• Title/Summary/Keyword: 한국TV

Search Result 5,504, Processing Time 0.031 seconds

Study of Animation 3-Dimensional Motion Picture (애니메이션 입체 영화에 대한 연구)

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
    • /
    • s.9
    • /
    • pp.127-142
    • /
    • 2005
  • Not only in Korea but throughout the entire world millions of people are in contact with images. Images have become a medium through which to transmit anything from simple visualizations of moving images to knowledge and information. The age of the internet has arisen thanks to scientific development, and the internet generation's acquisition of information is continuously becoming faster. The spectators, ufo must choose amongst the excessive amount of available information, are changing along with it just as quickly. The method of visual transmission has changed to match the demands of the fast-changing pace of the new generation. In order to receive an instantaneous selection amongst much information, the primary requisite is attracting one's attention, and then presenting a corresponding feeling of satisfaction. The early stages of film arose from the desire to capture one's actual situation as it realty is. Unsatisfied with the still picture, people developed the motion picture. Research has succeeded in reproducing 3-dimensional images more realistic than the actual image we perceive as a result of the difference in visual perspective of both eyes and their response to rays of light From color film to 3-dimensional pictures, people enjoy the magnificent results of this. All fields within the category of film are continuously studying the human desire to pursue their visual side, namely the pursuit of visual images with a maximum sense of reality. The images that millions of people around the world see now are flat. The screen's depth and optical illusions effectively give a sense of reality while conveying information. However, although the flat screen is able to create a sense of depth using the different visual perspective of each eye for the realization of a cubic effect, there are limitations. Entering the 21s1 century, there is a quickly-arising branch within the field of image media which seeks to overcome these limitations Although 3-dimensional images began in films, entering the latter half of the 20th century, due to development of 3-dimensional images using the mediums of the animation field, cellular phones, advertisement screens, television etc., without restriction is designated as 'image.'. With research having started around 1900 and continuing for over 100 years, we are now able to witness the popularization of 3-dimensional films happening before our very eyes. Within our own country, we can frequently see them at amusement parks and museums. In the future, through the popularization of HDTV etc., there is a good outlook for practical use of 3-dimensional images in televisions with advanced picture qualify as well as in other areas. Together with the international current, research on 3-dimensional films has been activated in Korea and is rising as a main current in the film industry. Within this context, the contents and understanding of 3-dimensional images must keep in step with the pace of technical advancements. In order to accelerate of development of film contents to keep in pace with technical developments, this dissertation presents the techniques and technical aspects of future developments, and shows the need to prepare in advance to make the field grow- and thereby avoid having a lack of experts and being conquered by other nations in the field - rather than only advancing the technical aspects and importing the contents. This dissertation aims to stimulate interest and continual research by progressive-thinking people related to the film industry. Part II looks into the definition and types of 3-dimensional motion pictures, the terminology, the fundamentals of image formation, current market fluctuations, and looks into 3-dimensional techniques which can be borrowed and introduced in 3-dimensional animations. Part III concerns 3-dimensional animated films. It analyzes 3-dimensional production techniques while using the introduction of specific animation techniques in the 2004 production Lee Sun Shin and Nelson - Naval Heroes 3-dimensional animation produced in 2004 by Clay & Puppet Stop-Motion Animation & Computer Graphic. Original Korean title: 해전영웅 이순신과 넬슨. as an example, and it also looks into how current film techniques used in animations can be applied in 3-dimensional films. Additionally, the actual stages of the various fields of 3-dimensional animations are presented. Given the current direction and advancement of 3-dimensional films making use of animations and the possible realization of this field, the author plans to weigh the development of this yet unexploited new market Not looking at the current progress of the field, but rather the direction of the hypothetical types of animation techniques, the author predicts the marketability and possibility of development of each area.

