• Title/Summary/Keyword: 게임 영화

Search Result 374, Processing Time 0.031 seconds

A Study on Humanity Convergence Map using space metaphor and POI (point of interest) of Big Data (빅데이터 중 POI와 공간 메타포를 활용한 인문 융합 지도 연구)

  • Lee, Won-Tae;Kang, Jang-Mook
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.15 no.3
    • /
    • pp.43-50
    • /
    • 2015
  • Google, Yahoo, Daum and Naver has the POI(point of interest) service. And POI on the map is expending to social commerce, SNS, social game and social shopping. At the same time the uses's position on the map is the starting point of the Humanities Story. That means our current position is the place for stories of tales, children's song, fictional characters, the film background, lyrics and the birth of great people. This study points out that service has the limited to cafe, restaurant and hospital, and suggests the Humanities fusion Map Service which is combined with the POI information.

A Study on Producing Key Visuals Which are Motivated by the Ancient Myth of Goguryeo (고구려 고대신화를 모티브로 하는 키비주얼제작 연구)

  • Han, Myung-Hee;Kang, Tae-Wan;Kim, Chee-Yong
    • Journal of Digital Contents Society
    • /
    • v.10 no.2
    • /
    • pp.177-188
    • /
    • 2009
  • The paper starts off with a notion that the most realistic problem in restoring cultural contents' archetype and developing contents industry based on it is the lack of understanding and production about key visual. Thus, with the premise that, in visualizing ancient fantasy as an original archetype subject material, one has to take into account design process for an actual content production, the paper aims for the suggestion of the necessity of key visual through visualization. For this, the paper made an artwork of archetype image based on literature and historical data with which to visualize fantasy elements of Goguryeo's ancient myth and tales that have high utilization value as various subject matters, such as animation and games.

  • PDF

Design of an OLED Controller to Display Realtime Moving Pictures on Mobile Display (실시간 동영상 구현을 위한 모바일용 OLED 제어기 설계)

  • Cho, Young-Sung;Lee, Yong-Hwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • v.9 no.2
    • /
    • pp.877-880
    • /
    • 2005
  • As DMB, 3D game, Internet and movie is serviced for the recent mobile devices, high resolution display devices beyond VGA become used. Implementation of real-time moving pictures of 30렌 by software programming is difficult because the performance of mobile processors is not so high. The full frame moving picture can be supported by using specific hardware. In this paper, an OLED controller that is consists of flash memory controller and OLED interface is proposed for real-time moving picture on mobile displays. The proposed OLED controller is implemented in FPGA and the performance is evaluated.

  • PDF

The Collision Avoidance with Interaction Technique between Objects in Virtual Space (가상공간상의 객체 간 상호작용기법을 이용한 충돌 회피)

  • Ryu, NamHoon;Ban, KyeongJin;Oh, KyeongSug;Song, SeungHeon;Kim, EungKon
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2008.05a
    • /
    • pp.19-23
    • /
    • 2008
  • The development of computer graphics techniques came after development of various entertainment industry such as movies, game and so on, and techniques that make diverse objects in virtual space and control the action of objects are growing rapidly. Especially objects(characters) play an important role in encouraging virtual space at computer animation field. If lots of objects are animated in virtual space, undesired matters of fixed topography or collision between objects etc occur. In order to solve this problem, we need control techniques in detail. This paper presents and implements collision evasion with submarine topography in a virtual aquarium and control technique about collision evasion with other objects.

  • PDF

Indexing Considering Video Rating of Scenes in Video (동영상의 장면별 비디오 등급을 고려한 색인)

  • Kim Young-Bong
    • Journal of Game and Entertainment
    • /
    • v.2 no.2
    • /
    • pp.51-60
    • /
    • 2006
  • Recently, many streaming videos including drama, music videos, and movies have been extensively given on the web. Such video services are on negative lines in any service restriction depending on the age of users and then whole part of a video have been restricted considering the age of users. Therefore, in this paper, we will present a new method that provides the access depending on the ages of users and also sets the video rating of each scene in a video. To get this restricted access for video, we will first divide a streaming video into many scenes using histogram techniques. Each scene gets an access control depending on the nudity level. Finally, we will make the video indexing including the access level depending on its nudity level and then hide restricted scenes using several masks in playing that streaming video.

  • PDF

Comparison of Sentiment Classification Performance of for RNN and Transformer-Based Models on Korean Reviews (RNN과 트랜스포머 기반 모델들의 한국어 리뷰 감성분류 비교)

  • Jae-Hong Lee
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.18 no.4
    • /
    • pp.693-700
    • /
    • 2023
  • Sentiment analysis, a branch of natural language processing that classifies and identifies subjective opinions and emotions in text documents as positive or negative, can be used for various promotions and services through customer preference analysis. To this end, recent research has been conducted utilizing various techniques in machine learning and deep learning. In this study, we propose an optimal language model by comparing the accuracy of sentiment analysis for movie, product, and game reviews using existing RNN-based models and recent Transformer-based language models. In our experiments, LMKorBERT and GPT3 showed relatively good accuracy among the models pre-trained on the Korean corpus.

