• Title/Summary/Keyword: 디지털 영화

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Major Character Extraction using Character-Net (Character-Net을 이용한 주요배역 추출)

  • Park, Seung-Bo;Kim, Yoo-Won;Jo, Geun-Sik
    • Journal of Internet Computing and Services
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    • v.11 no.1
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    • pp.85-102
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    • 2010
  • In this paper, we propose a novel method of analyzing video and representing the relationship among characters based on their contexts in the video sequences, namely Character-Net. As a huge amount of video contents is generated even in a single day, the searching and summarizing technologies of the contents have also been issued. Thereby, a number of researches have been proposed related to extracting semantic information of video or scenes. Generally stories of video, such as TV serial or commercial movies, are made progress with characters. Accordingly, the relationship between the characters and their contexts should be identified to summarize video. To deal with these issues, we propose Character-Net supporting the extraction of major characters in video. We first identify characters appeared in a group of video shots and subsequently extract the speaker and listeners in the shots. Finally, the characters are represented by a form of a network with graphs presenting the relationship among them. We present empirical experiments to demonstrate Character-Net and evaluate performance of extracting major characters.

Proposal of Youngjong-do 112 Block Demo-Plant for Application of Smart Water Grid (SWG 적용성을 위한 영종도 112블록 데모플랜트 구축 방안)

  • Han, Kuk Heon;Park, Hyun Ki;Kim, Young Hwa
    • Proceedings of the Korea Water Resources Association Conference
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    • 2016.05a
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    • pp.108-108
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    • 2016
  • 스마트워터그리드(Smart Water Grid; 이하 SWG)란 현재 직면에 있는 물 부족, 물 안보, 물 복지 등 물에 대한 문제를 ICT 기술을 활용하여 물관리의 새로운 패러다임을 제시할 수 있는 융합 기술이다. 즉, SWG는 기존의 수자원 관리 시스템의 한계를 극복하기 위해 첨단 정보통신기술을 이용하는 고효율의 차세대 인프라 시스템으로 다양한 수원을 활용하고 물을 효율적으로 배분 관리 운송하여 수자원의 불균형을 해소하고, 첨단센서네트워크를 이용해 용수관리 전분야에 걸쳐 양방향 실시간으로 용수정보를 감시 대응하여 용수관리와 에너지 효율의 최적화된 메가시티(mega-city)에 적합한 지능형 물관리가 가능할 것으로 예상되는 시스템이다. 따라서 국토교통부 과제로 추진중인 SWG 연구단에서 개발한 스마트 워터 기술을 영종도 112 블록에 적용하여 지역주민의 물복지 향상 및 물 사용자에 대한 소비자 만족도를 높이는데 목적을 두고 데모플랜트를 구축 방안을 수립하였다. 영종도 112블록(인천 운서동 및 운북동 일원)은 인천 공촌정수장에서 해저관로를 지나 영종통합 가압장에서 가압 후 공항신도시배수지에서 물을 공급받고 있는 지역으로 면적은 $17.41km^2$, 인구는 약 17,000명, 물사용량 $8,000m^3$/일, 총관로연장 약 55km, 유수율이 겨우 73.2% 지역이다. SWG 적용성 평가를 위해 영종도 112 블록에 유수율 제고 및 운영비용 저감을 목적으로 데모플랜트를 구축하였다. 스마트 계측을 위해 스마트미터 469개(15~20mm), 디지털미터 172개(25~200mm), 누수유무센서 1개소, 다항목 수질측정기 1개소, 유량계 3개소, 수압계 5개소, AMI 시스템 641개 및 물효율 운영프로그램과 물정보 App서비스 기능으로 구성하였다. 물효율 운영프로그램은 실시간 수요량 예측, 배수지 운영에 따른 취수량, 송수량, 펌프 대수조합 및 운전스케줄링이 가능한 경제적 물공급 스케줄링, 관망상태 감시 및 제어(실시간 유량/수압 분석을 통한 누수분석) 기능이 탑재되어 통합운영센터에서 운영할 계획이다. 데모플랜트 운영을 통해 수자원의 효율적인 배분 및 공급, 유지관리 향상, 운영 비용 최소화 등의 결과를 바탕으로 신도시 및 기존도시의 물관리 정책수립에 활용할 수 있을 뿐만아니라 시간적 공간적 불균형 해소 및 물시장 발전에 크게 기여할 것으로 사료된다.

