• Title/Summary/Keyword: 리얼

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A Study on 3D Character Design for Games (About Improvement efficiency with 2D Graphics) (3D Game 제작을 위한 Character Design에 관한 연구 (3D와 2D Graphics의 결합효율성에 관하여))

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Multimedia Society
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    • v.10 no.10
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    • pp.1310-1318
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    • 2007
  • First of all, What was the modeling technique used to model 3D-Game character? It's a technique developed along several years, by experience... here is the bases Low polygons characters I always work in low polygon for two reasons -You can easily modify a low-poly character, change shapes, make morph for facial expressions etc -You can easily animate a low-poly character When the modeling is finished, Second, In these days, Computer hardware technologies have been bring about that expansion of various 3D digital motion pictured information and development. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. Besides, as computing power has been better and higher, the development of 3D Animations and Character are required gradually. In order to satisfy the requirement, Research about how to make 3D Game modeling that represents Character's emotions, sensibilities, is beginning to set its appearance. 3D characters in 3D Games are the core for the communications of emotion and the informations through their facial expression and characteristic motions, Sounds to Users. All concerning about 3D motion and facial expression are getting higher with extension of frequency in use. Therefore, in this study we suggest the effective method of modeling for 3D character and which are based on 2D Graphics.

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The Effects Of Structured Methods On Object Orientation : A Knowledge Interference Prospective (구조지향 방법론이 객체지향 방법론에 미치는 영향 : 지식간섭의 관점에서)

  • Kim, In-Jai;Jeong, Duke-Hoon
    • The KIPS Transactions:PartD
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    • v.9D no.5
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    • pp.859-864
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    • 2002
  • The life cycle of new information technologies is getting shorter, and the technologies are becoming more complex and difficult to understand. The need to better understand adoption of object orientation motivates this paper. Adoption of object orientation should certainly be influenced by prior software process technologies, such as the process-oriented structured methods, because object orientation is considered to be a paradigm shift from conventional software process technologies. This study aims to empirically analyze knowledge interference of the structured methods with object orientation. A two factorial quasi-experimental design is set forth. The period of experience using the structured methods and the period of experience using object orientation are selected as two independent variables, and the perceived ease of use is chosen as one dependent variable. Data are gathered from active members of Data Processing Management Association (DPMA), who have experiences in using both the structured methods and object orientation. The final results empirically show that previous experience using the structured methods negatively influences the perception of using object orientation that is one of critical factors to technology adoption. It is suggested here that a future study dealing with the same research topic in other countries will provide new insights about comparative studies.

A Study on the modification of fantastique mode in You, Sijin's comic strips (유시진 만화의 환상성 변이 연구)

  • Chang, Eun-Young;Kim, Mi-Rim
    • Cartoon and Animation Studies
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    • s.24
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    • pp.25-48
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    • 2011
  • The fantastic has had various semantic layers between 'the Marvelous' and 'the Uncanny', these has been assorted by historical and synchronic aspects. The Marvelous has been harmonious and abundant world of fantasy which includes metaphysical system and all tradition of magical fence. The Uncanny has been a subversive fantasy world which shows absurdity and negative truths of this very world by modern consciousness. In comics, because of the media features, it is more useful the fantastic than the realistic. However, the relationship about comic and fantasy has rarely discussed in detail. So we has wanted to understand the specificities of affiliation with the Marvelous and with the Uncanny. Then it has been necessary to check the works of You, Sijin the comic book writer, for we ought to know how the affiliations with fantasy could influence each works' styles, and themes. You, Sijin started her works with sensibility of uncanny, but she tried to develop the theme "uptight" and devoted to establish "the Secondary World" stably. However, at Shin Meoung Ki(神明記) fantasy world overwhelmed the theme. After that, in The Closer and On, she crashed down the uptight feeing and made new self-consciousness by mixed fantasy style. The Closer and On has been the turning point of writer You, Sijin. Since than her works has showed a propensity for the Uncanny.

A Study on Classification System for Narrative use of Visual Effects in Film (영화 비주얼 이펙트의 내러티브에 의한 분류체계 연구)

  • Suk, Hae-Jung
    • Cartoon and Animation Studies
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    • s.13
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    • pp.237-253
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    • 2008
  • Visual Effects have been revered as 'Spectacular' film elements for a long time, and once there was a misunderstanding that they destroyed the actual 'Story'. But, now they are becoming a valuable tool for storytellers. A film pursues a perfect narrative structure and visual reality so that the audience can believe the story as a real. Giving a narrative motif to the audience, they use Visual Effects that provide the technical solutions and -at the same time- they create and preserve the diegetic world that Is either believable or not. This research suggests that we analyze precisely and make a classified table of the narrative use of Visual Effects based on the previous research of Shilo T. McClean. First, we can ask if the narrative motif would be there in front of the camera, From there, we then can get two desired answers. One is, if there is nothing to visually stand up, Visual Effects can intervene as an alternative tool for creating the diegetic world. The other is that Visual Effects can be used for preserving the diegetic world as a necessary tool. Then, in the latter, we can consider whether there is a storyteller's purpose to be added, so we can distinguish the details. This classified Visual Effects for the narrative is able to dispense proof that they can be worthy as to provide a 'Spectacuiar' aura as to create and preserve the diegetic world. I would like to argue that this research could be a foundation for the inter-progress of future studies for visual effects as well as for their amazing technological improvements.