Analysis of Edu-Tech Trends Using Virtual and Augmented Reality (가상·증강현실을 활용한 에듀테크 동향 분석)

  • Hwang, Eui-Chul
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2021.01a
    • /
    • pp.115-116
    • /
    • 2021
  • 5세대(5G) 이동통신망의 보급과 코로나19 여파로 비대면 시대가 열리면서 가상 증강현실(VR·AR)을 기반으로 한 '실감(XR·Extended Reality)경제가 본격화 되었다. 가상증강현실의 적용분야로는 게임·영화 등 엔터테인먼트, 제조업, 쇼핑 및 전자상거래, 병원·의료기기, 고객서비스, 지식서비스교육 분야 등이 있다. 본 논문은 VR·AR&교육콘텐츠를 키워드로 최근 3년(2018.1.1.~2020.12.31.)간 중앙지, 경제지 등 54개 언론사 기사를 빅카인즈와 데이터랩을 이용하여 관계도 분석, 월간 키워드 트렌드, 연관어 분석을 하였다. 'VR, AR, 에듀테크'를 키워드로 뉴스 검색결과 63,959건 중 '에듀테크' 검색결과 2018년 632건, 2019년 1043건, 2020년 2389건으로 해마다 급 상승하였다. '(AR+VR)AND 교육콘텐츠'에 대한 검색 결과 연관성(키워드 빈도수)이 높은 키워드로는 증강현실(120), 가상현실(116), 인공지능(114), 에듀테크(100), 코로나19(66), 실감형(65), 아이들(61), VR·AR(56), ICT(35), 빅데이터(25) 순으로 가상·증강현실 기술 발전, 코로나19의 장기화, 교육의 효율성으로 에듀테크 분야의 활용도가 급격히 증가함을 확인할 수 있었다.

  • PDF

Hong Sang-soo in Deleuzean theater (들뢰즈 극장의 홍상수)

  • Lee, Wang-joo
    • Journal of Korean Philosophical Society
    • /
    • v.117
    • /
    • pp.249-273
    • /
    • 2011
  • In this paper, I suggest a discourse on some delicate relations between the philosophy and the cinema, or between the visualizing philosophical reflection and the contemplating cinematic imagination. In this context, G. Deleuze is not a simple philosopher and Director Hong, not a director. Each is a kind of metonymy. Deleuzean style of philosophizing asks for Hong's nomadic style of producing cinema. and of course in the same manner, the latter asks for the former. The latter visualizes the speculative empiricism of the former, the former crystalizes the visual esthetics of the latter. To speak with Deleuzean vocabularies, it is not possible for the State Apparatus to capture the diverse works of director Hong. Because each of them is a kind of War Machine which always slips from every tackle of State Apparatus. Deleuzean key word 'genetic becomming' is a main concept of Hong's works. The point is not to dispose the theses 'becomming' of his works in the line of series but to release them in the line of rupture. My paper would show the sharp ridicules director Hong had poured on the conservative circle of the cinema in the context of Deleuzean nomadology.

The Study on A Peculiarity of Mise-en-scene Found in Animation :Focused on Russian Animation (애니메이션 미장센 특성 연구 - 러시아 애니메이션을 중심으로)

  • Kim, MiRNaRae;Min, JunIl
    • Cartoon and Animation Studies
    • /
    • s.44
    • /
    • pp.1-31
    • /
    • 2016
  • In this thesis, the movie with mise-en-scene established was compared with the peculiarity of the play that is the etymological source of the term to identify the peculiarity of mise-en-scene which was substituted into animation to find the peculiarity of mise-en-scene in animation. To emphasize the direct connection between the frame's visual peculiarity and the director's opinions, the mise-en-scene of director centered animation created under a restricted environment was reviewed. Mise-en-scene which started from movie critics theory does not simply mean the arrangement of images in a frame. Mise-en-scene emphasizes the exposure of the work's motive by the visual components. The animation's assuming the middle point of environmental share possessed by play and movie when schematizing the genre peculiarity of animation, play and movie was a noteworthy result. It can be said that the cause is that the animation's peculiarity yield different results depending on the making methods; we verified that this is a key factor in the analysis of animation's mise-en-scene. I emphasized that the peculiarity of animation mise-en-scene is in its making method and material and suggested identifying the work's making methods and analyzing the work's aesthetic results derived in this way. The russian animation which was perceived as peripheral arts was relatively free from the burden of censorship while receiving support from the Soviet as a media for propaganda. The russian animation's mise-en-scene which found the material for its works in the country's folklore was metaphorical, focused on new expression forms and achieved experimental elements. Russian animation pursues a unique aesthetic world through space expression based on the forms of opera or ballet and heavy motions formed static inbetweens.

A 3D Terrain Reconstruction System using Navigation Information and Realtime-Updated Terrain Data (항법정보와 실시간 업데이트 지형 데이터를 사용한 3D 지형 재구축 시스템)

  • Baek, In-Sun;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
    • /
    • v.10 no.6
    • /
    • pp.157-168
    • /
    • 2010
  • A terrain is an essential element for constructing a virtual world in which game characters and objects make various interactions with one another. Creating a terrain requires a great deal of time and repetitive editing processes. This paper presents a 3D terrain reconstruction system to create 3D terrain in virtual space based on real terrain data. In this system, it converts the coordinate system of the height maps which are generated from a stereo camera and a laser scanner from global GPS into 3D world using the x and z axis vectors of the global GPS coordinate system. It calculates the movement vectors and the rotation matrices frame by frame. Terrain meshes are dynamically generated and rendered in the virtual areas which are represented in an undirected graph. The rendering meshes are exactly created and updated by correcting terrain data errors. In our experiments, the FPS of the system was regularly checked until the terrain was reconstructed by our system, and the visualization quality of the terrain was reviewed. As a result, our system shows that it has 3 times higher FPS than other terrain management systems with Quadtree for small area, improves 40% than others for large area. The visualization of terrain data maintains the same shape as the contour of real terrain. This system could be used for the terrain system of realtime 3D games to generate terrain on real time, and for the terrain design work of CG Movies.