Search results for: Character Animation
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 298

Search results for: Character Animation

298 Educational and Technological Perspectives in Doraemon - Hope and Dreams in Doraemon’s Gadgets

Authors: Miho Tsukamoto

Abstract:

A Japanese manga character, Doraemon, was made by Fujiko F. Fujio in 1969, was made into animation in 1973. The main character, Doraemon, is a robot cat, and is a well-known Japanese animated character. However, Doraemon is not only regarded as an animation character but it is also used in educational and technological programs in Japan. This paper focuses on the background of Doraemon, educational and technological perspectives on Doraemon, and comparison of the original Japanese animation and the US remade version, and the animator Fujiko’s dreams and hopes for Doraemon will be examined. Since Doraemon has been exported as animation and manga to overseas, perspectives toward Doraemon have changed. For example, changes of stories and characters can been seen in the present Doraemon animation. Not only the overseas TV productions which broadcast Doraemon but also the Japanese production has to consider violence, sexuality, etc. when editing episodes. Because of representation of cultural differences, Japanese animation is thought to contain more violence, discrimination, and sexuality in animation. With responses from overseas, the Japanese production was cautious about the US remade version. They cared about the US Broadcast Standard, and tried to consider US customs and culture in the US remade version. Seeing the difference, acculturation is necessary for exports of animation overseas. Moreover, observing different aspects of Doraemon domestically, Doraemon provides dreams and hopes to children.

Keywords: Animation, Change, Doraemon, Gadgets, Manga, Technology.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 5484
297 EMOES: Eye Motion and Ocular Expression Simulator

Authors: Nicoletta Adamo-Villani, Gerardo Beni, Jeremy White

Abstract:

We introduce, a new interactive 3D simulation system of ocular motion and expressions suitable for: (1) character animation applications to game design, film production, HCI (Human Computer Interface), conversational animated agents, and virtual reality; (2) medical applications (ophthalmic neurological and muscular pathologies: research and education); and (3) real time simulation of unconscious cognitive and emotional responses (for use, e.g., in psychological research). The system is comprised of: (1) a physiologically accurate parameterized 3D model of the eyes, eyelids, and eyebrow regions; and (2) a prototype device for realtime control of eye motions and expressions, including unconsciously produced expressions, for application as in (1), (2), and (3) above. The 3D eye simulation system, created using state-of-the-art computer animation technology and 'optimized' for use with an interactive and web deliverable platform, is, to our knowledge, the most advanced/realistic available so far for applications to character animation and medical pedagogy.

Keywords: 3D animation, HCI, medical simulation, ocularmotion and expression.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1909
296 3D Simulator of Ocular Motion and Expression

Authors: Nicoletta Adamo-Villani, Gerardo Beni, Jeremy White

Abstract:

We introduce a new interactive 3D simulator of ocular motion and expressions suitable for: (1) character animation applications to game design, film production, HCI (Human Computer Interface), conversational animated agents, and virtual reality; (2) medical applications (ophthalmic neurological and muscular pathologies: research and education); and (3) real time simulation of unconscious cognitive and emotional responses (for use, e.g., in psychological research). Using state-of-the-art computer animation technology we have modeled and rigged a physiologically accurate 3D model of the eyes, eyelids, and eyebrow regions and we have 'optimized' it for use with an interactive and web deliverable platform. In addition, we have realized a prototype device for realtime control of eye motions and expressions, including unconsciously produced expressions, for application as in (1), (2), and (3) above. The 3D simulator of eye motion and ocular expression is, to our knowledge, the most advanced/realistic available so far for applications in character animation and medical pedagogy.

Keywords: 3D animation, HCI, medical simulation, ocularmotion and expression.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2170
295 Further the Future: The Exploratory Study in 3D Animation Marketing Trend and Industry in Thailand

Authors: Pawit Mongkolprasit, Proud Arunrangsiwed

Abstract:

Lately, many media organizations in Thailand have started to produce 3D animation, so the quality of personnel should be identified. As an instructor in the school of Animation and Multimedia, the researchers have to prepare the students, suitable for the need of industry. The current study used exploratory research design to establish the knowledge of about this issue, including the required qualification of employees and the potential of animation industry in Thailand. The interview sessions involved three key informants from three well-known organizations. The interview data was used to design a questionnaire for the confirmation phase. The overall results showed that the industry needed an individual with 3D animation skill, computer graphic skills, good communication skills, a high responsibility, and an ability to finish the project on time. Moreover, it is also found that there were currently various kinds of media where 3D animation has been involved, such as films, TV variety, TV advertising, online advertising, and application on mobile device.

