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      • 3D 애니메이션의 성공사례 연구 : 픽사 애니메이션을 중심으로

        곽노준 청주대학교 학술연구소 2021 淸大學術論集 Vol.37 No.-

        I believe that the establishment of Pixar Animation Studios is not a coincidence, but a necessity of the times. Computer graphics technology, which has been steadily developing since the 1960s, coincided with the popularization of PCs in the 1980s, making it possible for many artists and manufacturers to use computers as new expression tools. In addition, during this period, as a leader in the field of film production, director George Lucas attempted to change the production system through the computer division in preparation for the transition to the digital content era. This trend of the times and the development of related technologies can be said to be the background to the birth of Pixar Animation Studios. Another reason can be said to be the emergence of talent. The emergence of Ed Catmull, John Lasseter, and Steve Jobs was to satisfy all three key elements of engineering, art, and management to run a content company. Although these three people had different roles, they had in common that they constantly pursued new and innovative challenges rather than conforming to the existing conservative system, and by faithfully fulfilling their roles, Pixar Studios succeeded. This spirit of challenge is explained in more detail through the works produced by Pixar Studios. In particular, the development of short animations made before the screening of <Toy Story> is noteworthy. Steve Jobs continued to invest in Pixar despite continuing losses, while Ed Catmull and John Lasseter produced short animations almost every year. Pixar's spirit of challenge and experimentation continued in feature-length animation, as well as John Lasseter's <Toy Story>, Pete Doctor's <Monsters, Inc.>, and Brad Bird's <The Incredibles>. When Pixar was merged with Disney in 2006, many audiences worried that Pixar's spirit of challenge would cease. However, as Ed Catmull and John Lasseter serve as CEO and CCO of Disney-Pixar Animation Studios, Pixar's communication culture continues. As a spectator who loves animation, I look forward to continuing the challenges and adventures of Disney-Pixar Animation Studios. To infinity and beyond!

      • 3D 애니메이션의 렌더링 기법 연구 : 비사실적 렌더링 기법을 중심으로

        곽노준 청주대학교 학술연구소 2017 淸大學術論集 Vol.29 No.-

        3D animation rendering techniques are more diverse and improved. Conventional rendering techniques are outdated and new rendering techniques and theories are constantly emerging. Based on the point of expression, the rendering technique can be classified into Phorealistic Rendering and Non-Photorealistic Rendering (NPR). The boundary between reality and non-reality is somewhat ambiguous, but the former aims at realizing images that are as close as possible to objects or natural forms existing in reality, and the latter is to create images with an emphasis on emotional expression. In recent trends of animation expression technique, background is made by realistic technique and character is made by NPR method. Despite having a technique to implement a virtual character, the reason for using cell animation's character production method is that emotional expression and appeal to the audience are superior. Through this paper, I will try to find out the kind of NPR that is currently being discussed, its implementation principles, and investigate cases applied to animation to help local animation production.

      • 애니메이션 카메라 연출기법 연구

        곽노준 청주대학교 학술연구소 2015 淸大學術論集 Vol.25 No.-

        Most of animation directors use their own camera techniques when they produce films. To address this issue, I analyzed the camera techniques of three american animated films directed by John Kahrs, Brad Bird, and Tom McGrath. John’s film, paper man shows climaxed with many close-up shots. Brad Bird created a lot of impressive chase scenes using dynamic camera movement in his film, The incredibles. Meanwhile Tom was directing the Megamind, he was describing the nature of the characters using a variety of camera angles, through this work. Cameras are an important visual language to communicate with the audience. As the development of digital technology, the animation camera was very similar to the movie camera. When you continue to apply movie camera techniques to make an animation become more effective, the more successful an animation will be.

      • 증강현실기술과 애니메이션의 융합사례 분석연구

        곽노준 청주대학교 학술연구소 2019 淸大學術論集 Vol.33 No.-

        When talking about the characteristics of the animation industry, always talk about OSMU. In other words, an animation can generate profits by causing ripple effects in various forms such as characters, games, and fairy tale books. In Gartner's Top 10 Strategy Technology 2018, AR/VR technology was selected as the core technology for creating a business ecosystem through digital transformation. Augmented reality technology is gradually progressing in the direction of augmented virtualization that satisfies the user's interaction needs and adds immersion, and changes in animation contents are also detected to reflect this technical trend. Live Texturing of AR Characters, developed by the Disney research team in 2015, is a good example of augmented reality technology and animation. Along with technological advances, a constant problem is the lack of relevant content. Many animations have already been produced, but if they are not remade for the new device, the interest of the audience will be reduced. Therefore, the development of augmented reality technology may be seen as a crisis for animation producers who adhere to the existing production method, but it is also an opportunity to open a new content market. Recently, Korea is recognizing the importance of VR / AR technology and spared lots of support and efforts to promote related industries and create ecosystem.

