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로토스코핑에서 이모션 캡처로의 발전 과정-감성적 움직임표현을 중심으로-

The Evolution of from the Rotoscoping to E-Motion Capture -Focusing on Emotional Movement Represented Expression-

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초록

Thanks to the march of technology, along with the emergence of virtual characters in movies, CGI (Computer Generated Imagery) is almost no different with reality. At the same time, Motion Capture technology has also been developing. Nevertheless,despite the technologically sophisticated and delicate details of virtual characters,human emotions are never to be depicted. In that sense, successful cases where Motion Captures tallies with virtual characters are limited, making the quality reprocess of animator critical. In the case of <Avatar>, appraised to surpass the ‘Uncanny Valley’, depicts the Navi to be human-like. Thus, it steers the issue of deficiency in enacting human through virtual technology. Rather than <Beowulf>, which was in some degree eerie and disproportionate, <Avatar>, which the cartoonish human-like characters elicits positive responses, suits well in using virtual characters. Nowadays, CGI character and reality show similar quality in visual. Especially,Motion Capture technique, to some degree, successfully captures human emotions. In the past, Motion Capture perfectly and sophisticatedly reenacted human into virtual characters. However, this misconception of Motion Capture Data made audiences to be unnerved and repulsed. From now on, the ultimate question in Motion Capture will be to unravel the problem of bridging the gap between reality and virtual world, along with the data processing technique. In Korea, engineering research on Motion Capture is more active in game content development rather than film post-production. In order to flourish in global markets, beyond domestic markets, intense and active studies on CGI, along with the sensibility in processing of Motion Capture Data, must be promoted.

Abstract

Thanks to the march of technology, along with the emergence of virtual characters in movies, CGI (Computer Generated Imagery) is almost no different with reality. At the same time, Motion Capture technology has also been developing. Nevertheless,despite the technologically sophisticated and delicate details of virtual characters,human emotions are never to be depicted. In that sense, successful cases where Motion Captures tallies with virtual characters are limited, making the quality reprocess of animator critical. In the case of <Avatar>, appraised to surpass the ‘Uncanny Valley’, depicts the Navi to be human-like. Thus, it steers the issue of deficiency in enacting human through virtual technology. Rather than <Beowulf>, which was in some degree eerie and disproportionate, <Avatar>, which the cartoonish human-like characters elicits positive responses, suits well in using virtual characters. Nowadays, CGI character and reality show similar quality in visual. Especially,Motion Capture technique, to some degree, successfully captures human emotions. In the past, Motion Capture perfectly and sophisticatedly reenacted human into virtual characters. However, this misconception of Motion Capture Data made audiences to be unnerved and repulsed. From now on, the ultimate question in Motion Capture will be to unravel the problem of bridging the gap between reality and virtual world, along with the data processing technique. In Korea, engineering research on Motion Capture is more active in game content development rather than film post-production. In order to flourish in global markets, beyond domestic markets, intense and active studies on CGI, along with the sensibility in processing of Motion Capture Data, must be promoted.

참고문헌 (16)

  1. Isaac Victor Kerlow, "The art of 3-D computer animation and imagine" (2009), Wiley
  2. 김정환, "가상현실 환경에서 디지털캐릭터의 등장배경 및 제작환경 분석 비교연구", 영화연구, (15) (1999), 한국영화학회
  3. 이제희, "모션 캡쳐의 과거, 현재, 그리고 미래", 정보과학회지, 21(7) (2003), 정보과학회
  4. 임지룡, "신체언어와 일상언어 표현의 의사소통적 상관성", 언어과학연구, (17) (2000), 언어과학회
  5. Aseem Agarwala, "Keyframe-based tracking for rotoscoping and animation" (2004), SIGGRAPH
  6. 우리는 디지털 가상 세계의 좀비들인가, "씨네21", 2007, ~
  7. 김권태, "Weta Digital의 한국인 7인이 밝히는 제작 스토리. 또 하나의 영상혁명 <Avatar>", 그래픽스 라이브, 117 (2010)
  8. "不気味の谷現象"[URL]

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