• Title/Summary/Keyword: 사실적 이미지

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Smoke Rendering Method in Post-processing for Safety-Training Contents (안전 훈련 콘텐츠에 적합한 포스트 프로세싱 단계에서의 연기 렌더링 방법)

  • Park, Sanghyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.11
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    • pp.1644-1652
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    • 2022
  • In the case of safety training where practical training is impossible due to risk problems, training contents using realistic media such as virtual reality or augmented reality are becoming a new alternative. In this paper, we propose a smoke modeling method that can be applied to safety-training contents implemented with realistic media technology. When an accident occurs in a hazardous area such as a petrochemical plant, visibility is not secured due to gas leakage and fire. In order to create such a situation, it is important to realistically express smoke. The proposed method is a smoke model implementation technique that can be effectively applied to the background of complex passages and devices such as petrochemical plants. In the proposed method, the smoke is expressed using volumetric rendering in the post-processing stage for the resulting image of scene rendering. Implementation results in the background of the factory show that the proposed method produces models that can express the smoke realistically.

A Study on the Aesthetic Characteristics of the digital silhouette animation, (미셀 오슬로의 <밤의 이야기>를 통해 본 디지털 실루엣 애니메이션의 미학적 특성 연구)

  • Moon, Jae-Cheol;Kim, YoungOk
    • Cartoon and Animation Studies
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    • s.32
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    • pp.1-21
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    • 2013
  • Silhouette Animation has been recognized as a genre of animation since the very beginning of the animation history, and also Its segmental movement and Aesthetic expression has led a variety of semantic interpretations. Especially the French animation director, Michel Ocelot, recently integrated 3-dimensional digital to the silhouettes animation, and it extended the possibility of the silhouettes animation in many aspects. In his latest animation feature, , he showed how he made changes in 3-dimension by creating and evolving his own way and style of silhouette animation. Although mainstream digital animations preferably to show realistic images and motion, Michel Ocelot used very selective movement, subjective digital colors and extended space which couldn't be expressed in the way of creating traditional style of silhouette animation. This alternative slow movement and the unique aesthetics in 3-dimension emphasize the unconscious elements of color, composition, patterns, and it provides digitally enhanced images and pictorial impression. In addition, the acquisition of digital three-dimensional use of space made possible to provides the wider formative imagination to the audience. In this paper, we analyzed aesthetic characteristics of the digital silhouette animation, (2011), specially focusing on the aspects of Movement, Image, Space, which could not be found in the traditional silhouette animation. It is significant to obtain diversity of the future digital animation and its positive development. In addition, this provides opportunity to explore Michel Ocelot's new experiments and animation philosophy.

Metaphorical imagination and storytelling in short animations (단편 애니메이션에 나타나는 은유적 상상력과 스토리텔링 - <페이퍼맨>을 중심으로 -)

  • Lee, Dong-Eun
    • Cartoon and Animation Studies
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    • s.45
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    • pp.435-450
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    • 2016
  • Animation is an artificial image created by artist's imagination. Animation is defined as "the art of the animated image" in the sense that immobile images can be seed as a living creature. In other words, the term "diegesis" in modern arts genre is generally considered as something that indicates fictional world in which narration develops. Therefore, when we say that animation world is formed based on diegesis, it represents the fictionality of animation world. The problem occurs at this point. Even thought the animation world is recognized as a fictional world, we contradictorily believe that the event occurring in the screen world are real and accept them as a true message. This condition is called "quasi-emotion". Quasi-emotion is not fake bit not real either, and it is the third emotional state. It happens when we "make believe" that we believe a fictitious figure or a situation. However, in order to actively operate this "make-believe" state, an appropriate environment and props are required, specially metaphorical imagination and storytelling in short animated film. So that this article will draw a conclusion from the method that make-believe the fictional world and communicate the message through analysing the short animate film, form Disney.

The feature of the 'Mun-yi-jae-do' artistic attitude in Chinese Animation from 1949 to 1966 (1949-1966년 중국 애니메이션에 나타난 '문이재도' 문예관의 특징)

  • Liu, Danya;Lee, Dong-hun
    • Journal of Communication Design
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    • v.65
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    • pp.70-81
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    • 2018
  • From 1949 to 1966, after the new China was established, in order to consolidate newborn regime and erect national image, "proletariat revolutionary education" had become the main way of literary and artistic creation in the new era. In this era, Chinese animation began to produce to form the characteristics of emphasizing the ideological expression and political education from 1949 to1966, but it also made people misunderstand that it was the results of comprehensive containment of Soviet literary thoughts and creative models. In fact, Regardless of the subject matter, narrative, and role, Chinese animations have inherited and developed the ideological characteristics of the "Mun-yi-jae-do" literary view, forming a creative style that is different from the Soviet "dogmatism." The characteristics of "revolutionary hero role", "mythological expression of revolutionary thought" and "unique storytelling narrative mode" in Chinese animation from 1949 to 1966 were the inheritance and development of the "hero role", "mythological story", and "art of storytelling" of the important expression means of traditional art creation after the establishment of the "Mun-yi-jae-do".

