• Title/Summary/Keyword: 가상적 경험의 이미지

Search Result 41, Processing Time 0.021 seconds

Analysis of New Media Fashion Image Types in Fashion Films (패션필름에 나타난 뉴미디어 패션 이미지 유형분석)

  • Kim, Sejin;Ha, Jisoo
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.41 no.6
    • /
    • pp.1085-1097
    • /
    • 2017
  • In the era of new media, images hold an important position as episteme to express and convey ideas. Fashion films provide dynamic and unique fashion images, differentiated from prior fashion media as a representational tool for showing a realistic fashion image only; consequently, their production and spread are increasing rapidly as a new fashion media. This study identifies the meaning and type of fashion images in fashion films based on the concept of Deleuze's image that help discover distinctive characteristics of fashion films as a new fashion media of an expressive tool. Literature research was conducted on new media, concepts and types of images by Deleuze to analyze types of new media images. According to research, fashion image in fashion film is defined as a fashion event; consequently, three types of new media images are derived. As the result of the empirical study, fashion images in fashion films are classified by images of realistic movement, variable time, and virtual experience. The results of the consideration show that fashion films expressed fashion through temporality and narrative, senses, and diegesis. Fashion images of new media in fashion films portray fashion as a process that transcends reality and imagination.

A Study on Realization of In-game Animation (인 게임 애니메이션의 실재화에 관한 연구)

  • Lee, Seon-Young
    • Cartoon and Animation Studies
    • /
    • s.42
    • /
    • pp.177-194
    • /
    • 2016
  • This study investigated an evolutionary process of In-game Animation and researched on the action of realization establishing virtual reality. In-game Animation, functioning as contents to visualize games, is responsible for conveying information to achieve goals of games. In-game Animation which is affected by graphic technology was initiated with setting up indicators by dot and line. Followed by the development of technology, In-game Animation has pursued realization, after passing through processes of iconography, materialization, and dimensionalization. The realization of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is very important to provide the experience of immersion, as it forms a sense of presence through such visual tactility. The process to create meaning of reality provides gamers with experiences, and leads them to expand senses through visual perception and finally absorb the virtuality as reality. Therefore, the image of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is not limited to blindly portray a realistic image. In addition, the process of realization pursued by In-game Animation is an action to immerse in the game rather than a mere product of technological development.

Experience Expansion of Interface through Meta-Thinking in Digital Media -Focused on Augmented Things and Media Art Cases- (디지털 미디어에서 메타적 사고를 통한 인터페이스의 경험 확장 -증강된 사물, 미디어 아트 사례를 중심으로-)

  • Seo, Hyun-Seok;Song, Sang-Min;Han, Ki-Eun
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.1009-1014
    • /
    • 2009
  • Meta-thinking is a kind of thinking beyond certain scope or border, which sees objects as an expanded definition exceeding its essence. It can be experienced when people come into contact with new things. As for digital media, experience acquired from computer screen makes users' thinking be changed continuously and help their thinking to be expanded. Today, studies on development of digital technology regarding virtual reality (VR) and experience obtained from digital media become a topic of conversation, however, this experience depends on the sense of sight through screen. Actually, transparent experiences in digital media are not the same with those in real world, therefore, this study investigated experience expansion through interaction with real things which are much closer to daily lives than virtual experiences. It can be found in media art which induces positive participation of audiences and shows them a new meaning through delight and amusement experienced in the process of interaction. Visual expression in digital media should be more than spectacular which is only full of excessive images. In addition, interface should not be remained as an expression from technological attempts, instead, it is necessary to find humans aspiration with meta-thinking which accepts things expansively and visualize their experiences.

  • PDF

IFX : FEM/CFD visualization system for Desktop-Immersive environment collaborative work (IFX : 데스크탑 - 몰입 환경 간 협업을 위한 FEM/CFD 가시화 시스템)