  • PDF

A Study on the Differences of Information Diffusion Based on the Type of Media and Information (매체와 정보유형에 따른 정보확산 차이에 대한 연구)

  • Lee, Sang-Gun;Kim, Jin-Hwa;Baek, Heon;Lee, Eui-Bang
    • Journal of Intelligence and Information Systems
    • /
    • v.19 no.4
    • /
    • pp.133-146
    • /
    • 2013
  • While the use of internet is routine nowadays, users receive and share information through a variety of media. Through the use of internet, information delivery media is diversifying from traditional media of one-way communication, such as newspaper, TV, and radio, into media of two-way communication. In contrast of traditional media, blogs enable individuals to directly upload and share news, which can be considered to have a differential speed of information diffusion than news media that convey information unilaterally. Therefore this Study focused on the difference between online news and social media blogs. Moreover, there are variations in the speed of information diffusion because that information closely related to one person boosts communications between individuals. We believe that users' standard of evaluation would change based on the types of information. As well, the speed of information diffusion would change based on the level of proximity. Therefore, the purpose of this study is to examine the differences in information diffusion based on the types of media. And then information is segmentalized and an examination is done to see how information diffusion differentiates based on the types of information. This study used the Bass diffusion model, which has been frequently used because this model has higher explanatory power than other models by explaining diffusion of market through innovation effect and imitation effect. Also this model has been applied a lot in other information diffusion related studies. The Bass diffusion model includes an innovation effect and an imitation effect. Innovation effect measures the early-stage impact, while the imitation effect measures the impact of word of mouth at the later stage. According to Mahajan et al. (2000), Innovation effect is emphasized by usefulness and ease-of-use, as well Imitation effect is emphasized by subjective norm and word-of-mouth. Also, according to Lee et al. (2011), Innovation effect is emphasized by mass communication. According to Moore and Benbasat (1996), Innovation effect is emphasized by relative advantage. Because Imitation effect is adopted by within-group influences and Innovation effects is adopted by product's or service's innovation. Therefore, ours study compared online news and social media blogs to examine the differences between media. We also choose different types of information including entertainment related information "Psy Gentelman", Current affair news "Earthquake in Sichuan, China", and product related information "Galaxy S4" in order to examine the variations on information diffusion. We considered that users' information proximity alters based on the types of information. Hence, we chose the three types of information mentioned above, which have different level of proximity from users' standpoint, in order to examine the flow of information diffusion. The first conclusion of this study is that different media has similar effect on information diffusion, even the types of media of information provider are different. Information diffusion has only been distinguished by a disparity between proximity of information. Second, information diffusions differ based on types of information. From the standpoint of users, product and entertainment related information has high imitation effect because of word of mouth. On the other hand, imitation effect dominates innovation effect on Current affair news. From the results of this study, the flow changes of information diffusion is examined and be applied to practical use. This study has some limitations, and those limitations would be able to provide opportunities and suggestions for future research. Presenting the difference of Information diffusion according to media and proximity has difficulties for generalization of theory due to small sample size. Therefore, if further studies adopt to a request for an increase of sample size and media diversity, difference of the information diffusion according to media type and information proximity could be understood more detailed.

The Ontology Based, the Movie Contents Recommendation Scheme, Using Relations of Movie Metadata (온톨로지 기반 영화 메타데이터간 연관성을 활용한 영화 추천 기법)

