• Title/Summary/Keyword: motion-graphic

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Development of a Parallel-Typed CNC Machine (병렬기구형 CNC 공작기계의 개발)

  • Lee, Min-Ki;Choi, Byung-Oh;Kim, Tae-Sung;Park, Kun-Woo
    • Proceedings of the KSME Conference
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    • 2000.11a
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    • pp.535-540
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    • 2000
  • This paper presents the development of a Parallel-Typed CNC Machining Tool. It is specially designed to machine a complex shaped workpiece by controlling the orientation of the tool. The inverse/direct kinematics of a parallel mechanism is derived and implemented in a PC based controller. With graphics icons, the GUI (Graphic User Interface) program is developed for the CNC programing. The calibration is accomplished by geometric constraint motion, which is a parallel motion of the platform with respect to a table. The calibration result is introduced and the future study is proposed.

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A Study on Stereoscopical Motion Graphic Production using Tracking Data from 3D Camera (3D카메라 트레킹데이터를 활용한 입체적 모션그래픽 제작방법 연구)

  • Lee, Junsang;Han, Soowhan;Lee, Imgeun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.232-233
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    • 2015
  • 디지털 미디어의 발전으로 인해 모션그래픽의 구성요소들은 다양한 방식으로 제작되고 있다. 모션그래픽을 활용한 영상콘텐츠 제작기법은 새로운 이미지를 어떻게 제작하느냐에 따라 보다 창의적이고 효율적인 영상으로 표현되기도 한다. 모션그래픽의 활용도는 웹, 게임, 및 영화 방송 등 다양한 콘텐츠의 시각적 정보전달의 의미를 가지고 있다. 모션그래픽의 새롭고 실험적인 작업은 어떠한 제작방식에 따라 그 결과는 아주 다르게 나타난다. 또한 영상제작에 대한 프로세스는 새로운 뉴미디어의 기술의 결합으로 영상콘텐츠의 창의적인 작품으로 된다. 따라서 본 논문은 모션그래픽의 제작방식에서 실사카메라의 움직임을 가상카메라로 트래킹하여 입체적인 모션그래픽을 구현하는 제작방법을 제시한다.

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Advertising Contents of Motion Graphic using the Web Page (웹 페이지에서 사용되는 모션그래픽 광고 콘텐츠)

  • Joo, Heon-Sik
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.95-96
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    • 2012
  • 본 논문에서는 웹 페이지에서 사용되는 광고 콘텐츠에 대해서 나타낸다. 웹 페이지에서 사용되는 광고 콘텐츠는 모션 그래픽으로 제작하여 인터렉티브하게 이용 된다. 또한 웹 페이지에서 사용되는 광고는 광고의 특성을 가지고 있다. 따라서 광고의 특성에 따라 콘텐츠의 특성도 달라진다. 웹 페이지에서 사용되는 광고 콘텐츠은 특성에 따라 이미지 광고와 동영상 광고로 분류한다. 이들 콘텐츠의 특성으로 이미지의 사이즈와 동영상의 사이즈, 제작 파일 크기, 재생 시간, 웹 페이지의 위치에 따라서 다양한 광고 효과를 연출한다. 따라서 광고 효과를 나타내기 위해서는 제작 광고 콘텐츠의 특성과 인터렉티브 콘텐츠의 특성이 고려되어야 한다.

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Development of a 6DOF Motion Platform for the Tilting Train Simulator (틸팅 차량용 시뮬레이터를 위한 6자유도 운동판 개발)

  • Kim Nam-Po;Song Young-Soo;Han Seong-Ho;Choi Kang-Yeon;Kim Jung-Seok
    • Journal of the Korean Society for Railway
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    • v.8 no.1
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    • pp.27-33
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    • 2005
  • This paper presents a development of 6DOF motion platform far a tilting train simulator. The tilting train simulator will be used to verify the tilting electronics and tilting control algorithm which are to be applied the Korean 180km/h tilting train. The tilting train simulator is composed of a 6-axis motion platform, a track generation system, a graphic user interface, and a visualization system with 1600mm-diameter dome screen. In this study, the 6DOF motion platform for a tilting train simulator has been designed and manufactured. The motion platform developed is a motion platform of Stewart type. The inverse kinematic analysis has been performed to determine the length of the links of the platform. Furthermore, the specification of the motors have been evaluated by the equation of motion of the platform.

