• Title/Summary/Keyword: Korean animation

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A Study on the Multimedia Design of Samkuk Yusa (삼국유사의 멀티미디어화에 관한 연구)

  • 홍석일
    • Archives of design research
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    • v.17 no.3
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    • pp.157-166
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    • 2004
  • Samguk Yusa is a important historic record about the dynasties of ancient Korea. It consists of information about the hidden, mythical history, old languages and poems. This historical book has been translated many times since the Liberation of Korea in 1945. However, these books are the result of academic research so we are restricted in our usage of them to understand Korean history. There are many historical documentaries and TV series on Samguk Yusa. However, these programs can be viewed only and not be utilized in any way by the audience. Since the computer was introduced to the public, multimedia technology has been a good source to combine text, image, moving picture, sound, animation and graphic. Producing the CD-ROM about historical books not only produce digital images but also a valuable high quality digital information. Digitalization process also keeps the original content of the historical books as well as provide value as a research material as historical, artistic and archaeological item. Furthermore, its information would be provided through a network, like internet, to share and to promote more advanced studies. The purpose of this study is to produce the basic method of multimedia design of Samguk Yusa. This study also researches the problems of multimedia process for more effective usage.

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성공한 학습만화 사례 분석

  • Baek, Eun-Ji
    • 한국만화애니메이션학회:학술대회논문집
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    • 2011.05a
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    • pp.4-11
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    • 2011
  • <2010 만화산업백서>에서는 2009년과 2010년 상반기 주요 이슈 중 하나로 학습만화의 강세를 꼽았다. 시리즈(예림당)는 3천만 부를 돌파했고, <만화로 보는 그리스로마신화>(가나출판사)는 2천 3백만 부를, <먼나라 이웃나라>(김영사)는 1천 5백만 부, <마법천자문>(아울북)은 1천3백만 부, <코믹 메이플 스토리>(서울문화사)는 1천 1백만 부, <서바이벌 만화 과학상식>시리즈(아이세움)는 1천 만부를 각각 돌파했다고 한다. 초판 발행 부수가 2,000부도 넘지 못하고 있는 현 만화 단행본 시장에서 이러한 학습만화의 강세는 단순한 유행이나 교육열을 넘어, 학습만화가 한국 만화 산업에 중요한 위치로 자리매김 했음을 보여주고 있다. 실제로 2009년 출판만화 시장의 현황을 보면, 어린이만화는 총 927종이 발행되어 시장 규모가 2,362억 원에 달해, 출판만화 전체 시장의 67%를 차지하고 있을 정도로, 한국 만화 산업에서 중요한 위치를 점하고 있다.1) 1970년대 '만화전집' 형태로 출판되어 영업사원들에 의해 판매되던 한국 학습만화는 1987년 고려원에서 출간된 이원복의 <먼나라 이웃나라>에 이르러 대중들에게 주목받기 시작했다. 그러던 것이 2000년 초반 <만화로 보는 그리스로마신화>와 <서바이벌 만화 과학상식>시리즈와 <마법 천자문> 등이 참신한 기획력과 적극적인 마케팅 전략으로 천만 부 시대를 열었고, 시리즈에 이르러 3천 만부를 돌파하면서, 명실상부 학습만화 시대를 열었다. 물론 2000년대 중반 인기작의 아류작들이 쏟아져 나오고, 만화 출판 경험이 없는 출판사들이 학습만화 시장에 뛰어 들면서 학습만화 시장의 거품에 대한 우려의 목소리가 아주 없었던 것은 아니다. 실제로 학습만화 시장에 뛰어 들었던 많은 출판사들이 서점 가판대에 제대로 진열조차 못해본 체 사라져 가고 있다. 그럼에도 불구하고, 학습만화 시장은 꾸준한 성장세를 보이고 있다. 그렇다면, 천만 부 이상을 판매하고 있는 학습만화의 성공요인은 무엇일까? 본고에서는 성공한 학습만화의 스토리텔링을 유형별로 분류하여 분석해 보고, 변화한 스토리텔링 방식이 마케팅과 기획력과 결합해 어떻게 시너지 효과를 내고 있는지 사례별로 분석해 보고자 한다.

