• Title/Summary/Keyword: 만화화

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Interactive Non-Photorealistic Rendering Using Pointillism Techniques (점묘 기법을 이용한 상호적 비실사 기법)

  • Han Man-Jun;Oh Se-Yoon;Lim Soon-Bum;Choy Yoon-Chul
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11a
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    • pp.724-726
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    • 2005
  • 지금까지의 컴퓨터 그래픽스의 방향은 사진과 유사하게 표현하는 Photorealism이 강세였으나, 최근 각종 기술문서나 의학, 교육등 많은 분야에서 사진과 같은 컴퓨터 그래픽스보다는 사물의 특징을 강조하고, 불필요한 부분을 생략해서 표현하는 비사실적 렌더링(Non-Photorealistic Rendering)분야가 새롭게 떠오르고 있다. 비실사기법을 통해 생성된 이미지는 사물의 특징을 부각시켜 시현함으로서 사진과 같은 사실적인 묘사보다는 사물의 특징을 통한 의미전달에 초점을 둔 렌더링 기법이라 할 수 있다. 비실사기법에는 수채화, 수묵화, 유화, 목탄화, 데생과 같은 미술기법과 만화와 같이 표현하는 Cartoon Rendering등 다양한 분야가 있지만 본 논문에서는 모든 그림의 기본 요소가 되는 정을 이용하여 사물을 표현하는 점묘법을 적용한 비실사기법에 대해서 이미 발표된 논문을 살펴보고, 새로운 기법을 제안하고자 한다.

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Design of Interest Elements in Visual Storytelling (비주얼 스토리텔링의 재미요소 설계)

  • Ahn, Seong-Hye;Hur, Young
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.164-172
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    • 2009
  • When plan culture contents, the most important thing is storytelling that process to develop resource story and this by contents of various medium. However, the study of the methodology for the interest element design of storytelling which is necessary to produce the culture contents is insufficient. Therefore, this article is going to show a design method, when I plan the culture contents of the OSMU base, which is analysis the pleasure element of storytelling to make an interesting story and visual storytelling to visualize the pleasure elements.

Contour Extraction from Gray-Level Character Image (그레이 레벨 인물 영상으로부터의 윤곽선 추출)

  • 송미영;한상훈;조형제
    • Proceedings of the Korea Multimedia Society Conference
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    • 1998.10a
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    • pp.248-253
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    • 1998
  • 만화 제작에 있어 시나리오 뿐 만 아니라 등장 인물(캐릭터)의 개발이 중요한 부분을 차지하고 있으므로 새로운 캐릭터 창작을 쉽게 개발하기 위한 방법의 일환으로 기존 인물 영상의 특징을 초대한 고려한 윤곽선을 추출하여 이를 캐릭터 개발에 활용할 수 도 있을 것이다. 이런 목적으로 지금까지 영상의 윤곽선 추출방법들이 많이 제안되었으나 대부분은 그레이 레벨 영상을 이진 영상으로 변환한 후 윤곽선을 추출하는 과정에서 정보의 손실이 발생할 수도 있으며 불필요한 잡영이 추가될 수 있었다. 본 논문은 이런 단점을 보완하기 위해 그레이 레벨 영상에서 직접 윤곽선을 추출하려는 시도로서, 전처리 과정에서는 local averaging으로 잡영을 줄인 후 Prewitt 연산자를 이용하여 에지를 검출하고, 윤곽선 추출에 적합하도록 기존의 지형적 특징 할당 방법을 수정하여 적용한 중간 결과에 대해 직선화 과정으로 잡음들을 제거하여 최종 윤곽선을 구한다.