Real-time 3D Rendering Technique for Sumi-e Style, using Irregular Pattern Technique (불규칙 패턴 방식을 이용한 동양화 스타일의 실시간 3차원 렌더링 기법)

  • Choi Seunghyuk;Kim Jaekyung;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.676-678
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    • 2005
  • 본 논문에서는 실시간 수묵화 기법 렌더링을 제시한다. 기존의 대표적인 렌더링 기법인 Phong-Shading 기법은 사진과 같은 사실적인 표현이 가능하다. 하지만 인조적이고 기계적인 느낌이 강해 미술가가 그린 그림과 같이 다양한 느낌을 표현하는데 한계가 있다. 이를 해결하기 위해 우리는 기존의 미술가들이 써왔던 다양한 기법 중 동양화의 특징들을 3차원 실시간 렌더링 기법에 적용하고자 한다. 본 논문에서는 실시간 렌더링을 위해 정교함에 치중하기 보다는 수묵화의 주된 특징들을 빠르게 표현할 수 있는 새로운 알고리즘을 제시한다. 동양화 작품들의 특징을 살펴보면 전체적으로는 일관성을 유지하지만 세부적으로 보면 모두 불규칙한 패턴을 이루고 있다는 것이다. 이러한 특징들은 붓 끝에서 오는 불규칙성 때문에 오는데 본 논문에서는 이러한 정을 쉐이딩과 외곽선 그리고 색 부분으로 나누어 적용하였다. 사용자는 다른 복잡한 과정 없이 단지 불규칙 정도만을 조절하여 다양한 이미지를 창출해 낼 수 있다.

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Effects of Cultural Tourism Festival's Experiential Elements on Brand Value and Festival Image -With Focus on Ganggyeong Fermented Seafood Festival- (문화관광축제 체험요소가 브랜드가치와 축제이미지에 미치는 영향 -강경발효젓갈축제를 중심으로-)

  • Noh, Wone-Jung;Jee, Jin-Ho
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.414-427
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    • 2013
  • The purpose of this study was to examine the effects of cultural tourism festival's experiential elements on brand value and festival image. The object of this study was the participants of Ganggyeong Fermented Seafood Festival. 260 questionnaires were distributed and analyzed 251 collected questionnaires with SPSS18.0. The results of this study are summarized as followings. First, cultural tourism festival's experiential elements influences brand value, and playfulness, placeness and deviation among the variables of experiential elements positively influence. Second, uniqueness, contents, and functionality of variables of brand value positively influence festival image. It showed that when the organizer offered exciting experiential program which the participants didn't experienced, it influenced brand value and festival image more positively.

A study of the free drawing GUI of the touch phone by human sensibility ergonomics approach (감성 공학적 접근에 의한 터치폰의 자유 드로잉 GUI에 대한 연구)

  • Kim, Ji-Hye;Hwang, Min-Cheol;Kim, Jong-Hwa;U, Jin-Cheol;Kim, Chi-Jung;Kim, Yong-U;Jo, Bong-Hwa
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.175-178
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    • 2009
  • 본 연구는 감성공학적 접근법으로 터치 모바일 폰의 자유 드로잉 GUI 요소를 디자인 하기 위한 프로세스를 검증하는 것이 목적이다. 본 연구의 프로세스는 다음과 같이 진행되었다. 첫째, 터치폰에서 자유드로잉하는 행태를 파악하기 위하여 남 녀 대학생 57 명을 대상으로 터치폰 일기를 쓰게 하여 분석하였다. 또한 관찰 대상자가 선호하는 패션, 좋아하는 이미지를 수집하여, IRI 표준 이미지 스케일 맵에 매핑하여 감성 요소를 추출하였다. 둘째, 추출된 감성 요소는 Norman(2002)에 의거한 감각적(Visceral), 행태적(Behavioral), 심볼적(Reflective) 감성 어휘로 도출하고, 요인 분석을 통해 대표 감성 어휘를 도출하였다. 셋째, 자유 드로잉을 위한 터치 모바일폰 GUI 요소를 도출한 후 대표 감성 어휘와의 관계성을 분석하여 관계성이 높은 디자인 요소를 추출하였다. 마지막으로 추출된 대표 디자인 요소와 대표 감성 어휘는 다차원척도(Multidimensional scaling : MDS) 분석을 실시하여 2 차원 축에 모델링하고, 정량적으로 디자인에 반영될 주요 감성을 도출해본 결과 사용자의 감성적 경험을 통해 도출된 GUI 와 유사성이 높은 감성 어휘는 감성적 디자인을 할 때 주 요소로 적용 된다는 사실을 확인하였다.

