• Title/Summary/Keyword: Algorithm animation

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An SVG Code Generator for Algorithm Visualization (알고리즘 시각화를 위한 SVG 코드 생성 시스템)

  • Lee, Hyang-Sug;Lee, Su-Hyun
    • Journal of Korea Multimedia Society
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    • v.13 no.3
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    • pp.359-368
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    • 2010
  • Algorithm visualization is useful for program testing, debugging and evaluating, as well as visual aids in education. When teaching algorithms and data structures, showing exact behaviors by graphics or animation is more suitable than just explaining them. Current systems for algorithm animation are limited to a couple of specific applications and need a special environment. In the proposed system, programmer writes source program in C and animator embeds visualization scripts in the appropriate location of the program. Then user can get an animation code in form of SVG and see a graphical representation on the web browser. Generated SVG animation code is platform independent and can also interact with other XML applications or HTML.

Online Face Avatar Motion Control based on Face Tracking

  • Wei, Li;Lee, Eung-Joo
    • Journal of Korea Multimedia Society
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    • v.12 no.6
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    • pp.804-814
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    • 2009
  • In this paper, a novel system for avatar motion controlling by tracking face is presented. The system is composed of three main parts: firstly, LCS (Local Cluster Searching) method based face feature detection algorithm, secondly, HMM based feature points recognition algorithm, and finally, avatar controlling and animation generation algorithm. In LCS method, face region can be divided into many small piece regions in horizontal and vertical direction. Then the method will judge each cross point that if it is an object point, edge point or the background point. The HMM method will distinguish the mouth, eyes, nose etc. from these feature points. Based on the detected facial feature points, the 3D avatar is controlled by two ways: avatar orientation and animation, the avatar orientation controlling information can be acquired by analyzing facial geometric information; avatar animation can be generated from the face feature points smoothly. And finally for evaluating performance of the developed system, we implement the system on Window XP OS, the results show that the system can have an excellent performance.

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A Comparison of Teaching and Learning Method of Sorting Algorithm based on the Playing Activity and Animation (놀이 활동 중심과 애니메이션 기반의 정렬 알고리즘 교수-학습 방법 비교)

  • Lee, Yong-Bae;Lee, Yeong-Mi
    • Journal of The Korean Association of Information Education
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    • v.13 no.2
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    • pp.225-236
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    • 2009
  • According to the revised guideline for information & communication technology, algorithm has to be dealt with the learning contents from elementary school, so now it needs to study various educational methods for students to learn algorithm easily and effectively. In this study, after selecting sort algorithms as the content of learning, which is recognized as an important part of algorithm, an playing activity-based algorithm teaching method and an animation-based algorithm learning and teaching method were applied for the lower graders of an elementary school. Sorting algorithm education is adopted in two different ways, then we got two conclusions after analyzing the results of a specially designed achievement test and the questionnaire. First, there were not great differences in both educational methods in academic achievement, but it was clear that the lower grade elementary students can learn algorithm with ease. Second, the playing activity-centered algorithm education is more effective than animation-based education in improving students' comprehension, interest and satisfaction.

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A study on real-time internet comment system through sentiment analysis and deep learning application

  • Hae-Jong Joo;Ho-Bin Song
    • Journal of Platform Technology
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    • v.11 no.2
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    • pp.3-14
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    • 2023
  • This paper proposes a big data sentiment analysis method and deep learning implementation method to provide a webtoon comment analysis web page for convenient comment confirmation and feedback of webtoon writers for the development of the cartoon industry in the video animation field. In order to solve the difficulty of automatic analysis due to the nature of Internet comments and provide various sentiment analysis information, LSTM(Long Short-Term Memory) algorithm, ranking algorithm, and word2vec algorithm are applied in parallel, and actual popular works are used to verify the validity. If the analysis method of this paper is used, it is easy to expand to other domestic and overseas platforms, and it is expected that it can be used in various video animation content fields, not limited to the webtoon field

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Implementation of 3Dimension Cloth Animation based on Cloth Design System (의복 디자인 시스템을 이용한 웹 3차원 의복 애니메이션 구현)

  • Kim, Ju-Ri;Lee, Hae-Jung;Joung, Suck-Tae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.10
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    • pp.2157-2163
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    • 2011
  • In this paper, we designed 2D, 2.5D cloth design system and a 3D cloth animation system. They make the 3D cloth animation possible by using coordinate points extracted from 2D and 2.5D cloth design system in order to realize a system that allows customers to wear clothes in the virtual space. To make natural draping, it uses for description the mesh creation and transformation algorithms, path extraction algorithm, warp algorithm, and brightness extraction and application algorithms. The coordinate points extracted here are received as text format data and inputted as clothing information in the cloth file. Moreover, the cloth file has a 2D pattern and is realized to be used in the 3D cloth animation system. The 3D cloth animation system generated in this way builds a web-based fashion mall using ISB (Internet Space Builder) and lets customers view the clothing animation on the web by adding the animation process to the simulation result.