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User Perception on Character Clone of Crowds based on Perceptual Organization (군중에서의 캐릭터 복제에 관한 지각체제화 기반 사용자 인지)

  • Byun, Hae-Won;Park, Yoon-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.11
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    • pp.819-830
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    • 2009
  • When simulating large crowds, it is inevitable that the models and motions of many characters will be cloned. McDonnell et al. analyzed user's perception to find cloned characters. They established that clones of appearance are far easier to detect than motion clones. In this paper, we expand McDonnell's research[1], with the focus on multiple clones and the appearance variety in real-time game environment. Introducing the perceptual organization, we show the appearance variety of crowd clones by using game items and texture modulation. Other factors that influence the ability to detect clones were examined, such as the moving direction and distance between character clones. Our results provide novel insights and useful thresholds that will assist in creating more realistic crowds of game environments.

Generation of Adaptive Walking Motion for Uneven Terrain (다양한 지형에서의 적응적인 걷기 동작 생성)

  • 송미영;조형제
    • Journal of KIISE:Software and Applications
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    • v.30 no.11
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    • pp.1092-1101
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    • 2003
  • Most of 3D character animation adjusts the gait of their characters for various terrains, using motion capture data through the motion capture equipments. This motion capture data can be naturally presented as real human motions, which are to be adjusted according to the various types of terrain. In addition, there would be a difficulty applying motion capture data for other characters in which the motion data will be captured again or edited for the existing motion data. Therefore, this paper proposes a method that is to generate walking motion for various terrains, such as flat, inclined plane, stair, and irregular face, and a method that is to calculate the trajectory of the swing leg and pelvis. These methods are able to generate various gaits controlled by the parameters of body height, walking speed, stride, etc. In addition, the positions and angles of joint can be calculated by using inverse kinematics, and the cubic spline will be used to calculate the trajectory of the joint.

Creation and Retrieval Method of Semantic Annotation Objects in 3D Virtual Worlds (3D 가상공간에서 시멘틱 어노테이션 객체의 생성 및 검색 기법)

  • Kim, Soo-Jin;Yu, Seok-Jong
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.5
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    • pp.11-18
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    • 2008
  • One of important Issues in computer graphics field is to communicate among users in virtual world like secondlife. However, in 3D virtual world, users' needs to wish to build their own contents in 3D virtual space are rising, similarly, users produce own homepage and animation, and leave writing in notice board. In this paper, we tried to achieve this by introducing semantic annotation object concept, which is a kind of annotation method in 3D virtual world. User can retrieve an 3D object by searching corresponding annotation data. This method can build semantic 3D virtual world and enable users to search 3D objects by integrating 3D object and 2D semantic multimedia information. Also, through a comparison experiment with proposal system and general 3D virtual world. the performance of proposed system is evaluated.

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Design of 3D Running Game using Gyro Sensor in Mobile Environment

  • Choi, Joo-Young;Kim, Seok-Hun;Kwak, Ho-Young;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.77-82
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    • 2021
  • In our society, the current smart devices have been commercialized and more time than most people are in contact with smart devices than the time in contact with the PC, it shows the same trend in terms of the game industry. Thus in the study, it was to try to make a game by utilizing the characteristics of only the smart devices in mobile environments among them by using the gyro sensor implementing the movements of characters. In particular, undergraduate student made various attempts to implement a single game using the sensor used in smart devices. In this paper, we have planned the adventure 3D running game that allows users to easily fun to play. Our goal is to implement one stage. We have discussed that you have designed and implemented.

A Study on User Presence and Satisfaction according to the Position and Height Difference of 360-degree VR Cameras in Exhibition/Performance VR Content (전시·공연 VR 콘텐츠에서 360도 VR 카메라의 위치와 높이 차이에 따른 사용자 프레즌스 및 만족도에 관한 연구)

  • Kim, Sang-il;Lee, Jae-Hyun
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.508-518
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    • 2021
  • Recently as a result of covid 19, it has emphasis on the importance of non-contact. VR content has been attracting attention as an alternative to visual arts, media art, new media exhibitions and performances with limited offline activities. Although interest in 360 VR video contents such as VR contents for exhibitions and performances is increasing, research on immersion and satisfaction is focused on games and animation VR contents. In this paper, it verified the effect of the difference in the position and height of the VR camera in exhibitions and performances on the user's presence and satisfaction. For this experiment, the presence and satisfaction were measured after experiencing the VR contents of the convergence exhibition and performance filmed at different locations and heights. As a result of the experiment, the difference of VR camera's position had a significant effect on presence and satisfaction, the difference of VR camera's height had a significant effect only Realistic immersion of the presence.

