• Title/Summary/Keyword: 영상 디자인

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Visual textuality of stereoscopic 3D animation (3D 입체 애니메이션의 영상 특징에 대한 연구)

  • Jeon, Gyong-Ran
    • Cartoon and Animation Studies
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    • s.20
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    • pp.31-45
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    • 2010
  • Stereoscopic 3D animation contents are in the rise as a key part of contents market. Major animation studios are planning to produce 3D animations in a stereoscopic process. This study aims at understanding the visual textuality of 3D animation contents at its early stage. To understand 3D animation, , are analyzed. Stereoscopic 3D animations are exploring the new visual aesthetics using the specific storytelling, sequence ordering, camera working, shot size and camera angles etc. Based on these visual textualities, stereoscopic 3D animations are constructing telepresence, multi-senses of individual spectators. Stereoscopic 3D animations have formed their own aesthetics and cultural meanings in the digital age.

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A Study of Images on the Hard matte Skill (하드매트(Hard Matte) 영상 기법에 관한 연구)

  • 김인철
    • Archives of design research
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    • v.12 no.4
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    • pp.23-32
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    • 1999
  • The 'Hard Matte' was the method being wide-screen to the directors wanted more vivid and made real films to the audience at the beginning of cinematography. The hard matte have changed as unique device in films as opening and closing credit titles making impressions which being captured strongly to the people at the time the wide-screen has developed. In HDTV has invented in NHK the hard matte is called 'letter box style and on music video channel we can see the style as easily. That kind of hard matte images on music video have effected to commercial films are seen recently. But some of commercial films have problems like only expending horizontal way. The hard matte is one of important ways that could regulate the art contents with art form. Korean film image makers as directors and production designers must know the role and function of hard matter has arranged reasonable in foreign films.

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VR Contents Design using Tangible Interaction (Tangible Interaction을 활용한 가상현실 콘텐츠 디자인에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.17 no.2
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    • pp.463-470
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    • 2004
  • This paper studied tangible interaction design of VR platform and its applications that are economic In development process and cost, flexible by contents and installation conditions, and that has business potential for consumer market. The design solution uses video based virtual world and tangible interaction by motion tracking. Our platform enables a user to monitor their action and to collaborate with other users of remote place within attractive interaction feedback. We developed two design applications, Glass Xylophone 2003 and VR Class, in our platform. Glass Xylophone 2003 provides interactive music performance and helps self practice of glass xylophone. VR Class gives more serious distance learning experience with tutoring and group collaboration. They are presented in public exhibitions and tested by exhibition visitors. They showed application potential of this design solution in interactive game, distance learning, and entertainment field.

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3D Motion GUI for mobile phone (이동통신 단말기를 위한 3D Motion GUI)

  • Park, Sang-Hyun;Ok, Jun-Ho
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.339-344
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    • 2007
  • 이동통신 단말기의 그래픽 유저 인터페이스 환경은 다양한 요인에 의하여 그 변화를 자극 받고 있다. 한정된 디스플레이 공간 안에서의 다 기능화로 인한 사용성의 문제, 정적이고 지시적인 상황에 익숙한 문자 중심의 세대에서 자율적이고 동적인 영상 중심의 세대로의 사용자 세대의 변화, 합리적 소비 보다는 감성적 만족을 중요하게 여기는 사용자 가치의 변화, 그래픽 디자인 트랜드의 변화, 서비스 컨텐츠의 변화, 기술의 발전 등 이동통신 단말기를 둘러싼 모든 측면에서 변화가 진행되고 있다. 여기에 이동통신 단말기 제조사, 서비스 업체, 컨텐츠 업체, 칩 제조사 등 이동통신 서비스와 관련된 다양한 사업 주체들의 복잡한 이해관계 속에서의 경쟁 또한 이러한 변화를 부추기는 요인의 하나로 볼 수 있다. 본 연구에서는 이러한 변화요인들을 적절히 수렴하여 제공할 수 있는 보다 효과적인 그래픽 유져 인터페이스 디자인 방법을 모색하고자 하였으며, 보다 효율적이고 적극적인 개선을 위해 현재 이동통신 단말기의 GUI 디자인의 주요 디자인 수단인 Bitmap 또는 Vector 그래픽 대신 보다 다양한 시각적 표현 방법을 내재하고 있는 3D 기반의 Motion 그래픽을 활용한 이동통신 단말기의 GUI 디자인 방법을 제안 하고자 한다. 하지만 아직 여러가지 제약 조건들로 인하여 이동통신 단말기 내에서 3D Motion 그래픽의 적용이 완전히 자유롭지 않은 것이 사실이다. 그러나 기술의 발전 속도로 볼 때 머지 않아 3D Motion GUI 제공을 위한 이동통신 단말기의 기술적 환경은 충분히 발전될 것이며, 이에 따라 본 연구와 같이 3D 그래픽이나 Motion 그래픽을 등을 활용한 이동통신 단말기의 사용자 인터페이스 연구의 선행은 매우 필요하다고 볼 수 있다.

