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Study on 2D Sprite *3.Generation Using the Impersonator Network

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dc.contributor.authorChoi, Y.-
dc.contributor.authorSeo, B.-
dc.contributor.authorKang, S.-
dc.contributor.authorChoi, J.-
dc.date.accessioned2023-08-23T05:40:26Z-
dc.date.available2023-08-23T05:40:26Z-
dc.date.created2023-08-23-
dc.date.issued2023-07-31-
dc.identifier.issn1976-7277-
dc.identifier.urihttps://scholarworks.bwise.kr/hongik/handle/2020.sw.hongik/31575-
dc.description.abstractThis study presents a method for capturing photographs of users as input and converting them into 2D character animation sprites using a generative adversarial network-based artificial intelligence network. Traditionally, 2D character animations have been created by manually creating an entire sequence of sprite images, which incurs high development costs. To address this issue, this study proposes a technique that combines motion videos and sample 2D images. In the 2D sprite generation process that uses the proposed technique, a sequence of images is extracted from real-life images captured by the user, and these are combined with character images from within the game. Our research aims to leverage cutting-edge deep learning-based image manipulation techniques, such as the GAN-based motion transfer network (impersonator) and background noise removal (U2-Net), to generate a sequence of animation sprites from a single image. The proposed technique enables the creation of diverse animations and motions just one image. By utilizing these advancements, we focus on enhancing productivity in the game and animation industry through improved efficiency and streamlined production processes. By employing state-of-the-art techniques, our research enables the generation of 2D sprite images with various motions, offering significant potential for boosting productivity and creativity in the industry. Copyright © 2023 KSII.-
dc.language영어-
dc.language.isoen-
dc.publisherKorean Society for Internet Information-
dc.titleStudy on 2D Sprite *3.Generation Using the Impersonator Network-
dc.typeArticle-
dc.contributor.affiliatedAuthorSeo, B.-
dc.contributor.affiliatedAuthorKang, S.-
dc.identifier.doi10.3837/tiis.2023.07.003-
dc.identifier.scopusid2-s2.0-85166738442-
dc.identifier.wosid001043521000003-
dc.identifier.bibliographicCitationKSII Transactions on Internet and Information Systems, v.17, no.7, pp.1794 - 1806-
dc.relation.isPartOfKSII Transactions on Internet and Information Systems-
dc.citation.titleKSII Transactions on Internet and Information Systems-
dc.citation.volume17-
dc.citation.number7-
dc.citation.startPage1794-
dc.citation.endPage1806-
dc.type.rimsART-
dc.type.docTypeArticle-
dc.description.journalClass1-
dc.description.isOpenAccessY-
dc.description.journalRegisteredClassscie-
dc.description.journalRegisteredClassscopus-
dc.description.journalRegisteredClasskci-
dc.relation.journalResearchAreaComputer Science-
dc.relation.journalResearchAreaTelecommunications-
dc.relation.journalWebOfScienceCategoryComputer Science, Information Systems-
dc.relation.journalWebOfScienceCategoryTelecommunications-
dc.subject.keywordAuthor2D Sprite Animation-
dc.subject.keywordAuthorDeep Learning-
dc.subject.keywordAuthorGame Development-
dc.subject.keywordAuthorGenerative Adversarial Networks (GANs)-
dc.subject.keywordAuthorImpersonator Model-
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