• Title/Summary/Keyword: 영상문화

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The 3D Monitoring of Cultural Asset Using the OrthoImage of Single Photo (단사진 정사영상을 이용한 문화재 3차원 모니터링)

  • 강준묵;배상호;주영은
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2001.10a
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    • pp.125-131
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    • 2001
  • 자동화 공정의 수행에 의한 항공사진이나 위성영상의 획득과는 달리 지상사진측량에 의한 영상의 획득은 대상물의 요구정확도와 해석 범위에 따라 각기 다른 번거로운 수행 과정을 거쳐야 한다. 이에, 본 연구에서는 무반사경 자동형 토털 스테이션을 사용하여 대상물에 대한 3차원 위치성과를 획득하여 수치표고모형을 생성하고 해석 대상면에 대한 단사진 영상을 사용하여 정사영상을 도출하였다. 이는 입체 영상의 획득과 도화의 어려움을 배제하고 관련 문제점을 보완할 수 있어, 문화재 기념물의 도면 작성이나 사면측정의 안정성 검토를 위한 측정방법으로 그 활용이 가능할 것이다.

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다국적 기업-AGFA(아그파)

  • Yun, Jae-Ho
    • 프린팅코리아
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    • s.12
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    • pp.84-87
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    • 2003
  • 1867년에 창립된 아그파는 벨기에의 모R)(Mortsel)에 본사를 두고, 전 세계 40개국에 120여 곳의 판매망을 구축하고 있으며 약 2만 여명의 직원들이 그래픽, 소비자영상, 헬스케어 및 산업영상 분야에서 아날로그와 디지털 영상 솔루션을 제공하고 있다.

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SI-based x4 and x8 Super-Resolution for Cultural Property Images (문화재 영상에 대한 SI 기반 4 배 및 8 배 초해상화)

  • Moon, Jaeho;Kim, Soo Ye;Kim, Juyoung;Kim, Munchurl
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.11a
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    • pp.217-219
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    • 2020
  • 기존 초해상화 방법들은 주로 자연 영상에 대해서는 많이 다뤄져 왔지만 단조$로운 배경과 복잡한 문양, 질감을 가진 문화재 영상에 대해 적용한 사례가 많지 않다. 또한 대부분의 초해상화 기술은 현재 딥러닝을 적용하고 있지만 복잡도와 구현 난이도에서 상대적으로 수월한 비딥러닝 방법을 사용하여 4 배와 8 배로 초해상화를 실현하는 연구 또한 많지 않다. 본 연구에서는 선형 매핑을 이용한 SI (Super Interpolation)을 기반으로 하여 2 배까지 초해상화에 특화된 기존 연구를 문화재 영상에 대하여 4 배 및 8 배로 초해상화 하였다. 간단한 윤곽선 방향 분석 및 선형 매핑으로 4 배 초해상화에서는 PSNR 값을 0.44dB 가량 개선하였으며, 8 배 초해상화에서는 PSNR 값을 0.31dB 가량 개선하였다. 또한 결과 영상에서도 단순 보간법인 Bicubic Interpolation 보다 더욱 선명하고 질감을 잘 표현하는 것을 알 수 있다.

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A study on the application of new media for performing art -Focused on interactive performing art (공연예술에서 뉴 미디어 활용에 관한 연구 -공연영상예술을 중심으로-)

  • Moon, ha na;Lee, jae joong;Park, jin wan
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.88-90
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    • 2010
  • 인터넷과 디지털 매체는 정보교류의 편의성과 복제가 가능한 매체로 사람들 간의 의사소통 방식의 변화를 가져왔다. 이러한 매체의 발전으로 이미지와 영상으로 소통하는 새로운 커뮤니케이션 문화가 형성되고 문화예술영역의 표현수단의 변화로 확산되었다. 영상매체에 친숙한 현대인들에게 맞춰 공연예술에서도 공간의 제한성에서 벗어나 영상이 접목된 작품들이 기획되고 있으며, 공연 영상이라는 새로운 커뮤니케이션 방식을 창출해 내고 있다. 본 논문은 공연예술의 고유한 영역과 더불어 다양한 장르가 통합된 독창적인 형태의 공연사례를 분석하고자 한다.

