• Title/Summary/Keyword: Live Action

Search Result 147, Processing Time 0.019 seconds

Comparative Study On Frame And Mise-en-Scene in Animation, Live-Action Movies & Digital Cinema (애니메이션, 실사영화, 디지털영화의 프레임과 미장센 특성 비교연구)

  • Kum, Bo-Sang
    • Cartoon and Animation Studies
    • /
    • s.11
    • /
    • pp.41-53
    • /
    • 2007
  • Due to the development of digital cinema, Animations are no longer a peripheral part of movies and become major role in making films, including live action movies. This kind of change makes the distinctive line between animations and live action movies vague. In order to prevent such side-effect, this study is aimed at building solid territory again between the two by reviewing the difference and, based on it, looking for effective cinematic techniques to produce synthesized and digitalized images. First of all, consideration on mise-en-scene is crucially required to tell this line. The mise-en-scene is a director's own unique style in making films. In other words, it is a symbol expressed by him/her. With the mise-en-scene, competitive directors explore huge possibility of image expression and know how to use it audiences can understand. Therefore, I look into a set of studies on the mise-en-scene and methodological problems because it is thought that the mise-en-scene is an important element to distinguish way of expression in animations, live action movies and digital cinema. In addition, owing to these fundamental differences, both movies have their own limitation on representation even though they imitate it each other. Synthesized images produced by both representation may not overcome that limitation and even worse bring up the lack of expression and the increase on unfamiliarity, which reduce audiences' interest. But ironically speaking, digital cinema accept each representation. And it serves as hindrance to narrative's delivery not to balance each of it. Therefore, digital cinema that integrate animations and live action movies should keep an eye on the overuse of images and pursue balanced mise-en-scene.

  • PDF

A Study for Virtual Reality 360 Video Production Workflow with HDR Using log Shooting (log 촬영과 HDR을 이용한 실사 360 영상 제작흐름 연구)

  • Kim, Chulhyun
    • Journal of Broadcast Engineering
    • /
    • v.23 no.1
    • /
    • pp.63-73
    • /
    • 2018
  • These days, VR contents are created in three ways: CG based method, game engine based method, and live action shooting method. The most universal method is live action shooting. So far, most live actions are shot with action cams. Therefore, this method is different from professional image production method for movies and TV dramas. This study tries to point out the difference between professional image production method and action cam based shooting method, and proposes an alternative. The proposed method is log shooting based HDR filming and editing. As the result of test shooting and editing, the proposed method was able to obtain more color information than conventional action cam based shooting method and thereby to implement high-definition images which are hard in an action cam.

Analysis and Proposal of Abstractive Expression of 3D Animation (3D 애니메이션의 추상적 표현에 관한 분석 및 제안)

  • Park, Sung-Dae;Jung, Yee-Ji
    • Cartoon and Animation Studies
    • /
    • s.37
    • /
    • pp.1-24
    • /
    • 2014
  • The advancement of computer technology has blurred the border in image expression between live-action films and 3D animation to an indistinguishable extent. Despite the ever-evolving image expression, it has been found that animation properly incorporating abstractive expression receives more positive responses from the audience than the animation closely akin to live-action films. This indicates that animation-specific abstractive expression can exert more significant effects than that of live-action expression as proved in Dr. Mori Masahiro's 'Uncanny Valley.' Also, such effects apply only to characters, whilst the technology capable of live-action expression is acknowledged only for the background of 3D animation. Without doubt, animation has its own infinite world of expression, and thus more effective methods for its expression can no longer be considered a matter of technology. The present study analyzes the abstractive expression of 3D animation in terms of characters and backgrounds and explores a more effective method to apply the current technology of image expression to 3D animation with a view to proposing a direction for more appropriate application of 3D animation technology to future animation.

