상세 보기
- 정지신;
- 김탁훈
WEB OF SCIENCE
0SCOPUS
0초록
Recently, the hardware performance of game consoles such as Xbox and PlayStation has been becoming more sophisticated enough to exceed that of personal computers, and peripheral devices including headmounted display like Occulus and game controllers or sensor cameras have shown various changes and progresses with the development of various game contents employing virtual reality and augmented reality. Among them, one of the most noteworthy peripheral devices is the Xbox’s Kinect, which is the nextgeneration gaming device that has drawn much interest and attraction since it was first unveiled at the ‘E3’Game Show in 2010; Kinect is used mainly for sensory games by recognizing the player’s motions such as dance, aerobics and yoga quite accurately, and currently it is extensively used not only in games but also in various fields, such as medical and media art applications. Programmers have so far developed a variety of applications using Motion Recognition as the Kinect’s core function, and based on some of the motion conversion software currently available, and it is possible to realize motion capture or facial capture for facial expression readily, which was only possible with expensive equipment previously. In this study, Kinect’s motion capture method and its application to animation production have been studied with the aim of increasing the utilization of Kinect motion capture in animation production.
키워드
- 제목
- 애니메이션 제작을 위한 키넥트 모션캡처 연구
- 제목 (타언어)
- A Study of Kinect Motion Capture for Animation Production Pipeline
- 저자
- 정지신; 김탁훈
- 발행일
- 2019
- 저널명
- 애니메이션연구
- 권
- 15
- 호
- 1
- 페이지
- 39 ~ 56