• Title/Summary/Keyword: 게임 영화

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The Study on a Business Model that Respect the Responsibility of Journalism as Well as Business Profit: Based on Incumbent Senior Reporters (신문기업이 저널리즘의 정체성을 견지하며 수행할 수 있는 수익사업에 관한 연구: 현직 언론사 간부기자들의 인식을 중심으로)

  • Kim, Jin-Kuk;Kim, Young-Hwan
    • Korean journal of communication and information
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    • v.59
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    • pp.162-179
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    • 2012
  • The purpose of this study is to find a way to revive newspaper industry against digital new media revolution such as the internet, SNS(Social Network Service). To this end, indepth-interviews were conducted with the target incumbent senior reporters. The research areas are consisted of four subjects. For instance Awareness about the newspaper business crisis, the need for profitable business, potential conflicts of journalism and business, and desirable business. As a result of my research, executive reporters said that There is no management strategy Against the rapid expansion of social media and Therefore Business diversification is required. In short, They said that alternative business model should be developed, in which public and business interest are commonly respected, such as Information & Culture (internet, broadcasting, film, game, music), play, exhibition, publishing, and education.

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Visualizing Motion Data as Sequential Images in Comic Book Layout (만화책 형식 동작 데이터 시각화)

  • Lee, Kang-Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.4
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    • pp.31-40
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    • 2009
  • Captured motion data is widely used today in a variety of areas including film production, game development, sports analysis, and medical rehabilitation. The ability of analyzing and processing motion data has increased rapidly for last decades. However, it is still difficult for users to quickly understand the contents of motion data consisting of a series of time-varying poses. One typical approach is to visualize consecutive poses in sequence while adjusting three-dimensional view, which is often time-consuming and laborious especially when users need to repeatedly control time and view in order to search for desired motions. We present a method of visualizing motion data as a sequence of images in comic book layout so that users can rapidly understand the overall flows of motion data, and easily identify their desired motions. The usefulness of our approach is demonstrated by visualizing various kinds of motion data including locomotion, boxing, and interaction with environments.

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Multi-mode Kernel Weight-based Object Tracking (멀티모드 커널 가중치 기반 객체 추적)

  • Kim, Eun-Sub;Kim, Yong-Goo;Choi, Yoo-Joo
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.4
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    • pp.11-17
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    • 2015
  • As the needs of real-time visual object tracking are increasing in various kinds of application fields such as surveillance, entertainment, etc., kernel-based mean-shift tracking has received more interests. One of major issues in kernel-based mean-shift tracking is to be robust under partial or full occlusion status. This paper presents a real-time mean-shift tracking which is robust in partial occlusion by applying multi-mode local kernel weight. In the proposed method, a kernel is divided into multiple sub-kernels and each sub-kernel has a kernel weight to be determined according to the location of the sub-kernel. The experimental results show that the proposed method is more stable than the previous methods with multi-mode kernels in partial occlusion circumstance.

Warping of 2D Facial Images Using Image Interpolation by Triangle Subdivision (삼각형 반복분할에 의한 영상 보간법을 활용한 2D 얼굴 영상의 변형)

  • Kim, Jin-Mo;Kim, Jong-Yoon;Cho, Hyung-Je
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.55-66
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    • 2014
  • Image warping is a technology to transform input images to be suitable for given conditions and has been recently utilized in changing face shape of characters in the field of movies or animation. Mesh warping which is one of warping methods that change shapes based on the features of face forms warping images by forming rectangular mesh groups around the eyes, nose, and mouth and matching them 1:1. This method has a problem in the resultant images are distorted in the segments of boundaries between meshes when there are errors in mesh control points or when meshes have been formed as many small area meshes. This study proposes a triangle based image interpolation technique to minimize the occurrence of errors in the process of forming natural warping images of face and process accurate results with a small amount of arithmetic operation and a short time. First, feature points that represent the face are found and these points are connected to form basic triangle meshes. The fact that the proposed method can reduce errors occurring in the process of warping while reducing the amount of arithmetic operation and time is shown through experiments.

The construction strategy for the Smart Science Museum basis on the external environment (외적 환경 변화에 따른 과학관의 구축 방향 전략)

  • Choi, Hun;Song, Seung-Gun;Choi, Eun Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.11
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    • pp.2792-2798
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    • 2014
  • In modern society, to be achieved status as a Science edutainment experience, not just a science museum is established. It requires strategy and differentiation of a variety of entertainment, including theme parks, games, movies which are youth like. When the understanding of the audience for the principles of science to improve the use of ICT Convergence contents display, you need to take measures to increase the effectiveness of the Science Museum by giving the function of interesting leisure space in addition to the popular area of Science Education, Scientific and Cultural aspects reached. This role requires a science museum as a cultural space with the community as a chapter in science education. Science Museum is not a need to worry about what will convey to the public as efficiently as the Mecca of the educational content for the National Science Education. The analysis of the external environment, the composition will take on science education as a mecca of science education and how to combining ICT convergence technology in modern society beyond mere science museum experience and education in this study.

