• Title/Summary/Keyword: Data-based animation

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A Method for Producing Animation as a Series of Backward-Projected Patterns in a Self-Organizing Map

  • Wakuya, Hiroshi;Takahama, Eishi;Itoh, Hideaki;Fukumoto, Hisao;Furukawa, Tatsuya
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.195-196
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    • 2012
  • A self-organizing map (SOM) can be seen as an analytical tool to discover some underlying rules in the given data set. Based on such distinctive nature called topology-preserving projection, a new method for generating intermediate patterns was proposed. Then, following to this method, producing animation as a series of backward-projected patterns just like a flip book is tried in this article.

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Facial Expression Animation which Applies a Motion Data in the Vector based Caricature (벡터 기반 캐리커처에 모션 데이터를 적용한 얼굴 표정 애니메이션)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.90-98
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    • 2010
  • This paper describes methodology which enables user in order to generate facial expression animation of caricature which applies a facial motion data in the vector based caricature. This method which sees was embodied with the plug-in of illustrator. And It is equipping the user interface of separate way. The data which is used in experiment attaches 28 small-sized markers in important muscular part of the actor face and captured the multiple many expression which is various with Facial Tracker. The caricature was produced in the bezier curve form which has a respectively control point from location of the important marker which attaches in the face of the actor when motion capturing to connection with motion data and the region which is identical. The facial motion data compares in the caricature and the spatial scale went through a motion calibration process too because of size. And with the user letting the control did possibly at any time. In order connecting the caricature and the markers also, we did possibly with the click the corresponding region of the caricature, after the user selects each name of the face region from the menu. Finally, this paper used a user interface of illustrator and in order for the caricature facial expression animation generation which applies a facial motion data in the vector based caricature to be possible.

Graphic Simulator for processing test of Humanoid Robot (인간형 로봇의 동작 더스트를 위한 그래픽 시뮬레이터)

  • Hwang, Byung-Hun;Kim, Jee-Hong
    • Proceedings of the KIEE Conference
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    • 2003.07d
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    • pp.2480-2482
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    • 2003
  • As make a simulator including user interface functions like start & stop, load parameters, record and save, view 3D display has a real-like length and numerical value of sizes, represent real-shape of inner and outer part of robot, make the possible fast and slow selective observation as a adjust a step, receiving the images through the image device which attached in robot, so make a motion tester simulator of humanoid robot which coded by windows based GUI(Graphic User Interface) program with a MMI(Man Machine Interface) function that user can watch the environment which included robot and use a images. For implement this, we use a design data that converted data which made by use a CAD for Laser RP(Rapid Prototyping) progress into C coding for simulator programming. Using OpenGL, an API of graphic, it has a efficiency and detail of graphic operation. To make and test animation data, it has the option of save and resume in animation.

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A Study on the Meaning of The First Slam Dunk Based on Text Mining and Semantic Network Analysis

  • Kyung-Won Byun
    • International journal of advanced smart convergence
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    • v.12 no.1
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    • pp.164-172
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    • 2023
  • In this study, we identify the recognition of 'The First Slam Dunk', which is gaining popularity as a sports-based cartoon through big data analysis of social media channels, and provide basic data for the development and development of various contents in the sports industry. Social media channels collected detailed social big data from news provided on Naver and Google sites. Data were collected from January 1, 2023 to February 15, 2023, referring to the release date of 'The First Slam Dunk' in Korea. The collected data were 2,106 Naver news data, and 1,019 Google news data were collected. TF and TF-IDF were analyzed through text mining for these data. Through this, semantic network analysis was conducted for 60 keywords. Big data analysis programs such as Textom and UCINET were used for social big data analysis, and NetDraw was used for visualization. As a result of the study, the keyword with the high frequency in relation to the subject in consideration of TF and TF-IDF appeared 4,079 times as 'The First Slam Dunk' was the keyword with the high frequency among the frequent keywords. Next are 'Slam Dunk', 'Movie', 'Premiere', 'Animation', 'Audience', and 'Box-Office'. Based on these results, 60 high-frequency appearing keywords were extracted. After that, semantic metrics and centrality analysis were conducted. Finally, a total of 6 clusters(competing movie, cartoon, passion, premiere, attention, Box-Office) were formed through CONCOR analysis. Based on this analysis of the semantic network of 'The First Slam Dunk', basic data on the development plan of sports content were provided.

