• Title/Summary/Keyword: 상업영화

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A Study on the Production Characteristics of Anaglyph Motion Graphic Images by Digital Camera and Color Compositing (애너그리프(Anaglyph) 3D 입체모션그래픽 제작방법에 대한 연구 : 카메라 포지셔닝과 색상합성법을 중심으로)

  • Hyun, Seung-Hoon
    • Cartoon and Animation Studies
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    • s.14
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    • pp.165-176
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    • 2008
  • In the future there would be many kinds of digital images for many industrial markets. 3D stereoscopic images for variable fields; medical operation, film and animation, broadcasting, internet, game, or design for art and architecture. And many people to work about computer programming, and digital image making will concern about it more and more. However, these kinds works and studies are focused on the professional technical fields like 3D display or computer programming technology so far. To revitalize the market of a variable stereoscopic contents, there should build up the foundation for easy processing of the making stereoscopic images. This paper is based on stereoscopic making skills for anaglyph system. An anaglyph system has an old history about making stereoscopic images, and very simple method to produce the stereoscopic images. Particularly this study is focused on color compositing technique, and camera positioning on the compositing system. It will help optimization of the environments to create 3D motion graphic and animation contents.

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Automatic Classification of Objectionable Videos Based on GoF Feature (GoF 특징을 이용한 유해 동영상 자동 분류)

  • Lee, Seung-Min;Lee, Ho-Gyun;Nam, Taek-Yong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.11a
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    • pp.197-200
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    • 2005
  • 본 논문은 유해한 동영상을 실시간으로 분석하고 차단하기 위하여, 동영상의 비주얼 특징으로서 그룹 프레임(Group of Frame) 특징을 추출하여 SVM 학습모델을 활용하는 유해 동영상 분류에 관한 것이다. 지금까지 동영상 분류에 관한 연구는 주로 입력 동영상을 뉴스, 스포츠, 영화, 뮤직 비디오, 상업 비디오 등 사전에 정의한 몇 개의 장르에 자동으로 할당하는 기술이었다. 그러나 이러한 분류 기술은 미리 정의한 장르에 따른 일반적인 분류 모델을 사용하기 때문에 분류의 정확도가 높지 않다. 따라서, 유해 동영상을 실시간으로 자동 분류하기 위해서는, 신속하고 효과적인 동영상 내용분석에 적합한 유해 동영상 특화의 특징 추출과 분류 모델 연구가 필요하다. 본 논문에서는 유해 동영상에 대하여 신속하고, 정확한 분류를 위하여 유해 동영상의 대표 특징으로서 그룹프레임 특징을 정의하고, 이를 추출하여 SVM 학습 모델을 생성하고 분류에 활용하는 매우 높은 성능의 분석 방법을 제시하였다. 이는 최근 인터넷 뿐만 아니라 다양한 매체를 통하여 급속도로 번지고 있는 유해 동영상 차단 분야에 적극 활용될 수 있을 것으로 기대된다.

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The Study on A Peculiarity of Mise-en-scene Found in Animation :Focused on Russian Animation (애니메이션 미장센 특성 연구 - 러시아 애니메이션을 중심으로)

  • Kim, MiRNaRae;Min, JunIl
    • Cartoon and Animation Studies
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    • s.44
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    • pp.1-31
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    • 2016
  • In this thesis, the movie with mise-en-scene established was compared with the peculiarity of the play that is the etymological source of the term to identify the peculiarity of mise-en-scene which was substituted into animation to find the peculiarity of mise-en-scene in animation. To emphasize the direct connection between the frame's visual peculiarity and the director's opinions, the mise-en-scene of director centered animation created under a restricted environment was reviewed. Mise-en-scene which started from movie critics theory does not simply mean the arrangement of images in a frame. Mise-en-scene emphasizes the exposure of the work's motive by the visual components. The animation's assuming the middle point of environmental share possessed by play and movie when schematizing the genre peculiarity of animation, play and movie was a noteworthy result. It can be said that the cause is that the animation's peculiarity yield different results depending on the making methods; we verified that this is a key factor in the analysis of animation's mise-en-scene. I emphasized that the peculiarity of animation mise-en-scene is in its making method and material and suggested identifying the work's making methods and analyzing the work's aesthetic results derived in this way. The russian animation which was perceived as peripheral arts was relatively free from the burden of censorship while receiving support from the Soviet as a media for propaganda. The russian animation's mise-en-scene which found the material for its works in the country's folklore was metaphorical, focused on new expression forms and achieved experimental elements. Russian animation pursues a unique aesthetic world through space expression based on the forms of opera or ballet and heavy motions formed static inbetweens.

