• Title/Summary/Keyword: 가상현실 다큐멘터리

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A Study about the Storytelling of Documentary on Virtual Reality Platform (가상현실 플랫폼에서의 다큐멘터리 스토리텔링에 관한 연구)

  • Lee, Young-Soo
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.523-531
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    • 2017
  • This paper tried to study how the narrative to allow the audience to emotionally immerse in documentary using virtual reality platform has shown. For this purpose, it defined the VR documentary as contents what make creative approach and rebuild reality using VR media platform, and analyzed it by comparison with narrative of existing documentary. First, the contents like succeeding journey documentary use mainly virtual realty as experience of accessibility. However the contents that have purpose to experience other people's reality show from self-narrative of first person documentary to interactive storytelling of web interactive documentary. The case of interactive VR documentary is taking a step forward from web documentary and shows easy way to reach internal purpose of documentary as making experience with virtual self. The VR documentary has a lot of possibility as virtual space experience to give accessibility and virtual self.

A Real-time Virtual Screen System (실시간 가상스크린 시스템)

  • 박성춘;남승진;오주현
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2001.11b
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    • pp.51-56
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    • 2001
  • 최근에 TV 방송에서 가상스튜디오나 가상캐릭터와 같은 가상현실(VR:Vinual Reality) 기술이 자주 사용되고 있으며, 증강현실(Ah: Augmented Reality) 기술에 대한 관심도 높아지고 있다. 본 논문에서는 증강현실 기술을 방송에 응용한 가상스크린 시스템에 대해 소개한다. 가상스크린 시스템은 움직이는 색상패턴 패널을 추적하여 실시간으로 그 위에 동영상을 합성하는 증강 영상 시스템이다. KBS 기술연구소에서는 가상스크린 시스템을 개발하고 'K-비전'이라 이름지었다. 이 시스템은 사용자가 들고 움직이는 패널에 동영상이나 그래픽 영상 등을 보여줄 수 있는데, 보여지는 모든 영상은 카메라의 움직임과 패널의 움직임에 따라 정확하게 입혀진다. 패널 추적을 위하여 블럽분석(blob analysis)이나 특징추적(feature tracking)과 같은 영상처리 기술을 이용한다. K-비전은 모든 타입의 카메라와 사용 가능하며, 특별한 부가장치가 필요하지 않다. 센서를 부착하지 않아도 되고, 캘리브레이션(calibration) 과정 또한 필요하지 않다. K-비전은 선거개표방송, 다큐멘터리, 오락 프로그램 등 생방송 프로그램에서 활용한다.

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Testimony of the Real World, Documentary-Animation (현실세계의 증언, 다큐멘터리-애니메이션 분석)

  • Oh, Jin-Hee
    • Cartoon and Animation Studies
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    • s.45
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    • pp.27-50
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    • 2016
  • The present study argues that documentary-animation films, which are based on actual human voices, on the level of representation, constitute a new expansion for the medium of animation films, which serve as testimonies to the real world. Animation films are produced using very diverse techniques so that they are complex to the degree of being indefinable, and documentary films, though based on objective representation, increase in complexity in that there exist various types of artificial interventions such as direction and digital image processing. Having emerged as a hybrid genre of the two media, documentary-animation films draw into themselves actual events and elements so that they conceptually share reality-based narratives and are visually characterized by the trappings of animation films. Generally classified as 'animated documentaries', this genre triggered discussions following the release of , a work that is mistaken as having used rotoscoping transforming live action in terms of the technique. When analyzed in detail, however, this work is presented as an ambiguous medium where the characteristics of animation films, which are virtual simulacra without reality, and of documentaries, which are based on the objective indexicality of the referents, coexist because of its mixed use of typical animation techniques, 3D programs, and live-action images. Discussed in the present study, , , and share the characteristics of the medium of documentaries in that the narratives develop as testimonies of historical figures but, at the same time, are connected to animation films because of their production techniques and direction characteristics. Consequently, this medium must be discussed as a new expansion rather than being included in the existing classification system, and such a presupposition is an indispensable process for directly facing the reality of the works and for developing discussions. Through works that directly use the interviewees' voices yet do not transcend the characteristics of animation films, the present study seeks to define documentary-animation films and to discuss the possibility of the medium, which has expanded as a testimony to the real world.

A Real-time Augmented Video System using Chroma-Pattern Tracking (색상패턴 추적을 이용한 실시간 증강영상 시스템)

  • 박성춘;남승진;오주현;박창섭
    • Journal of Broadcast Engineering
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    • v.7 no.1
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    • pp.2-9
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    • 2002
  • Recently. VR( Virtual Reality) applications such as virtual studio and virtual character are wifely used In TV programs. and AR( Augmented Reality) applications are also belong taken an interest increasingly. This paper introduces a virtual screen system. which Is a new AR application for broadcasting. The virtual screen system is a real-time video augmentation system by tracking a chroma-patterned moving panel. We haute recently developed a virtual screen system.'K-vision'. Our system enables the user to hold and morse a simple panel on which live video, pictures of 3D graphics images can appear. All the Images seen on the panel change In the correct perspective, according to movements of the camera and the user holding the panel, in real-time. For the purpose of tracking janet. we use some computer vision techniques such as blob analysis and feature tracking. K-vision can work well with any type of camera. requiring no special add-ons. And no need for sensor attachments to the panel. no calibration procedures required. We are using K-vision in some TV programs such as election. documentary and entertainment.

A Study on the Realism of Graphic Novel : Focused on Pascal Croci's (리얼리즘적 그래픽 노블: 파스칼 크로시의 『세슘137』)

  • Park, Yoo Shin
    • Cartoon and Animation Studies
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    • s.32
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    • pp.121-140
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    • 2013
  • This study takes a look at diverse artistic strategies is taking as a graphic novel of participation. Pascal Croci has used and combined the forms to convey the message he want as a writer of an inclusive graphic novel, image-text. It is linked with an intrinsic to the graphic novel as well as tradition of realism in a wide variety of genres. This study takes a brief look at the realism art in each genre and confirms in relation to the artistic characteristics of intrinsic to the graphic novel is taking as a graphic novel of participation. is consists of the process of covering a case and the form of a broadcasting report and a fictional format emphasizes the objectivity in contents to highlight the journalistic characteristics of the general narrative. uses various artistic languages of realism. The audience feels a realistic case through the experience and writer's message is convey effectively. shows the generic openness of the graphic novel.

A Study on the Cyber motion sickness of VR Content -Focused on Content Environment- (VR 콘텐츠 사이버 멀미에 관한 연구 -콘텐츠 환경을 중심으로-)

  • Koo, Ja-yoon;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.135-140
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    • 2019
  • This study is aimed at analyzing cyber motion sickness factors focus on virtual environment-based VR and real-world VR. First literature study of cyber motion sickness, 3D animations and documentaries were conducted. As a measurement tool for the degree of motion sickness, the symptom values were measured in a standardized SSQ (Simulator Sickness Questnire) questionnaire. Following the measurement, an in-depth interview was conducted based on the SSQ questionnaire. The results are as follows, First, actual environment based VR caused bigger cyber motion sickness, second, values of strong saturation of VR contents cause cyber motion sickness. This study is expected to be used as design guidelines for configuring VR early contents and to be used for cyber motion sickness research.