Keywords: Animation, marketing trend, animation industry, Thailand animation.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1467
294 Competitiveness of Animation Industry: The Case of Thailand

Authors: T. Niracharapa

Abstract:

The research studied and examined the competitiveness of the animation industry in Thailand. Data were collected based on articles, related reports and websites, news, research, and interviews of key persons from both public and private sectors. The diamond model was used to analyze the study. The major factor driving the Thai animation industry forward includes a quality workforce, their creativity and strong associations. However, discontinuity in government support, infrastructure, marketing, IP creation and financial constraints were factors keeping the Thai animation industry less competitive in the global market.

Keywords: Animation, competitiveness, digital content, Thailand.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 4665
293 An Efficient 3D Animation Data Reduction Using Frame Removal

Authors: Jinsuk Yang, Choongjae Joo, Kyoungsu Oh

Abstract:

Existing methods in which the animation data of all frames are stored and reproduced as with vertex animation cannot be used in mobile device environments because these methods use large amounts of the memory. So 3D animation data reduction methods aimed at solving this problem have been extensively studied thus far and we propose a new method as follows. First, we find and remove frames in which motion changes are small out of all animation frames and store only the animation data of remaining frames (involving large motion changes). When playing the animation, the removed frame areas are reconstructed using the interpolation of the remaining frames. Our key contribution is to calculate the accelerations of the joints of individual frames and the standard deviations of the accelerations using the information of joint locations in the relevant 3D model in order to find and delete frames in which motion changes are small. Our methods can reduce data sizes by approximately 50% or more while providing quality which is not much lower compared to original animations. Therefore, our method is expected to be usefully used in mobile device environments or other environments in which memory sizes are limited.

Keywords: Data Reduction, Interpolation, Vertex Animation, 3D Animation.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1603
292 ISME: Integrated Style Motion Editor for 3D Humanoid Character

Authors: Ismahafezi Ismail, Mohd Shahrizal Sunar

Abstract:

The motion of a realistic 3D humanoid character is very important especially for the industries developing computer animations and games. However, this type of motion is seen with a very complex dimensional data as well as body position, orientation, and joint rotation. Integrated Style Motion Editor (ISME), on the other hand, is a method used to alter the 3D humanoid motion capture data utilised in computer animation and games development. Therefore, this study was carried out with the purpose of demonstrating a method that is able to manipulate and deform different motion styles by integrating Key Pose Deformation Technique and Trajectory Control Technique. This motion editing method allows the user to generate new motions from the original motion capture data using a simple interface control. Unlike the previous method, our method produces a realistic humanoid motion style in real time.

Keywords: Computer animation, humanoid motion, motion capture, motion editing.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1227
291 Three-Level Tracking Method for Animating a 3D Humanoid Character

Authors: Tainchi Lu, Chochih Lin

Abstract:

With a rapid growth in 3D graphics technology over the last few years, people are desired to see more flexible reacting motions of a biped in animations. In particular, it is impossible to anticipate all reacting motions of a biped while facing a perturbation. In this paper, we propose a three-level tracking method for animating a 3D humanoid character. First, we take the laws of physics into account to attach physical attributes, such as mass, gravity, friction, collision, contact, and torque, to bones and joints of a character. The next step is to employ PD controller to follow a reference motion as closely as possible. Once the character cannot tolerate a strong perturbation to prevent itself from falling down, we are capable of tracking a desirable falling-down action to avoid any falling condition inaccuracy. From the experimental results, we demonstrate the effectiveness and flexibility of the proposed method in comparison with conventional data-driven approaches.

Keywords: Character Animation, Forward Dynamics, Motion Tracking, PD Control.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1443
290 Temporally Coherent 3D Animation Reconstruction from RGB-D Video Data

Authors: Salam Khalifa, Naveed Ahmed

Abstract:

We present a new method to reconstruct a temporally coherent 3D animation from single or multi-view RGB-D video data using unbiased feature point sampling. Given RGB-D video data, in form of a 3D point cloud sequence, our method first extracts feature points using both color and depth information. In the subsequent steps, these feature points are used to match two 3D point clouds in consecutive frames independent of their resolution. Our new motion vectors based dynamic alignement method then fully reconstruct a spatio-temporally coherent 3D animation. We perform extensive quantitative validation using novel error functions to analyze the results. We show that despite the limiting factors of temporal and spatial noise associated to RGB-D data, it is possible to extract temporal coherence to faithfully reconstruct a temporally coherent 3D animation from RGB-D video data.

