• Title/Summary/Keyword: Maya

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Developing a Sensory Ride Film 'Dragon Dungeon Racing' (효율적인 입체 라이드 콘텐츠 제작을 위한 연구)

  • Chae, Eel-Jin;Choi, Chul-Young;Choi, Kyu-Don;Kim, Ki-Hong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.178-185
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    • 2011
  • The recent development of 3D and its application contents have made it possible for people to experience more various 3D contents such as 3D/4D, VR, 3D ride film, I-max, sensory 3D games at theme parks, large-scale exhibitions, 4D cinemas and Video ride. Among them, Video ride, a motion-based genre, especially is getting more popularity, where viewers are immersed in and get indirect experiences in virtual reality. In this study, the production process of the genre of sensory 3D image getting attention recently and ride film are introduced. In the material selection of 3D images, the space and the setting up which is suitable to the fierce movement of rides are studied and some examples of the realization of creative direction ideas and effective technologies using the functions of Stereo Camera which has been first applied to MAYA 2009 are also illustrated. When experts in this 3D image production create more interesting stories with the cultural diversity and introduce enhanced 3D production techniques for excellent contents, domestic relevant companies will be sufficiently able to compete with their foreign counterparts and further establish their successfully unique and strong domains in the image contents sector.

A look at the sociopolitical characteristics of Late Postclassical Maya, focused on "Village Council" - analyzed on early colonial historic sources. (마야 후고전기 말기 정치사회권력의 특징: '마을위원회' -식민지초기 사료를 중심으로)

  • Song, Young Bok
    • Journal of International Area Studies (JIAS)
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    • v.14 no.3
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    • pp.223-240
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    • 2010
  • In this article I would like to propose the characteristics of "Village Council(Consejo del Pueblo)" as a sociopolitical device and institution, which maintains and encompasses all aspects of governance in a decentralized authority. A brief definition of Village Council is a "select group of people from the same village who are in charge of deciding the most important affairs of the village". The Village Council took charge of the most fundamental aspects of prehispanic Mayan society, most significantly, during the Late Postclassical era. The members of this council were respected people from the village, but not necessarily the people who held high positions within the hierarchical structure of Mayan society. It is likely that they were selected by the public in a direct way. This is the most essential bureaucratic institution in terms of the control of the political and socioeconomical affairs. The important decisions regarding legislation, the governance and jurisdiction of the village were entrusted to the council. Especially, the Village Council was responsible for monitoring and punishing the abuses of village governors. The majority of the members of the council were elders, consequently, the council was a political institution, more powerful than the governorships. The "Multepal" of Yucatán, could be an example of the Village Council during the late postclassic period.

A Study on Audio-Visual Expression of Biometric Data Based on the Polysomnography Test (수면다원검사에 기반한 생체데이터 시청각화 연구)

  • Kim, Hee Soo;Oh, Na Yea;Park, Jin Wan
    • Korea Science and Art Forum
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    • v.35
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    • pp.145-155
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    • 2018
  • The goal of the study is to provide a new type of audio-visualization method through case analysis and work production based on Polysomnography(PSG) data that is difficult to interpret or not familiar to the public. Most art works are produced with conscious actions during waking hours. On the other hand, during sleep, we get into the world of unconsciousness. Therefore, through the experiment, want to discover if could get something new when we were in the subconscious state, and if so, wondered what kind of art could be made through it. The study method is to consider definition of sleep and sleep data first. The sleep data were classified into normal group and Narcolepsy, Insomnia, and sleep apnea by focusing on sleep disorder graphs that is measured by sleep polygraph. After that, I refined and converted the acquired biometric data into a text-based script. The degree of sleep in the text form of the script was rendered as a 3D animated image using Maya. In addition, the heart rate data script was transformed into a midi format, and the audition was implemented in the garage band. After Effects combines the image and sound to create four single channel images of 3 minutes and 20 seconds each. As a result of the research, I made an opportunity for anyone easy to understand the results, having difference with the normal data, through art instead of using difficult medical term. It also showed the possibility of artistic expression even when conscious actions did not occur. Through the results of this research, I expect the expansion and diversity of artistic audiovisual expression of biometric data.

