• Title/Summary/Keyword: 미디어 영상

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A study of utilizing key components in game trailer production - Focusing on production case of trailer "Thanatos" - (핵심 구성 요소를 활용한 게임 트레일러 제작에 대한연구 - 게임 트레일러 '타나토스' 제작 사례를 중심으로 -)

  • Jiang, HaiTao;Yun, TaeSoo;Lee, ByungChun;Lee, JeongGi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.3
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    • pp.19-31
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    • 2016
  • Game Trailer plays the role of main marketing for promotion of game. Recently, the characteristic can be summarized as storytelling, graphics method, production technology, and game mechanics of 3D Game Trailer. Online game was produced as cinematic trailer in the beginning, but recently, in-game trailer has been produced as machinima production method for users. This method reveals functions, various contents, and graphics related to the game through trailer, and it is useful in giving information and curiosity related to the game. Machinima composes background and characters in a short period of time online due to recent 3D CG methods, and only dubbing needs to be proceeded. This saves production fee and production period, and it also has the advantage of having multi-story. Game trailer Thanatos is a video developed through machinima production method. This paper proposes production process and the importance of the key components of the whole project through the above four aspects to be used in the actual production stage by intuitively apply and analysis.

A Case Study of Successful Strategy for Self-Directed Learning Center of Educational Service Franchise - Focusing on the Case of Learning Center of Daekyo Noonnoppi - (교육 서비스 프랜차이즈의 자기주도 학습관 사업화 사례연구 - 대교 눈높이 러닝센터 사례를 중심으로 -)

  • Yoo, Dong-Keun;Hong, Jong-Pil;Hwang, Jae-Kwang
    • The Korean Journal of Franchise Management
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    • v.5 no.1
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    • pp.49-64
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    • 2014
  • The purpose of this work is to analyze successful business strategy of Daekyo Noonnoppi. Daekyo Noonnoppi, a franchise company of educational service, activated education business by establishing new way of providing education opportunity: self-directed learning center. They introduced not only the concept of learning center but also sustainable business strategies, which leads to remarkable success in the education business field. Daekyo Noonnoppi deployed three managerial concepts for study achievement: goal management, study management, and environment management. This Franchise company has three advantages of its success: Goal, Study and environment management: First, the goal management helps students to develop self-directed attitudes by making(appropriate) atmosphere which is able to build study goal and plan. In addition, this company provides information to their students to searches ways of study through the test reflecting their tendency. Furthermore, this company offers a variety of events for motivating study. Second, study management is helpful for students to develop holistic fundamental knowledge through its textbooks of this company and provides solutions and time management for study through 1 on 1 study advice. Third, environment management is used to making atmosphere to develop self-directed learning way for its students and provides spaces for students equipped with multimedia systems and cyber learning infrastructures.

Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.

BuddyMirror: A Smart Mirror Supporting Image-Making Service (BuddyMirror: 이미지 메이킹 서비스를 지원하는 스마트 미러)

  • Jo, Yeon-Jeong;Sim, Chae-Lin;Jang, Hyo-Won;Jin, Jae-Hwan;Lee, Myung-Joon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.5
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    • pp.811-821
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    • 2019
  • Image making for a person is a way to improve various factors that can express oneself, such as appearance, impression, and confidence. In general, people use mirror or camera as a traditional method to make their own image or perform presentation exercises. Recently, as smart mirrors are widely used in various fields, attempts to use smart mirrors as image making tools instead of mirrors have been frequently made. Smart Mirror is considered as a suitable tool to provide image making service because it can attach various devices such as a camera and a microphone in addition to the main advantage of a mirror that it is easily accessible. In this paper, we present BuddyMirror - a smart mirror software that provides image-making service to users, and a dedicated mobile app for flexibly running the mirror software. BuddyMirror provides functions for presentation, mock interview, and styling service at the request of users, interworking with the dedicated mobile app. We also describe the techniques developed for implementing and activating each of the new services as a module of MagicMirror, a widely used smart mirror development platform. The developed mobile app enables users to deliver presentations to BuddyMirror or to download the recorded video for image-making services.

