• Title/Summary/Keyword: Real character

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Analysis of Villain Characters in Animation : Focusing on the Characteristics of Animation Characters in the U.S. and China (애니메이션에 나타난 악당 캐릭터 분석 : 미국과 중국 애니메이션 캐릭터 특징을 중심으로)

  • Zhao, Yue;Park, Sung-won
    • Journal of Information Technology Applications and Management
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    • v.27 no.6
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    • pp.1-14
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    • 2020
  • Since the birth of animation, the United States has created many classic characters. For example, Mickey Mouse and Minnie, Tom and Jerry, Lion King, and Nemo, which are imaged with animal images, include Snow White, Bell, Mulan, and Aladdin. In addition, there are villain characters designed with strong personality and personality design, such as Snow White's stepmother Grimheel, Ursula, Bad Girl Crew El Radville, Scar, Captain Hook, and so on. These animation characters have been remembered for a long time with stories in people's minds, and have also brought laughter and emotion to people all over the world, which has brought a lot of business value to animation companies. Recently, the villain of American animation works is becoming more and more suited to the taste of the audience. The villain is not a symbolic image of the brutality we have seen before. They are not only visual images with rich and diverse personalities, but are also designed to suit the tastes of the public with a multifaceted inconsistency. They appear as ordinary people in our lives in works, or as powerful people who are not realistic. The villain characters designed in this way are real human miniatures appearing in the relationships in our lives, and they cannot judge good or bad only by their appearance. Through the study of villains in American animation, many villains in American animation were summed up, and villains could be classified into three types: brutal, violent, and sneaky. Based on this, it was possible to analyze the appearance and attire of the villain character in American animation, and to create a vivid and popular image of the villain, it was found that the character of the character should be emphasized when constructing the shape and costume of the villain character. In conclusion, the attractive formation of villain characters is an important part for successful animation. The production of vivid and long-lasting villain characters must begin with detailed settings such as personality, shape, and dress from the planning stage, which is not only the intention of the producer, but also a reflection of the aesthetic psychology that society should pay attention to today.

A Study on the Spatial Characteristics in the Tugendhat House (투겐타트 주택의 공간적 특성에 관한 연구)

  • 양재혁;견진현
    • Korean Institute of Interior Design Journal
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    • no.40
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    • pp.42-51
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    • 2003
  • This study aimed at understanding the spatial characteristics in the Tugendhat house. For this study, it is need to analyze the early plans of the Tugendhat house design process. To analyze this, the study leads to how to effect on the real practice with the process. Therefore, this research investigates the conceptional design process of the house. There are 2 main characteristics of the interior space alternation. One is the closed spatial character on the 2nd floor, the other is the open spatial character on the 1st floor. It clearly shows the severance between interior and exterior on the 2nd floor. Each 2nd floor's space volume uses different materials so that each the space can show the individuality. On the 1st floor, however, it seems the interior is not as much open to the exterior, because the materiality and reflection of the glass, the objet of furniture and wall. In case of 1st floor, it has a complex concept as open and close character, because it is using the proper gardening elements and the relationship between the house and site. The exterior characteristic is separated the house from the ground with the podium and the slope, and this leads to have the discontinuity. The house clearly shows the spatial characteristics of the continuity and discontinuity, it proves that Mies tried to move onto modem architecture as a turning point.

Animating Reactive Motions for Physics-Based Character Animation (물리기반 캐릭터 애니메이션을 위한 반응 모션 생성 기법)

  • Jee, Hyun-Ho;Han, Jung-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.420-425
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    • 2008
  • The technique for synthesizing reactive motion in real-time is important in many applications such as computer games and virtual reality. This paper presents a dynamic motion control technique for creating reactive motions in a physically based character animation system. The leg to move in the next step is chosen using the direction of external disturbance forces and states of human figures and then is lifted though joint PD control. We decide the target position of the foot to balance the body without leg cross. Finally, control mechanism is used to generate reactive motion. The advantage of our method is that it is possible to generate reactive animations without example motions.

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A Study on the Interrelation between Contents Services and General Services in Point of User (이용자 관점의 컨텐츠 서비스와 일반 서비스와의 상호 관계에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.97-114
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    • 2010
  • Domestic game industry is growing around game contents service. Game contents service is becoming popular because it has character that can use a game with opposing user on network in real time and advantage that can download the wanted game at anytime or anywhere. It is different to general service from the view point of user. In order words, the user of game contents service has different character from that of general service because their using characteristics in service using effect are shown use variously in the demographics, psychology and behavioral particular. In these views, we have done a comparative analysis character between game contents service and general service.

The Effects of Social Commerce Attributes on the Satisfaction and Repurchasing Intention for a College Women Student according to Restaurant and Food Choices (여대생들의 소셜커머스를 통한 음식점과 식품 구매 속성이 만족도와 재구매 의도에 미치는 영향)

  • Choi, Jung-Hwa
    • The Korean Journal of Food And Nutrition
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    • v.26 no.4
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    • pp.919-927
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    • 2013
  • Social commerce is becoming an increasingly popular shopping method among college women students. This study focuses on the influence of the satisfaction lavels and repurchasing intentions by consumers for restaurant and food choices according to social commerce attributes. In this survey, 351 valid surveys are being used to test the hypothesized (183 users and 168 non-usesr within 6 months), in order to ensure validity and reliability. As a result, factors such as perceived value, product diversity & information, delivery, ordering convenience, site character, price competitiveness, time pressure, and real time information are all being found. Factors of perceived value (p<0.001), price competitiveness (p<0.001), product diversity & information (p<0.05), delivery (p<0.05), and site character (p<0.05) significantly influence the customer satisfaction rates. Factors of perceived value (p<0.001), price competitiveness (p<0.001), time pressure (p<0.001), and site character (p<0.01) significantly influence the repurchasing intentions. In addition, it has been found that the customer satisfaction rates significantly influence repurchase intentions.