A Study on the Indian Costume of the Central-South America (중남(中南) 아메리카의 인디언 복식(服飾)에 관(關)한 연구(硏究))

  • Sun, Jung-Hee;Yoo, Tai-Soon
    • Journal of Fashion Business
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    • v.3 no.2
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    • pp.49-58
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    • 1999
  • The purpose of this study is to investigate a variety of the Indian costume of the Central-South America and to examine the relation and symbolization of each Indian culture arrd costume. A study's method is to be examined through literatues related to the culture and history of Central-South America Indian, photos and references related to costume. The results are as follows. First, an analysis of Indian male of Central-South America reveals that costume types are different according to cultural areas. Second, an analysis Indian female of Central-South America reveals tlrat costume types are differerrt according to cultural areas. Third, a study on colors and patterns of Indian costume and personal ornament in Meso-America culture area reveals that they were influenced on the Maya and Aztec Civilizations. Fourth, a study on colors and patterns of Indian costume and personal ornament in Andes cultural area reveals that they were influenced on the Inca Civilization. Fifth, a type of ponchos is commonly revealed in Meso America and Andes cultural areas because of particular climate. Sixth, a study on Tropical costume types reveals that they are very different from those of Meso-America and Andes culture areas due to its climate and terrain conditions.

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Development of a storyboard simulation system for an animator (효율적인 애니메이션 제작을 위한 스토리보드 시뮬레이터 설계 및 구현)

  • Yoo, Kil-Sang;Cho, Ok-Hue;Lee, Won-Hyung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.711-714
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    • 2009
  • Currently digital contents such as games, animation and video art are produced and distributed actively. And moreover by the development of related industries, a variety genre of media is in the process of planning and production. However general-purpose tools such as MAYA and Soft Image do not provide the artists in terms of a variety of unique functions. Thus in this study, we analyzed and developed interface technologies that can help effectively in terms of animation scenario writing, storyboard simulation, rendering and pre-production of story board, interface technology for preview. By our designed simulate planning, people who not professional in the field of animation, can produce and preview animation easily.

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A Study on the Growth and Exchange of Cotton during the Classic Mesoamerica

  • Ahn, Cheun-Soon
    • The International Journal of Costume Culture
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    • v.12 no.2
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    • pp.153-162
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    • 2009
  • This paper introduces the probable regional and long distance trade of cotton goods among the pre-Hispanic Mesoamericans during the Classic (A.D. 200-900) period through the comparison of the available documentary sources. Based on the ethnohistoric data and the archaeological evidences it was found that cotton was used throughout the Mesoamerica by the elite ruling class. However, because cotton could not be grown at elevations above 6,000 feet it was obvious that nations such as Teotihuacan which flourished in the highland of present day Mexico City had to import cotton from the tropical coastal hotlands either through trade or tribute. Several ethnohistorical and archaeological data suggest that urban center in highland Mexico had people employed in weaving the textiles rather than cultivating or spinning cotton. Archaeological evidences such as the workshops used by the craft specialists seemed to be associated with weaving of cotton. Because of the similarity in climatic conditions for marine shells and cotton cultivation, Kolb's model seems to be applicable to the cotton trade of the classic Teotihuacan. Based on Kolb's model, it could be hypothesized that Teotihuacan-Kaminaljyyu-Maya was the indirect trade route connecting the Basin of Mexico and the Mayan regions.

