• Title/Summary/Keyword: Human Animation

Search Result 342, Processing Time 0.022 seconds

Motion Filter for Making Emphasized Human Motion

  • Sato, Syuichi;Nakajima, Masayuki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 1996.06b
    • /
    • pp.45-49
    • /
    • 1996
  • This paper describes algorithms for the method to generate motions automatically. There are many efforts to generate motions with assistance from computers. But almost of these are methods for generating motions from scratch using computers - generally called "Computer Generated Animation". We propose a method called "Computer Aided Animation" which is a tool to help in animator generating motions. Many motions in cartoonized animation are included with impossible motions for human. Animation makes these motions based on knowledge of experimental techniques. The method in this paper works like a filter in the field of image processing. We call this method "Motion Filter". Motion Filter accepts captured motions from motion capture system and translate these motions to emphasized-cartoonized-motions.

  • PDF

A Case Study on AI-Driven <DEEPMOTION> Motion Capture Technology

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.2
    • /
    • pp.87-92
    • /
    • 2024
  • The rapid development of artificial intelligence technology in recent years is evident, from the emergence of ChatGPT to innovations like Midjourney, Stable Diffution, and the upcoming SORA text-to-video technology by OPENai. Animation capture technology, driven by the AI technology trend, is undergoing significant advancements, accelerating the progress of the animation industry. Through an analysis of the current application of DEEPMOTION, this paper explores the development direction of AI motion capture technology, analyzes issues such as errors in multi-person object motion capture, and examines the vast prospects. With the continuous advancement of AI technology, the ability to recognize and track complex movements and expressions faster and more accurately, reduce human errors, enhance processing speed and efficiency. This advancement lowers technological barriers and accelerates the fusion of virtual and real worlds.

A Study on the Education and Training system in Korean Animation Industry - Suggestions about Curriculum in a Department of Animation in Korean Universities from the Perspective of Arts and Cultural Management (한국 애니메이션 인력 양성 시스템에 대한 연구 - 대학 애니메이션 교육 과정에 대한 예술경영적 제언)

  • Kang, Yunju
    • Cartoon and Animation Studies
    • /
    • s.34
    • /
    • pp.317-344
    • /
    • 2014
  • Perspectives on the basis of arts and cultural management, this study intends to suggest improvements in core curriculums that are required in order for South Korea, a country that has initiated into the animation industry through outsourcing from big-budget animation production countries such as America and Japan, to develop its own strong base in creative animation industry. The perspectives of arts management in this context means an integration nexus between human studies, social science and management, and suggestions are as follow: First, it is crucial to understand the current trend of animation industry structure across the globe, as well as to develop the ability of co-production. Animation industry often requires technical skills, capital strength and human resources, each having equal importance. Therefore, thorough analysis of the three components in worldwide animation industry must be preceded for animation production services. To do so, collaboration with major animation creation countries is the best option and is highly encouraged, so that the national animation curriculum shall be enhanced to meet such demands and hence develop various abilities. The second is a good understanding of new-media and new-platforms. Not only the traditional distributor of animation such as television and theater, the distribution system expands its scope to a variety of online sources including pod-casts and the Internet. Under these circumstances, a deep understanding towards animation distribution system and an analysis of the new consumer channel are also of paramount importance for animation production. Third, a possibility of animation supply chain through diversified routes and media have paved the way for a possible animation production services and distribution without a mega-budget. Thus, new curriculum shall need to reinforce marketing and management aspects that will in turn help individuals to establish a self-employed creative business. Last but not least, this study further includes illustration of current curriculum of animation studies in national universities, followed by detailed suggestions for the curriculum improvements based on the above mentioned three factors. It was observed that the current curriculums have been solely focused on practical works and technical skills of animation and art studies; a four-year-course colleges that provide animation courses usually lack components of human studies, social science and management. Thus, this study proposes essential contexts of management studies that are needed for individual business and also curriculum improvements that are derived from the analysis of the current industry and the new media.

A Fundamental Study for Creating 3D CG Animation of an Assembly Work

  • Yamanaka, Hiroki;Matsumoto, Toshiyuki;Shinoda, Shinji;Niwa, Akira
    • Industrial Engineering and Management Systems
    • /
    • v.11 no.2
    • /
    • pp.188-195
    • /
    • 2012
  • This paper presents a new mode of expressing a 3D assembly work for creating a 3D CG animation without judgment by human from minimal required information. In the field of manufacturing, there are favorable movements in the utilization of 3D CAD for 3D simulation to shorten lead time for product development and pre-production. But simulating an assembly work has troubles to need huge quantity of manually input data. This paper discusses what minimal necessary information for creating 3D CG animations of assembly works is, focusing on the features of assembly works. Furthermore, a new mode of expressing a 3D assembly work is proposed as "state/change transition diagrams" (SCTD), which express arbitrary scenes in an assembly work as "state" and describe a sequential assembly work with "state" and "change", and the outline of its stepwise generation algorithm is also described. SCTD can be converted to a 3D CG animation of an assembly work without judgment by human. This paper focuses on the creating 3D CG animation of assembly works which workers use only their both hands.

Comparison and Analysis of Motion Capture and Key Animation - Focused on Animation of Countenance - (모션 캡처와 키 애니메이션의 비교분석 - 얼굴표정애니메이션을 중심으로 -)

  • Jang, Wook;Choi, Sung-Kyu;Lee, Tae-Gu
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.4
    • /
    • pp.160-169
    • /
    • 2007
  • Main problem in the domestic motion capture type production is that motion data are used even in the case when the human sensibility is needed. In other words it fails to give human images to the work, and production method only use motion capture data unconditionally and impetuously. Even though motion capture is effective and are various and applicable to various areas, it would cause enormous lose of capital and manual labor if these problems are not solved. In the present study, we compare motion capture with key animation production and analyze the merits and short comings of them. Also, we analyze them through the actual production and present the efficient method of key animation production when the expensive motion capturing devices are not available.

