• Title/Summary/Keyword: animation industry

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A Study on Creation of 3D Facial Model Using Facial Image (임의의 얼굴 이미지를 이용한 3D 얼굴모델 생성에 관한 연구)

  • Lee, Hea-Jung;Joung, Suck-Tae
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.2 s.46
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    • pp.21-28
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    • 2007
  • The facial modeling and animation technology had been studied in computer graphics field. The facial modeling technology is utilized much in virtual reality research purpose of MPEG-4 and so on and movie, advertisement, industry field of game and so on. Therefore, the development of 3D facial model that can do interaction with human is essential to little more realistic interface. We developed realistic and convenient 3D facial modeling system that using a optional facial image only. This system allows easily fitting to optional facial image by using the Korean standard facial model (generic model). So it generates intuitively 3D facial model as controling control points elastically after fitting control points on the generic model wire to the optional facial image. We can confirm and modify the 3D facial model by movement, magnify, reduce and turning. We experimented with 30 facial images of $630{\times}630$ sizes to verify usefulness of system that developed.

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A Study on the Design of Official Costume of 16th Century Gineyo in Scholar's Banquet;Focusing on the Image Design for Cultural Contents (16세기 조선 기녀의 일반 연회(宴會) 규정복식 고증 디자인 연구;문화콘텐츠용 이미지 작업을 중심으로)

  • Choi, Hae-Yool
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.8
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    • pp.1322-1331
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    • 2008
  • The purpose of this study is to design an official costume of Joseon Ginyeo in the scholar’s banquet in 16th century, thereby making correct historical animation, drama costumes, and various costume contents. Every Ginyeo in and wore a long yellow coat with short front edge. 'Dan-ei', Ginyeo’s court costume, had very similar shape except color and collar, therefore the size of Dan-ei was adapted to design a yellow coat for drama actress. Ginyeo’s Jogori in these paintings was wide and long enough to cover undervelly under the edge of yellow coat, but It was designed more slim and long for better appearence and comfortable movement in my work. A skirt of Ginyeo was designed with circumference of about 360cm and length of about 105cm according as a skirt style of Joseon ladies in 16th century. Ginyeo's Jam(hairpin) was consist of a vase, a plum blossom, and a lotus pattern. And, a wide underpants with a single suspender, portable pouch, Un-hae(women’s shoes) with low heel are needed for drama actress in the role of Ginyeo. In this design, it is very important to save an estimate and time, select suitable mordern fabrics, reform discomportable points, express a charater’s role, and make a trendy appearence.

The Curriculum Design for Department of Culture and Contents according to Technology Change (기술 변화에 따른 문화 콘텐츠 관련학과 교육과정 개발)

  • Jeon, SeongSin;Lee, WonHyung
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.299-304
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    • 2013
  • Culture contents are connected directly with our lives. Experts who produce culture contents or work at such industry or most of people regardless of age and gender are exposed to media contents like movie, game, animation, broadcasting and advertising. There are a number of users who use smart phones and smart pads which can view such media contents. The era of smart device which people easily surf, watch, and produce media contents will be opened. Therefore, the efficient curriculum for producing more touchable media contents should be developed continuously. Most of people recognize the necessity of educations to enhance creativity at university education. This paper intended to research the method of roles curriculum of university produce culture contents which stimulate emotion, creative and show new technology. This paper suggests academic curriculum for department of culture and contents based on the basics, even though new media device emerges the proper talents can be fostered.

CG image product system by virtual control of simulator camera (시뮬레이터 카메라 가상제어형 VFX 영상제작시스템)

  • Du, Yi-chen;Dong, Xiao;Ko, Jae-Hyuk
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.195-200
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    • 2017
  • The purpose of this study is to provide a virtual CG - based image production system for a simulator camera. The video production system proposed in this study is designed to synchronize the virtual camera of the graphic tool with the simulator camera at the shooting site and the CG application image editing, And can be easily and easily performed through a graphic tool by being controlled virtually through a control interface. Blaze Knights, an animation created by Dongseo University, was used to illustrate the superiority of the research results by comparing the progress and the amount of work before and after the application of the system. According to the results of the research, the CG artist's work efficiency is increased, while the physical constraint is minimized when the scene of the CG application image is minimized. It is possible to produce various scenes and minimize the re- We expect the contribution to the industry to be high.

