• Title/Summary/Keyword: 미디어 파사드

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A Plan to Maximizing the Visual Immersion of 3D Media Art (3D 미디어아트의 시각적 몰입감 극대화 방안)

  • Kim, Ki-Bum;Kim, Kyoung-Soo
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.659-669
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    • 2015
  • Recently, media art is transforming from analogue to 'digital', and from 2D to '3D'. In particular, the range of utilizing 3D Media Art is getting wider through merging with other genres of contents in the digital environments, such as Media façade, Hologram, Virtual reality, App application, and etc. Therefore, by referring to the 3D award-winning works of Pirx Ars Electronica, which are regarded as the most outstanding works of media art of today, factors that affect sensation of visual immersion have been analyzed, through which strategies for maximizing viewers' interests in media arts and heightening their emotions while viewing have been determined. Based on the findings of the study, it has been shown that such works of media arts that involve development of concepts with 'creativity' and 'variability' from the perspective of visual concept, such as 3D modeling and mapping, with 'consistency' through out all concepts, as well as the works with stronger 'restriction' of concept within its animation and postproduction, attracted more interests from the viewer. From the point of view with visual four steps in composition, positioning the change in quality of 3D 'shape' and 'material' following the four-step rule, and gradual increase of change in quantity within the 'number' and 'size', in addition to increased degree of systematization within the change in editing, such as the 'scene change', resulted in more heightened emotions from the viewer. Thus, in order to maximize sensation of visual immersion, strategies for 'developing 3D visual concepts' while 'synchronizing' them, as well as 'strengthening the four steps within 3D visual composition' while 'systematizing' them should be emphasized.

An Implementation of Real-Time Image-Surface Mapping System (실시간 영상-표면정합 시스템 구현)

  • Yang, Keuntak;Lee, Bongkyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.3
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    • pp.9-16
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    • 2018
  • The media facade technique requires the matching process of the content to the projection target. For this reason, each time the projection target is changed, the matching process of the same content must be performed again at each time. This problem can be solved by analyzing the elevation of the object and automatically performing matching process of the content in real time and projecting the matched content. In this paper, we propose and implement a new algorithm that can obtain the optimized matching content in real time by analyzing the elevation of the object to be projected. The proposed method processes the image matching by using the depth information of the elevation obtained by IR cameras.

A Study on Evaluation Construct Model Extraction of Building Exterior Lighting applying Media Facade and Image Evaluation (미디어파사드를 적용한 건축외관조명의 평가구조 추출 및 이미지 평가에 관한 연구)

  • Kim, Seong Hui;Park, Ji-Yung;Lee, Jin-Sook
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.29 no.5
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    • pp.1-12
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    • 2015
  • In this study, we derive an evaluation structure and 18 Valuation vocabulary for the media facade lighting conditions. In addition, this study deduced the applicable elements that could be applied in time of building nightscape lighting design using media facade by conducting affective evaluation. The research results are as follows: It was found that the image axis of "Dynamic, Colorful" showed the lighting change speed was fast with diverse application of lighting color, and its evaluation object applied by general emphasis, vertical emphasis, partial emphasis lighting method was highly assessed. In addition, it was found that "Luxurious, Unusual" axis showed lighting change speed was slow with the application of lighting color in warm hue series, and its evaluation object applied by line lighting, dot lighting, general emphasis lighting methods was highly assessed. Lastly, it was found that "Soft, Secure" image axis showed the lighting change speed was slow with the application of pastel tone lighting color, and the evaluation object applied by general emphasis lighting method was highly assessed.

DMX over IP based LED Lighting Control Networks Analysis (DMX over IP의 LED 조명 제어 네트워크 분석)

  • Kim, Youjin;Kim, Insu;Park, Seong-hee;Kang, Tae-gyu;Han, Dong-Won
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.11a
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    • pp.559-560
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    • 2009
  • 네트워크를 이용한 LED 조명의 제어는 최근 IP(Internet Protocol)을 이용한 조명 제어와 융합되어 단순한 디밍(Dimming)제어 뿐만 아니라, 미디어 파사드(Media facade), 카이네틱 아트(Kinetic Art)등의 새로운 조명 분야로 범위가 확대 되고 있다. 본 논문에서는 다양화 되는 네트워크 기반의 제어 방식 중 DMX over IP 에 대하여 멀티케스트-다중화 방식(Multicast & Multiplexing)으로 분석 및 시뮬레이션 하였다. 그 결과 1 만개 이상의 채널 수를 가지는 규모가 큰(large volume) 조명 네트워크 시스템의 경우 채널의 개수 증가가 delay-throughput 에 영향이 적음을 알 수 있다.