Study of Educational Insect Robot that Utilizes Mobile Augmented Reality Digilog Book (모바일 증강현실 Digilog Book을 활용한 교육용 곤충로봇 콘텐츠)

  • Park, Young-sook;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.241-244
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    • 2014
  • In this paper, we apply the learning of the mobile robot insect augmented reality Digilog Book. In the era of electronic, book written in paper space just have moved to virtual reality space. The virtual reality, constraints spatial and physical, in the real world, it is a technique that enables to experience indirectly situation not experienced directly as user immersive experience type interface. Applied to the learning robot Digilog Book that allows the fusion of paper analog and digital content, using the augmented reality technology, to experience various interactions. Apply critical elements moving, three-dimensional images and animation to enrich the learning, for easier block assembly, designed to grasp more easily rank order between the blocks. Anywhere at any time, is capable of learning of the robot in Digilog Book to be executed by the mobile phone in particular.

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Nutrition education discouraging sugar intake results in higher nutrient density in diets of pre-school children

  • Yeom, Ma-Young;Cho, Youn-Ok
    • Nutrition Research and Practice
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    • v.13 no.5
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    • pp.434-443
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    • 2019
  • BACKGROUND/OBJECTIVES: The intake of sugar has increased worldwide, and it is well established that childhood experiences and food preferences affect lifelong eating habits. To discourage sugar intake, nutrition education was imparted, and the effectiveness of the nutrition education program was investigated by considering the nutrient density and major dietary sources of sugar intake. SUBJECTS/METHODS: Twenty four-hour dietary recall and sugar intake frequency of 96 pre-school children (educated n = 47; non-educated n = 49) were collected on 3 consecutive days (1 weekend day, 2 weekdays) after 11 weeks of imparting nutrition education. Dietary intake of nutrients and total sugar were analyzed, and the intake frequency of sugar source foods were identified. All nutrition education programs were focused on a hands-on education program, and consisted of cooking lab, play, activity, animation, and visual materials. The difference between the two groups was verified by the Chi-square test or t-test. All statistical analysis was performed with significance level at P < 0.05. RESULTS: Compared to the non-educated group, the intakes of protein (P < 0.001), fiber (P < 0.01), potassium (P < 0.05), iron (P < 0.05), zinc (P < 0.05), and iodine (P < 0.001) were significantly higher, and the intakes of carbohydrate (P < 0.01) and total sugar (P < 0.05) were significantly lower in the educated group. The cumulative percent of sugar intake of top 20 sugar source foods in the educated group (82.80%) was lower than that of the non-educated group (85.75%). The contribution of beverages on total sugar intake was lower in the educated group. The average frequency of consuming sugary foods was significantly lower in the educated group (P < 0.05). CONCLUSIONS: Our results indicate that nutrition education on discouraging sugar intake is effective in reducing the amount of total sugar consumed, resulting higher nutrient density in the diets of pre-school children.

Dynamic Reconstruction Algorithm of 3D Volumetric Models (3D 볼류메트릭 모델의 동적 복원 알고리즘)

  • Park, Byung-Seo;Kim, Dong-Wook;Seo, Young-Ho
    • Journal of Broadcast Engineering
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    • v.27 no.2
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    • pp.207-215
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    • 2022
  • The latest volumetric technology's high geometrical accuracy and realism ensure a high degree of correspondence between the real object and the captured 3D model. Nevertheless, since the 3D model obtained in this way constitutes a sequence as a completely independent 3D model between frames, the consistency of the model surface structure (geometry) is not guaranteed for every frame, and the density of vertices is very high. It can be seen that the interconnection node (Edge) becomes very complicated. 3D models created using this technology are inherently different from models created in movie or video game production pipelines and are not suitable for direct use in applications such as real-time rendering, animation and simulation, and compression. In contrast, our method achieves consistency in the quality of the volumetric 3D model sequence by linking re-meshing, which ensures high consistency of the 3D model surface structure between frames and the gradual deformation and texture transfer through correspondence and matching of non-rigid surfaces. And It maintains the consistency of volumetric 3D model sequence quality and provides post-processing automation.