• Title/Summary/Keyword: 모션 편집

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A Study on 3D Animation Production Using the iClone (아이클론을 활용한 3D 애니메이션 제작에 관한 연구)

  • Ryu, Chang-su;Hur, Chang-wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.520-522
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    • 2014
  • The 3D animation these days is confronted with a situation that should develop new contents fit for those circumstances of media in which new platforms such as smart phones, tablet PCs, and smart TVs, etc. are in a rapid change and establish media strategies. Attempts are made of developing methods to diversify content type coping with new smart media characteristics including smart phones, tablet PCs, and smart TVs, etc., with materials of the same story and character, and developing animation video contents based on new media technology. This study made avatas utilizing iClone, avata 3D production technology and investigated 3D animation production methods through costume editing and motion editing.

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Development of 3D sign language learning system for processing natural language (자연어 처리 수화 3D 학습 시스템 개발)

  • Kim, jai-hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.229-230
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    • 2011
  • 이 연구는 청각장애자 및 건청인들을 위한 수화교육 시스템으로 주어진 환경 내에서 청각 장애자 및 건청인들에게 3D 시각적인 정보를 활용해 교육하는 시스템에 대한 연구이다. 실생활에서 사용하는 수화 동작은 3D DB화하여, 입력되는 한글 텍스트에 대응해 3D 캐릭터가 수화 동작을 리얼하게 구현하는 것을 목적으로, 수화 교육이 필요한 장소나 사람들에게 유용하게 활용할 수 있도록 한다. 생활단어를 추가하여 대부분의 생활용어를 적절히 표현할 수 있도록 하고, 자연스러운 수화단어 구현을 위한 모션 편집 및 블랜딩 기법을 적용하며, 자연어처리 알고리즘을 활용하여 한글문장에도 대응할 수 있도록 개발하기 위하여 수화 애니메이션 기술, 한글 입력 문장에 따른 3D 수화 구문 변화 자연어 처리 알고리즘, 실시간 3D 랜더링 기술 등을 근간으로 한 시스템을 개발하고자 한다.

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Graphic Editor for Ladder Diagrams based on PLCopen XML (표준 XML 스키마 기반의 LD 그래픽 편집기 구현)

  • Kwon, Min-Hyuk;Shin, Seung-Cheol
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10c
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    • pp.526-529
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    • 2007
  • 산업자동화, 임베디드시스템, 지능형 빌딩, 유비쿼터스 환경 구축 등의 다양한 분야에 활용되는 PLC나 모션제어기를 위한 표준안은 IEC 61131-3이다. 이 표준안은 제어기를 위한 프로그래밍 환경과 언어의 문법구조를 정의하고 있으나, 도식적으로 표현되는 LD 프로그램의 저장 형식이 제시되지 않아서 관련 소프트웨어마다 서로 다른 저장 형식을 사용한다. PLCopen 그룹에서 배포한 표준 저장 형식 XML 스키마를 사용하면 데이터의 교환과 연동 언어들의 호환이 가능하다. 본 논문은 표준 XML 스키마를 기반하는 LD 그래픽편집기를 구현한다. 구현 형태는 Eclipse 플러그인으로서, Eclipse 도구인 EMF와 GEF를 이용하였다.

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A Study on Some Examples of Special Effect in Digital Image (디지털 영상 표현에 있어 특수효과 사례에 관한 연구)

  • 이은화;이규옥
    • Archives of design research
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    • v.12 no.1
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    • pp.51-60
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    • 1999
  • Since the appearance of moving images, the expansion of mass media such as 1V or VCR has made the pace and range of spreading information to people faster and widely popular. Recendy, the development of digital image technique has resulted in solving the problem -great defect- of the display quality of analogue system; special effects by means of computer graphics have risen to a higher quality level; showed the new direction of digital image; and popular wi1h people all c:Ner the world. This paper reestablishes the notion of image up to now, and analyses the technical differences between analogue system and digital system on the basis of the SpecifIC property and skill of digital image editing; it also studies the special effects which can be applied to the image editing software. Moreover, in researdting 1V advertising, the special effects by digital system in use in 1his country today complies with the statistics in their own field. The special effects in 1V advertising is performed at a higher standard by a professional production. Accordingly, with the help of technology of digital moving image, the special effects are expected to continue developing into a level of high quality

