• Title/Summary/Keyword: 디지털 제작기술

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A Study on Technology Trends of CG in Visual Effects and Suggestion (CG 특수효과(VFX) 제작 기술동향분석과 제안)

  • Choi, Sung-Kyu
    • Journal of Korea Multimedia Society
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    • v.12 no.4
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    • pp.591-599
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    • 2009
  • The rapid development in computer technology has led to remarkable development in the field of VFX that used in making real picture film. In the past, it was very hard work to make the VFX scenes by means of analogue ways. But these days, CG Animation technology has them make rapid progress and dazzle with brilliance. Recently we can judge the most advanced technology and IT technology based on CG technology introduced in VFX. VFX on CG technology becomes the concentration and the symbol of the most advanced technology. I study manufacturing movement of VFX on CG technology. It shows manufacturing tools are subdivided and the interface is convenient to use, so that artists have applied analogue manufacturing technology easily. The improvement of the computer has made it possible to develop CG technology and tools for hyper-realism. Industries and laboratories in the country get excellent result but we have to concentrate on people in this field more. First of all, we get out of technology copy of Hollywood and we have to develop creative and leading tools reflecting the artists' idea. industry.

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A study of the small productional system for 3D digital animations (3차원 디지털애니메이션을 위한 소형제작시스템 연구)

  • Choi, Bek
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.73-80
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    • 2006
  • The main purpose of this study is to help develop the productional system of the three dimensional digital animation domestically. Many 30 digital animation projects are being developed and finished with foreign computer graphics technology. However, the 3D animation market in Korea is not as good as the ones in other countries. One of the most significant problems is the lack of a program of study in Korea concerning productional systems used to create 3D animation. We previously imported an advanced productional system from the U.S., which was adaptable to big projects, and consequently, expanded the international digital animation market. Now, we need to develop a new production system which is fully adaptable to the Korean market. A non-sequential system of 3D digital animation tailored for small projects is more adaptable to domestic industry than the sequential system known as the 'Pipeline system.' A non-sequential system is good for small productions that are trying to create animation on a limited budget. The workers in this system can learn to make animation fast and effectively. They can also learn how to discuss with the others in order to avoid duplication of action. In contrast, in the Pipeline System, many workers repeat confirmation steps during the process for the same animations. The benefit of the non-sequential system is that the worker's interest and education can speed up production, because he/she can quickly learn every step of the animation process instead of just doing a particular job which does not allow him/her to observe the other steps involved. The 'animatic' step is the most important in the non-sequential system. The final animation is produced from the animatic. It is developed from scratch through to the final product but only after the agreement of all the workers, including a director.

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A Study on Digital Video Library Development for Semantic-Sensitive Retrieval (시맨틱 검색을 위한 디지털 비디오 라이브러리 구축에 관한 연구)

  • Jang, Sang-Hyun;Lim, Seok-Jong
    • Journal of Information Management
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    • v.37 no.4
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    • pp.93-104
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    • 2006
  • With the advancement of internet and video compression technology, there has been an increasing demand for video, and producted a large quantity contents of UCC. Therefore, Semantic-sensitive retrieval and construction for digital video library is more in demand than ever. However, it is extremely difficult to categorize and label scenes in any video automatically for searching wanted scene. This study proposes a method to extract certain scenes and analyze the video content, and shows the experimental results after categorizing 5 sports news(soccer, baseball, golf, basketball, and volleyball).

Accuracy of dental model based on the state-of-the-art manufacturing technique (첨단 제조기술 기반으로 제작된 치과용 모형의 정확도에 관한 연구)

  • Kim, Jae-Hong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.11
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    • pp.693-700
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    • 2020
  • This study compared the accuracy and reliability of definitive casts fabricated from a digital impression and conventional impression technique. A master model with the prepared upper full-arch tooth was used. Samples of ten plaster models and ten polyurethane models were duplicated using a selected standard master model. Six linear measurements were recorded between the landmarks, directly on each of the stone models and the polyurethane models on two occasions by a double examiner. The Wilcoxon signed-rank test, interclass correlation coefficient (ICC), measurement error (MSE), and limit of agreement (LoA) were used for statistical analysis. The ICC ranged from 0.76 to 0.99 when comparing the stone models and polyurethane models. The mean difference between the stone models and polyurethane models ranged from 0.09mm to 0.20mm, suggesting that stone models might be slightly larger than polyurethane models. Based on this study, the accuracy of the polyurethane models in evaluating the performance of an oral scanner and subtractive technology was acceptable. Further studies will be needed on patient subjects under clinical conditions that may involve missing or malpositioned teeth and fixed dental prostheses because this study was limited to use a standard master model and duplicated sample models in a laboratory setting.

UCC 서비스

  • Park, Hyeon-Su
    • Digital Contents
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    • no.5 s.156
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    • pp.38-43
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    • 2006
  • 인터넷이 UCC(User Created Content : 사용자 제작 콘텐츠)로 넘쳐나고 있다. 네티즌의 성향변화, 다양한 미디어의 출현, 그리고 이들을 만족시키는 기술의 발전이 결합되어 단순한 정보 수용자의 위치에 머물렀던 네티즌들을 이제는 정보 생산자로 변모시키고 있다. 여기에 포털 업체들이 관련 서비스를 경쟁적으로 출시, 올해 UCC서비스가 본격화될 것으로 전망된다.

