• Title/Summary/Keyword: 시각효과 제작

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Art Class for Preventing From Cyberbullying By Using Pictogram (픽토그램을 활용한 사이버불링 예방 미술 수업)

  • Seo, Jung A;Huh, Yoon Jung
    • Journal of the Korea Convergence Society
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    • v.10 no.2
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    • pp.149-158
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    • 2019
  • Cyberbullying, one of the acts of cyber violence, is becoming a problem as digital devices become popular. Therefore, this study intends to provide pictograms that can communicate visually in order to raise awareness of cyberbullying prevention. 'Cyberbullying prevention pictogram' was conducted in total 6 times for 5 middle and high school boys. After analyzing the works, the results of this study are as follows. First, we investigated the change of cyberbullying recognition, empathy sensitivity, message visualization and social participation. First, the learner relaxed the burden of the art expression by using app, and the interest of the art was improved. Second, the learner recognized the seriousness of cyberbullying's violence and recognized the importance of preventing cyberbullying. Third, the learner improved sympathy sensitivity that sympathizes the suffering of cyberbullying victims. Fourth, cyberbullying prevention pictograms improved the ability to read, utilize and interpret visual images through sharing works. Fifth, the work was posted on an Instagram to give concrete action on social problems. In conclusion, we proved the effectiveness of cyberbullying prevention art class using pictograms.

Procedural Animation Method for Realistic Behavior Control of Artificial Fish (절차적 애니메이션 방법을 이용한 인공물고기의 사실적 행동제어)

  • Kim, Chong Han;Youn, Jae Hong;Kim, Byung Ki
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.11
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    • pp.801-808
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    • 2013
  • In the virtual space with the interactive 3D contents, the degree of mental satisfaction is determined by how fully it reflect the real world. There are a few factors for getting the high completeness of virtual space. The first is the modeling technique with high-polygons and high-resolution textures which can heighten an visual effect. The second is the functionality. It is about how realistic represents dynamic actions between the virtual space and the user or the system. Although the studies on the techniques for animating and controlling the virtual characters have been continued, there are problems such that the long production time, the high cost, and the animation without expected behaviors. This paper suggest a method of behavior control of animation by designing the optimized skeleton which produces the movement of character and applying the procedural technique using physical law and mathematical analysis. The proposed method is free from the constraint on one-to-one correspondence rules, and reduce the production time by controlling the simple parameters, and to increase the degree of visual satisfaction.

Research on the Image Projection of Platform Screen X (스크린 X 영상 투영 방식의 특징 연구)

  • Shan, Xinyi;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.503-508
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    • 2017
  • Screen X is one of the Premium Large-Format platforms. Screen X projects images and video along the side wall of the theatre that go in synch with the front main screen. It's a different way of immersing the audience. This technique demands film-makers taking the two new "screens" into account when making movies. Screen X is the most obvious feature of viewing content with a range of 270 degrees. Viewers can view the experience of viewing experiences beyond the frame of screen screens by allowing viewers to experience the experience beyond the frame of screen screens, which means screen X can immerse the audiences without 3D glasses. Based on the results of this study, studies of content specifications and how they fit in the screen X are studied, and goals for maximizing the visual effects of the visual effects are studied. Looking forward to future research paper researchers and industry professionals who will benefit from future research papers.

A Case Study of Panoramic Section Image Collection Method for Measuring Density - with matched images in the Seoul Beltway Sapaesan Tunnel - (밀도측정을 위한 구간영상 최적 수집주기 결정 연구(서울 외곽순환도로 사패산 터널구간을 대상으로))

  • Park, Bumjin;Roh, Chang-Gyun;Kim, Jisoo
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.13 no.4
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    • pp.20-29
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    • 2014
  • Density is applied both three major macroscopic traffic variables (traffic volume, speed, and density) and two measures of effectiveness (MOE) for level of service (LOS) on highway (density and V/C). Especially, it is known for the most accurate MOE on evaluating the LOS of highway. Despite such importance, there is a lack of study on density relatively than other variables for its difficulty of measurement. Existing density estimation methods have some limitations such as density values of same traffic flow vary with collecting time. In this study, we researched actual density measuring method with panoramic image, after each CCTV images in the Sapaesan Tunnel on Seoul Ring Expressway are matched into one panoramic image. Analysis through the Central Limit Theorem shows that density of 24 1 km-images, which means 24 second, applies traffic situation well. That is to say that reasonable density value regardless of collecting time, and practical density which represents actual traffic flow can be taken in case of measuring density by suggested collecting cycle.

A Study on Video Production Method using Camera Tracking Technique (카메라 트래킹 기법을 이용한 모션그래픽 활용방안 연구)

  • Lee, Junsang;Lee, Imgeun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.727-728
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    • 2015
  • Nowadays many videos are created with motiongraphics which has new visual effects and technology. The technique try to find out the image models which maximally stimulate the memories to transfer new visual information. The image will be expressed various ways with combining graphics and real scene with the help of computer. With the advances of VFX, the real and graphic scenes are more naturally combined to make believe its real scene. In this paper the novel motiongraphic technique, which uses tracking data from camera, is proposed.

