• Title, Summary, Keyword: 로봇애니메이션

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The meaning of the horns of Robot design in Nagai Go's Comics (일본 애니메이션에서 로봇 디자인에 나타난 뿔의 의미 - 나가이 고(永田 豪)의 작품을 중심으로 -)

  • Yoon, Jeong Won
    • Proceedings of the Korea Contents Association Conference
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    • pp.193-197
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    • 2008
  • Character Design in Animation is usually used to get probability visually with unity between appearance and feature of character. Especially the horn of Japanese robot animation is not only the one of the feature of the genre but also shows difference between eastern and western culture. It is not difficult to find a case as the horned robot design, otherwise Nagai Go's comics like "Mazinger Z", "Getter Robo" "UFO Robot Grandiger" dedicated to set a horned design as a pattern. In the Nagai Go's work, horn is not only an ornament but also is used as a tool which reveals violent human nature.

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게임엔진연재 / 게임 객체의 자연스러운 동작 생성을 위하여!

  • Kim, Hyeon-Bin
    • Digital Contents
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    • no.6
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    • pp.142-143
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    • 2003
  • 3D애니메이션은 컴퓨터 그래픽스의 응용 분야 중 방송, 영화, 광고, 애니메이션과 같은 상업용 영상물 제작 및 게임과 사용자 인터페이스 구현 등 여러 분야에서 중요한 위치를 차지하고 있다. 인간 또는 의인화된 동식물, 혹은 로봇과 같은 사물의 움직임을 표현하는 애니메이션은 만화영화와 같은 2D 애니메이션으로 출발해 게임 등 주변 산업과 연계해 발전해 왔다. 그러다 최근 컴퓨터 그래픽을 이용한 3D 애니메이션 기술의 발전과 더불어 새로운 시대를 맞이하고 있다.

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Character Robot synchronization technology development for emotional contents service (감성형 콘텐츠 서비스를 위한 캐릭터 로봇 동기화 기술 개발)

  • Jung, Hyun-Chul;Kim, Nam-Jin;Choi, Lee-Kwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • pp.217-220
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    • 2011
  • 영상 압축 기술의 발전과 인터넷의 보급으로 사람들은 언제 어디서나 고화질의 미디어를 쉽게 접할 수 있게 되었다. 또한 미디어 플레이어에서 문자열의 출력을 지원함으로써 사용자들은 쉽게 영상의 자막을 만들고 볼 수 있는 환경이 만들어졌다. 그러나 문자는 번역을 위한 역할만 할 뿐 미디어에서 나타내고자 하는 감성을 전달하는 역할은 하지 못한다. 본 연구에서는 애니메이션 캐릭터와 콘텐츠 로봇을 사용하는 새로운 의미전달 기술을 적용한 감성형 콘텐츠 서비스를 제안한다. 제안하는 기술은 동기화 시나리오를 구성하여 미디어가 재생되는 동안 애니메이션 캐릭터 데이터를 제공하며, 또 다른 출력장치인 로봇과 동기화되어 상황에 따른 로봇의 움직임을 통해 시청자에게 내용 전달의 효과와 함께 감성 전달의 효율을 증대시켜주는 역할을 한다. 본 논문에서는 감성형 콘텐츠를 제작한 후 시현을 통해 감성 전달의 효율이 높아짐을 확인하였다.

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The Representation of the Cold War Ideology, the Early 1980s' Korean Robot Animations: Focusing on Roboteu King and Super Titan 15 (냉전 이데올로기의 재현, 1980년대 초 한국 로봇애니메이션: <로보트킹>과 <슈퍼 타이탄15>를 중심으로)

  • Ryu, Jae Hyung
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.681-692
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    • 2016
  • What is the socio-cultural meaning of the 1980s' Korean robot animations? What is the periodical backgrounds making this meaning? This study has attempted to lay the foundation stone of the answer for the questions. To do that, this study selected Roboteu King(Yeong-rang Bae, 1980) and Super Titan 15(Seung-cheol Park, 1983) as the objects of the textual analysis. To grasp the periodical identity, it has examined the cold war ideology that has been the basis of the political and economic environments of Korea. Findings are as follows. Korea was vulnerable to general environments after the Korean War; accordingly, Korea took the-dependence-on-the-US strategy in terms of various aspects including national security, scientific technology, and industry economy. This kind of socio-cutural condition was represented through the narratives of the early 1980s' Korean robot animations. Their narratives including the advance of plots, the roles of Korean protagonists, the technological gap between the planets and earth, and so forth were quite dependent on extraterrestrials and contained anticommunist ideology.

