• Title/Summary/Keyword: 3/D animation

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A Study on Storytelling Plan of Stereo-scopic 3D Animation the Motif for the Tourist Attractions in Local Government : Focused on cases of the Creation of Cheongdo-gun, Gyeongbuk and Nam-gu, Ulsan (지자체 관광자원을 모티브로 한 3D입체애니메이션의 스토리텔링 기획에 관한 연구: 울산 남구와 경북 청도의 제작사례를 중심으로)

  • Kong, Jiheun;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.18 no.2
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    • pp.260-267
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    • 2015
  • The Ministry of Culture, Sports and Tourism has been implementing the 'Local Government 3D Contents Production Support Project' since 2010 to foster the 3D contents industry and secure high-quality 3D contents of local governments. This is part of national support for securing 3D media contents of local governments. In particular, stereo-scopic 3D animation is in the spotlight as media contents appropriate for simultaneous implementation of pleasure of narrative and high-level of presence to promote tourism resources of local governments. But existing stereo-scopic 3D animation-related studies are mostly concentrated in three dimensional effect expression for particular scenes or theater. Therefore, this study extracted elements required for storytelling planning by analyzing production cases of stereo-scopic 3D animation using tourism resources of local governments which have been recognized for a high quality of work.

The Analysis on 3-Dimensional Stereoscopic Video Production Using Anaglyph Method_Focused on the Animation 'YGGDRASIL' (애너글리프(Anaglyph)를 이용한 3차원 입체영상 제작 사례에 대한 분석 -애니메이션 <이그드라씰>을 중심으로)

  • Kang, Hyun-Jong
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.131-140
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    • 2013
  • The study analyzes how to create stereoscopic image in 3-dimension animation 'Yggdrasil', produced in Autodesk Maya(3D animation software), using Anaglyph method that is the oldest in 3-dimension stereoscopic video production. The anaglyph method help to produce stereoscopic images easily and to give effective 3D effect encoding each eye's image using filters of different colors. In addition, space direction applied visual perception theory expresses necessary distance, depth and speed effectively in 'Yggdrasil'

Aesthetic Value Reflected to Digital Virtual 3D Card Game Animation -Focused on the (디지털 가상 3D 카드게임 애니메이션에 반영된 예술적 가치 - 작품 제작 중심으로-)

  • 이선주
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.575-578
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    • 2004
  • This paper will intend to find the artistic value of playing card and 3D animation that is having much skill and entertaining points through digital virtual3D card animation . And this paper will consider the popularity and explore the creative cooperation relation of skill and art.

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A Study of Analysis and Comparison about Effective 'Stretch and Squash' in 3D Animation -Focusing on and - (3D 애니메이션작품에서 효율적인 스트레치와 스쿼시 적용 비교 분석에 관한 연구 -<톰과 제리(Tom and Jerry)>와 <인크레더블(The Incredibles)>을 중심으로-)

  • Kim, Yang-Soo
    • Cartoon and Animation Studies
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    • s.10
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    • pp.107-120
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    • 2006
  • The movement of characters in ceil animation is the art that gives the feeling of movement. The movement expressed naturally and well done makes the scene more dramatic and interesting. The history of 3D animation is not fully riped yet but it has shown powerful impact. The genre of 3D has come closer to us, yet it has given freshness and problems at the same time. One of the problems is the awkwardness of movement. Overplaying, stretching and squashing of character, was extremely difficult to accomplish using the prior technique of 3D so! ftware. It was not very effective so animators have avoided doing it. However, advanced technique of 3D software, so to speak, ‘stretch and squash’, overcomes the limitation of movement. The new form of character animation can be accomplished. The theme of this paper is about the analysis and comparison of ‘stretch and squash’ in cell and 3D animation.

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Automatic Anticipation Generation for 3D Facial Animation (3차원 얼굴 표정 애니메이션을 위한 기대효과의 자동 생성)

  • Choi Jung-Ju;Kim Dong-Sun;Lee In-Kwon
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.1
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    • pp.39-48
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    • 2005
  • According to traditional 2D animation techniques, anticipation makes an animation much convincing and expressive. We present an automatic method for inserting anticipation effects to an existing facial animation. Our approach assumes that an anticipatory facial expression can be found within an existing facial animation if it is long enough. Vertices of the face model are classified into a set of components using principal components analysis directly from a given hey-framed and/or motion -captured facial animation data. The vortices in a single component will have similar directions of motion in the animation. For each component, the animation is examined to find an anticipation effect for the given facial expression. One of those anticipation effects is selected as the best anticipation effect, which preserves the topology of the face model. The best anticipation effect is automatically blended with the original facial animation while preserving the continuity and the entire duration of the animation. We show experimental results for given motion-captured and key-framed facial animations. This paper deals with a part of broad subject an application of the principles of traditional 2D animation techniques to 3D animation. We show how to incorporate anticipation into 3D facial animation. Animators can produce 3D facial animation with anticipation simply by selecting the facial expression in the animation.