The Impact of Location-based Mobile Curation Characteristics on Behaviors of Art Gallery Visitors (위치기반 모바일 큐레이션 특성이 미술관 관람객의 관람행태에 미치는 영향)

  • Sangwoo Seo;Taeksoo Shin
    • Information Systems Review
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    • v.22 no.2
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    • pp.167-199
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    • 2020
  • The ICT-based curation as a series of experiences with the mobile exhibition-guide applications or guide programs in art galleries helps visitors fully immersed in the exhibition and allows them to have more informative and convenient guide experience at art galleries. This study aims to verify how the factors of ICT-based curation affects the commitment and satisfaction of visitors at art galleries, figure out whether the visitors' commitment has effects on their satisfaction, and then finally test the impact of their commitment and satisfaction on their revisit intention. In order to validate the cause-and-effect relationships between these factors, the ICT-based curation in this paper is categorized into five factors - gamification, quality of image/video information, quality of sound/text information, contextual offer, and instant connectivity. The main results of the study are as follows. First, only the gamification has significantly positive effects on the commitment of art gallery visitors, while other two factors - the instant connectivity, and the quality of sound/text information - have significantly positive effects on the satisfaction of visitors. Second, the commitment of visitors also has significantly positive effects on their satisfaction. Third, the commitment of the visitors don't have significantly positive relationship with their intention of revisit, but the satisfaction of the visitors have significantly positive relationship with their intention of revisit.

Symptoms of the subject in a movie based on Lacan's work on psychosis - Focusing On Lars von Trier's film (라캉의 정신병 연구에 근거한 영화 속 주체의 증상 - 라스 폰 트리에의 <살인마 잭의 집>을 중심으로)

  • HAN JINGZHI
    • Trans-
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    • v.16
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    • pp.69-105
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    • 2024
  • The House that Jack Built (2018), a film about how the protagonist Jack is reborn as a "mad artist" with psychotic symptoms during a 12-year killing spree, provides an interesting opportunity to analyze the film in terms of psychoanalysis and religion. Jack, an engineer who suffers from OCD, finds pleasure in the accidental murder of a character and considers killing people as an art form, overcoming his OCD in the process. The question we are interested in is whether the symptoms of OCD are truly overcome by the act of repeated killing. The idea is that Jack's OCD is not overcome by killing, but rather that the symptoms disappear as he moves from neurosis to a stabilized psychotic state. According to the theory of the famous French psychoanalyst Lacan, the hallucinations or delusions that human subjects experience when they lose their realistic stability are a phenomenon that occurs when they are confronted with The Real, which penetrates through the cracks of the symbolic system. Phenomena such as Jack's illusory reality and delusions in the movie are pathological symptoms of the absence of a paternal figure in his life, causing the Name-of-the-Father to fail to take hold. This paper deciphers the psychotic structure of Jack, the protagonist of Lars von Trier's House of Jack, through Lacanian psychoanalysis.

Study on the establishment of an efficient disaster emergency communication system focused on the site (현장중심의 효율적 재난통신체계 수립 방안 연구)

  • Kim, Yongsoo;Kim, Dongyeon
    • Journal of the Society of Disaster Information
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    • v.10 no.4
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    • pp.518-527
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    • 2014
  • Our society is changed and diversified rapidly and such tendency is accelerated day after day and has made a lot of problems in the many fields. The important thing we have to recognize is such tendency has a bad effect recently on the safety system in Korea. So it is time to enhance the national safety system and moreover recently Sewol-ho(passenger ship) went down in the sea, it made people remind the importance of national safety system. With this incident, Korean government decided to establish the national safety communication network against the disaster. At this time, I will propose several ideas about the national safety communication network. 1. It must to be established an unified network to contact people who is on a disaster site anytime and anywhere. This is most important element on all disaster sites. 2. PS-LTE technology must to be adopted to the network because it has many advantages including various multimedia services compared to the TETRA in the past. 3. 700MHz is the most efficient band for the network because it has wide cell sites coverage compared to 1.8GHz. 4. Satellite communication system is needed to the network for back-up. 5. It will be effective to adopt Social Media to the communication network system like a Twitter or Facebook for sharing many kinds of information and notifying people of warning message. 6. It can make the network more useful to introduce the latest technology like a sensor network. And Korean government has to improve the system related to the disaster including law and operating organization.