  • Kim, Jaeyoung;Lee, Seok-Won
    • Journal of Intelligence and Information Systems
    • /
    • v.19 no.3
    • /
    • pp.25-44
    • /
    • 2013
  • Accessing movie contents has become easier and increased with the advent of smart TV, IPTV and web services that are able to be used to search and watch movies. In this situation, there are increasing search for preference movie contents of users. However, since the amount of provided movie contents is too large, the user needs more effort and time for searching the movie contents. Hence, there are a lot of researches for recommendations of personalized item through analysis and clustering of the user preferences and user profiles. In this study, we propose recommendation system which uses ontology based knowledge base. Our ontology can represent not only relations between metadata of movies but also relations between metadata and profile of user. The relation of each metadata can show similarity between movies. In order to build, the knowledge base our ontology model is considered two aspects which are the movie metadata model and the user model. On the part of build the movie metadata model based on ontology, we decide main metadata that are genre, actor/actress, keywords and synopsis. Those affect that users choose the interested movie. And there are demographic information of user and relation between user and movie metadata in user model. In our model, movie ontology model consists of seven concepts (Movie, Genre, Keywords, Synopsis Keywords, Character, and Person), eight attributes (title, rating, limit, description, character name, character description, person job, person name) and ten relations between concepts. For our knowledge base, we input individual data of 14,374 movies for each concept in contents ontology model. This movie metadata knowledge base is used to search the movie that is related to interesting metadata of user. And it can search the similar movie through relations between concepts. We also propose the architecture for movie recommendation. The proposed architecture consists of four components. The first component search candidate movies based the demographic information of the user. In this component, we decide the group of users according to demographic information to recommend the movie for each group and define the rule to decide the group of users. We generate the query that be used to search the candidate movie for recommendation in this component. The second component search candidate movies based user preference. When users choose the movie, users consider metadata such as genre, actor/actress, synopsis, keywords. Users input their preference and then in this component, system search the movie based on users preferences. The proposed system can search the similar movie through relation between concepts, unlike existing movie recommendation systems. Each metadata of recommended candidate movies have weight that will be used for deciding recommendation order. The third component the merges results of first component and second component. In this step, we calculate the weight of movies using the weight value of metadata for each movie. Then we sort movies order by the weight value. The fourth component analyzes result of third component, and then it decides level of the contribution of metadata. And we apply contribution weight to metadata. Finally, we use the result of this step as recommendation for users. We test the usability of the proposed scheme by using web application. We implement that web application for experimental process by using JSP, Java Script and prot$\acute{e}$g$\acute{e}$ API. In our experiment, we collect results of 20 men and woman, ranging in age from 20 to 29. And we use 7,418 movies with rating that is not fewer than 7.0. In order to experiment, we provide Top-5, Top-10 and Top-20 recommended movies to user, and then users choose interested movies. The result of experiment is that average number of to choose interested movie are 2.1 in Top-5, 3.35 in Top-10, 6.35 in Top-20. It is better than results that are yielded by for each metadata.

A Comparative Study of Housing Cultures between Korean-Immigrants and Australians in Melbourne, Australia (호주인과 호주교민의 주공간 사용 및 주생활을 통한 주거문화 비교에 관한 연구 - 멜버른(Melbourne)을 중심으로)

  • Lee Young-Shim
    • Journal of Families and Better Life
    • /
    • v.24 no.1 s.79
    • /
    • pp.159-179
    • /
    • 2006
  • Each ethnic group has different cultural backgrounds and each culture has developed with its own traditions. The interaction between different cultures is getting more active through acculturation and cultural contacts. The purpose of this study was to compare domestic living of Korean immigrants with Australians in the form of a Cross-Cultural study. For this, usage of domestic space and seating style of 52 Korean households and 53 Australian households in Melbourne were analyzed. Ethnographic research with questionnaire was used. The results of the research were as follows. 1. The most popular type of Living-Dining-Kitchen arrangement was L+ K. D for Koreans and L. D . K for Australians. 2. A laundry room was indispensable for both and they all wanted to do ironing in there as well as dry. Both were satisfied with the type which toilet was separated from the bathroom Drain hole on the floor of the bathroom was not indispensable for most Koreans and Australians. 3. Koreans and Australians were doing various activities in living area and both were getting together around kitchen(dining) area. The particular thing of Koreans was that they were using the main bedroom with multiple purpose. 4. The seating style of Koreans and Australians belong to chair-seating style generally. But Koreans were using floor seating style in making bed for the guest and making Kimchi. Koreans and Australians were using mixed style of floor seating and chair-seating in relaxing time with watching TV, treating guest or so. 5. Koreans were not satisfied with using carpet cause of dust but Australians were satisfied with the carpet cause of warmness. 6. Most Koreans and Australians were take off shoes inside of the house. Koreans were organize shoes around the front door of the house usually and Australians were organize shoes in bedroom usually. 7. The most popular heating system was ducted heating for both. The level of satisfaction about ducted heating was low for Koreans because they though that it could contaminate air. Australians were satisfied with ducted heating because they though that this one was fit on the weather of this area. 8. Living room was the most important one for Koreans and Australians and they also thought it should be decorated well for entertaining guests. Most Koreans were estimate that the brightness of the light of the house was not enough but it was estimated to moderate for Australians on the contrary.

