• Title/Summary/Keyword: video composition

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A Study on Correcting Virtual Camera Tracking Data for Digital Compositing (디지털영상 합성을 위한 가상카메라의 트래킹 데이터 보정에 관한 연구)

  • Lee, Junsang;Lee, Imgeun
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.11
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    • pp.39-46
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    • 2012
  • The development of the computer widens the expressive ways for the nature objects and the scenes. The cutting edge computer graphics technologies effectively create any images we can imagine. Although the computer graphics plays an important role in filming and video production, the status of the domestic contents production industry is not favorable for producing and research all at the same time. In digital composition, the match moving stage, which composites the captured real sequence with computer graphics image, goes through many complicating processes. The camera tracking process is the most important issue in this stage. This comprises the estimation of the 3D trajectory and the optical parameter of the real camera. Because the estimating process is based only on the captured sequence, there are many errors which make the process more difficult. In this paper we propose the method for correcting the tracking data. The proposed method can alleviate the unwanted camera shaking and object bouncing effect in the composited scene.

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

  • YOO, YOUNGJAE
    • Journal of the Korea Convergence Society
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    • v.8 no.5
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    • pp.145-153
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    • 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.

The Comparative evaluation of cultural contents preference for active seniors' enjoyment (액티브시니어의 문화향유 콘텐츠 선호도 비교평가)

  • Kim, Woo-Seop;Shin, Young-Seok;Shin, I-Su;Kim, Kyu-Ho;Jung, Duk-Young
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.12 no.1
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    • pp.20-28
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    • 2018
  • In this research, for the smooth cultural life of seniors, we recruit 92 smart seniors (male: 22, female: 70) and survey their preferred content sub-genre. The survey is mainly based on the two devices (PC, Smartphone) to be used. As a result of the study, there was a little difference in preference on the web pages between both devices, the video contents showed the similar preference, regardless of the device. Also, sub-genres surveyed show higher correlations with similar sub-genres in other content genres. So, If the result of this study is reflected in the development of cultural contents and the composition of content pages, it will be helpful for senior to enjoy the improved cultural life by lowering entry barriers accessing digital media contents.

A Study on the 3-D Stereoscopic Video Techniques Using Motion Typography (모션 타이포그래피를 이용한 3차원 입체영상 제작방법에 관한 연구)

  • Lee, Jun-Sang;Park, Sung-Dae;Kim, Chee-Yong;Han, Soo-Whan
    • Journal of Korea Multimedia Society
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    • v.14 no.8
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    • pp.1070-1081
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    • 2011
  • Among visual communications methods through new media, the typography becomes a key role in information transfer areas with the development of motion graphics. Recently, the researches on stereoscopic image productions have been carried out actively to increase the reality of created images, and the various new approaches for the production of stereoscopic images have been investigated. However, it is obvious that the researches using motion typography have not been studied sufficiently. Thus in this study, the stereoscopic images for moving typography are suggested and produced by using three experimental studies -- the experiments using text movement, camera movement, and finally, editing and composition. In the experiments, from the stereoscopic motion typography produced by our proposed methods, the various visual effects have been obtained, and the visual communication with high reality has been achieved.

Analysis on the Argumentation in Exploring the Pick's Formula Using the Geoboard of Graphing Calculator in Math-Gifted 5 Grade Class (초등영재학급을 대상으로 그래핑 계산기의 지오보드를 활용한 Pick 공식의 탐구 과정에서 나타난 논증활동의 분석)

  • Kim, Jin Hwan;Kang, Young Ran
    • School Mathematics
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    • v.18 no.1
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    • pp.85-103
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    • 2016
  • This study was to find characteristics of argumentation derived from a discourse in a math-gifted 5 grade class, which was held for finding a Pick's formula using Geoboard function of TI-73 calculator. For the analysis, a video record of the class, transcript of its voice record, and activity paper were used as data and Toulmin's argument schemes were applied as analysis standard. As a result of the study, we found that the graphing calculator helped the students to create an experimental environment that graphing a grid-polygon and figuring out its area. Furthermore, it also provided a basic demonstration through 'data->claim' composition and reasoning activities which consisted of guarantee, warrant, backing, qualifier and refutal for justifying. The basic argumentation during the process of deriving the Pick's theorem by the numbers of boundary points and inner points was developed into a 'collective argumentation' while a teacher took a role of a conductor of the argumentation and an authorizer on the knowledge at the same time.

A Study on the Individual Recognition with Skull Image Composition (두개골 영상합성에 의한 개인감정시스템 연구-II)

  • 송현교;이양원;강민구
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.2 no.1
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    • pp.3-10
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    • 1998
  • In this paper, a new superimposition scheme using a computer vision system was proposed with 7 pairs of skull and ante-mortem photographs, which were already identified through other tests and DNA fingerprints at the Korea National Institute of Scientific Investigation. At this computer vision system, an unidentified skull was caught by video-camcoder with the MPEG and a ante-mortem photograph was scanned by scanner. These two images were processed and superimposed using pixel processing. Recognition of the individual identification by anatomical references was performed on the two superimposed images. This image processing techniques for the superimposition of skull and ante-morterm photographs simplify used the previous approach taking skull photographs and developing it to the same size as the ante-mortem Photographs. This system using various image Processing techniques on computer screen, a more precise and time-saving superimposition technique could be able to be applied in the area of computer individual identification.

