• 제목/요약/키워드: Cinema Line System

검색결과 6건 처리시간 0.018초

A Comparative Study on the Characteristics of Interactivity between Virtual Reality (VR) and Interactive Cinema

  • Jeong, Da-Hee
    • Journal of Multimedia Information System
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    • 제8권3호
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    • pp.167-174
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    • 2021
  • This paper compares VR cinema with interactive cinema from an interactive perspective to examine cinemas as a new medium. Rather than revealing the difference through this, the focus is on presenting a methodology that understands the cinema in a new environment that is now standing at the starting point. The development of video technology is changing not only the external elements of content but also the internal storytelling method, but the lack of killer content has always been pointed out as a problem compared to the remarkable development of technology. Therefore, it is necessary to specify the characteristics and types of interactions represented by VR (virtual reality) and new media represented by interactive media and to present directions. Therefore, the types and characteristics of interactions were compared with VR film produced in line with the new phenomenon and interactive film . Through this, we would like to present the meaning and value of the new film format from a media perspective.

Proposed Open Source Model for Video Offline Distribution using Cinema DRM for Home Users

  • Pardeshi, Sunil;Kwon, Soon Chul;Lee, Seung Hyun;Hamacher, Alaric
    • International Journal of Internet, Broadcasting and Communication
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    • 제7권1호
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    • pp.10-14
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    • 2015
  • Video Content owners seek to squeeze the maximum amount of revenue from their assets via distribution into more territories. Digital Cinema Package(DCP), trusted solution to distribute protected content to theaters, caters to relatively small user base, which limits revenue. With the growth of the Internet & other digital media, the economics of media content has changed dramatically. Security remains main concern to deliver content to millions of consumers using intelligent digital display devices like Tablets, Smartphones, Smart TVs, Desktop & Laptop. By making the video content available to this segment securely, content owners will benefit from increased revenue. Through this paper we propose Open Source HomeDCP model to distribute the content to home users for offline viewing. We propose to include other open source CODEC than JPEG2000/MPEG2, which are specifically designed for theatrical performance. Final image size will be further reduced considering the display device resolution where video will be finally played. Key Delivery Message(KDM) system to be altered to suit new devices. This will be a big boost to Content Economy as content owners would be able to distribute the content securely to the wider audience & ensure more revenue.

시뮬레이션 기법(技法)을 이용한 물류(物流) 시스템 개선(改善)에 관한 연구(硏究) (Material Handling System Improvement Analysis Applying Simulation Technique)

  • 신현표;박성연;이화기
    • 산업공학
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    • 제5권1호
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    • pp.35-46
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    • 1992
  • This paper deals with analysis of material handling system efficiency of a heat-exchanger manufacturing line. This line is a typical flow shop type assembly line which consists of 10 steps of assembly stations. Each station have one or two workers who assemble and move components for the job, and no special transporters for component's movement. Therfore, all the workers are involoved in unnecessary moving activities which decrease overall production efficiencies of the line. To improve productivities, production outputs and worker's job performances for this assembly line, the several alternatives are considered such as installing new conveyor lines and automatic guided vehicle(AGV) system. Analyzing economic feasibilities and responses of the system alternatives, an experimental simulation model is built suing SIMAN Ver. 3. 5 simulation language with CINEMA package for animation of the process flow. Through this animation process a vivid picturial analysis could performed on the process flow.

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실세계 3차원 기하학 정보를 이용한 실시간 지시영역 추정 시스템의 구현 및 응용 (Real-time Implementation and Application of Pointing Region Estimation System using 3D Geometric Information in Real World)

  • 한윤상;서융호;두경수;김진태;최종수
    • 대한전자공학회논문지SP
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    • 제45권2호
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    • pp.29-36
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    • 2008
  • 본 논문에서는 취득된 영상으로부터 실세계 지시 영역을 추정하는 방법을 제안한다. 일반적으로 사람은 무엇인가를 지시할 경우, 얼굴 방향을 목표물에 두게 된다. 따라서 얼굴영역과 손끝 영역을 연결한 직선을 지시방향이라 간주하였다. 먼저, 제안된 알고리듬은 2대의 카메라로부터 실시간으로 얻어진 영상에서 피부색 검출을 통해 사용자의 얼굴 및 손끝영역에서 2점을 추출하고, 이를 실세계 3차원 기하학 정보를 이용하여 지시방향 및 지시영역을 추정한다. 또한 제안된 알고리듬을 이용한 정확한 지시영역 추출을 기반으로 두 대의 카메라와 한 대의 빔 프로젝터로 구성된 '양방향 영화정보 안내 시스템(ICIGS: Interactive Cinema Information Guiding System)'을 구성하여 제안된 알고리듬의 실용화 가능성을 확인하였다.

중국 영화산업의 현황과 활성화방안 (Revitalization and Present Status of China's Film Industry)

  • 김언군;배기형
    • 한국콘텐츠학회논문지
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    • 제13권5호
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    • pp.420-435
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    • 2013
  • 영화산업은 고부가가치 산업이며, 한 나라의 문화의 척도로서 국민들의 자긍심을 높여주는 국가의 전략산업이다. 그러나 중국의 영화산업은 제작, 상영부문에서 원선에 의한 독점이 이루어져 있으며, 비전문적인 투자, 높은 세금과 입장료, 도시와 농촌 간 불균형발전, 불법복제 등 어려움을 겪고 있다. 이러한 문제점을 해결하기 위해 본 연구는 관련 서적, 논문 등 문헌적 연구방법을 중심으로 분석하였다. 연구결과는 중국의 영화산업 활성화를 위해서는 제작, 배급, 상영 등의 개혁추진, 합리적인 입장료, 영화관련 전문 인력양성, 부가시장 활성화, 원선제의 균형적 발전, 글로벌시장공간의 확대 등 방안을 구축해야 할 것이다.

Design and Implementation of a Real-time Region Pointing System using Arm-Pointing Gesture Interface in a 3D Environment

  • Han, Yun-Sang;Seo, Yung-Ho;Doo, Kyoung-Soo;Choi, Jong-Soo
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2009년도 IWAIT
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    • pp.290-293
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    • 2009
  • In this paper, we propose a method to estimate pointing region in real-world from images of cameras. In general, arm-pointing gesture encodes a direction which extends from user's fingertip to target point. In the proposed work, we assume that the pointing ray can be approximated to a straight line which passes through user's face and fingertip. Therefore, the proposed method extracts two end points for the estimation of pointing direction; one from the user's face and another from the user's fingertip region. Then, the pointing direction and its target region are estimated based on the 2D-3D projective mapping between camera images and real-world scene. In order to demonstrate an application of the proposed method, we constructed an ICGS (interactive cinema guiding system) which employs two CCD cameras and a monitor. The accuracy and robustness of the proposed method are also verified on the experimental results of several real video sequences.

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