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A study on the characteristics of brain image and yeongsang expression in the digital information environment (디지털 정보환경에 있어 뇌내 이미지와 영상표현의 특성에 관한 연구)

  • 이규옥
    • Archives of design research
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    • v.16 no.2
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    • pp.323-334
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    • 2003
  • This study is focused on subjective images that are produced before visualization in the digital information environment and on characteristics of objective, dynamic image expression that specifies the subjective images. In this study, the visual world that works in the action of "see"is expanded into vision of eyes, vision of brain, and vision of camera. Also we have redefined the definitions of image and its materialized image, yeongsang. It is defined that image contains a strong meaning of consciousness and mind, and that yeongsang involves vision in which constantly changing information of light is created and reproduced by physical processes. We made it clear that image expression in the 21 st century is becoming more generalized, simplified, and concentrated, by the digital technology, from existing specific non-real images to "informationalized" non-real images. This means that there exists an intrinsic difference in the expressional form of the modern analog environment and that of the recent digital environment in the area of yeongsang communication. Along with development of technology, image information raises plastic reality through indirect experience in the virtual space by expanding the sensual faculty of human. However, there also is a tendency for humans to rely more on technology instead of utilizing their creative faculty. Image expression by“the digital information environment” in the 21st century will pursue two sides; one is to shift from external expression of the human body in the cyber space to internal expression, and the other is to internalize the image world and make it connected worldwide. Further research is necessary in these fields.ary in these fields.

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Co-occurrence of Deoxynivalenol and Zearalenone in Cereals and their Products (곡류와 그 가공품에서 Deoxynivalenol과 Zearalenone의 분석)

  • Ok, Hyun-Ee;Chang, Hyun-Joo;Choi, Sung-Wook;Lee, Na-Ri;Kim, Hyun-Jung;Koo, Min-Sun;Chun, Hyang-Sook
    • Journal of Food Hygiene and Safety
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    • v.22 no.4
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    • pp.375-381
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    • 2007
  • Deoxynivalenol (DON) and zearalenone (ZEN) are naturally occurring toxins produced by Fusarium species, which may grow on cereals. The aims of this study were to determine the incidence and contamination levels of DON and ZEN in cereal products. Seventy samples of cereal products were randomly selected from retail outlets during 2005 and 2006. DON and ZEN were analyzed by using high performance liquid chromatography with fluorescence and UV-detector, respectively. Detection limits were $4.4{\mu}g\;kg^{-1}$ for DON and $3.4{\mu}g\;kg^{-1}$ for ZEN. DON and ZEN were detected in 37 and 17, respectively, of the 70 samples, but the levels found were very low. In particular, out of 70 samples, 12 samples of corn and barley were co-contaminated with DON and ZEN, with levels ranging from 5.6 to $1842.3{\mu}g\;kg^{-1}$ for DON and 12.1 to $174.9{\mu}g\;kg^{-1}$ for ZEN, respectively. However, DON and ZEN were not detected in breakfast cereals and wheat flour. The highest level was found in dried corn kernel samples that confirmed by LC-MS. This study show that DON and ZEN co-contaminate with low levels in cereal products.

Minerals (Calcium, Iron, Zinc) Analysis and Interaction of Emphasized Nutrition Indication on Products (영양강조표시제품의 무기질 (칼슘, 철, 아연) 함량 분석과 상호작용에 대한 연구)

  • Jeong, Da-Un;Lee, Heon-Ok;Kim, Young-Kyoung;Seo, Kun-Ho;Om, Ae-Son
    • Journal of Food Hygiene and Safety
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    • v.31 no.6
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    • pp.420-425
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    • 2016
  • The present study aimed to calcium (Ca), iron (Fe) and zinc (Zn) contents were compared with reference values indicated on the nutrition label of nutrition emphasized food. Also, this paper will briefly review and evaluate what is currently known about Fe-Zn and Ca-Fe interaction. Ca, Fe or Zn-emphasized product, including cereal, snack, soy milk, chocolate product, other cocoa product, sugars product, beverage and tea were analyzed. The contents of Ca, Fe, and Zn in samples after dry-ashing were examined by ICP. The measured Ca (n = 42), Fe (n = 13), Zn (n = 6) values were ranged 87~176%, 98~167%, 98~275% of reference value indicated product, respectively. All samples were ranged more than 80% of the reference value, which were complied with food regulation. High intake of Ca has been shown to adversely affect Fe absorption and the negative effect of Fe on Zn absorption is well known. Therefore, it is important to consider Ca-Fe and Fe-Zn absorption interaction, when Ca, Fe or Zn-emphasized product produce and nutrition labeling policy should be managed regularly with continuous monitoring.