Development of Live Load Moment Equations Using Orthotropic Plate Theory (직교 이방성 판 이론을 이용한 바닥판 활하중 모멘트 산정식 개발)

  • Ahn Ye-Jun;Nam Suk-Hyun;Park Jang-Ho;Shin Yung-Seok
    • Proceedings of the Computational Structural Engineering Institute Conference
    • /
    • 2006.04a
    • /
    • pp.749-756
    • /
    • 2006
  • Because of the orthotropic elastic properties and significant two-way bending action, orthotropic plate theory may be suitable for describing the behavior of concrete filled grid bridge decks. Current AASHTO LRFD Bridge Design Specification(2004) has live load moment equations considering flexural rigidity ratio between longitudinal and transverse direction, but the Korea highway bridge design specification(2005) doesn't. The Korea highway bridge standard specification LRFD(1996) considers an orthotropic plate model with a single load to estimate live load moments in concrete filled grid bridge decks, which may not be conservative. This paper presents live load moment equations for truck and passenger car, based on orthotropic plate theory. The equations of truck model use multiple presence factor, impact factor, design truck and design tandem of the Korea highway bridge standard specification LRFD(1996). The estimated moments are verified through finite-element analyses.

  • PDF

Real-Time Cattle Action Recognition for Estrus Detection

  • Heo, Eui-Ju;Ahn, Sung-Jin;Choi, Kang-Sun
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.13 no.4
    • /
    • pp.2148-2161
    • /
    • 2019
  • In this paper, we present a real-time cattle action recognition algorithm to detect the estrus phase of cattle from a live video stream. In order to classify cattle movement, specifically, to detect the mounting action, the most observable sign of the estrus phase, a simple yet effective feature description exploiting motion history images (MHI) is designed. By learning the proposed features using the support vector machine framework, various representative cattle actions, such as mounting, walking, tail wagging, and foot stamping, can be recognized robustly in complex scenes. Thanks to low complexity of the proposed action recognition algorithm, multiple cattle in three enclosures can be monitored simultaneously using a single fisheye camera. Through extensive experiments with real video streams, we confirmed that the proposed algorithm outperforms a conventional human action recognition algorithm by 18% in terms of recognition accuracy even with much smaller dimensional feature description.

Terrain Geometry from Monocular Image Sequences

  • McKenzie, Alexander;Vendrovsky, Eugene;Noh, Jun-Yong
    • Journal of Computing Science and Engineering
    • /
    • v.2 no.1
    • /
    • pp.98-108
    • /
    • 2008
  • Terrain reconstruction from images is an ill-posed, yet commonly desired Structure from Motion task when compositing visual effects into live-action photography. These surfaces are required for choreography of a scene, casting physically accurate shadows of CG elements, and occlusions. We present a novel framework for generating the geometry of landscapes from extremely noisy point cloud datasets obtained via limited resolution techniques, particularly optical flow based vision algorithms applied to live-action video plates. Our contribution is a new statistical approach to remove erroneous tracks ('outliers') by employing a unique combination of well established techniques-including Gaussian Mixture Models (GMMs) for robust parameter estimation and Radial Basis Functions (REFs) for scattered data interpolation-to exploit the natural constraints of this problem. Our algorithm offsets the tremendously laborious task of modeling these landscapes by hand, automatically generating a visually consistent, camera position dependent, thin-shell surface mesh within seconds for a typical tracking shot.

A Study on the Production Efficiency of Movie Filming Environment Using 360° VR (360VR을 활용한 영화촬영 환경을 위한 제작 효율성 연구)

  • Lee, Young-suk;Kim, Jungwhan
    • Journal of Korea Multimedia Society
    • /
    • v.19 no.12
    • /
    • pp.2036-2043
    • /
    • 2016
  • The $360^{\circ}$ Virtual Reality (VR) live-action movies are filmed by attaching multiple cameras to a rig to shoot the images omni-directionally. Especially, for a live-action film that requires a variety of scenes, the director of photography and his staff usually have to operate the rigged cameras directly all around the scene and edit the footage during the post-production stage so that the entire process can incur much time and high cost. However, it will also be possible to acquire high-quality omni-directional images with fewer staff if the camera rig(s) can be controlled remotely to allow more flexible camera walking. Thus, a $360^{\circ}$ VR filming system with remote-controlled camera rig has been proposed in this study. The movie producers will be able to produce the movies that provide greater immersion with this system.

