• Title/Summary/Keyword: 구조영화

Search Result 457, Processing Time 0.026 seconds

Reusable Multi-story 3D Animation (재구성이 가능한 멀티스토리 3D 애니메이션)

  • Kim, Sungrae;Kim, Ho Sung;Tak, Ji-young;Park, Ji-en;Lim, Sun-hyuk;Kim, Soosanna;Lee, Kyu-seon;Lee, Ji-hyun
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2007.11a
    • /
    • pp.238-242
    • /
    • 2007
  • The existent UCC sites display only finalized contents by publisher. It dose not provide any platform for resources of UCC that public users could reorganize. This paper has developed a platform to be able to produce reusable content using the scenes of the contents and produced a 3D animation with multiple story. It is necessary for user to search the provided contents for easy reorganization of the contents. The scene is classified by the description and information of the scene for handy search. It is obscure for a movie clip to be represent with only one word. Therefore, the proposed platform provides the search technique with a overlapping choice for the specific categories that include most of elements for the scene. Then the user can choose a specific range of the selected movie clip, make a new story with reorganizing the order, and put a caption or BGM on the movie clip. The complete movie clip has the search preferences as a category, new clips, and top favorites. With the Multi-Story line concept, we made a 3D animation about episodes of thermal dolls in the Doll World. This attempt will come to the new marketing way for a field of the visual media like as Music Video, Drama, Feature Film, Commercial Film.

  • PDF

Correlation between Genre and Image Expression Technique of TV Drama (TV 드라마의 내용상의 장르와 영상표현기법의 상관성)

  • Park, Dug-Chun
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.10
    • /
    • pp.159-167
    • /
    • 2009
  • With the increase of weight and influence of TV drama, many researchers began to publish papers on TV drama. However, those papers were mainly focused on social meaning and viewing motives and attitudes of TV audience. However, only a few papers researched about television image production techniques, such as 'Relationship between TV ratings and image production techniques', 'Transition process of TV drama's image production techniques', and 'Comparison of TV and film image production techniques'. According to the recent research on the relationship between TV ratings and image production techniques, TV rating is inverse proportionate to multiple camerawork and shot average duration with a very close relationship. The purpose of this thesis is to analyse the relationship between TV genre and image production technique with the data of top 100 of TNS Media Korea from the year 2004 to 2008. This paper found out that history drama uses more closeup, longshot, tracking and less waist shot than other genres, with shorter shot duration and longer scene duration.

Social Network Analysis for New Product Recommendation (신상품 추천을 위한 사회연결망분석의 활용)

  • Cho, Yoon-Ho;Bang, Joung-Hae
    • Journal of Intelligence and Information Systems
    • /
    • v.15 no.4
    • /
    • pp.183-200
    • /
    • 2009
  • Collaborative Filtering is one of the most used recommender systems. However, basically it cannot be used to recommend new products to customers because it finds products only based on the purchasing history of each customer. In order to cope with this shortcoming, many researchers have proposed the hybrid recommender system, which is a combination of collaborative filtering and content-based filtering. Content-based filtering recommends the products whose attributes are similar to those of the products that the target customers prefer. However, the hybrid method is used only for the limited categories of products such as music and movie, which are the products whose attributes are easily extracted. Therefore it is essential to find a more effective approach to recommend to customers new products in any category. In this study, we propose a new recommendation method which applies centrality concept widely used to analyze the relational and structural characteristics in social network analysis. The new products are recommended to the customers who are highly likely to buy the products, based on the analysis of the relationships among products by using centrality. The recommendation process consists of following four steps; purchase similarity analysis, product network construction, centrality analysis, and new product recommendation. In order to evaluate the performance of this proposed method, sales data from H department store, one of the well.known department stores in Korea, is used.

  • PDF

The Research of User Experiences of Participants of Public Comics Festival - In the center of Cosplay Sector of Bucheon International Comics Festival (공공 만화축제 참여자의 사용자경험에 대한 연구 - 부천국제만화축제의 코스프레 부문을 중심으로)

  • Chang, Jun-Do;Yoon, Wn-Ho
    • Cartoon and Animation Studies
    • /
    • s.42
    • /
    • pp.263-291
    • /
    • 2016
  • Recently, by growing of Korean comics/animation markets and number of consumers, the more people have been reproducing culture contents into derived contents. However, user experience of active users who enjoy these cultures have not been accepted well like other local culture festivals in South Korea, though there are high potentials of vitalization comics/animation festivals using the active users. In this study, the experiences of participants of BICOF (Bucheon International Comics Festival) from 2013 to 2014 researched using the method of ethnography, especially using (group) interviews and participant observations. The result from the research indicates that cosplayers have limited range of participation inside of festival. And they have negative experiences during their participation into festivals. Therefore, this study suggests necessity of methodology of continuous reflecting of the user experiences of active users into festival, for the solution of the successful festival, who was objectified in the festival.

