• Title/Summary/Keyword: 한국 애니메이션

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Decoupled Parametric Motion Synthesis Based on Blending (상.하체 분리 매개화를 통한 블렌딩 기반의 모션 합성)

  • Ha, Dong-Wook;Han, Jung-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.439-444
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    • 2008
  • The techniques, which locate example motions in abstract parameter space and interpolate them to generate new motion with given parameters, are widely used in real-time animation system for its controllability and efficiency However, as the dimension of parameter space increases for more complex control, the number of example motions for parameterization increases exponentially. This paper proposes a method that uses two different parameter spaces to obtain decoupled control over upper-body and lower-body motion. At each frame time, each parameterized motion space produces a source frame, which satisfies the constraints involving the corresponding body part. Then, the target frame is synthesized by splicing the upper body of one source frame onto the lower body of the other. To generate corresponding source frames to each other, we present a novel scheme for time-warping. This decoupled parameterization alleviates the problems caused by dimensional complexity of the parameter space and provides users with layered control over the character. However, when the examples are parameterized based on their upper body's spatial properties, the parameters of the examples are varied individually with every change of its lower body. To handle this, we provide an approximation technique to change the positions of the examples rapidly in the parameter space.

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e-Learning Contents Development as Social Negotiation Perspective: A Case Study of Program Development for the Public Sector Officials' Case Management (사회적 협상 관점의 e-Learning 콘텐츠 개발: 사례관리 담당 공무원을 위한 프로그램 개발 사례연구)

  • Kim, In-Sook;Jin, Sun-Mee
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.519-527
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    • 2011
  • The e-Learning program is a multimedia data program consisting of texts, images, animation, audio and video. The development of an e-Learning program requires time and is a complex process, requiring cooperation and open-communication between all parties involved, particularly in the event of a problem. This study will analyze the e-Learning contents development process from the Social Negotiation Perspective. An appropriate process for the development of the program and effective decision-making guidelines for those parties involved will be recommended. Participants' viewpoints regarding program development and guidelines were studied qualitatively, while the evaluation of developed content employed both qualitative and quantitative research. The study found the following results. First, the development of an e-Learning program requires a clear goal and purpose. Second, the target group must be clearly identified. Third, all parties involved must share in the development process and its outcomes. Fourth, the party requesting the program must allocate the appropriate time and budget for the development group. Finally, the project requires a strong, capable leadership for effective decision-making.

Iguana motion synthesis using soft body simulation (연체 시뮬레이션 기반 이구아나 동작 생성)

  • Moon, Jaeseok;Kwon, Taesoo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.1
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    • pp.33-38
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    • 2017
  • In this paper, we suggest a method to simulate high-quality iguana animation by using low-quality motion capture data. Iguana motion data captured using a small number of markers cannot express its movement precisely, and even with a realistic skin mesh, it shows unnatural movement because of limited degrees of freedom. In order to solve this problem, we propose to simulate a natural and flexible movement by applying a soft-body simulation technique which models the movement of an iguana according to muscle forces and body's elastic forces. We construct a motion graph from the motion capture data to describe the iguana's various movements, and utilize it to select appropriate movements when the iguana moves. A target point on a terrain is set from the user's input, and a graph path is planned based on it. As a result, the input movement of iguana walking on a flat ground transforms to a movement that is adapted in an online manner to the irregular heights of the terrain. Such a movement is used to calculate the ideal muscle lengths that are needed for soft-body simulation. Lastly, a tetrahedral mesh of the iguana is physically simulated to adapt to various situations by applying a soft-body simulation technique.

Efficient Treatment of Clumping and Stiffness for Wet Hair and Fur Simulation (젖은 헤어와 털 시뮬레이션을 위한 효율적인 응집력과 강성 처리)

  • Kim, Jong-Hyun;Lee, Jung
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.1
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    • pp.9-16
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    • 2017
  • Simulating the clumping and stiffness of wet hair or fur is a challenging problem. The dynamics of wet hair or fur is characterized by the clumping and stiffness at the tip, which is easily seen in running animals or headbanging scenes. Existing methods address these phenomenon within pre-set scenarios. But there is no consensus on the method of depicting the details of wet hair. Hence, the present paper proposes a new method of modeling the clumping and stiffness of wet hair or fur. Previous studies focused on modeling the absorption of water into hair or fur, whereas this paper highlights a realistic simulation of wet hair. Unlike dry hair strands, wet hair strands adjacent to one another are subjected to the clumping force and gather together, while at the same time becoming stiff as the saturation of water increases. The proposed method builds on the surface tension model based on SPH (smoothed particle hydrodynamics) to simulate the clumping force and to adjust the hair elasticity by giving stiffness constraints. The present method enables a realistic simulation of wet hair by maintaining the clumping force of the wet hair even in dynamic motions, and by simulating the stiffness of hair in line with water saturation.