On Improvement of using Taker Equipment On Homeshopping Live (홈쇼핑 생방송 테이커 장비 사용 시 문제점 및 개선)

  • Jung, Woo-Jin;Choi, Jae-Hyoung;Song, Hong-yeop
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2018.06a
    • /
    • pp.77-78
    • /
    • 2018
  • TV홈쇼핑 프로그램 구성 요소 중 하나인 Call to action(자료화면 구간)에서 콘텐츠관리시스템 CMS(Contents Management System)가 도입되며 기존 생방송에 활용하던 서버를 외에 Taker라는 장비가 추가되어 방송에 활용된다. Call to action은 방송 전 제작된 자료 외에 생방송 중 녹화 된 자료들이 같이 복합적이며 연속적으로 재생되는데 이 시점에 문제점이 발생했다. 본 논문에서는 홈쇼핑 생방송에서의 Taker장비의 활용 필요성과 문제점 및 개선점을 제시 하고자 한다.

  • PDF

A study on the relationship between the movement of animation and heritage of modern mechanism (애니메이션의 움직임과 근대 기계론 전통의 상관관계 연구)

  • Kim, Takhoon;Han, Tae-Sik
    • Cartoon and Animation Studies
    • /
    • s.30
    • /
    • pp.27-57
    • /
    • 2013
  • Animation which appeared with films in the late 19th century was a medium which came on obtaining nourishment from art historical style of modernism. However, the relation establishment between animation and modernism has been focused mainly on animation shapes, namely painted images. This sprang from explaining the relationship between animation and paintings, and for this reason, discussions of movements in animation were understood in tradition of chromophotograph of Muybridge and Jules Marey, or some characteristics owned by the live-action film. However, movements of animation were essentially different from the indexical sign of films or photogram, and objects of reproduction were different between them. Movements reproduced by animation are not ordinary movements, but expressions of or compressed movements and considerably systematic movements. As a result, these movements are far from reproduction of live-action film photogram. Rather, the logic of movements reproduced by animation comes near to controlling their motion scopes, time, distance etc. after dividing each part of the body. This is concluded in a standpoint of modern mechanism which is represented by Descartes and La Mettrie who tried to understand human body as a exchangeable machine. Design of modern mechanism ranging from modern society to industrial society and the age of modernism came to lead to analysis of physical motions of modern industrial society called composition of efficient movements understanding them as the law of nature rather than movements as nature. In the late 19th century, Taylor, F. W. and Gilbreth, Frank Bunker's studies of workers' working hours and 'motion study' were a way of constituting the frame of machine-human, which indicates that tradition of modern mechanism affected the entire modernism passing through industrial society. Further, we can see that motion studies conducted by them have almost similar characteristics to action analysis to study animation later in the name of 'timing'.

A study on the scene directing and overacting character expressions in accordance with creating actual comedy movie into animation Focusing on TV animation Mr. Bean (희극적 실사의 애니메이션화에 따른 장면 연출과 캐릭터 과장연기 표현 연구 - TV애니메이션 Mr.bean을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
    • /
    • s.49
    • /
    • pp.143-167
    • /
    • 2017
  • The purpose of this study is to analyze the characteristics that appear when actual comedy movie is made into animation, from the singularities which arise from producing remake of existing media contents into animation. Animation and slapstick comedy movies possess a similarity in that they both evoke laughter from the viewer via exaggerated motion, expression and action. In the case of live action film, people must carry out the acting and there exists spatial limitations, whereas animation does not have such limits, which allows the comic animation to materialize spatial scene directing and acting which are different from that of live action comic films, despite the fact that they share elements of the same genre. Accordingly, this study performs comparative analysis of and which is based on the contents of the same event, from the English comedy TV program and the , the TV animation which is a remake animated version of the original series, to conduct comparative analysis the character acting and the scene directing in accordance with the live action movie and animation. The result of studying the point that makes it easy to create comic genre into animation and the advantages possessed by the media of animation, through analyzing two works that deal with the same character and the same event, were as follows. It was proven through the analysis that comedic directing with doubled composure and amusement is possible through the anticipation of exaggerated directing in the acting through expression and action, and diversity of the episodes with added imagination in the story, as well as the estrangement effect of the slapstick expression and etc.