Keywords: 3D video, 3D animation, RGB-D video, Temporally Coherent 3D Animation.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2033
289 Implementation of Sprite Animation for Multimedia Application

Authors: Ms. Yi Mon Thant

Abstract:

Animation is simply defined as the sequencing of a series of static images to generate the illusion of movement. Most people believe that actual drawings or creation of the individual images is the animation, when in actuality it is the arrangement of those static images that conveys the motion. To become an animator, it is often assumed that needed the ability to quickly design masterpiece after masterpiece. Although some semblance of artistic skill is a necessity for the job, the real key to becoming a great animator is in the comprehension of timing. This paper will use a combination of sprite animation, frame animation, and some other techniques to cause a group of multi-colored static images to slither around in the bounded area. In addition to slithering, the images will also change the color of different parts of their body, much like the real world creatures that have this amazing ability to change the colors on their bodies do. This paper was implemented by using Java 2 Standard Edition (J2SE). It is both time-consuming and expensive to create animations, regardless if they are created by hand or by using motion-capture equipment. If the animators could reuse old animations and even blend different animations together, a lot of work would be saved in the process. The main objective of this paper is to examine a method for blending several animations together in real time. This paper presents and analyses a solution using Weighted Skeleton Animation (WSA) resulting in limited CPU time and memory waste as well as saving time for the animators. The idea presented is described in detail and implemented. In this paper, text animation, vertex animation, sprite part animation and whole sprite animation were tested. In this research paper, the resolution, smoothness and movement of animated images will be carried out from the parameters, which will be obtained from the experimental research of implementing this paper.

Keywords: Weighted Skeleton Animation

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1771
288 Character Segmentation Method for a License Plate with Topological Transform

Authors: Jaedo Kim, Youngjoon Han, Hernsoo Hahn

Abstract:

This paper propose the robust character segmentation method for license plate with topological transform such as twist,rotation. The first step of the proposed method is to find a candidate region for character and license plate. The character or license plate must be appeared as closed loop in the edge image. In the case of detecting candidate for character region, the evaluation of detected region is using topological relationship between each character. When this method decides license plate candidate region, character features in the region with binarization are used. After binarization for the detected candidate region, each character region is decided again. In this step, each character region is fitted more than previous step. In the next step, the method checks other character regions with different scale near the detected character regions, because most license plates have license numbers with some meaningful characters around them. The method uses perspective projection for geometrical normalization. If there is topological distortion in the character region, the method projects the region on a template which is defined as standard license plate using perspective projection. In this step, the method is able to separate each number region and small meaningful characters. The evaluation results are tested with a number of test images.

Keywords: License Plate Detection, Character Segmentation, Perspective Projection, Topological Transform.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1884
287 Animation of Objects on the Website by Application of CSS3 Language

Authors: Vladimir Simovic, Matija Varga, Robert Svetlacic

Abstract:

Scientific work analytically explores and demonstrates techniques that can animate objects and geometric characters using CSS3 language by applying proper formatting and positioning of elements. This paper presents examples of optimum application of the CSS3 descriptive language when generating general web animations (e.g., billiards and movement of geometric characters, etc.). The paper presents analytically, the optimal development and animation design with the frames within which the animated objects are. The originally developed content is based on the upgrading of existing CSS3 descriptive language animations with more complex syntax and project-oriented work. The purpose of the developed animations is to provide an overview of the interactive features of CSS3 descriptive language design for computer games and the animation of important analytical data based on the web view. It has been analytically demonstrated that CSS3 as a descriptive language allows inserting of various multimedia elements into websites for public and internal sites.