  • Yun, Hyun-Joo;Wundrak, Stefan;Jo, Hyun-Jei
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02a
    • /
    • pp.661-666
    • /
    • 2007
  • 최근들어 제품을 개발하는 과정 중, 디자이너와 개발자, 의사 결정권자들이 FEM, CFD 시뮬레이션 결과를 리뷰할 때에 가상현실기술을 도입하는 사례가 늘고 있다. 몰입감을 높여주는 가상현실환경은 모델에 대한 해석 결과물을 정확하고 효과적으로 분석할 수 있도록 돕는다. 데이터의 실제 크기와 같게 혹은 그보다 더 크고 자세한 이미지를 제공하는 가상현실 몰입환경은 사용자가 데스크탑 환경만을 사용할 때 경험할 수 없는 높은 사실감을 제공함으로써 사용자에게 시각적인 만족감을 줄 수 있다. 하지만 데스크탑 환경에 비해 해상도가 낮고, 어두운 곳에서 스테레오 안경이나 HMD(Head Mounted Display), Data glove등을 착용해야 하는 불편함과 멀미, 시각적인 피로, 방향감각 상실로 대표되는 가상멀미 등으로 인해 장시간 사용에 어려움이 있다. 데스트탑 환경에서의 데이터 리뷰는 고해상도 이미지 분석은 가능하지만, 입체감이 떨어지기 때문에 리뷰 데이터의 실제감이 떨어진다. 이와 같은 문제점들을 보완하기 위해서 본 논문에서는 데스크탑 환경과 가상현실 환경 간의 협업이 가능한 FEM/CFD 가시화 시스템을 제시한다. 본 시스템은 가상현실 몰입환경에서 해석 데이터를 단순히 가시화하는 것뿐만이 아니라, 데스크탑 시스템과 동일한 3D 인터페이스 구조를 제공한다. 따라서, 해석 결과 분석을 위한 동일한 post-processing 작업이 네트워크로 연결된 원격 공간의 사용자들이 사용하는 시스템들 사이에서 실시간으로 진행될 수 있다.

  • PDF

Photorealism Effect of 3D Technical Realization - With an Emphasis on Image Reproduction of (3D 기술구현에서의 포토리얼리즘 효과 - 겨울왕국의 이미지 재현성을 중심으로)

  • Park, Kyung Mi;Yang, Jong Hoon
    • Cartoon and Animation Studies
    • /
    • s.36
    • /
    • pp.259-280
    • /
    • 2014
  • Animation is showing the highest record in entertainment around the world and writing the history of 3D animation again. The image contents effect thanks to the proper introduction of the state-of-art digital technology, which is one of the causes of the outstanding entertainment and the factual reproduction of the images, provided an opportunity to transmit the meaning of image aesthetics, which is a virtual reality and image reproduction through the reality realization of photo medium, and to reinterpret the boundary of virtual reality. Especially, the development of digital contents technology due to scientific technologies demolishes the boundary of virtual reality and reality and creates the effect of making viewers be absorbed by realizing the virtual reality by means of 3D reality images which highlight the special characteristic of photos. The aspect of the contents technology and image aesthetics which can be interpreted in a view point beyond the existing concept of reality is found in the aura theory of Benjamin and in the Simulacres of Baudrillard. The 3D image by photo-reality herein presents various suggestions in the aspect of real existence of spatial expression, the meaning creation process of reality, the existence value of virtual images.

A Study on The Desire of Subject and Digital Image (주체의 욕망과 디지털 영상에 관한 연구)

  • Choi, Won-Ho
    • Journal of Korea Multimedia Society
    • /
    • v.16 no.12
    • /
    • pp.1475-1481
    • /
    • 2013
  • A subject always follows desire caused by primal lack which exceeds its desire on survival. At this time, the immediacy provided by vision and the excellence of information become important means in mediating the object of the desire. The subject who is attracted to the vision and image toward desire cannot get out of the trap of the image. When the film raised unconsciousness to pleasure while reproducing the desire of 'mirror image', the digital image presents a virtual experience on the desire of subject by dominating audience with its perfect image regardless of the existence of the object. This study attempted to prove that unconsciousness of subject has close relation with digital image, which takes other's desire as its own by wrongly identifying other's desire as its own desire and captivates subject by the experience of desiring. According to the result of study, digital image escalates the imaginary desire of subject through the virtuality of image close to reality and captivates subject by giving pleasure to the unconsciousness of subject as a path in going along with the desire of other.

