• 제목/요약/키워드: 비인간 캐릭터

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Chinese Broadcasters' Perceptions on Localization of Korean Entertainment Formats in China-Focused on In-depth Interviews on and (한국 예능 포맷의 중국 현지화에 대한 중국내 방송종사자의 인식 -<대단한 도전>과 <달려라 형제>에 대한 심층인터뷰를 중심으로)

  • Wang, Ying-Ying;Choi, E-Jung
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.57-70
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    • 2019
  • Despite both the Korean version of and seemed to be the most popular in China, the and the , which localized the same format, differed at least in terms of viewership. Focusing on these two opposing cases, this study examines the characteristics and considerations of the localization transformation through in-depth interviews with experts in China.. As a result, was positive in terms of character diversification and online media interworking effects. However, the experts recognized that factors such as the confusion of character combinations due to frequent change of performers, frequent absences, conservative characteristics of Chinese state broadcasting that emphasized educational contents, and burden of localization due to changes in mission and challenge form each time were negatively affected. On the other hand, lacked the effect of online media interaction and lack of diversity of performers. However, the use of star actors' celebrities, the merits of actors with the characteristics of Chinese historical and cultural spaces, the use of Chinese flavors and fragrances, and similar types of missions and maintaining a stable composition each time favored localized production formats.

Research of Mobile 3D Dance Contents Construction Using Motion Capture System (모션캡처 시스템을 이용한 모바일 3D 댄스 콘텐츠 제작 연구)

  • Kim Nam-Ho
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.98-107
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    • 2006
  • By improving performance of mobile machine(3D engine, 3D accelerator chip set, etc) and developing wireless network technology, a demand for actual contents of users is being increased rapidly. But, there are some difficulties yet for the speedy development of actual contents because of the limitation of development resources that is dependent on each mobile device's different performance. In general, much of the animated character-creation work for mobile environment is still done manually by experienced animator with the method of key frame processing. However, it needs a lot of time and more costs for creating motion. Additionally, it is possible to cause a distortion of motion. In this paper, I solved the difficulties by using a optical motion capture system, it was able to acquire accurate motion data more easily and quickly, and then it was possible to make 3D dance contents efficiently. Also, I showed techniques of key reduction and controlling frame number for using huge amounts of motion capture data in mobile environment which requires less resources. In making 3D dance contents, using an optical motion capture system was verified that it was more efficient to make and use actual-reality contents by creating actual character motion and by decreasing processing time than existing method.

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A Study on Marketing Revitalization Plan of Performing Arts Theatre Using Realistic Contents (실감콘텐츠를 활용한 공연장 마케팅 방안 연구)

  • Lim, Young-June;Lee, Young-Suk
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.309-318
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    • 2018
  • We proposed a marketing plan for the performing arts venue using realistic contents(VR, AR, and MR). The venue is a place where the audience can experience the performance directly. The marketing plan of the performance venue is as follows. Firstly, it is a marketing strategy that utilizes an arrangement of venue seats. It is possible to predict for watching a performance at angle and sight in performance venue seats that audience want through VR. This allows the theatre seats to be experienced in advance with the VR contents inducing the reservation of the seats with a high sense of immersion. Secondly, it is a marketing using PR and AD of performing arts through MR in the space with a large transient population. It is possible to promote dynamic promotion utilizing the sense of the presence of performing arts compared with existing static promotion means. Thirdly, it is a marketing strategy that utilizes actor characters in performance. The audience could be interested in the performing arts in advance via a preview of the AR contents of the pamphlet. Fourthly, it is a way to communicate with customers directly by establishing a VR social network to manage venue members. This will help attract an audience to revitalize the theatre venue.

AI-Based Object Recognition Research for Augmented Reality Character Implementation (증강현실 캐릭터 구현을 위한 AI기반 객체인식 연구)

  • Seok-Hwan Lee;Jung-Keum Lee;Hyun Sim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1321-1330
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    • 2023
  • This study attempts to address the problem of 3D pose estimation for multiple human objects through a single image generated during the character development process that can be used in augmented reality. In the existing top-down method, all objects in the image are first detected, and then each is reconstructed independently. The problem is that inconsistent results may occur due to overlap or depth order mismatch between the reconstructed objects. The goal of this study is to solve these problems and develop a single network that provides consistent 3D reconstruction of all humans in a scene. Integrating a human body model based on the SMPL parametric system into a top-down framework became an important choice. Through this, two types of collision loss based on distance field and loss that considers depth order were introduced. The first loss prevents overlap between reconstructed people, and the second loss adjusts the depth ordering of people to render occlusion inference and annotated instance segmentation consistently. This method allows depth information to be provided to the network without explicit 3D annotation of the image. Experimental results show that this study's methodology performs better than existing methods on standard 3D pose benchmarks, and the proposed losses enable more consistent reconstruction from natural images.

Characteristic of the Human Cloning Motif in Feature 〈Blueprint〉 (영화 〈블루프린트〉 속에 투영된 인간복제 모티프의 특성)

  • Jung, Won-Sik
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.123-133
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    • 2011
  • Rapid development of life sciences about human cloning in real world is reflected alternately ahead and behind in the movies and it brings up the conversation topics about the scenario of diverse human life in the near future. This study is the consideration of the characteristic of the human cloning motif in movies, focused on the feature film which consider human cloning a philosophical point of view. The emergence and evolution of somatic cell cloning conclude the problem of philosophical anthropology. And identity and un-naturality of human clone boils down to desire and dilemma of character in . The dramatize to the exclusion of genre's attribution and the setting of twofold relationship between original and clone as well as real mother and daughter prove the critical mind of as stated above. This study also reported it reinforces the characteristic of the human cloning motif in movies that plotting with parallel narrative and the consistent attitudes with various cinematic expression and techniques.

