• Title/Summary/Keyword: 심미적영상

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A Study on 4D Special Effect Graphics Content Development Creative Processing and Preproduction Design : base on Special Effect Graphics of 'Namsadang' Character Preproduction Report in An-Sung (4D 특수영상에서의 캐릭터 개발과정 제작 공동 작품 연구 - 안성 특수 영상 남사당패 Pre-Production 작품 개발을 기반으로)

  • Cho, Hyun-Kyung
    • Cartoon and Animation Studies
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    • s.41
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    • pp.153-168
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    • 2015
  • In Kyung-GI DO, An-sung, Each local autonomous entity developed the character design to inform the public relations and revitalize local economy and culture. consequently, These have got benefits with marketing local speciality related to their an-sung character; we call it name is arum, pung-mul, duck-bugi who korea traditional face characters. On the contrary, Most of old characters which have been fallen off their formative qualities became a reason that unfit (4D,3D) special film at local doom movie theater. This thesis aims to study on the character of 'namsadang' group what have been produced in ansung-si, that the show up to people about an-sung 4D Contents what local actually character and to make it more competitive through 3D,4D spacial character project developing process. It is need for new various characters, that (3D,4D-VFX) -Graphics of new an-sung'namsadang' group. that will be total different and new development. total VFX; 4-Dimantion visual graphics released in next an-sung local festival, Business prospects are bright and receiving benefits are increasing. As seen in the case of the character of in 2015, it can be a measure to earn benefits as a higher value-added business if it is managed in the local autonomous entities. In this thesis, I propose what the of character in the local special graphics; VFX style characters design. also I was show up to '4D contents character;' ; 'namsadang' group; creative processing including planing. It is possible to be ranged from special 4D series animation, a feature-length special effct cartoon film, character products, and even local doom Theme parks show up film. which are all expected high profits. These profits will be returned back to the an-sung local autonomous entity, who can use them to develop new contents, one of foundations in local economy. As a result, it is helpful to make local traits and effective tourist attractions.

Virtual Pottery Gallery Using Panorama Images (파노라마 영상을 이용한 가상 도자기 전시실의 구현)

  • 박경남;김응곤
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2001.10a
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    • pp.173-176
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    • 2001
  • In this study, we designed a virtual gallery using VRML authoring tool. With this system, we expect to provide a realistic and interactive environment where students can appreciate artistic work in their learning processes. Our system is implemented with several methods such as panorama images and 3D object modules with Photo Vista, Object Modeler and Reality Studio. We currently investigate how this virtual gallery can affect students aesthetic aspects with the intended realistic appreciation In their art education processes. In the following section, we describes how we implemented our virtual gallery with vrml authoring tools.

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Interval Hough Transform For Prominent Line Detection (배경선 추출을 위한 구간 허프 변환)

  • Choi, Jin-Mo;Kim, Changick
    • Journal of Korea Multimedia Society
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    • v.16 no.11
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    • pp.1288-1296
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    • 2013
  • The prominent line at the singe image is the important fact for understanding spatial structure or estimating aesthetic scoring. According to this thesis, the abstraction of the background line helps analyzing vanishing point, reconstitution of 3 dimensions, and determining of image sloppiness. It also makes easy to calculate the rule of thirds. This thesis is composed of section hough transform mapping, prioritizing of the prominent line, and selection of the prominent line. These technologies are departmentalized to be applied abstraction of traffic lane, analyzing of building structure, abstraction of vanishing point, and abstraction of straight line documentation. This gives the choice that users are able to compose technology by considering characteristic of objects and luminous environment. This thesis also can be applied to abstract circle. The interval hough transform is able to select the number of prominent line which users want to abstract. It can analyze important prominent line numbers at the image and then abstract the lines, too. Results of prominent lines by experiments would be show at this thesis.