A Study on Education Software for Controling of Multi-Joint Robot (다관절 로봇 제어를 위한 교육용 소프트웨어 연구)

  • Kim, Jae-Soo;Son, Hyun-Seung;Kim, Woo-Yeol;Kim, Young-Chul
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.469-476
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    • 2008
  • To enhance the educational effect of Multi-Joint Robot have to easily develop motion through the control software. The traditional way of development technique for multi-joint robot is educated with very complicated implementation, but our motion creation tool can be possible to do the creative activity for controling robot movements with ease. This paper mentions to develop the motion creation tool for easily and quickly programming the motion control of multi-joint robot on the educational program. With this tool we easily and exactly provide the education of robot program. In this paper, our suggested tool could not only evade the traditional way of a complicated control program using programming languages but also control easier the robot than the GUI(Graphic User Interface) programming centered on the user's convenience. Additionally, the robot motion's implementation is possible applied with microprocessor experimental equipment educationally to practical use.

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Video Production Method using Match Moving Technique (매치무빙 기법을 활용한 모션그래픽 영상제작에 관한 연구)

  • Lee, Junsang;Park, Junhong;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.4
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    • pp.755-762
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    • 2016
  • Motion graphic is the recently emerged technique which extends the ways of expression in video industry. Currently, it is worldwide trends that the image design gets more attention in the field of movie, advertisement, exhibition, web, mobile, games and new media, etc. With the development of computer's new technologies, VFX methods for the visual content is dynamically changed. Such production methods combine the real scenary and CG(Computer Graphic) to compose realistic scenes, which cannot be pictured in the ways of ordinary filming. This methods overcome the difference between the real and virtual world, maximize the expressive ways in graphics and real space. Match moving is technique of accurate matching between real and virtual camera to provide realistic scene. In this paper we propose the novel technique for motion graphic image production. In this framework we utilize the match moving methods to get the movements of the real camera into 3D layer data.

Overlay Text Graphic Region Extraction for Video Quality Enhancement Application (비디오 품질 향상 응용을 위한 오버레이 텍스트 그래픽 영역 검출)

  • Lee, Sanghee;Park, Hansung;Ahn, Jungil;On, Youngsang;Jo, Kanghyun
    • Journal of Broadcast Engineering
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    • v.18 no.4
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    • pp.559-571
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    • 2013
  • This paper has presented a few problems when the 2D video superimposed the overlay text was converted to the 3D stereoscopic video. To resolve the problems, it proposes the scenario which the original video is divided into two parts, one is the video only with overlay text graphic region and the other is the video with holes, and then processed respectively. And this paper focuses on research only to detect and extract the overlay text graphic region, which is a first step among the processes in the proposed scenario. To decide whether the overlay text is included or not within a frame, it is used the corner density map based on the Harris corner detector. Following that, the overlay text region is extracted using the hybrid method of color and motion information of the overlay text region. The experiment shows the results of the overlay text region detection and extraction process in a few genre video sequence.

Making 2.5D with Vanishing Point in Photoshop (Photoshop Vanishing Point를 이용한 2.5D 제작에 관한연구)

  • Yoon, Young-Doo;Choi, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.146-153
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    • 2009
  • Thanks to computer graphic technology development, graphic design programming is easily accessible by any home computer user today since it is free from the burdens of complicated 알고리듬 or the expensive graphic tools that were required in the past. The term 알고리듬 2.5 is commonly used by computer graphic designers to refer to 2D, a form of pseudo-3D. In this study, by using 2.5D, which was previously utilized for strengthening visual effects and engine efficiency, together with Adobe Photoshop along with After Effects, I will incorporate these into motion graphics. Today, motion graphics dominate the advertisement and image markets. Since viewers have developed higher expectations, a more dynamic 3D space graphic technology is preferred over the outdated 2D basis. In this study, I will produce a 2.5D image which is generated through a vanishing point filter of Adobe Photoshop and After Effects based on still image information and captured at an angle of Axonometric Projection. Also, I will compare the effectiveness of the production process and camera angle flexibility between the previous 3D process and new 2.5 D process.

Development of Driving Simulator Based on Washout Algorithm with Fuzzy Logic (퍼지에 기초한 워시아웃 알고리듬을 적용한 주행 시뮬레이터의 개발)

  • Jung, Ui-Jung;Song, Jae-Bok;Ko, Hee-Dong
    • Proceedings of the KSME Conference
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    • 2001.11a
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    • pp.654-659
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    • 2001
  • In the virtual environment, reality can be enhanced by offering the motion based on a motion simulator in harmony with visual and auditory modalities. In this research, the Stewart platform based motion simulator has been developed. This motion simulator is driven by the electric motors, and offers the slightly wider workspace compared to the commercial available simulators. In order to compensate for the limited range of the motion platform, the washout filters with fixed coefficients have been usually adopted. In this paper the new approach is proposed to tune the filter coefficients based on the fuzzy logic on the real-time basis. It is shown that performance with the variable filter coefficients is better than that with the fixed ones. The driving simulator based on the bicycle dynamics was developed by integrating the motion simulator and graphic system.

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