• Title/Summary/Keyword: character modeling

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Performance Evaluation of Nonlinear Character Friction Control

  • Cho, Yong-Hee;Lee, Won-Sung;Kim, Jung-Ha
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.2551-2554
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    • 2003
  • In this paper, we describe the nonlinear character for a friction control. The nonlinear character of friction control is inherent in mechanical system, which has gained more and more interest. The modeling and compensation of nonlinear friction are difficult tasks for precise motion control. This paper is performance evaluation of nonlinearities and mechanical compliance exists together with friction control system.

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Research Activities for Cyber Characters in Korea

  • Lee, Ee-Taek;Park, Chan-Jong;Park, Jung-Jo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.11-14
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    • 1999
  • The forthcoming century will be the "era of cyber society" . In a virtual environment, a cyber character plays the role of an agent for the human being. In this paper, we introduce active researches of industries, universities, and research institutes in Korea. After Adam Soft Inc. presented a cyber singer,“Adam”, a few cyber characters have succeeded commercially through Internet, TV, CF, movies and etc. Some universities had their own characters to make fundamental researches in the fields of modeling, motion control, and VR. Research institutes have been funded recently to a cyber character related researches. This paper briefly reviews the recent research works, and future trends in Korea. in Korea.

Character Facial Animation Retargeting based on SVG (SVG 기반 캐릭터 표정 애니메이션 리타게팅)

  • Kang, Gi-Tae;Hong, Soo-Hyeon;Kim, Jae-Ho
    • Journal of Korea Multimedia Society
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    • v.14 no.6
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    • pp.824-834
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    • 2011
  • In this study, the method to generate facial animation of SVG format based online character AUtomatically was proposed. The re-targeted character can reproduce the modeling facial movements itself without losing the unique formative properties by modeling abundant facial movements of the character in the existing animation for movie theater through the mathematical calculation and 'retargeting' this to other character of SVG format. The method of retargeting facial movements like this can be applied to the various characters by only one facial data so although non-specialists, even not an animator can create facial animation of character easily and rapidly. The suggested facial movement in this study is nonlinear and an exaggerated motion so it is friendly to the viewers and it is lively. Besides, it is based on the SVG format, so the smooth facial movements can be implemented by less capacity than existing GIF animation.

A Study on the Application of Character Animation for Motion Analysis Using Motion Capture Data (모션 캡쳐 자료를 이용한 동작 분석용 캐릭터 애니메이션의 적용 방법에 관한 연구)

  • Son, Won-Il;Jin, Young-Wan;Kang, Sang-Hack
    • Korean Journal of Applied Biomechanics
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    • v.17 no.4
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    • pp.37-44
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    • 2007
  • This study compared the Character Studio of 3ds Max and OpenGL to find an adequate modeling method of character animation to be used in motion analysis in the area of motor mechanics. The subject was one male golfer. We obtained the positional coordinates of marks needed by photographing the subject's golf swing motions. Because the method based on the Character Studio used meticulously designed character meshes, it enabled high.level animation but it took a long time in applying physique and demanded the repeated adjustment of each motion data. With the method based on OpenGL, a character completed once could be usable to almost every testee and desired program control was available, but because each character had to be created by making a computer program, it was hard to make characters delicately. Because the method using the Character Studio is actively studied not only in motor mechanics but also in many research areas, it is expected to be more usable in the near future. On the contrary, the method based on OpenGL is easily applicable and allows the convenient use of other mechanical data.

CGS System based on Three-Dimensional Character Modeling II (Part 2: About Digital Process) (3차원 캐릭터 모델기반 CGS System 구축 II (Part 2 : Digital Process에 관하여))

  • Cho, Dong-Min;Cho, Kwang-Soo
    • Journal of Korea Multimedia Society
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    • v.13 no.7
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    • pp.1095-1104
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    • 2010
  • This study is to suggest the design generation methodology for the maximization of idea generation ability and to overcome restriction of thinking out of existing idea generation methodology, it has suggested the CGS(Character Generation System) that is a creative idea generation methodology identified and complemented the problem of the existing computerized idea generation(PDS with Proportion) method out of the preceded studies on the creative idea generation methodologies. In addition, this research being extended on the article vol.11,no.11, "CGS System based on Three-Dimensional Character Modeling Ⅰ(Part1: about Non-Digital Process )," on Korea Multimedia Society in November 2008 issue and this study is expected to have effectives as one method for idea generation or creative image generation assistance during the 3D character development process with practical implementation of system, research directions and present the results.