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A Study on Bigdata Utilization in Cultural and Artistic Contents Production and Distribution (문화예술 콘텐츠 제작 및 유통에서의 빅데이터 활용 연구)

  • Kim, Hyun-Young;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.384-392
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    • 2019
  • Big data-related research that deals with the amount of explosive information in the era of the Fourth Industrial Revolution is actively underway. Big data is an essential element that promotes the development of artificial intelligence with a wide range of data that become learning data for machine learning, or deep learning. The use of deep learning and big data in various fields has produced meaningful results. In this paper, we have investigated the use of Big Data in the cultural arts industry, focusing on video contents. Noteworthy is that big data is used not only in the distribution of cultural and artistic contents but also in the production stage. In particular, we first looked at what kind of achievements and changes the Netflix in the US brought to the OTT business, and analyzed the current state of the OTT business in Korea. After that, Netflix analyzed the success stories of 'House of Cards', which was produced / circulated through 'Deep Learning' cinematique, which is a prediction algorithm, through accumulated customer data. After that, FGI (Focus Group Interview) was held for cultural and artistic contents experts. In this way, the future prospects of Big Data in the domestic culture and arts industry are divided into technical aspect, creative aspect, and ethical aspect.

Multidisciplinary Research for Types and Storytelling Strategies of Science Technology YouTube Channel : focused on Activity-centered Type Video Channel (과학기술 유튜브 채널의 유형과 스토리텔링 전략에 대한 다학제적 연구 : 활동형 채널을 중심으로)

  • Kim, Hye Yung;Yoo, Dong Hwan
    • Korea Science and Art Forum
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    • v.37 no.3
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    • pp.113-123
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    • 2019
  • In line with policy support and demand, mobile videos about science and technology have growth potential. For activation of domestic mobile video contents about science and technology, this article aims to analysis current global leading contents and draw implications for benchmarking. Therefore, this paper attempted to analyzed types and storytelling strategy of Science and technology channels on YouTube, which has the most influence among the mobile video media. The results are as follows. Fist, the YouTube contents about science technology are categorized into three types, activity-, explain-, review-centered type. Second, activity type channels are classified into 4 sub-types. Third, The core storytelling strategy of activity type channels is a combination of familiarity and unfamiliarity to deal with everyday material through specialized scientific and technological methods. Based on the results of this research, we expect to plan and produce global killer contents.

Cultural Capital in Online-RPG - Focusing on experience of 'World of Warcraft' play - (온라인 RPG에서의 문화자본 - '월드 오브 워크래프트' 플레이 경험을 중심으로 -)

  • Choi, Han-jeong;Ryu, Seoung-ho
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.95-110
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    • 2019
  • This paper aims to study on attribute of interaction between user from cultural capital perspective of Bourdieu who expanded the concept of capital and presented class production and reproduction through 'World of Warcraft' play and analysis. The results of this study is that First, game ability showed properties of cultural capital that embodied, objectified, institutionalized. Second, the types of interaction by difference of cultural capital appeared that lurking, reciprocity, exclusion. This study identified game ability have attributes of cultural capital and that Due to the nature of the interaction for 'Disticion', individual actions are related to the process of accumulating power and contribute to class reproduction.

Image Restoration for Character Recognition (문자 인식을 위한 영상 복원)

  • Yoo, Suk Won
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.241-246
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    • 2018
  • Because of the mechanical problems of input camera equipment, image restoration process is performed in order to minimize recognition errors due to the noise problem generated in test data image. The image restoration method resolves the noise problem by examining the numbers and positions of the Direct neighbors and the Indirect neighbors for each pixel constituting the test data. As a result, satisfactory recognition result can be obtained by eliminating the noise problem generated in the test data through the image restoration process as much as possible and also by calculating the differences between the learning data and the test data in the area unit, thereby reducing the possibility of recognition error by the noise problem.

The Necessity of Video Recording in Archaeology and the Visual Archaeology (고고학에서 영상의 필요성과 영상고고학)

  • Choi, Sung Rak;Cho, Woo Tack
    • Korean Journal of Heritage: History & Science
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    • v.42 no.3
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    • pp.88-104
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    • 2009
  • Changes in a society and visual media has a tight relationship. Photography represented the last 20th century in the visual media; while the 21st century we live in is represented by moving image(video). The change of visual media also brought changes to the archaeological recordings. As information is gathered from the field work in archaeology, it seems that use of video recording, a reliable way of collecting and recording data, will increase. The process of archaeological excavations can be considered as a contents itself. Also, video recording has many advantages when recording environmental surrounding of the sites and artifacts, for the reservation of the scenery, and as recorded heritage of the humankind. Video recording can be a tool of conversion to public archaeology to devote to its social and academic roles. Considering all of the above, studying ways to record and preserve visual materials is essential in the field of archaeology and we should be prepared for it. We strongly propose reinstatement of the visual archaeology, which should be studied in archaeological perspective. The direction of the study of visual archaeology can be summarized into two. First is the study on the video recording during field work and the archive of video recordings. Second is the study on the media as the tool of communication. More detailed and organized research should be considered in depth in the archaeological theory and methods.