Future of Stereoscopic 3D through the Analysis of Realistic Media Art (실감미디어 아트 분석을 통한 3D 입체영상의 미래 조망)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.91-102
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    • 2012
  • Generally today's culture and the arts industry has been focusing more on economic value than the arts. Therefore this paper will elucidate the meaning of the culture and the arts can be a break though which can only include commercial and economic values but transcend its values ultimately. First of all, this paper will suggest an advanced 3D stereoscopic images by analysis of examples and environments of realistic media arts. Looking into the changes of related technologies and market environments, the motion-recognition technology, as seem in SF film "Minority report", has become a feasible technology. In the past, 3D stereoscopic images were shown in the theme park theatre and exhibition halls for group viewing. but recent 3D TV and display devices have changed those environments to personal. Since domestic researches of realistic media art has been little, this paper will analyze them respecting to three broad classifications. The results are : Firstly, in CAVE method, more impact capabilities of spectators are expected that they can manipulate interactive interfaces freely and the physical movements of spectators can operate interactively. Secondly, inter-network communications and expansion of viewers' perceptions are predicted by way of HMD method, sensor suites and communication equipments. Thirdly, combinations of HMD and motion tracking utilization is foreseen. With the convergent usages of these three features, we can prospect the possibilities of interactive 4D that spectators wearing 3D stereoscopic display devices can experience and make their own 3D stereoscopic images actively at the point of their views.

Siamese Cats - Analysis of Six Thai Independent Animators

  • YOUNG, Millie
    • Cartoon and Animation Studies
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    • s.45
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    • pp.367-396
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    • 2016
  • As an animation educator at Mahidol University International College, Bangkok, for eight years I have been in a privileged position to be educating a small section of a new generation of Thai animators. Thailand has had little animation experimentation of their own and pre-internet had limited access to such diversity so I have attempted to bring some of the wealth of animation history, in particular British and European, as this is my background, into the classroom. In particular my teaching aim has been to introduce various possibilities to the choices of medium, styles and textual narratives that early (and current) experimental and independent animators have explored. Since the release of the first commercial feature film, Khun Kluay 2006, the Thai animation industry has gone through various highs and lows in the commercial sector, building a skilled workforce, many of whom trained and worked abroad then returned. Now there is strong evidence of an independent animation starting to emerge. In a continuation to my research on Thai Animation this paper will analyze selected independent works in more detail, exploring the themes, style and technology used. Whilst also acknowledging the possible mis- interpretation as that this is coming from the perspective of an outsider whose cultural language and interpretation may transcend the creators' given experiences and add alternative interpretation. The aim will be to contextualize the content, ideas and cultural perspective and bring more Thai works into the gaze of animation studies academics

Designing a Writing Support System Based on Narrative Comprehension of Readers (독자의 내러티브 이해를 반영한 창작 지원 시스템 설계)