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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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TV Watching Pattern Analysis System based on Multi-Attribute LSTM Model (다중속성 LSTM 모델 기반 TV 시청 패턴 분석 시스템)

  • Lee, Jongwon;Sung, Mikyung;Jung, Hoekyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.4
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    • pp.537-542
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    • 2021
  • Smart TVs provide a variety of services and information compared to existing TVs based on the Internet. In order to provide more personalized services or information, it is necessary to analyze users' viewing patterns and provide customized services or information based on them. The proposed system receives the user's TV viewing pattern, analyzes it, and recommends a TV program or movie as customized information to the user. For this, the system was constructed with a preprocessor and a deep learning model. The preprocessor refines the name of the TV program watched by the user, the date the TV program was watched, and the watched time. Then, the multi-attribute LSTM model trains the refined data and performs prediction.The proposed system is a system that provides customized information to users, and is believed to be a leading technology in digital convergence that combines existing IoT technology and deep learning technology.

NC Soft's Entertainment Expansion Strategy : Focusing on Exploration and Exploitation (엔씨소프트의 엔터테인먼트 확장 전략 : 탐험과 활용을 중심으로)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.1-11
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    • 2021
  • NC Soft will continue to dream of an entertainment innovation world where customers are connected through game and contents. NC Soft images an expansion in entertainment industry which open doors to the future of enjoy break through innovative online game and creative AI & IT technologies, focused on new business opportunities that are solely NC's own. This study starts with the implication on why focusing on exploration innovation and exploitation strategy at the same time in NC Soft is so challenging. NC Soft manages to their online & mobile gaming competencies in the long term and achieves their sustainable growth by incremental innovation (e.g. game planning, game programming, and graphic design). Also, for innovative success, pursuing exploration strategy is essential. NC Soft have built a strategic alliance spanning K-POP, digital contents platform, movie, and animation, sharing the connectivity of entertainment domains with major contents corporations. The findings of this study would also beneficial to entertainment and contents corporation executives and could provide some road-map on managing the dual challenges of exploration and exploitation implementations.

The study of stereoscopic editing process with applying depth information (깊이정보를 활용한 입체 편집 프로세스 연구)

  • Baek, Kwang-Ho;Kim, Min-Seo;Han, Myung-Hee
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.225-233
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    • 2012
  • The 3D stereoscopic image contents have been emerging as the blue chip of the contents market of the next generation since the . However, all the 3D contents created commercially in the country have failed to enter box office. It is because the quality of Korean 3D contents is much lower than that of overseas contents and also current 3D post production process is based on 2D. Considering all these facts, the 3D editing process has connection with the quality of contents. The current 3D editing processes of the production case of are using the way that edits with the system on basis of 2D, followed by checking with 3D display system and modifying, if there are any problems. In order to improve those conditions, I suggest that the 3D editing process contain more objectivity by visualizing the depth data applied in some composition work such as Disparity map, Depth map, and the current 3D editing process. The proposed process has been used in the music drama , comparing with those of the film . The 3D values could be checked among cuts which have been changed a lot since those of , while the 3D value of drew an equal result in general. Since the current process is based on an artist's subjective sense of 3D, it could be changed according to the condition and state of the artist. Furthermore, it is impossible for us to predict the positive range, so it is apprehended that the cubic effect of space might be perverted by showing each different 3D value according to cuts in the same space or a limited space. On the other hand, the objective 3D editing by applying the visualization of depth data can adjust itself to the cubic effect of the same space and the whole content equally, which will enrich the 3D contents. It will even be able to solve some problems such as distortion of cubic effect and visual fatigue, etc.