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Direct Retargeting Method from Facial Capture Data to Facial Rig (페이셜 리그에 대한 페이셜 캡처 데이터의 다이렉트 리타겟팅 방법)

  • Cho, Hyunjoo;Lee, Jeeho
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.2
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    • pp.11-19
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    • 2016
  • This paper proposes a method to directly retarget facial motion capture data to the facial rig. Facial rig is an essential tool in the production pipeline, which allows helping the artist to create facial animation. The direct mapping method from the motion capture data to the facial rig provides great convenience because artists are already familiar with the use of a facial rig and the direct mapping produces the mapping results that are ready for the artist's follow-up editing process. However, mapping the motion data into a facial rig is not a trivial task because a facial rig typically has a variety of structures, and therefore it is hard to devise a generalized mapping method for various facial rigs. In this paper, we propose a data-driven approach to the robust mapping from motion capture data to an arbitary facial rig. The results show that our method is intuitive and leads to increased productivity in the creation of facial animation. We also show that our method can retarget the expression successfully to non-human characters which have a very different shape of face from that of human.

Visual Narrative Strategy of Game Promotion: Comparative Analysis of Dead Island and Dead Island 2 Trailers (게임 프로모션 시각 내러티브 전략: <데드 아일랜드>와 <데드 아일랜드 2> 예고편 비교 분석)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.249-269
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    • 2017
  • Promotion and marketing, which are essential to lower the investment risk and maximize commercial profit in the video game market. Game developers and publishers set up public relations strategies to encourage potential consumers' needs. Considering characteristics of video game, the trailer, which is the animated image advertisement material, could occupy a key position in its promotion and marketing plan. Cinematic spectacles and attractive narratives are essential ingredients for game trailers, which are usually produced in 3D animation. Dead Island is an open world first person shooters (FPS) game released in 2011. When launched, it grabbed a great attention with a trailer, awarded the Golden Lion Prize for the best internet film at the Cannes Lions International Festival of Creativity. The game was a commercial success and several spin-offs were producted. In 2014, its publisher, Deep Silver showed the official trailer of Dead Island 2 at Electronic Entertainment Expo, the world's largest game show. Dead Island 2 was scheduled to be released in 2016, but has been now delayed until 2018. This study compares and analyzes two trailers of Dead Island 1 and Dead Island 2. We examine the narrative structure of the trailer for the sequel promotion of a successful game. The differences between the two could be useful for building a promotion strategy of other game series.

Design and Implementation of Policy-oriented Matching Agent System for Electronic Commerce (전자상거래를 위한 정책지향 매칭 에이전트 시스템의 설계 및 구현)

  • Hwang, Byeong-Yeon;Park, Seong-Cheol
    • The KIPS Transactions:PartD
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    • v.8D no.5
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    • pp.623-630
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    • 2001
  • Recently, Internet solution market is focused on competition in Electronic Commerce (EC) rather than necessity and effectiveness of EC. In this paper, we propose a policy-oriented matching agent system that makes EC market active. We can pursue diverse promotion since policies are objects, and we can formulate, carry out, pursue, and evaluated a policy consistently on the proposed solution since our solution is integrated into merits of rule-based system and operation space (release post). There are three important points of the implementation. It is component-based structure that fits to be a basic platform for EC. It is connected with other system easily, so it can help marketing. Marketing.

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Searching Human Motion Data by Sketching 3D Trajectories (3차원 이동 궤적 묘사를 통한 인간 동작 데이터 검색)

  • Lee, Kang Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.19 no.2
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    • pp.1-8
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    • 2013
  • Captured human motion data has been widely utilized for understanding the mechanism of human motion and synthesizing the animation of virtual characters. Searching for desired motions from given motion data is an important prerequisite of analyzing and editing those selected motions. This paper presents a new method of content-based motion retrieval without the need of additional metadata such as keywords. While existing search methods have focused on skeletal configurations of body pose or planar trajectories of locomotion, our method receives a three-dimensional trajectory as its input query and retrieves a set of motion intervals in which the trajectories of body parts such as hands, foods, and pelvis are similar to the input trajectory. In order to allow the user to intuitively sketch spatial trajectories, we used the Leap Motion controller that can precisely trace finger movements as the input device for our experiments. We have evaluated the effectiveness of our approach by conducting a user study in which the users search for dozens of pre-selected motions from baseketball motion data including a variety of moves such as dribbling and shooting.