Expression Factors of Pace and Dynamics in Drawing Animation - Focused on Japanese Hero TV Animation Series - (드로잉 애니메이션에서 속도감과 역동성의 표현 요소 연구 - 일본 초인물 TV 애니메이션 중심으로-)

  • Kim, Hyun-Woo;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.40
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    • pp.109-137
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    • 2015
  • As Digital technology developed, drawing animation, using traditional production method which expresses many feelings with drawn lines loses the youth group, the primary audience, to the realism of the digital cinema. Drawing animation, which drew attention of the youth by the spectacles in the film such as hectic pace, dynamics and punch, declined for a while. However, it has been developed a way to express pace and dynamics of its own by establishing an effective directing method, which combines digital technology as it is needed. This study has a purpose to investigate what causes the dynamics and feeling of fast movement of the character in Japanese limited animation. Though some action-animated films that heroes with supernatural powers take the leading role that feeling of velocity and dynamics are emphasized we compare the directing method before and after the introduction of the digital technology. This research reaches the conclusion by factoring each Bergson and McLuhan's discussion to the intervention of indexical signs and the audience's participation according to skipping technique. This study has a significance of researching the element of drawing animation that maximizes the expansion of the senses by defying the limitation of the law of physics through its unique way of directing together with growth of the hero films, which will continue.

Ready-to-eat Cereal Consumption Enhances Milk and Calcium Intake in Korean Population from 2001 Korean National Health and Nutrition Survey (한국인의 시리얼 섭취실태와 우유 및 칼슘섭취와의 관련성 연구 - 2001년도 국민건강영양조사 자료를 이용하여 -)

  • Chung, Chin-Eun
    • Journal of Nutrition and Health
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    • v.39 no.8
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    • pp.786-794
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    • 2006
  • The purpose of this study was to establish an association between the consumption of ready-to-eat cereal (RTEC), milk, and calcium within the context of the most current population dietary practice in Korea. Inadequate calcium intake among Korean children and adults is one of the important public health concern. Milk is one of the best calcium sources because or its bioavailability, and RTEC is one or the foods commonly consumed with milk. The most recent Korean National Health and Nutrition Survey, 2001 dataset was used as the source of data for this research. Subjects excluding pregnant women, were categorized according to gender and age ($1{\sim}5,\;6{\sim}11,\;12{\sim}19,\;20{\sim}49,\;50+$ years) and then by consumption of RTEC and milk. SAS and SUDAAN were used for statistical analyses. Sample weighted means, standard errors, and population percentages were calculated, and multiple regression model with adjustment for covariates were used to determine the predictability of total daily calcium intake from inclusion of RTEC and milk compared to the meal without RTEC and milk. RTEC was consumed by 2.4% or Korean people. Average calcium intake was 17 times greater when RTEC was consumed with milk than when RTEC was consumed without milk. Respondents who consumed RTEC with milk had significantly higher mean daily calcium and other nutrient intakes than respondents who consumed neither. in the multiple regression analysis, milk consumption with or without RTEC predicted total daily calcium intake after adjusting for age, income, and alcohol consumption (p<0.0001). The percentage of respondents below the estimated average requirement (EAR) level for calcium was lower for RTEC consumers than for RTEC non-consumers in all age-gender groups, especially significant differences were in children aged $1{\sim}5$, boys and girls aged $12{\sim}19$, men aged $20{\sim}49$, and women older than 50 years of age. RTEC consumption was not associated with intake in excess of the tolerable upper intake level (UL) for calcium. In conclusion, RTEC consumption was positively associated with both milk and calcium intakes in all age and gender groups in Korean population.

A study of comparison about dream sequence in film based on Freud's Psychoanalysis (Focusing on the film "Mulholland Drive(2001)"and "Inception(2012)") (프로이드의 정신분석학에 의한 영화 속 꿈 표현의 비교 연구 (영화 "멀홀랜드 드라이브(2001)"와 "인셉션 (2012)"를 중심으로))

  • Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.437-444
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    • 2017
  • Christopher Nolan's film "Inception (2012)", which depicts the world of dreams as a unique space-time and opens a new chapter in the expression of dreams, portrays the dreamy world of unconsciousness. However, I can find limitations and contradictions in the expression of the actual dreams and essence of unrealistic structures and forms. I can find David Lynch's movies "Mulholland drive (2001)", which are closer to Freud's psychoanalysis in expressing the actual presentation process of dreams Through comparative analysis, I try to analyze the interpretation and context of the dream mentioned by Freud. The film "Inception" can be appreciated in terms of space time and rich imagination created from the point of view of science fiction movies, but it shows that logical reasonability is weak in view of applying the essence of dream. On the other hand, the film "Mulholland Drive" describes the illogical, confusing and unhappy feeling of unconsciousness by giving logic and order based on the interpretation of Freud's psychoanalytic dreams, is. In this way, it is possible to portray more realistic scenes of dreams only through the portrayal of dreams and unconsciousness based on Freud's psychoanalytic viewpoint.