• Title/Summary/Keyword: 게임 영화

Search Result 374, Processing Time 0.022 seconds

Research about CAVE Practical Use Way Through Culture Content's Restoration Process that Utilize CAVE (가상현실시스템(CAVE)을 활용한 문화 Content의 복원 과정을 통한 CAVE활용 방안에 대한 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Hur, Yung-Ju
    • Journal of Korea Game Society
    • /
    • v.4 no.3
    • /
    • pp.11-20
    • /
    • 2004
  • Virtual reality that we have seen from the movies in 80's and 90's is hawing near based on the rapid progress of science together with a computer technology. Various virtual reality system developments (such as VRML, HMD FishTank, Wall Type, CAVE Type, and so on) and the advancement of those systems make for the embodiment of virtual reality that gives more sense of the real. Virtual reality is so immersive that makes people feel like they are in that environment and enable them to manipulate without experiencing the environment at first hand that is hard to experience in reality. Virtual reality can be applied to the spheres, such as education, high-level programming, remote control, surface exploration of the remote satellite, analysis of exploration data, scientific visualization, and so on. For some connote examples, there are training of a tank and an aeroplane operation, fumiture layout design, surgical operation practice, game, and so on. In these virtual reality systems, the actual operation of the human participant and virtual workspace are connected each other to the hardware that stimulates the five senses adequately to lend the sense of the immersion. There are still long way to go, however, before long it will be possible to have the same feeling in the virtual reality as human being can have by further study and effort. In this thesis, the basic definition, the general idea, and the kind of virtual reality were discussed. Especially, CAVE typed in reality that is highly immersive was analyzed in definition, and then the method of VR programming and modeling in the virtual reality system were suggested by showing the restoration process of Kyongbok Palace (as the content of the original form of the culture) that was made by KISTI(Korea Institute of Science and Technology Information) in 2003 through design process in virtual reality system. Through these processes, utilization of the immersive virtual reality system was discussed and how to take advantage of this CAVE typed virtual reality system at the moment was studied. In closing the problems that had been exposed in the process of the restoration of the cultural property were described and the utilization plan of the virtual reality system was suggested.

  • PDF

A Study on Promotion Strategy of Categorized Mobile Apps using Datamining (데이터마이닝을 이용한 모바일앱 구분 별 촉진 전략에 관한 연구)

  • Jeong, Tae-Seok;Shin, Yong-Jae;Yim, Myung-Seong
    • Journal of Digital Convergence
    • /
    • v.10 no.5
    • /
    • pp.339-349
    • /
    • 2012
  • Smartphones which represent to the Mobile convergence, is the rapid spread, more than half of Korean are using. Accordingly, mobile apps that run on smartphone market is growing at a rapid pace. However, most studies on smartphone and mobile apps are focusing on the technology acceptance and improvement of function. So, this study is to suggest promotion strategy to each mobile apps, analyzed through three phases. First phase is the frequency analysis that deduct most frequently used mobile apps. Second phase is association rules that found to associate between mobile apps. Finally, to analyze deduction techniques for acquired 5 mobile apps to target variable in pre-2 phase use total 35 variables of 20 mobile apps categories, demographic variables, amount of PC, movie, music, book, game usage and fees per month.

A study about the problems and their solutions in the production process of 3D character animation using optical motion capture technology (옵티컬 모션캡쳐 기술을 활용한 3D 캐릭터 애니메이션에서 제작과정상 문제점 및 해결방안에 관한 연구)

  • Lee, Man-Woo;Kim, Hyun-Jong;Kim, Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.831-835
    • /
    • 2006
  • Motion capture means the recording of movement of objects such as human beings, animals, creatures, machines, etc in a form applicable to computer. Since the motion capture system can be introduced to the fields where realistic movement of human beings and animals, which cannot be attained with an existing key frame method is required, large scale is necessary or economical burden exists, it has a merit and possibility of new expression. For these reasons, this method is increasingly used in the field of digital entertainment such as movie, TV, advertisement, documentary, music video, etc centering around the game. However, in spite of such an advantage, problems such as too much advance preparation work in digital image expressions using motion capture, marker attachment, compensation of motion data, motion retargeting and lack of professional human resources, etc. are becoming a prominent figure. Accordingly, this study intends to suggest the way of more effective production of motion capture digital image through finding the problems and their draft possible solutions in the production process based on the image production examples using motion capture.

  • PDF

Automatic Information Extraction for Structured Web Documents (구조화된 웹 문서에 대한 자동 정보추출)

  • Yun, Bo-Hyun
    • Journal of Internet Computing and Services
    • /
    • v.6 no.3
    • /
    • pp.129-145
    • /
    • 2005
  • This paper proposes the web information extraction system that extracts the pre-defined information automatically from web documents (i.e, HTML documents) and integrates the extracted information, The system recognizes entities without lables by the probabilistic based entity recognition method and extends the existing domain knowledge semiautomatically by using the extracted data, Moreover, the system extracts the sub-linked information linked to the basic page and integrates the similar results extracted from heterogeneous sources, The experimental result shows that the system extracts the sub-linked information and uses the probabilistic based entity recognition enhances the precision significantly against the system using only the domain knowledge, Moreover, the presented system can the more various information precisely due to applying the system with flexibleness according to domains, Because bath the semiautomatic domain knowledge expansion and the probabilistic based entity recognition improve the quality of the information, the system can increase the degree of user satisfaction at its maximum. Thus, this system can satisfy the intellectual curiosity of users from movie sites, performance sites, and dining room sites, We can construct various comparison shopping mall and contribute the revitalization of e-business.