RGB Channel Selection Technique for Efficient Image Segmentation (효율적인 이미지 분할을 위한 RGB 채널 선택 기법)

  • 김현종;박영배
    • Journal of KIISE:Software and Applications
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    • v.31 no.10
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    • pp.1332-1344
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    • 2004
  • Upon development of information super-highway and multimedia-related technoiogies in recent years, more efficient technologies to transmit, store and retrieve the multimedia data are required. Among such technologies, firstly, it is common that the semantic-based image retrieval is annotated separately in order to give certain meanings to the image data and the low-level property information that include information about color, texture, and shape Despite the fact that the semantic-based information retrieval has been made by utilizing such vocabulary dictionary as the key words that given, however it brings about a problem that has not yet freed from the limit of the existing keyword-based text information retrieval. The second problem is that it reveals a decreased retrieval performance in the content-based image retrieval system, and is difficult to separate the object from the image that has complex background, and also is difficult to extract an area due to excessive division of those regions. Further, it is difficult to separate the objects from the image that possesses multiple objects in complex scene. To solve the problems, in this paper, I established a content-based retrieval system that can be processed in 5 different steps. The most critical process of those 5 steps is that among RGB images, the one that has the largest and the smallest background are to be extracted. Particularly. I propose the method that extracts the subject as well as the background by using an Image, which has the largest background. Also, to solve the second problem, I propose the method in which multiple objects are separated using RGB channel selection techniques having optimized the excessive division of area by utilizing Watermerge's threshold value with the object separation using the method of RGB channels separation. The tests proved that the methods proposed by me were superior to the existing methods in terms of retrieval performances insomuch as to replace those methods that developed for the purpose of retrieving those complex objects that used to be difficult to retrieve up until now.

A personalized TV service under Open network environment (개방형 환경에서의 개인 맞춤형 TV 서비스)

  • Lye, Ji-Hye;Pyo, Sin-Ji;Im, Jeong-Yeon;Kim, Mun-Churl;Lim, Sun-Hwan;Kim, Sang-Ki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2006.11a
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    • pp.279-282
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    • 2006
  • IP망을 이용한 IPTV 방송 서비스가 새로운 수익 모델로 인정받고 현재 국내의 KT, SKT 등이 IPTV 시범서비스를 준비하거나 진행 중에 있다 이 IPTV 서비스는 이전의 단방향 방송과는 달리 사용자와의 인터렉션을 중시하는 양방향 방송을 표방하기 때문에 지금까지의 방송과는 다른 혁신적인 방송서비스가 기대된다. 하지만 IPTV 서비스에 있어서 여러 통신사와 방송사가 참여할 수 있을 것으로 보여지는 것과는 달리 실상은 몇몇 거대 통신기업이 자신들의 망을 이용하는 가입자들을 상대로 한정된 사업을 벌이고 있다. 이는 IPTV 서비스를 위한 인프라가 구축되어 있지 않고 방통융합망의 개념을 만족시키기 위해 서비스 개발자가 알아야 할 프로토콜들이 너무나 많기 때문이다. 따라서 본 논문에서는 이러한 상황을 타개할 수 있는 수단을 Open API로 제안한다. 맞춤형 방송을 위한 시나리오를 TV-Anytime의 벤치마킹과 유저 시나리오를 참고하여 재구성하고 이 시나리오로부터 IPTV 방송 서비스를 위한 방통융합망의 기본적이고 강력한 기능들을 Open API 함수로 정의하였다. 여기에서의 방송 서비스는 NDR, EPG, 개인 맞춤형 광고 서비스를 말하며 각 서비스를 위한 서버는 통합망 위에 존재하고 이 서버들이 개방하는 API들은 다른 응용프로그램에 의해 사용되는 것이기 때문에 가장 기본적인 기능을 정의하게 된다. 또한, 제안한 Open API 함수를 이용하여 개인 맞춤형 방송 응용 서비스를 구현함으로써 서비스 검증을 하였다. Open API는 웹서비스를 통해 공개된 기능들로써 게이트웨이를 통해 다른 망에서 사용할 수 있게 된다. Open API 함수의 정의는 함수 이름, 기능, 입 출력 파라메터로 이루어져 있다. 사용자 맞춤 서비스를 위해 전달되는 사용자 상세 정보와 콘텐츠 상세 정보는 TV-Anytime 포럼에서 정의한 메타데이터 스키마를 이용하여 정의하였다.가능하게 한다. 제안된 방법은 프레임 간 모드 결정을 고속화함으로써 스케일러블 비디오 부호화기의 연산량과 복잡도를 최대 57%감소시킨다. 그러나 연산량 감소에 따른 비트율의 증가나 화질의 열화는 최대 1.74% 비트율 증가 및 0.08dB PSNR 감소로 무시할 정도로 작다., 반드시 이에 대한 검증이 필요함을 알 수 있었다. 현지관측에 비해 막대한 비용과 시간을 절약할 수 있는 위성영상해석방법을 이용한 방법은 해양수질파악이 가능할 것으로 판단되며, GIS를 이용하여 다양하고 복잡한 자료를 데이터베이스화함으로써 가시화하고, 이를 기초로 공간분석을 실시함으로써 환경요소별 공간분포에 대한 파악을 통해 수치모형실험을 이용한 각종 환경영향의 평가 및 예측을 위한 기초자료로 이용이 가능할 것으로 사료된다.염총량관리 기본계획 시 구축된 모형 매개변수를 바탕으로 분석을 수행하였다. 일차오차분석을 이용하여 수리매개변수와 수질매개변수의 수질항목별 상대적 기여도를 파악해 본 결과, 수리매개변수는 DO, BOD, 유기질소, 유기인 모든 항목에 일정 정도의 상대적 기여도를 가지고 있는 것을 알 수 있었다. 이로부터 수질 모형의 적용 시 수리 매개변수 또한 수질 매개변수의 추정 시와 같이 보다 세심한 주의를 기울여 추정할 필요가 있을 것으로 판단된다.변화와 기흉 발생과의 인과관계를 확인하고 좀 더 구체화하기 위한 연구가 필요할 것이다.게 이루어질 수 있을 것으로 기대된다.는 초과수익률이 상승하지만, 이후로는 감소하므로, 반전거래전략을 활용하는 경우 주식투자기간은 24개월이하의 중단기가 적합함을 발견하였다. 이상의 행태적 측면과 투자성과측면의 실증결과를 통하여 한국주식시장에 있어서 시장수익률을 평균적으로 초과할 수 있는 거래전략은 존재하므로 이러한 전략을 개발 및 활용할 수 있으며, 특히, 한국주식시장에 적합한 거래전략은 반전거래전략이고, 이 전략의 유용성은 투자자가 설정한 투자기간보다

