• Title/Summary/Keyword: 리얼

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콘텐츠라인 부천국제 · 리얼판타스틱영화제

  • Gwon, Gyeong-Hui
    • Digital Contents
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    • no.8 s.147
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    • pp.86-87
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    • 2005
  • 지난달 14일 서울과 부천에서 동시에 판타스틱영화제가 개막됐다. 부천시 시민회관과 서울 종로구 서울아트시네마는 지하철을 이용하면 1시간 내외 거리에 있었지만 각각 그곳에서 개막식이 진행된 부천국제판타스틱영화제와 리얼판타스틱영화제의 사이에는 넘지 못할 벽이 존재했다. 상황이야 어떻든 영화를 좋아하는 이들에게 다양한 볼거리로 무더운 여름을 잊게 했다.

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유비쿼터스 컴퓨팅 핵심기술’튜토리얼세미나- 유비쿼터스 컴퓨팅 핵심기술 현황 및 전망 공유

  • Sin, Jong-Hun
    • Digital Contents
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    • no.7 s.134
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    • pp.91-91
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    • 2004
  • 한국정보과학회 데이터베이스연구회와 한국데이터베이스진흥센터는 지난달 18일 한국섬유회관에서‘유비쿼터스 컴퓨팅 핵심기술’에 대한 튜토리얼세미나를 진행했다. 학계 및 업계 관계자 100여명이 참석한 이번 세미나에서는 미래 정보산업의 주역이 될 유비쿼터스 컴퓨팅 분야의 여섯 가지 핵심기술에 대해 조명하는 시간이 마련됐다.

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A Study on the Post modern Reality in Animation - Focused on Animatrix - (애니메이션에 나타난 포스트모던 리얼리티 연구 - 애니매트릭스를 중심으로 -)

  • 이준수
    • Archives of design research
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    • v.17 no.2
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    • pp.403-412
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    • 2004
  • Animation has been developed with trying a transformation of a reality continuously. The animation's trio is needed to study how the reality is expressed, transform, and developed through postmodernism, which the culture characteristic is one of culture phenomenons. First of all, to study, it s need to define what is animation and postmodernism. And then, the characteristic of postmodernism is studied to figure out how to relate with the reality in animation by the definition, and the reality is classified and expressed properly by a animation film. According to the study, the theory of simulation in animation based on Jean Baudrillard is to express the reality of post modern animation. 11 also shows what master narration is collapsed by the disorganization an outlook on consideration of an idealism and an absolutism and by the reality based on the implication aesthetic through the stream of the times. Finally, according to the combination of the genre such as the mixing 3-Dimensional and 2-Dimensional images, the appearance of the new genre is a result of the autogenous efforts in the animation which makes up the lack of the narrative due to the magical character of the hyper-realism image and the external image caused by the rapid development of technology. In this paper, the post modern reality is analyzed by a animation film such 'Animatrix', and the paper discusses how to express and re-analyze post modern reality in the animation.

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A Study on the Visual Effects of Non-Photorealistic Rendering Animation focusing on 'Paperman,' a Short Animation (넌-포토리얼리스틱(Non-Photorealistic) 렌더링 애니메이션의 시각 효과 기법 - 단편 애니메이션 Paperman을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.40
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    • pp.139-155
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    • 2015
  • Animation is completed in accordance with the original planning of visual direction in the process of post-production. Especially, a variety of visualization skills to meet the planning idea are directed in editing and compositing processes such as rendering and shading in the production of 3D animation. Therefore, the studies how to implement these visual effects have been conducted since the emergence of the animation. The rendering method which appears in the recent animations so often is the effect of 2D animation style although it is applied by 3D technique. 3D animation can be classified as two types including photo realistic and non-photo realistic renderings. The former is to render the images realistically while the latter is to highlight the formative effect with analogue style free from the realism of the photographs. Visual effect of 2D animation is non-realistic, that is, non-photo realistic rendering. The animations produced by this method have the depth of 3D animation expression in terms of space and animating, and can direct the viewer-friendly analogue style visuals, which are widely used as a post-production effect. Hence in this study, we selected a short animation, 'Paperman,' one of Disney's animations, produced by cartoon rendering method which belongs to the class of non-photo rendering technique in 3D graphics, as our subject. We analyzed their techniques and visual effects of the scenes expressed by cartoon rendering method so as to understand whether they meet the original direction idea with the composition work. In addition, we expect further developments of post-production methods, exceeding the limit of graphic expression in alignment with the trend that has become more various in the types and genres of non-photo rendering.

