• Title/Summary/Keyword: 시각효과 제작

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Development of Third-Person Action Game using Outlines (실루엣 외곽선을 방법을 이용한 3인칭 액션 게임 개발)

  • Kim, Horyul;An, Syoungog;Kim, Soo Kyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.69-70
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    • 2019
  • 현재 게임제작에 많이 사용하고 있는 Unity 3D 게임 엔진은 다양한 플랫폼을 지원하고 있으며, 장점으로는 간단하고 저렴하게 개발할 수 있어 많은 개발자가 사용하는 엔진이다. 다양한 개발사 및 개인 개발자들도 많이 사용하는 만큼 Unity 3D 게임 엔진의 다양한 기능을 습득할 필요가 있다. 3인칭 게임인 Beyond eyes 라는 게임이 시각 장애인의 캐릭터를 컨셉으로 게임이 제작되어 다양한 시각적 효과를 사용하였다. 이러한 게임에서 감명받아 Unity 3D 게임 엔진의 여러 가지 기능과 참신한 아이디어를 접목하여 다양한 시각적 효과를 구현하였고, 그에 따른 개발 방법을 설명한다.

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A Study on Game Background and Character Effect Setting (게임 배경과 캐릭터 효과 설정에 관한 연구)

  • Joo, Heon-Sik
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.227-228
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    • 2016
  • 본 연구에서는 게임 배경과 게임 캐릭터의 효과에 대해서 나타낸다. 먼저 3개의 캐릭터 이미지를 주 캐릭터 로 만들 이미지에 합성기법을 적용하여 캐릭터들을 합성한다. 합성하여 만든 캐릭터와 다른 캐릭터의 모양과 형태에 맞게 알맞은 배경 색상으로 만들고, 각 캐릭터의 크기, 원근, 모양, 색상에 따라 효과를 적용한다. 따라서 게임 콘텐츠를 제작하는데 정지 영상으로 표현하여 캐릭터 애니메이션과 장면에 맞는 사운드를 삽입하여 게임 콘텐츠로서 시각과 청각과 움직임이 있는 게임 캐릭터를 제작한다. 특히 배경색, 캐릭터의 번개 및 라이팅 효과색상 같은 것에 관심을 갖고 제작하여 앞으로 게임 콘텐츠의 배경과 캐릭터 효과를 제작하는데 모션그래픽을 이용하여 간단하게 제작 할 수 있음을 나타내었다.

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A Study on the Application of Visual Special Effects to TV Dramas; Focus on , (시각특수효과의 드라마 적용사례에 관한 연구 -<태양의 후예>,<미스터션샤인>을 중심으로-)

  • Chung, Tae-Sub
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.3
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    • pp.400-406
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    • 2019
  • This study will explore the reenactment of visual special effects used in TV dramas. The subjects of the study are images that are reproduced in visual special effects through and . Accordingly, we looked at the changes in the way TV dramas were produced according to the times, and looked at the changes in the market. Also, we looked at cases of visual special effects of Korean dramas, and looked at expressions according to the degree of completion of visual special effects. For the purpose of the analysis of the research targets, the images of reproducibility and the flow through reality were analyzed. In the case of , the period setting is realistic, but visual special effects were used to maximize the actor's safety and expression, and in the case of , the visual effects were used to maximize the aesthetic of the period background. In addition, it can be seen that the visual special effects were used for the effect of PPL on the export of images. This shows that the emphasis of reality and image montage techniques are being used to pursue hyperrealism. It is now possible to actively express and use the beauty of TV dramas rather than technical limitations. In addition, the pursuit of realism can actively express the changing times of digital age. This is an active representation of the camera's angle, lighting, and perspective that coincides with the background. The environment of video production is crucial for realistic expressions. The study examined various visual directions and applications. In TV images, we looked at reproduction, which can make a natural period of time by combining. As a follow-up study, we are going to study the changes in the new quadratic image based on the present image representation.

On the Application of Traditional Chinese Cultural Symbols and Modern Literary Symbols in Zhang Yimou's Film (장예모의 영화 ≪영≫의 중국문화상징과 현대문화상징의 응용에 관한 내용)

  • Tao, Duan
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.83-89
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    • 2019
  • Zhang yimou's film "the shadow" adopts a lot of modern literary symbolic content in the story structure. The novel has been greatly modified, abandoning the setting of the original work and making up the historical background of the story, thus completing the discourse practice of aerial literature rather than historical literature. The film expresses the historical story poetically and even writes the personal mind. In this way, the audience's sense of substitution is increased, and a large number of traditional Chinese cultural symbols are adopted visually. In terms of clothing, the most traditional is sought, which advocates loyalty to history, and adds cultural connotation and depth. The audience can feel the bold and unfettered artistic creation spirit of the main creator, as well as the novel and unique visual expression style, which makes his works have both traditional visual perception and modern story content. The combination of traditional vision and modern drama forms a new visual and cultural experience.

