• Title/Summary/Keyword: 영상문화

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A Case Study of Intellectual Property Rights Using Animation Characters (애니메이션 캐릭터를 활용한 Intellectual Property 사례 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.361-366
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    • 2022
  • Recently, with the development of convergent media, the digital animation industry has developed a variety of content centered on the role of Intellectal Property. The excellent IP role image has created huge economic benefits in business. This paper selects three representative Intellectual Property animation cases from Japan, the United States and China. Analyzed of the reuse of IP animation character images and combined with the era technology and the style of culture and art, the traditional cultural IP roles are reconstituted into modern character design two aspects. Through the research of this paper, can understand the expansion possibility of IP animation according to the use of character image. It is expected that when making digital animation, can recognize the importance of intellectual property and use it as a reference for role development.

A Study on the Image of Kim Soo-young in the Media -Focused on the drama "The Count of Myeong-dong"(2004) (영상매체에 나타난 김수영 이미지 연구 -드라마 <명동백작>(2004)을 중심으로)

  • Son, Mi-young
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.89-96
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    • 2022
  • This study examines the strategy of delivering the drama's poet Kim Soo-young and his literary works to the public through the drama (2004). This drama shows Kim's inner self and his literary view by inserting poems into scenes where the poet suffers internal conflict, while presenting relatively less well-known poems to broaden the public's understanding of poetry. In addition, the drama maintains viewers' interest by properly placing elements of conflict, and effectively shows how the conflict affected his life and the world of time. Therefore, the drama is a meaningful text that embodies a poet named Kim Soo-young in three dimensions along with the historical transformation and social problems of the time and the literary chapter of the time through the video.

A Study on the Improvement of Construction Site Worker Detection Performance Using YOLOv5 and OpenPose (YOLOv5 및 OpenPose를 이용한 건설현장 근로자 탐지성능 향상에 대한 연구)

  • Yoon, Younggeun;Oh, Taekeun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.735-740
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    • 2022
  • The construction is the industry with the highest fatalities, and the fatalities has not decreased despite various institutional improvements. Accordingly, real-time safety management by applying artificial intelligence (AI) to CCTV images is emerging. Although some research on worker detection by applying AI to images of construction sites is being conducted, there are limitations in performance expression due to problems such as complex background due to the nature of the construction industry. In this study, the YOLO model and the OpenPose model were fused to improve the performance of worker detection and posture estimation to improve the detection performance of workers in various complex conditions. This is expected to be highly useful in terms of unsafe behavior and health management of workers in the future.

Study on fire smoke identification method based on SVM and K fold cross verification fusion algorithm (SVM과 K 접힘 교차 검증 융합 알고리즘 기반의 화재 연기 식별 방법 연구)

  • Wang Yudong;Sangbong Park;Jeonghwa Heo
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.843-847
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    • 2023
  • In this paper, we propose a model for detecting efficient fire identification to prevent fires that can lead to various industrial accidents, farmland and large forest fires, with the widespread use of various chemicals and flammable substances as modern technology advances. This paper presents an algorithm that can detect fire smoke in a high-efficiency and short time using images, and an algorithm based on SVM(Support Vector Machine) and K fold cross-verification technologies. By analyzing images, fire and smoke detection algorithms have relatively superior detection performance compared to existing algorithms, and the analysis of fire and smoke characteristics detected in this paper is analyzed stably and efficiently and is expected to be used in various fields that may be exposed to fire risks in the future.

Study of Longitudinal Stability of eVTOL UAM with Tilt Rotor and Tandem Wing (Tilt Rotor와 Tandem Wing을 적용한 eVTOL UAM의 세로안정성 연구)

  • Joo Chan-Young;Kim Ha-Min;Kim Min-Jae;Min Kyoung-Soon
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.941-946
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    • 2023
  • To improve the lift, cruise speed, and range of eVTOL aircraft, which are being considered as future transportation vehicles, this paper introduces the concepts of Tilt Rotor and Tandem Wing to the aircraft. We developed an aircraft and conducted flight experiments to obtain flight videos and flight logs. The results of the analysis of the flight videos and flight logs showed that the aircraft's moment was excessively forward and the attitude was not recovered. To address this problem, we modified the wing incidence angles and surface areas in XFLR5 to obtain the optimal pitching moment coefficients to ensure vertical stability. We then analyzed the redesigned aircraft, developed using CATIA, through XFLR5. The results of this study provide valuable insights, suggesting that the incorporation of Tilt Rotor and Tandem Wing designs can contribute to achieving stable pitching moment coefficients. This innovative approach offers a promising avenue to significantly enhance vertical stability in UAM vehicles, paving the way for future advancements in the field.