A Study on The Factors Influencing the Satisfaction and Effectiveness of Smart Learning in The View of HRD in Company (기업의 HRD 관점에서 스마트러닝의 만족도와 효과에 영향을 미치는 요인에 관한 연구)

  • Cho, Jae-Han
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.3
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    • pp.468-478
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    • 2018
  • The goal of this study is to propose a new directivity for business training based on an analysis of the learner's satisfaction, the cause of the learning effect and the cause of reenrollment in smart learning courses. The data from 878 learners of 11 companies was analyzed by ANOVA and multiple regression analysis and the following results were obtained. First of all, the satisfaction of studying by smart learning showed various results depending on the motivation, process and contents of studying. According to the results, high rates of satisfaction were observed when the people take an active part in studying, as reflected in the frequency and time of studying. Also, when the learning contents were presented in an animated manner, the satisfaction of the students was increased. Second, the motivation of the students to participate in the smart learning and study process was reflected in the frequency, time and quality of their studies, thus confirming the learning effect. Lastly, the satisfaction and effectiveness of studying by smart learning are the causes of reenrollment. Based on the analysis results, it was concluded that the corporation's support and proper compensation are needed to increase the rate of satisfaction and the effectiveness of smart learning from the corporation's perspective. Also, from the viewpoint of the smart learning system operators, it is necessary to find ways of developing the learning contents.

Pose Transformation of a Frontal Face Image by Invertible Meshwarp Algorithm (역전가능 메쉬워프 알고리즘에 의한 정면 얼굴 영상의 포즈 변형)

  • 오승택;전병환
    • Journal of KIISE:Software and Applications
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    • v.30 no.1_2
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    • pp.153-163
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    • 2003
  • In this paper, we propose a new technique of image based rendering(IBR) for the pose transformation of a face by using only a frontal face image and its mesh without a three-dimensional model. To substitute the 3D geometric model, first, we make up a standard mesh set of a certain person for several face sides ; front. left, right, half-left and half-right sides. For the given person, we compose only the frontal mesh of the frontal face image to be transformed. The other mesh is automatically generated based on the standard mesh set. And then, the frontal face image is geometrically transformed to give different view by using Invertible Meshwarp Algorithm, which is improved to tolerate the overlap or inversion of neighbor vertexes in the mesh. The same warping algorithm is used to generate the opening or closing effect of both eyes and a mouth. To evaluate the transformation performance, we capture dynamic images from 10 persons rotating their heads horizontally. And we measure the location error of 14 main features between the corresponding original and transformed facial images. That is, the average difference is calculated between the distances from the center of both eyes to each feature point for the corresponding original and transformed images. As a result, the average error in feature location is about 7.0% of the distance from the center of both eyes to the center of a mouth.

A Study on MCC Development for Color Design (색체디자인을 위한 MCC 개발에 관한 연구)

  • Moon, Eun-Bae
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.219-232
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    • 2005
  • Moderns are living within flood of web contents, animation, reflex data etc. as well as sight, product, environment design. There fore, modern consumer has much options. Designer must provide various result for consumer for this reason. And must invent new sensitivity and propose to consumer. As purpose of this MCC sensitivity palette research takes advantage of the most sensitive color, do. Because applying correct sensitivity more than when design with matter already settled, rid private prejudice, and is thing to convey design intention exactly to user. Excellent culture contents must be able to equip international color design sensitivity. MCC sensitivity palette research studies and carries on the head emotion and sensitivity language that is nationality first, and collect End arranged sensitivity adjective through data analysis and picture data analysis that is the next time research leader Munheonjeok. And distributed collected adjective equally, and arrange distributed adjective by field of each sensitivity and collect system. Do 3 colors, 4 colors color scheme in selected sensitivity adjective and completed Simheom version. Result of beta version research to color specialist and designer last digital palette through question and inquiry compose. Through this process, completed more real and correct digital color sensitivity palette. Completed color scheme is operated in www.mcdri.net on web, and also programs to windows base and developed to software. MCC color scheme palette that research result is made includes sensitivity data database. This database can use directly in industry and continuous development is available. Software can search color scheme in language and idea development through classification search that use 3 attributes of color is available there is cough data of each output device different color error.

