• Title/Summary/Keyword: animation's character

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A Study on the North Korean's Modern Adaptation of the Classic Folktale (설화 <해와 달이 된 오누이>에 대한 북한의 현대적 수용 방식 고찰)

  • Park, Jai-in;Han, Sang-hyo
    • Journal of Korean Classical Literature and Education
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    • no.32
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    • pp.193-224
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    • 2016
  • The North Korean animation is a puppet movie that is adapted The Brother and Sister Who Became the Sun and the Moon, a traditional Korean lore. The quality of this animation is acknowledged because of not only North Korea's considerably advanced animation technology but also the animation's retention of the folklore's traditional essence rather than intention to disseminate ideological propaganda. Nevertheless, the animation reveals the trasformation of its original purpose from general educative intentions for children to the educative concept of salvation by heaven is replaced by salvation by people and cultural education insteadof salvation by heaven. The appearance of the hero Jangsoe is the key adaptation of this animation, and it suggests the main principal of salvation lies in man rather than in heaven. Such adaptation complies with the requirements of children's literature suggested by the North Korea's literary history office. Furthemore the hero Jangsoe as the examplary figure of revolutionary self-reliance ideology and as a leader. Theory of self-reliance literature stipulates that children's literature is used for ideological education that develops people to be successors of revolutionary feats and become active workers for the construction of socialism and communism, therefore it is possible to understand the purpose of the adaptation to reflect the educational aims. This study investigates the change in meaning form the original folktale through such adaptation, and highlights problems related to limiting the meaning implied in "heaven's salvation" in the original story only to the vague meaning of religious hope. This vague implied meaning is considered as "an awareness activity to examine their own existence in the universe". With regard to this, the concept of heaven's salvation that is prevalent in the classic stories can be interpreted as a positive self-belief that enables the use of rationality in any helpless situation that cannot be understood with existing empirical knowledge. It considers that heaven expresses the power that exists in the human mind through self-viability and self-belief. This creates the power of reason in the character to fight against the evil disguised as the mother, in the absence of the real mother.

A Study on the Visual Attention of Popular Animation Characters Utilizing Eye Tracking (아이트래킹을 활용한 인기 애니메이션 캐릭터의 시각적 주의에 관한 연구)

  • Hwang, Mi-Kyung;Kwon, Mahn-Woo;Park, Min-Hee;Yin, Shuo-Han
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.214-221
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    • 2019
  • Visual perception information acquired through human eyes contains much information on how to view visual stimuli using eye tracking technology, it is possible to acquire and analyze consumer visual information as quantitative data. These measurements can be used to measure emotions that customers feel unconsciously, and they can be directly collected by numerically quantifying the character's search response through eye tracking. In this study, we traced the character's area of interest (AOI) and found that the average of fixation duration, count, average of visit duration, count, and finally the time to first fixation was analyzed. As a result of analysis, it was found that there were many cognitive processing processes on the face than the character's body, and the visual attention was high. The visual attention of attraction factor has also been able to verify that attraction is being presented as an important factor in determining preferences for characters. Based on the results of this study, further studies of more characters will be conducted and quantitative interpretation methods can be used as basic data for character development and factors to be considered in determining character design.

Analysis of Animation < How To Train Your Dragon > (애니메이션 <드래곤 길들이기>의 연출 분석)

  • Ahn, Jong-Hyeck
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.162-170
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    • 2011
  • Through this thesis, I intended to analyze Hollywood animation through that achieved in box office by directing viewpoint. of Chris Sanders and Dean Deblois not only shows standard narrative structure of adventure, comedy, fantasy, but also express message of story and thorough visual. Analysis of directing classify contents and form. In contents, constitution of narrative and set up of character, irony of plot, characterization and popularity are embossed. In form, lighting and special effect, design and layout, 3D technology and stereoscopic camera technique based on the capital strength are outstanding. The high evaluation for film is possessed of box offic, remained within value and popularity, and delivered metaphysical theme without repulsion. The director's direction make success even if the pre-production manage by huge system approach.

Implementing a set of Direct3D Functions on OpenGL (OpenGL을 이용한 Direct3D 기능의 구현)

  • Do, Joo-Young;Baek, Nak-Hoon
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.19-27
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    • 2011
  • In this paper, we present an emulation library for the essential features and their API function calls provided by Direct3D, the most actively used API for computer game-related application programs on the MS-Windows-based desktop's, with OpenGL library in the Linux environment. In typical Linux-based systems, only the X window system and OpenGL graphics library are available. There are lots of needs for this kind of emulation library to convert the Direct3D-based game applications and user interfaces on these systems. Through carefully selecting the essential API functions from the DirectX version 9.0, we obtained the prototype implementation of that emulation library, to finally get the final full-scale DirectX implementation. Our implementation currently covers 3D coordinate transformations, light and material processing, texture mapping, simple animation features and more. We showed its feasibility through successfully executing a set of Direct3D demonstration programs including a real-world game character animation on our implementation.