  • Kwon, Hochang;Kwon, Hyuk Tae;Yoon, Wan Chul
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.23-31
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    • 2014
  • A variety of writing support systems focus on the information management or the feature analysis of the commercially successful narrative texts. In these approaches, the reader's role in the narrative creating process is overlooked. During a writing work, an author anticipates the reader's response or expectation to the narrative and he/she organizes the narrative either along or against the prediction about readers. Assessing and controlling the reader's comprehension in the development of events influences the aesthetic quality of the narrative. In this paper, we suggest a writing support system to visualize and adjust the characteristics of a narrative text related to the reader's comprehension, which is theoretically based on the narrative structure model and the event-indexing situation model. Under the development of the support system, we designed an interactive framework to create events as the basic units of story and arrange them onto both story- and discourse-time axes. Using this framework, we analyzed the organization of events about an actual film narrative. We also proposed both the continuity of the situational dimensions and the cognitive complexity as the characteristics to affect the reader's comprehension, hence we devised a method to visualize and evaluate them. This method was applied to the actual film narrative and the result was discussed in the aspect of the features of the narrative and wiring support strategies.

Playing Trauma -A Study on the Representation of History in Taiwan Horror Game Detention (플레잉 트라우마 -대만 호러게임 <반교>의 역사 재현 연구)

  • Bae, Ju-Yeon
    • Journal of Popular Narrative
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    • v.26 no.2
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    • pp.87-122
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    • 2020
  • This study explores the method of representation of traumatic history in 2D horror game Detention developed by Taiwan game production company Red Candle through an analysis of its method of storytelling. Unlike conventional public media, video/digital games are based on interactivity, in which game players engage in the narratives. Thus, the relationship between players and the history in the game world may also change. This research investigates how the players build their way of remembering and recognizing the past in a different relationship. Detention, which was well received, not only in Taiwan but also around the world upon its launch in 2017, is set in a middle school during the martial law era in Taiwan in the 1960s. In the game, the main character encounters her lost memories in the process of following clues and game rules, and finally realizes she is implicated in the 1960s' event. Detention was cinematized after the success of the game. The film achieved enormous popularity both in terms of box office success and criticism. In this paper, the strategy of the game's storytelling is introduced in comparison to the film's approach in the representation of historical events. In particular, the paper explores elements such as the interactivity of the game medium, narrative fragmentation, quests, hints and cues, and the horror genre, that asks users to understand history beyond the game world differently from the point of view of other media. Though this study, it can be considered that the digital game is a medium exploring history in a serious manner. In particular, Detention invokes the matter of game-mnemonics as well as cine-mnemonics. Compared to plentiful research in cine-mnemonics, game-mnemonics has not been extensively studied to date. Therefore, through the analysis of Detention, this paper explores the relationship between digital games, history and memory.

A Study on the Family Animation in Korea (국내의 가족(Family)용 애니메이션에 관한 연구)

  • Hwang, Hye-Young;Kim, Ji-Hong
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.232-234
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    • 2006
  • Main purpose of producing animation is to entertain children, however, it is create for adult as an art form. For commercial animation focus on young generation rather than art animation, to make consume all over the world. To extend usability, animation company divert from child only contents to family animation, Especially, not even Disney animation company but many animation productions changed their policy and more stressed on that recently. It, however, can not be detected any research on this subject, So this study can proved a basic theory of defining term of family animation and contents with to overcome the limitation of viewers range as consumers. Firstly, it is investigated the family animation in domestic and overseas, secondly will be clarified the target for animation and compare to market for other country, it also be a basic analysis of understanding a family animation in the ways of producing and merchandising as goods.

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FOREIGN OWNERSHIP OF AIRLINES (항공사(航空社)의 외국인(外國人) 소유(所有))