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Development of Augmented Reality Tool for Architectural Design (건축설계 검증을 위한 증강현실 설계지원도구 개발)

  • Ryu, Jae-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.1
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    • pp.49-62
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    • 2015
  • In this study we have proposed the prototype of design support device for architectural design assessment using the building information modeling(BIM) data and the augmented reality(AR) technology. The proposed system consists of novel hardware composition with the transparent display, the mock-up model and the digital architectural model in the new shape of frame. The removal of background and the correction of viewer point in the capture video are proposed in order to use the transparent display in AR application. The BIM data formats are reviewed to be converted for using in AR application. Also the proposed system can be expanded to multi-user collaboration system from two user system through the suggested hardware and software compositions. The results of this study will be applied to use the mock-up model and digital architectural model in order to carry out the design assessment process efficiently and economically in the architectural design field.

The characteristics of critical realism in Alexander McQueen's fashion collection (알렉산더 맥퀸 패션 컬렉션에 나타난 비판적 리얼리즘 특성)

  • Lee, Youmin;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.29 no.2
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    • pp.153-166
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    • 2021
  • In this study, the artistic background and formative nature of representative 19th century realist artists Gustave Courbet and Honoré Daumier were analyzed and applied in a fashion context. By displaying representational desires (necessary adhesions of man and society) in their work, they became characteristic matrixes of critical realism and to perceive critical realism. The purpose of the study was to apply the characteristics of critical realism to the contemporary fashion collections of Alexander McQueen. Research was conducted to analyze the characteristics that appear in the field of fashion and to review methods of expression and internal aesthetics displayed through various aspects of fashion design. Characteristics of critical realism were analyzed by researching the formativeness and periodical background of the paintings of Courbet and Daumier. Based on these characteristics, analysis was conducted to identify critical realism in the fashion collections of Alexander McQueen. Data and scope included fashion information sites, internet photo data, and video material. Critical realist characteristics were categorized into five types as follows: 'The proper borrowing of extremely realistic subjects signifies', 'satirical reconstruction and narrative composition', 'antipathetic distortions and abject representations', 'critical reproductions based on technology', and 'the maximization of ambivalent sexuality'. It was concluded that the characteristics of critical realism (recognized by the common formation of Courbet and Daumier) also appeared in Alexander McQueen's fashion collection but were inherited in a form that transcended pictorial expression due to the overall difference in use of visual arts.

Analysis on the Current Virtual Workplace Design Trends, and a Proposal for the Design Directions of the Future Virtual Workplace - Based on 12 Current Virtual Workplace Platforms - (가상 업무 공간의 디자인 현황 분석 및 향후 디자인 방법에 관한 제언 - 12개의 현행 사례의 비교분석을 중심으로 -)

  • Cho, Kyung hyun;Eum, Yu jeung;Choi, Hyeok jin;Lee, Seung Hyun;Cha, Seung Hyun
    • Journal of KIBIM
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    • v.12 no.4
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    • pp.80-92
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    • 2022
  • Recently, remote work has arisen due to the social atmosphere and advancement of digital technology. Although effective in premeditated communications such as conferences or meetings, the current technology such as messengers and video chats insufficiently supports impromptu communications like a chance encounter, daily conversation with colleagues, or brief instant meetings. This causes various problems such as a decrease in social belonging and an increase in social isolation. The virtual workplace, which emerged as an alternative to this technology, is merely replicating the workplace layouts in reality with an absence of the proper design guideline. Therefore, this paper aims to establish the foundation for the better design of the virtual workplace for remote-work employees. The research compared 12 current workplace cases with the analysis with 5 categories(Spatial Composition, Scale, Individual & Collaboration Workplace, Socializing Space), and discovered the following results: 1) some design principles of the real workplace can be applied on the virtual workplace design, 2) the architectural components of the virtual workplace can differ from them of the real. Based on the results, the research suggests both the appropriate design methodologies of the virtual workplace considering the design principles of the real office layouts, and the design direction for the future of the virtual workplace. This research will be the foundation for the future design of the virtual workplace.

A Study on Shortform Content Storytelling in YouTube Channel Entertainment Program : Focusing on the Comparative Analysis of Storytelling with TV Entertainment Programs (유튜브 채널 예능 프로그램에 나타난 숏폼 콘텐츠 스토리텔링 연구: TV 예능프로그램과의 스토리텔링 비교 분석을 중심으로)

  • Jiran Zhou
    • Journal of Industrial Convergence
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    • v.21 no.8
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    • pp.13-21
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    • 2023
  • The purpose of this study was to compare storytelling with TV entertainment programs to find out which elements of web entertainment affected the shift of viewers' interest, and to identify the characteristics of web entertainment storytelling. To this end, each of the web and TV entertainment programs were selected for storytelling analysis, and storytelling analyzed the contents of each item by dividing them into images, backgrounds, stories, and characters. As a result of the analysis, unlike TV programs, web entertainment storytelling allows viewers to immerse themselves in content through a composition that runs directly from the beginning to the crisis, and is characterized by a clear formation in a short video through a clear ending narrative. These research results hope that short-form web entertainment programs produced in the future will be able to identify strategies for viewers' immersion and storytelling strategies.