• Title/Summary/Keyword: Video advertisement

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A Study on 3D Character Animation Production Based on Human Body Anatomy (인체 해부학을 바탕으로 한 3D 캐릭터 애니메이션 제작방법에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.17 no.2
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    • pp.87-94
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    • 2004
  • 3D character animation uses the various entertainment factors such as movie, advertisement, game and cyber idol and occupies an important position in video industry. Although character animation makes various productions and real expressions possible, it is difficult to make character like human body without anatomical understanding of human body. Human body anatomy is the basic knowledge which analyzes physical structure anatomically, gives a lot of helps to make character modeling and make physical movement and facial expression delicately when character animation is produced. Therefore this study examines structure and proportion of human body and focuses on character modeling and animation production based on anatomical understanding of human body.

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A Study on Self Images of Women in Cosmetics Advertisement (화장품 광고에 표현된 현대 여성의 이상적 자아 이미지에 관한 연구)

  • 이선희;박성은
    • Journal of the Korean Society of Clothing and Textiles
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    • v.21 no.2
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    • pp.277-285
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    • 1997
  • The prupose of this study were to: (1) Analize the contents o( the cosmetics advertisements, (2) Compare the ideal woman images perceived by women with the women images profected through models used in the cosmetics advertisements, (3) Compare the ideal clothing images perceived by women with the clothing images profected through models used in the cosmetics advertisemtnts, and (4) Study and analise the purchase patterns of the women in theirtwenties. The subjects for this study were selected from students attending the Ewha Women's University. The study was done through video presentation, and questionnaire based on several previous studies, For the analysis of data, SPSS statistical packages were used. The results of emprical studies were summarized as follows: 1, As the result of the analysis of the current cosmetics advertisenents, the copies were mostly sentimental and short, the models mostly were casual dresses and their attitudes were active and natural for the most part. 2. The result of comparison between the images of women shows noticeable difference in that, the women tend to idealize independent intellectual and refined woman where as the models tend to be free, airy, outgoing and cute. 3. The ideal clothing images perceived by women tendto be intellectual, dignified, and neat, while the clothing worn by the models tend to be casual, cute, and sexy, thus showing noticeable discrepancy.

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Design Of an Advertising I-Commerce Server Using Push Technology (푸시 기술을 이용한 광고형 전자상거래 서버의 설계)

  • 박은영;장시웅
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2000.10a
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    • pp.355-359
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    • 2000
  • This paper presents design of an advertising E-commerce (electronic commerce) serve. using push technology which provides clients with multimedia information such as text, audio and video according to their setting information. In the most of existing E-commerce system, users visit the web site in person, see and buy goods. In this paper we show the new E-commerce format: Clients select a field of advertisement of what they want to see on the browser, then EC server sends the clients moving advertisements at regular intervals. Subsequently, the users see advertisements and buy goods. The server of this system was designed using push server that saves moving advertisements in the database and sends the user-specific advertisements to users. The system designed in this study is very an active system contrary to existing passive E-commerce systems.

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Character Floating Hologram using Detection of User's Height and Motion by Depth Image (깊이 영상으로 사용자 키 검출 및 동작감지를 사용한 캐릭터 플로팅 홀로그램)

  • Oh, KyooJin;Han, DaeHyun;Kwon, SoonKak
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.4
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    • pp.33-40
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    • 2018
  • With the development of computer and video technology, a lot of contents are being produced as digital media methods to provide are being diversified and the intrest in digital media increases. Such contents are actively researched using human motion and user's information through camera or controller. Contents using user's information can be exposed to various people in public places and used as an advertisement. This paper proposes the character floating hologram system that is implemented using detection of user's height and motion. The purposed system detects user's height and motion from depth images and creates corresponding character from the detected data. Then it is represented using a floating hologram device. This system can be used for marketing, advertising and exhibition events using user information.

Semiotic Analysis of Advertising Video Related to the Sustainability of Fast Fashion Brands (패스트 패션 브랜드의 지속가능성 관련 광고 영상에 대한 기호학적 분석)

  • Na Yeon Kil;Jaehoon Chun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.6
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    • pp.1057-1079
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    • 2023
  • This paper examines the use of semiotics for analyzing fashion advertisements in the fast fashion industry. While previous studies have explored the use of semiotics in various industries, the application of this theory in the fashion sector-especially regarding fast fashion's commercial videos related to sustainability-remains underexplored. The paper adopts Roland Barthes' Semiotics Theory to analyze the advertising videos related to the sustainability of major fast fashion brands such as H&M, MANGO, and ZARA. The research approach involved reviewing all commercial videos related to sustainability on these brands' official YouTube accounts and conducting comprehensive analyses of advertisements using the binary opposition analysis framework. The paper's findings indicate that these commercial videos serve as a platform to mold a brand's sustainability image and promote the notion that fast fashion brands are leading the charge toward sustainability, preparing for an unpredictable future, guiding people toward hope, and offering ultimate freedom. This research high-lights the necessity for a critical examination of advertising videos related to sustainability in the fast fashion industry to guarantee accountability and transparency.

