• Title/Summary/Keyword: Animation

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Pose Creation of Character in Two-Dimensional Cartoon through Human Pose Estimation (인간자세 추정방법에 의한 2차원 웹툰 캐릭터 포즈 생성)

  • Jeong, Hieyong;Shin, Choonsung
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.718-727
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    • 2022
  • The Korean domestic cartoon industry has grown explosively by 65% compared to the previous year. Then the market size is expected to exceed KRW 1 trillion. However, excessive work results in health deterioration. Moreover, this working environment makes the production of human resources insufficient, repeating a vicious cycle. Although some tasks require creation activity during cartoon production, there are still a lot of simple repetitive tasks. Therefore, this study aimed to develop a method for creating a character pose through human pose estimation (HPE). The HPE is to detect key points for each joint of a user. The primary role of the proposed method was to make each joint of the character match that of the human. The proposed method enabled us to create the pose of the two-dimensional cartoon character through the results. Furthermore, it was possible to save the static image for one character pose and the video for continuous character pose.

The Importance of Multimedia for Professional Training of Future Specialists

  • Plakhotnik, Oleh;Strazhnikova, Inna;Yehorova, Inha;Semchuk, Svitlana;Tymchenko, Alla;Logvinova, Yaroslava;Kuchai, Oleksandr
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.43-50
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    • 2022
  • For high-quality education of the modern generation of students, forms of organizing the educational process and the latest methods of obtaining knowledge that differ from traditional ones are necessary. The importance of multimedia teaching tools is shown, which are promising and highly effective tools that allow the teacher not only to present an array of information in a larger volume than traditional sources of information, but also to include text, graphs, diagrams, sound, animation, video, etc. in a visually integrated form. Approaches to the classification of multimedia learning tools are revealed. Special features, advantages of multimedia, expediency of use and their disadvantages are highlighted. A comprehensive analysis of the capabilities of multimedia teaching tools gave grounds for identifying the didactic functions that they perform. Several areas of multimedia application are described. Multimedia technologies make it possible to implement several basic methods of pedagogical activity, which are traditionally divided into active and passive principles of student interaction with the computer, which are revealed in the article. Important conditions for the implementation of multimedia technologies in the educational process are indicated. The feasibility of using multimedia in education is illustrated by examples. Of particular importance in education are game forms of learning, in the implementation of which educational elements based on media material play an important role. The influence of the game on the development of attention by means of works of media culture, which are very diverse in form and character, is shown. The importance of the role of multimedia in student education is indicated. In the educational process of multimedia students, a number of educational functions are implemented, which are presented in the article. Recommendations for using multimedia are given.

A Study on the Early Computer Utilization in Korean Broadcasting: Focusing on the History of Election Broadcasting(1985-1992) (한국 방송에서 초기 컴퓨터 활용에 관한 연구: 선거 개표방송 변천사를 중심으로(1985년-1992년))

  • Nah, So-Mi
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.301-307
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    • 2022
  • Today, each broadcasting station makes the best use of CG (computer Graphics), which is the latest technology in election broadcasting, and competes to attract the eyes of viewers. This paper investigated the history of CG technology and design transitions in election ballot counting broadcasts from the perspective of CG designers. From the 1980s, when computer-based election ballot counting began, to the full-scale use of virtual studios, the image and technology produced by CG while watching the ballot-counting broadcast video of general elections, presidential elections, and local elections. We analyzed the utilization from various angles. In Korea, we started with the EDDS (Election Data Display System) developed in-house, created a database using a computer, and introduced manual animation CG every day from that time. After that, broadcasting stations focused on diverse and gorgeous CG image competition, and CG images were expanded from 2D to 3D while technology and design developed together. From 1985 to 1992, Korean broadcasting can be seen as a transitional period in which the image changes due to the emphasis on information power while utilizing digital technology.

A study on Classification of Book Trailers (북트레일러의 유형에 대한 연구)

  • Kim, Hyunhee
    • Design Convergence Study
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    • v.14 no.2
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    • pp.67-87
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    • 2015
  • With the development of cultural industries and technology, digital video marketing has grown immensely and 'Book Trailer' are now one of the main methods of promoting a title in publishing industry. The demands are growing, but the development lacks basic theoretical foundation and systematic structure. At this crucial moment, basic theoretical research on Book Trailer is necessary to establish a solid foundation for the medium to expand. In this study, I have focused on defining the basic concepts of Book Trailers and analyzing the classification of Book Trailers. In sorting the type of Book Trailers, content and formal appearance were used as standards. As a result, I was able to classify the content genre into message type, conflict type, character type using the elements of story. The formal appearance genre was classified into still photography type, motion typography type, interview type, story movie type and animation type.

