• Title/Summary/Keyword: 영상표현

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Visual Attention on Subtitles of CATV Entertainment Program : Focused on tvN (케이블방송 예능프로그램 자막의 시각적 주의 : tvN <꽃보다 할배>를 중심으로)

  • Kang, Mi-Young;Kang, Seung-Mook
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.64-75
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    • 2014
  • This study has attempted to explore the audience's visual attention about the subtitles types of CATV entertainment program. To achieve this, this research has measured the dwell time and average fixation data through the eye-tracking test and analysed the reason of particular visual attention by in-depth interview. According to the eye-tracking research findings, four types of subtitles(character metaphor, character metonymy, event metaphor, event metonymy) were measured the highest dwell time and average fixation time. Also, according to in-depth interview, visual attention was clearly turned up that event metonymy constructs the conflicts between characters and overstates the trip place romantically. This results means that staffs of intensify the reality and visual pleasure through event metonymic subtitles.

Study for 3D Look Development Process (3D 룩 디벨롭먼트 과정 연구)

  • Lee, Yong Min
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.392-402
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    • 2020
  • Many modern movies and animations rely heavily on CG (computer graphics). The use of CG has made it possible to produce beyond the limits of visual expression. There has also been an increase in technical and artistic efforts to create new and high quality CGs. Look development is the process of modifying and creating shaders and renderings in 3D to produce CGI (computer-generated imagery) that meets the director's intentions. However, small production or projects may have relatively little or no awareness of look development in the production pipeline. The problems that can occur when look development is not preceded are classified into three categories. first, the shader may react differently under the same lighting conditions. Second, there can be a problem in communication between workers. Third, there is a waste of not promising a look for a given situation. As a way to avoid these problems I studied by creating consistency by the look development system. In the limitation that make it difficult for small studios to do look development because of small workers, time and cost, it is meaningful to study and present a simple look development process that can be carried out by individual or small production.

Personal Media as Cultural Intermediaries, YouTube Channel (디지털 문화매개자로서 1인 미디어, 유튜브 채널 <영국남자>)

  • Kim, Junghyun;Kim, Bo-Young
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.50-62
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    • 2018
  • This study is to ascertain the meaning of personal media as cultural intermediaries in the cultural diffusion, acceptance, and intermediation for the production and consumption of cultural contents. We examined the case of personal media, , which is one of popular YouTube channel in Korea and analyzed fifty most viewed videos in last two years based on four perspectives of digital cultural intermediaries: forms, expression methods, linguistic features, and evaluations. As expected, results demonstrate that shows characteristics of digital intermediary: diverse subjects without fixed rules, a variety of multimedia effects, colloquial style including neologism and multilingual, and users' high preferences caused by creator's sincerity. Our findings and limitations can serve directions of further empirical researches.

Gamut Mapping Based on Color Space Division for Enhancement of Lightness Contrast and Chrominance (휘도 대비와 채도 향상을 위한 색 공간 분할 색역 사상)

  • Cho, Yang-Ho;Kim, Yun-Tae;Lee, Cheol-Hee;Ha, Yeong-Ho
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.39 no.5
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    • pp.513-521
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    • 2002
  • This paper proposes a gamut mapping algorithm based on color space division for cross media color reproduction. As each color device has a limited range of producible colors, reproduced colors on a destination device are different from those of the original device. In order to reduce the color difference, the proposed method divides the whole gamut into parabolic shapes based on intersecting lightness by the just noticeable difference (JND) and the original device gamut boundary. Dividing the gamut with parabolic shapes and piecewise mapping of each region not only considers gamut characteristics but also provides for mapping uniformity. Also the lightness variations are more sensitive to the human visual system and by using lightness JND it can restrict lightness mapping variations that are unperceivable to enhance lightness contrast and chrominance. As a result, the proposed algorithm is able to reproduce high quality images using low-cost color devices.

Automated Generation of Word Balloons in Comics (만화 영상에서 말풍선의 자동 생성 방법)

  • Ryu, Dong-Sung;Chun, Bong-Kyung;Park, Kyu-Tae;Cho, Hwan-Gue
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.1
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    • pp.33-36
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    • 2007
  • Generally, word balloon have played a role to connect the script with character in comics. The location of word balloons depicts the process of story in comics, because they are located by reading order. Therefore, it is very Important works to generate and place word balloons, these work usually is processed manually by comic writer's. In this paper, we discuss the automated generation and placement of word balloon. For this, we modeled 6 kinds of word balloons. And these word balloons are placed by heuristic method based on EPFLP. We also generate the tail of word balloon automatically by considering the direction and reference points of word balloon.

