• Title/Summary/Keyword: 콘텐츠 제작 기술

Search Result 973, Processing Time 0.025 seconds

Revitalization Plan of Visual Contents in Image Media under Ubiquitous Environment - Focus on DMB Service- (유비쿼터스환경의 영상매체에서 Visual콘텐츠의 활성화 방안 - DMB서비스를 중심으로 -)

  • Lim, Pyung-Jong;Kim, Jong-Seo;Kwak, Hoon-Sung
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.3
    • /
    • pp.55-66
    • /
    • 2008
  • A DMB in an ubiquitous age means that every one can share informations anytime anywhere through 'his own TV' or 'TV in his own hands'. A DMB of digital broadcastings makes the most use of informations through ubiquitous. But it has several problems just owing to retransferring existing broadcast programs in contents. So hereafter, DMB broadcasting must be produced with contents suiting its properties. After all, it is important to analyze exactly properties and service fields of medium of DMB to make an establish production direction of its contents. This paper analyzes such properties and presents overall image-contents production direction. This includes appropriate program developments and visual expressions through proper running time, camera angle and walking. The contents harmonized with its properties will give more familiarities to DMB users and it will be a new culture. In the end, it is expected that a share of DMB audience will be more higher.

A Study on 3D Stereoscopic Correction Methods Based on 3D Computer Graphics (그래픽스 기반의 3차원 입체영상제작 보정에 관한 연구)

  • Lee, Jun-Sang;Lee, Imgeun
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2012.07a
    • /
    • pp.353-354
    • /
    • 2012
  • 최근 입체영상구현 기술연구는 현실감 있는 영상을 제작하기 위해서 다양하고 새로운 영상 제작방법들이 시도되고 있다. 하지만 입체영상 재현의 기술적 문제에 집중되어 있고 3D 그래픽스를 기반으로 한 입체영상 제작 기술에 관한 연구는 부족한 실정이다. 또한 그래픽스 환경에서 입체영상콘텐츠에 대한 입체감을 극대화 할 수 있는 기법이 필수적이다. 따라서 본 연구는 3차원 입체영상을 제작하는 과정에서 그래픽스 환경에서 실재감 있는 영상을 제작하기 위한 다양한 입체제작 원리와 제작을 활용한 영상보정 기법을 사용하여 키스톤 왜곡에 대한 현상을 보정하고 구현 가능한 제작방법을 제시하였다.

  • PDF

Study Of THe Application Prospect Of 3D Printing In Animation Industry (3D프린팅 기술을 이용하여 애니메이션 영역에 응용 전망 연구)

  • Yan, Jihui;Choi, chul-young
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2015.05a
    • /
    • pp.81-82
    • /
    • 2015
  • 3D 프린팅 기술이 진보되고 활발하게 보급되고있는 지금, 각 영역에서 광범위하게 응용하고 있다. 각종 가정용품, 의료 물품을 비롯해 자동차나 비행기 등에 쓰이는 기계장치도 3D 프린터에 의한 생산이 가능해졌다. 또한 3D 프린팅은 영상제작 영역에서도 활용할수있는데,<파라노만 Paranorman> 같은 스톱모션 애니메이션에서도 3D 프린팅 기술을 활용하고 있다. 본 논문은 3d 프린팅기술이 사용된 애니메이션과 산업응용에 대해 조사하여 3D 프린팅 기술의 특성 및 기술을 연구한다.

  • PDF

파이스토리

  • Sin, Seon-Ja
    • Digital Contents
    • /
    • no.7 s.158
    • /
    • pp.102-104
    • /
    • 2006
  • 최초의 한미합작 3D애니메이션 <파이스토리>가 지난달 개봉됐다. 이 작품은 한국의 에펙스디지털과 디지아트가 미국의원더워드LCC와 공동제작한 것으로 국내제작진의 제작노하우와 기술력이 기반이된 ‘웰메이드’애니메이션으로 탄생했다. 불의의 사고로 부모를 잃은 초짜 물고기 ‘파이’가 새로운 삶을 찾아 홀홀 단신 캐리비안으로 입성하면서 벌어지는 신나는 해저모험을 그리고 있다. <매트릭스> 못지않은 박진감과 짜릿함을 선사하는 해저무술액션의 진수를 만나보자.

  • PDF

Implementation of Random Controlling of Convergence Point in VR Image Content Production (VR 영상콘텐츠 제작을 위한 컨버전스 포인트 임의조절 구현)

  • Jin, Hyung Woo;Baek, Gwang Ho;Kim, Mijin
    • Smart Media Journal
    • /
    • v.4 no.4
    • /
    • pp.111-119
    • /
    • 2015
  • As a variety of HMD(Head Mounted Display) has come out, the production of 3D images onto which VR(Virtual Reality) technologies are grafted has been contributed to activating the production of image contents depending on a tangible or immersing type. VR-based image contents have enlarged their applicability across the entertainment industry from animation and game to realistic images. At the same time, the solution development for producing VR image contents has also gained elasticity. However, among those production solutions which have been used until now, fixed stereo camera based photographing has a limit that the binocular disparity of a user is fixed. This does not only restrict a way of expression a producer intends to direct, but also may cause the effect of 3D or space not to be sensed enough as view condition is not considered enough in a user's side. This study is aimed at resolving with skills applying in the latter part of 3D image production the problem that convergence points may be adjusted with restriction, which tends to happen at the time of the production of VR image contents. The later stage of the 3D imaging work analyzes and applies to game engines the significance of adjusting convergence points through the visualization of binocular disparity so that it is available to implement a function that the points could be controlled at random by a user.

