• Title/Summary/Keyword: Definition of animation

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3D Computer Animation Approach based on Traditional Animation Principle (전통 애니메이션에 입각한 3D 컴퓨터 애니메이션의 접근)

  • 오근재;신성순
    • Archives of design research
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    • v.14 no.1
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    • pp.177-186
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    • 2001
  • It is true that the new development in digital technology has Influenced on the definition of animation like it did on the other fields of an, but this doesnt mean this development drastically changes the traditional concept and replaces it with innovative new one. The more the technology is being developed, the mon it needs traditional base that can lead it to what it originally should be. As an example, computer animation companies are constantly seeking for people who have traditional animation background rather than well-trained computer oriented artists. This means digital technology will be no more a technological threat to the people who has traditional animation background. Consequently, when considering the extended concept caused by this new technology, we have to find its base on the traditional animation concept. Since we dont have any fundamental base in traditional animation and technological base in computer animation, we should consider those in advanced countries as a standard. However, in these days, there is a tendency to worship the words themselves such as "digital revolution", "information technology" etc., not the basics behind them. We cannot expect any achievement with this in mind. This study might be a short cut to the students and animators who want to learn and approach computer animation in a right wav.

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Implementation of A 3-D Animation System Based on The MPEG-4 SNHC Standard (MPEG-4 SNHC 표준을 따르는 3차원 애니메이션 시스템의 구현)

  • 윤승욱;안정환;전정희;호요성
    • Proceedings of the IEEK Conference
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    • 2002.06d
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    • pp.129-132
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    • 2002
  • In this paper, we propose a 3-D animation system to track and analyze motion of the human object. The proposed system consists of two separate layers: motion analysis layer and 3-D model registration layer. Following the MPEG-4 SNHC standard, we generate object motion using body definition and animation parameters. In the implemented system, we acquire human motion data from a single camera and extract body definition parameters from arbitrary VRML human models.

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Extraction and Implementation of MPEG-4 Facial Animation Parameter for Web Application (웹 응용을 위한 MPEC-4 얼굴 애니메이션 파라미터 추출 및 구현)

  • 박경숙;허영남;김응곤
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.8
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    • pp.1310-1318
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    • 2002
  • In this study, we developed a 3D facial modeler and animator that will not use the existing method by 3D scanner or camera. Without expensive image-input equipments, we can easily create 3D models only using front and side images. The system is available to animate 3D facial models as we connect to animation server on the WWW which is independent from specific platforms and softwares. It was implemented using Java 3D API. The facial modeler detects MPEG-4 FDP(Facial Definition Parameter) feature points from 2D input images, creates 3D facial model modifying generic facial model with the points. The animator animates and renders the 3D facial model according to MPEG-4 FAP(Facial Animation Parameter). This system can be used for generating an avatar on WWW.

Classification of Behavioral Lexicon and Definition of Upper, Lower Body Structures in Animation Character

  • Hongsik Pak;Suhyeon Choi;Taegu Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.103-117
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    • 2023
  • This study focuses on the behavioural lexical classification for extracting animation character actions and the analysis of the character's upper and lower body movements. The behaviour and state of characters in the animation industry are crucial, and digital technology is enhancing the industry's value. However, research on animation motion application technology and behavioural lexical classification is still lacking. Therefore, this study aims to classify the predicates enabling animation motion, differentiate the upper and lower body movements of characters, and apply the behavioural lexicon's motion data. The necessity of this research lies in the potential contributions of advanced character motion technology to various industrial fields, and the use of the behavioural lexicon to elucidate and repurpose character motion. The research method applies a grammatical, behavioural, and semantic predicate classification and behavioural motion analysis based on the character's upper and lower body movements.

The Study about Application of Animation 12 principles on 3D Mobile Game -With Game [Fly to The Music]- (3D Mobile Game에서의 Animation 12원칙 적용 사례 연구 -Game [Fly to The Music]을 중심으로-)

  • Kim Hyeon;Lee Nam-Kook
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.25-34
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    • 2006
  • Game and Animation are considered as two different fields. The definition of animation is 'moving picture' and game is a kind of animation which can be controlled by users. Actually, many principles of animation are applied to the production of games, and are even more emphasized in the mobile game contents which are becoming popular these days because of the characteristics of mobile devices such as small screen size. In this paper, we study on the application of the 12 principles of animation through the making of a mobile 3D game called 'Fly to the music' and that game is going to be serviced in late 2006 by SK Telecom. Moreover, we studied the differences between 3d mobile game animation and ordinary animation.

