• Title/Summary/Keyword: Video production

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An Analysis of Visual Fatigue Caused From Distortions in 3D Video Production (3D 영상의 제작 왜곡이 시청 피로도에 미치는 영향 분석)

  • Jang, Hyung-Jun;Kim, Yong-Goo
    • Journal of Broadcast Engineering
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    • v.17 no.1
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    • pp.1-16
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    • 2012
  • In order to improve the workflow of 3D video production, this paper analyzes the visual fatigue caused from distortions in 3D video production stage through a set of subjective visual assessment tests. To establish a set of objective indicators for subjective visual tests, various distortions in production stage are investigated to be categorized into 7 representative visual-fatigue-producing factors, and to conduct visual assessment tests for each selected category, 4 test video clips are produced by combining the extent of camera movement as well as the object(s) movement in the scene. Each produced test video is distorted to reflect each of the selected 7 visual-fatigue-producing factors, and we set 7 levels of distortion for each factor, resulting in 196 5-second-long video clips for testing. Based on these test materials and the recommendation of ITU-R BT.1438, subjective visual assessment tests are conducted by 101 applicants. The test results provide a relative importance and the tolerance limit of each visual-fatigue-producing factor, which corresponds to various distortions in 3D video production field.

Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

A Study on in the Context of Audiovisual Art (<백-아베 비디오 신디사이저>의 오디오 비주얼아트적 고찰)

  • Yoon, Ji Won
    • Journal of Korea Multimedia Society
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    • v.23 no.4
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    • pp.615-624
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    • 2020
  • By enabling musicians to freely control the elements involved in sound production and tone generation with a variety of timbre, synthesizers have revolutionized and permanently changed music since the 1960s. Paik-Abe Video Synthesizer, a masterpiece of video art maestro Nam June Paik, is a prominent example of re-interpretation of this new musical instrument in the realm of video and audio. This article examines Paik-Abe Video Synthesizer as an innovative instrument to play videos from the perspective of audiovisual art, and establishes its aesthetic value and significance through both artistic and technical analysis. The instrument, which embodied the concept of image sampling and real-time interactive video as an image-based multi-channel music production tool, contributed to establishing a new relationship between sound and image within the realm of audiovisual art. The fact that his video synthesizer not only adds image to sound, but also presents a complete fusion of image and sound as an image instrument with musical characteristics, becomes highly meaningful in this age of synesthesia.

Convergence Class for Basic Video Grammar and Communication Ability - Through Interview Video Production - (기초 영상 문법과 소통 능력 향상 융합 수업 -인터뷰 영상 제작을 통해-)

  • Kim, Leo;Huh, Yoon Jung
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.341-349
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    • 2019
  • Today, art education needs education of media image production or media in the extended field. The purpose of this study is to develop the basic visual grammar and communication ability. We developed and applied the teaching plan for the interview video production as the fusion lesson. 3 classes were conducted for 30 middle school students. The results obtained through the analysis of the pre & post questions and student works are as follows. First, the students used the shot size and stable composition through the interview video production. As a result, this class was effective for the acquisition of the basic video grammar. Second, students improved their ability to ask and listen, understand and organize through interview. As a result, students were able to apply the basic video grammar through the interview video production lesson, effectively producing the interview image.

The Effect of Nursing Students Academic Achievement in the COVID-19 On-Contact Learning Environment: Focusing on Video production class and Real-time video class (COVID-19 온택 학습환경에서 간호대학생의 학업성취감에 미치는 영향요인: 동영상 제작수업과 실시간 화상수업을 중심으로)

  • Hye Kyung Yang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.321-328
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    • 2023
  • This study is tried to to identify factors affecting academic achievement depending on the quality of class, learning immersion, level of academic achievement, and class type according to video production classes and real-time video classes in the on-contact learning situation due to the COVID-19 epidemic. The subjects of the study were 122 students enrolled in the nursing department at two universities. As a result of the study, the quality of the class was high in real-time video classes (t=-2.69, P=0.02), learning immersion was high in video production classes (t=1.14, P=0.28), and academic achievement was high in video production classes (t=4.24, P=0.01). Depending on the type of class, the effect on academic achievement is learning immersion in production video classes (β=.37, p<.001) has the most influence, and in real-time video classes, class quality (β=.29, p<.001) had the most influence on academic achievement. Based on the results of this study, it is suggested that it is necessary to develop a strategy for instructional design suitable for class types to improve academic achievement in an on-contact environment.

