• Title/Summary/Keyword: 3D Character design

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Design of 3D Action Game for PC Environment (PC 환경에서의 3인칭 액션게임 설계)

  • An, Sung-Ohk;Lee, HeeBum;Park, Dong-Won;Kim, SooKyun;Jung, Jinyoung
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.4
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    • pp.63-69
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    • 2014
  • Third Person Action Game is a genre receiving continuous interest from many game enthusiasts. The most distinctive feature about third person action games is that the user can actually see the character as well as the various actions, which in turn increases user engagement. Many games are developed using game engines. However, this study designs a third person action game using only DirectX library instead of the specialized techniques in game engines. By doing so, the game development costs will be minimalized. The study also uses several basic algorithms in order to process the various events and to make the animation effects more efficiently managed in the graphic device. The performance superiority is demonstrated by the results of the study.

Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.

Sound System Design and Characteristic Analysis based on Power Line Communication (전력선통신 기반 음향 시스템 설계 및 특성 분석)

  • Kim, Kwan-Kyu;Yeom, Keong-Tae;Kim, Kwan-Woong;Kim, Yong-Kab
    • The Journal of the Korea Contents Association
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    • v.8 no.6
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    • pp.1-7
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    • 2008
  • The paper is to solve the problem of existing sound system, which has difficulties of system organization and the increase of additional install cost and unfriendly interior. To solve the existing system, we drew the new sound system based on PLC and studied it. A transmitter and a receiver were designed using the PLC chip INT5500CS. Sound system was configured with a CD player that sound signals are sent from the transmitter and a speaker connected to the receiver. For analysis of characteristics of this system, a USBPre external sound card and Smaart Live 5 which is a PC-based sound measuring program were added. As a result of our experiment, the measured signal level is $2{\sim}3$[dB] lower than reference signal, latency is 16.69[ms] and the specific character of coherency is bad in high frequency band. Otherwise, this system transmits and receives signals over 90[%] in good condition as a result of measuring pink noise, frequency(1kHz), and phase, magnitude. In view of the result so far achieved, the system designed our team has excellent performance, it resolves defect of existing audio signal transmition system.

A Study for Visual Style for Feature Animation - A Case of Feature Animation - (극장 판 장편 애니메이션의 시각적 스타일에 관한 연구 -장편애니메이션 'Life is Cool'의 제작사례를 중심으로-)

  • Choi, Seung-Won
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.391-400
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    • 2007
  • The ways of expression are infinite to make animated film. When we compare to live action film, that fact is the actual power that animation only has and is one of the big weapons to appeal to the audience. Nonetheless, techniques to be chosen are monolithic like drawing, 3D computer, and clay when animation maker makes feature animation to screen in movie theatre. It's probably because feature animation must have popularity of visual style and they need to standardize technique about side of making. But popularity in expression does not mean monolithic visual style and making technique. It should be understood about side of artistic value to fascinate public audience. Audience is always eager for new subject, new directing style and new visual style. Monotonous and boring animation cannot but turn away from the audience. So if production does not have artistic value, we cannot expect commercial value and success also even it plans and makes for the feature animation. To create new visual style fnr animation is not only limited to artwork itself but also creation, which is included story and tone of the film and acting style about character. Also making process must be calculated and experimented to actualize that visual style about side of making.

A Study on the Characteristics of the Korean Adult Male Sound According to Sasang Constitution Using PSCC with a Sentence (사상체질음성분석기(四象體質音聲分析機)(PSSC)를 통한 한국인 성인남성(成人男性)의 체질별(體質別) 음향특성연구(音響特性硏究) - 단문(短文)을 중심으로 -)

  • Choi, Jae-Wan;Song, Hak-Soo;Han, Dong-Youn;Cho, Sung-Eon;Wang, Hyang-Lan;Jeon, Jong-Weon;Kim, Dal-Rae;Yoo, Jun-Sang
    • Journal of Sasang Constitutional Medicine
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    • v.18 no.3
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    • pp.64-74
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    • 2006
  • 1. Objectives and Methods A Study on the Characteristics of the Korean Adult Male Sound according to Sasang Constitution using PSSC with a Sentence. Sasang Constitutional Medicine(SCM) is the one of the traditional Korean Medicine. It classifies people into four categories like Taeyangin, Soyangin, Taeumin and Soeumin. The rule to classify is Appearance and Body Shape, Facial Appearance and Speech, Character and Talents and Diseases and Medications. This study was done to investigate the relationships between Voice and Sound parameters using PSSC(Phonetic System of Sasang Constitution) in a sentence. Experimental Participants were 195 Korean adult males including 1 Taeyangin, 37 Soyangin, 105 Taeumin and 52 Soeumin. Sasang Constitutional specialist used PSSC and Korean Medical Diagnosis to classify participants into four constitution. 2. Results In Pitch segment, Soyangin's Center freq.(4) was significantly high compared with Taeyangin and Taeumin groups. Soyangin's and Soeumin's Center freq.(6) was significantly high compared with Taeyangin and Taeumin groups. In APQ segment and Octave segment, there were no significant differences among four groups. In Shimmer segment, Taeumin's F Shimmer(1) and F Shimmer(2) were significantly high compared with Taeyangin and Soyangin groups. In Energy segment, Taeyangin's 2k-4k total sum, 2k-4k dev., C dev., C# dev. and D S.D. were significantly high compared with other groups. In Recording time segment, there was no significant difference among four groups. More Taeyangin cases and the other parameters are needed to determine constitution using PSSC and to make PSSC effective. 3. Conclusions From above result, there is the possibility of efficiency standard guide for constitution diagnosis by analyzation og voice.