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Interactive Motion Retargeting for Humanoid in Constrained Environment (제한된 환경 속에서 휴머노이드를 위한 인터랙티브 모션 리타겟팅)

  • Nam, Ha Jong;Lee, Ji Hye;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.1-8
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    • 2017
  • In this paper, we introduce a technique to retarget human motion data to the humanoid body in a constrained environment. We assume that the given motion data includes detailed interactions such as holding the object by hand or avoiding obstacles. In addition, we assume that the humanoid joint structure is different from the human joint structure, and the shape of the surrounding environment is different from that at the time of the original motion. Under such a condition, it is also difficult to preserve the context of the interaction shown in the original motion data, if the retargeting technique that considers only the change of the body shape. Our approach is to separate the problem into two smaller problems and solve them independently. One is to retarget motion data to a new skeleton, and the other is to preserve the context of interactions. We first retarget the given human motion data to the target humanoid body ignoring the interaction with the environment. Then, we precisely deform the shape of the environmental model to match with the humanoid motion so that the original interaction is reproduced. Finally, we set spatial constraints between the humanoid body and the environmental model, and restore the environmental model to the original shape. To demonstrate the usefulness of our method, we conducted an experiment by using the Boston Dynamic's Atlas robot. We expected that out method can help the humanoid motion tracking problem in the future.

Game Analysis for Next Generation User Interface based on Storytelling (차세대 스토리텔링기반 유저 인터페이스를 위한 게임분석)

  • Lee, Dae-Young;Kim, Seon-Ju;Yu, Hui-Beom;Won, Sun-Jin;Sung, Jung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.534-539
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    • 2008
  • Nowadays, UI(User Interface)'s main target area is getting larger from user's convenience oriented interface, to user's satisfaction oriented interface. In this study, we attempted 'Storytelling User Interface' for fulfillment of user's satisfaction. We analyzed UI in games, distinguished and clarified its effectiveness that conveys main contents and special features to its audience. The most important element in storytelling UI is 'Inherent Drama'. This was proved through the game analysis with Blizzard's 'Diablo', Sierra's 'Home world', Eden Games' 'Test Drive Unlimited', EA's 'Black And White', and Sony Entertainment's 'Eye Of Judgment'. And we divided storytelling elements into 3 pieces, Mood Design - that shows story's background, or traits, Natural Control - for user's feeling as a hero in the content, and Flow Directing - using animation, visual design and sound, etc. Via these elements, we can make the best use of background, icon, animation, every structures and flow in games. Finally, we embodied three pieces for putting in practice for effective improving interface.

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Interactive 3D Visualization of Ceilometer Data (운고계 관측자료의 대화형 3차원 시각화)

  • Lee, Junhyeok;Ha, Wan Soo;Kim, Yong-Hyuk;Lee, Kang Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.2
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    • pp.21-28
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    • 2018
  • We present interactive methods for visualizing the cloud height data and the backscatter data collected from ceilometers in the three-dimensional virtual space. Because ceilometer data is high-dimensional, large-size data associated with both spatial and temporal information, it is highly improbable to exhibit the whole aspects of ceilometer data simply with static, two-dimensional images. Based on the three-dimensional rendering technology, our visualization methods allow the user to observe both the global variations and the local features of the three-dimensional representations of ceilometer data from various angles by interactively manipulating the timing and the view as desired. The cloud height data, coupled with the terrain data, is visualized as a realistic cloud animation in which many clouds are formed and dissipated over the terrain. The backscatter data is visualized as a three-dimensional terrain which effectively represents how the amount of backscatter changes according to the time and the altitude. Our system facilitates the multivariate analysis of ceilometer data by enabling the user to select the date to be examined, the level-of-detail of the terrain, and the additional data such as the planetary boundary layer height. We demonstrate the usefulness of our methods through various experiments with real ceilometer data collected from 93 sites scattered over the country.