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A Study on The Comic Presentation Through Three-Dimensional Shot (입체적인 쇼트를 통한 코믹연출연구)

  • Hwang, Kil-Nam;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.8 no.2
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    • pp.91-99
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    • 2008
  • When making a comic film, the comic presentation that uses stress and exaggeration is the important subject among other things. In this study we tried to investigate the comic effect using the movement of three-dimensional shot. To conduct this study, we extracted the shot manufactured through the Flow Motion of a 3D Production Program Virtual Camera and a High Speed Motion Picture Camera. The shot manufactured applying this manufacturing skill and using three-dimensional production method for the video contents efficiently made was classified into several scenes. The focus of this study is to search for the factor that makes the atmosphere of a story comic through three-dimensional production shot. According to the shot analysis, three-dimensional production method plays a role in developing more stories on space and time by visualizing stories in three dimensions, which makes the most use of the movement of camera, lens and the utilization of focus. In addition, in the presentation where many comic and exaggerated factors are provided, we used the technology that stresses a scene using the size of a shot and the lasting time and presented the method that exaggerates space using a 3D Production Program Virtual Camera and a High Speed Motion Picture Camera. By reviewing the qualitative improvement and the efficient method on making comic films through the possibility that the atmosphere of this three-dimensional shot can apply to the effect for comic presentation, we tried to approach the comic presentation.

Emotion of People with Visual Disability for Enhancing Web Accessibility (웹 접근성 향상을 위한 시각장애인과 일반인의 감성 비교)

  • Park, Joo-Hyun;Ryoo, Han-Young
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.589-598
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    • 2008
  • The purpose of this study was to compare the emotional responses of people with visual disability with those of normal people and to understand their similarity or differences in order to apply the new understandings into the future research on Web Accessibility Guidelines. For this purpose, a Web survey system was developed using 15 auditorial stimuli prepared based on the Media Taxonomy and 11 emotion measuring criteria selected from the literature review. After developing the system, emotional responses of 31 people with visual disability and 53 normal people were collected through the Web. The results of the survey showed that the emotional responses of people with visual disability were similar to those of normal people, although there were some exceptional cases. Therefore, it is clear that emotional needs of people with disability should be taken count of in the Web accessibility discussions and further in-depth studies on the emotional characteristics of people with disability are necessary.

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A Study on the Visual Image and Verbal Texts in Television Public Service Advertising (TV공익광고에 나타난 영상이미지와 언어에 관한 연구)

  • Shin, In-Sik
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.111-122
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    • 2005
  • Public Service Advertising(PSA) is the integrated marketing concept including strategy and technology in all its aspects that pursue the changes of community to seek an agreement of its members by the intentional and the target oriented way. PSA to the exclusion of commercial intention reflects the current social flow and subject since it is focused to the social issue. PSA plays an important role in creating the further cultural value, and also affects present cultural value to advertising message. In this aspect, this study is very valuable to design the plan for further effective management of advertisement and to analyze communication strategy of PSA. This study is to make dear the nature of PSA by the analysis of contents of visual image and linguistics' factors in actual produced and broadcasted TV advertising, called 'Protection of environment' In the results, PSA related the environment is working to linguistic-centered persuading message corresponding to visual factor, this intends to educate and instruct the consumers in 1980's. PSA, therefore, shows a non-description nature without story line and a hero(heroin) on it. In contrast, after 1990's, PSA was made up image-centered and maximized the effectiveness public campaign through the activating consumer's judgement and intervention. We are able to know that it contributes to considering and persuading the consumer to suggest the story format through the visual way to deliver the message. This study of relationship between visual image and linguistics is a common trend appeared in all media including today's advertising, and may be a remarkable result to present proper direction of PSA campaign.

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Development of Library and Generator for Real-time Special Effects (실시간 특수효과를 위한 라이브러리 및 생성기 개발)

  • Song, Seung-Heon;Park, Kyoung-Wook;Kim, Eung-Kon
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.499-502
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    • 2006
  • Simulation of dynamic particle systems has been used in computer animation for several years and has more recently been used in real-time simulation and games to enrich the visual appearance of the virtual worlds. A particle system is composed of one or more individual particles. The goal of this paper is to develop particle system graphics library and generator for real time processing.

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Development of Visual Effects in Airplane Shooting Game using API (API를 이용한 비행기 슈팅 게임에서의 특수 효과 개발 방법)

  • Lee, JaeNoh;Jeon, JinSun;Kim, SooKyun;An, SungOhk
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.1414-1415
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    • 2013
  • 국내 게임 시장은 모바일이라는 플랫폼을 이용하여, 최근 새로운 동력을 맞이하고 있다. 이러한 게임 산업의 중심에 있는 개발자들은 다양한 게임 엔진과 그에 맞는 언어를 빠르게 습득하고, 다양한 변화에 대응하고 있다. 현재 많은 고기능 고성능 게임 개발 툴이 있지만, API(Application Programming Interface)는 윈도우 운영체제를 실행 및 제어하고 프로그램과 프로그램을 연결시켜주는 역할 등의 전통적인 역할을 수행하고 있다. 이러한 API는 고성능의 게임 보다는 윈도우 시스템을 이해하며, 게임을 만드는데 적합 할 수 있다. 본 논문에서는 윈도우 시스템에서 간단하게 게임을 제작할 수 있도록 API를 이용한 시각적 효과 및 사운드 삽입에 대한 내용에 대해 설명한다.