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발명하는 사람들-제61호

  • Korea Women Inventors Association
    • The Inventors News
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    • no.61
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    • pp.1-16
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    • 2007
  • 협회창립 14주년 축하행사 성료/여성발명경진대회 대통령상 격상/발행인 칼럼/기술이전 수요기술조사 실시/자문위원 칼럼/한국여성발명협회 창립 14주년 및 출판기념식 이모저모/상상 속 아이디어의 현실화 '첫 삽'/정지천 교수의 (여성건강과 한방)/(환희)못다쓴 이야기/발명은 글로벌시대를 여는 도전정신입니다/여성발명계의 '젊은피' 신세진 비솝대표/어린이발명만화 'Why' 시리즈 1천만부 돌파/형태변화 가능한 조명등 특허출원 활발/건강가이드/아이디어 착상 및 발명기법/21세기 민족의 먹거리는 여성 힘으로/엉뚱한 발상 하나로 세계적 특허를 거머쥔 사람들/아무도 몰랐던 몰래발명이야기/국제특허출원(PCT) '지속증가'/올해2/4분기특허기술상 시상식 개최/우수대학생 8명 지재권국제프로그램 참가/학교발명 순회교육 30만 돌파/호신용 휴대폰 특허 증가/내년부터 특허기술 이전거래 사업화/여성발명이 손오공을 만난다면/

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The Structure of Sensibility for the Highest Quality of TV Screen (TV최적 화질의 감성구조)

  • 장은혜;이경화;양경혜;이우훈;김상용;손진훈
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.11a
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    • pp.131-135
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    • 2000
  • 본 연구에서는 연령·조명·프로그램 종류에 따른 TV 최적 화질의 설정치를 규명하고, 최적 화질에 대한 감성구조를 규명하는 것이 목적이다. 아동, 성인 그리고 노인이 실험에 참여하였고, 세 가지 조명 조건에 따라 영화, 만화영화 (애니메이션), 드라마, 다큐멘터리의 화면이 제시되었다. 실험 참여자들은 화면을 보는 동안, 리모콘을 사용하여 가장 만족스러운 화면을 설정하였다. 또한 설정한 최적화질에 대해 감성을 평가하였다. 그 결과, 연령·조명·프로그램 종류에 따라 최적 화질에 대한 설정치가 다르게 나타났다. 화질에 대한 감성구조는 두 차원 (쾌-불쾌 및 감각특성, 미적특성)으로 나타났으며, 연령에 따라 감성구조가 다르게 나타났다.

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The Intercommunication Process of Interactive Media Art and Merleau-Ponty's corporeity phenomenology (인터랙티브 미디어 아트의 상호작용 과정과 메를로 퐁티의 몸 현상학)

  • Ha, Im-Sung
    • Cartoon and Animation Studies
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    • s.29
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    • pp.77-102
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    • 2012
  • Interactive Media Art has been developed a lot in digital age. Especially, the audience try to make interactions by accessing the world of art as one of main interacting figures, while they used to be totally separated from the art in traditional art. Also, it is one of exclusive features distinguished from the other art genres. In this thesis, the intercommunication process of interactive media art is classified and compared with Merleau-Ponty's corporeity phenomenology theories. Merleau-Ponty's corporeity phenomenology insists integrated perception through body against the western intelligence philosophy focusing on binomial reasons. Merleau-Ponty's corporeity phenomenology, which suggested the new perception way towards the art, is analyzed in this thesis by comparing it with detailed factors of Intercommunication process of Interactive Media Art. The Intercommunication process of Media Art is classified into , , , , . Additionally, they are studied and compared with the concept of , , , , out of Ponty's corporeity phenomenology theories. Therefore, it is concluded clearly that corporeity, synesthesia, poly sensation and spaciality drawn from Intercommunication process of Media Art have something in common with Ponty's corporeity phenomenology theories rather than the other art genre or minimalism art styles. Furthermore, a new direction of study upon modern Interactive Media Art is suggested.

A Study on the Production Characteristics of Anaglyph Motion Graphic Images by Digital Camera and Color Compositing (애너그리프(Anaglyph) 3D 입체모션그래픽 제작방법에 대한 연구 : 카메라 포지셔닝과 색상합성법을 중심으로)

  • Hyun, Seung-Hoon
    • Cartoon and Animation Studies
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    • s.14
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    • pp.165-176
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    • 2008
  • In the future there would be many kinds of digital images for many industrial markets. 3D stereoscopic images for variable fields; medical operation, film and animation, broadcasting, internet, game, or design for art and architecture. And many people to work about computer programming, and digital image making will concern about it more and more. However, these kinds works and studies are focused on the professional technical fields like 3D display or computer programming technology so far. To revitalize the market of a variable stereoscopic contents, there should build up the foundation for easy processing of the making stereoscopic images. This paper is based on stereoscopic making skills for anaglyph system. An anaglyph system has an old history about making stereoscopic images, and very simple method to produce the stereoscopic images. Particularly this study is focused on color compositing technique, and camera positioning on the compositing system. It will help optimization of the environments to create 3D motion graphic and animation contents.

