• Title/Summary/Keyword: 3D 디지털광고

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A Study on the Production Techniques of Indoor and Outdoor 3D Advertising Content

  • Byong-Kwon Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.9
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    • pp.137-144
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    • 2024
  • Digital advertising, both indoors and outdoors, is evolving from traditional 2D formats to more immersive 3D forms. 3D advertising involves creating 3D content and displaying it through large LED installations on two sides of a building's corner, or using 3D hologram projectors indoors. This study examines the production process of 3D hologram projectors used indoors and LED-based 3D content used outdoors, analyzing potential issues and considerations when creating 3D digital advertising content. The findings reveal that while indoor hologram projector content provides 3D effects, the low resolution of the devices makes it challenging to implement complex content. However, they are cost-effective and easy to operate. On the other hand, LED-based 3D advertising content, produced in high resolution, requires more time for content creation and incurs higher hardware installation costs. Despite this, it effectively represents complex content and maximizes visibility due to its enhanced 3D effects. In conclusion, it is crucial to create tailored content that matches the resolution of the display device to maximize 3D effects in advertising. Specifically, when producing 3D billboard-style outdoor advertising content, the structure of the building on which it will be installed must be carefully considered.

A Study on the Causal Relationship Between Attributes of VR Ad and Advertising Effectiveness: Mediating Effect of the Consumer's Innovation (VR 광고 특성과 광고효과 간의 인과관계에 관한 연구 : 소비자 혁신성의 매개효과)

  • Choi, Yun-Seul;Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.37-45
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    • 2019
  • This study investigated whether the model attributes of VR Ads (3D effect, presence, Dynamics, Amusement) affect the attitude of the advertising. We also examined the mediating role of consumer's innovation in the model attributes and advertising attitude of VR advertisements. To do this, VR equipment was used to induce real advertisers to experience advertisements. The causal relationship between variables was examined through covariance structure analysis. The results are as follows. First, all independent variables of the VR advertising model have a positive effect on the consumer's innovation. Second, the 3D effect, Amusement of the VR advertising model have a positive effect on the attitude of the advertising. Third, the effects of the VR advertising model on all variables are mediated by the consumer's innovation of the VR advertisement. The results of this study provide implications for understanding the characteristics of VR Ads.

A Study on Some Examples of Special Effect in Digital Image (디지털 영상 표현에 있어 특수효과 사례에 관한 연구)

  • 이은화;이규옥
    • Archives of design research
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    • v.12 no.1
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    • pp.51-60
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    • 1999
  • Since the appearance of moving images, the expansion of mass media such as 1V or VCR has made the pace and range of spreading information to people faster and widely popular. Recendy, the development of digital image technique has resulted in solving the problem -great defect- of the display quality of analogue system; special effects by means of computer graphics have risen to a higher quality level; showed the new direction of digital image; and popular wi1h people all c:Ner the world. This paper reestablishes the notion of image up to now, and analyses the technical differences between analogue system and digital system on the basis of the SpecifIC property and skill of digital image editing; it also studies the special effects which can be applied to the image editing software. Moreover, in researdting 1V advertising, the special effects by digital system in use in 1his country today complies with the statistics in their own field. The special effects in 1V advertising is performed at a higher standard by a professional production. Accordingly, with the help of technology of digital moving image, the special effects are expected to continue developing into a level of high quality

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The Technical Suggestion for Implementing Animated PSD Ads : Focused on Seoul Metro Line2 (동적 PSD광고 구현을 위한 기술적 제안 : 수도권 지하철 2호선을 중심으로)

  • Kim, Kyoung-Joo;Kim, Suk-Rae
    • Journal of Digital Convergence
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    • v.16 no.7
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    • pp.381-391
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    • 2018
  • The purpose of this research is to propose a new method of PSD(Platform Screen Door) ads using animated image for efficiency, based on the theoretical background that moving objects have a stronger visual attractiveness effect than static objects. For this, we analyze the relationship between the screen door and the train, then derive the positional and visual elements which help to create efficient animated images. Based on this analysis, we made an example and applied into 3D program to confirm the implementation process of the animated PSD ads. As the result, the research shows that it is possible to produce a new type of PSD ads that can show dynamic visual effects and can give diversity to the PSD advertising media through the combination of the images using time difference.

콘텐츠연재 / 디지털콘텐츠 제작기술 발전이 양질의 콘텐츠 개발 이끌어

  • O, Ik-Jae
    • Digital Contents
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    • no.1 s.116
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    • pp.100-103
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    • 2003
  • 디지털콘텐츠는 기획, 제작 및 유통, 구입에서 결제, 이용까지 모두 네트워크와 PC로 처리되는 전자상거래의 독자적인 분야이다. 문학, 음악, 미술, 만화, 영화, 캐릭터, 애니메이션, 컴퓨터게임, 광고 등 저작물을 디지털 방식으로 제작·처리·유통한다. 디지털콘텐츠의 제작을 위해서는 하드웨어로서의 컴퓨터 시스템, 소프트웨어로서의 운영체제와 플랫폼, 콘텐츠 유통채널로서의 디지털 방송망, 유무선 정보통신망, DVD등 패키지 미디어에 대한 기본적인 이해를 필요로 한다. 그 외 프로그래밍 언어, 2D·3D 컴퓨터그래픽 기술, 사운드 및 음악 제작기술, 다양한 콘텐츠 저작 도구 등에 대한 이해가 필요하다.

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게임엔진연재 / 게임 객체의 자연스러운 동작 생성을 위하여!