Study on Life Satisfaction of Groups According to Farm Work and Leisure Activity in Rural Elderly (농촌 노인의 일.여가활동 유형에 따른 삶의 만족감)

  • Kim, Jong-In;Kim, Yun-Jeong
    • Journal of Agricultural Extension & Community Development
    • /
    • v.19 no.2
    • /
    • pp.321-353
    • /
    • 2012
  • This study aims to find out ways of improving life satisfaction of rural elderly by investigating their work and leisure activity, two significant axis of the life in later life. For this purpose, researchers and one assistant researcher visited house, senior citizen's center and health center, in order to have interviews with senior citizen above 65, who are currently working in the field. The summary of the research findings are as follows; First, the average size of the farm land which each senior citizen works on is $9,237.92m^2$ and they mostly work for economic reason. During farming season, they work on average 8.62 hour per day. As primary reasons for why farming work is difficult, "insufficient income" was picked. In fact, the average annual income senior citizens earn from farming is about 15.4 million won. 49.1% of sample senior citizens work both on watered farm and farm, and they are engaged in farming 48.82 years on average, showing that most of their lives have been spent on farming. In spite of these difficulties, most senior citizens showed high intention to continue farming work further. Second, senior citizens turn out to spend their leisure time mostly on public leisure activities such as watching TV, hearing radio and gatherings with families, relatives. However, individual activities such as meditation, yoga, drawing and calligraphy turn out to be low because they require foundations to enjoy. Third, senior citizen in rural areas were divided into four groups by farm work and leisure activity: group separated from work and leisure activity(27.09%), group centered to leisure activity(24.42%), group centered to work(23.75%), and group integrated work and leisure activity(23.75%). Fourth, the groups were different depending on demographic characteristics. Namely, male senior citizen, higher educational level, living in elderly couple households, and satisfied with their economic level belonged to the group integrated work and leisure activity. But senior citizen aged above 65 years old and working for their livelihood belonged to the group centered to work, and most of female and senior citizen aged above 80 years old belonged to the group separated from work and leisure activity. Finally, as the result of analysis of differences in life satisfaction according to farm work and leisure activity of senior citizen in rural areas, the group integrated work and leisure activity, and group centered to leisure activity were higher in life satisfaction than the group separated from work and leisure activity, and group centered to work. The above result indicates that life satisfaction of senior citizen depends upon leisure activity rather than work.

Using the fusion of spatial and temporal features for malicious video classification (공간과 시간적 특징 융합 기반 유해 비디오 분류에 관한 연구)

  • Jeon, Jae-Hyun;Kim, Se-Min;Han, Seung-Wan;Ro, Yong-Man
    • The KIPS Transactions:PartB
    • /
    • v.18B no.6
    • /
    • pp.365-374
    • /
    • 2011
  • Recently, malicious video classification and filtering techniques are of practical interest as ones can easily access to malicious multimedia contents through the Internet, IPTV, online social network, and etc. Considerable research efforts have been made to developing malicious video classification and filtering systems. However, the malicious video classification and filtering is not still being from mature in terms of reliable classification/filtering performance. In particular, the most of conventional approaches have been limited to using only the spatial features (such as a ratio of skin regions and bag of visual words) for the purpose of malicious image classification. Hence, previous approaches have been restricted to achieving acceptable classification and filtering performance. In order to overcome the aforementioned limitation, we propose new malicious video classification framework that takes advantage of using both the spatial and temporal features that are readily extracted from a sequence of video frames. In particular, we develop the effective temporal features based on the motion periodicity feature and temporal correlation. In addition, to exploit the best data fusion approach aiming to combine the spatial and temporal features, the representative data fusion approaches are applied to the proposed framework. To demonstrate the effectiveness of our method, we collect 200 sexual intercourse videos and 200 non-sexual intercourse videos. Experimental results show that the proposed method increases 3.75% (from 92.25% to 96%) for classification of sexual intercourse video in terms of accuracy. Further, based on our experimental results, feature-level fusion approach (for fusing spatial and temporal features) is found to achieve the best classification accuracy.

A Study on the Informal Cost Burden of the Patients Admitted to the Hospital (입원환자의 비공식적 의료비용 부담에 관한 연구)