A Study on Colors and Emotions of Video Contents -Focusing on depression scale through analysis of commercials

  • Lee, YeonWoo;Kim, MinCheol;Kim, Cheeyong
    • Journal of Multimedia Information System
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    • v.4 no.4
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    • pp.301-306
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    • 2017
  • This study is intended to analyze colors felt in TV commercials among video contents, to provide basic resources of color plan that can be applied to production of contents and to help acceptors to change their mood and to lower depression levels. Many studies have revealed the obvious correlation between depression and suicide, so the World Health Organization(WHO) recommends the importance of media by recognizing public that depression is a serious risk factor that leads to suicides and by asserting the necessity of establishing social environment for active treatment. Contents production companies have social and cultural responsibility to convey correct information and to make acceptors have positive emotions. If the result of colors that emotionally healthy people feel through this study is used for production of video contents, it will be helpful to lower the depression scale and to prevent and treat depression by providing visual comfort. In addition, it is expected to be used as an important basic resource for not only production of video contents but also color plan of industrial fields.

A Survey on the Broadcasting Program Production by Video Journalists in Daejeon (비디오저널리스트(VJ)의 방송프로그램 제작 실태조사 - 대전지역을 중심으로 -)

  • Lee, Jong-Tak;Jeong, Jong-Geon
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.171-179
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    • 2009
  • This paper explores the current situation of the broadcasting program production by video journalists (VJs), one of the recent trends of broadcasting production, centering around the programs made in Daejeon. The result of the survey shows that VJ programs are considered to be one of the generalized broadcasting program production systems. Thus, production costs should be γeadjusted to a realistic level in order to secure the good quality VJ programs in the current situation. Local broadcasting stations should depart from the idea that they make a VJ program subcontract to produce programs at low cost. It is time to support good quality VJ programs financially and systematically. The survey also reveals that most video journalists cannot participate in the decision-making process regarding program production. Local broadcastings should cooperate with video journalists, as co-producers, in producing the programs. Besides, VJ programs have some disadvantages such as limitation of high definition image production, poor image quality, instability of images taken, etc Hence, video journalists should also try to make better image quality of their broadcasting programs. Local subcontractors should make efforts to overcome their poor manpower and production environments as well. By economizing their scale of production and updating their production equipment, subcontractors need to constantly develop the contents related to local community which make them more competitive.

Welfare of Video Production Professionals in Accordance with Enforcement of Artist Welfare Act (예술인 복지법 시행에 따른 영상제작 종사자의 복지)

  • Kim, Jong-Guk
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.247-256
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    • 2014
  • "Artist Welfare Act" from the November 18, 2012 is being implemented. However, in the field of traditional culture and art the artists are the subject of a variety of policies by the newly launched Korean Artist Welfare Foundation Artists, but most of video production professionals are not aware of law enforcement and their legal status is ambiguous. This research raised the issue of poor video production workers welfare, and to seek the ways took a look at the key information of "Artist Welfare Act" and social issues. To this end, by in-depth interviews with video workers I analyzed the relationship between the parties, such as comments about the issues. Accordingly, a wide range of video production to reflect the welfare of workers in the "Artist Welfare Act" of the amendment shall be made. Above all, this should be reflected in measures to raise funds for artist welfare.

Music Video Research of Photograph Image (사진적 이미지의 뮤직비디오 연구)

  • Kang, Hong Gue
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.251-256
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    • 2016
  • The music video was produced by the multimedia type of a video clip by adding the image to match it with the release of audio recordings. mass production. Although originally it started as a means of promoting music as mere receive attention as the main content of the music cable broadcast M-TV began mass production. The 21st century has used the technology in various fields, including animated films and live action films, documentaries smart phone era. Among attempts to analyze their work tends to center the photographer and music video director Anton Corbijin and Stephen Sednaoui representing a photographic image of a music video

Enhancing Video Storyboarding with Artificial Intelligence: An Integrated Approach Using ChatGPT and Midjourney within AiSAC

  • Sukchang Lee
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.253-259
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    • 2023
  • The increasing incorporation of AI in video storyboard creation has been observed recently. Traditionally, the production of storyboards requires significant time, cost, and specialized expertise. However, the integration of AI can amplify the efficiency of storyboard creation and enhance storytelling. In Korea, AiSAC stands at the forefront of AI-driven storyboard platforms, boasting the capability to generate realistic images built on open datasets foundations. Yet, a notable limitation is the difficulty in intricately conveying a director's vision within the storyboard. To address this challenge, we proposed the application of image generation features from ChatGPT and Midjourney to AiSAC. Through this research, we aimed to enhance the efficiency of storyboard production and refined the intricacy of expression, thereby facilitating advancements in the video production process.