Photorealism Effect of 3D Technical Realization - With an Emphasis on Image Reproduction of (3D 기술구현에서의 포토리얼리즘 효과 - 겨울왕국의 이미지 재현성을 중심으로)

  • Park, Kyung Mi;Yang, Jong Hoon
    • Cartoon and Animation Studies
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    • s.36
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    • pp.259-280
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    • 2014
  • Animation is showing the highest record in entertainment around the world and writing the history of 3D animation again. The image contents effect thanks to the proper introduction of the state-of-art digital technology, which is one of the causes of the outstanding entertainment and the factual reproduction of the images, provided an opportunity to transmit the meaning of image aesthetics, which is a virtual reality and image reproduction through the reality realization of photo medium, and to reinterpret the boundary of virtual reality. Especially, the development of digital contents technology due to scientific technologies demolishes the boundary of virtual reality and reality and creates the effect of making viewers be absorbed by realizing the virtual reality by means of 3D reality images which highlight the special characteristic of photos. The aspect of the contents technology and image aesthetics which can be interpreted in a view point beyond the existing concept of reality is found in the aura theory of Benjamin and in the Simulacres of Baudrillard. The 3D image by photo-reality herein presents various suggestions in the aspect of real existence of spatial expression, the meaning creation process of reality, the existence value of virtual images.

A Study on the Formative Process of Genre and Storytelling in Observation Entertainment Programs - Focusing on the Role of Observer (관찰 예능의 장르화 과정과 스토리텔링 연구 -관찰자의 역할을 중심으로)

  • Lee, Hyun-Joong
    • Journal of Popular Narrative
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    • v.25 no.2
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    • pp.217-245
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    • 2019
  • Recently, the interest among Korean broadcasters in the 'observation entertainment' genre has intensified. This study aims to analyze the genre and storytelling of observation entertainment programming from a narratological perspective. The origin of the Korean observation entertainment program began with the 'reality-variety show'. There was a 'real-life' debate in these reality-variety shows, and as an alternative, the observation entertainment program appeared. Documentary filming, omnibus composition, and spatialization of 'everyday' life have led to the recognition of observation entertainment as a single genre. In particular, 'observers' have become a key factor in the observation entertainment program. The subject of the program is determined by who the observer is. The variability of the program format is the same. The observer looks at the observation target on behalf of the viewer. At the same time, he or she serves as a narrator of the program. The observer functions as the most influential factor in the storytelling of the observation entertainment program. In the observation entertainment program, 'observation' is only a form. It is the observer who creates a narrative within this same format to make the difference between each program. Also, voyeurism has been considered a problem in reality shows such as observation entertainment programs. However, the form communicated by observers is not a direct peek, so much of the problem of voyeurism is mitigated. Such observation entertainment programs analyzed through observers are meaningful in that they make people understand the cultural meaning of "reality" in TV and the storytelling of contemporary Korean TV entertainment.