Changes in 2D Animation Production Methods Due to Technological Advancements (기술 발전에 따른 2D 애니메이션 제작 방식의 변화)

  • Rea Sung
    • Journal of Information Technology Applications and Management
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    • v.31 no.4
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    • pp.139-148
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    • 2024
  • This study takes a comprehensive look at how technological advances have changed the way 2D animation is created. Humans are constantly looking for new ways and technologies to express movement, which has led to many changes in the way 2D animation is produced. In this study, we will examine the impact of these changes on 2D animation production and explore the possibilities for future developments. In the early days of 2D animation, the production method was repeatedly changed by the invention of technologies such as celluloid sheets, rotoscopes, and multiplane cameras, while the advent of digital technology has led to revolutionary changes such as the development of CAPS(computer animation production systems), various digital tools, and the combination of 2D and 3D. In addition, the recent introduction of generative AI is rapidly changing the way 2D animation is produced by automatically handling various tasks. These advances have not only streamlined the production of animation, but have also reduced costs by shortening the production period, and greatly improved the quality of animation by making it easier to implement complex and sophisticated visual effects. The introduction of generative AI has pushed the boundaries of what can be represented in 2D animation. On the other hand, the introduction of digital technology has its drawbacks, as the mechanical and uniform style produced by digital tools can reduce originality and individuality, but advances in technology will open up the possibilities for 2D animation to be produced in a variety of ways, as it fosters the creation of new expressions and creative content.

Comparison of Acting Style Between 2D Hand-drawn Animation and 3D Computer Animation : Focused on Expression of Emotion by Using Close-up (2D 핸드 드로운 애니메이션과 3D 컴퓨터 애니메이션에서의 액팅(acting) 스타일 비교 -클로즈-업을 이용한 감정표현을 중심으로-)

  • Moon, Jaecheol;Kim, Yumi
    • Cartoon and Animation Studies
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    • s.36
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    • pp.147-165
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    • 2014
  • Around the turn of 21st century, there has been a major technological shift in the animation industry. With development of reality-based computer graphics, major American animation studios replaced hand-drawn method with the new 3D computer graphics. Traditional animation was known for its simplified shapes such as circles and triangle that makes characters' movements distinctive from non-animated feature films. Computer-generated animation has largely replaced it, but is under continuous criticism that automated movements and reality-like graphics devaluate the aesthetics of animation. Although hand-drawn animation is still produced, 3D computer graphics have taken commercial lead and there has been many changes to acting of animated characters, which calls for detailed investigation. Firstly, the changes in acting of 3D characters can be traced from looking at human-like rigging method that mimics humanistic moving mechanism. Also, if hair and clothing was part of hand-drawn characters' acting, it has now been hidden inside mathematical simulation of 3D graphics, leaving only the body to be used in acting. Secondly, looking at "Stretch and Squash" method, which represents the distinctive movements of animation, through the lens of media, a paradox arises. Hand-drawn animation are produced frame-by-frame, and a subtle change would make animated frames shiver. This slight shivering acts as an aesthetic distinction of animated feature films, but can also require exaggerated movements to hide the shivering. On the contrary, acting of 3D animation make use of calculated movements that may seem exaggerated compared to human acting, but seem much more moderate and static compared to hand-drawn acting. Moreover, 3D computer graphics add the third dimension that allows more intuitive movements - maybe animators no longer need fine drawing skills; what they now need is directing skills to animate characters in 3D space intuitively. On the assumption that technological advancement and change of artistic expressionism are inseparable, this paper compares acting of 3D animation studio Pixar and classical drawing studio Disney to investigate character acting style and movements.

Design and Implementation of Environment Education Virtual Experience Contents based 3D (3D 기반 환경교육용 가상체험 콘텐츠의 설계 및 구현)

  • Lee, Keun-Wang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.2
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    • pp.570-575
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    • 2010
  • This paper designed 3D animation in consideration of human characteristics to stimulate their interest and to be more understandable to them. It was also confirmed that, using the 3D animation contents, general people came to recognize the problem of environment pollution and developed desirable attitude and behavior for protecting the environment. Furthermore, this paper suggested the direction of systematic environmental education and other general people education institutions using the developed 3D animation contents as a teaching material.

Interesting visual element analysis of 3D character design - Based on the animated Disney - (3D캐릭터 디자인의 시각적 재미 요소 분석 -디즈니 애니메이션을 중심으로-)

  • Jin, Hui;Lee, Jong Han
    • Cartoon and Animation Studies
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    • s.44
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    • pp.163-181
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    • 2016
  • The 3D animation is the trend of more and more as the years go by. 2016 works "red soil" of the works through the analysis of the new changes, and also in the interest of those factors, which play an important role, how to performance in the appropriate way of expression. according to the focus of work in the process of modeling design of meaning and symbol and character, action and expression of the meaning of understanding and appreciation of the works, the meaning of double the fun.

Development of Facial Animation Generator on CGS System (CGS 시스템의 페이셜 애니메이션 발상단계 개발)

  • Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.14 no.6
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    • pp.813-823
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    • 2011
  • This study is to suggest the facial animation methodology for that 3D character animators can use CGS system effectively during on their stage which they create ideas and use repeating a process of facial animation, it has suggested the CGS(Character Generation System) that is a creative idea generation methodology identified and complemented the problem of the existing computerized idea generation, in addition, this research being extended on the article vol.13, no.7, "CGS System based on Three-Dimensional Character Modeling II (Part2: About Digital Process)," on Korea Multimedia Society in July 2010 issue, Through the preceding study on 3D character facial expression according to character's feelings as an anatomical structure and the case study on character expressions of theatrical animation, this study is expected to have effectives as one method for maximization of facial animation and idea generation ability.