  • Kim, Hyeon-Bin
    • Digital Contents
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    • no.6 s.121
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    • pp.142-143
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    • 2003
  • 3D애니메이션은 컴퓨터 그래픽스의 응용 분야 중 방송, 영화, 광고, 애니메이션과 같은 상업용 영상물 제작 및 게임과 사용자 인터페이스 구현 등 여러 분야에서 중요한 위치를 차지하고 있다. 인간 또는 의인화된 동식물, 혹은 로봇과 같은 사물의 움직임을 표현하는 애니메이션은 만화영화와 같은 2D 애니메이션으로 출발해 게임 등 주변 산업과 연계해 발전해 왔다. 그러다 최근 컴퓨터 그래픽을 이용한 3D 애니메이션 기술의 발전과 더불어 새로운 시대를 맞이하고 있다.

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The Effect of Presence and Interactivity of Digital Signage Using 3D Virtual Reality on Brand Experience and Attitude (3D 가상현실을 이용한 디지털 사이니지의 실재감과 상호작용성이 브랜드 경험과 태도에 미치는 효과)

  • Han, Kwang-Seok
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.299-307
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    • 2019
  • In this study, we experimented with experience of digital signage using Virtual Reality technology, and the difference between presence and interactivity in brand experience and digital signage attitude. We conducted a two-way MANOVA analysis with cognitive presence, emotional presence, and media presence as the independent variable and interactivity level(high vs low) as dependent variables and the brand experience and attitude as dependent variables. First, cognitive presence was found to be most effective through behavioral experience when low interactivity. Second, emotional presence also has a positive effect on emotional experience when the level of interactivity is low. Third, media presence has a positive effect on emotional experience if the level of interactivity is low. This study suggests a communication strategy to communicate presence according to the characteristics of media strategy and technology through appropriate level of interactivity when using digital technology. Future research requires a qualitative approach rather than a quantitative one in terms of interactivity.

Virtual Fitting Solutions for Digital Fashion in the Ubiquitous Environment (유비쿼터스 환경에서 디지털 패션을 위한 가상 피팅 서비스 솔루션)

  • Choi, Ja-Ryoung;Lim, Soon-Bum
    • Journal of Digital Contents Society
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    • v.11 no.3
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    • pp.299-306
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    • 2010
  • According to development of Internet and computer graphics technology, Digital fashion technology makes virtual fitting service capable by reappearing of clothes in 3D. In this paper, We suggest that combined solution which you could use virtual fitting service with various device. For example, imaginary mirror(such as digital information display), pc, mobile in different situations such as store, internet shopping market, commercial. Users can experience imaginary mirror that is located in store or 3D virtual fitting service for digital fashion in internet shopping market, mobile application. In addition, We proposed the solution that user can send experienced virtual fitting service results to other person by image file form of MMS.

A Study on Effective Facial Expression of 3D Character through Variation of Emotions (Model using Facial Anatomy) (감정변화에 따른 3D캐릭터의 표정연출에 관한 연구 (해부학적 구조 중심으로))

  • Kim, Ji-Ae
    • Journal of Korea Multimedia Society
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    • v.9 no.7
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    • pp.894-903
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    • 2006
  • Rapid technology growth of hardware have brought about development and expansion of various digital motion pictured information including 3-Dimension. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. 3D characters in digital motion picture take charge of the core as to communicate emotions and information to users through sounds, facial expression and characteristic motions. Concerns about 3D motion and facial expression is getting higher with extension of frequency in use and range about 3D character design. In this study, the facial expression can be used as a effective method about implicit emotions will be studied and research 3D character's facial expressions and muscles movement which are based on human anatomy and then try to find effective method of facial expression. Finally, also, study the difference and distinguishing between 2D and 3D character through the preceding study what I have researched before.

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상황인지형 인터랙티브 텔레스크린 기술

  • Lee, Hyeon-Jin;Eom, Tae-Won;Jo, Gi-Seong;Lee, Hyeon-U;Ryu, Won
    • Information and Communications Magazine
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    • v.30 no.8
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    • pp.69-75
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    • 2013
  • 공공 장소에서 주변 상황 정보와 연계하여 각종 정보 및 광고를 인터랙티브하게 제공하는 차세대 디지털 사이니지인 텔레스크린은 구석기 시대의 벽화에서 시작한 상호 의사 소통 방법의 하나이다. 텔레스크린은 초기에 단방향 광고 또는 단순 정보 전달형 서비스를 제공하여 왔으나, 최근에는 카메라, 센서, NFC(Near Field Communication), 스마트 폰 등을 활용하거나, 양방향 UI/UX(User Interface/User eXperience), 얼굴 인식 기술과 연동하여 소비자의 참여를 유도하고 있다. 또한, 사용자의 주변 상황과 사용자의 상태 정보 등을 수집, 분석함으로써 상황인지 기반의 양방향 커뮤니케이션이 가능한 인터랙티브 텔레스크린으로 진화하고 있다. 최근에는 3D 기술과 사람의 반응을 감지하는 인지 기술들이 지속적으로 발전하고 있기에, 멀지 않은 미래에는 사용자의 감성에 반응하는 텔레스크린 서비스가 제공될 것으로 기대된다[1]. 그리하여, 사용자가 인식하지 못하는 사이에 주변 상황과 더불어 사용자의 감성에 기반하여 가장 효과가 높을 것으로 기대되는 맞춤형 정보에 자연스럽게 노출되게 될 것이다.