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A Study of the meanings and functions of (한국 주택에서의 마루공간의 의미와 기능변화에 관한 연구 -문학작품에 나타난 주거공간용어를 중심으로-)

  • 최경실;김대년;오혜경;서귀숙;신화경
    • Archives of design research
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    • v.12 no.3
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    • pp.237-246
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    • 1999
  • The study ooramed has the meanngs as a goal, to examine a character and changes of function a "Maru" in the literatures historically. Methodically the literatures in the temporal oonsequences were selected, and the "Maru", whidl oomes into it, was interpreted in its historical oonnections. By the investigation I oould oome to the following results. First of all, those terms "Maru" and "Daechll1Q" were cfifferently used after the sizes and p1ares of the spaces concerned. I.e, the "Maru" in the center of the house is called "Daed1ung", With the Maru does not concern actually its p1are, Secondly, the functions of the spare "Maru" are characterized as follows. ·Space for the important ceremonies ·Spare for the passage and the switching of two or several spaces. ·Determination of the hierardly of spares in the whole house. ·Spare for the receipt. ·Spare for sleeping and for living. ·Spare for work, storage etc. Thirdly, the meanings of the "Maru" were dlanged as follows in the time. ·The term "Man! was used from the past to today without interrujjion. Arot.l1d 1930 the tenns "Yangsil" and "Geosil" for the tenn "Maru" were emerged. ·The different dlaraderistics for the space "Maru" are found in the cortemporary literatures only rare. This thing explains itself by the fad that the "Maru" becomes the inner-spare after 1900 by the restructuring of the dwelling spares.hing explains itself by the fad that the "Maru" becomes the inner-spare after 1900 by the restructuring of the dwelling spares.

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Modernist painting style in Disney animation (디즈니 애니메이션에 나타난 모더니즘 회화스타일 : 색, 형태, 공간을 중심으로)

  • Moon, Jae-Cheol;Kim, Yu-Mi
    • Cartoon and Animation Studies
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    • s.33
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    • pp.31-53
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    • 2013
  • In the early twentieth century, history of animation began by modern artists, they produced various experimental images with the newly invented film and cameras. Artists in the field of movie, photography, paintings and others manipulated images in motion. But as some animated movies won industrial success and popularity, they became the trend but experimental style of early animation preserved by so-called non-mainstreamers or experimental animators, counteracting commercialism. Disney animation also followed the trend by applying realistic Hollywood film style, the worse critics placed a low value on the animation and it tarnished the image, although it was profitable investment from a business standpoint. To make images realistic, they opened a drawing class that animators developed skills to imitate motions and forms from subjects in real life. Also some techniques and gizmos were used to mimic and simulate three dimensional objects and spaces, multiplane camera and compositing 3D CG images with 2D drawings. Moreover, they brought animation stories from fairly tales or folk tales, and Walt's personal interest in live-action movies, they applied Hollywood-film-like narratives and realistic visual, and harsh criticism ensued. On the surface early disney animations' potential seems to be weakened, but in reality it still exists by simplifying and exaggerating forms and color as modern arts. Disney animation employs concepts of the modernism paintings such as simplified shapes and colors to a character design, when their characters are placed together in a scene, that visual elements cause mental reaction. This modification gives a new internal experience to audiences. As conceptual colors in abstract paintings make images appeared to be flat, coloring characters with no shading make them look flat and comparing to them, background images are also appeared to be flat. On top of that, multi-perspective at background images recalls modernist paintings. This essay goes in details with the animation pioneers' works and how Disney animation developed its techniques to emulate real life and analyses color schemes, forms, and spaces in Disney animation compared with modern artists' works, in that the visual language of Disney animation reminds of impression from abstract paintings in the beginning of the twentieth centuries.