      • Parzen 윈도우에 기반한 공유 정보를 이용한 입력 특징 선택

        곽노준,최종호 한국뇌학회 2003 한국뇌학회지 Vol.3 No.1

        공유 정보는 변수들 사이의 연관성을 측정하는 지표로서, 입력 특징 선택 분야에서 널리 사용되고 있다. 입력 특징 선택의 성능은 공유 정보 측정의 정확성에 의해서 결정되어지는데, 공유 정보를 정확하게 측정하는 것은 쉽지 않다. 이 연구에서는 입력 변수와 클래스 변수 사이의 공유 정보를 Parzen 윈도우에 기반해서 구하고, 이를 이용한 입력 특징 선택을 여러 가지 분류 문제에 적용해 보았다. Mutual information is a good indicator of relevance between variables, and have been used as a measure in several feature selection algorithms. However, calculating the mutual information is difficult, and the performance of a feature selection algorithm depends on the accuracy of the mutual information. In this paper, we propose a new method of calculating mutual information between input and class variables based on the Parzen window, and we apply this to a feature selection algorithm for classification problems.

      • 가상환경내에서 사용되는 Go - Go 기법들의 평가

        곽노준(Nojun Kwak),강상우(Sangwoo Kang),송창근(ChangGuen Song) 한국정보과학회 1999 한국정보과학회 학술발표논문집 Vol.26 No.1B

        가상환경은 사람과 컴퓨터간의 새로운 접근방식을 제공해 준다. 사용자는 더 이상 관찰자가 아니라 가상공간상의 적극적 참여자가 되는 것이다. 몰입형 가상환경 응용분야에서 상호작용기술의 중요성은 점점 더 증대되고 있다. 그러나 현재까지 개발된 상호작용기술은 효과적이지 못하고 사용하기 편리하지 못하기 때문에 가상현실 기술이 상용화되지 못하고 있다. 기존에 제안된 사용자중심 Metaphor기반의 Go-Go기법과 변형된 Go-Go기법들을 구현하고 20명의 피 실험자에 대한 실험을 통하여 각 기법의 특징 및 성능을 평가하고 얻어진 데이터를 분석하였다. 실험을 통해 일정한 Metaphor를 유지하는 기법은 어느 특정 작업(Task)에서만 효과적임을 알 수 있었다. 기존의 Go-Go기법의 단점인 회전동작을 보완하기 회전버튼을 이용한 기법을 구현하여 그 성능을 높였다. 효과적인 기법의 개발을 위해서는 서로 다른 기법과 상이한 Metaphor의 장점을 혼합하여 새로운 기법을 개발하고 신뢰성확보를 위한 정량적인 실험과 사용자대상의 사용성평가가 필요하다.

      • KCI등재

        3D 애니메이션 제작을 위한 자동차 모션 분석 및 셋업 사례

        곽노준(Kwak Nojun) 한국디지털디자인학회 2009 디지털디자인학연구 Vol.9 No.3

        초기의 미국 애니메이션 모습을 살펴보면 캐릭터와 자동차의 형태를 단순화 시킨 것을 알 수 있다. 하지만 당시에 자동차는 사람이나 동물 캐릭터와 비교하여 상대적으로 중요하지 않은 캐릭터로 여겨졌으며 관련 기술 역시 크게 발전하지 못하였다. 최근에 급속하게 발전한 3D 애니메이션 기술은 복잡한 형태의 메카닉 캐릭터의 모션구현을 비교적 쉽게 제작할 수 있도록 하였으나 이론적 노하우의 정리 및 관련 데이터의 체계화가 이루어지지 않아 제작의 효율성에 있어 문제점이 제기되고 있다. 본 연구에서는 효과적인 모션 구현을 위하여 자동차의 구조적 특징을 살펴보고 3D 자동차 셋업 사례들을 소개 하고자 한다. 차체의 기본운동은 이동변위(translate)와 회전변위(rotate)로 나타낼 수 있으며 특히 회전변위의 피봇점은 차량의 무게 중심과 일치해야 한다. 휠의 회전운동은 간단한 수식을 이용하여 이동변위만으로 회전변위작업을 동시에 할 수 있다. 또한 현가장치의 경우도 수식과 스크립트를 이용하여 이동변위와 적절한 보정작업을 통하여 모션 작업을 구현할 수 있다. 자동차는 강체적 성격(rigid body)을 가지고 있기 때문에 그 모션 구현에 비교적 간단한 수식만을 이용하면서도 큰 효과를 볼 수 있다. 수식 이용의 효과는 몇 가지 셋업 사례들의 작업공정을 비교해 보았을 때 그 동작의 정확성과 효율성이 현격하게 증가함을 봄으로써 알 수 있다. In the early days of American animation animators should simplify the shape of character and car to raise the efficiency of production. At that time car was not considered as important character and related expression skill was not developed. Lately problem in efficiency of manufacture is advanced because 3D animation technology that develop festinately did to manufacture easily motion of complex Mechanic Character but retrenchment of theoretical know-how and systematization of connection data do not consist. The purpose of this paper is to propose optimized setup for 3D car and that will make a high degree of efficiency in 3D key animation process. Basis motion of car body can appear by transfer displacement (translate) and turning displacement (rotate). Pivot of turning displacement must agree with center of gravity of vehicles specially. Turn of wheel can do turning displacement work at the same time by transfer displacement using simple formula. Also in case of suspension can make motion work through transfer displacement and suitable revision work because using numerical formula and script. A car can see big effect using comparative simple expression in the motion embodiment because have a personality of rigid body. Effect of numerical formula utilization can know seeing that accuracy and efficiency of these action increase as is different when compared work processes of some Setup examples.

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