Research on the Production Method of Three-Dimensional Image Scanimation (3D 입체 이미지 스케니메이션 제작 기법 연구)

  • Shan, Xinyi;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.209-215
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    • 2016
  • The quantity of image frames, the widths of transparent slits, and the black bars on the scanline are the three basic elements of scanimation. Besides, the size of scanimation, the color and contrast of scanimation, and the brightness of scanline, etc, can also influence the optical illusion of scanimation. Based on the recent principle of production of 2D scanimation, and through asking questions, and making corresponding experiment, this research finally gets to the conclusion. Based on the principle of production of 3D scanimation, and through various basic testing, this paper aims to verify how to bring out the best visual effects (optical illusion) of animated illusion scanimation in publications by using the 3D animation in the publications. And the future goal is to study and flexibly use Z-axis space in the scanimation.

The Production of Fracture Effects and 360-Degree Panorama Display (사실적인 파괴 특수효과의 제작과 360도 파노라마 영상 전시)

  • Zhou, jia ni;Yun, tae soo
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.39-40
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    • 2018
  • 현재의 게임 영상 작품 중에서 파괴 특수효과는 그 강렬한 충격과 놀라움으로 광범위하게 사용된다. 360도 파노라마 영상이 가져다 주는 몰입감과 공간 감각은 파괴 특수효과의 시각 충격력을 더 강화시킨다. 본 논문의 핵심은 Houdini의 RBDSolver를 통해서 연서 소재를 모의하여 사실적인 파괴 특수효과를 제작에 있으며 또한 실질적인 제작의 방식으로 작업 흐름을 표현하고 분석하는데 있다. 따라서 Houdini이 제작한 파괴 특수효과와 360도 파노라마 영상을 결합하고 거기에다 Youtube를 사용하여 표현하는 것이 이번 연구의 새로운 포인트가 된다.

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A Study on Visual Contents for Korean Passive Verbs and Causative Verbs Education (한국어 피동·사동 교육용 시각 콘텐츠에 관한 연구)

  • Son, Joo-Hee;Kim, Eun-Jeong;An, Hee-Eun
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.348-358
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    • 2022
  • The purpose of this study is to produce visual content for effective education of Passive verbs and Causative verbs in Korean language education for foreigners. Passive verbs and causative verbs are contents that must be taught to intermediate level learners. However, it is recognized as a difficult item for both learners and Korean teachers because the realization pattern is complicated, and there is no rule to explain the combination relationship between the action and the instruction by suffix. In this article, the use of nonverbal information that can improve the learning effect was considered. Providing verbal and non-verbal information together in language education can be expected to improve learners' communication skills. In particular, visual content is non-verbal information that can positively affect memory enhancement, playback, and transition. Therefore, this study attempted to plan and produce picture cards as visual materials. The picture card, produced with a focus on the correct education of Korean Passive verbs, will efficiently and significantly make Korean Passive verbs and Causative verbs teaching and learning by suffixes.

A Study on the Visual Effect of Super High Frame Rate Movie (초고속프레임 영화의 시각적 효과에 관한 연구)

  • Liu, Jing-dong;Choi, Won-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.93-94
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    • 2019
  • 초고속 프레임(Super High Frame Rate, HFR)은 관객에게 탁월한 이미지의 우월성을 전달한다. 그럼으로써 실제 눈으로 보지 못한 장면의 생생함을 통해 작품성에 기여하는 것이다. 이에 연구자는 영화에 나타난 초고속 프레임의 장면을 통해 시각적 효과를 분석하고자 한다. 특히 를 중심으로 초고속 프레임의 특징을 분석하여 향후의 작품제작에 기여하고자 한다.

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Component for Animation on Data Structure and Visualization on Algorithm (자료구조 및 알고리즘의 시각화를 위한 컴포넌트)

  • 송병욱;민수정;김상욱
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10b
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    • pp.284-286
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    • 2000
  • 본 논문에서는 컴퓨터 교육을 위한 자료구조나 알고리즘의 특성을 이해시키기 위한 시각적인 애니메이션을 지원하는 ADVA(Animation on Data Structure and Visualization on Algorithm)의 개발에 사용된 컴포넌트를 제시하고 이의 구조와 기능을 설명한다. 이 컴포넌트는 각 자료 구조와 알고리즘의 시각 표현에서 요구되는 공통된 기능들을 지원하는 객체이다. 이는 재사용성을 증가시켜 ADVA의 제작을 용이하게 하고 표현의 통일성을 높여서 향상된 학습 효과를 얻을 수 있다.

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A analysis on visualization of advertisements for domestic real estate through Otto Kleppner′s visualization model (Focused on the creative of advertising in newspaper) (Otto Kleppner의 시각화 모델을 통한 국내 부동산광고의 시각화 분석(신문광고 크리에이티브를 중심으로))

  • 박광래
    • Archives of design research
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    • v.15 no.2
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    • pp.27-36
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    • 2002
  • As interpretation of descriptive illustrations without caption differs from each viewer, it is deemed that the effect of attention is represented differently and the acceptance level of any advertisements will be ultimately different according to the visualization method of concept in the creative. The purpose of this research is to recognize the reality and status of visualization for real estate ads in newspapers via visualization analysis through Otto Kleppner's visualization model and to reasonably and efficiently conduct creative of real estate ads by representing problems and their solutions based on the surrey. These activities are to more efficiently produce real estate ads, which occupy a relatively important portion in newspaper ads.

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