Research and Implementation of An Experiencing Fairy Tale Content for Young Inpatients using Augmented Reality (어린 입원 환자들을 위한 증강현실 체험 동화 콘텐츠 연구 및 개발)

  • Jo, Min-hwa;Jung, Jun-young;Choi, Kyu-ri;Cho, Sae-Hong
    • Journal of Advanced Navigation Technology
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    • v.25 no.1
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    • pp.102-107
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    • 2021
  • In the case of long-term hospitalization for young patients, 'Hospital Schools' are operated to pursue school classes and to develop social and emotional abilities for them. However, face-to-face classes at hospital schools have been completely prohibited, and the untact or limited contact environment has been strengthened even for young patients due to the COVID-19 in recent years. Augmented Reality(AR) technology enables the development of experiential content with virtual environments, objects and characters similar to real life. The developed contents should revitalize the imagination of young patients living only in hospitals and allow them to experience, not only acquiring knowledge, but also improving interpersonal skills and sociality. This study is intended to provide diverse adventures and in-depth choice experiences to young patients who are struggling in an environment of untact and limited contact by creating experiential fairy tale contents using AR technology. In addition, long-term hospitalized children will be able to cultivate the will to overcome illness with positive emotions through the augmented reality experience fairy tale content studied and implemented in this study.

Composed Animation Production Pipeline using Miniature Set (미니어처 세트를 이용한합성 애니메이션 제작 공정)

  • Kim, Jaejung;Kim, Minji;Seo, Jihye;Kim, Jinmo;Jung, Seowon
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.63-73
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    • 2016
  • Animation contents are gradually growing every year, but production period and budget for making one animation contents is insufficient as of now. In particular, in case of animation series that are broadcasted on television, many episodes should be made within a short period of production term. Hence, production pipeline of full three-dimensional animation is frequently chosen in this case. However, another problem emerges as the full three-dimensional animation also requires a lot of time for making high-quality background and for rendering. Composed animation is a production pipeline that attempts to solve such problem. It is a pipeline of producing animation by composing computer graphic (CG) character and real background. It requires relatively small number of human resources compared to the full three-dimensional animation pipeline. Hence, it has an advantage in that natural-looking image can be produced under efficient structure and time for rendering can also be reduced. This paper proposes an efficient process of producing composed animation by using miniature set and three-dimensional computer graphic.

Narrative Strategy of TV Nature Documentary Epilogue System (국내 TV 자연 다큐멘터리 에필로그 시스템에 나타난 서사 전략 분석 -<남극의 눈물>을 중심으로-)

  • Lyou, Chul-Gyun;Moon, Arum
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.67-77
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    • 2014
  • This study focuses on clarifying narrative strategy of the epilogue system of TV nature documentary. TV nature documentary epilogue system is different from making film. Because it has stories about production team's daily life and incidents while they make films in nature. Therefore, TV documentary epilogue system has distinctive narrative features comparing to the documentary itself. This study analyzes into the distinctive narrative features of TV documentary epilogue system. According to Frye, there are four types of narrative based on narrative structure. 'The tears of Antarctica' has achieved reconciliation between nature and human by it's narrative structure of comic romance and comic character. Therefore, comic romance's narrative features of TV documentary epilogue system overcomes tragic features of the documentary itself.

Pose Calibration of Inertial Measurement Units on Joint-Constrained Rigid Bodies (관절체에 고정된 관성 센서의 위치 및 자세 보정 기법)

  • Kim, Sinyoung;Kim, Hyejin;Lee, Sung-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.19 no.4
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    • pp.13-22
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    • 2013
  • A motion capture system is widely used in movies, computer game, and computer animation industries because it allows for creating realistic human motions efficiently. The inertial motion capture system has several advantages over more popular vision-based systems in terms of the required space and cost. However, it suffers from low accuracy due to the relatively high noise levels of the inertial sensors. In particular, the accelerometer used for measuring gravity direction loses the accuracy when the sensor is moving with non-zero linear acceleration. In this paper, we propose a method to remove the linear acceleration component from the accelerometer data in order to improve the accuracy of measuring gravity direction. In addition, we develop a simple method to calibrate the joint axis of a link to which an inertial sensor belongs as well as the position of a sensor with respect to the link. The calibration enables attaching inertial sensors in an arbitrary position and orientation with respect to a link.

Trajectory Rectification of Marker using Confidence Model (신뢰도 모델을 이용한 마커 궤적 재조정)

  • Ahn, Junghyun;Jang, Mijung;Wohn, Kwangyun
    • Journal of the Korea Computer Graphics Society
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    • v.8 no.3
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    • pp.17-23
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    • 2002
  • Motion capture system is widely used nowadays in the entertainment industry like movies, computer games and broadcasting. This system consist of several high resolution and high speed CCD cameras and expensive frame grabbing hardware for image acquisition. KAIST VR laboratory focused on low cost system for a few years and have been developed a LAN based optical motion capture system. But, by using low cost system some problems like occlusion, noise and swapping of markers' trajectory can be occurred. And more labor intensive work is needed for post-processing process. In this thesis, we propose a trajectory rectification algorithm by confidence model of markers attached on actor. Confidence model is based on graph structure and consist of linkage, marker and frame confidence. To reduce the manual work in post-processing, we have to reconstruct the marker graph by maximizing the frame confidence.

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