  • Han, Mi-Hyun
    • Journal of Korean Academy of Nursing Administration
    • /
    • v.7 no.1
    • /
    • pp.5-14
    • /
    • 2001
  • To estimate total burden of hospital admission over patient of gamily, we need to know the unofficial private expenses in addition to explicit hospital admission fees. This study was conducted from June 29, 2,000 to August 10, 2,000. Subjects were 104 patient at university hospital located at chungnam province. After thorough explanation of purpose and procedures, notebooks are given to each patient or guardian. They are requested to recorded all relevant expenditures occurred during hospital stay. Incomplete records were filled-up by direct personal contact or phones. Datas were summarized and analyzed using SAS statistical package. P-value less than 0.05 was considered significant. The results of the study are as follows: 1. In 96.1% of the patient, guardians stayed at hospital to take care of patients. In 38,8% one of the family members get work-leave or temporary resting from job. Average date of leave was 7.5days. 2. Average informal cost burden per patient was 204,467 won (14,330 won${\sim}$1,594,870 won). Average hospital cost paid by the patient was 1,061,807 won. The ratio of informal cost burden to hospital cost paid by the patient was 0.327. 3. According to the regression analysis, the relevant factors affection informal cost burdens were distance from home to hospital(p=0.018), and duration of hospitalization(p=0.0001). 4. Informal cost burden was composed of expenses for personal expense of care giver (126, 720 won/patient), meal (86,924 won/patient), transportation (77,648 won/patient), necessaries of life (18,789 won/patient), tests and treatments not covered by insurance (17,289 won/patient), medical supplies not covered by insurance (15,280 won/patient), treat for visitors (14,757 won/patient), TV coin (8,247 won/patient), and others (7,582 won/patient). In addition to the hospital cost paid by the patient for hospital admission, the informal cost burdens should be recognised explicitly because it is not small. Significant proportion of informal cost burden is composed of care-giver's personal expense, transportation, meal. It is suggested that some polices are to be devised and implemented enabling that this portion of informal expenses be directed to formal professional nursing care. Thus we can improve the quality of care and decrease discomfort of patient's relatives.

  • PDF

A Study on the Nurse's Image Perceived by Nursing College Students (간호대학생이 지각한 간호사 이미지에 관한 연구)

  • Park, Mi-Hwa;Yang, Jin-Ju
    • Journal of Korean Academy of Nursing Administration
    • /
    • v.8 no.1
    • /
    • pp.107-121
    • /
    • 2002
  • The purpose of this study was to identify how nurse's image was perceived by nursing college students. The subjects included were 315 students experienced clinical practice during $20{\sim}22$ weeks and 134 students not with a total of 449 nursing students in Gwangju and Chonnam. The data were collected from November 21 to December 5, 2001 by the structured questionnaires. The research tool was measured by 30 items divided into four dimensions; traditional, professional, social and personal image of nurse. Cronbach $\alpha$ for the tool of nurse's image was 0.8960. The data were analysed by SPSS 8.0 for Windows program using frequency, percentage, mean, standard deviation, t-test, ANOVA and scheffe. The results of this study were as follows; 1. In the nurse's image related to general characteristics, there were significant differences for school graduation, applicative motivation, interpersonal relationship and image forming factor. 2. In the Image forming factors, nursing college students perceived the nurse's image by visiting hospital or admission(37.9%), watching TV(25.8) and others; nurses' appearance during clinical experience(16.3). 3. The mean score for nurse's image of clinical experience group (2.76$\pm$0.28) was lower than that of non-clinical experience group(2.89$\pm$0.31) in significance (t=4.319, p=0.000). 4. In the nurse's image according to clinical experience, there were significant differences for traditional, professional, social, personal image between two groups and the lower mean scores were found in the clinical experience group in all dimensions. The ranks of dimensions were professional image(3.08), traditional image(2.76), social image(2.65), the personal image(2.59) in clinical experience group, whereas professional image(3.21), traditional image(2.93), social image(2.75), personal image(2.71) for non-clinical experience group.5. The high score items of nurse's image were 'worthwhile work(3.48)', 'always working hard(3.30)', 'profession(3.17)', 'strong responsibility toward work(3.08)', 'have a high technical skill(3.05)' in clinical experience group and 'worthwhile work(3.69)', 'always working hard(3.28)', 'clean and decent(3.22)', 'profession(3.21)', 'have a bountiful professional knowledge(3.18)' in non-clinical experience group. 6. The highest mean score for nurse's image related to the image forming factors was 86.8 by novels or literature and the second highest was 84.3 by visiting hospital or admission. And others(mean=82.1)was the most negative nurse's image by clinical experience. In conclusion, nurse's image perceived by nursing college students will be the mirror of themselves. And clinical experience will be the important opportunity to form the professional image with white uniformed nurses in future. Therefore it is important for clinical nurses to play professional roles rightly so that nursing students could form positive nurse's image.