Research on 3D software characteristics suitable for university (대학 3D애니메이션 교육에 적합한 소프트웨어 특성 연구:Autodesk사의 Maya와 3ds Max를 중심으로)

  • Kwon, Dong-Hyun
    • Cartoon and Animation Studies
    • /
    • s.16
    • /
    • pp.223-243
    • /
    • 2009
  • Computer graphic where the most useful and effective production methods are used for animation or films has expanded into actors' performance beyond object expression, background expression and special effect. Unlike 2D drawing software focusing on user's sense, 3D mainly depends on hardware performance and software functions. Therefore, for 3D users, learning 3D functions is directly related to new expression, and quick learning and effective representation are keys to productivity growth in animation industry. In line with industrial needs, basic 3D animation software training is provided in school. Unfortunately, however, many problems such as lack of professional instructors, time allocation and education environment prevent various 3D animation software from being taught. Moreover, functional use does not live up to industrial rapid trends. In order to improve effects of software functional education in restricted education fields, this research aims to find out what functions of 3D animation software are used in industries, what are those function used for, and how schools provide 3D animation software training.

  • PDF

Comparison between the director Cheong-gi Kim's and Narration of Bible (김청기 감독의 <다윗과 골리앗>과 성경의 서사 비교)

  • Park, Jin-Ok
    • Cartoon and Animation Studies
    • /
    • s.16
    • /
    • pp.125-140
    • /
    • 2009
  • In the1970's, Korean movie industry was down because of widely supplied Television. During the time, directed by Kim Cheong-ki was Big hit at the box-office that is bring Korean feature animation industry back to life. In 80's, when new military regime started, SF animation was prohibited to be on air by government because that assumed have bad influences on children, and korean animation industry was faced with recession, such as various imported foreign animations which were on color TV and wildly provided video recorders. At that time, director KIM Cheong-ki try to overcome the recession of animation industry by producing, < David and Goliath>, which was based on the Bible. The Bible, was based on the historical facts and had written by the time flow, that made few changes while it was transformed to a feature animation. Animation does not only reproduce the reality as it is, but also analyzing the story to create a new reliable world, by changing characters, creating new supporting characters, and expanding and reducing of narrative. Despite of such an effort, didn't achieve it's goal at the box office and not satisfied audience either because it was excessive reproduction of the Bible, not standing on the basis of those days social and cultural environment and popularity. This study is aimed at confirming changed narrative shown Kim Cheong-Ki's, and compare it with two other animated, directed by others, so that suggest the new direction of the religious feature animation production.

  • PDF

A Study on the Fatigue Strength of the Welded Joints in Steel Structures(I) (강구조물(鋼構造物)의 용접연결부(鎔接連結部)의 피로강도(疲勞强度)에 관한 연구(研究)(I))

  • Park, Je Seon;Chang, Dong Il;Chung, Yeong Wha
    • KSCE Journal of Civil and Environmental Engineering Research
    • /
    • v.5 no.3
    • /
    • pp.161-175
    • /
    • 1985
  • The simplified method drawing the S-N curves in welding joints of the cover plates, the transverse stiffners and the gusset plates of the plate girders by calculation and its computer program without the direct fatigue tests, was established. And the method was applied to the Young- Dong Great Bridge, the 3 th Han River Bridge and the Kang Chon Bridge. Before this, SS 41, SS 50, SWS 50 and SWS 58 were selected, then the compact tension specimens were made by the use of these materials, the things welded by these materials transversely and the ones longitudinally to the crack propagation direction. The fatigue tests were performed by the use of these 'specimens, and the values of material constants c and m were obtained. By these results the followings were obtained. It was showed that the fatigue: strength in the case of the cover plates was much lower than in the case of other two cases. It was showed that, in the case of the cover plates with the cover plates thicker the fatigue strength was lower, but besides this the fatigue strength was not much influenced by the size of specimens. It was showed that in the difference from this the fatigue strength was sensitively influenced by the values of c and m. It was showed that in accordance with the lower values of c and m the fatigue strength was fairly higher, in accordance with the lower values of m the gradient of the S-N curves was abrupter. It was considered that if such data were accumulated continuously, in the near future the basic pattern used availably in providing the indicater of the fatigue design of the plate girders, and presuming the life-proof of the existing plate girders.