Study on the Characters' Role and Personality Difference in the Series Animation Works (시리즈 애니메이션 캐릭터의 역할과 성격 변화에 대한 고찰)

  • Kong, Hyunhee;Sung, Rea
    • Journal of Information Technology Applications and Management
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    • v.29 no.4
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    • pp.51-60
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    • 2022
  • This study was conducted on characters who play the main character of the spin-off work based on the image in the original. Through the analysis of the original and spin-off works, the role type and characteristics according to the characters' roles were analyzed. It was analyzed that Rex, Bo Peep, and Forky, the main characters of the Toy Story spin-off works, had characteristics described in the original, which were not the main characters, and changed when they appeared in the spin-off works. First, it shows a tendency to add a new personality to play the role of the main character who solves problems and leads the story development while maintaining the existing personality characteristics in the original. Second, in order to play the main character in the spin-off work, these main characters are strongly revealed in the characteristics of the faithful type 6, and the achiever type 3, respectively. The reason why the characters' personality in the existing original have continuity is that if the personality of the existing characters change rapidly, they may contradict the audience's existing perception, preventing them from being immersed in the spin-off protagonist itself and the story development. However, the main characteristics of personality type 6 and personality type 3 are described only by considering the character's role as a helper to solve the problem and the characters' characteristics, but in order to solve the problem in spin-off, the animation producers are determined to achieve the goal. An understanding of this result will greatly help animation producers plan the character in consideration.

Real2Animation: A Study on the application of deepfake technology to support animation production (Real2Animation:애니메이션 제작지원을 위한 딥페이크 기술 활용 연구)

  • Dongju Shin;Bongjun Choi
    • Journal of the Institute of Convergence Signal Processing
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    • v.23 no.3
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    • pp.173-178
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    • 2022
  • Recently, various computing technologies such as artificial intelligence, big data, and IoT are developing. In particular, artificial intelligence-based deepfake technology is being used in various fields such as the content and medical industry. Deepfake technology is a combination of deep learning and fake, and is a technology that synthesizes a person's face or body through deep learning, which is a core technology of AI, to imitate accents and voices. This paper uses deepfake technology to study the creation of virtual characters through the synthesis of animation models and real person photos. Through this, it is possible to minimize various cost losses occurring in the animation production process and support writers' work. In addition, as deepfake open source spreads on the Internet, many problems emerge, and crimes that abuse deepfake technology are prevalent. Through this study, we propose a new perspective on this technology by applying the deepfake technology to children's material rather than adult material.

Character Motion Control by Using Limited Sensors and Animation Data (제한된 모션 센서와 애니메이션 데이터를 이용한 캐릭터 동작 제어)

  • Bae, Tae Sung;Lee, Eun Ji;Kim, Ha Eun;Park, Minji;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.85-92
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    • 2019
  • A 3D virtual character playing a role in a digital story-telling has a unique style in its appearance and motion. Because the style reflects the unique personality of the character, it is very important to preserve the style and keep its consistency. However, when the character's motion is directly controlled by a user's motion who is wearing motion sensors, the unique style can be discarded. We present a novel character motion control method that uses only a small amount of animation data created only for the character to preserve the style of the character motion. Instead of machine learning approaches requiring a large amount of training data, we suggest a search-based method, which directly searches the most similar character pose from the animation data to the current user's pose. To show the usability of our method, we conducted our experiments with a character model and its animation data created by an expert designer for a virtual reality game. To prove that our method preserves well the original motion style of the character, we compared our result with the result obtained by using general human motion capture data. In addition, to show the scalability of our method, we presented experimental results with different numbers of motion sensors.