  • PDF

A Study on the Verification of the Profile of Seo구s Elderly Stress Scale (SESS) (노인 스트레스 측정 도구(SESS)의 신뢰도 및 타당도 검증 연구)

  • 서현미;유수정;하양숙
    • Journal of Korean Academy of Nursing
    • /
    • v.31 no.1
    • /
    • pp.94-106
    • /
    • 2001
  • The purpose of this study was to verify the use of Seo's Elderly Stress Scale (SESS), which was developed in 1996. Through the modified tool, it is possible to examine the stress of Korean elders and to contribute to the welfare of them. The subjects were 350 elders over 65 years old who live in Seoul, Kwang-Ju, Yang-Ju Gun Kyung-ki Do, Ui-Jong Bu, and Young-Am Kun, Jeun-Ra Nam Do. the data of 331 elders (94%) were analyzed. Data were collected between January and March in 1996 and analyzed using the SPSS Win 8.0. The result are as follows: 1. Items with low correlation with the total items were removed. So 27 items were removed and 37 items remained. This 37 items were death in the family and/or close friends, family member's behavior not meeting expectations, marriage of daughter, marriage of son, friction with daughter- in-law, argument among children, children refuse to live with parent, children leaving home, sex injury or accident, in frequest visits from children and grandchildren, providing care for your daughter or daughter-in-law post-partum, decrease in decision making and authority in home, Lunar new year and the harvest featival, house sitting, working in the house, performing a sacrificial rite, missed birthday, not living with the eldest son, decreased eyesight, decreased strength, decreased memory, sleep pattern changes, thoughts about death, loneliness, decreased hearing, change of dental condition, change in your diet or eating style, difficulty in self care, moving because of disease or aging, argument with friend or neighbour, travel, dealing with the procedure of heritage, loss of money or property, not enough pocket money, hearing on elderly neglect in television or radio, hope of going home and ignorant from others. 2. Overlapped items were discussed by colleagues and were modified. 'marriage of daughter' and 'marriage of son' were modified in 'marriage of children'. 'self injury or accidents' and 'family accidents' were modified in to self or family accidents. 3. Factor analysis was done in order to identify validity and three factors were obtained from the result. The first factor familial relation area, included 17 items. The second factor, physical area, included 9 items. The third factor, psycho-socio-economic area, included 9 items. Cronbach coefficient alpha for the 35 items was .923. 4. Pearson's correlation was .704 between SESS and SOS (Symptoms of Stress) in order to confirm construct validity. Based on the result, the following is suggested; 1. The modified SESS needs to be reverified with elder. 2. Korean elder's health promotion can be made by development of stress intervention which was accurately measured with SESS.

  • PDF

Comparative Analysis of Markerless Facial Recognition Technology for 3D Character's Facial Expression Animation -Focusing on the method of Faceware and Faceshift- (3D 캐릭터의 얼굴 표정 애니메이션 마커리스 표정 인식 기술 비교 분석 -페이스웨어와 페이스쉬프트 방식 중심으로-)

  • Kim, Hae-Yoon;Park, Dong-Joo;Lee, Tae-Gu
    • Cartoon and Animation Studies
    • /
    • s.37
    • /
    • pp.221-245
    • /
    • 2014
  • With the success of the world's first 3D computer animated film, "Toy Story" in 1995, industrial development of 3D computer animation gained considerable momentum. Consequently, various 3D animations for TV were produced; in addition, high quality 3D computer animation games became common. To save a large amount of 3D animation production time and cost, technological development has been conducted actively, in accordance with the expansion of industrial demand in this field. Further, compared with the traditional approach of producing animations through hand-drawings, the efficiency of producing 3D computer animations is infinitely greater. In this study, an experiment and a comparative analysis of markerless motion capture systems for facial expression animation has been conducted that aims to improve the efficiency of 3D computer animation production. Faceware system, which is a product of Image Metrics, provides sophisticated production tools despite the complexity of motion capture recognition and application process. Faceshift system, which is a product of same-named Faceshift, though relatively less sophisticated, provides applications for rapid real-time motion recognition. It is hoped that the results of the comparative analysis presented in this paper become baseline data for selecting the appropriate motion capture and key frame animation method for the most efficient production of facial expression animation in accordance with production time and cost, and the degree of sophistication and media in use, when creating animation.