Keywords: Animation recording, web page graphics, HTML5 forms, Cascading Style Sheets 3 - CSS3, man-computer interaction, KML animation presenting format, GML, Google Earth Professional.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 753
286 3D Rendering of American Sign Language Finger-Spelling: A Comparative Study of Two Animation Techniques

Authors: Nicoletta Adamo-Villani

Abstract:

In this paper we report a study aimed at determining the most effective animation technique for representing ASL (American Sign Language) finger-spelling. Specifically, in the study we compare two commonly used 3D computer animation methods (keyframe animation and motion capture) in order to ascertain which technique produces the most 'accurate', 'readable', and 'close to actual signing' (i.e. realistic) rendering of ASL finger-spelling. To accomplish this goal we have developed 20 animated clips of fingerspelled words and we have designed an experiment consisting of a web survey with rating questions. 71 subjects ages 19-45 participated in the study. Results showed that recognition of the words was correlated with the method used to animate the signs. In particular, keyframe technique produced the most accurate representation of the signs (i.e., participants were more likely to identify the words correctly in keyframed sequences rather than in motion captured ones). Further, findings showed that the animation method had an effect on the reported scores for readability and closeness to actual signing; the estimated marginal mean readability and closeness was greater for keyframed signs than for motion captured signs. To our knowledge, this is the first study aimed at measuring and comparing accuracy, readability and realism of ASL animations produced with different techniques.

Keywords: 3D Animation, American Sign Language, DeafEducation, Motion Capture.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1951
285 Dynamic Visualization on Student's Performance, Retention and Transfer of Procedural Learning

Authors: Fauzy M. Wan, Reem S.A. Baragash

Abstract:

This study examined the effects of two dynamic visualizations on 60 Malaysian primary school student-s performance (time on task), retention and transference. The independent variables in this study were the two dynamic visualizations, the video and the animated instructions. The dependent variables were the gain score of performance, retention and transference. The results showed that the students in the animation group significantly outperformed the students in the video group in retention. There were no significant differences in terms of gain scores in the performance and transference among the animation and the video groups, although the scores were slightly higher in the animation group compared to the video group. The conclusion of this study is that the animation visualization is superior compared to the video in the retention for a procedural task.

Keywords: Dynamic visualization, Procedural Task, Retention, Transference

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1376
284 PEIBM- Perceiving Emotions using an Intelligent Behavioral Model

Authors: Maryam Humayun, Zafar I. Malik, Shaukat Ali

Abstract:

Computer animation is a widely adopted technique used to specify the movement of various objects on screen. The key issue of this technique is the specification of motion. Motion Control Methods are such methods which are used to specify the actions of objects. This paper discusses the various types of motion control methods with special focus on behavioral animation. A behavioral model is also proposed which takes into account the emotions and perceptions of an actor which in turn generate its behavior. This model makes use of an expert system to generate tasks for the actors which specify the actions to be performed in the virtual environment.

Keywords: Behavioral animation, emotion, expert system, perception.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1341
283 Innovation Policy and Development of Creative Industries: Case Study of Lithuanian Animation Industry

Authors: Tomas Mitkus, Vaida Nedzinskaitė-Mitkė

Abstract:

The objective of this study is to identify and explore how adequate is modern innovation support mechanism to developed creative industries. We argue that current development and support strategy for creative industries, although acknowledge high correlation between innovation and creativity, do not seek to improve conditions to promote systematic innovation development in the creative sector. Using the Lithuanian animation industry as a case study, this paper will examine innovation contribution to creativity and, for that matter, the competitiveness of animation enterprises. This paper proposes insights that contribute to theoretical and practical discussions on how creative profile companies build national and international competitiveness through innovations. The conclusions suggest that development of creative industries could greatly benefit if policymakers would implement tools that would encourage creative profile enterprises to invest in to development of innovation at a constant rate.

Keywords: Creative industries, animation, innovation, innovation policy, management.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 974
282 Real-Time Visual Simulation and Interactive Animation of Shadow Play Puppets Using OpenGL

Authors: Tan Kian Lam, Abdullah Zawawi bin Haji Talib, Mohd. Azam Osman

Abstract:

This paper describes a method of modeling to model shadow play puppet using sophisticated computer graphics techniques available in OpenGL in order to allow interactive play in real-time environment as well as producing realistic animation. This paper proposes a novel real-time method is proposed for modeling of puppet and its shadow image that allows interactive play of virtual shadow play using texture mapping and blending techniques. Special effects such as lighting and blurring effects for virtual shadow play environment are also developed. Moreover, the use of geometric transformations and hierarchical modeling facilitates interaction among the different parts of the puppet during animation. Based on the experiments and the survey that were carried out, the respondents involved are very satisfied with the outcomes of these techniques.

