• Title/Summary/Keyword: Digital Animations

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A photo-based realistic facial animation (한 장의 포토기반 실사 수준 얼굴 애니메이션)

  • Kim, Jaehwan;Jeong, Il-Kwon
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.51-52
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    • 2011
  • We introduce a novel complete framework for contructing realistic facial animations given just one facial photo as an input in this paper. Our approach is carried on in 2D photo spacem not 3D space. Moreover, we utilize computer vision-based technique (digital matting) as well as conventional image processing methods (image warping and texture synthesis) for expressing more realistic facial animations. Simulated results show that our scheme produces high quality facial animations very efficiently.

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A Study on the Paradigm of Communicative Expressions depending on the Information Type of Web Animations (웹 애니메이션의 정보유형에 따른 커뮤니케이션 표현 패러다임에 관한 연구)

  • Na, In-Sun
    • Cartoon and Animation Studies
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    • s.15
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    • pp.1-12
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    • 2009
  • As the technology realizing digital multimedia has been developing remarkably based on Internet environment, today we can gain various information we need quickly and easily without regard to time or place by using world wide web. The recent spread of digital animation as a way of communication on Internet has been forming a new communication paradigm according to the development of age. Besides, digital animations embodied on web are a kind of communication medium which is expressed through interactions using different digital multimedia tools and put the concepts of time and space together. This is a form which can cope with various forms of information, and it occupies a high rate on web and is used often. Web animations offer various forms of communication, such as interface structure design for information transfer, characters, typography, and other graphic elements, which make users feel maximized real dynamics. This paper analyzes and evaluates the categories according to the characteristics, information and usage types of digital animations used on web, examines more efficient communication expressions based on them, and pays attention to the Internet environment that will develop and change in the future. With regard to it, this research aims at suggesting a useful theory so that diverse digital animations on web based on Internet environment would develop into a new communication paradigm responding to the change of time.

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Comparative Study On Frame And Mise-en-Scene in Animation, Live-Action Movies & Digital Cinema (애니메이션, 실사영화, 디지털영화의 프레임과 미장센 특성 비교연구)

  • Kum, Bo-Sang
    • Cartoon and Animation Studies
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    • s.11
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    • pp.41-53
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    • 2007
  • Due to the development of digital cinema, Animations are no longer a peripheral part of movies and become major role in making films, including live action movies. This kind of change makes the distinctive line between animations and live action movies vague. In order to prevent such side-effect, this study is aimed at building solid territory again between the two by reviewing the difference and, based on it, looking for effective cinematic techniques to produce synthesized and digitalized images. First of all, consideration on mise-en-scene is crucially required to tell this line. The mise-en-scene is a director's own unique style in making films. In other words, it is a symbol expressed by him/her. With the mise-en-scene, competitive directors explore huge possibility of image expression and know how to use it audiences can understand. Therefore, I look into a set of studies on the mise-en-scene and methodological problems because it is thought that the mise-en-scene is an important element to distinguish way of expression in animations, live action movies and digital cinema. In addition, owing to these fundamental differences, both movies have their own limitation on representation even though they imitate it each other. Synthesized images produced by both representation may not overcome that limitation and even worse bring up the lack of expression and the increase on unfamiliarity, which reduce audiences' interest. But ironically speaking, digital cinema accept each representation. And it serves as hindrance to narrative's delivery not to balance each of it. Therefore, digital cinema that integrate animations and live action movies should keep an eye on the overuse of images and pursue balanced mise-en-scene.

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A Research of Real-time Rendering Potentials on 3D Animation Production

  • Ke Ma;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.293-299
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    • 2023
  • In recent years, with the rapid development of real-time rendering technology, the quality of the images produced by real-time rendering has been improving, and its application scope has been expanded from games to animation and advertising and other fields. This paper analyses the development status of real-time rendering technology in 3D animation by investigating the 3D animation market in China, which concludes that the number of 3D animations in China has been increasing over the past 20 years, and the number of 3D animations using real-time rendering has been increasing year by year and exceeds that of 3D animations using offline rendering. In this study, a real-time rendering and offline rendering 3D animation are selected respectively to observe the screen effect of characters, special effects and environment props, and analyse the advantages and disadvantages of the two rendering technologies, and finally conclude that there is not much difference between real-time rendering 3D animation and offline rendering 3D animation in terms of quality and the overall sense of view, and due to the real-time rendering of the characteristics of the WYSIWYG, the animation designers can better focus on the creation of art performance. Real-time rendering technology has a good development prospect and potential in 3D animation, which paves the way for designers to create 3D content more efficiently.