  • PDF

Analysis of Directing Super Hero Action Thriller (슈퍼 히어로 액션 스릴러 <다크 나이트>의 연출 분석)

  • Lee, Jeong-Gook
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.4
    • /
    • pp.140-154
    • /
    • 2011
  • Through this thesis, I intended to analyze superhero action thriller through that achieved in art and box office after the film release. I would to access about it centering around directing viewpoint. of Christoper Nolan is evaluate as 'upgraded excellent action thriller'that have remarkable theme and excellent visual. Analysis of directing'll classify both contents and form. See about contents... theme of existential dilemma about the good and the evel, characters who is grew more powerful, and deeper than Batman series in old times. the fifth plot, especially dramatic plot by Joker's game, and various irony and motif. About form... efficient use of IMAX camera, prominence of action directing about car chase and fighting... better editing and music and art than former super hero series. The most important merit of is it's a philosophical theme. It is dipicted very seriously and successfully. First of all, the film has more advanced technique power and new directing style.

Motion Capture System for Digital Entertainment (디지털 엔터테인먼트에서의 모션 획득 시스템)

  • Lee, Man-Woo;Kim, Soon-Gohn
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.5
    • /
    • pp.85-93
    • /
    • 2007
  • The motion capture system has shown its great potential as a new image expression means for handling such challenging tasks as realistic animation of humans or animals in motion, which cannot be handled by the existing key frame method satisfactorily, and also projects involving a large scale or a burdensome economic expenses. Its applications also has been intensified and widened in the entertainment arena including motion pictures, TV, advertisements, documentaries, music videos, etc. centering around games. Despite of these merits, though, a number of issues have been surfaced in the digital image expression utilizing the motion capture system, such as a burdensome amount of preparatory work, the needs for attachment of markers and for remedial corrections of motion data, and the lack of trained manpower. We would like to present in this paper a new direction for making the digital image production more efficient, based on the extensive analysis of prior image production projects that used the motion capture system.

Video Production Method using Match Moving Technique (매치무빙 기법을 활용한 모션그래픽 영상제작에 관한 연구)

  • Lee, Junsang;Park, Junhong;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.20 no.4
    • /
    • pp.755-762
    • /
    • 2016
  • Motion graphic is the recently emerged technique which extends the ways of expression in video industry. Currently, it is worldwide trends that the image design gets more attention in the field of movie, advertisement, exhibition, web, mobile, games and new media, etc. With the development of computer's new technologies, VFX methods for the visual content is dynamically changed. Such production methods combine the real scenary and CG(Computer Graphic) to compose realistic scenes, which cannot be pictured in the ways of ordinary filming. This methods overcome the difference between the real and virtual world, maximize the expressive ways in graphics and real space. Match moving is technique of accurate matching between real and virtual camera to provide realistic scene. In this paper we propose the novel technique for motion graphic image production. In this framework we utilize the match moving methods to get the movements of the real camera into 3D layer data.

A Research on the Uses of and Satisfactions from 360° 3D Video Using VR Devices (VR 디바이스를 이용한 360° 3D 동영상 이용과 충족 연구 : 시청자와 시청예정자의 차이를 중심으로)

  • Moon, Yoon-Taek;Kim, Donna
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.3
    • /
    • pp.205-214
    • /
    • 2018
  • As the paradigm of the Fourth Industrial Revolution is expanding, VR devices and their contents industry are drawing more and more attention as the digital devices of the next generation. Of the realms of VR contents, $360^{\circ}$ 3D videos are receiving the most attention in the field of media, and they are being utilized by Google as educational contents. As such, this research analyzes actual condition of use and motivation of using corresponding contents through survey of $360^{\circ}$ 3D video users. Results show that the most utilized platform is Youtube, and the genres which the respondents have used or are willing to use turned out to be Games and Movies.

Study of Theme Park Attractions using Virtual Reality and Augmented Reality Technologies (가상현실 및 증강현실의 기술을 활용한 테마파크 어트랙션의 연구)

  • Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
    • /
    • v.15 no.9
    • /
    • pp.443-452
    • /
    • 2017
  • VR and AR technologies are recognized as one of important technologies during 4th Industrial Revolution Era. Also, the market size of VR/AR are anticipated to grow up to $150 billion by 2020. These technologies are used in theme parks as well as in other industries including games and films. The purpose of this study is to recognize the trend of VR/AR application in theme park attractions and recommend optimal ways for the future applications. The trends were studied from number of publications while future model was developed after visiting theme parks and interviewing the industry experts. As a result, number of theme parks and LBCs(Location Based Center) are using VR/AR in many of their attractions already, but still holds a number of issues. These issues could be overcome if Fun, Efficiency and Technology are considered holistic ways in the future. Further, conformity of the technologies and theme park concept should also be examined.

A Study on Development of the Digital Curture Contents Production (디지털 문화컨텐츠 제작을 위한 발전 방안 연구)

  • Park Man-Soo;Ro Heon-Jun;Bang Kee-Chun
    • Journal of Digital Contents Society
    • /
    • v.5 no.4
    • /
    • pp.300-305
    • /
    • 2004
  • The industry of digital culture contents has resulted in the high growth of added value at the area of game and movie in 2004 but the markets of animation character, and music disc have been weaken. Animation industries in Digital culture contents have attracted the attention of the people as the business of multi culture contents which has the possibility to expend and to enhance the added value nut only for the field of image and character business but also for the area of the copy right on. The stable structure of market, however, has not been settked down except a few of successful projects due to the rapid decline of 2D animation and the strong market of 3D in overseas. The purpose of this study is to analyze and research the basic logic of the market structure at the domestic business of 3D animation. In addition this paper is to suggest an alternative in terms of benchmarkin in overseas. It could be expected to achieve the effective production in this field, if the result of this study could be applied to the related world as a development model at the area of 3D animation in digital culture contents.

  • PDF