Implementation of Interactive 3D Aquaium from 2D Images Using 3D Model Conversion Algorithm (2D이미지의 3D 모델화 알고리즘 적용을 통한 인터랙티브 수족관개발)

  • Choi, Tea Jun;Lee, Heeman;Kim, Jeong Ho;Kim, Eung Soo
    • Journal of Korea Multimedia Society
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    • v.18 no.12
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    • pp.1562-1568
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    • 2015
  • The 3D contents are getting more attentions in various areas, such as in movies, advertising, games and exhibition contents. There are many authoring tools for making 3D Models and contents. However, those authoring tools take considerable amount of time to learn and to make 3D contents. In this paper, we propose the 3D model conversion algorithm to make 3D models from 2D pictures drawn on the touch screens or papers. The vertex animation method also proposed for the interactive 3D aquarium. The proposed vertex animation algorithm was tested for virtual 3D water creatures and compared with human-made animation. An Interactive 3D aquarium was implemented by using those proposed algorithms. Thus the simplicity and effectiveness of the algorithms can be applied to diverse industries.

An Efficient Compression Algorithm for Simple Computer Cell Animation (단순 컴퓨터 셀 애니메이션 영상에 효율적인 압축 알고리듬)

  • 민병석;정제창;최병욱
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.27 no.3A
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    • pp.211-220
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    • 2002
  • In this paper, we propose an efficient algorithm to compress simple computer cell animation at very low bit rate. The structure of proposed algorithm consists of intra frame coding and inter frame coding. In inter frame coding, animation is encoded by color quantization using a palette, rearrangement of index, ADPCM used in JPEG-LS, mapping, classification, and entropy coding. In interframe coding, classifying the characteristics of motion, animation is encoded by block based motion replenishment. Experimental results show that the proposed methods turns out to outperform conventional methods including Flash, FLC, Motion-JPEG, MPEG-1, and MPEG-4.

Secondary Action based Dynamic Jiggle-Bone Animation (이차 행동 기반의 다이나믹 지글 본 애니메이션)

  • Park, Sung-Jun;An, Deug-Yong;Oh, Seong-Suk
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.127-134
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    • 2010
  • The secondary animation technology for the detailed objects including accessories is being studied and applied to the modern game development. The jiggle-bone deformer is used for 3D graphic tools as a technology to create the animation of these objects, but it is disadvantageous in that the real-time modification is difficult and the graphic developers need much time. The secondary animation can also be realized using a physical game engine, but the cost of animation process increases when many objects in a scene of a game are rendered, and it has a low efficiency. This paper proposes a dynamic jiggle-bone animation algorithm, which can be modified in real time and has the similar effect to the physical game engine. To evaluate the performance of the proposed algorithm, tests were conducted with varied number of bones and for the case of one scene with the animation of many jiggle-bones, and the results were adjudged relatively efficient.

3D Animation Watermarking Using Position Interpolator (위치보간기를 이용한 3D 애니메이션 워터마킹)

  • Bae, Sung-Ho;Lee, Suk-Hwan;Kim, Jung-Hyun;Kwon, Ki-Ryong;Lee, Eung-Joo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.3C
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    • pp.287-296
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    • 2007
  • 3D keyframe animation is used widely in 3D graphics for real-time animation. This is a method that registers the animated key values in the important several frames among the entire frames and generates the rest frame by interpolator using the registered key values. This paper proposed the watermarking for 3D keyframe animation using PositionInterpolator. The proposed algorithm selects randomly the embedding meshes, which are transform nodes among the entire hierarchical structure. Then the watermark is embedded into keyValues of PositionInterpolator in selected transform node. Experimental results verified that the proposed algorithm has the robustness against geometrical attacks and timeline attacks.

Component for Animation on Data Structure and Visualization on Algorithm (자료구조 및 알고리즘의 시각화를 위한 컴포넌트)

  • 송병욱;민수정;김상욱
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10b
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    • pp.284-286
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    • 2000
  • 본 논문에서는 컴퓨터 교육을 위한 자료구조나 알고리즘의 특성을 이해시키기 위한 시각적인 애니메이션을 지원하는 ADVA(Animation on Data Structure and Visualization on Algorithm)의 개발에 사용된 컴포넌트를 제시하고 이의 구조와 기능을 설명한다. 이 컴포넌트는 각 자료 구조와 알고리즘의 시각 표현에서 요구되는 공통된 기능들을 지원하는 객체이다. 이는 재사용성을 증가시켜 ADVA의 제작을 용이하게 하고 표현의 통일성을 높여서 향상된 학습 효과를 얻을 수 있다.

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