• Title/Summary/Keyword: Algorithm animation

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The Principle of Dual Semiotic Process in Animation - Within Structuralism Semiotics - (애니메이션의 이중적 기호작용 원리 - 구조주의 기호학의 관점에서 -)

  • Joo Young-Sook;Kim Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.9 no.9
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    • pp.1196-1207
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    • 2006
  • In this paper, study on organization factors and algorithm of semiotics in Animation text within Roland Gerard Barthes's Structurism semiotics theory. It is possible through this approach that we can analyse the effective mechanism which delivers messages(or text) of animation, instead of plain analysis of classical semiotics. and then It will be able to keep watch on the blind viewpoint of the pure aesthetics which does not consider a social duty. In the expression of single sentence by the view of Barthes's semiotics theory, the text of animation is 'one sign has duplex role'. when it is explained another, the animation of mass media is special processing that makes conception and significance. in other words, the order of domination likely natural rule assimilate mass people to itself by the animation of mass media

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A Scene Change Detection using Motion Estimation in Animation Sequence (움직임 추정을 이용한 애니메이션 영상의 장면전환 검출)

  • Kwak, Sung-Keun
    • Journal of the Korea Computer Industry Society
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    • v.9 no.4
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    • pp.149-156
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    • 2008
  • There is the temporal correlation of a animation sequence between the motion vector of current block and the motion vector of previous block. In this paper, we propose the scene change detection algorithm for block matching using the temporal correlation of the animation sequence and the center-biased property of motion vectors. The proposed algorithm determines the location of a better starting point for the search of an exact motion vector using the point of the smallest SAD(sum of absolute difference) value by the predicted motion vector from the same block of the previous frame and the predictor candidate point on each search region. Simulation results show that the proposed algorithm has better detection performance, such as recall rate, then the existing method. The algorithm has the advantage of speed, simplicity and accuracy. In addition, it requires less amount of storage.

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Pedagogical effectiveness of algorithm visualizations in teaching the data structures and algorithms in elementary schools (초등학교의 자료구조와 알고리즘 수업에서 알고리즘 시각화의 교육적 효과)

  • Chun, Seok-Ju
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.255-263
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    • 2012
  • Early algorithm education is very important in order to nurture excellent S/W developers in an information society. However a algorithm learning is a great challenge to elementary school students since understanding what a computer algorithm written in a static text format meant to do is difficult. It is expected that a student can easily visualize a algorithm through animations. In this study, we evaluate the pedagogical effectiveness of algorithm visualizations in teaching the fundamental data structures and algorithms in elementary schools. Thus we defined a new measure called 'Algorithm Visualization Factor(AVF)' and developed both text-oriented and animation-oriented PPTs of algorithm education elements, that is, Stack, Queue, Bubble Sort, Heap Sort, BDF, and DFS. We have conducted experiments and evaluations on diverse students groups. Extensive experiment results show that the average score of the student groups using animation-orirented PPT is greater(22%) than the one of the student groups using text-orirented PPT.

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3D Animation Watermarking Using Geometrical Structure and PositionInterpolator (기하학적 구조 및 위치 보간기를 이용한 3D 애니메이션 워터마킹)

  • Lee, Suk-Hwan;Kwon, Ki-Ryong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.6 s.312
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    • pp.71-82
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    • 2006
  • For real-time animation, keyframe animation that consists of translation, rotation, scaling transform nodes is used widely in 3D graphics. This paper presents geometrical watermarking using vertex coordinates in CoordIndex node and interpolator watermarking using keyvalues in PositionInterpolator node for 3D keyframe animation based on VRML. Experimental results verify that the proposed algorithm has the robustness against geometrical attacks and timeline attacks as well as the invisibility.

Animation construction and application example by the post-processing of PIV data (PIV데이터의 post-processing에 의한 애니메이션 제작 및 적용예)

  • Kim, M.Y.;Choi, J.W.;Lee, H.;Lee, Y.H.
    • Proceedings of the KSME Conference
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    • 2000.04b
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    • pp.655-660
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    • 2000
  • Animation technique from the PIV database is particularly emphasized to give macroscopic and quantitative description of complex flow fields. This paper shows animation construction and application example for the post-processing of PIV data. As examples, first case is a pitching airfoil immersed in tree surface water circulating tunnel. Second case is a wake of a model-ship. Third case of PIV data is a large scale surface flow field. Obtained images are processed in time sequence by PIV exclusive routines where an efficient and reliable cross correlation algorithm is included for vector identification. All. animation Jobs are implemented completely on single personal computer environment. Compressed digital images are obtained initially by Motion-JPEG board and various An files are finally obtained through graphic processes.