A Study on The Self-identity in Role-playing Games - Focused on Lacan's Psychoanalysis (롤플레잉 게임에서의 자아 정체성에 관한 연구 - 라캉의 정신분석학을 중심으로)

  • Xiao Zhongyi;Choi Won-ho
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.475-487
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    • 2024
  • As today's "ninth art", role-playing games recognized by most players due to their surreal themes and sustained reflection on social diseases. Through precise control of story-telling and game visuals, players develop an avatar identification during role-playing game. Based on Lacan's mirror stage theory, a new self-identity mechanism is established under the guidance of role-playing games. As a "player", the subject's interpretation of himself is shifted by the game order, and the subject identifies with the role-playing game while at the same time being structured by the desire of role-playing game. The immersive experience and emotional guidance of role-playing games all point to the most instinctive human desires. The psychoanalytic theory from Lacan's perspective explains the source of players' desire, and the expression of players' desire in the game. It also plays an important role in the emotional rendering and identity aspects of role-playing games. This paper is to establish that role-playing games do have an impact on the player's self-identity through a Lacanian psychoanalytic reading of role-playing games.

A Study on Audience Preference Types for Local Broadcasting Content : Focusing on the YouTube Channels of Terrestrial Broadcasters in Gwangju Metropolitan City (지역 방송사 콘텐츠에 대한 수용자 선호 유형 연구 : 광주광역시 지상파 방송사의 유튜브 채널을 중심으로)

  • Ji Yeon Park;Jong-Yoon Lee;Jang Sun Hong
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.501-508
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    • 2024
  • The rapid development of digital media has led to a swift transition of video content consumption to new media channels. Terrestrial broadcasters that have expanded their strategies to include YouTube channels have achieved significant success, even to the extent of restructuring their revenue models. Based on these successful examples, local terrestrial broadcasters have been striving to expand their presence on YouTube. However, the results have been modest thus far. This study examines how terrestrial broadcasters in Gwangju are utilizing YouTube and employs Q methodology to analyze the audience preferences for their YouTube content. The analysis identified three types of audience preferences: "Trend-Sensitive," "Emotionally-Focused," and "Regionally-Attached." Tailored content creation strategies were proposed for each type. This approach not only provides practical guidelines for establishing YouTube strategies for Gwangju's terrestrial broadcasters but also helps to develop policies for producing sustainable and evolving high-quality content in the new media era.

The Characteristics and Future Trends of Short-Form Animation (숏폼 애니메이션의 특성과 발전방향에 관한 연구)

  • Lee, Sun-Ju;Han, Je-Sung
    • Cartoon and Animation Studies
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    • s.38
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    • pp.29-51
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    • 2015
  • With the progress in high speed internet networks, mobile devices and social networking, the eco-system of the media has shifted from that where the flow of content was one-way from the producer to the consumer. A so-called 'prosumer' culture has taken root where the consumer himself produces media content. Along with these trends, various video-sharing platforms such as youtube has a method of allocating advertisement profit to the content producer, offering a win-win platform for content pro-sumers. This allows the channels to attract several tens of millions of subscribers and raise an annual income of over 10 billion Won, marking a revolutionary change in the content industry. This paper seeks to analyze video distribution channels and short-form media content that are showing continuous growth to identify new markets where animated content can make progress in an era of online video media platforms, as well as provide a future direction for small teams of creators of animated films to survive and thrive in this environment.

Utilizing Spatial Information for Landform Analysis and Web-Based Sight-Seeing Guidance of the Natural Park -A Case Study of Kumoh Mt Province Park- (자연공원의 지형분석과 웹기반 관광안내를 위한 공간정보의 활용 -금오산 도립공원을 중심으로-)

  • Lee, Jin-Duk;Choi, Young-Geun
    • Journal of Korean Society for Geospatial Information Science
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    • v.10 no.2 s.20
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    • pp.39-47
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    • 2002
  • For the purpose of data construction for the systematic management and sight-seeing guidance of the natural park, the Kumoh Mt. Province Park was selected as a pilot area. Digital topographic maps, thematic maps and satellite imagery covering the object area were processed and then landform analysis for elevation, slope, aspect and so on was conducted through DEM generation, and the landcover map and NDVI maP were extracted from Landsat TM data. The database was then constructed with these spatial data for GSIS. The image map was generated from IKONOS satellite data, which cover the pilot area data, with one meter resolution and also 3D visualization which was overlaid with main paths up a mountain were conducted. And the moving image files were produced along main paths up including main natural spectacular sights, cultural assets and management facilities. It is expected that the research result can be utilized as the fundamental data for re-assessing suitable land use and constructing Web-based guidance system.

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Emotion Recognition of Korean and Japanese using Facial Images (얼굴영상을 이용한 한국인과 일본인의 감정 인식 비교)

  • Lee, Dae-Jong;Ahn, Ui-Sook;Park, Jang-Hwan;Chun, Myung-Geun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.2
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    • pp.197-203
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    • 2005
  • In this paper, we propose an emotion recognition using facial Images to effectively design human interface. Facial database consists of six basic human emotions including happiness, sadness, anger, surprise, fear and dislike which have been known as common emotions regardless of nation and culture. Emotion recognition for the facial images is performed after applying the discrete wavelet. Here, the feature vectors are extracted from the PCA and LDA. Experimental results show that human emotions such as happiness, sadness, and anger has better performance than surprise, fear and dislike. Expecially, Japanese shows lower performance for the dislike emotion. Generally, the recognition rates for Korean have higher values than Japanese cases.