• Title/Summary/Keyword: 3D 애니메이션 콘텐츠

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3D 애니메이션

  • Park, Hyeon-Su
    • Digital Contents
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    • no.2 s.153
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    • pp.52-56
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    • 2006
  • 해외 시장에서 국내 3D 애니메이션 제작 업체들의 선전이 이어지고 있다. 전통적인 2D 애니메이션 시장에서는 하청 국가에 머물렀던 우리나라가 3D 애니메이션 분야에서는우수한IT 기술과 참신한 기획력이 접목돼 세계시장에서 주목받고 있는 것. 뉴미디어 시대를 대표하는 문화콘텐츠로 부상하고 있는 3D 애니메이션이 새로운 한류문화를 전파하기 시작했다.

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The Study of Cartoon Rendering based Japanese Animation (일본 애니메이션을 통해 본 카툰렌더링 스타일 룩에 관한 연구)

  • Liu, Ya Qian;Choi, Chul Young
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.327-328
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    • 2015
  • 디지털시대에서 미국카툰시장은 3D 디지털 기법을 충분히 활용하여 마치 실사 같은 영화(Photo realistic movie)를 제작하는 한편. 일본의 경우는 그들만의 독특한 전통 셀 애니메이션(cell animation) 형식을 3D CG 기술과 결합하여 새로운 제작방식의 애니메이션을 제시하고 있다. 본 연구는 일본 2D 애니메이션에서 제작 방식을 유지해야 할 당위성을 카툰 렌더링 3D의 제작방식에 도입하여, 융합한 사례 분석을 통해 2D 애니메이션의 필요성과 중요성을 제시하려 한다.

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A Study on the producing of Non-realistic 3D Character Animation with the style of 2D Animation (비사실적 3D 캐릭터 애니메이션의 효과적인 2D 애니메이션 스타일 연출 연구)

  • Kim, Sungrae
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.894-898
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    • 2007
  • Now a day, lots of the animations include TV series Animations are made by the technique of 3D Animation. However, 3D Animation obstructs visual elements and deteriorates an acquaintance with the limit of unfamiliar material methods and dispersion of light. For this reason, a large of number of 3D Animations are repacked with the style of 2D Animation. Most of previous studies for the conversion of output 3D Animation to the style of 2D Animation are analysis for 2D rendering techniques. In case of Non-realistic 3D Character Animation, first and foremost it needs investigation of the basic producing method for the 2D Animation is different with the realistic expression way of the one for the 3D animation. For a case study, expression methods for the non-realistic and the non-actuality 2D Character Animation come with impossible ways in the real life. This study for the 3D Animation with the style of 2D Animation is to investigate on the keynote for effective expression methods, when we turn 3D Animation into the style of 2D Animation.

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Natural 3D Lip-Synch Animation Based on Korean Phonemic Data (한국어 음소를 이용한 자연스러운 3D 립싱크 애니메이션)

  • Jung, Il-Hong;Kim, Eun-Ji
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.331-339
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    • 2008
  • This paper presents the development of certain highly efficient and accurate system for producing animation key data for 3D lip-synch animation. The system developed herein extracts korean phonemes from sound and text data automatically and then computes animation key data using the segmented phonemes. This animation key data is used for 3D lip-synch animation system developed herein as well as commercial 3D facial animation system. The conventional 3D lip-synch animation system segments the sound data into the phonemes based on English phonemic system and produces the lip-synch animation key data using the segmented phoneme. A drawback to this method is that it produces the unnatural animation for Korean contents. Another problem is that this method needs the manual supplementary work. In this paper, we propose the 3D lip-synch animation system that can segment the sound and text data into the phonemes automatically based on Korean phonemic system and produce the natural lip-synch animation using the segmented phonemes.

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Visual textuality of stereoscopic 3D animation (3D 입체 애니메이션의 영상 특징에 대한 연구)

  • Jeon, Gyong-Ran
    • Cartoon and Animation Studies
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    • s.20
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    • pp.31-45
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    • 2010
  • Stereoscopic 3D animation contents are in the rise as a key part of contents market. Major animation studios are planning to produce 3D animations in a stereoscopic process. This study aims at understanding the visual textuality of 3D animation contents at its early stage. To understand 3D animation, , are analyzed. Stereoscopic 3D animations are exploring the new visual aesthetics using the specific storytelling, sequence ordering, camera working, shot size and camera angles etc. Based on these visual textualities, stereoscopic 3D animations are constructing telepresence, multi-senses of individual spectators. Stereoscopic 3D animations have formed their own aesthetics and cultural meanings in the digital age.