Development of Traditional Inlaying Base Using Rapid Prototyping Technique (쾌속조형기술을 이용한 전통상감 베이스 개발)

  • Jang, Woongeun
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.1
    • /
    • pp.1-13
    • /
    • 2014
  • RP(Rapid prototyping) technology is widely used to reduce the cost and cycle time of new prototypes in industries as new product development cycle time currently shortened and the voice of customers also become to be diversified. In this study, RP skill used in making jewelry products was adapted to develop the metallic inlaying base of traditional handicraft products as the significance of CAD/CAM technologies was increased. The RP technology showed that it helped the handicraftsman to cut the groove for inlaying metalic wire more easily, uniformly and diversely than conventional handicraft technique in making the groove with undercut shape. Therefore this study showed that RP technology applied for the metalic inlaying base achieved more elaborate, intricate and uniform patterns, not depending on craftsmanship, compared with conventional handicraft skill in terms of quality, cost and delivery.

3D Volumetric Capture-based Dynamic Face Production for Hyper-Realistic Metahuman (극사실적 메타휴먼을 위한 3D 볼류메트릭 캡쳐 기반의 동적 페이스 제작)

  • Oh, Moon-Seok;Han, Gyu-Hoon;Seo, Young-Ho
    • Journal of Broadcast Engineering
    • /
    • v.27 no.5
    • /
    • pp.751-761
    • /
    • 2022
  • With the development of digital graphics technology, the metaverse has become a significant trend in the content market. The demand for technology that generates high-quality 3D (dimension) models is rapidly increasing. Accordingly, various technical attempts are being made to create high-quality 3D virtual humans represented by digital humans. 3D volumetric capture is spotlighted as a technology that can create a 3D manikin faster and more precisely than the existing 3D model creation method. In this study, we try to analyze 3D high-precision facial production technology based on practical cases of the difficulties in content production and technologies applied in volumetric 3D and 4D model creation. Based on the actual model implementation case through 3D volumetric capture, we considered techniques for 3D virtual human face production and producted a new metahuman using a graphics pipeline for an efficient human facial generation.

The Effect of Beauty Shortform Content Characteristics on Consumer Behavior (뷰티 숏폼 콘텐츠 특성이 소비자행동에 미치는 영향)

  • Ji-Su Yoon;Eun-Jin Yang
    • Journal of the Korean Applied Science and Technology
    • /
    • v.40 no.4
    • /
    • pp.751-760
    • /
    • 2023
  • The purpose of this study was to investigate the impact of the characteristics of beauty short form content on consumer behavior, and to provide academic basic data to beauty and marketing through statistical research related to beauty short form content. A total of 405 effective surveys collected through online surveys of beauty consumers were finally used for statistical analysis. As a result of the analysis, it can be seen that the higher the characteristics of beauty short form content, the higher the purchase intention, recommendation intention, and customer satisfaction. Therefore, it consists of content that can win trust that will appeal to consumers when producing beauty short form content, and it is believed that it will facilitate communication with consumers, facilitate spread in a short period of time, and contribute to sales by inducing positive consumption behavior.

Production of Virtual Electrical Circuit Practice Education Contents based on Mixed Reality using Meta Quest Pro (메타 퀘스트 프로를 활용한 혼합현실 기반 가상 전기회로 실습교육 콘텐츠 제작)

  • Sumin Kong;Jongseon Kim;Goohyun Jeong;Gyeongbin Roh;Esther Park;Yunsik Cho;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
    • /
    • v.30 no.3
    • /
    • pp.61-69
    • /
    • 2024
  • Mixed reality(MR) technology combines the advantages of virtual reality(VR) and augmented reality(AR) technology, allowing MR users to interact with virtual objects against the background of the real world. In addition, since virtual objects interact with the real world, users can experience a higher immersion. This study proposes electric circuit practical training content using Meta Quest Pro to produce immersive MR content based on reality. To this end, first, the development process for producing MR content by linking Meta Quest Pro equipment with the Unity 3D engine is organized. Then, based on the traditional electric circuit practical training method used in elementary school science classes, virtual electric circuit practical training content with the same training method and operation process is produced based on MR. Finally, survey experiments are conducted to analyze the presence and experience of the MR-based educational environment provided using the produced content. Through this, the usability of the proposed practical training content is evaluated and future research directions are suggested.

A Study of the Development of Gardening Products Converged with Cultural Contents of Kongjwi Patjwi (콩쥐 팥쥐전의 문화콘텐츠를 융합한 가드닝 제품 개발 연구)

  • Choi, Jung-Hwa;Lee, Myung-Ah
    • Journal of Digital Convergence
    • /
    • v.17 no.11
    • /
    • pp.501-508
    • /
    • 2019
  • Today, home gardening is in the spotlight. Therefore, the necessity of developing a new type of gardening product was raised according to the consumer's desires. This study, the contents were developed using sparrows, a helper who helped the bean rat's grain-cracking task among the characters of 'kongjwi patjwi'. The cultural contents convergence product is a lid production that is used at the end of the plant support. The fabrication method was designed using UG NX program after design research, and after printing by 3D polyjet method, mold was made and cast into silicon and resin. Through product manufacturing, we could confirm the public's interest in the possibility of new products and creativity. In the future, it is expected that the development of products incorporating cultural contents through various cultural archetypes will be activated, contributing to the enhancement of economic added value and national brand value.