Research on Transparent LED Display with Use of Metal Mesh (메탈메쉬를 활용한 투명 LED 디스플레이에 관한 연구)

  • Hwang, In-Kwan;Roh, Su-Sung
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.10-17
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    • 2015
  • Transparent LED display is providing city residents with different attractions via information services and landscape and increasing demand is detected in various areas. It is true that majority of the current demand in transparent electrode material was found and used in ITO but limitations in capacity and economic efficiency led to the need for continuous research and technology development via new materials. As a new material, metal mesh has 85% of the materials to substitute ITO and is widely used due to low-cost and high-conductive rate. Maintenance of transparent LED display utilizing metal mesh compared to existing ITO transparent display is much easier as it not only saves resources but is also economical. Thus the objective of this paper lies in proposing the utilization of metal mesh in transparent LED display prototype to enable economical use of transparent LED display technology and to expand the market and to also propose transparent LED display development method via metal mesh and manufacture a prototype based on the method. And a characteristic comparison test between ITO and metal mesh provides the possibility of using metal mesh as a transparent electrode material in transparent LED display development.

Digital Signage with Motion Graphics (모션 그래픽스의 디지털 사이니지 적용)

  • Park, Daehyuk
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.377-383
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    • 2020
  • Digital signage is constantly being researched as new digital video platform to replace existing signage market. Traditionally, It conveys various information combining still images with text. Nowadays, it is rapidly exchanging to multi digital platform by high specificaton system, improvement of internet speed and advancement of video and audio compression technology with HTML5 technology. Not only a single wide-screen display but also the combination and adjustment of screens with setop box, OLED, media facades, and lase beam projectors are transformed into various forms to enable creative and diverse attempts for graphic designers. This study focuses on the application of motion graphics in rapidly evolving future platform - digital signage, and looking forward to help digital video content creator, researchers, and motion graphic designers.

Analysis of IT Technology through the Trends in Home Video Game Console (가정용 게임기 동향을 통해 본 IT 기술 분석)

  • Bae, Jung-Min;Bae, Yu-Mi;Jung, Sung-Jae;Jang, Rea-Young;Sung, Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.675-678
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    • 2014
  • One time, Home video game console's penetration was as comparable to the personal computer's penetration, growth has slowed since the advent of smartphones, tablets and moblie devices. But game console actively introducing new IT technologies not available in the pc games and mobile games, still keeping a firm position in the relevent market. In this paper Home video game console's history, contemporary trends, and learn about trends in the company, New IT technologies applied to gaming was analyzed. Home video console market become the arena of New IT technologies according to the introduction of New IT technologies such as gesture recognition technology, speech recognition technology, media facade technology, virtual reality technology.

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A study of 3D animation using projection mapping in the space on the utilization (프로젝션 매핑을 사용한 3D 애니메이션의 공간에 따른 활용 사례 분석 연구)

  • Lee, Sooyeon
    • Cartoon and Animation Studies
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    • s.33
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    • pp.449-467
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    • 2013
  • Contemporary 21st century, the rapid development of technology has achieved due to the emergence of various digital devices, a variety of media to the diversification of the limits of visual representation is reduced. Therefore, the combination of technology and art, visual arts, giving limits of getting it free to the public will feel fresh new visual impact. Such a new approach to light of a combination of technology and art, a variety of fine art and motion picture of the visual arts, such as has been recognized as a new genre. Of the resolution of the projector by utilizing the current reality and unreality beyond the boundaries of the building or structure in the city, as a schematic design of the screen projected structure and mapping of the art technology in an attempt to integrate recent has been studied in various ways. The projected structure design and the mapping of the art technology in an attempt to incorporate recent research has been diverse. In this study, as a new technology of a projection mapping to study the technique of looking for the definition of mapping practices to maximize the effectiveness of Visual Perception 3D animation was applied to a case study. A combination of 3D animation and project mapping in the future the fusion of art and technology to meet the zeitgeist with new possibilities of visual art to create synergies that is expected.

Research and Development of Interactive Exhibition Contents for 'Sound Light' Exhibition Space in Science Museum (과학관 '소리 빛' 전시공간, 체험형 인터랙션 전시 콘텐츠 연구 개발)

  • Kim, Tae-Wook;Park, Nam-Ki
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.137-144
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    • 2020
  • Based on the basic concepts and roles of the Science Museum, the research and development of the "Sound Light" interaction exhibition contents and experience exhibition space aimed at providing the exhibition, education and experience of scientific principle directly related to daily life will be implemented in the "Sound Light" exhibition space of the Gwangju National Science Museum. The scope of the research is to define the conditions and elements of the museum's hands-on exhibition by examining the case and status of the existing science museum's experience-type content prior research, and research and development of experience-type exhibition scenarios and contents for children based on them. The results of this research and development content are firstly developed with the theme of light and sound as interactive hologram experience content. Second, by multi-faceted media facade through projection mapping by multiple projectors, visual wide and spectacular screen composition and animation are realized. Third, visitors-oriented exhibitions and experiences that can interact with visitors by moving various colors and sounds together. Finally, interactive content is provided through hologram interfaces through hologram screens to encourage active participation of many visitors in viewing rather than simply delivering exhibition information and to promote revisiting the exhibition. Through a series of studies, it was possible to research and develop contents and experience exhibition spaces with theme park characteristics, which are the trend of science museums.