An Introduction to VASI UART of MCM-ERC32 to Develop Flight Software for LEO Satellites (저궤도 위성용 탑재소프트웨어 개발을 위한 MCM-ERC32의 VASI UART 기능 소개)

  • Lee Jae-Seung;Choi Jong-Wook;Won Young-Jin;Lee Jong-In
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.05a
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    • pp.1171-1174
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    • 2006
  • 고신뢰도가 요구되는 위성용 탑재소프트웨어를 개발하기 위해서는 소프트웨어 처리기반으로 고성능의 탑재컴퓨터가 요구된다. 향후 개발될 위성을 위한 고성능 탑재컴퓨터로는 유럽에서 개발되어 사용되고 있는 MCM-ERC32를 채용할 예정이다. ESA(European Space Agency)의 지원 하에 개발된 MCM-ERC32는 32-비트의 ERC32SC 프로세서, 부가적인 기능을 제공하는 ASIC인 VASI(Very Advanced Sparc Interface), 그리고 메모리(SRAM, DRAM, EEPROM, etc.)로 구성되어 있다. MCM-ERC32에는 ERC32 프로세서에서 제공되는 2개의 UART(A/B)와 VASI에서 제공하는 4개의 UART(0/1/2/3), 총 6개의 시리얼 인터페이스가 있다. ERC32에서 제공하는 시리얼 인터페이스는 8-비트 모드만 지원되며 전송속도에도 제한이 있기 때문에 탑재소프트웨어의 업로드 및 디버깅용으로 활용될 예정이며, 탑재체 간의 인터페이스로는 VASI에서 제공하는 시리얼 인터페이스를 사용할 예정이다. VASI에서 제공하는 UART는 MCM-ERC32에 적합하도록 개발되어 일반적인 임베디드 시스템의 시리얼 인터페이스와는 구별되는 송수신 방법 및 기능을 제공한다. 본 논문에서는 이러한 VASI UART의 구성 및 특징과 기능들에 대하여 설명하도록 한다.

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Fun Factors of a Reality Show Program (리얼리티 쇼 프로그램의 재미에 관한 연구 - '슈퍼스타 K' 프로그램을 중심으로)

  • Joo, Chungmin;Bae, Yunjeong
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.97-108
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    • 2014
  • The purpose of this study was to investigate the factors behind the popularity of Superstar K, a reality show, among the viewers. For that purpose, the study conducted an in-depth interview with six viewers that watched the show in the first round and eight more in the second round. The interview results show that the show's fun elements include program "formation," "organization," "edition," "hosting style," and "appeal factors," which differentiated it from other shows. Superstar K made the viewers enjoy the show by thoroughly planning and providing a range of fun elements from program planning to edition and transmission.

A Study on the Fantastic and Reality in Animation (애니메이션의 환상성과 리얼리티에 대한 연구)

  • Lee, Youn-Hee
    • Cartoon and Animation Studies
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    • s.12
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    • pp.87-102
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    • 2007
  • Animation techniques that can freely create any movement of color and shape produce strong attraction by visualizing fantasy. Like animation, fantasy is often misunderstood that it has nothing to do with reality, but it is not the case. Fantasy introduces a little confusion in our symbolic order by reorganizing elements from reality and commonness. This confusion, which becomes desire, induces attraction. However, the confusion beyond our comprehension creates total chaos in which we cannot be interested. Attraction happens only when the introduced confusion is far less than the total symbolic order which has already been established. The images of animation are neither completely mundane to us nor beyond our comprehension; thus, animation produces attraction by offering us images that stimulate our unconscious desire.

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Performance Evaluation of IOCP Game Server and Game Variable Obfuscation Program (IOCP 게임 서버 및 게임 변수 난독화 프로그램 성능 평가)

  • Cha, Eun-Sang;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.71-82
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    • 2019
  • This paper analyzes performance difference between Unreal Engine's built-in network solution and IOCP server. To do this, we developed IOCP server and 3D game with Unreal Engine 4. Also we considered the game variable obfuscation program to prevent the modification of the memory of the code-modulated game hacking program. This paper used SCUE4 Anti-Cheat Solution, which is Unreal Engine's solution, to study preventing memory modification and to analyze performance trade-offs.