A Study on the Effectiveness of Media Based Cultural Studies - Center of creativity education of university students (미디어 기반 교양교과 효과 검증 연구 - 대학생의 창의성 교육 중심으로)

  • Kim, Seong-Won;Youn, Jeong-Jin
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.193-201
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    • 2017
  • The purpose of this study is to examine the effect of creativity education on creativity of college students through educational medium such as film, animation, documentary, cartoon, advertisement, etc. Therefore, D university in Busan Metropolitan City held a 15-week creativity program for team college students in the second semester of 2016 "creative convergence". In this study, the data collected by the pre - test and post - test using the creativity questionnaire were analyzed by SPSS 18.0 program. The results of this study are as follows. First, the creativity of college students showed a significant difference in problem solving ability scores in the curriculum for media literacy. Second, the creativity of university students showed a significant difference in creative tendency score in media literacy curriculum. The fact that various media such as movies, animations, documentaries, cartoons, advertisements, etc. are educational media that can be easily accessed in everyday life, suggests that the improvement of creativity suggests educational effects to college students and future students.

Focus Group Interview for childhood creativity education utilizing the media (유아 창의성 교육에 대한 현장 인식 연구 -미디어를 중심으로-)

  • Bae, Soo-Min;Youn, Jeong-Jin
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.8
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    • pp.533-540
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    • 2017
  • The purpose of this research is to explore the awareness and demand of the field of childhood creativity education using media to promote childhood creativity. First of all, we conducted a focus group interview on the actual situation, awareness, and needs of media - based creativity education in early childhood education with 6 ewperts includes 2 professors 1 director, 1 assistant director, 1 teacher. As a result of FGI, first, the actual condition of childhood creativity education using media utilizes electronic bulletin board, animation fairy tale or children's song. Second, the awareness about childhood creativity education using media is recognizing that childhood can't cur off media with thir lives, so education institution utilizes the media naturally. Lastly, the demand about childhood creativity education using media asks the plan which can use childhood creativity education using media through teacher education or training educating for pre-service teachers desirably.. So, The research suggests the need of the childhood creativity education program using media later on.

A Study on the Types of Virtual Influencers in China Using Q Methodology

  • LILI;Jong-Yoon Lee;ShanShan LIU;Jang Sun Hong
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.152-161
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    • 2023
  • Modern people live a life connected with the real world and the virtual world by relying on the new media of enterprises and social consumption led by innovative technologies. In this environment, virtual influencers actively communicate with consumers and build relationships through social media, which is a new marketing tool that has attracted widespread attention. From a business perspective, it is necessary to have a solid understanding of this phenomenon, and then explore communication strategies to effectively develop virtual influencers. To investigate followers' preference for virtual influencers, this study employs the Q-method, which studies human subjective attributes, an empirical research effort to uncover complex issues in human subjectivity. To determine the factors that trigger people's voluntary and active practice and the preference degree of virtual influencers, the Q method is implemented to examine human subjectivity, thoughts and attitudes. According to the results of this study, virtual influencers are a new group of idols full of vitality. The interviews found that there are still many virtual influencers who do not know about followers, but each type can be clearly understood through the intuitive understanding of the interviewees. Divided out, type 1 one egoideal virtual influencers aim to represent an idealized version of the creator or target audience. Embodies ideal physical characteristics, personality or lifestyle desired by the audience. Type 2 is charismatic and attractive, and has the characteristics of most virtual influencers. It is suggested that it can be developed into a potential type, doing brand cooperation, and content production on social media platforms. Type 3: Game animation, derived from the image of characters in games or comics, with stylized features and energetic personalities, which can be integrated into games or entertainment experiences. Type 4 development potential type is the most successful type among virtual imagers, and it is also the purpose of marketing virtual influencers. It is essential that brand endorsement on social media platforms, integrated marketing, and driving advertising traffic. It is recommended to improve production technology to reduce investment costs.