The Uncanny of Familiar, yet Foreign Gestures Focused on the Works of Brothers Quay (몸짓의 언캐니 연구 - 퀘이 형제의 작품을 중심으로 -)

  • Ko, Min-Jung
    • Cartoon and Animation Studies
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    • s.33
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    • pp.55-78
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    • 2013
  • The issues on the representation of digital images, the uncanny is not considered aesthetically but must be overcome. It seems that the future of visual media using digital images, depends on the development and advancement of the digital technology. However, the Brothers Quay regarded as unique and experimental animators, focus their attention towards the past rather than the future. They trace back to the origin of the media, reproducing, manipulating, and representing gestures in oder to restore the shock and thrill delivered in film and animation. The Brothers Quay explore the uncanny of gestures through the mechanism of medium. They work in a wide range of genres, from animation, live action to dance film. The creaking spasms, which create the feeling that the movement does not belong to this world, and the strange gestures, reveals the flicker of the still projection and make audiences recognize gestures in the true meaning of the word. While they animate live actors and dead objects like automata, the hidden desires are revealed over screen. In this paper, focusing on the works of Brothers Quay, I tried to explore the uncanny of gesture based on Freud's and Jentsch' theory of uncanny.

Emotion fusion video communication services for real-time avatar matching technology (영상통신 감성융합 서비스를 위한 실시간 아바타 정합기술)

  • Oh, Dong Sik;Kang, Jun Ku;Sin, Min Ho
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.283-288
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    • 2012
  • 3D is the one of the current world in the spotlight as part of the future earnings of the business sector. Existing flat 2D and stereoscopic 3D to change the 3D shape and texture make walking along the dimension of the real world and the virtual reality world by making it feel contemporary reality of coexistence good show. 3D for the interest of the people has been spreading throughout the movie which is based on a 3D Avata. 3D TV market of the current conglomerate of changes in the market pioneer in the 3D market, further leap into the era of the upgrade was. At the same time, however, the modern man of the world, if becoming a necessity in the smartphone craze new innovation in the IT market mobile phone market and also has made. A small computer called a smartphone enough, the ripple velocity and the aftermath of the innovation of the telephone, the Internet as much as to leave many issues. Smartphone smart phone is a mobile phone that can be several functions. The current iPhone, Android. In addition to a large number of Windows Phone smartphones are released. Above the overall prospects of the future and a business service model for 3D facial expression as input avatar virtual 3D character on camera on your smartphone camera to recognize a user's emotional expressions on the face of the person is able to synthetic synthesized avatars in real-time to other mobile phone users matching, transmission, and be able to communicate in real-time sensibility fused video communication services to the development of applications.

A Study on the real motion capture of 3D Game character and classificatory proposal the type, the shapes of 3D character animation (3D 게임캐릭터의 실사 움직임(Real working)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델 분류 제안)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Shon, Jong-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.269-272
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    • 2006
  • Game industry is one of the most popular sector in the world cultural industries in the digital era. 2D and 3D Animation with development of computer technology it. Because Animation needs to show real motion image. The computer hardware and software technique quick change it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. But recently Game graphic design have a trend 3D Game that is absorbed and easy handling. 2D Game Character is changing to 3D Game Character more and more. This thesis have significant the real motion capture of 3D Game Character and the types, the shapes of 3D Game Character animation. First of all this thesis will define about 3D Game Character as well it will be show examples of real motion capture also it will proposal data of real motion capture. Therefore it will be bring the high technology Animation industry with Digital Contents industry. also hope for the growth of Game Character Animation process and 3D Game Character Animation in Game industry as well contents industry.

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Necessity and Direction of Korean Culture Contents Development (한국 문화 콘텐츠 개발의 필요성과 방향)

  • Seo, Eun-Sook
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.417-427
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    • 2009
  • This article studies on the identity of Korean Culture and the direction of Korean culture contents. Our Korean society goes on to value-pluralism and cultural diversity. In this point, we need to confirm the identity of our Korean culture. And we meet with the crisis of Humanities. Humanities is the core of our culture. It is the key point to make identity of our Korean culture as cultural universality and to apply it to develop Korean culture contents for the revival of Humanities. The core contents of Korean culture lies in the ancient myth, the thought of Hwarang, Confucianism, Neo-Confucianism, Buddhism, Taoism, the practical thought, thought of Yangmyeong study and the thought of East study and so on. On the basis of these thoughts, the core of Korean culture are humanity, harmony, the spirit of Punglyu, thought of life- esteem, ethics of environment etc. I suggest that we can apply our cultural core ideas those I analyzed above to develop Korean culture contents in the fields of cinema, music, cartoon, animation, game, character, digitalization, cultivation of experience programs of Korean culture etc. In addition, I suggest their commercial application like e-learning and culture contents education.