A Study on Factors Influencing User's Satisfaction of OTT Service (OTT 서비스의 이용만족도에 영향을 미치는 요인에 관한 연구)

  • Lee, heesung;Jin, Haiyan;Hwang, HaSung
    • Journal of Internet Computing and Services
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    • v.18 no.6
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    • pp.93-100
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    • 2017
  • In multi-media, multi-channel era, video viewing using various digital devices via the Internet, not the existing broadcasting network, is emerging as a new broadcasting viewing behavior. OTT service is regarded as the main service of this change of viewing behavior. It is a video service that can seamlessly use any content desired by the user at any time, at any time, any device, any contents, if the Internet connection is available. The purpose of this study is to investigate the factors affecting the satisfaction of OTT service by applying the technology acceptance model (TAM). As a result of analyzing through 303 questionnaires of the early users of OTT service, social pressure, perceived popularity, perceived cost, user reputation, individual innovation, and esthetics set as external factors in this study are partially affects perceived usefulness, perceived ease of use, and perceived enjoyment. In addition, perceived usefulness, ease of use, and enjoyment are directly influencing satisfaction. Based on these results, we discuss the theoretical and practical implications and propose future research direction.

A study on the camera working of 3D animation based on applied media aesthetic approach - Based on the Herbert Gettl's theory - (영상미학적 접근의 3D 애니메이션 카메라 워킹 연구 - 허버트 제틀의 이론을 중심으로 -)

  • Joo, Kwang-Myung;Oh, Byung-Keun
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.209-218
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    • 2005
  • Consciously or not, producers have to make many aesthetic choices in creative process of video production. If there are general acceptable aesthetic principles to make right choice it would be guideline of aesthetic decision to somewhat reduce mistakes and errors in the process. This paper proposes a theoretical approach on establishing the media aesthetic principle of 3D animation camera working, which is the most suitable for animation production context. We describe the Herbert Zettl's applied media aesthetics related directly to the camera, which is about the two-Dimensional field focusing on aspect radio and forces within the screen, three-dimensional field focusing on depth, volume, and four-dimensional field focusing on time and motion. In order to have theoretical approach we made an analysis on comparing a camera working of movie with 3D computer animation's one, and reconstructed these basic principles to be suited for the 3D animation production. When applied media aesthetics of the traditional camera working are applied to the 3D animation production, it could be an efficient guideline for it. Futhermore, if we develop the research for the relationship with various visual languages with the basis of these principles, the theory of creative picture composition method for the 3D animation production will be logically and systematically established.

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Digital approach for fabrication of zirconia restoration with optimal gingival adaptation after tooth extraction: A case report (발치 후 지르코니아 보철물 제작에서 최적의 연조직 적합 형성을 위한 디지털 치료 증례)

  • Mai, Hang Nga;Lee, Du-Hyeong
    • The Journal of Korean Academy of Prosthodontics
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    • v.58 no.3
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    • pp.217-220
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    • 2020
  • Conventionally, when a zirconia fixed dental restoration is planned, the interim restoration is made manually and the final restoration is fabricated by the silicone impression taking at the prosthodontic stage. This conventional workflow does not provide direct relation between interim and final restorations. Moreover, the predictability of the final restoration could be low. Nowadays, the CAD/CAM based restoration fabrication and related digital techniques are developed and being applied in dentistry in multiple ways. This case report introduces a digital workflow for fabricating an optimal gingival adaptation and predictability of monolithic zirconia restoration by using CAD/CAM interim restoration, intra oral scan, and image superimposition technique in a case that required tooth extraction.

Contarison on the Large-scaled LED Canopy Trend in Korea and other Countries (국내·외 대형 LED캐노피 동향에 관한 고찰)

  • Yang, Woo-Chang;Lee, Hyung-Bok
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.187-197
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    • 2012
  • The purpose of the study is to analyze and to clearly put more understanding on the current LED sky screen structures located not only in some cities of Korea but also in those of other countries which have been running the large-scaled LED sky screen, which is also called the LED canopy. In addition, this research is to also focus on the availability or possibility of the social role for the large-scaled LED sky screen to make great contributions to the local economic development of the relevant cities which are currently running their large-scaled LED sky screens, in terms of facility, contents and strategy, respectively. For this research, 4 large-scaled LED sky screens located in both domestic and foreign countries such as Suzhou Sky Screen in Suzhou city of China, Fremont Street Experience VIVA VISION in Las Vegas of the States, the Palace Sky Screen in Beijing of China, and Yeosu Expo Digital Gallery Sky Screen in Yeosu city of Korea, respectively, have intensively been dealt with for research, in terms of the features of their facility aspects.