An analysis on the factor and types of plagiarism of Korean animation (한국 애니메이션의 표절요인과 유형분석)

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.327-335
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    • 2019
  • In the 1970s, Korea actively produced so many animated works which is called the "golden age" of korean animation. However, Korea imported and subcontracted foreign animations than creating original works and, there has been a constant controversy that many of the korean animations imitated foreign works. Therefore, this paper aims to analyze the factors that caused this and its patterns, focusing on works suspected of plagiarism in Korean animation during the 1970s and 1980s. First, the focus will be on the definition and composition of plagiarism in art creation, secondly, on the political-ideological, industrial-administrational, production-structural, and copyright awareness aspects of the factors of plagiarized animation. Thirdly, 30 korean animations produced at the time will be analyzed on the degree of design theft and plagiarism based on six criteria focusing on characters' shapes and color arrangements. By analyzing the social factors and patterns of plagiarism, this study aims to provide a social and cultural understanding of academic value about the process of korean animation's development.

An Effective Detection Algorithm of Shot Boundaries in Animations (애니메이션의 효과적인 장면경계 검출 알고리즘)

  • Jang, Seok-Woo;Jung, Myung-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.8
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    • pp.3670-3676
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    • 2011
  • A cell animation is represented by one background cell, and there is much difference of images when its shot is changed. Also, it does not have a lot of colors since people themselves draw it. In order to effectively detect shot transitions of cell animations while fully considering their intrinsic characteristics, in this paper, we propose a animation shot boundary detection algorithm that utilizes color and block-based histograms step by step. The suggested algorithm first converts RGB color space into HSI color one, and coarsely decides if adjacent frames contains a shot transition by performing color difference operation between two images. If they are considered to have a shot transition candidate, we calculate color histograms for 9 sub-regions of the adjacent images and apply weights to them. Finally, we determine whether there is a real shot transition by analyzing the weighted sum of histogram values. In experiments, we show that our method is superior to others.

Digital Optimization Method for Constructability of Freeform Building (비정형 건축물의 시공성을 고려한 디지털 최적화 기술 적용 방법)

  • Kim, Sung-Jin;Ryu, Geun-seok;Ryu, Han-Guk
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2012.11a
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    • pp.225-226
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    • 2012
  • Nowadays the widely used media in architecture include visualizations, animations and three-dimensional models. An optimized 3D digital method using active CAM(Computer Aided Manufacturing) and CNC(Computerized Numerical Control) imaging is developed for accurate shape and 3D measurements in freeform buildings in this paper. In contrast to a conventional building using auto CAD system and others, the proposed active digital optimization is based on a combination of 3D numerical data and parametric 3D model. The objective of this paper is therefore to present digital optimization method for constructability of freeform building. The 3D digital optimization method is appropriate to serious variations in freeform shape. The developed digital optimization method is necessary to be carried out to verify the robustness and accuracy for constructability.

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Designng storytelling of edutainment using animation (애니메이션을 활용한 에듀테인먼트의 스토리텔링 설계)

  • Yun, sun-hwa;Ahn, seong-hye
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.622-626
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    • 2007
  • As the time of edutainment has come, the importance of storytelling is attracting attention gradually in order to facilitate learners to receive and absorb information and knowledge. This research aims at observing how animations in the design of storytelling of edutainment affect elementary students and proposing learning-procedure and storyboard regarding to the storytellings based on animation. Thus, it could successfully establish plots and characters of the proverb learning appropriate to the elementary students and by applying them to the animations raise the importance of storytellings in the development of edutainment contents.

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A Semiotic Study on Storytelling Structure in Edutatinment -The Educational Animation For Kids, - (에듀테인먼트에서의 캐릭터 중심 기호학적 생성구조 연구 -어린이 대상 애니메이션 <뽀롱뽀롱 뽀로로>를 중심으로-)

  • Song, Mi-Sun
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.669-677
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    • 2008
  • Since the great success of the Disney animations like , the classification of audience target in animation according to an age group started a possibility of edutainment in the industry. Especially, a few animations for preschool children made by Korea have been largely successful in domestic and foreign markets. The study analyzed a distinguished structure of a story stressed by character by Greimas's theories in the educational animation. The animation for kids as this study target is one of successful contents in edutainment. It also analyzed as one of parallel contents in abroad. It is a meaningful study which considers a story structure of the animation as aspects of edutainment contents for preschool children.

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Visual textuality of stereoscopic 3D animation (3D 입체 애니메이션의 영상 특징에 대한 연구)

  • Jeon, Gyong-Ran
    • Cartoon and Animation Studies
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    • s.20
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    • pp.31-45
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    • 2010
  • Stereoscopic 3D animation contents are in the rise as a key part of contents market. Major animation studios are planning to produce 3D animations in a stereoscopic process. This study aims at understanding the visual textuality of 3D animation contents at its early stage. To understand 3D animation, , are analyzed. Stereoscopic 3D animations are exploring the new visual aesthetics using the specific storytelling, sequence ordering, camera working, shot size and camera angles etc. Based on these visual textualities, stereoscopic 3D animations are constructing telepresence, multi-senses of individual spectators. Stereoscopic 3D animations have formed their own aesthetics and cultural meanings in the digital age.

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