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A Method of Prediction and Analysis of Electromagnetic Interference (EMI) in Wireless Power Transfer System Operating at 13.56 MHz (13.56 MHz 무선 에너지 전송 시스템의 효율적인 전자파 장해(EMI) 예측 및 분석 방법)

  • Shim, Hyun-Jin;Park, Jong-Min;Nam, Sangwook
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.24 no.9
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    • pp.873-882
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    • 2013
  • The effective way of estimation and analysis of EMI(Electromagnetic Interference) in Wireless Power Transfer System operating at 13.56 MHz is proposed. In this paper methodology of driving magnetic field strength and electric loop current of two antennas which are in free space and on PEC plane using image theory and duality is proposed. Perfect electric conductor(PEC) is planar, infinite in extent, and perfectly conducting plane. And we will refer it as PEC plane. A equivalent circuit model is used to analyze. Using this theoretical analysis, we can derive maximum magnetic field strength of the far-field region numerically using measured data of near-field maximum magnetic field strength. The experimental results using commercial numerical simulation tool are in agreement with the theoretical results. Also, using the derivation of maximum magnetic field strength in the far-field region, we can easily estimate the maximum allowable power dissipation that meets EMI regulations.

3D lattice information space for TV contents based on spatial metaphor : TV interface perspective (공간적 은유를 적용한 3D 격자구조의 TV 콘텐츠 정보공간 제안 : TV 인터페이스 사용성 관점에서)

  • Lee, Jae-Gil;Shin, Donghee
    • Journal of Digital Contents Society
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    • v.15 no.5
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    • pp.651-661
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    • 2014
  • The complexity to search a specific content over TV platform is drastically increasing. Based on previous studies from computer data management system, we propose a new method that helps users to search and select content effectively. In general, contents over computers are represented by spatial metaphor, which replicates our physical environment and value systems about space. We suggest 3D lattice structure to construct information space for TV platform. Users can infer relevance between contents via special clue in information space, so as to select content more easily. Also, they can search contents through its temporal property that also represented in space. We make full use of our natural capability that can reduce additional overload to learning new interface. The results of this study can be significant and heuristic contributions, as they can be applied to diverse service areas utilizing video contents.

Design and Implementation of Geographic Education Website Based on the Google Earth (구글어스 기반의 지리교육 사이트 설계 및 구현)

  • Lee, Sun-Ju;Kang, Young-Ok
    • Spatial Information Research
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    • v.18 no.2
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    • pp.13-24
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    • 2010
  • The purpose of this research is to explore the possibility of geographic education by implementing the map-based geographic education site which mashed up with Google earth by referring the various materials of geographic education which exist in on-line and off-line. In recent years map-based geographic education is required by the radical change of geoweb environments, but there have been few researches in this field. This research is folded up as follows: First, we designed the contents through the textbook analysis and then collect various data related to the contents such as pictures, video clips, conceptual map, etc. which are required to explain the concept. Second, we mashed up the collected data on the Google earth by using the Google's open API. Third, we implemented the geographic education website based on the classification of contents in textbook and the various collected data. This research is important in both that it explores the possibility of the map-based education rather than the text-based education in the geographic field which handles mainly the space and finds the best method to express the various concepts of the textbook on the geoweb environments.

Development of an Action Game Using Fairy Tale Characters (동화를 소재로 한 캐릭터를 사용한 액션게임의 개발)

  • Jung, Yeon-June;Park, Se-Young;Im, Sa-ra;Bong, Won-Ju;Kim, Hye-Yeon;Jin, So-Ri;Park, Jin-Hee;Kwon, Hye-Jo;Baek, Eung-Boem;Kang, Myung-Ju;Park, Chan-Il;Kim, Sang-Jung;Lee, Jong-Won;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.281-283
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    • 2014
  • 본 논문에서는 동화를 소재로 제작된 캐릭터를 사용하는 액션게임의 개발에 대하여 기술하고 있다. 동화를 소재로 만들어진 캐릭터는 게임의 특징으로써 사람들의 관심을 높여주었고 액션게임에서 타격감을 부과하는 영상, 음향, 체감의 타격감 표현기법 적용하여 액션을 통한 재미요소를 갖춤으로써 독특한 캐릭터가 매력적인 차별화된 액션게임을 개발하였다.

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A Study on the Construction of a Real-time Sign-language Communication System between Korean and Japanese Using 3D Model on the Internet (인터넷상에 3차원 모델을 이용한 한-일간 실시간 수화 통신 시스템의 구축을 위한 기초적인 검토)

  • Kim, Sang-Woon;Oh, Ji-Young;Aoki, Yoshinao
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.36S no.7
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    • pp.71-80
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    • 1999
  • Sign-language communication can be a useful way of exchanging message between people who using different languages. In this paper, we report an experimental survey on the construction of a Korean-Japanese sign-language communication system using 3D model. For real-time communication, we introduced an intelligent communication method and built the system as a client-server architecture on the Internet. A character model is stored previously in the clients and a series of animation parameters are sent instead of real image data. The input-sentence is converted into a series of parameters of Korean sign language or Japanese sign language at server. The parameters are transmitted to clients and used for generating the animation. We also employ the emotional expressions, variable frames allocation method, and a cubic spline interpolation for the purpose of enhancing the reality of animation. The proposed system is implemented with Visual $C^{++}$ and Open Inventor library on Windows platform. Experimental results show a possibility that the system could be used as a non-verbal communication means beyond the linguistic barrier.

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