Level of perception related to changes in lower facial height (하안면 고경 변화의 인지도에 관한 연구)

  • Park, Seung-Hyun;Kim, Young-Jin;Kook, Yoon-Ah
    • The korean journal of orthodontics
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    • v.35 no.3 s.110
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    • pp.174-181
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    • 2005
  • Understanding the level of a person's perception of changes that have occurred on the face after orthodontic treatment is critical to the process of orthodontic diagnosis and treatment planning. The purpose of this study was to determine the level of perception of profile and frontal changes in lower facial height. Forty students attending art school participated in a study evaluating the level of a participant's perception of changes in the lower facial height. Participants compared computer-graphic frontal and profile photographs with balanced proportions and photograph simulations of 1, 2, 3, and 4mm changes in lower facial height from stomion to the chin. At least a 2 mm change in lower facial height for the profile view and 3mm in the frontal view was needed to be perceived after orthodontic treatment. The level of a person's perception of the change in lower facial height was more sensitive in the profile view than in the frontal view, and information about facial changes given prior to evaluation enhanced the level of perception.

Extraction of Spatial Information of Tree Using LIDAR Data in Urban Area (라이다 자료를 이용한 도시지역의 수목공간정보 추출)

  • Cho, Du-Young;Kim, Eui-Myoung
    • Journal of Korean Society for Geospatial Information Science
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    • v.18 no.4
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    • pp.11-20
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    • 2010
  • In situation that carbon dioxide emissions are being increased as urbanization, urban green space is being promoted as an alternative to find solution for these problems. In urban areas, trees have the ability to reduce carbon dioxide as well as to be aesthetic effect. In this study, we proposed the methodology which uses only LIDAR data in order to extract these trees information effectively. To improve the operational efficiency according to the extraction of trees, the proposed methodology was carried out using multiple data processing such as point, polygon and raster. Because the existing NDSM(Normalized Digital Surface Model) contains both the building and tree information, it has the problems of high complexity of data processing for extracting trees. Therefore, in order to improve these problems, this study used modified NDSM which was removed estimate regions of building. To evaluate the performance of the proposed methodology, three different zones which coexist buildings and trees within urban areas were selected and the accuracy of extracted trees was compared with the image taken by digital camera.

Scientific Study of Subjectivity on Recognition Types and Preferences of Animation Audiences (애니메이션 수용자의 인식유형과 취향에 관한 주관성연구)

  • Hyun, Seung-Hoon
    • Cartoon and Animation Studies
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    • s.26
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    • pp.31-56
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    • 2012
  • This is a scientific study of subjectivity on recognition types and preferences of animation audience. Therefore, Q-methodology was used as a methodology of this study. As a result, it was possible to find the various characteristics according to the preferences of audience on animation genres. The features of each type were classified into 3 types. First was an artistic and literary value-oriented type that explored storytelling and descriptive value. Second was a pictorial and aesthetic value-oriented type that explored visual beauty such as characters and Mise en scene. Third was a visual and entertainment value-oriented type that explored entertainment factors and attractions. Thus, according to the classification of preference types, it was inferred that digital image generation audience with an active preference that can create and consume images have developed a tendency that independently consumed their preferences based on thoroughly personal or subjective preferences rather than classified and accepted their preferred culture as their symbolic expressions of hierarchical position. In this aspect, Q-methodological consideration that is useful to analyze the subjectivity of audience could be a significant work. Nevertheless, this study alone could not reveal various generative contexts of specific preferences. It seems to have more significant results by applying various qualitative or quantitative methodologies together with this study and analyzing recognition types and preferences of audience.