• Title/Summary/Keyword: animation content

Search Result 309, Processing Time 0.024 seconds

A Study on the Necessity of Making Online Marketplace for the Korean Animation Industry (국내 애니메이션 산업의 온라인 마켓플레이스 구축 필요성 연구)

  • Han, Sang-Gyun
    • Cartoon and Animation Studies
    • /
    • s.24
    • /
    • pp.223-246
    • /
    • 2011
  • Today, cultural content industry could be defined to service business rather than manufacturing business because of its own trait. Also, it has the realistic restriction that it can't hold the dominant position in the market competition when it can't provide consumers satisfaction regardless of its quality or degree of completion. In other word, it can only expect great success when the business plan and the activities get the perfect balance with its best quality and perfect of completion. As the result, it emphasizes the importance of business competition in the global market. In briefly, there is no doubt that the creativeness of content is very important in the cultural content industry but in the future, making system to maintain the distribution process and share the profits fairly will be taken more important role. Especially, animation genre has the feature, which compares to other genres, such as film or TV drama, would be free from cultural barriers, and it is a great advantage. So to speak, animation can get little influence from cultural discount. However, Korean animation can't use the advantage properly for the foreign distribution because of its poor infrastructure and short of professional human resources. For those reasons, it has been needed to set up the realistic and specific action plan to overcome the situation. Therefore, considering those needs and the situations of Korean animation facing, making B2B online marketplace could be a great solution. The online marketplace stands for taking more efficient and broad distribution channel instead of the passive way, which we have now. If we have the B2B online marketplace, we can share all the information about the Korean animation with the potential customers whom live outside of Korea at real time. It also could be use to the windows of multiple distribution, which can make additional profits and activate the optional markets for the Korean animation. Through the method, Korean animation would be expected to get the higher international competitiveness, and it would be developed in quality and quantity of the business. Finally, it would be a great chance to Korean animation, which can get the unique brand power by improving the backward distribution circumstances.

Speech Animation Synthesis based on a Korean Co-articulation Model (한국어 동시조음 모델에 기반한 스피치 애니메이션 생성)

  • Jang, Minjung;Jung, Sunjin;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
    • /
    • v.26 no.3
    • /
    • pp.49-59
    • /
    • 2020
  • In this paper, we propose a speech animation synthesis specialized in Korean through a rule-based co-articulation model. Speech animation has been widely used in the cultural industry, such as movies, animations, and games that require natural and realistic motion. Because the technique for audio driven speech animation has been mainly developed for English, however, the animation results for domestic content are often visually very unnatural. For example, dubbing of a voice actor is played with no mouth motion at all or with an unsynchronized looping of simple mouth shapes at best. Although there are language-independent speech animation models, which are not specialized in Korean, they are yet to ensure the quality to be utilized in a domestic content production. Therefore, we propose a natural speech animation synthesis method that reflects the linguistic characteristics of Korean driven by an input audio and text. Reflecting the features that vowels mostly determine the mouth shape in Korean, a coarticulation model separating lips and the tongue has been defined to solve the previous problem of lip distortion and occasional missing of some phoneme characteristics. Our model also reflects the differences in prosodic features for improved dynamics in speech animation. Through user studies, we verify that the proposed model can synthesize natural speech animation.

A Research on Efficient Skeleton Retargeting Method Suitable for MetaHuman

  • Shijie Sun;Ki-Hong Kim;David-Junesok Lee
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.1
    • /
    • pp.47-54
    • /
    • 2024
  • With the rapid development of 3D animation, MetaHuman is widely used in film production, game development and VR production as a virtual human creation platform.In the animation production of virtual humans, motion capture is usually used.Since different motion capture solutions use different skeletons for motion recording, when the skeleton level of recorded animation data is different from that of MetaHuman, the animation data recorded by motion capture cannot be directly used on MetaHuman. This requires Reorient the skeletons of both.This study explores an efficient skeleton reorientation method that can maintain the accuracy of animation data by reducing the number of bone chains.In the experiment, three skeleton structures, Rokoko, Mixamo and Xsens were used for efficient redirection experiments, to compare and analyze the adaptability of different skeleton structures to the MetaHuman skeleton, and to explore which skeleton structure has the highest compatibility with the MetaHuman skeleton.This research provides an efficient skeleton reorientation idea for the production team of 3D animated video content, which can significantly reduce time costs and improve work efficiency.