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Case Study Analysis of Digital Education Design to Basic Concept Design Trend by Target of Education Needs in UK and Sweden (디지털 교육매체의 기초 컨셉디자인 동향 파악을 위한 선진국 사례 분석 - 영국과 스웨덴의 사용자 니즈를 중심으로 -)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.34
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    • pp.345-366
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    • 2014
  • From the beginning of Digital text book in 2007, there are many kinds of digital text book such as English, Science etc at Public education. Above many problems at the beginning like just using paper text book's scan data as digital text book, now use special contents and design for only digital text book. But only for digital text book not for other. There is gap between advanced country of education and us. This is research based on LG europe design center in London, UK target is UK, Sweden by heuristic analysis, question investigation to get Target's UX with digital education media. Advancement of digital and interest of education bring the world development of digital education device. UK, where is education advanced nation, is using lot's of digital education device which is interactive board, digital desk etc. Result of Analysis of Digital Education Design trend by Target of Education Needs apply rough Design by LG europe design center. We can get more sophisticated needs and UX result by target then Korea that can use for our future Digital education design plan. Also help to reduce gap between advanced country and Korea.

Study for the meaning of facade as media (디지털영상으로써 미디어파사드의 매체적 의미성 연구)

  • Lee, Jong Han
    • Cartoon and Animation Studies
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    • s.31
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    • pp.209-226
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    • 2013
  • With rapidly changing multimedia environment, various artistic changes and digitalized up-to-date social infra, urban environment construction based on culture contents has been activated. The large image in front of urban building that is expressed as media-façade, increasing rapidly in a recent period, is not a new thing at all. In addition, IT technology molten in city space is testing the possibility of new media through the meeting with architecture. However, unlike its infra enlargement, the definition about media-façade is not clear so the system was constructed in a level of night lightscape or outdoor image advertisement. The purpose of this guideline is the regulation from the negative aspect rather than the possibility of various visual, artistic media expressions. Therefore, it could not show essential concept of media-façade. Moreover, most of companies or building owners focus on short-term profit and marketing effect rather than prepare various contents so they can not use constructed infra properly. After all, in many cases, they discolor the meaning of media-façade. This paper is a pilot study to grasp the current definition of media-façade to construct right guideline of media-façade. On the basis of this study, it will prepare academic definition of media-façade and construct the guideline for design evaluation.

A Gamer Perception Study of Analyzing by Ecological Psychology in Virtual Environment -Focus on Battleground- (생태학적 심리학관점에서 분석한 게이머의 가상환경 지각연구 -배틀그라운드 중심으로-)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.50
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    • pp.239-273
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    • 2018
  • There have been many topics in gamer research on gamers' game addiction, education, and psychological interest. This paper investigates how to perceive the virtual environment of gamers based on James Gibson 's theories of cognitive science. Gibson's theory is not a stimulus input through individual sensory receptors, but rather a learning process such as establishing a cognitive relationship between perceptual systems, external invariant property separation, behavioral learning, invariant property separation of events, selectiveism development. Based on this analysis tool, I collected and verified gamers' perception of game environment of by FGI survey method. The results of the analysis showed that Gibson 's perceptual learning process was perceived as a virtual environment as in reality, and there was also perceptual difference found only in games. Patterned perception develops in the direction of classifying invariant properties appearing in the game based on the purpose of the game. In this study, it can be seen as a result of the research that FGI interview can be summarized as patterning (typification) perception process based on the goal consciousness of gamers. But,The results of the study suggest that the psychological analysis of the gamer can not be presented by the FGI results alone. In the future, we need a model study to confirm the causality and the verification through statistical analysis.