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The Effects of Corporate Environmental Responsibility Activities on Corporate Image: Focusing on Dimension of Environmental Responsibility (기업의 환경적 책임활동이 기업이미지에 미치는 효과: 환경적 책임활동 차원을 중심으로)

  • Park, Jong-Chul;Mool, Prashant;Hong, Sung-Jun
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.5
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    • pp.91-102
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    • 2014
  • Different from the past studies, in this study we postulates that the consumers' trust play an essential mediating role in the relationship between the two dimensions (eco-friendly manufacturing, eco-friendly campaign) of corporate environmental responsibility activities and the corporate image. Trust is conceptualized into three different forms: expertise-based trust, benevolence-based trust, and honesty-based trust. A model integrating two dimensions of corporate environmental responsibility, three forms of trust, and the corporate image is tested using data of 374 student and general consumers. The results of data analysis show that the eco-friendly manufacturing positively influences on the expert-based trust and the eco-friendly campaign positively influences on the benevolence-based trust. The Effects of Corporate Environmental Responsibility Activities on Corporate Image: Focusing on Dimension of Environmental Responsibility. However, eco-friendly manufacturing, eco-friendly campaign activities have a significant impact not on the honesty-based trust. Finally, our results indicate that the expert-based trust, the benevolence-based trust, and honesty-based trust have a significant influence on the corporate image. Thus, this study demonstrates that trust indeed plays a mediating role between corporate environmental responsibility and the corporate image.

Functions and Roles of Digital Landscape Architectural Drawing (조경 설계에서 디지털 드로잉의 기능과 역할)

  • Lee, Myeong-Jun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.2
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    • pp.1-13
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    • 2018
  • This work discusses the major roles of digital technologies in the history of landscape architectural drawing, and offers a critique of the dominant trend towards realism in recent digital landscape representations. During the period of transition from conventional drawing tools, computer technologies generally functioned as mechanical tools to imitate prior manual techniques. Specifically, the GIS was served as a mechanical tool to efficiently process the manual layer cake; CAD software generally functioned to translate physical models to two-dimensional construction documents while graphic software generally functioned as a tool to perform processes similar to those of manual collage and montage techniques. Recent digital landscape drawings tend to adopt a realistic depiction like the painting of landscape appearance. In the representations, discernible traces of cutting and assembling are removed via graphic software; thus, the complete representations are perceived as if they were a copy of an actual landscape. The realistic images are an easy way to communicate with the public. However, it is difficult to achieve a full embodiment of all of the multisensory characteristics of a landscape through these visuals. They often deceive viewers by visualizing idealized conditions of not-yet-actualized landscapes and production of the final images takes up a large portion of the overall design process. Alternatively, 3D digital modeling of landscape performance and creative uses of digital technologies during the overall design process, as well as hybridized techniques with different drawing techniques and technologies, provide the opportunity to explore various aspects of a landscape.

A Study on Pre-Service Teachers' Perceptions about the Image of Childcare Center Teachers and Self-image (예비보육교사의 보육교사 이미지에 대한 인식과 자아이미지 탐색연구)

  • Yang, Hea young
    • Korean Journal of Child Education & Care
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    • v.18 no.2
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    • pp.147-165
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    • 2018
  • The purpose of this study was to investigate how to develop of pre-service childcare teachers' perception about the image of childcare center teachers and self-image. In this study, participants' self-analysis method and in-depth interview were adopted to analyze the aspects of pre-service teachers' teacher image. Also, the narrative of pre-service teachers' a famous painting analysis were reported. The results of this study were divided into nine categories. Findings indicated that participants' self-image analysis work made pre-service teachers more enabled them to expend the significance of teacher's image of role in relation to their career decision and future their teacher's job. Moreover, through the experience of self-analysis work the pre-service teachers recognize their own ability to build up unique and healthy image. To foster the ability of pre-service teachers' self- image, special class teaching methods for pre-service teachers should be developed focusing on evoking them to have more positive self-image. This study suggested that self-image analysis work experiences should be emphasized in university class for pre-service teachers.