Geological Characteristics of Extra Heavy Oil Reservoirs in Venezuela (베네주엘라 초중질유 저류층 지질 특성)

  • Kim, Dae-Suk;Kwon, Yi-Kyun;Chang, Chan-Dong
    • Economic and Environmental Geology
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    • v.44 no.1
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    • pp.83-94
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    • 2011
  • Extra heavy oil reservoirs are distributed over the world but most of them is deposited in the northern part of the Orinoco River in Venezuela, in the area of 5,500 $km^2$, This region, which has been commonly called "the Orinoco Oil Belt", contains estimated 1.3 trillion barrels of original oil-in-place and 250 billion barrels of established reserves. The Venezuela extra heavy oil has an API gravity of less than 10 degree and in situ viscosity of 5,000 cP at reservoir condition. Although the presence of extra heavy oil in the Orinoco Oil Belt has been initially reported in the 1930's, the commercial development using in situ cold production started in the 1990's. The Orinoco heavy oil deposits are clustered into 4 development areas, Boyaco, Junin, Ayachoco, and Carabobo respectively, and they are subdivided into totally 31 production blocks. Nowadays, PDVSA (Petr$\'{o}$leos de Venzuela, S.A.) makes a development of each production block with the international oil companies from more than 20 countries forming a international joint-venture company. The Eastern Venezuela Basin, the Orinoco Oil Belt is included in, is one of the major oil-bearing sedimentary basins in Venezuela and is first formed as a passive margin basin by the Jurassic tectonic plate motion. The major source rock of heavy oil is the late Cretaceous calcareous shale in the central Eastern Venezuela Basin. Hydrocarbon materials migrated an average of 150 km up dip to the southern margin of the basin. During the migration, lighter fractions in the hydrocarbon were removed by biodegradation and the oil changed into heavy and/or extra heavy oil. Miocene Oficina Formation, the main extra heavy oil reservoir, is the unconsolidated sand and shale alternation formed in fluvial-estuarine environment and also has irregularly a large number of the Cenozoic faults induced by basin subsidence and tectonics. Because Oficina Formation has not only complex lithology distribution but also irregular geology structure, geological evolution and characteristics of the reservoirs have to be determined for economical production well design and effective oil recovery. This study introduces geological formation and evolution of the Venezuela extra heavy oil reservoirs and suggest their significant geological characteristics which are (1) thickness and geometry of reservoir pay sands, (2) continuity and thickness of mud beds, (3) geometry of faults, (4) depth and geothermal character of reservoir, (5) in-situ stress field of reservoir, and (6) chemical composition of extra heavy oil. Newly developed exploration techniques, such as 3-D seismic survey and LWD (logging while drilling), can be expected as powerful methods to recognize the geological reservoir characteristics in the Orinoco Oil Belt.

Studies on Genetic Analysis by the Diallel Crosses in $F_2$ Generation of Cowpea(Vigna sinensis savi.) (동부 Diallel Cross$ F_2$세대의 유전분석에 관한 연구)

  • Kim, J.H.;Ko, M.S.;Chang, K.Y.
    • KOREAN JOURNAL OF CROP SCIENCE
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    • v.28 no.2
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    • pp.216-226
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    • 1983
  • Genetic studies on the $F_2$ generation of a set of half diallel crosses involving six cowpea varieties were conducted. by the randomized block design with three replications to determine combining ability, gene action and the relationships between parents and their $F_2$ hybrids. The 12 agronomic characters namely, days to flowering, days from flowering to maturity, days to maturity, diameter of stem, length of internode, number of branches per plant, length of pod, number of pods per plant, number of grains per pod, number of grains per plant, 100 grain weight and grain weight per plot were observed, and the $F_2$ generation of this diallel set of crosses was analysed for each character according to the method by Jinks and Hayman. The results obtained are summarized as follows: 1. Vr-Wr graphical analyses; The following seven characters, days to flowering, number of branches per plant, length of pod, number of pods per plant, number of grains per plant, 100 grain weight and grain weight per plot appeared to be partially dominant, and over dominance was found for days from flowering to maturity, days to maturity, length of internode and number of grains per pod. But diameter of stem indicated partial dominance near complete dominance. 2. Estimates of genetic variance components; In the degree of dominance,. eight characters, that is, days to flowering, days from flowering to maturity, days to maturity, length of internode, number of pods per plant, number of grains per pod, number of grains per plant and grain weight per plot were expressed larger than 1. And the characters, days from flowering to maturity, number of branches per plant and number of grains per plant as the degree of mean dominance ($H_1$/D) were found to be negative value over other characters. On the other hand, apprent asymmetry of dominance-recessive allele ($H_2$ /$4H_1$) produced comparatively estimates with lower value on days from flowering to maturity, length of internode, number of branches per plant and number of grains per pod. 3. Analyses of combining ability; Mean square value of GCA(general combining ability) appeared to be more important than those of SCA (specific combining ability) for most characters, and among them, grain weight per plot showed the highest mean square value in GCA and SCA. 4. Effect of combining ability; Variety 178 was expressed as the highest GCA effects in five characters (days to flowering days to maturity, number of pods per plant, number of grains per plant and grain weight per plot). SCA effects were differed from parents, characters and crosses, but crosses between TVu 1857 $\times$ TVu 2885 and TVu 2702 $\times$ J78 were shown to be highly with SCA effects on yield.

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