Banner Control Automation System Using YOLO and OpenCV (YOLO와 OpenCV기술을 활용한 현수막 단속 자동화 시스템 방안)

  • Dukwoen Kim;Jihoon Lee
    • Journal of the Semiconductor & Display Technology
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    • v.22 no.4
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    • pp.48-52
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    • 2023
  • From the past to the present, banners are consistently used as effective advertising means. In the case of Korea, there are frequent situations in which hidden advertisements are installed. As a result, such hidden advertisement materials may damage urban aesthetics and moreover, incur unnecessary manpower consumption and waste of money. The proposed method classifies the detected banners into good banner and bad banner. The classification results are based on whether the relevant banners are installed in compliance with legal guidelines. In the process, YOLO and Open Computer Vision library are used to determine from various perspectives whether banners in CCTV images comply with the guidelines. YOLO is used to detect the banner area in CCTV images, and OpenCV is used to detect the color values in the area for color comparison. If a banner is detected in the video, the proposed method calculates the location of the banner and the distance from the designated bulletin to determine whether it was installed within the designated location, and then compares whether the color used in the banner is complied with local government guidelines.

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Visual Narrative Strategy of Game Promotion: Comparative Analysis of Dead Island and Dead Island 2 Trailers (게임 프로모션 시각 내러티브 전략: <데드 아일랜드>와 <데드 아일랜드 2> 예고편 비교 분석)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.249-269
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    • 2017
  • Promotion and marketing, which are essential to lower the investment risk and maximize commercial profit in the video game market. Game developers and publishers set up public relations strategies to encourage potential consumers' needs. Considering characteristics of video game, the trailer, which is the animated image advertisement material, could occupy a key position in its promotion and marketing plan. Cinematic spectacles and attractive narratives are essential ingredients for game trailers, which are usually produced in 3D animation. Dead Island is an open world first person shooters (FPS) game released in 2011. When launched, it grabbed a great attention with a trailer, awarded the Golden Lion Prize for the best internet film at the Cannes Lions International Festival of Creativity. The game was a commercial success and several spin-offs were producted. In 2014, its publisher, Deep Silver showed the official trailer of Dead Island 2 at Electronic Entertainment Expo, the world's largest game show. Dead Island 2 was scheduled to be released in 2016, but has been now delayed until 2018. This study compares and analyzes two trailers of Dead Island 1 and Dead Island 2. We examine the narrative structure of the trailer for the sequel promotion of a successful game. The differences between the two could be useful for building a promotion strategy of other game series.

An Effective Method for Blocking Illegal Sports Gambling Ads on Social Media

  • Kim, Ji-A;Lee, Geum-Boon
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.12
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    • pp.201-207
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    • 2019
  • In this paper, we propose an effective method to block illegal gambling advertisement on social media. With the increase of smartphone and internet usage, users can easily access various information while sharing information such as text and video with a large number of others. In addition, illegal sports gambling advertisements are also continue to be transmitted on SNS. To avoid most surveillance networks, users are easily exposed to illegal sports gambling advertisement images by including phrases in the images that indicate illegal sports gambling advertisements. In order to cope with these problems, we proposed a method to actively block illegal sports gambling advertisements in a way different from the conventional passive methods. In this paper, we select words frequently used for illegal sports gambling, classifies them into three groups according to their importance, calculate WF for each word using weighted formula by degree of relevance and frequency, and then sum the WF of the words in the image. Blocking, warning, and passing were determined by cv, the total of WF. Experimenting with the proposed method, 193 out of 200 experimental images were correctly judged with 96.5% accuracy, and even though 7 images were illegal sports gambling advertisements. Further research is needed to block 3.5% of illegal sports betting ads that cannot be blocked in the future.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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A Study on the Method of Digital Signage in the Fashion Store VMD - Focusing on Global SPA Brands in Korea - (패션스토어 VMD에서 나타난 디지털 사이니지의 적용방안에 관한 연구 - 국내의 글로벌 SPA브랜드를 중심으로 -)

  • Kim, Yoon-Hee;Lee, Ju-Hyeong;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
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    • v.22 no.6
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    • pp.220-232
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    • 2013
  • Ever-evolving diverse communication tools bring numerous changes and improvements into the lives of humans. It is extremely important to provide visual information when communicating with consumers in the commercial arena because humans acquire over eighty percent of the information around them through sense of sight. One cannot compete with just sheer quality in today's world. Therefore, the applications of digital technology in the visual merchandising became crucial, for it can dramatically improve the market value. Among these applications is digital signage, a new media for esthetic experience. I strongly believe that this would be a new marketing tool for the brand's distinctive and unique publicity. This research has been conducted in order to find out how the fast-growing digital signage, defined by the contents, has become not just a mere digital video clip but an esthetic merchandising tool that can produce various effective marketing strategies; and to discover the characteristics that this application has brought out in the visual merchandising field of fashion stores' global SPA brands. Based on the market case study, analyses have been made for the digital signage types and strategies regarding the visual merchandising expressive elements and for the effects the digital signage application will have on publicity. According to the results, the digital signage has proven to be informative, diversely applicable and contributes greatly to the increase in sales and to the improvement of company and brand image. Thus, it is much more than just a media tool for advertisement.