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Creating a High-Definition Animation of Tsunami Propagation (지진해일 수치실험 결과의 고해상도 에니메이션 생성)

  • Kim, Kyeong-Ok;Yuk, Jin-Hee;Min, Byung-Il;Choi, Byung-Ho
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.23 no.5
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    • pp.327-334
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    • 2011
  • Simulation of the trans-oceanic or trans-basin propagation of a tsunami is a computer-intensive task. This study demonstrates an effective and detailed visualization technique to deal with the vast amount of surface-elevation and velocity-field output. This high-definition visualization technique is used to present simulations of the 1960 and 2010 Chilean earthquake tsunamis and the 1983 Central East (Japan) Sea earthquake tsunami. This tsunami-visualization method using high-definition graphic animation is an appropriate tool to show detailed tsunami-propagation behavior over an ocean or coastal sea, as exemplified by the Pacific Ocean and East (Japan) Sea tsunami events.

A Study Animation on 3D Mobile Game -With Game [Fly to The Music]- (3D Mobile Game에서의 Animation 활용사례연구 -Game [Fly to The Music]을 중심으로-)

  • Kim, Hyeon;Lee, Nam-Kook
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.302-309
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    • 2006
  • Game and Animation are considered as two different fields. The definition of animation is "moving picture" and game is a kind of animation which can be controlled by users. Actually, many principles of animation are applied to the production of games, and are even more emphasized in the mobile game contents which are becoming popular these days because of the characteristics of mobile devices such as small screen size. In this paper, we study on the application of the 12 principles of animation through the making of a mobile 3D game called "Fly to the music" and that game is going to be serviced in late 2006 by SK Telecom. Moreover, we studied the differences between 3d mobile game animation and ordinary animation.

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Implementation of Face Animation For MPEG-4 SNHC

  • Lee, Ju-Sang;Yoo, Ji-Sang;Ahn, Chie-Teuk
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.141-144
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    • 1999
  • MPEG-4 SNHC FBA(face and body animation) group is going to standardize the MPEG-4 system for low-bit rate communication with the implementation and animation of human body and face on virtual environment. In the first version of MPEG-4 standard, only the face object will be implemented and animated by using FDP (face definition parameter) and FAP(facial animation parameter), which are the abstract parameters of human face for low-bit rate coding. In this paper, MPEG-4 SNHC face object and it's animation were implemented based on the computer graphics tools such as VRML and OpenGL.

A Study of Stage setting(image) device based on Animation : Ani-Stage (애니메이션을 이용한 영상무대장치에 대한 연구 : 애니 스테이지(Ani-Stage))

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.11
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    • pp.105-120
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    • 2007
  • This treatise has defined afresh the stage setting(image) device with use of animation which is known as virtual studio, cyber studio and all that sort of things as a word 'Ani-Stage' and has also adjusted it's generative background. It will be suggest that the established stage setting device with some confined techniques need to be grafted other various animation techniques together in order to make room for 'Ani-Stage-oriented' and will be offer a device able to make free use of composition angles, simplification of composite process free from limited factors. The purpose of this treatise is that raise up the recognition on ani-stage of the specialistic competent person who playing a role in the sphere of animation and that give a new definition about the stage setting device based on animation.

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A Study on Education and Development of the Digital Cartoon and Animation (디지털 만화 애니메이션의 발전과 교육 방안)

  • Shon, Young-Woo
    • Journal of Digital Contents Society
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    • v.7 no.4
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    • pp.219-225
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    • 2006
  • The appearance of digital culture contents swiftly has changed the culture in domestic and international areas in recently and the digital cartoon and animation have become the most important expression media in contemporary age. The digital cartoon and animation industry have attracted the attention of the people as the business of the OSMU(One Source Multi User) which has the possibility to expand and to enhance the added value not only for the field of image and character business but also for the area of the advertising and tourist business. Therefore, in this paper, 1 study on education and development of the digital cartoon and animation. Firstly, I study on definition and type of the digital cartoon, and work flow of the cartoon contents production. Secondly, the purpose of this study is to analyze and research the domestic business trend of the digital cartoon and animation. Finally, 1 propose the plan of policy and education of the digital cartoon and animation.

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