Neural network for automatic skinning weight painting using SDF (SDF를 이용한 자동 스키닝 웨이트 페인팅 신경망)

  • Hyoseok Seol;Taesoo Kwon
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.4
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    • pp.17-24
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    • 2023
  • In computer graphics and computer vision research and its applications, various representations of 3D objects, such as point clouds, voxels, or triangular meshes, are used depending on the purpose. The need for animating characters using these representations is also growing. In a typical animation pipeline called skeletal animation, "skinning weight painting" is required to determine how joints influence a vertex on the character's skin. In this paper, we introduce a neural network for automatically performing skinning weight painting for characters represented in various formats. We utilize signed distance fields (SDF) to handle different representations and employ graph neural networks and multi-layer perceptrons to predict the skinning weights for a given point.

Implementation and Performance Evaluation of the Learning System for Chinese Characters in Edutainment - Performance Evaluation using the Cronbach's coefficient alpha and Analysis of variance- (Edutainment식 한자 학습 시스템의 구현 및 성능 평가 - 크론박 알파와 분산분석을 이용한 성능평가 -)

  • Lee Eun-Ah;Kim Tai-Suk
    • Journal of the Korea Society for Simulation
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    • v.14 no.4
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    • pp.9-18
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    • 2005
  • In this paper, the system is implemented in four ways , For those who want to learn Chinese characters using the internet, and To make the learning more interesting and entertaining. Four different learning methods have been provided , using the transition process of Chinese characters, games, animations, and an illustration of the relationships between Chinese Characters and korean letters. The subjects of the evaluation were freshmen polled about the Chinese character learning system. The evaluation methods are : the validity of the research content is evaluated using the Cronbach's coefficient alpha and the performance of the system is evaluated by F-type of Analysis of variance.

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Design and Implementation of NUI-based Athletic Scene Generation System

  • Choi, Jong-In
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.1
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    • pp.115-120
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    • 2019
  • In this paper, we propose a system and an intuitive interface that can create an athletic scene among athletes. We allow you to enter motion as if you were playing a game, so that the user's action becomes the player's action. The user can take various actions in front of the motion sensor and control the object flying to him. When a user specifies an opponent to pass or attack, and takes appropriate action in front of the motion sensor, the movement trajectory of the object is automatically generated by the physical optimization technique in accordance with the motion. In this way, you can create scenes where multiple players play together in a virtual environment. The method of this paper will be very useful for rapid prototyping for cinematic trailers of based on athletics games or animations.

Interactive Influencer Status and Development Plan (가상 인터렉티브 인플루언서의 현황과 발전 방안)

  • Park, Sung Won
    • Journal of Information Technology Applications and Management
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    • v.29 no.1
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    • pp.59-70
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    • 2022
  • Recently, in platforms such as YouTube and Instagram, virtual characters resembling human life become the main characters, produce various contents, breathe with the public, and create the era of virtual humans. For example, existing game characters appear as virtual characters with unique AUs, or AI characters created by reflecting the public's preferences are actively communicating with the public through advertisements and SNS activities. As the consumption of video content through smart devices increases significantly in the post-corona era, virtual influencers are being used as all-round entertainers because there is little risk of personality controversy or production cost. there is a trend In this study, we investigated the characteristics of the case of being active as an influencer among the activities of a virtual character, and how the interactive aspect of the influencer appears by identifying the current situation through major cases. Combining this, based on the analysis of the influence of virtual influencers, the parts that producers should recognize are derived, and the differentiated characteristics of interactive virtual influencers are summarized. In addition, the difficulties of virtual influencers were investigated and problems were identified, and for the development of the content industry, a more favorable method for interaction was presented and suggestions were made to secure inner sincerity.

An Analysis of Game Storytelling Structure Focused on the Characters in RPG (캐릭터 중심의 RPG 스토리텔링 구조 분석)

  • Kim, Mi-Jin;Yoon, Sun-Jung
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.17-24
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    • 2005
  • The interaction property of digital media have changed traditional storytelling into a new concept, digital-storytelling, which has been widely accepted. Nowadays open-ended game storytelling, which different from story design of movie or animation, is chosen for the development of RPG. It can make infinite stories according to player character's decision. In this paper, we propose a game storytelling structure focused on the characters for RPG, and analyze how characters designed with various story-values interact with background stories and events in the cyber game world through case studies. This research is necessary to design predictable game mechanics and provide methods to control game play in case of special-purpose game.

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Charactor Image Retrieval Using Color and Shape Information (컬러와 모양 정보를 이용한 캐릭터 이미지 검색)

  • 이동호;유광석;김회율
    • Journal of Broadcast Engineering
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    • v.5 no.1
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    • pp.50-60
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    • 2000
  • In this paper, we propose a new composite feature consists of both color and shape information that are suitable for the task of character image retrieval. This approach extracts shape-based information using Zernike moments from Y image in YCbCr color space. Zernike moments can extract shape-based features that are invariant to rotation, translation, and scaling. We also extract color-based information from the DCT coefficients of Cr and Cb image. This approach is good method reflecting human visual property and is suitable for web application such as large image database system and animation because higher retrieval rate has been achieved using only 36 features. In experiment, this method is applied to 3,834 character images. We confirmed that this approach brought about excellent effect by ANMRR(Average of Normalized, Modified Retrieval Rank), which is used in the evaluation measure of MPEG-7 color descriptor and BEP(Bull's Eye Performance), which is used in evaluation measure of shape descriptor in character image retrieval.

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