• Title/Summary/Keyword: Performer

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Camera Acting Method (카메라 연기 훈련 방법 연구)

  • Park, Hoyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.70-79
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    • 2013
  • The film language is distinguished roughly according to shot angles and size and camera movement. The film language is what the performer should be well-acquainted with in camera acting. Since the most important characteristics of acting in front of the camera lies in being with the camera, the relationship between the camera and the performers is basically mutual communication and is the inseparable relationship in which they should be well acquainted with each other. Understanding of diverse film languages for acting in front of the camera enables the performer to adapt to the media quickly and to concentrate on acting. Performance changes according to the media or environment in which acting is performed. For a good performance, the performers should be able to appropriately express their own acting according to the characteristics of the space or the media in which they do performance. Acting in front of the camera is clearly distinguished from acting on the stage in the aspects of either media characteristics or acting. With the manifestation of extemporaneousness and the discovery of the performers' personality to the extent possible, performers themselves proceed with creative works in collaboration with the director in acting in front of the camera and can attain the development of acting in front of the camera.

A Study on the Method of Creating Realistic Content in Audience-participating Performances using Artificial Intelligence Sentiment Analysis Technology (인공지능 감정분석 기술을 이용한 관객 참여형 공연에서의 실감형 콘텐츠 생성 방식에 관한 연구)

  • Kim, Jihee;Oh, Jinhee;Kim, Myeungjin;Lim, Yangkyu
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.533-542
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    • 2021
  • In this study, a process of re-creating Jindo Buk Chum, one of the traditional Korean arts, into digital art using various artificial intelligence technologies was proposed. The audience's emotional data, quantified through artificial intelligence language analysis technology, intervenes in various object forms in the projection mapping performance and affects the big story without changing it. If most interactive arts express communication between the performer and the video, this performance becomes a new type of responsive performance that allows the audience to directly communicate with the work, centering on artificial intelligence emotion analysis technology. This starts with 'Chuimsae', a performance that is common only in Korean traditional art, where the audience directly or indirectly intervenes and influences the performance. Based on the emotional information contained in the performer's 'prologue', it is combined with the audience's emotional information and converted into the form of images and particles used in the performance to indirectly participate and change the performance.

A Convergence Investigation on Nursing Task Performance, Appropriate Performer, and Job Satisfaction of Nurses with Shift Work in General Ward (교대근무를 하는 일반병동 간호사의 간호업무 수행실태, 수행주체와 직무만족에 대한 융복합적 조사연구)

  • Park, Kyongok;Yi, Yeojin;An, Jiwon
    • Journal of the Korea Convergence Society
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    • v.12 no.7
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    • pp.295-304
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    • 2021
  • This study is a secondary data analysis to investigate the nursing tasks performance, appropriate performer, and job satisfaction in the general wards with sift work. We found that nurses performed direct (45%) and indirect nursing (55%). The workload per shift was 37.2% in the day, 35.6% in the evening, and 27.2% at night. The tasks performed after handover were 'direct nursing (34.5%)' and 'documentation and notification (25.8%)'. Nurses responded that there were some tasks that could be delegated to nursing assistants or had ambiguous boundaries with other medical personnel. There was a significant correlation between compliance to the job description of the night shift and job satisfaction (rs=.43, p=.01). These results imply that it is necessary to establish strategies that will enhance work efficiency based on job analysis by shift work, reduce handover time using EMR system, stmart devices, and clarify appropriate performers.

A Study on how to use Namsadang Nori Deotboegi for Training Actors (남사당놀이 덧뵈기의 연기 훈련 활용 방향 연구)

  • Hwang, Seok-Ha
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.155-164
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    • 2019
  • This paper studies the possible ways to make the most of Namsadang Nori Deotboegi which has been designated as National Intangible Cultural Property No 3 as well as UNESCO World Intangible Cultural Heritage in training actors. Considering the fact that all six parts of a Namsadang performance were included as Important Intangible Cultural Properties, the historical and traditional value of the itinerant performance troupe is significant. The improvisatory characteristics of witty remarks, the 'Korenness' of the movement and breathing in Deotboegi dance, the spatial awareness realised through performing witty remarks with musician as well as the 'Koreaness' in the emotions conveyed are the particular values of Deotbeogi for training actors. The required ability to listen to the co-performer and not to anticipate what might be said next helps the performer do develop a strong focus to be able to stay in the moment. The heightened awareness of the body, and the ability to control it as well as the awareness of the space including the co-performers are helpful in the context of both traditional and contemporary performance.

Business Process Efficiency in Workflows using TOC

  • Bae Hyerim;Rhee Seung-Hyun
    • Proceedings of the Korea Association of Information Systems Conference
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    • 2003.11a
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    • pp.55-63
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    • 2003
  • Workflow Management System (WFMS) is a software system to support an efficient execution, control and management of complex business processes. Since traditional commercial systems mainly focus on automating processes, they don't have methods for enhancing the task performer's efficiency. In this paper, we propose a new method of executing business processes more efficiently in that a whole process is scheduled considering the degree of the participants' workload. The method allows managing the largest constraints among constituent resources of the process. We utilize DBR scheduling techniques to develop the method. We first consider the differences between workflow process models and DBR application models, and then develop the modified drum, buffer and rope. This leads us to develop WF-DBR (WorkFlow-DBR) that can control the proper size of the task performers' work list and arrival rate of process instances. Use of WF-DBR improves the efficiency of the whole process as well as the participants' working condition. We then carry out a set of simulation experiments and compare the effectiveness of our approach with that of scheduling techniques used in existing systems.