  • Shin, Dong-Chun
    • The Korean Journal of Air & Space Law and Policy
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    • v.5
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    • pp.207-264
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    • 1993
  • 항공사의 외국인 소유는 이것으로 인하여 전체 항공운송 시스템이 변화될 수 있는 핵심적인 개념이다. 작금 항공운송산업을 둘러싼 환경은 급격하게 변화하고 있어서 많은 국가들이 항공사의 외국인 소유와 관련한 기존의 법제나 정책변경을 심각하게 고려하기 시작하였다. 항공기 및 항공사의 국적과 관련한 전통적인 개념은 양자사이에 '진정한' 또는 '효파적인' 관계가 있어야 한다는 것이다. 특별히 항공사의 '실질적인 및 효과적인 통제'조항은 양자 및 다자간 항공운송 협정에서 가장 핵심적인 역할을 해오고 있다. 그러나 변화의 바람이 거세게 일고 있다. 항공운송산업에서 이러한 변화는 미국에서 시작되고 미국의 국제항공관계에 적용되고 있는 규제완화에서 비롯되었다. 미국의 규제완화정책은 합병 및 흡수를 통한 항공사의 집중이라는 결과를 가져와서 항공운송 시장은 궁극적으로 소수의 거대 항공사에 의해 지배될 것이라는 우려를 낳고 있다. 이러한 새로운 추세에 대응하여 많은 국가틀이 다양한 형태의 지역협력체를 형성하고 있다. (예, EC, 아세안, 안데안 그룹, 야마스크로 선언 등) 또한 다수 국가들은 정치.경제적인 이웃에서 정부의 소유주식을 외국인 및 외국회사를 포함한 민간부문에 매각함으로써 사유.사영화를 추진하고 있다. 한편 제조업 분야에서 다국적기업 (IBM, 코카콜라 등)은 별 어력움이 없이 성립될 수 있다. GATT의 주관하에 열리고 있는 우루과이 협상에 참여하고 있는 국가들은 최혜국 대우, 내국인 대우, 시장접근 같은 상품교역의 개념및 원리를 항공운송서비스를 포함한 서비스교역에 적용하는데 기본적으로 합의하였다. 급격히 변화하는 환경에서 항공운송 산업만이 국가의 영공 주권, 항공사의 공익기업 개념, 상업적 이익의 균형교환 같은 자기류의 논리에 집착하여 언제까지나 홀로 고립될 수는 없을 것이다. 더구나 세계 항공운송 산업은 1980년 후반부터 큰 시련에 직면해 있다. 몇몇을 제외한 대부분의 항공사는 세계경제의 불황속에서 초과공급 및 운임전쟁으로 인한 엄청난 적자를 기록하고 있다. 모든점을 미루어볼 때 세계의 항공사들은 과거 어느 때보다도 외국인 투자를 필요로 하고 있으며 항공사가 속해 있는 정부는 외국인 소유에 관한 법제를 개정하고 나아가 전체 항공운송시스템을 개편하도록 압력을 받고 있다. 많은 국가에서 외국인 소유에 관한 법규의 개정은 현존 항공운송 시스템에 다각적인 영향을 가져올 것이다. 다시말하면 양자협상, 반독점및 경쟁볍규의 적용, 고용 및 카보타지등을 포함한 제반분야가 영향을 받을 것이다. 결국 외국인 소유에 관한 법제의 완화는 항공사의 세계화 또는 다국적화의 과정을 촉진시킬 것이고, 항공사간 다양한 형태의 제휴가 이러한 방향에서 계속될 것이다.

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Using Genre Rating Information for Similarity Estimation in Collaborative Filtering

  • Lee, Soojung
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.12
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    • pp.93-100
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    • 2019
  • Similarity computation is very crucial to performance of memory-based collaborative filtering systems. These systems make use of user ratings to recommend products to customers in online commercial sites. For better recommendation, most similar users to the active user need to be selected for their references. There have been numerous similarity measures developed in literature, most of which suffer from data sparsity or cold start problems. This paper intends to extract preference information as much as possible from user ratings to compute more reliable similarity even in a sparse data condition, as compared to previous similarity measures. We propose a new similarity measure which relies not only on user ratings but also on movie genre information provided by the dataset. Performance experiments of the proposed measure and previous relevant measures are conducted to investigate their performance. As a result, it is found that the proposed measure yields better or comparable achievements in terms of major performance metrics.