Parallel Rendering of High Quality Animation based on a Dynamic Workload Allocation Scheme (작업영역의 동적 할당을 통한 고화질 애니메이션의 병렬 렌더링)

  • Rhee, Yun-Seok
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.1
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    • pp.109-116
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    • 2008
  • Even though many studies on parallel rendering based on PC clusters have been done. most of those did not cope with non-uniform scenes, where locations of 3D models are biased. In this work. we have built a PC cluster system with POV-Ray, a free rendering software on the public domain, and developed an adaptive load balancing scheme to optimize the parallel efficiency Especially, we noticed that a frame of 3D animation are closely coherent with adjacent frames. and thus we could estimate distribution of computation amount, based on the computation time of previous frame. The experimental results with 2 real animation data show that the proposed scheme reduces by 40% of execution time compared to the simple static partitioning scheme.

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Mobile 3D Contents Watermarking Technique Based on Buyer-Seller Watermarking Protocol (Buyer-Seller 워터마킹 프로토콜 기반의 모바일 3D 콘텐츠 워터마킹 기법)

  • Kwon, Seong-Geun;Lee, Suk-Hwan;Bae, Sung-Ho;Park, Jae-Bum;Kwon, Ki-Ryong
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.8C
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    • pp.788-799
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    • 2007
  • This paper presents a watermarking method for copyright protection and illegal copy prevention of mobile 3D contents. The proposed method embeds copyright information and user's phone number into spatial domain and encryption domain of mobile animation data based on Buyer-Seller watermarking protocol. Furthermore, we insert user's operation key so that only authorized user can play 3D animation game in mobile device. We implemented the proposed method by using mobile animation tool, G3-SDK. From experimental results, we verified that the proposed method is capable of copyright protection and illegal copy prevention since the watermark can be well extracted against geometrical attacks, such as noise addition, data accuracy variableness and data up/down scaling.

A Study on Expressing 3D Animation by Visual Direction : focused on 〈 How to train your dragon 〉 (시각적 연출에 의한 3D 입체 애니메이션 표현 연구: 〈드래곤 길들이기〉를 중심으로)

  • Kim, Jung-Hyun
    • Cartoon and Animation Studies
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    • s.26
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    • pp.1-30
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    • 2012
  • The purpose of animation is to give interesting stories to an audience through motion. To achieve the purpose, over the past century since its inception, animation has adopted many kinds of technologies, and thus developed diverse narrative methods and visual expression techniques. In addition, with the advancement of expression techniques, all elements making up animation have gradually been systemized, and at the same time, have helped express the worlds beyond the reality. As a result, people have faced the era when an audience can watch everything imaginated by an animation director on a big screen. These days, more efforts have been made in order for the audience to feel much more than enjoy pictures moving in a frame. In other words, the purpose of the animation is changing from the passive viewing of animation to feeling and sensing stuffs through the animation. In the center of the changing process is 3D technology which gives new interesting to an audience. Sometime ago, a 3D animation movie was produced in Korea. But it did not bring out box-office profits, for it failed to give satisfaction to an audience who expected high perfection and beauty being able to be rivalled to those of international 3D animation movies. The failure is attributable to the fact that the domestic 3D animation production industry is merely in the early stage, and has not sufficient human resources, technology, and experiences in producing 3D animation films. Moreover, the problem is that most studies on 3D focus on the technologies related to reenactment, but that few studies on the images, which an audience directly faces, have been conducted. Under the domestic circumstance, the study on stereoscopic image screen of , a 3D stereoscopic animation film which was released in 2010 and has been seen as the best successful 3D stereoscopic animation, is worthwhile. Thus this thesis conducted theoretical consideration and case analysis focusing on the visual direction that creates the pictures to deliver abundant three dimensional effect so that it can be used as a basic data when producing high quality-domestic 3D animation and training professional labor forces. In the result, it was found that the 3D animation was not a new area, but the area which has been expanded and changed by applying the characteristics of 3D image based on the principles of the existing media aesthetics. This study might be helpful to establish the foundation of the theoretical studies necessary for producing 3D animation contents for realizing the sense of reality.