Characterizing Strategy of Emotional sympathetic Robots in Animation and Movie - Focused on Appearance and Behavior tendency Analysis - (애니메이션 및 영화에 등장하는 정서교감형 로봇의 캐릭터라이징 전략 - 외형과 행동 경향성 분석을 중심으로 -)

  • Ryu, Beom-Yeol;Yang, Se-Hyeok
    • Cartoon and Animation Studies
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    • pp.85-116
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    • 2017
  • The purpose of this study is to analyze conditions that robots depicted in cinematographic works like animations or movies sympathize with and form an attachment with the nuclear person and organize characterizing strategies for emotional sympathetic robots. Along with the development of technology, the areas of artificial intelligence and robots are no longer considered to belong to science fiction but as realistic issues. Therefore, this author assumes that the expressive characteristics of emotional sympathetic robots created by cinematographic works should be used as meaningful factors in expressively embodying human-friendly service robots to be distributed widely afterwards, that is, in establishing the features of characters. To lay the grounds for it, this research has begun. As the subjects of analysis, this researcher has chosen robot characters whose emotional intimacy with the main person is clearly observed among those found in movies and animations produced after the 1920 when robot's contemporary concept was declared. Also, to understand robots' appearance and behavioral tendency, this study (1) has classified robots' external impressions into five types (human-like, cartoon, tool-like, artificial bring, pet or creature) and (2) has classified behavioral tendencies considered to be the outer embodiment of personality by using DiSC, the tool to diagnose behavioral patterns. Meanwhile, it has been observed that robots equipped with high emotional intimacy are all strongly independent about their duties and indicate great emotional acceptance. Therefore, 'influence' and 'Steadiness' types show great emotional acceptance, the influencing type tends to be highly independent, and the 'Conscientiousness' type tends to indicate less emotional acceptance and independency in general. Yet, according to the analysis on external impressions, appearance factors hardly have any significant relationship with emotional sympathy. It implies that regarding the conditions of robots equipped with great emotional sympathy, emotional sympathy grounded on communication exerts more crucial effects than first impression similarly to the process of forming interpersonal relationship in reality. Lastly, to study the characters of robots, it is absolutely needed to have consilient competence embracing different areas widely. This author also has felt that only with design factors or personality factors, it is hard to estimate robot characters and also analyze a vast amount of information demanded in sympathy with humans entirely. However, this researcher will end this thesis as the foundation for it expecting that the general artistic value of animations can be used preciously afterwards in developing robots that have to be studied interdisciplinarily.

A Study on Posture Control Algorithm of Performing Consecutive Task for Mobile Manipulator (이동매니퓰레이터의 연속작업 수행을 위한 자세 제어 알고리즘에 관한 연구)

  • Kim, Jong-Iek;Rhyu, Kyeong-Taek;Kang, Jin-Gu
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.3
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    • pp.153-160
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    • 2008
  • One of the most important features of the Mobile Manipulator is redundant freedom. Using it's redundant freedom, a Mobile Manipulator can move in various modes, and perform dexterous motions. In this paper, to improve robot job performance, two robots -mobile robot, task robot- are joined together to perform a job, we studied the optimal position and posture of a Mobile Manipulator to achieve a minimum of movement of each robot joint. Kinematics of mobile robot and task robot is solved. Using the mobility of a Mobile robot, the weight vector of robots is determined. Using the Gradient method, global motion trajectory is minimized, so the job which the Mobile Manipulator performs is optimized. The proposed algorithm is verified with PURL-II which is Mobile Manipulator combined Mobile robot and task robot, and the results are discussed.

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A Study on the Possibility of Development in Korean Mechanic Animation (한국 메카닉 애니메이션의 발전 가능성에 관한 연구)

  • Hong, Ryun-young;Kim, Cheeyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • pp.617-620
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    • 2009
  • Mechanic animation's popularity is going on steadily in the world. In Korea, produced various mechanic animation since produced 'Robot Taekwon V'. However, Animation wasn't recognized one of culture genre in Korea, therefore many restrictions were happened, so animation's quality wasn't satisfied with the masses's liking. And Korean animation was turned away then making animation was decreased. This paper show history of Korean animation and this condition, then compare with Korean animation and Japanese animation 'Gundam', And this will indicate possibility of Korean animation development.

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FORM(형(型)): 로봇소문만복래

  • Gyeong, Byeong-Pyo
    • Cartoon and Animation Studies
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    • pp.437-439
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    • 2001
  • 변모하는 사대는 예술의 가치성에 대한 부분과 더불어 변해간다. 예술의 가치성, 예술의 척도, 예술 방법도 시대의 변모와 함께 변해간다. 순수회화를 지나 첨단 테크놀로지 예술이 용성화된 현실에서 과거의 따뜻함이 들어 있는 예술을 돌아보게 된다. 차가운 기계의 느낌을 전달하기에 급급한 현실에서 해학을 통한 아름다움을 표현하고자 한다.

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Behavioral Generation of Android-oriented 3D character using kinect (Kinect를 활용한 안드로이드용 3D 캐릭터 행동 제작)

  • Choi, Hong-Seon;Lee, Kang-Hee;Lee, Won-Joo
    • Proceedings of the Korean Society of Computer Information Conference
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    • pp.31-32
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    • 2012
  • 본 논문에서는 3D 캐릭터의 애니메이션을 제작하기에 앞서 kinect를 활용하여 캐릭터의 동작을 모션캡처를 통해 쉽게 제작하는 방법을 다룬다. 또한 제작된 캐릭터 애니메이션을 md2포맷으로 export하고 안드로이드 환경의 OpenGL을 활용하여 재생하는 기술을 제안하고 이를 이용하여 향후 스마트폰 증강현실에서 도우미로서 소프트웨어 로봇 또는 에이전트의 다양한 감성 행동을 제작하고자 한다.

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