• Title/Summary/Keyword: Visual culture content

Search Result 123, Processing Time 0.02 seconds

Vizrt Engine-Based Virtual Reality Graphics Algorithm A Study on the Basic Practical Training Method (Vizrt 엔진 기반 가상현실 그래픽 알고리즘과 기초 실습 교육 방식의 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
    • /
    • v.5 no.3
    • /
    • pp.197-202
    • /
    • 2019
  • In the era of the fourth revolution, interest in content production using proven engines in the broadcasting sector, such as Vizrt, is growing. The new visual effects required in the 5G era are critical to content production training. Vizrt has a good production time utility and affordability for broadcast and media content. In this paper, we are going to use this to present a practical case of the theorem and application of the basic training course in the production of virtual content, and to present the basic training direction. In the introduction, the graphic algorithm analyzed and studied the characteristics and environmental factors of the Vizrt engine. In this paper, the production process was studied separately, and the work carried out through engine implementation was presented. The VS Studio Foundation was provided as a practical production case at each stage. The Vizrt engine operator process is important in graphic approach and application, and through the results of the lecture, the method of understanding and implementing algorithms for virtual reality perspective suitable for basic learning was studied. Based on practice, the research method of main theory was to create Vizrt contents specialized in 5G contents work in each sector and to implement graphic production in new areas from contents image. Through this study, we came to the conclusion of the basic training method through virtual reality content work based on Vizrt by practicing content creation according to the subject. It also proposes the effect of creating Vizrt content and the direction of building Vizrt basic training courses.

Madness images shown in editorial fashion photographs in Vogue Italia since 2000 (2000년 이후 보그 이탈리아 에디토리얼 패션 사진에 나타난 광기이미지)

  • Lee, Chaiyoung;Ha, Jisoo
    • The Research Journal of the Costume Culture
    • /
    • v.22 no.3
    • /
    • pp.450-467
    • /
    • 2014
  • Modern society attaches great important to state of the technology, but, unconscious desire and subconscious are also discussed in an important value. In the social background of such madness is acting as an artistic inspirational to the many people. At such a time, fashion photographs also being used medium which speak for people's desire. Editorial fashion photographs with unusual stories or including experimental visual elements unlike fashion advertising have increasing. The subject of this study is the formative characteristics in recognition of madness from ancient times until now and find out new meaning of the unusual and informal form of editorial fashion photographs showed in Vogue Italia since 2000. The analysis data of this study, we used 36 photographs of editorial fashion photographs taken by Steven Meisel, Tim Walker and Miles Aldriege. The final process of analysis made in with agreement of 10 major people. We used photograph's basic visual elements as analysis to avoid arbitrary interpretations. The content of this study is drawing in editorial fashion photographs from the viewpoint of Michael Foucault's Madness theory, Deleuze and Felix Guattari's Madness as the aspects of desire. The madness images in the editorial fashion photographs were showed as Decadence, Blindness, Violence and Grotesque based on the analysis results from above. The formative characteristics of editorial fashion photographs enabled the awareness on the value and importance of madness in modern society. These editorial fashion photographs can be the source of our wider perspectives for changing recognition of madness.

A Study on the Development Direction of Traditional Cultural Contents in the Age of Convergence Media (융합미디어 시대에서 전통문화 콘텐츠의 발전방향 연구)

  • Shan, Xinyi;Chung, Jeanhun
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.22 no.3
    • /
    • pp.99-104
    • /
    • 2022
  • In the age of convergent media, traditional media and network media are highly integrated, and benefits are shared, which promotes the increase of traditional culture communication channels, the change of communication methods, and the change of the mode of interaction with audiences. This article analyzes the difficulties of traditional culture dissemination by enumerating some excellent cultural programs in China. At the same time, combined with the current situation of convergence media, it discusses how to transform invisible traditional culture into visual digital content, and make it widely disseminated by means of convergence media. It provides reference for the development of traditional culture, and has enlightening significance for creating high-quality cultural programs and spreading mainstream culture.