Keywords: Animation, blending, hierarchical modeling, interactive play, real-time, shadow play, visual simulation.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2452
281 Interactive Shadow Play Animation System

Authors: Bo Wan, Xiu Wen, Lingling An, Xiaoling Ding

Abstract:

The paper describes a Chinese shadow play animation system based on Kinect. Users, without any professional training, can personally manipulate the shadow characters to finish a shadow play performance by their body actions and get a shadow play video through giving the record command to our system if they want. In our system, Kinect is responsible for capturing human movement and voice commands data. Gesture recognition module is used to control the change of the shadow play scenes. After packaging the data from Kinect and the recognition result from gesture recognition module, VRPN transmits them to the server-side. At last, the server-side uses the information to control the motion of shadow characters and video recording. This system not only achieves human-computer interaction, but also realizes the interaction between people. It brings an entertaining experience to users and easy to operate for all ages. Even more important is that the application background of Chinese shadow play embodies the protection of the art of shadow play animation.

Keywords: Gesture recognition, Kinect, shadow play animation, VRPN.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2640
280 Myanmar Character Recognition Using Eight Direction Chain Code Frequency Features

Authors: Kyi Pyar Zaw, Zin Mar Kyu

Abstract:

Character recognition is the process of converting a text image file into editable and searchable text file. Feature Extraction is the heart of any character recognition system. The character recognition rate may be low or high depending on the extracted features. In the proposed paper, 25 features for one character are used in character recognition. Basically, there are three steps of character recognition such as character segmentation, feature extraction and classification. In segmentation step, horizontal cropping method is used for line segmentation and vertical cropping method is used for character segmentation. In the Feature extraction step, features are extracted in two ways. The first way is that the 8 features are extracted from the entire input character using eight direction chain code frequency extraction. The second way is that the input character is divided into 16 blocks. For each block, although 8 feature values are obtained through eight-direction chain code frequency extraction method, we define the sum of these 8 feature values as a feature for one block. Therefore, 16 features are extracted from that 16 blocks in the second way. We use the number of holes feature to cluster the similar characters. We can recognize the almost Myanmar common characters with various font sizes by using these features. All these 25 features are used in both training part and testing part. In the classification step, the characters are classified by matching the all features of input character with already trained features of characters.

Keywords: Chain code frequency, character recognition, feature extraction, features matching, segmentation.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 698
279 The Performance of the Character-Access on the Checking Phase in String Searching Algorithms

Authors: Mahmoud M. Mhashi

Abstract:

A new algorithm called Character-Comparison to Character-Access (CCCA) is developed to test the effect of both: 1) converting character-comparison and number-comparison into character-access and 2) the starting point of checking on the performance of the checking operation in string searching. An experiment is performed; the results are compared with five algorithms, namely, Naive, BM, Inf_Suf_Pref, Raita, and Circle. With the CCCA algorithm, the results suggest that the evaluation criteria of the average number of comparisons are improved up to 74.0%. Furthermore, the results suggest that the clock time required by the other algorithms is improved in range from 28% to 68% by the new CCCA algorithm

Keywords: Pattern matching, string searching, charactercomparison, character-access, and checking.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1267
278 A Character Detection Method for Ancient Yi Books Based on Connected Components and Regressive Character Segmentation

Authors: Xu Han, Shanxiong Chen, Shiyu Zhu, Xiaoyu Lin, Fujia Zhao, Dingwang Wang

Abstract:

Character detection is an important issue for character recognition of ancient Yi books. The accuracy of detection directly affects the recognition effect of ancient Yi books. Considering the complex layout, the lack of standard typesetting and the mixed arrangement between images and texts, we propose a character detection method for ancient Yi books based on connected components and regressive character segmentation. First, the scanned images of ancient Yi books are preprocessed with nonlocal mean filtering, and then a modified local adaptive threshold binarization algorithm is used to obtain the binary images to segment the foreground and background for the images. Second, the non-text areas are removed by the method based on connected components. Finally, the single character in the ancient Yi books is segmented by our method. The experimental results show that the method can effectively separate the text areas and non-text areas for ancient Yi books and achieve higher accuracy and recall rate in the experiment of character detection, and effectively solve the problem of character detection and segmentation in character recognition of ancient books.