The Relationship Between College Student's Character Strengths(Humanity), Self-Control, and Altruistic Behavior in the Times of Convergence: The Mediating Effect of Moral Elevation (융복합 시대에서 대학생의 성격강점(인간애) 및 자기통제력과 이타행동의 관계: 도덕적 고양의 매개효과)

  • Chang, Yong-Hee;Kim, Kyung-Ja;Lee, Jae-Shin
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.445-452
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    • 2015
  • The purpose of this study was to examine the mediating effect of moral elevation on the relationship between character strengths(humanity), self-control and altruistic behavior in the times of convergence. 647 college students in Cheongju were sampled. Four measurement instruments were employed; a Character Strengths(Humanity) Scale, Self-Control Scale, Moral Elevation Scale, and Altruistic Behavior Scale. The Collected data were analyzed with SPSS program and Structural Equation Modeling(SEM). Fitness of the final model were CFI=.937, TLI=.917, RMSEA=.077. The results of this study were as follows: First, there were significant positive correlations among character strengths(humanity), self-control, and altruistic behavior. Second, according to the structural equation modeling, the results showed that moral elevation had a mediating effect in relationship between college student's character strengths(humanity), self-control and altruistic behavior.

Mass-Spring-Damper Model for Offline Handwritten Character Distortion Analysis

  • Cho, Beom-Joon
    • Journal of Korea Multimedia Society
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    • v.14 no.5
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    • pp.642-649
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    • 2011
  • Among the various aspects of offline handwritten character patterns, it is the great variety of writing styles and variations that renders the task of computer recognition very hard. The immense variety of character shape has been recognized but rarely studied during the past decades of numerous research efforts. This paper tries to address the problem of measuring image distortions and handwritten character patterns with respect to reference patterns. This work is based on mass-spring mesh model with the introduction of simulated electric charge as a source of the external force that can aid decoding the shape distortion. Given an input image and a reference image, the charge is defined, and then the relaxation procedure goes to find the optimum configuration of shape or patterns of least potential. The relaxation process is based on the fourth order Runge-Kutta algorithm, well-known for numerical integration. The proposed method of modeling is rigorous mathematically and leads to interesting results. Additional feature of the method is the global affine transformation that helps analyzing distortion and finding a good match by removing a large scale linear disparity between two images.

Development of Facial Animation Generator on CGS System (CGS 시스템의 페이셜 애니메이션 발상단계 개발)

  • Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.14 no.6
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    • pp.813-823
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    • 2011
  • This study is to suggest the facial animation methodology for that 3D character animators can use CGS system effectively during on their stage which they create ideas and use repeating a process of facial animation, it has suggested the CGS(Character Generation System) that is a creative idea generation methodology identified and complemented the problem of the existing computerized idea generation, in addition, this research being extended on the article vol.13, no.7, "CGS System based on Three-Dimensional Character Modeling II (Part2: About Digital Process)," on Korea Multimedia Society in July 2010 issue, Through the preceding study on 3D character facial expression according to character's feelings as an anatomical structure and the case study on character expressions of theatrical animation, this study is expected to have effectives as one method for maximization of facial animation and idea generation ability.

Study on Implementation of a neural Coprocessor for Printed Hangul-Character Recognition (한글 인쇄체 문자인식 전용 신경망 Coprocessor의 구현에 관한 연구)

  • Kim, Young-Chul;Lee, Tae-Won
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.1
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    • pp.119-127
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    • 1998
  • In this paper, the design of a VLSI-based multilayer neural network is presented, which can be used as a dedicated hardware for character-type segmentation and character-element recogniti on consuming large processing time in conventional software-based Hangul printed-character recognition systems. Also the architecture and its design of a neural coprocessor interfacing the neural network with a host computcr and controlling thc neural network are presented. The architecture, behavior, and performance of the proposed neural coprocessor are justified using VHDL modeling and simulation. Experimental results show the successful rates of character-type segmentation and character-element recognition is competitive to those of software-based Hangul printed-character recognition systems with retaining high-speed.

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A Study on Character Design Using [Midjourney] Application

  • Chen Xi;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.409-414
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    • 2023
  • In recent years, the emergence of a number of AI image generation software represented by [Midjourney] has brought great impetus to the development of the field of AI-assisted art creation. Compared with the traditional hand-painted digital painting with the aid of electronic equipment, broke the traditional sense of animation character creation logic.This paper analyzes the application of AI technology in the field of animation character design through the practice of two-dimensional animation character . This is having a significant impact on the productivity and innovation of animation design and character modeling. The key results of the analysis indicate that AI technology, particularly through the utilization of "Midjourney,"enables the automation of certain design tasks, provides innovative approaches, and generates visually appealing and realistic characters. In conclusion, the integration of AI technology, specifically the application of "Midjourney," brings a new dimension to animation character design. The utilization of AI image generation software facilitates streamlined workflows, sparks creativity, and improves the overall quality of animated characters. As the animation industry continues to evolve, AI-assisted tools like "Midjourney" hold great potential for further advancement and innovation.