A Study on the Characteristics of Revelatory Landscape Projects (현시(顯示)적 조경작품의 특성 연구)

  • Kim, Chung-Ho
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.35 no.2 s.121
    • /
    • pp.37-48
    • /
    • 2007
  • An exhibit entitled 'Revelatory Landscapes' was held at the San Francisco Museum of Modem Art from May 5 to October 14, 2001. For this Museum's rot off-site outdoor exhibition, five outstanding design teams-Kathryn Gustafson, Hargreaves Associates, Hood Design, Tom Leader Studio, and ADOBE LA-created site-specific installations in Berkeley, Oakland, San Jose, and the San Francisco Bay Area. Each project showcased a hybridization of environmental art and landscape design. The main content revealed through revelatory landscapes were the natural, cultural, and historical palimpsest of the sites-particularly as related to the history of minorities such as Native American, African Americans and Latin Americans-as well as the every day life of ordinary people. To represent these ideas, a juxtaposition of the past and the present was broadly applied. Furthermore, the use of dramatic colors, textures, and forms in consideration of materials coupled with the revelation of natural elements such as wind and sunlight accelerated the effect of this juxtaposition. Every project of the Revelatory Landscapes exhibit requires a phenomenological experience to be appreciated. Via the five senses, these experiences cause a synesthetic experience beyond solely the visual. By examining the projects of 'Revelatory landscapes', the threshold for a new blending between environmental art and landscape design as well as new landscape design strategies that overcome the dichotomy between nature and culture will change and evolve.

Typology of mobile marketing and fashion application usage motives (모바일 마케팅의 유형화와 패션 어플리케이션 이용 동기)

  • Shin, Hyunju;Lee, Kyu-Hye
    • The Research Journal of the Costume Culture
    • /
    • v.24 no.4
    • /
    • pp.483-497
    • /
    • 2016
  • The importance of marketing on mobile platforms as well as mobile commerce is increasing dramatically in fashion industry. The purpose of this study was to categorize mobile fashion marketing strategies and to examine application usage motivations that influence brand attitude, purchase decisions, and post-purchase evaluation. Qualitative research methods, in particular focus-groups and in-depth interviews, were conducted to examine the typology of mobile marketing and fashion application usage motivations. Then, a modified survey was used to quantitatively examine what content consumers expect from fashion applications. Results of the qualitative study indicated that consumers perceive sensory (visual, tactile, auditory), relationship, information and practical marketing strategies through motives. Survey result from 229 consumers revealed four fashion application usage motives: sensory, relationship, information and practical. Based on these motives consumers were segmented into three groups: the experience/relationship-conscious, the product information-conscious, and the lifestyle information-conscious. The product information-conscious group showed higher level of monthly income and clothing expenses but lower level of mobile device usages. Lifestyle information-conscious group and experience/relationship-conscious group had higher level of attitude, and post-purchase evaluation. It was experience-relationship conscious consumers who spent more time in mobile use. This study shows a better understanding of mobile marketing environment of fashion applications.

Study of Shirt Design Utilizing Hangeul Typography (한글 타이포그래피를 활용한 셔츠 디자인에 관한 연구)

  • Kim, Mi-Hyun
    • The Research Journal of the Costume Culture
    • /
    • v.19 no.4
    • /
    • pp.697-711
    • /
    • 2011
  • As the superiority of Hangeul becomes known globally, design products utilizing a Hangeul motif are gaining attention in international markets. Accordingly, the interest in Hangeul typography is also increasing. Visual and formative designers are actively developing typographies, as typographies have limitless development potential as a type of formative expression for communication. Accordingly, this study will encompass the spirit, value and beauty of Hangeul in fashion design. The purpose of study is to demonstrate how to express the greatest amount of the beauty of the Korean language for the general public and how to utilize such expressions in various areas. The detailed content of this study is as following. First, the functionality and expression characteristics of typography will be understood by exploring the concept of typography and reviewing the design cases utilizing typography. Second, cases that utilized Hangeul typography will be reviewed and their types and issues will be identified. Third, the design direction will be set based on above exploration. Finally, four design works utilizing Hangeul typography will be suggested as the study result. Accordingly, this study applied Hangeul typography on the shirt design and attempted to contribute to the practical use of Hangeul in everyday living through design products.