The Classification of Foot Types of Junior High School Boys for the Development of Shoes' Easy-Order Prototype (신발류 이지오더 Prototype 개발을 위한 청소년의 발의 형태 분류)

  • Lim, Ji-Young;Choi, Sung-Won
    • Fashion & Textile Research Journal
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    • v.7 no.5
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    • pp.535-541
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    • 2005
  • The health of feet is connected with individual's health and affects a man's activity. Shoes need to be designed to protect feet and to absorb the impact of land. In order to choose suitable shoes for feet, the foot size and shape must be considered, so it is essential to grasp the exact size and shape of the foot. This study aims to present fundamental data on shoes' easy order prototype development for choosing shoes of good wearing comfort, by classifying feet size and shape junior high school boys in the early adolescent period. The subject were 234 Korean junior high school boys age from 14 to 16 years old. The subjects were directly measured anthropometrically and indirectly analyzed photographically. 6 factors were extracted through factor analysis and those factors comprised 79.42% of total variance. The factors characterizing foot girth and width, foot length, foot height, foot shape around the fifth toes, angle of foot breadth and foot shape around the first toes. 3 clusters as their foot shape were categorized using 6 factor scores by cluster analysis. Type 1 was characterized by long large foot with deformed first toe. Type 2 had smaller in foot girth, width and length than other types and with deformed fifth toe. Type 3 had average size and high foot shape. Shoes prototype which is to be developed later on will be able to generate 2D flattening in the foot sole form. Therefore, it would be a great support in producing and choosing appropriate shoes if forms are classified by subdividing foot form classification and extract a factor which shows only the foot sole shape.

Color Preference and Color Meaning of University Students (대학생의 색채 선호와 색채 의미)

  • Je, Gi-Yeon;Lee, Kyoung-Hee
    • Fashion & Textile Research Journal
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    • v.13 no.3
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    • pp.346-352
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    • 2011
  • The purpose of this study were to see what is the color preference for college students and the meaning of color, based on color psychology. The subjects are the male and female university students in Busan and the survey is conducted in March 2009, September 2009. Analysis is based on eight kinds of colors such as red, orange, yellow, green, cyan, blue, purple which are used in the psychological analysis of Howard & Dorothy Sun Corporate CRR (Colour reflection reading), and words representing the meaning of colors. A total of 259 questionnaires were used to analyze data and analysis was conducted by using SPSS 14.0 statistical package. First, by examining the best three colors among eight colors, the red which represents sociable and passionate leadership and a lot of energy was the first. Second, in terms of positive and negative sense, the green is stable, protected, red is passionate, strong', yellow is bright, happy and green is' clean, young. The Blues has peaceful, tranquil image', the orange is lively animation, cheerful, and the purple shows a positive meaning of beautiful, precious, often mature, loving. Third, the preferences of boys and girls to compare colors in the first preferred color, there were significant differences between boys and girls. Most boys prefer blue, while the girls like red the most. Both boys and girls look at the meaning of green color with the most positive sense and especially male students have the negative connotation about the green color than female students.

Development of Contents For Building Construction Education Using Smart Media and Utility Verification of the Contents (스마트 미디어를 활용한 건축시공 교육 콘텐츠 개발 및 효용성 검증)

  • Yun, Ji-In;Kim, Taek-Jung;Choi, Yoon-Ki
    • Korean Journal of Construction Engineering and Management
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    • v.19 no.3
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    • pp.23-32
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    • 2018
  • As the size of the construction industry becomes larger, there are many tries to change the construction education for growing the pre-engineering who has many directly experience. However, architectural construction education, which requires a lot of practical understanding, is still limited to educational textbooks and field trips. Therefore, this study proposed the development of educational contents which can indirectly experience by combining smart media such as time-lapse, video and animation. Also, we verified the effectiveness of contents developed based on usability, practicality(fitness of education), necessity, possibility of commercialization. We will contribute to enhance the effectiveness of education through building construction education contents that take advantage of contents based on this.

A Study on Development of an On-line 3D Game Engine (온라인 3D 게임엔진 개발에 관한 연구)

  • Lee, Hun-Joo;Park, Tae-Joon;Kim, Hyun-Bin
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.42-55
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    • 2003
  • Domestic game companies are competitive in developing on-line 2D game contents. However, they have difficulties in maintaining the competitive edge in the area of on-line 3D game technologies owing to the limited funds and technologies. The 3D on-line game engine technologies we have intended to propose in this research are highly expected to be the key technologies ensuring the competitive edge over other countries. For this, we propose a full 3D online game engine that reflects the cutting edge technologies trend in the computer gaming industry. Our game engine is integrated with rendering and animation core technologies to visualize the game world, and provides stable network service through the Internet using server technologies.

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A Design and Implementation of Instruction System for Underachievers′ Number-Concept Learning (수학 학습부진아의 수 개념 형성을 위한 학습시스템 설계 및 구현)

  • 김영태;이재무
    • Journal of the Korea Computer Industry Society
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    • v.3 no.1
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    • pp.45-56
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    • 2002
  • The object of our research is to design and to embody the learning system of numerical concept for the mathematic loaming disabilities. The existing system for the learning disabilities was a simple repeating practice system, repeating the same learning contents to obtain the skill, ignoring the learner's disability situation. This bears a problem that the interest and motivation in the learning media will reduce as the learning goes on. This loaming system offers the learning process of numerical concept by showing an animation file of a real life and offering a concrete mouse manipulating practice environment, so as to maintain the motivation of the learner, giving an instant compensation and feedback. If this system are used in directing the learning disabilities, it will help them to stay motivated and to create a positive teaming attitude by a variety level learning system, supporting suitable speed and learning contents for the learning disabilities individuals.

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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.