• Title/Summary/Keyword: 3D 애니메이션 콘텐츠

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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.

Authoring Software Development of 3D Natural Environment for Realistic Contents (실감형 콘텐츠 제작을 위한 3D 자연환경 저작 소프트웨어 개발)

  • Lee, Ran-Hee;Lee, Kyu-Nam;Kang, Im-Chul
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.108-116
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    • 2007
  • Nowadays, many graphic researchers are interested in 3D outdoor environment. They want to express more realistic natural background with natural phenomenon because computer hardware has become more powerful and increased a demand for a background of 3D natural environment in a content. Especially, e-sports contents and simulation contents with outdoor environment need more natural environment for a background than indoor contents. It is very important technology for a quality of 3D outdoor contents. We propose a software EMtool(Environment Making Tool) for authoring of natural environment for realistic contents. EMtool has been developed to depict relationship and interaction between natural phenomena and include methods for creating natural environment and natural objects. The proposed results are applied to real-time 3D contents such as 3D golf games and simulations for natural objects.

A Study on Pipeline for Effective Production of VR Animation (VR 애니메이션의 효율적인 제작을 위한 파이프라인 연구)

  • Kang, Jiyoung;Choi, Sang-Il
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.971-979
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    • 2018
  • Currently, Virtual Reality video content is rapidly increasing in number of users due to the rapid growth of related hardware and software. Accordingly, Virtual Reality animation is also being produced in a new form by rapidly integrating with Virtual Reality technology among video contents. Currently, research on Virtual Reality animation has focused on how films are produced and how they are directed, and no research has been done to organize the pipeline for efficient VR animation production. Therefore, this study drew the characteristics of the pre-render VR animation pipeline by comparing it with the production pipeline of the existing 3D animation to produce the VR animation efficiently. Through this, we presented organic integration of production and post production processes suitable for the production of VR animations and reduced rendering time using Render Pass for efficient production.

A Study on the NPR(Non-Photorealistic Rendering) Used in 3D Animation (3D 애니메이션에서 사용되는 NPR에 대한 연구)

  • Lee, Young-Hun
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.94-101
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    • 2007
  • From the flood of various informations and images, the producer and the consumer pursue a new method of images constantly. Especially the computer graphic field has affected the images greatly, and has changed the paradigm of images. The 3D animation which is a part of the computer graphics has two general trends(namely the photorealistic rendering and the non-photorealistic rendering) as to the final image. This study overviews the photorealistic rendering and the non-photorealistic rendering by analyzing the technical side and the artistic side. Also this study presents the applicable scope and the advanced directions of the NPR.

mise-en-scen of Digital 3D Short Animation in a Viewpoint of 'Triple Articulation' by U. Eco Focuseed on 3D Digital Animation 'Birthday Boy' (에코의 삼중 분절 개념으로 본 디지털 3D 단편 애니메이션의 미장센 - <버스데이 보이Birthday Boy>를 중심으로 -)

  • An, Se-Ung
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.278-286
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    • 2006
  • The purpose of this study was to investigate factors of film aesthetics, a core of creative power for works, and reference indicators to establish the successful model for works by analyzing Mise-en-scene through case works focused on domestic digital 3D short snimation that has developed consistently in recent years. As to the frame of analysis for Mise-en-scene, this study applied to the concept of triple articulation under discussion in U. Eco's film semiotics, but each factor is semes, figures, and cinemorphes. The case works were focused on by a film director Park Se Jong who was nominated for the Academy Award in 2005, and secured its objectivity.

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A Study on depth analysis for S3D animation (S3D 애니메이션 제작을 위한 입체 값 분석 기술)

  • Kim, Sang-hoon;hwan, Moon suk
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.645-650
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    • 2015
  • In this paper, we propose the method for creating a stable stereoscopic 3D contents with the production guidelines by removing the excessive depth value and scene changes for high quality. We have developed a three-dimensional depth analysis tool for detecting the scene changes out of the production guidelines and the depth value changes excessively. The Scenes detected by depth analysis tool can be modified at the post production and it helps to make a stable stereoscopic 3D contents.