Visualization pursuant to Developing 37 Honoured Ones within The Diamond World Mandala (금강계만다라 37존의 전개에 따른 시각화)

  • Kim, Kyungdeok;Kim, Youngduk
    • Journal of Korea Multimedia Society
    • /
    • v.18 no.10
    • /
    • pp.1241-1250
    • /
    • 2015
  • In this paper, we describe visualization pursuant of developing 37 Honored Ones within the Diamond World Mandala. “The 37 Honored Ones” are a collective term for 5 Buddhas and 32 Bodhisattvas that were built on the basis of Vajrasekhara Sutra. Also, as core values of Buddhism, they represent ideas of Esoteric Buddhism systematically and symbolically. “The 37 Honored Ones” are completed by the development of 4 Buddhas from Vairocana and their interaction with 16 Great Bodhisattvas and 16 Offering Bodhisattvas that were also developed from Vairocana. So, in this paper, we analyze and visualize the development of “37 Honored Ones.” This line of research is significant because it aims to convert narrative structure of the conventional Buddhism scriptures into various types of digital contents. Also, applications of the implemented visual digital contents can be as follows; educational service for Buddhist doctrines, development of the various Buddhist cultural contents, etc.

Web TV in Network TV: Digitextuality and Hybridization of Media Labor in My Little Television

  • Jung, Sookeung
    • Journal of Contemporary Eastern Asia
    • /
    • v.16 no.2
    • /
    • pp.59-81
    • /
    • 2017
  • The emergence of the new audiences floating across multimedia platforms and engaging in TV production and distribution have forced producers and broadcasters to think of not only the fragmented distribution of their content but also the development of a new format beyond the frame of traditional TV production. A Korean entertainment TV show My Little Television combining the form of live webcasting and traditional TV show reflects such a trend. Because of the distinct format, My Little Television carries out a unique strategy in managing the two screens - Internet and TV. The dualistic production requires all players to understand not only online subculture and communication styles and methods, but also implicit and explicit rules of traditional TV production. Through text and visual image analysis on the show, this study discusses how MLT negotiates with the original Internet text, the producers' paratext, and the supertext of the national TV network in the context of the transitory screen culture.

Case Analysis of the performance contents using virtual reality technology (가상현실 기술을 활용한 공연콘텐츠의 사례분석연구)

  • YOO, YOUNGJAE
    • Journal of the Korea Convergence Society
    • /
    • v.8 no.5
    • /
    • pp.145-153
    • /
    • 2017
  • As success stories of using virtual reality (VR) have become more prevalent, interest in performance-related technology has rapidly increased around the world. Performances such as, Cirque du Soleil had much success in using video technology, these VR applications have enabled experiences using digital image technology. However, critics have claimed that the completeness and diversity of visual content is reduced, due to insufficient storylines, spatial composition, and partial use of the entire visual field. Therefore, the design of a performance using digital image technology should consider the characteristics of the production stage to be different from real world performances. In this study, the visual space of the stage, the method of creating space for the stage, and the movement of the performer and utilization of the performance was analyzed. Through this, It transferred the limitation of the traditional stage into the space and time of the image and opened the possibilities of the tran­-media.

A Study on the Digital Holographic Image Acquisition Method using Chroma Key Composition (크로마키 합성을 이용한 디지털 홀로그래피 이미지 획득 방법 연구)

  • Kim, Ho-sik;Kwon, Soon-chul;Lee, Seung-hyun
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.3
    • /
    • pp.313-321
    • /
    • 2022
  • As 5G is getting developed, people are getting interested in immersive content. Some predicts that immersive content may be implemented in real life such as holograms, which were only possible in movies. Holograms, which has been studied for a long time since Dennis Gabor published the basic theory in 1948, are constantly developing in a new direction with digital technology. It is developing from a traditional optical hologram, which is produced by recording the interference pattern of light to a computer generated hologram (CGH) and a digital hologram printer. In order to produce a hologram using a digital hologram printer, holographic element (Hogel) image must first be created using multi-view images. There are a method of directly photographing an actual image and a method of modeling an object using 3D graphic production tool and rendering the motion of a virtual camera to acquire a series of multi-view images. In this paper, we propose a new method of getting image, which is one of the visual effect, VFX, producing multi-view images using chroma key composition. We shoot on the green screen of actual object, suggest the overall workflow of composition with 3D computer graphic(CG) and explain the role of each step. We expected that it will be helpful in researching a new method of image acquisition in the future if all or part of the proposed workflow to be applied.