Research on Creative Expression Utilizing AI Technology in 3D Animation Production

  • Chenghao Wang;Jeanhun Chung
    • International journal of advanced smart convergence
    • /
    • v.13 no.2
    • /
    • pp.148-153
    • /
    • 2024
  • This article embarks on an exploration of how the burgeoning landscape of AI technology is reshaping and augmenting creative expression within the realm of 3D animation. As AI continues to evolve and mature, its integration into the process of 3D animation creation has become an increasingly focal point of investigation and analysis. The article undertakes a comprehensive examination of the myriad applications of AI within the domain of 3D animation, shedding light on its multifaceted contributions to various aspects of the creative process. Furthermore, it delves into the transformative impact that AI technology has on enhancing creative expression within 3D animation, particularly through increased productivity, personalized content creation, and the expansion of creative boundaries. By automating repetitive and time-consuming tasks inherent in traditional production methods, AI liberates artists and animators to unleash their creative ingenuity and push the boundaries of their craft. Through empirical research and case studies, the article elucidates how AI serves as a catalyst for innovation, fostering a conducive environment for the exploration of novel techniques and artistic styles.

Development of Efficient VR Contents Writing Tools for Support Storytelling (스토리텔링 지원을 위한 효율적인 VR 콘텐츠 저작도구 개발)

  • Lee, Yang Min;Lee, Jae Kee
    • Journal of Korea Multimedia Society
    • /
    • v.23 no.5
    • /
    • pp.700-709
    • /
    • 2020
  • With the development of virtual reality (VR)-related technology and the advent of the 5G era, VR-based streaming games or content have been developed and transmitted at high speed. Although VR technology is also being applied in education, health care, manufacturing, and production fields, its main application is for entertainment. VR technology has been developed based on hardware and various contents have been developed accordingly; however, the number of VR content with high entertainment value is insufficient, and there are primarily hands-on contents. In this paper, we propose a method for developing an writing tool that can enhance the productivity in the development and editing of VR content and create VR contents based on a timeline by reflecting the storytelling rather than by a simple empirical type to solve the bias in content style. The proposed VR content writing tool is expected to increase the productivity in VR content development and contribute to the creation of various styles of content. Its implementation can enable developers to create specific stories in a timeline and support several animation effects.

Detecting Interactive Elements from a Story for Interactive Animation through Semiotic Analysis (인터랙티브 애니메이션의 기호학적 분석을 통한 이야기의 상호작용 요소)

  • Suk, Hae-Jung
    • Cartoon and Animation Studies
    • /
    • s.37
    • /
    • pp.83-106
    • /
    • 2014
  • The trends of smart devices and interactive media are demanding expansion of the form of Animation and there were some challenges to create interactive animation as completed contents. However, most of interactive storytelling with the branch structure do not meet the audiences' expectation and the use of distracters has even audiences' immersion drop down. This paper proposes 4 conditions for the completed interactive animation content. To suggest the way how to complete a story by the roles and actions of the audiences' participation, which is the most important one among 4 conditions above, this study has analyzed the story of . This interactive animation is considered as a successful case of interactive animation as an interactive contents with a completed story. This paper analyze the story with 20 functional narrative structure, semiotic rectangle and 'Actantial model' by Greimas in semiotics. Finally, this paper concludes 'what the interactive elements will be' and 'where the interactions will take place' in a traditional narrative structure through finding the answers of what the audience's role is.

Study of Next Generation Game Animation (넥스트 제너레이션 게임애니메이션 연구)

  • Park, Hong-Kyu
    • Cartoon and Animation Studies
    • /
    • s.13
    • /
    • pp.223-236
    • /
    • 2008
  • The video game industry is obsessed by the perception of "Next Generation Game". Appearance of the next generation game console has required the video game industry to renovate new technologies for their entire production. This tendency increases a huge mount of production cost. Game companies have to hire more designers to create a solid concept, artists to generate more detailed content, and programmers to optimize for more complex hardware. All those high cost efforts provide great locking games, but the potential of next generation game consoles does not end there. They also bring possibilities of the new types of gameplay. Next generation game contains a much larger pool of memories for every video game elements. The entire video game used to use roughly 800 animation files, but next generation game is pushing scripted event well over 4000 animation flies. That allows a lot of very unique custom animation for pretty much every action in the game. It gives game players much more vivid and realistic appreciation of the virtual world. Players are not being able to see any recycling of the same animation over and over when they are playing next generation game. The main purpose of this thesis is that defines the concept of next generation game and analyzes new animation-pipeline to be used in the shooter games.