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Sucess Factor of 3D Movie "Avatar" and the Possibility Analysis of the Korean 3D Contents (아바타 3D영화의 성공요인과 한국형 3D 콘텐츠의 가능성 분석)

  • Cho, Byung-Chul
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.137-145
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    • 2010
  • Many research works are actively being done due to the 3D contents production technology for global competition through the world. In korea, many experts have taken notice of high quality 3D movies produced by Hollywood. Recently, 3D movie "Avatar" advanced 3D computer graphics based digital production technology is heavily influencing the contents industry in global market. Therefore, In this paper, the success factor of "Avatar"has to be analyzed. Also, the analysis of 3D contents production environment of the domestic and Hollywood is performed. Based on that, we analyzed the factors of threat and opportunity of the Korean 3D contents. Also, Based on the statistical data analysis of the korean film commission, favorable reactions of the korean movie and the government's powerful policy direction, we proposed the successful possibility of the korean 3D contents.

한국의 우주개발 활동 현황

  • Mun, Sin-Haeng
    • Defense and Technology
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    • no.11 s.213
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    • pp.10-19
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    • 1996
  • 우리나라의 우주활동에 있어서 올해는 중요한 한해였다. 최초의 한국 소유 통신위성인 무궁화위성(KOREASAT)이 위성 통신 서비스를 시작하였고, 세계에서 두번째로 디지털 위성 방송을 시작하였다. 한국이 본격적인 기술개발에 참여한 최초의 실용위성인 다목적실용위성(KOMPSAT)도 '99년 발사를 위한 모든 계획이 순조롭게 진행되어 설계를 마치고 국산화 제작에 들어가고 있다.

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3D Implementation of Wooden Structure System in Korea Traditional Wooden Building (전통목조건축물 내부 구조의 3D 구현)

  • Lee, Kang-Hun;Cho, Sae-Hong
    • Journal of Korea Multimedia Society
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    • v.13 no.2
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    • pp.332-340
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    • 2010
  • This paper presents the digitally implementable methods to preserve and restore the traditional wooden buildings, which are the typical "Korean Cultural Contents," by using computer and multimedia technologies. We first define the meaning of the digital implementation of Korean traditional wooden buildings and important points to be considered. In addition, we present the steps and methods for implementation. Furthermore, we considered wooden materials, structures and Danchung (patterns of paintings on the wooden pieces) in implementing of Gongpo (wooden structure system) for both Geunjeongjeon of Gyeongbok Palace and Injungjeon of Changduk Palace by using the presented methods. We present the mechanical method to digitally implement wooden buildings by using numerical ratios of Gongpo. The other advantage of this paper over the other studies, which focus on implementation of exterior of wooden buildings, is presenting the methods how to show the complicated relations of inner parts in Korea wooden buildings. Thus, it can be practically used in preserving and restoring Korean traditional wooden buildings.

The Discursive Topography in Maker Culture A Critical Discourse Analysis of 'Maker Movement' (메이커 문화를 둘러싼 담론적 지형 메이커 운동(maker movement)에 대한 비판적 담론 분석)

  • Choi, Hyuk Kyoo
    • Korean journal of communication and information
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    • v.82
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    • pp.73-103
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    • 2017
  • With the introduction and expansion of 'maker movement', maker culture captured attention and saw itself as an emerging culture. This study aims to analyze published books, policy report, columns and news articles related to maker culture through the perspective of critical discourse analysis. Maker movement led by the government gives meaning to the maker culture as the force of 'creative economy' that can overcome the economic crisis. Following this meaning making, one-man digital fabrication start-ups have been actively promoted by government policies. In the case of Seoul, it criticizes government led maker movement that only focuses on economy and institutionalizes maker movement by focusing on the maker culture's aspect as 'digital social innovation' that can resolve social problems. In the world of art, it tries to rediscover the value craft, that is, 'creative craftsman'. Moreover, resistance movement that tries to fight against dominant technology structure through constructing 'critical making' was also spotted. Nonetheless, it is rather untimely to definitely find dominant discourse's power effect in reality and sign of rupture in dominant structure as the result of resisting discourse's struggle. Thus, maker movement is the field of struggle where an ongoing clash can be found: between discourse strategy that tries to make maker culture a social or economic asset by combining with dominant power structure, and alternating or resisting practice of signification that focuses on its cultural techno-political potential.

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Fluid Interaction of Digital Media -Based on Net Art- (디지털미디어의 유동적 인터렉션 - 넷 아트를 중심으로 -)

  • Kim, Hyung-Nyun
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.193-201
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    • 2007
  • The information technology is quickly changing the paradigm of the overall society. This change has influenced the art field and exceeded the limit of prior art characteristics and methods opening up a new world of art pieces starting among the young artists based on digital art technology. Especially the internet art of the computer technology made the communication of the artist and the viewer to communicate in a bilateral manner different from one way feeding of the past and made it possible for the viewers to choose their involvement in the act of seeing the work changing the reaction into a fluid concept. This thesis is about using the digital media in the net art communication to figure out the fluid interaction by approaching the digital media concept and by analyzing the characteristics of net art communication means and thus take a overall look at the artist related web sites and see the net art as a new communication means.