seconds

A Study of 3D Stereoscopic TV Animation Production: A Case Study of Pororo, the Little Penguin (3D TV 입체 애니메이션 제작에 대한 연구: <뽀롱 뽀롱 뽀로로> 4 시즌 테스트 제작사례분석을 중심으로)

  • Choi, Sung-Kyu;Oh, Jun-Heon
    • Cartoon and Animation Studies
    • /
    • s.28
    • /
    • pp.101-124
    • /
    • 2012
  • Success of brought a large revolution in the world of cinema and the media market. They have predicted new industrial possibility for 3D Stereoscopic image and trends started to support for producing in the field of various media platform. We can see our domestic technology creates higher added value in the sphere of hard-wear for the market of worldwide home TV electronics. But in reality we are short of effective and organized pipeline of producing and we should analyse cases more for Stereoscopic 3D animations. Therefore in this paper, we present case study on animation made into Stereoscopic 3D animation to build up suitable Stereoscopic 3D TV animations pipeline. We differentiate from any other Stereoscopic content by applying artistic elements and technological elements, especially human factor and 3D Sweetening to elevate the level of 3D Stereoscopic effect for main audience, children. We propose how to strengthen the competitiveness of Korean animation for world animation market.

Human Emotion Recognition using Power Spectrum of EEG Signals : Application of Bayesian Networks and Relative Power Values (EEG 신호의 Power Spectrum을 이용한 사람의 감정인식 방법 : Bayesian Networks와 상대 Power values 응용)

  • Yeom, Hong-Gi;Han, Cheol-Hun;Kim, Ho-Duck;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.18 no.2
    • /
    • pp.251-256
    • /
    • 2008
  • Many researchers are studying about human Brain-Computer Interface(BCI) that it based on electroencephalogram(EEG) signals of multichannel. The researches of EEG signals are used for detection of a seizure or a epilepsy and as a lie detector. The researches about an interface between Brain and Computer have been studied robots control and game of using human brain as engineering recently. Especially, a field of brain studies used EEG signals is put emphasis on EEG artifacts elimination for correct signals. In this paper, we measure EEG signals as human emotions and divide it into five frequence parts. They are calculated related the percentage of selecting range to total range. the calculating values are compared standard values by Bayesian Network. lastly, we show the human face avatar as human Emotion.

Dynamic Facial Expression of Fuzzy Modeling Using Probability of Emotion (감정확률을 이용한 동적 얼굴표정의 퍼지 모델링)

  • Kang, Hyo-Seok;Baek, Jae-Ho;Kim, Eun-Tai;Park, Mignon
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.19 no.1
    • /
    • pp.1-5
    • /
    • 2009
  • This paper suggests to apply mirror-reflected method based 2D emotion recognition database to 3D application. Also, it makes facial expression of fuzzy modeling using probability of emotion. Suggested facial expression function applies fuzzy theory to 3 basic movement for facial expressions. This method applies 3D application to feature vector for emotion recognition from 2D application using mirror-reflected multi-image. Thus, we can have model based on fuzzy nonlinear facial expression of a 2D model for a real model. We use average values about probability of 6 basic expressions such as happy, sad, disgust, angry, surprise and fear. Furthermore, dynimic facial expressions are made via fuzzy modelling. This paper compares and analyzes feature vectors of real model with 3D human-like avatar.

EasyLab : An Avatar Robot for Algorithm Education (알고리즘 교육을 위한 아바타 로봇 : EasyLab)

  • Park Young-Mok;Kim Ho-Yong;Seo Yeong-Geon
    • Journal of Digital Contents Society
    • /
    • v.5 no.1
    • /
    • pp.35-40
    • /
    • 2004
  • Today`s education is in the 7th education curriculum. But, there is nothing that can be used in the classroom as a tool for education supplement. Easylab is a GUI-programing tool for students who not good at using computers. EasyLab is used in the classroom as a kind of tool to give a rise to ingenuity and creation which need at present education curriculum. When use it, first, learners think of programming-ideas, then program through icon-based software-EasyLab. After programing, the leaner can see the result directly thorough the programing code which are delivered by EasyRobot. So, leaner can study and discuss with the robot`s result. If, the result is incorrect, the robot will do a feedback as a kind of rule. One of the EasyLab`s specific property is that consisted icon-based flow-chart model. And leaner can practice with the robot that have input and output sense.

  • PDF

A comparison of fit and appearance between real torso length sloper with 3D virtual torso length sloper (토르소 원형의 실제착의와 3D 가상착의의 외관 유사도 평가에 관한 연구)

  • Kim, Youngsook;Yin, Siya;Song, Hwa Kyung
    • The Research Journal of the Costume Culture
    • /
    • v.22 no.6
    • /
    • pp.911-929
    • /
    • 2014
  • This study is designed to analyze the similarity of fit and appearance between 3D virtual torso length sloper with real torso length sloper according to three 3D virtual clothing simulation programs (Optitex, CLO 3D, i-Designer), three body types (A, N, H) and fit status. We selected three representative body type models of females aged 20~30 and got their direct body measurements. Using these body measurements, we developed three 3D avatar body models and made three torso length fitted sloper with long sleeves. Thirty expert fit judges consisting of technical designers and graduate students assessed the similarity of fit and appearance between 3D virtual clothing and real clothing by observing images classified into front, back and side scene. We conducted ANOVA and post-hoc analyses to compare fit and appearance between real clothing and virtual clothing depending on three program. The results showed that CLO 3D represented fit and silhouette most similarly among the programs, especially girths, width and length. i-Designer tended to be relatively good to represent stress fold amount and silhouette. Optitex was assessed relatively better in expressing ease amounts in torso girths and armscye girths, but relatively worse for width, length, stress fold amount and silhouette.