Keywords: Computing methodologies, interest point, salient region detections, image segmentation.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 789
277 A Quantitative Study on the Effects of School Development on Character Development

Authors: Merve Gücen

Abstract:

One of the aims of education is to educate individuals who have embraced universal moral principles and transform universal moral principles into moral values. Character education aims to educate behaviors of individuals in their mental activities to transform moral principles into moral values in their lives. As the result of this education, individuals are expected to develop positive character traits and become morally indifferent individuals. What are the characteristics of the factors that influence character education at this stage? How should character education help individuals develop positive character traits? Which methods are more effective? These questions come to mind when studying character education. Our research was developed within the framework of these questions. The aim of our study is to provide the most effective use of the education factor that affects character. In this context, we tried to explain character definition, character development, character education and the factors affecting character education using qualitative research methods. At this stage, character education programs applied in various countries were examined and a character education program consisting of Islamic values was prepared and implemented in an International Imam Hatip High School in Istanbul. Our application was carried out with the collaboration of school and families. Various seminars were organized in the school and participation of families was ensured. In the last phase of our study, we worked with the students and their families on the effectiveness of the events held during the program. In this study, it was found that activities such as storytelling and theater in character education programs were effective in recognizing wrong behaviors in individuals. It was determined that our program had a positive effect on the quality of education. It was seen that applications of this educational program affected the behavior of the employees in the educational institution.

Keywords: Character development, values education, family activities, education program.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 982
276 A Talking Head System for Korean Text

Authors: Sang-Wan Kim, Hoon Lee, Kyung-Ho Choi, Soon-Young Park

Abstract:

A talking head system (THS) is presented to animate the face of a speaking 3D avatar in such a way that it realistically pronounces the given Korean text. The proposed system consists of SAPI compliant text-to-speech (TTS) engine and MPEG-4 compliant face animation generator. The input to the THS is a unicode text that is to be spoken with synchronized lip shape. The TTS engine generates a phoneme sequence with their duration and audio data. The TTS applies the coarticulation rules to the phoneme sequence and sends a mouth animation sequence to the face modeler. The proposed THS can make more natural lip sync and facial expression by using the face animation generator than those using the conventional visemes only. The experimental results show that our system has great potential for the implementation of talking head for Korean text.

Keywords: Talking head, Lip sync, TTS, MPEG4.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1445
275 Urban Intensification and the Character of Urban Landscape: A Morphological Perspective

Authors: Xindong An, Kai Gu

Abstract:

Urban intensification is regarded as the prevalent strategy in many cities of the world to ease the pressures of urban sprawl and deliver sustainable development through increasing the density of built form and activities. However, within the context of intensive development, planning and design control measures that help to maintain and promote the character of existing residential environments have been slow to develop. This causes the possible loss of the character of an area that makes a place unique and distinctive. The purpose of this paper is to explore the way of identifying the character of an urban area for the planning of urban landscape in the implementation of intensification. By employing the theory of urban morphology, the concept of morphological region is used for the analysis and characterisation of the spatial structure of the urban landscape in terms of ground plans, building types, and building and land utilisation. The morphological mapping of the character of urban landscape is suggested, which lays a foundation for more sensitive planning of urban landscape changes.

Keywords: Character areas, urban intensification, urban morphology, urban landscape.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1049
274 Fiction and Reality in Animation: Taking Final Flight of the Osiris as an Example

Authors: Syong-Yang Chung, Xin-An Chen

Abstract:

This study aims to explore the less well-known animation “Final Flight of the Osiris”, consisting of an initial exploration of the film color, storyline, and the simulacrum meanings of the roles, which leads to a further exploration of the light-shadow contrast and the psychological images presented by the screen colors and the characters. The research is based on literature review, and all data was compiled for the analysis of the visual vocabulary evolution of the characters. In terms of the structure, the relational study of the animation and the historical background of that time came first, including The Wachowskis’ and Andy Jones’ impact towards the cinematographic version and the animation version of “The Matrix”. Through literature review, the film color, the meaning and the relevant points were clarified. It was found in this research that “Final Flight of the Osiris” separates the realistic and virtual spaces by the changing the color tones; the "self" of the audience gradually dissolves into the "virtual" in the simulacra world, and the "Animatrix" has become a virtual field for the audience to understand itself about "existence" and "self".