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Development of Teaching Model for Teaching Demonstration of Pre-service Fisheries and Marine School Teachers through Class Consulting (수해양계 예비교사의 수업시연을 위한 수업컨설팅 수업모형 개발)

  • KANG, Beodeul
    • Journal of Fisheries and Marine Sciences Education
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    • v.29 no.3
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    • pp.847-856
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    • 2017
  • The purpose of this study was to develop a teaching model to improve teaching demonstration competence of pre-service Fisheries and Marine teachers through class consulting. The results were as follows: First, the results of a survey on perception of 19 pre-service teachers showed that most of them did not know exactly about the teaching demonstration. Second, a teaching model through class consulting was developed in four stages: Preparation for class, doing lesson, watching lesson, reflecting class. Third, the developed lessons model was applied for 6 weeks, but it was hard to expect much change just for 6 weeks. If discussions about the content of the lesson plan are haven during prior class consulting, this will be helpful for pre-service teachers in making the real teaching plan. The class performer have to write a report on class analysis because it is necessary to try systematic analysis on teaching demonstration.

Construction of Virtual Environment for a Vehicle Simulator (자동차 시뮬레이터의 가상환경 구성에 대한 연구)

  • Chang, Chea-Won;Son, Kwon;Choi, Kyung-Hyun
    • Transactions of the Korean Society of Automotive Engineers
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    • v.8 no.4
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    • pp.158-168
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    • 2000
  • Vehicle driving simulators can provide engineers with benefits on the development and modification of vehicle models. One of the most important factors to realistic simulations is the fidelity given by a motion system and a real-time visual image generation system. Virtual reality technology has been widely used to achieve high fidelity. In this paper the virtual environment including a visual system like a head-mounted display is developed for a vehicle driving simulator system by employing the virtual reality technique. virtual vehicle and environment models are constructed using the object-oriented analysis and design approach. Accordint to the object model a three dimensional graphic model is developed with CAD tools such as Rhino and Pro/E. For the real-time image generation the optimized IRIS Performer 3D graphics library is embedded with the multi-thread methodology. Compared with the single loop apprach the proposed methodology yields an acceptable image generation speed 20 frames/sec for the simulator.

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Impact Analysis for Vehicle Accident Reconstruction (자동차 사고 재고성을 위한 충돌 해석)

  • 한인환
    • Transactions of the Korean Society of Automotive Engineers
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    • v.6 no.2
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    • pp.178-190
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    • 1998
  • We have developed a planar impact model with a capability of reverse calculation to reconstruct various types of automobile collisions. This topic is the main part of what is referred to as accident reconstruction. The model uses the principle of impulse and momentum, and introduces a restitution coefficient and an impulse ratio at the impact center. Based on the car-to-car collision test results, we present how to estimate the restitution coefficient and the impulse ratio from some impact conditions. To validate the model and improve its reliability in accident analysis, the collision analysis has been performer with the estimated parameters. The analysis and experimental results agree well in the kinetic energy loss and the post-impact velocity.

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A Study on The Response of Local Government Facing Governance Era (거버넌스시대 기초자치단체의 대응 -구미지역을 중심으로-)

  • Lee, Seong-Chil;Lee, Seung-Hee;Kim, Hye-Kyoung
    • Journal of Digital Convergence
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    • v.6 no.2
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    • pp.23-32
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    • 2008
  • This paper tried to discuss response of local government facing governance era. Governance is intended to introduce a variety of residents' participating systems to revive the citizen's society and strengthen the foundation for that purpose, thus seeking the paradigm for decentralized operation of the nation. As widely accepted, governance has many meanings connected with controling method of interdependence activity. However bureaucracy do not make decisions as one-side and vertical like past but is form of public decisions that stakeholder in policy. Firstly, we reviewed the terms of governance and policy issues and policies on governance. And also survey on actual performer associated with governance in Gumi. Next, proposals of the development of policy in governance, role of local government are made in terms of construction of governance.

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Scenario and Content Design System for Immersive Stage Direction (몰입형 무대 연출을 위한 시나리오 및 콘텐츠 설계 시스템)

  • Wen, Mingyun;Xi, Yulong;Kook, Yoonchang;Hong, Tony;Kim, Junoh;Cho, Kyungeun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.1079-1080
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    • 2017
  • Today multimedia technologies are playing an increasingly important role in games, movies, and live performances. In this paper, we design a flexible interactive system integrated with gesture recognition, skeleton tracking, internet communication, and content edition using multi-sensors to direct and control the performance on stage. In this system, the performer can control the elements showed on stage through corresponding gestures and body movements during the performance. The system provides an easier way for users to change the content of the performance if they intent to do.