A Study on the Design of OMCR(Optical Mark and Character Reader) System based on Image Processing (영상처리방식에 의한 OMCR 시스템 설계에 관한 연구)

  • 이기돈;김우성
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.18 no.9
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    • pp.1358-1367
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    • 1993
  • In this paper, OMR system based on image processing is developed which improve the performance of conventional OMR system based on line-scan method. Based on this OMR system, real-time OCR system which recognizes alphanumerics is also developed. We propose the OMCR system which recognize the mark and numerals at the same time. Besides, we improve the input system using constrained 7-segment type handwritten numeral instead of mark to solve the problem caused by miswriting the mark. In summary, we verified the reai-time recognition performance of developed OMCR system using application form for admission, answer sheet for college entrance examination and receipt sheet.

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Character Floating Hologram using Detection of User's Height and Motion by Depth Image (깊이 영상으로 사용자 키 검출 및 동작감지를 사용한 캐릭터 플로팅 홀로그램)

  • Oh, KyooJin;Han, DaeHyun;Kwon, SoonKak
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.4
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    • pp.33-40
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    • 2018
  • With the development of computer and video technology, a lot of contents are being produced as digital media methods to provide are being diversified and the intrest in digital media increases. Such contents are actively researched using human motion and user's information through camera or controller. Contents using user's information can be exposed to various people in public places and used as an advertisement. This paper proposes the character floating hologram system that is implemented using detection of user's height and motion. The purposed system detects user's height and motion from depth images and creates corresponding character from the detected data. Then it is represented using a floating hologram device. This system can be used for marketing, advertising and exhibition events using user information.

A Vehicular License Plate Recognition Framework For Skewed Images

  • Arafat, M.Y.;Khairuddin, A.S.M.;Paramesran, R.
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.11
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    • pp.5522-5540
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    • 2018
  • Vehicular license plate (LP) recognition system has risen as a significant field of research recently because various explorations are currently being conducted by the researchers to cope with the challenges of LPs which include different illumination and angular situations. This research focused on restricted conditions such as using image of only one vehicle, stationary background, no angular adjustment of the skewed images. A real time vehicular LP recognition scheme is proposed for the skewed images for detection, segmentation and recognition of LP. In this research, a polar co-ordinate transformation procedure is implemented to adjust the skewed vehicular images. Besides that, window scanning procedure is utilized for the candidate localization that is based on the texture characteristics of the image. Then, connected component analysis (CCA) is implemented to the binary image for character segmentation where the pixels get connected in an eight-point neighbourhood process. Finally, optical character recognition is implemented for the recognition of the characters. For measuring the performance of this experiment, 300 skewed images of different illumination conditions with various tilt angles have been tested. The results show that proposed method able to achieve accuracy of 96.3% in localizing, 95.4% in segmenting and 94.2% in recognizing the LPs with an average localization time of 0.52s.

Detecting Numeric and Character Areas of Low-quality License Plate Images using YOLOv4 Algorithm (YOLOv4 알고리즘을 이용한 저품질 자동차 번호판 영상의 숫자 및 문자영역 검출)

  • Lee, Jeonghwan
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.4
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    • pp.1-11
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    • 2022
  • Recently, research on license plate recognition, which is a core technology of an intelligent transportation system(ITS), is being actively conducted. In this paper, we propose a method to extract numbers and characters from low-quality license plate images by applying the YOLOv4 algorithm. YOLOv4 is a one-stage object detection method using convolution neural network including BACKBONE, NECK, and HEAD parts. It is a method of detecting objects in real time rather than the previous two-stage object detection method such as the faster R-CNN. In this paper, we studied a method to directly extract number and character regions from low-quality license plate images without additional edge detection and image segmentation processes. In order to evaluate the performance of the proposed method we experimented with 500 license plate images. In this experiment, 350 images were used for training and the remaining 150 images were used for the testing process. Computer simulations show that the mean average precision of detecting number and character regions on vehicle license plates was about 93.8%.

Study on 2D Sprite *3.Generation Using the Impersonator Network

  • Yongjun Choi;Beomjoo Seo;Shinjin Kang;Jongin Choi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.7
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    • pp.1794-1806
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    • 2023
  • This study presents a method for capturing photographs of users as input and converting them into 2D character animation sprites using a generative adversarial network-based artificial intelligence network. Traditionally, 2D character animations have been created by manually creating an entire sequence of sprite images, which incurs high development costs. To address this issue, this study proposes a technique that combines motion videos and sample 2D images. In the 2D sprite generation process that uses the proposed technique, a sequence of images is extracted from real-life images captured by the user, and these are combined with character images from within the game. Our research aims to leverage cutting-edge deep learning-based image manipulation techniques, such as the GAN-based motion transfer network (impersonator) and background noise removal (U2 -Net), to generate a sequence of animation sprites from a single image. The proposed technique enables the creation of diverse animations and motions just one image. By utilizing these advancements, we focus on enhancing productivity in the game and animation industry through improved efficiency and streamlined production processes. By employing state-of-the-art techniques, our research enables the generation of 2D sprite images with various motions, offering significant potential for boosting productivity and creativity in the industry.