• Title/Summary/Keyword: Feature

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Characteristic of the Human Cloning Motif in Feature 〈Blueprint〉 (영화 〈블루프린트〉 속에 투영된 인간복제 모티프의 특성)

  • Jung, Won-Sik
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.123-133
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    • 2011
  • Rapid development of life sciences about human cloning in real world is reflected alternately ahead and behind in the movies and it brings up the conversation topics about the scenario of diverse human life in the near future. This study is the consideration of the characteristic of the human cloning motif in movies, focused on the feature film which consider human cloning a philosophical point of view. The emergence and evolution of somatic cell cloning conclude the problem of philosophical anthropology. And identity and un-naturality of human clone boils down to desire and dilemma of character in . The dramatize to the exclusion of genre's attribution and the setting of twofold relationship between original and clone as well as real mother and daughter prove the critical mind of as stated above. This study also reported it reinforces the characteristic of the human cloning motif in movies that plotting with parallel narrative and the consistent attitudes with various cinematic expression and techniques.

A Study on effective directive technique of 3D animation in Virtual Reality -Focus on Interactive short using 3D Animation making of Unreal Engine- (가상현실에서 효과적인 3차원 영상 연출을 위한 연구 -언리얼 엔진의 영상 제작을 이용한 인터렉티브 쇼트 중심으로-)

  • Lee, Jun-soo
    • Cartoon and Animation Studies
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    • s.47
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    • pp.1-29
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    • 2017
  • 360-degree virtual reality has been a technology that has been available for a long time and has been actively promoted worldwide in recent years due to development of devices such as HMD (Head Mounted Display) and development of hardware for controlling and executing images of virtual reality. The production of the 360 degree VR requires a different mode of production than the traditional video production, and the matters to be considered for the user have begun to appear. Since the virtual reality image is aimed at a platform that requires enthusiasm, presence and interaction, it is necessary to have a suitable cinematography. In VR, users can freely enjoy the world created by the director and have the advantage of being able to concentrate on his interests during playing the image. However, the director had to develope and install the device what the observer could concentrate on the narrative progression and images to be delivered. Among the various methods of transmitting images, the director can use the composition of the short. In this paper, we will study how to effectively apply the technique of directing through the composition of this shot to 360 degrees virtual reality. Currently, there are no killer contents that are still dominant in the world, including inside and outside the country. In this situation, the potential of virtual reality is recognized and various images are produced. So the way of production follows the traditional image production method, and the shot composition is the same. However, in the 360 degree virtual reality, the use of the long take or blocking technique of the conventional third person view point is used as the main production configuration, and the limit of the short configuration is felt. In addition, while the viewer can interactively view the 360-degree screen using the HMD tracking, the configuration of the shot and the connection of the shot are absolutely dependent on the director like the existing cinematography. In this study, I tried to study whether the viewer can freely change the cinematography such as the composition of the shot at a user's desired time using the feature of interaction of the VR image. To do this, 3D animation was created using a game tool called Unreal Engine to construct an interactive image. Using visual scripting of Unreal Engine called blueprint, we create a device that distinguishes the true and false condition of a condition with a trigger node, which makes a variety of shorts. Through this, various direction techniques are developed and related research is expected, and it is expected to help the development of 360 degree VR image.

Implementation of Constructor-Oriented Visualization System for Occluded Construction via Mobile Augmented-Reality (모바일 증강현실을 이용한 작업자 중심의 폐색된 건축물 시각화 시스템 개발)

  • Kim, Tae-Ho;Kim, Kyung-Ho;Han, Yunsang;Lee, Seok-Han;Choi, Jong-Soo
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.2
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    • pp.55-68
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    • 2014
  • Some infrastructure these days is usually constructed under the ground for it to not interfere the foot-traffic of pedestrians, and thus, it is difficult to visually confirm the accurate location of the site where the establishments must be buried. These technical difficulties increase the magnitude of the problems that could arise from over-reliance on the experience of the worker or a mere blueprint. Such problems include exposure to flood and collapse. This paper proposes a constructor-oriented visualization system via mobile gadgets in general construction sites with occluded structures. This proposal is consisted with three stages. First, "Stage of detecting manhole and extracting features" detects and extracts the basis point of occluded structures which is unoccluded manhole. Next, "Stage of tracking features" tracks down the extracted features in the previous stage. Lastly, "Stage of visualizing occluded constructions" analyzes and synthesizes the GPS data and 3D objects obtained from mobile gadgets in the previous stages. This proposal implemented ideal method through parallel analysis of manhole detection, feature extraction, and tracking techniques in indoor environment, and confirmed the possibility through occluded water-pipe augmentation in real environment. Also, it offers a practical constructor-oriented environment derived from the augmented 3D results of occluded water-pipings.