  • PDF

Une lecture du film d'animation do Christian Volckman (크리스티앙 볼크만(Christian Volckman)의 장편 애니메이션 <르네상스(Renaissance)> 의 해석에 대한 방법적 시도)

  • Han, Sang-Jung
    • Cartoon and Animation Studies
    • /
    • s.13
    • /
    • pp.199-210
    • /
    • 2008
  • Nous tentons ici d'une analyse esthetique sur le film d'animation francais "Renaissance". Le film d'animation est un genre du recit d'images. L'on no peut donc le traiter simplement comme les chaines des images sans I'histoire, ni comme I'histoire sans les images. Nous essaions de trouver dans notre etude, un meddle d'analyse sur le film d'animation. L'acces y est commece par expliquer le context du film et son resume de I'histoire. Ensuite, nous travaillons sur les caracteristiques produites par des images(noir et blanc) et des techniques(motion capture). Elles sont considerees comme les traits expressifs, ou les trails formels. Troisiement, on analysr des codes des genres et des sens implicites qui sont presentes dans le film. Apres aborder tous ces prises on comptes, nous les synthetisons dans ie principe d'esthetique. lci, celui-ci est figure comme un accord entre les caractedristiques formelless et les contenus traites. Mais le film n'arrive pas a cette concordance. L'avancee technique et le plaisir visuel que le film nous donne ne sont pourtant pas meprisable memo si I'objectif esthetique du film no s'acheve sur un echec. Notre etude est un peu large afin d'analyser les detailes du film. Nous laisssons cette faiblesss a un autre travail du futur, on etant content sur l'etude qui pout servir a analyser un film d'animation, mame un peu grossierement.

  • PDF

A Study on Synchronization of Video and Virtual Reality Data for On-line Education (온라인 교육을 위한 동영상과 가상현실 데이터의 동기화에 관한 연구)

  • Sun Bok-Keun;Han Kwang-Rok
    • Journal of Korea Multimedia Society
    • /
    • v.8 no.3
    • /
    • pp.389-397
    • /
    • 2005
  • In this paper, we study the synchronization method of animated simulations and VRs for on-line virtual reality education system. To build the data of animated simulations and synchronization modules of VRML content, the media-synchronizing technology, HTML + TIME and scripts are used. The VRML control module ismade into Java applet using the Java EAI provided for the web and the interface for VRML contents. To control the animation of VRML contents, the node information is extracted, and an animation production template capable of controlling animation in inter-connection with VRML content is made. With evaluation of the animation control performance, processing speed, synchronization performance between media in the system built, more improved results are obtained. We would like to suggest a education system with easy system construction and various multi-medium applicability by realizing HTML + TIME media synchronization and VRML web 3D virtual reality creation techniques, and animated images and 3D animation controls according to time using Java through this study.

  • PDF

A Study on the Development of Computer Assisted Instruction for the High School Mathematics Education - Focused on the movement of figure - (고등학교 수학과 교육을 위한 CAI 프로그램 개발연구 -도형의 이동을 중심으로-)

  • 허종호
    • Journal of the Korean School Mathematics Society
    • /
    • v.2 no.1
    • /
    • pp.219-229
    • /
    • 1999
  • Nowadays the use of computer has a tendency to be being increased in classroom. Also, Many mathematics teachers are attempting to use computer efficiently in classroom. Computer has unique functions such as graphic, animation, and error correction. As graphic and animation can make the content of mathematics visible and make it easy for learners to study mathematics, it is desirable to develop the computer educational program and use it in teaching and learning mathematics. Especially, before concepts study on the unit of Figure or Function, the use of graphic or animation is efficient by being able to understand easily the content. The purpose of this thesis is to produce the computer program on the Movement of Figure in the unit of Equation of Figure which is in mathematics curriculum for the first grade of high school. In teaching and learning mathematics by use of this program, the educational effects are expected as follows: 1. It is expected that this program will stimulate the interest of learners by using animation and acoustic (sound) effect and so learners' voluntary and active thinking activity will be shown. 2. It will be helpful to form exact concept because it is possible to understand intuitively the basic concepts on the Movement of Figure by using graphic and animation. 3. It is expected that the repeated study of this program already designed will remove the fear of incomplete parts and help review them. 4. It is possible to change from teacher-centered instruction, which is the blind point of recent mathematics education, to the learner-centered instruction. However, it is necessary to realize that using the educational engineering (computer) in mathematics education cannot always cause learners to study mathematics very well and that computer cannot take the place of mathematics teacher. Accordingly, computer will be treated as aids which help learners study difficult part.

  • PDF