• 제목/요약/키워드: 3D Movie

검색결과 132건 처리시간 0.021초

3D입체영화관객의 만족에 영향을 미치는 영화적 요인 (Movie Factors Affecting Satisfaction of 3D Stereoscopic Movie Audiences)

  • 윤재선;임찬
    • 한국콘텐츠학회논문지
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    • 제11권9호
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    • pp.106-117
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    • 2011
  • 본 연구는 3D입체영화 관객의 만족에 영향을 미치는 요인들을 도출하고, 이를 바탕으로 3D입체영화 관객의 관람만족도를 증가시키는 방안을 모색하여 3D입체영화 산업의 발전전략을 제시함을 목적으로 한다. 이를 위해 선행연구를 분석한 결과, 영화 관객의 만족에 영향을 주는 요인들은 크게 영화 내부적 요소, 영화 환경적 요소, 영화 관객요소로 나뉘며, 그 중 영화 내부적 요소의 영향력이 나머지 둘에 비해 높은 것으로 나타났다. 하지만 3D입체영화는 기존의 영화와 촬영, 상영, 관람방식, 인지과정 등 영화 환경적 요소와 영화 관객요소에 해당하는 부분에서 큰 차이점을 보이므로 3D입체영화에서는 영화 환경적 요소와 영화 관객요소의 영향력이 높을 것으로 예상되었다. 이에 본 연구는 3D입체영화 관객을 대상으로 관람만족에 대한 설문을 실시하였으며 주요 분석결과는 다음과 같다. 첫째, 시각적 피로감 개선 방안의 필요성이 대두된다. 둘째, 영화관 구조와 좌석배치에 대한 개선이 요구된다. 셋째, 관객의 입장에서 납득할 수 있는 3D입체영화 가격수준을 책정해야한다.

영화 의상과 3D 가상 의상의 표현 특성 비교 연구 - CLO 3D와 Marvelous Designer2 소프트웨어를 중심으로 - (The Comparative Study on a Characteristic Expressivity of Movie Clothings and 3D Virtual Clothings - Focusing on the Software : CLO 3D & Mavrelous Designe2 -)

  • 나윤희;김숙진
    • 한국의류산업학회지
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    • 제14권1호
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    • pp.1-12
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    • 2012
  • This research was analyzed regarding comparing features of expressions between clothes in movie, , and cyber clothes that were made by Marvelous Designer2 which is a design CAD. This research was studied to experiment an expressing possibility of clothes simulation software which was developed currently. Therefore, we picked clothes that are good at movement and detail in the movie. The dress theory of the renaissance which is the period background of movie, was considered and studied as pattern, silhouette, material, color, detail and animation. The movie's dresses are made with 3D virtual and compared so 3D virtual clothes's benefits and weaknesses can be analyzed. As a result, we found that 3D virtual dress can show the real movie's feature accordingly with current developed IT standard. This will assist a development in fashion industry and become a new indicator for 3D movie clothing.

3D입체 라이더영상의 촬영기법에 관한 연구 (A Study on Shooting Techniques of 3 Dimensional Stereoscopic Rider Movie)

  • 최원호;김치용
    • 한국멀티미디어학회논문지
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    • 제17권2호
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    • pp.257-265
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    • 2014
  • 3D입체영상은 인간의 눈을 지향하면서 하드웨어의 발전에 따라 새롭게 부각되고 있다. 그러나 3D입체영상은 두 대의 카메라 또는 두 개의 렌즈를 사용하면서 2D영상의 제작에 비해 많은 시간과 노력을 필요로 한다. 본 연구에서는 3D입체영상의 제작기법을 활용하여 라이더영상을 제작하기 위한 시스템의 장단점을 분석하고, 효과적인 입체감의 형성을 위한 요소를 적용하여 연출의도에 부합하는 3D입체 라이더영상을 제작할 수 있는 방안을 모색하였다. 연구결과 3D입체 라이더영상은 장르적 특성으로 인해 경량화된 일체형 시스템이 효과적이었으며, 후반작업에서의 Time Remapping, 색보정, 그래픽요소의 추가를 고려한 로케이션 촬영이 요구되었다.

3D 영상 평가를 위한 탐색적 분석 (Exploratory analysis of 3D stereoscopic video measurement)

  • 정동훈;양호철
    • 디지털산업정보학회논문지
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    • 제6권4호
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    • pp.225-235
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    • 2010
  • People are getting more interested in 3D stereoscopic movie, but due to the sudden concern, there is less research how 3D stereoscopic movie influence on people. The present research aims at developing 3D stereoscopic movie measurement. For this, we tested three variables which are perceived functionality, impression, and presence. Perceived functionality is defined as how people perceive functions of 3D stereoscopic movie for instance depth, and impression is defined as how people integrate various information as a total image. Finally, presence is a psychological state that individual's perception fails to accurately acknowledge the role of the technology in the experience. As a result, perceived functionality consists of four factors, impression consists of eight factors, and presence consists of three factors. As an exploratory research, we cannot guarantee the validity of the measurement, but as a seminal research it is worthwhile to pay attention.

Usefulness and capability of three-dimensional, full high-definition movies for surgical education

  • Takano, M.;Kasahara, K.;Sugahara, K.;Watanabe, A.;Yoshida, S.;Shibahara, T.
    • Maxillofacial Plastic and Reconstructive Surgery
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    • 제39권
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    • pp.10.1-10.5
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    • 2017
  • Background: Because of changing surgical procedures in the fields of oral and maxillofacial surgery, new methods for surgical education are needed and could include recent advances in digital technology. Many doctors have attempted to use digital technology as educational tools for surgical training, and movies have played an important role in these attempts. We have been using a 3D full high-definition (full-HD) camcorder to record movies of intraoral surgeries. Method: The subjects were medical students and doctors receiving surgical training who did not have actual surgical experience (n = 67). Participants watched an 8-min, 2D movie of orthognathic surgery and subsequently watched the 3D version. After watching the 3D movie, participants were asked to complete a questionnaire. Result: A lot of participants (84%) felt a 3D movie excellent or good and answered that the advantages of a 3D movie were their appearance of solidity or realism. Almost all participants (99%) answered that 3D movies were quite useful or useful for medical practice. Conclusions: Three-dimensional full-HD movies have the potential to improve the quality of medical education and clinical practice in oral and maxillofacial surgery.