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Analyzing animation techniques used in webtoons and their potential issues (웹툰 연출의 애니메이션 기법활용과 문제점 분석)

  • Kim, Yu-mi
    • Cartoon and Animation Studies
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    • s.46
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    • pp.85-106
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    • 2017
  • With the media's shift into the digital era in the 2000s, comic book publishers attempted a transition into the new medium by establishing a distribution structure using internet networks. But that effort shied from escaping the parallel-page reading structure of traditional comics. On the other hand, webtoons are showing divers changes by redesigning the structure of traditional sequential art media; they tend to separate and allot spaces according to the vertical scroll reading method of the internet browser and include animations, sound effects and background music. This trend is also in accordance with the preferences of modern readers. Modern society has complicated social structures with the development of various media; the public is therefore exposed to different stimuli and shows characteristics of differentiated perceptions. In other words, webtoons display more relevant and entertaining characteristics by inserting sounds and using moving texts and characters in specific frames, while traditional comics require an appreciation of withdrawal and immersion like other published media. Motions in webtoons are partially applied for dramatic tension or to create an effective expression of action. For example, hand-drawn animation is adopted to express motions by dividing motion images into many layers. Sounds are also utilized, such as background music with episode-related lyrics, melodies, ambient sounds and motion-related sound effects. In addition, webtoons provide readers with new amusement by giving tactile stimuli via the vibration of a smart phone. As stated above, the vertical direction, time-based nature of animation motions and tactile stimuli used in webtoons are differentiated from published comics. However, webtoons' utilization of innovative techniques hasn't yet reached its full potential. In addition to the fact that the software used for webtoon effects is operationally complex, this is a transitional phenomenon since there is still a lack of technical understanding of animation and sound application amongst the general public. For example, a sound might be programmed to play when a specific frame scrolls into view on the monitor, but the frame may be scrolled faster or slower than the author intended; in this case, sound can end before or after a reader sees the whole image. The motion of each frame is also programmed to start in a similar fashion. Therefore, a reader's scroll speed is related to the motion's speed. For this reason, motions might miss the intended timing and be unnatural because they are played out of context. Also, finished sound effects can disturb the concentration of readers. These problems come from a shortage of continuity; to solve these, naturally activated consecutive sounds or animations, like the simple rotation of joints when a character moves, is required.