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Motion Adaptation Control of 3-D Human Character (3차원 캐릭터의 동작적응 제어 기법)

  • 김상수;국태용
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.383-383
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    • 2000
  • In this paper, a motion adaptation control is applied for animation of 3-D human character. The method includes parameterization of joint motion data, motion adaptation based on body ratio of character, dynamic adaptation using genetic algorithm, etc. The feasibility of motion adaptation technique is verified by applying to motion control and adaptation of a 3-D human character.

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3D Animation Watermarking Based on Orientation Interpolator (방향보간기 기반의 3D 애니메이션 워터마킹)

  • Lee, Suk-Hwan;Do, Jae-Su;Kwon, Ki-Ryong
    • Journal of Korea Multimedia Society
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    • v.10 no.1
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    • pp.36-48
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    • 2007
  • This paper proposed 3D keyframe animation using orientation interpolator. 3D keyframe animation consists of a number of transform nodes that have geometrical node of initial model and several interpolator nodes that represent the object moving. In the proposed algorithm, we randomly selects transform nodes with orientation interpolator node and performs to resample quaternion components for haying uniform key time. And then, watermark bits are embedded into quaternion components with large rotation angles. Experimental results verified that the watermark embedded by the proposed algorithm had good robustness against geometrical attacks and timeline attacks and also PSNR of keyvalue in orientation interpolator node is above 42dB.

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The Design and Implementation of Shooting Game using Visual Basic

  • Seo, Jeong Man;Kweon, Soon Nyu
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.8
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    • pp.13-20
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    • 2016
  • The purpose of this study is to investigate and suggest nonviolent, emotionally and helpful games for young people. In this paper, the digital animation, advantages, disadvantages, production process, etc. for overseas trends were defined. Also, creating games with the Visual Basic language in the animated feature of the disadvantages of existing algorithms shows case and screen time, so delayed distortion appears respectively. The proposed algorithm improves the speed and distortion through the screen. Simply two games of in-game animation and animation in complex game features were designed for the experiment and showed the superiority of the proposed algorithm by running. In this paper, the user interface of the game for children and proposed relevant algorithms were designed and resultant screens of the game showed. Most of contemporary games are violent to children. Therefore, in order to solve such problems, the game which is not violent but educative and child-friendly was designed and implemented in this paper. The future study on the game with a more in-depth is needed for animation techniques.

Cyber Character Implementation with Recognition and Synthesis of Speech/lmage (음성/영상의 인식 및 합성 기능을 갖는 가상캐릭터 구현)

  • Choe, Gwang-Pyo;Lee, Du-Seong;Hong, Gwang-Seok
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.37 no.5
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    • pp.54-63
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    • 2000
  • In this paper, we implemented cyber character that can do speech recognition, speech synthesis, Motion tracking and 3D animation. For speech recognition, we used Discrete-HMM algorithm with K-means 128 level vector quantization and MFCC feature vector. For speech synthesis, we used demi-syllables TD-PSOLA algorithm. For PC based Motion tracking, we present Fast Optical Flow like Method. And for animating 3D model, we used vertex interpolation with DirectSD retained mode. Finally, we implemented cyber character integrated above systems, which game calculating by the multiplication table with user and the cyber character always look at user using of Motion tracking system.

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An Algorithm to generate SMIL Documents from Temporal Scripts of Animation Component (애니메이션 컴포넌트의 시간적 스크립트로부터 SMIL 문서 생성 알고리즘)

  • Ha, Yan
    • The KIPS Transactions:PartB
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    • v.10B no.1
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    • pp.111-118
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    • 2003
  • The SMIL specification that is recently approved by the W3C and is meant to help deliver multimedia content to the Web, is widely used in these days and they have continuously emerged tools or softwares related with that. In this paper, I propose an algorithm to convert temporal scripts of RASP that is an experimental toolkit for computer animation that promotes interaction-based programming over time into a SMIL document. For making better use of SMIL documents, we can improve reusability of animation components. And, main contribution of this paper is that it verifies the sequence diagram generated for synchronization of documents by reconverting SMIL from UML sequence diagram.