Solar motion described in the Richan lizhi(日躔曆指) and the Richan biao(日躔表) of the Chongzhen reign treatises on Calendrical Astronomy(Chongzhen lishu 崇禎曆書)

  • Choe, Seung-Urn;Kang, Min-Jeong;Kim, Sukjoo;Suh, Wonmo;Lee, Myon U.
    • The Bulletin of The Korean Astronomical Society
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    • v.45 no.1
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    • pp.53.3-54
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    • 2020
  • 본 연구는 명말(明末)에 역법(歷法)의 개정을 주장한 서광계(徐光啓, 1562~1633)의 기획과 총괄에 의해 편찬되었고, 이탈리아 선교사 로(Giacomo Rho, 羅雅谷, 1593~1638)가 주 저자로 보는 《숭정역서》에서 태양의 이론편인 <일전역지(日躔歷指)>와 계산 절차 및 계산수치표가 종합된 <일전표(日躔表)>의 내용을 정리, 분석하였다. <일전역지>와 <일전표>에 들어있는 몇 개의 내용과 표들은 대부분 16세기 후반부터 17세기 전반에 걸쳐 서유렵의 티코 브라헤(Tycho Brahe, 1546~1601), 마기니(Giovanni Antonio Magini, 1555~1617), 메티우스(Adriaan Metius, 1571~1635) 등의 책에서 동일한 내용이 발견되었다. 판나이 휘집본(潘鼐彙集本; 프랑스 국립도서관본; 《숭정역서》 초기본), 규장각본(《숭정역서》의 후기본), 그리고 사고전서본(《신법산서》)의 내용을 빠짐없이 검토하고, 최근 발간된 《숭정역서합교》의 연구도 반영되었다. <일전역지>에 태양의 운동을 기술하기 위해 Eccentic 모델을 사용하여 양심차(兩心差), 원지점의 방향, 가감차(加減差), 지구-태양간의 거리 변화 등을 설명하고 있다. 그러나 <일전표>에 나타난 가감차표와 지구-태양간의 거리표는 Equant 모델을 사용하였다. 비교를 위하여 70여년 뒤에 편찬된 《역상고성》 상편 제 4권 <일전역리>에서는 코페르니쿠스 모델인 본륜-균륜 모델이 사용되고 있었다. 본 연구에서는 위에 언급된 3 가지 모델의 차이를 설명하고, 가감차와 지구-태양간의 거리표를 이 모델을 이용하여 계산한 다음, <일전표>에 있는 가감차표와 지구-태양간의 거리표와 비교할 것이다. 《신법산서》에는 Equant 모델을 설명하고 있는데 어디서 오류가 발생하였는지도 규명한다. 그리고 3 가지 모델의 animation을 통해 가감차와 거리차를 쉽게 설명하고자 한다.

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Case Study : Cinematography using Digital Human in Tiny Virtual Production (초소형 버추얼 프로덕션 환경에서 디지털 휴먼을 이용한 촬영 사례)

  • Jaeho Im;Minjung Jang;Sang Wook Chun;Subin Lee;Minsoo Park;Yujin Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.21-31
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    • 2023
  • In this paper, we introduce a case study of cinematography using digital human in virtual production. This case study deals with the system overview of virtual production using LEDs and an efficient filming pipeline using digital human. Unlike virtual production using LEDs, which mainly project the background on LEDs, in this case, we use digital human as a virtual actor to film scenes communicating with a real actor. In addition, to film the dialogue scene between the real actor and the digital human using a real-time engine, we automatically generated speech animation of the digital human in advance by applying our Korean lip-sync technology based on audio and text. We verified this filming case by using a real-time engine to produce short drama content using real actor and digital human in an LED-based virtual production environment.

MPM-Based Angular Animation of Particles using Polar Decomposition Theory (극 분해 이론을 활용한 MPM기반의 입자 회전 애니메이션)

  • Song, Chang-yong;Kim, Ki-hoon;Kim, Sun-jeong;Kim, Changhun
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.4
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    • pp.13-22
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    • 2022
  • In this paper, we propose a single framework based on the MPM(Material Point Method) that can represent the dynamic angular motion of the elementary particle unit. In this study, the particles can have various shapes while also describing linear and angular motion. As a result, unlike other particle-based simulations, which only represent linear movements of spherical (e.g. Circle, Sphere) particles, it is possible to express the visually dynamic motion of them. The proposed framework utilizes MPM, due to the fact that rotational motion can be decomposed and derived from large deformation. During the integration process of the presented technique, a deformation gradient tensor is decomposed by polar decomposition theory for extracting rotation tensor. By applying this together with the linear motion of each particle, as a result, it is possible to simultaneously express the angluar and linear motion of the particle itself. To verify the proposed method, we show the simulation of rotating particles scattering in the wind field, and the interaction(e.g. Collision) between a moving object and them by comparing the traditional MPM