애니메이션과 스토리텔링
(주)학지사
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- 2015.03.24
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- 2006.01
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서지정보
ㆍ발행기관 : 디지털스토리텔링학회
ㆍ수록지정보 : 디지털스토리텔링연구 / 1권 / 1호
ㆍ저자명 : 신현준
목차
1. 서론
2. 3D 애니메이션 기술
3. 동작 포착 기술의 문제와 해결
4. 기괴한 계곡
5. 결론
참고문헌
한국어 초록
This paper discusses psychological aspect of audiences’ responses on animation. Based on a couple of physiological and psychological phenomena of human being, showing a sequence of images produces in an rapid rate produce an impression of moving objects. Together with modeling and rendering, animation plays very important role for story telling in computer generate movies and video games. Influenced by the traditional 2D animation techniques, 3D animations are produced using advanced techniques such as keyframe inbetweening, skinning, forward and inverse kinematics, and physical simulation. Recently, a novel technique called motion capture is introduced to allow inexperienced users to produce quality animation rapidly. Although its efficiency, the technique is not being widely adopted in 3D animation industry due to several reasons including difficulties in editing the captured motion data and the way in which people responses to animations. A study on the relation between animation quality and people’s response showed that there is a point, called uncanny valley, where people’s response degrades rapidly even when the quality of animation is being improved. Many animators aware of the existence of such point, and produce unrealistic animation with stylistic motion intentionally to keep away from it. Improvement of technology for motion processing together with facial expression control and body deformation, it will be possible to produce the animation that is beyond uncanny valley and to convince the audience with realistic motion of the real human.
영어 초록
This paper discusses psychological aspect of audiences’ responses on animation. Based on a couple of physiological and psychological phenomena of human being, showing a sequence of images produces in an rapid rate produce an impression of moving objects. Together with modeling and rendering, animation plays very important role for story telling in computer generate movies and video games. Influenced by the traditional 2D animation techniques, 3D animations are produced using advanced techniques such as keyframe inbetweening, skinning, forward and inverse kinematics, and physical simulation. Recently, a novel technique called motion capture is introduced to allow inexperienced users to produce quality animation rapidly. Although its efficiency, the technique is not being widely adopted in 3D animation industry due to several reasons including difficulties in editing the captured motion data and the way in which people responses to animations. A study on the relation between animation quality and people’s response showed that there is a point, called uncanny valley, where people’s response degrades rapidly even when the quality of animation is being improved. Many animators aware of the existence of such point, and produce unrealistic animation with stylistic motion intentionally to keep away from it. Improvement of technology for motion processing together with facial expression control and body deformation, it will be possible to produce the animation that is beyond uncanny valley and to convince the audience with realistic motion of the real human.
참고 자료
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