3-D Facial Animation on the PDA via Automatic Facial Expression Recognition (얼굴 표정의 자동 인식을 통한 PDA 상에서의 3차원 얼굴 애니메이션)

  • Lee Don-Soo;Choi Soo-Mi;Kim Hae-Hwang;Kim Yong-Guk
    • The KIPS Transactions:PartB
    • /
    • v.12B no.7 s.103
    • /
    • pp.795-802
    • /
    • 2005
  • In this paper, we present a facial expression recognition-synthesis system that recognizes 7 basic emotion information automatically and renders face with non-photorelistic style in PDA For the recognition of the facial expressions, first we need to detect the face area within the image acquired from the camera. Then, a normalization procedure is applied to it for geometrical and illumination corrections. To classify a facial expression, we have found that when Gabor wavelets is combined with enhanced Fisher model the best result comes out. In our case, the out put is the 7 emotional weighting. Such weighting information transmitted to the PDA via a mobile network, is used for non-photorealistic facial expression animation. To render a 3-D avatar which has unique facial character, we adopted the cartoon-like shading method. We found that facial expression animation using emotional curves is more effective in expressing the timing of an expression comparing to the linear interpolation method.

A Study on Business model of through Second life (세컨드 라이프(Second Life)를 통한 문화콘텐츠 비즈니스 모델연구)

  • Choi, Eunyoung
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2008.05a
    • /
    • pp.431-435
    • /
    • 2008
  • Thanks to the development of internet, on-line market expands exponentially and corresponding solid business models are drawn attentions. Most of on-line trading items are limited with selling game related items however, Linden Lab made its turning point by introducing cyber reality game to shape the cyber life with creating his own Avatar in 2003. After 2003, Second life has grown sharply that over 12 million users around the world. While former games are progressed within fixed scenario, the concept of avatars who live his or her own lives at the cyber space that successfully differentiate from former online game. Further, cyber money, Linden Dollar can be used to buy real estate, cloth, shoes just like at real economy system. Not only for using corporate marketing, various areas of activities; promotion of public sector, politics, education are also functioned at the cyber life. In Korea, Korean version of Second life was introduced at the end of 2007 that draws attentions from the users. In this study, I examine various business models of cyber through Second life and suggest feasible culture-contents applying models.

  • PDF

The Education Methodology for the Production of Stereoscopic 3D Image Contents -Focusing on University Education (3D 입체영상 콘텐츠 제작 교육 방법론 -대학교육을 중심으로)

  • Park, SungDae;Lee, Junsang
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.20 no.11
    • /
    • pp.2045-2053
    • /
    • 2016
  • Many research institutes have studied 3D stereoscopic images since the release of 3D stereoscopic film 'Avatar' in 2009. Universities have conducted research on and studied 3D stereoscopic image in various ways, and even university curriculums have adopted 3D stereoscopic image production courses. However, universities face many difficulties in purchasing expensive equipment including cameras and rigs for 3D stereoscopic image contents production training. This paper addresses the 3D stereoscopic image content production curriculum using software in university. A practical training course was carried out based on the theoretical contents and theories that must be dealt with in 3D stereoscopic image contents production curriculum. As a result, students could understand the principles of 3D stereoscopic image production and produce various 3D stereoscopic images using various software applications. In this parer, proper instructional methods for 3D stereoscopic image contents production in university are discussed through this production course.

Narrative Structural Analysis of Quest in MMORPGs : Focused on <World of Warcraft> (구조주의 서사이론에 기반한 MMORPG 퀘스트 분석 : <월드 오브 워크래프트>를 중심으로)

  • Han, Hye-Won;Cho, Sung-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.9
    • /
    • pp.143-150
    • /
    • 2009
  • A quest in MMORPG functions as a unit of game narrative. It is an essential part to progress game narrative and to construct player's own storyline. In addition, it makes player to expand her territory and helps with character growth by giving reward. A quest consists of four essential elements : the quest giver, the background story, the objective and the reward. A quest shows a blanch structure with two nodes which is same as Claude Bremond's elementary sequence. The sequence of each functions cannot be changed, therefore, it can be explained through a syntagma model. On the other hand, spatial disposition of quests follows a paradigm model. In order to construct a MMORPG narrative, a player connects quests into a single narrative by carrying out them.

Expanding character roles and replacing worldviews in character-centric storytelling

  • Seo, Hyun Kyung
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.11
    • /
    • pp.67-74
    • /
    • 2021
  • This paper intends to analyze the role expansion of characters, which was an important factor in setting the worldview in storytelling. With the development of media, the way of setting the worldview began to change. At the center of these changes are 'Transmedia' and 'Metaverse', which have recently been receiving attention. With the development of trans media, where the intersection and convergence of media is actively attempted, characters are breaking free from their innate limitations, crossing various media, and performing various activities in new stories. In addition, in the metaverse, an extended concept of the real world, avatars play a role in constructing and expanding the metaverse world as users and creators. By analyzing these changes, we would like to deal with the phenomenon in which character setting, which was used as an element in orthodox world view setting, replaces the world view.