Psychological dependence in Japanese animation films: A case of Rin Taro

  • Yokota, Masao;Koide, Masashi;Nomura, Koji
    • Cartoon and Animation Studies
    • /
    • s.8
    • /
    • pp.298-305
    • /
    • 2004
  • There are many opportunistic events that accidentally happen in Rin Taro's animations. However, audiences usually enjoy them in which dramatic catastrophic scenes inflict destruction on a city. Every acquaintance that a hero meets helps him to complete his wish in . Rin's animations describe the hero as a person that every acquaintance is eager to help. This means that the fulfillment of hero's wish depends on sympathy of the other persons toward the hero. Thus, the hero is psychologically dependent on the others. However, Rin Taro gradually became to describe destructive aspects of psychological dependence. A female character in 'X' has a symbiotic relationship with a computer that has a human-like jealousy. At last, it kills her from its jealousy. Rin Taro had shifted from helpful psychological dependence to destructive one in his animations. Therefore, Rin Taro described Japanese mental state as psychological dependence in his animations in accordance with the present state in Japan.

  • PDF

A Study on Applying Proxemics to Camera Position in VR Animation

  • Qu, Lin;Yun, Tae-Soo
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.13 no.3
    • /
    • pp.73-83
    • /
    • 2021
  • With the development of science and technology, virtual reality (VR) has become increasingly popular, being widely used in various fields such as aviation, education, medical science, culture, art, and entertainment. This technology with great potential has changed the way of human-computer interaction and the way people live and entertain. In the field of animation, virtual reality also brings a new viewing form and immersive experience. The paper demonstrates the production of VR animation and then discusses camera's position in VR animation. Where to place the VR camera to bring a comfortable viewing experience. The paper, with the proxemics as its theoretical framework, proposes the hypothesis about the camera position. Then the hypothesis is verified by a series of experiments in animation to discuss the correlation between camera position and proxemics theory.

A study on the relationship between the movement of animation and heritage of modern mechanism (애니메이션의 움직임과 근대 기계론 전통의 상관관계 연구)

  • Kim, Takhoon;Han, Tae-Sik
    • Cartoon and Animation Studies
    • /
    • s.30
    • /
    • pp.27-57
    • /
    • 2013
  • Animation which appeared with films in the late 19th century was a medium which came on obtaining nourishment from art historical style of modernism. However, the relation establishment between animation and modernism has been focused mainly on animation shapes, namely painted images. This sprang from explaining the relationship between animation and paintings, and for this reason, discussions of movements in animation were understood in tradition of chromophotograph of Muybridge and Jules Marey, or some characteristics owned by the live-action film. However, movements of animation were essentially different from the indexical sign of films or photogram, and objects of reproduction were different between them. Movements reproduced by animation are not ordinary movements, but expressions of or compressed movements and considerably systematic movements. As a result, these movements are far from reproduction of live-action film photogram. Rather, the logic of movements reproduced by animation comes near to controlling their motion scopes, time, distance etc. after dividing each part of the body. This is concluded in a standpoint of modern mechanism which is represented by Descartes and La Mettrie who tried to understand human body as a exchangeable machine. Design of modern mechanism ranging from modern society to industrial society and the age of modernism came to lead to analysis of physical motions of modern industrial society called composition of efficient movements understanding them as the law of nature rather than movements as nature. In the late 19th century, Taylor, F. W. and Gilbreth, Frank Bunker's studies of workers' working hours and 'motion study' were a way of constituting the frame of machine-human, which indicates that tradition of modern mechanism affected the entire modernism passing through industrial society. Further, we can see that motion studies conducted by them have almost similar characteristics to action analysis to study animation later in the name of 'timing'.

A Discussion and Analysis of Animation in a Culture and Art Education (문화예술교육에서 애니메이션에 대한 논의 분석)

  • Jo, Jeong-Rae
    • Cartoon and Animation Studies
    • /
    • s.31
    • /
    • pp.29-55
    • /
    • 2013
  • In the contemporary modern society, information and knowledge generate a set of new social values. These changes demand a transformation not only in socio-cultural and educational spheres, but also, specifically, in the field of culture and art education. Culture and Art education emphasizes the integration and cross-discipline of other related fields which have great impact on culture and arts. This study applies theoretical analysis of Animation education in the context of culture and art education. Animation education takes an interdisciplinary approach to integrate various subjects in the field of culture and art education. Animation, as a form of culture and art education, plays an educational role in the social classroom. Animation education should be developed and expanded to become a regular classroom course. The goal of Animation education is to pursue and develop a connection with other educational courses of study. In order to strengthen the role of Animation education, we should first re-structure the pedagogical role of Animation education. Secondly, Animation education needs to become a diversified and popularized education. Third, the cultivation of creative human resources is considered of vital importance to Animation education. Finally, the expansion of infrastructure and the establishment of a comprehensive support system for Animation education has to be established.

Motion Animation using orthogonal parameters (직교 파라미터 조합을 이용한 모션 애니메이션)

  • 이칠우;진철영;배기태;정민영
    • Proceedings of the IEEK Conference
    • /
    • 2003.07e
    • /
    • pp.2283-2286
    • /
    • 2003
  • This paper has expressed human's motion data into orthogonal parameters in low dimension, and created new motion data through this. We have reconstructed a new model consisting of orthogonal parameters from dividing human body data into three parts - hand, leg, and body to make new motions. Mixing these parts of body from different motions has leaded to new good motion data. It will be possible to use this motion editing not only for Animation Technology, but also for a three dimensional gesture recognition skill.

  • PDF