2D와 3D 영상 효과 비교 (Comparison of 2D and 3D visual effects)

  • 정동훈
    • 디지털산업정보학회논문지
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    • 제6권3호
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    • pp.141-149
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    • 2010
  • The success of movie 'Avatar' make people be interested in 3D stereoscopic movie, and government and 3D industry acknowledge that it is another opportunity to develop 3D market since 1920s. However, despite much interest little research to evaluate the effect of 3D stereoscopic exists. The present research aimed to disclose 3D effect compared to 2D by assumption of the importance of 3D stereoscopic and little evaluation to that as well. When audience are exposed to 3D stereoscopic, many outcomes are supposed to be differentiated from when to 2D. From this hypothesis, this paper examined mood, attitude, and presence as dependent variables. Using polarized stereoscopic projection display, 30 participants watched 2D and another 30 watched 3D stereoscopic movie which were the same content. On conclusion, the two groups were not significantly different and this involved much insight.

아바타 3D영화의 성공요인과 한국형 3D 콘텐츠의 가능성 분석 (Sucess Factor of 3D Movie "Avatar" and the Possibility Analysis of the Korean 3D Contents)

  • 조병철
    • 한국콘텐츠학회논문지
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    • 제10권9호
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    • pp.137-145
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    • 2010
  • 전 세계적으로 3D콘텐츠 산업에 대한 활성화가 진행 되면서 글로벌 경쟁력을 위한 3D 콘텐츠 제작에 대한 연구가 활발히 진행되고 있다. 국내에서도 많은 전문가들이 헐리우드를 중심으로 제작되고 있는 우수한 3D 입체영화에 주목을 하고 있다. 최근, <아바타> 3D가 해외 글로벌 시장에서 차별화된 3D 컴퓨터 그래픽스기반 디지털 제작기술들을 선보여 콘텐츠 산업에 많은 파급효과를 주고 있다. 따라서, 본 연구에서는 최근 주목 받고 있는 헐리우드 3D 입체영화<아바타>의 성공요인을 분석하였으며 국내와 헐리우드의 3D콘텐츠 제작 환경을 비교분석 하였다. 이를 바탕으로 한국형 3D콘텐츠의 위기의 요인과 기회의 요인을 분석하였다. 또한, 영화진흥위원회의 통계자료 분석, 한국영화의 선전과 정부의 강력한 정책 방향 등을 바탕으로 한국형 3D콘텐츠의 성공 가능성을 제시하고자 한다.

3D Computer Animation의 활용과 전망 (The use and prospect of 3D Computer Animation)

  • 김홍산
    • 디자인학연구
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    • 제21권
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    • pp.233-243
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    • 1997
  • In 1970s, Computer Graphics of still and geometry changed computer Animation of image, and Computer Animation has diversely been used in movie, TV, fashion, sports, education, basic science, medical science, etc. by the development of LSI technology and the large size of computer in 1980s. Since Computer Animation was first used by movie of Futureworld in 1973, we easily experienced the essence of Computer Animation made of the Little Mermaid. Beauty and the Beast, the Lion King, Aladdin, etc. in Disney Animation and Terminator. Jurassic Park, the Mask, etc. in movie. And in other countries that have got the diversely special effect and knowhow in technology are effectively using the Computer Animation now. What situation we Korea are in now, if we compare the Computer Animation with that of other country using the progressive movie\ulcorner Although we first producted the movie title of Ticket, 10years ago, we have rarely been used it in movie, yet. Therefore, we know that it is very important for us to examine the historical and technical side for the purpose of overcoming the technological gap.

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극장판 애니메이션의 엔딩 크레딧 양상연구: 쿠키 영상을 중심으로 (A Study of Ending Credit in Animations-Focused on Credit Cookie)

  • 박성원;이혜원
    • Journal of Information Technology Applications and Management
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    • 제27권1호
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    • pp.187-198
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    • 2020
  • With the development of technology and the creation of an entertainment environment for leisure, various marketing strategies are being used in the film industry. Among them, the use of the credit cookie of ending credits was very effective in producing the series. The ending credit is the time it takes to show the names of the people who made the movie, which is meaningless to the audience. There is a cost to produce a ending credit but It wasn't made because no revenue was generated. The credit cookie was inserted into this ending credit area, which brought new pleasure to the audience. Most of them were epilogue images showing the story behind the movie, NG images showing the NG situation during film production, and In videos mentioned in the movie but not shown in the movie itself. As various ideas about credit cookie were connected with marketing, a series movie and a spin-off foretelling the derivative works after the screening work were produced and have a new meaning. As a result, the time of ending credits, which had no commercial value, became the methodology of the most powerful promotional strategy. Looking at the difference between live-action film and animation in producing such credit cookie, unlike live-action films that edit the remaining parts after shooting, the NG video of the animation has a lot of time and money to produce. So, it hasn't try very well, and it seems to have been actively produced when moving from 2D animation to 3D animation. This is because 3D animation, which has already been modeled, can create new NG scenes by simply adding animating based on the layout of the created scene. Since it is possible to produce an episode movie at a low cost and time, and to use the scenes of the movie after the production, it will be necessary to strategically produce credit cookie for promotion in animation.