A Study of 3D Stereoscopic TV Animation Production: A Case Study of Pororo, the Little Penguin (3D TV 입체 애니메이션 제작에 대한 연구: <뽀롱 뽀롱 뽀로로> 4 시즌 테스트 제작사례분석을 중심으로)

  • Choi, Sung-Kyu;Oh, Jun-Heon
    • Cartoon and Animation Studies
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    • s.28
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    • pp.101-124
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    • 2012
  • Success of brought a large revolution in the world of cinema and the media market. They have predicted new industrial possibility for 3D Stereoscopic image and trends started to support for producing in the field of various media platform. We can see our domestic technology creates higher added value in the sphere of hard-wear for the market of worldwide home TV electronics. But in reality we are short of effective and organized pipeline of producing and we should analyse cases more for Stereoscopic 3D animations. Therefore in this paper, we present case study on animation made into Stereoscopic 3D animation to build up suitable Stereoscopic 3D TV animations pipeline. We differentiate from any other Stereoscopic content by applying artistic elements and technological elements, especially human factor and 3D Sweetening to elevate the level of 3D Stereoscopic effect for main audience, children. We propose how to strengthen the competitiveness of Korean animation for world animation market.

A Study Virtual Reality content using Cartoon Drawing (만화 드로잉을 활용한 가상현실 콘텐츠 연구)

  • Nam, SangHun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.637-638
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    • 2021
  • 가상현실 기술은 사용자가 스토리에 참여할 수 있으므로 상호작용을 갖는 인터랙티브 미디어 및 교육 콘텐츠로 활용하는 것에 장점이 있다. 가상현실 공간은 3D 공간으로 구성되며 가상환경에서 사용되는 3D 캐릭터들을 제작하기 위하여 일반적으로 3D 모델링과 키 프레임 기반의 애니메이션 기법이 사용된다. 이러한 과정들은 상대적으로 큰 비용과 많은 시간이 소요됨에 따라 저예산의 프로젝트에서는 가상현실 기술을 적용한 콘텐츠 제작을 어렵게 만든다. 본 논문은 2D 만화 이미지와 만화 스타일의 애니메이션을 활용하여 가상현실 콘텐츠 제작기법을 제안하고, 만화 형식의 가상현실 콘텐츠를 제작하여 연구를 진행하였다.

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A Character Speech Animation System for Language Education for Each Hearing Impaired Person (청각장애우의 언어교육을 위한 캐릭터 구화 애니메이션 시스템)

  • Won, Yong-Tae;Kim, Ha-Dong;Lee, Mal-Rey;Jang, Bong-Seog;Kwak, Hoon-Sung
    • Journal of Digital Contents Society
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    • v.9 no.3
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    • pp.389-398
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    • 2008
  • There has been some research into a speech system for communications between those who are hearing impaired and those who hear normally, but the system has been pursued in inefficient teaching ways in which existing teachers teach each individual due to social indifference and a lack of marketability. In order to overcome such a weakness, there appeared to be a need to develop contents utilizing 3D animation and digital technology. For the investigation of a standard face and a standard spherical shape for the preparation of a character, the study collected sufficient data concerning students in the third-sixth grades in elementary schools in Seoul and Gyeonggi, Korea, and drew up standards for a face and a spherical shape of such students. This data is not merely the basic data of content development for the hearing impaired, but it can also offer a standard measurement and a standard type realistically applicable to them. As a system for understanding conversations by applying 3D character animation and educating self-expression, the character speech animation system supports effective learning for language education for hearing impaired children who need language education within their families and in special education institutions with the combination of 3D technology and motion capture.

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The study on the action of Chinese animations by analyzing China's classic movies (중국 고전 영화 분석을 통한 현대 중국 애니메이션의 동작스타일 연구)

  • Shen, bingcan;Choi, Chul-young
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.145-146
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    • 2016
  • 중국애니메이션은 오랜역사를 간직하고 있다. 다양한 미디어와 연출 스타일을 지니고 있는데, 현재 출시되는 작품들은 전통의 계승보다는 외국의 제작스타일의 영향을 많이 받고 우선시하는 경향이 있다. 이에 전통 애니메이션의 애니메이션스타일을 연구해 보고 현실적인 제작스타일의 대안을 찾아보고자 한다.

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