A study on the Image Augmented Reality Card using Augmented Reality (증강현실을 이용한 이미지기반 AR카드 활용방안 연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.12 no.8
    • /
    • pp.467-474
    • /
    • 2014
  • Augmented reality in the smart environments is the interaction between the user and the media through the expansion of a variety of experiences is provided. How to use the location information, how to use markers, utilizing real-time marker-less interaction with the real world and the virtual world, such as the mapping method intermediary situated in real-time. Expansion of the elements of experience, and augmented reality as a tool of information being utilized. Educational Edutainment AR card to take advantage in terms of content was a real-time marker-less approach to create an image map image map was constructed urbanization. Stereoscopic 3D environment, taking advantage of the object produced by combining augmented reality and way of interaction, educational content. Help in terms of active and passive involvement pra realistic interest leads to a way of giving tangible.

Embodiment in Digital Animation in Relation to Media Aesthetics (디지털 애니메이션 체현에 관한 매체미학적 고찰)

  • Cheon, Hea-Hyun
    • Cartoon and Animation Studies
    • /
    • s.41
    • /
    • pp.533-552
    • /
    • 2015
  • The environment of images in VR-based animation is constructed to generate and promote interactivity between the images and the viewer without any physical space like a screen, or a monitor. In this process, the images and the viewer are combined as a complex through the media technology, that is, an interface. And it is far more in the case of the animation consisted of the bio-feedback interface closely connecting with the body of viewer. As a result, the viewer experiences a permeable interaction between ego and images world, namely virtual reality. That is different from the way of seeing and interpreting the images from a distance. So it needs to analyse the perception of viewer in the world of virtual images. This paper examines the complex phenomena of both the VR-based animation and the viewer mediated by the interface in light of Media Aesthetics. Media Aesthetics is effective in analysing the phenomena of VR-based animation, for it is concerned with the perception of viewer mediated by the media technology. The perception in VR-based animation is a full-body immersion, or embodied immersion, and it is different from the contemplative immersion in that it is remediated continuously by the technological apparatus. The viewer as an immersant, especially with a bio-feedback interface, can immediately touch and control the images in VR-based animation. Such an immersion, therefore, is new every single moment. And the world of VR-based animation is ultimately constructed through the viewer's full-body, or embodied immersion crossing between the virtual and the real. So the animation is not interpreted, but embodied. And the meaning of it is constructed and reconstructed by the viewer's embodied immersion as an immersant. Here, a new frame of animation more oriented to the viewer's participation as an full-body immersant can be created.

Implement and Design of Viewer System based on the Panoramic Virtual Reality (파노라마 가상현실을 기반으로 하는 뷰어 시스템 설계와 구현)

  • Kim, Chang-Ki;Hong, Sung-Soo
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2013.05a
    • /
    • pp.983-986
    • /
    • 2013
  • 최근 남녀노소를 불문하고 컴퓨터를 활용한 일상생활의 편리함은 누구나 알고 있는 사실이며, 현대인의 바쁜 일상은 보다 나은 효율적인 생활을 추구하고 있다. 또한, 특정 장소에 가보지 않고 그곳을 컴퓨터를 통해 간단한 조작으로 가상의 공간을 탐색하여 비용과 시간을 절약 할 수 있는 장점이 있다. 따라서 본 논문에서는 파노라마 가상현실(panoramic virtual reality)을 이용해 보다 편리한 가상 세계의 탐색의 경험을 도운다. 가상현실을 구성하는 장면을 구성하는 이미지의 스티칭, 편집 그리고 가상머신의 이용법, 핫스팟을 통한 장소와 장소간의 상호작용에 대해서 소개한다.

An Investigation into Three Dimensional Mutable 'Living' Textile Materials and Environments(1) (3D 가상 이미지의 텍스타일 소재로의 적용을 통한 삼차원 변형가능한 'Living Textile'과 환경변화에 관한 연구(1))

  • Kim, Ki-Hoon;Suh, Ji-Sung
    • The Research Journal of the Costume Culture
    • /
    • v.18 no.6
    • /
    • pp.1305-1317
    • /
    • 2010
  • This research aim concerns questioning how we can generate environments suggestive of nature fused with built environments through textiles. Through literature reviews and experiments with available the 3D imaging techniques of Holography, Lenticular and other new technologies, We have researched towards finding the most effective method for 3D imaging techniques for textile applications. This objective is to produce intriguing textile patterns and images in which the objects and colours change as viewpoints change. Experimental work was carried out in collaboration with professional textile researchers, scientists, artists and designers conducting research in this field.