Fishes Growth Process System using Morphing Techniques (모핑기술을 이용한 어류 성장과정 시스템)

  • Ryu, NamHoon;Seo, SeungWan;Ban, KyeongJin;Song, SeungHeon;Kim, EungKon
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.653-657
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    • 2008
  • Industry related to digital contents is growing rapidly and is noticed as a higher value-added business. In digital reflex contents industry, computer graphics techniques are core techniques. Because they make production or scene that is difficult to photograph possible with real camera, expand a range of contents making. Lately, computer graphics techniques apply various fields such as blockbuster movie, game, educational contents, simulation etc, and there are many studies about movement of each object made up of contents or automation of object change. This paper shows the process of fishes growth, from spawn to a full-grown fish making use of 3D morphing techniques and want to plan fish growth process system that can know difference between fishes that are applied to 3D morphing techniques and normal full-grown fishes according to various environmental factors that affect growth.

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A Study on the Visualization of Paralinguistic Phonetic Information for Creative Motion Typography (창의적 모션 타이포그라피를 위한 준 음성정보의 시각화 연구)

  • Park Sun-Mi;Nam Yong-Hyun
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.61-69
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    • 2006
  • Along with advance in visual culture, the importance of motion graphic has been increasingly emphasized day by day, which can maximize information delivery using image illustration and typography, graphic factors of images. In addition, we can easily see increasing cases where what a designer intends is visualized using creative typography in diverse mass media such as TV commercials, movies or web. Thanks to the effects of this trend, various ways of manufacturing works have been proposed in the field of motion typography by applying diverse factors including verbal ones, time, form, motion, colors, and sound for the purpose of expressing formless semantic notions through visual form of typography. However, physiological features such as sex, age, health status, pathological conditions, and body size can have a bigger effect on the process of real communication. Therefore, if property of quasi-verbal sound can be reflected appropriately in motion typography where communication is expressed only by visual form, it can enable people to understand what a designer intends faster and more exactly.

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The Research for the external environment of the Smart Science Museum (스마트 과학관의 외적환경에 대한 연구)

  • Cho, Eunyoungi;Choi, Yoojung;Yoon, Youngdoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.118-121
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    • 2014
  • In modern society, to be achieved status as a Science edutainment experience, not just a science museum is established. It requires strategy and differentiation of a variety of entertainment, including theme parks, games, movies which are youth like. When the understanding of the audience for the principles of science to improve the use of ICT Convergence contents display, you need to take measures to increase the effectiveness of the Science Museum by giving the function of interesting leisure space in addition to the popular area of Science Education, Scientific and Cultural aspects reached. This role requires a science museum as a cultural space with the community as a chapter in science education. Science Museum is not a need to worry about what will convey to the public as efficiently as the Mecca of the educational content for the National Science Education. The analysis of the external environment, the composition will take on science education as a mecca of science education and how to combining ICT convergence technology in modern society beyond mere science museum experience and education in this study.

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Dynamic Reconstruction Algorithm of 3D Volumetric Models (3D 볼류메트릭 모델의 동적 복원 알고리즘)

  • Park, Byung-Seo;Kim, Dong-Wook;Seo, Young-Ho
    • Journal of Broadcast Engineering
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    • v.27 no.2
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    • pp.207-215
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    • 2022
  • The latest volumetric technology's high geometrical accuracy and realism ensure a high degree of correspondence between the real object and the captured 3D model. Nevertheless, since the 3D model obtained in this way constitutes a sequence as a completely independent 3D model between frames, the consistency of the model surface structure (geometry) is not guaranteed for every frame, and the density of vertices is very high. It can be seen that the interconnection node (Edge) becomes very complicated. 3D models created using this technology are inherently different from models created in movie or video game production pipelines and are not suitable for direct use in applications such as real-time rendering, animation and simulation, and compression. In contrast, our method achieves consistency in the quality of the volumetric 3D model sequence by linking re-meshing, which ensures high consistency of the 3D model surface structure between frames and the gradual deformation and texture transfer through correspondence and matching of non-rigid surfaces. And It maintains the consistency of volumetric 3D model sequence quality and provides post-processing automation.

A study on the design of a virtual environment for the joint experience of online concert viewers -Focused on viewers' immersion and platform's loyalty- (온라인 콘서트 시청자의 공동 체험을 위한 가상 환경 디자인 연구 -시청자의 몰입감과 향후 사용 의향을 중심으로-)

  • XU, GE;Park, Sujin;Lee, Sangwon
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.43-54
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    • 2022
  • COVID-19 provided visitors with new online concerts that gradually increased in many ways. The disadvantage of current online concerts is that cannot make full use of the interaction with others. We hope to provide online concert audiences with the same experience as offline. This study was conducted under the condition that the audience watched online concerts and movies individually or group. Experimental results confirm that watching online concerts collectively will increase the sense of immersion. It can be used as a design guide for the virtual public viewing environment in the future.