Keywords: The Matrix, The Final Flight of Osiris, Wachowski sisters, simulacrum.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 809
273 The Architectural and Imaginary Spaces of the Anime Models

Authors: Kussain Marden

Abstract:

Architecture as a form of art, whilst actively developing, finds new methods and conceptions. Currently, architectural animation is actively developing as a step, successive to architectural visualization. Interesting vistas of architectural ideas were discovered by artists of Japanese animation, in which there are traditional spirits, kami, and imaginary spaces relating to them. Anime art should be considered abstract painting, another kind of an architectural workshop, where new architectural ideas are generated.

Keywords: Anime, architecture, imaginary spaces.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2547
272 An Investigation into Kanji Character Discrimination Process from EEG Signals

Authors: Hiroshi Abe, Minoru Nakayama

Abstract:

The frontal area in the brain is known to be involved in behavioral judgement. Because a Kanji character can be discriminated visually and linguistically from other characters, in Kanji character discrimination, we hypothesized that frontal event-related potential (ERP) waveforms reflect two discrimination processes in separate time periods: one based on visual analysis and the other based on lexcical access. To examine this hypothesis, we recorded ERPs while performing a Kanji lexical decision task. In this task, either a known Kanji character, an unknown Kanji character or a symbol was presented and the subject had to report if the presented character was a known Kanji character for the subject or not. The same response was required for unknown Kanji trials and symbol trials. As a preprocessing of signals, we examined the performance of a method using independent component analysis for artifact rejection and found it was effective. Therefore we used it. In the ERP results, there were two time periods in which the frontal ERP wavefoms were significantly different betweeen the unknown Kanji trials and the symbol trials: around 170ms and around 300ms after stimulus onset. This result supported our hypothesis. In addition, the result suggests that Kanji character lexical access may be fully completed by around 260ms after stimulus onset.

Keywords: Character discrimination, Event-related Potential, IndependentComponent Analysis, Kanji, Lexical access.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1745
271 Graphic Animation: Innovative Language Learning for Autistic Children

Authors: Norfishah Mat Rabi, Rosma Osman, Norziana Mat Rabi

Abstract:

It is difficult for autistic children to mix with and be around with other people. Language difficulties are a problem that affects their social life. A lack of knowledge and ability in language are factors that greatly influence their behavior, and their ability to communicate and interact. Autistic children need to be assisted to improve their language abilities through the use of suitable learning resources. This study is conducted to identify weather graphic animation resources can help autistic children learn and use transitive verbs more effectively. The study was conducted in a rural secondary school in Penang, Malaysia. The research subject comprised of three autistic students ranging in age from 14 years to 16 years. The 14-year-old student is placed in A Class and two 16-year-old students placed in B Class. The class placement of the subjects is based on the diagnostic test results conducted by the teacher and not based on age. Data collection is done through observation and interviews for the duration of five weeks; with the researcher allocating 30 minutes for every learning activity carried out. The research finding shows that the subjects learn transitive verbs better using graphic animation compared to static pictures. It is hoped that this study will give a new perspective towards the learning processes of autistic children.

Keywords: Autistic, graphic animation, language learning, transitive verbs.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2178
270 Visualization of Searching and Sorting Algorithms

Authors: Bremananth R, Radhika.V, Thenmozhi.S

Abstract:

Sequences of execution of algorithms in an interactive manner using multimedia tools are employed in this paper. It helps to realize the concept of fundamentals of algorithms such as searching and sorting method in a simple manner. Visualization gains more attention than theoretical study and it is an easy way of learning process. We propose methods for finding runtime sequence of each algorithm in an interactive way and aims to overcome the drawbacks of the existing character systems. System illustrates each and every step clearly using text and animation. Comparisons of its time complexity have been carried out and results show that our approach provides better perceptive of algorithms.

Keywords: Algorithms, Searching, Sorting, Visualization.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2038
269 A Cognitive Model of Character Recognition Using Support Vector Machines

Authors: K. Freedman

Abstract:

In the present study, a support vector machine (SVM) learning approach to character recognition is proposed. Simple feature detectors, similar to those found in the human visual system, were used in the SVM classifier. Alphabetic characters were rotated to 8 different angles and using the proposed cognitive model, all characters were recognized with 100% accuracy and specificity. These same results were found in psychiatric studies of human character recognition.

Keywords: Character recognition, cognitive model, support vector machine learning.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1837