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Study Of THe Application Prospect Of 3D Printing In Animation Industry (3D프린팅 기술을 이용하여 애니메이션 영역에 응용 전망 연구)

  • Yan, Jihui;Choi, chul-young
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.81-82
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    • 2015
  • 3D 프린팅 기술이 진보되고 활발하게 보급되고있는 지금, 각 영역에서 광범위하게 응용하고 있다. 각종 가정용품, 의료 물품을 비롯해 자동차나 비행기 등에 쓰이는 기계장치도 3D 프린터에 의한 생산이 가능해졌다. 또한 3D 프린팅은 영상제작 영역에서도 활용할수있는데,<파라노만 Paranorman> 같은 스톱모션 애니메이션에서도 3D 프린팅 기술을 활용하고 있다. 본 논문은 3d 프린팅기술이 사용된 애니메이션과 산업응용에 대해 조사하여 3D 프린팅 기술의 특성 및 기술을 연구한다.

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Construction of Animation Theory to use 3D Animation (3D 애니메이션을 이용한 애니메이션 이론의 구축)

  • Cho Young-Jun;Bang Woo-Song;Kim Sung-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.119-122
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    • 2005
  • Recently, 3D Animation which has developed rapidly in short term, is taking a great interest. It has own special method through learning by mistakes. I'm going to study how to apply the method at 3D Animation to the theory of Animation, and find out the way to develope the skill of 3D Animation in this work.

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Standardization Strategy on 3D Animation Contents (3D 애니메이션 콘텐츠의 SCORM 기반 표준화 전략)

  • Jang, Jae-Kyung;Kim, Sun-Hye;Kim, Ho-Sung
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.218-222
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    • 2006
  • In making 3D animation with digital technology, it is necessary to increase productivity and reusability by managing production pipeline systematically through standardization of animation content. For this purpose, we try to develop the animation content management system that can manage all kind of information on the production pipeline, based on SCORM of e-teaming by considering production, publication and re-editing. A scene as the unit of visual semantics is standardize into an object that contains meta-data of place, cast, weather, season, time and viewpoint about the scene. The meta-data of content includes a lot of information of copyright, publication, description, etc, so that it plays an important role on the management and the publication. If an effective management system of meta-data such as ontology will be implemented, it is possible to search multimedia contents powerfully. Hence, it will bring on production and publication of UCC. Using the meta-data of content object, user and producer can easily search and reuse the contents. Hence, they can choose the contents object according to their preference and reproduce their own creative animation by reorganizing and packaging the selected objects.

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Realtime Fluid Simulation and Rendering Using Billboard method on Mobile Environment (모바일 환경에서의 빌보드 기법을 통한 실시간 유체 시뮬레이션 렌더링)

  • Woo, Sang-Hyuk;Cho, Mirina;Park, Dong-Gyu
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.264-268
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    • 2006
  • This paper presents a fire and smoke animation system using stable fluid animation techniques. Stable and fast fluid simulation methods are developed in PC and console games, but fluid simulation and interactive fluid models still have many problems. We studied and implemented physics-based models for fluids like fire and smoke effects using mobile 3D system. The mobile platform of our system is WIPI, which are the standard mobile platform in Korea also we adopted NF3D API for our 3D programming API.

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The basis analysis for feeling expression an 2D animated cartoon (2D애니메이션의 감정 표현에 대한 기초 분석 - 일본애니메이션 TV물에 표현된 이미지 -)

  • Kim, Jae-Ho
    • Review of Korea Contents Association
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    • v.6 no.3
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    • pp.68-71
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    • 2008
  • 2D애니메이션은 애니메이션의 표현에서 모든 장르에 기초적 이론적 배경에 바탕이 되어 현재에 이르렀다. 현재에는 컴퓨터공학의 발달에 애니메이션의 표현은 무궁무진하게 급속도록 발전되어 왔으며 이러한 특징적 요소에는 서로 공유되는 내러티브의 요소가 있기 때문이다. 하지만 현장에서는 공방스타일의 표현이 우선되어 애니메이터의 표현능력을 답습하는 경우가 일반적이다. 이에 인물표정에 대한 감성과 오성의 기초이론을 바탕으로 도출되어지는 감정표현에 대한 이미지를 정리하고자한다.