  • PDF

Current Generation from Microbial Fuel Cell Using Stainless Steel Wire as Anode Electrode (스텐철사를 전극으로 이용하는 미생물연료전지의 전류 발생)

  • Jang, Jae Kyung;Kim, Kyung Min;Byun, SungAh;Ryou, Young Sun;Chang, In Seop;Kang, Young Koo;Kim, Young Hwa
    • Journal of Korean Society of Environmental Engineers
    • /
    • v.36 no.11
    • /
    • pp.753-757
    • /
    • 2014
  • Anode electrode in a microbial fuel cell (MFC) should transfer the receiving electron as well as provide large surface area that can be immobilized microorganisms. Microorganisms' population is one of important factors to improve the current generation and to treat the livestock wastewater by biological treatment. These studies were attempted to investigate if stainless-steel wire skein (SSWS) could be used as anode electrode replacement a graphite felt electrode in microbial fuel cell. For these studies, pretreated livestock wastewater was used diluted to 500 mg/L as COD before use. At this time, the current showed a little difference of about 5% when using each of a SSW and graphite felt (control). There was no significant difference in the current value. The organic removal rate in the microbial fuel cells used graphite felt and SSWS was 82.4% and 88.3%, respectively. The COD removal in the MFC used the SSWS was higher than that of graphite felt. Ammonium nitrogen was showed similar trend in two case all. These results about current generation and organic matter reduction seem possible that SSWS was used to anode electrode. When SSWS is used, the initial investment for system construction is expected to be able to reduce by approximately 1/50.

A Study on 'Evolution' of Animation Images : Centered around Characters of Monster Animation and (애니메이션 이미지의 '진화'에 관한 연구 : 몬스터 애니메이션 <포켓몬스터>와 <디지몬>의 캐릭터를 중심으로)

  • Kim, Yoon-A
    • Cartoon and Animation Studies
    • /
    • s.18
    • /
    • pp.37-56
    • /
    • 2010
  • This paper focalizes on the 'evolution' of monster animation and . Actually, Many characters' 'Evolution' is a very powerful convention of Japanese genre animation. Lots of young people feel a huge pleasure about character's evolution. It is a fantastic spectacle to boys and girls. The first characteristic point of characters' evolution is growing-up body to an adult. For example, magical girls genre shows a woman's sexy body. This scene gives a sexual fantasy to young girl spectators, a voyeuristic visual pleasure to young boy spectators. The second point is that a transforming-body gains some super power or magical power. The third point is that a great many characters is in one text. In , characters' numbers go on increasing through 6 ways-hybrid type, mutant-reiteration type, metamorphosis type, simple-grownup type, narrative type, multiple evolution type. The evolution of has to pay attention to only one transforming way. Most Digimon characters are becoming to a human-weapons cyborg. In my opinion, this is very dangerous phenomenon with a political ideology.

  • PDF

Analysis on designer's cognitive thinking process in 3D animation design (3D 애니메이션 제작을 위한 디자이너의 인지적 사고과정 분석)

  • Kim, Kie-Su
    • Cartoon and Animation Studies
    • /
    • s.20
    • /
    • pp.1-14
    • /
    • 2010
  • The success of a three-dimensional blockbuster movie, AVARTA, brought an public attention on the expansion of three-dimensional computer applications, and it allows experts predict further hardware technology developments to support the such applications. Futhermore, an internet based infra structure and three-dimensional structure, third generation network community, advanced computer networks have influenced advancement in computer technology within the 3D game industry and the spread of 2D computer animation technologies. This advancement of computer technologies allow the industry to overcome a limitation of generating cultural design contexts existed within 2D network community. However, despite of the expansion of 2D and 3D computer technologies, a limitation of analysing designers' intentions on morphology of digital contents and user interface still exists. Therefore, the purpose of this study is to analyze (1) present conditions of the 3D industry and (2) protocols of designers' cognitive design processes based on their design communication, contents, and tools. Analysis was conducted based on literature reviews and case precedent analyses. For the analysis, a 2D Avarta sketch character was designed and then applied into a 3D game system. Observations how designers solve cultural problem within the structure via Avarta were conducted. Outcomes were then coded for further analysis.

  • PDF