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The Trivium of the Digital Media Art (디지털 미디어예술에서의 삼학)

  • Kim, Eui Na;Kim, Tae Eun
    • Journal of Digital Contents Society
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    • v.15 no.6
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    • pp.745-749
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    • 2014
  • Mankind has long made images. From cave paintings in the Old Stone Age when the dye was red clay, charcoal, or red iron ore to the modern digital images on the bases of 3D tools like Maya, images have been made through various methods. The basis of society's classification is the development of human beings and technologies. When we are familiar with three elements-technology, human, and art-we are able to create an image suitable for the trend of the times. As a consequence, we brought the trivium that had been taught by the monks in the Middle Age to set our subject to the trivium of the digital age. In this paper, we are going to put technology, human, and art into actual animation to check its theoretical discussion value.

Data Creation Technique for Tracking Motionv Pattern from the VR (가상현실공간에서 이동패턴 추적을위한 데이터 생성기술)

  • Kim, Yun-Ho;Kang, Soung-You
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.1
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    • pp.309-312
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    • 2005
  • Virtual reality(VR) is both one of the high-technology and main paradime in leading next genaration of 21th century. It's application spectrum is various and lead to numorous revolotion as well as transition in technical aspect. These change is a good procept of it's value and influence effect in global fields of human life. In this paper, a development method of virtual reality simulation system is presented, which is based in the shape research about VR.

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Computerized Human Body Modeling and Work Motion-capturing in a 3-D Virtual Clothing Simulation System for Painting Work Clothes Development

  • Park, Gin Ah
    • Journal of Fashion Business
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    • v.19 no.3
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    • pp.130-143
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    • 2015
  • By studying 3-D virtual human modeling, motion-capturing and clothing simulation for easier and safer work clothes development, this research aimed (1) to categorize heavy manufacturing work motions; (2) to generate a 3-D virtual male model and establish painting work motions within a 3-D virtual clothing simulation system through computerized body scanning and motion-capturing; and finally (3) to suggest simulated clothing images of painting work clothes developed based on virtual male avatar body measurements by implementing the work motions defined in the 3-D virtual clothing simulation system. For this, a male subject's body was 3-D scanned and also directly measured. The procedures to edit a 3-D virtual model required the total body shape to be 3-D scanned into a digital format, which was revised using 3-D Studio MAX and Maya rendering tools. In addition, heavy industry workers' work motions were observed and recorded by video camera at manufacturing sites and analyzed to categorize the painting work motions. This analysis resulted in 4 categories of motions: standing, bending, kneeling and walking. Besides, each work motion category was divided into more detailed motions according to sub-work posture factors: arm angle, arm direction, elbow bending angle, waist bending angle, waist bending direction and knee bending angle. Finally, the implementation of the painting work motions within the 3-D clothing simulation system presented the virtual painting work clothes images simulated in a dynamic mode.

Environmental Performance and Environmental Disclosure: The Role of Financial Performance

  • IFADA, Luluk Muhimatul;INDRIASTUTI, Maya;IBRANI, Ewing Yuvisa;SETIAWANTA, Yulita
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.4
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    • pp.349-362
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    • 2021
  • This study aims to examine the effect of environmental performance, independent board of commissioners, and firm size on environmental disclosure measured by the Indonesian environmental index. The population in this study is manufacturing and coal mining companies that follow "PROPER" and are listed on the Indonesia Stock Exchange (IDX) from 2017 to 2019. This research was conducted by reviewing annual reports to collect information on environmental disclosures. The sampling used in this study was purposive sampling technique and obtained a sample of 117. Also, the data analysis technique used was multiple linear regression analysis with statistical hypothesis testing. The results showed that environmental performance and firm size had a positive effect on financial performance. Meanwhile, the independent board of commissioners does not affect financial performance. Furthermore, environmental performance, firm size, and financial performance have a positive effect on environmental disclosure. While the independent board of commissioners does not affect environmental disclosure. The findings of this research suggest that environmental performance has a significant positive effect on financial performance. The hypothesis is accepted, meaning that companies that are sensitive to environmental problems and run eco-efficiency operations will strengthen the company's profitability.