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A Comparison of Forest Contents in Animation of Background: Focused on 「Alice's Adventures in Wonderland」, 「Princess Mononoke」 (애니메이션에 배경으로써 표현된 숲의 이미지 분석 : 「이상한 나라의 앨리스」, 「원령공주」를 중심으로)

  • Jeong, Jae-Pil
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.144-151
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    • 2019
  • The expression of natural backgrounds in a digital clip such as forest, water and sky break new ground and evolve. The process of arriving at a certain background style and designing belongs to the pre-production stage of animation produuction. Due to the advancement of CG technology, the production and consumption of animation has accelerated and so in an effort to reduce production time, the natural background has increasingly becomme normalised. For the distinction in contents, narrative and characters are emphasized in pre-production since it is believed that the background design will simply be a still image. However, there is a need to focus on background design as it is a tool that can effectively emphasize the narrative. This research is an analysis of the background design's role in forest background in productions such as "Alice's Adventures in Wonderland"(1951) and "Princess Mononoke"(1997). It details how appropriate each background forest was for the artist's intent using the 7 types of forest landscapes according to dendrology.

3D Modeling Product Design Process Based on Photo Scanning Technology (포토 스캐닝 기술을 기반으로 한 3D 모델링 제품디자인 프로세스에 관한 연구)

  • Lee, Junsang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.11
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    • pp.1505-1510
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    • 2018
  • Product modeling technology for graphics is rapidly developing. And 3D data application and usability are increasing.modeling of product design is a very important factor in constructing. 3D modeling in product design takes a lot of production time. Recently, the reverse design method is very useful because of application of 3D data and shortening of production time. In this study, first, 3D point cloud and mesh data are generated using photographs based on image data. The second is to modify the design and the third is to make the prototype with the 3D printer. This product design and production process suggests the utilization and possibility of image data, the shortening of 3D modeling production time and efficient processes. Also, the product design process proposes a model of a new product development system to adapt to the production environment.

Analysis of the female character and modeling design features of 'Frozen 2' ('겨울왕국 2' 여성 캐릭터의 성격과 조형 디자인 특징 분석)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.309-314
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    • 2021
  • Disney animation can be said to be part of American culture and art. With the changes in American society and culture, we can see the changes in the personality and social status of female characters in Disney animation. Especially in the Disney animation works published after 2000, many works showing equality in the social abilities and status of women and men have been published. In this study, the characteristics of female characters of the 20th century and the 21st century is compared and analyzed the characters of Elsa and Anna, who expressed the female image in a metaphorical way of 'Frozen 2'. And studied the characteristics and meanings of clothing and colorful shapes. This paper reveals the design elements needed to construct a gender-equality image of female characters, and hopes that it will become a useful research material for the animation industry and academia in the future.

Coding Efficiency Comparison between Next Generation Video Codecs: HEVC vs VP9 (차세대 동영상 코덱 압축 효율 비교: HEVC vs VP9)

  • Kim, Il-Koo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2013.06a
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    • pp.176-179
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    • 2013
  • 본 논문에서는 JCT-VC 에서 2013 년 1 월에 표준화가 완료된 High Efficiency Video Coding (HEVC)과 구글에서 2013 년 6 월에 개발 완료 예정인 VP9 의 압축 효율 비교를 수행한다. HEVC 는 UHD 등 고화질 방송 등에 대응하도록 디자인 되었으며, VP9 은 유튜브 (YouTube) 등과 같은 인터넷 비디오 스트리밍에 적합하도록 디자인되었다. VP9 의 경우 HEVC 와는 달리 로열티 프리 (royalty-free)를 지향하며 오픈소스 (open source) 방식으로 개발이 진행되고 있다. 본 논문에서는 HEVC 와 VP9 의 디자인 차별점을 소개하고, 랜덤 액세스 환경(Random Access, RA)과 저지연 환경 (Low Delay, LD)에서 HEVC 와 VP9 의 압축 효율을 비교한다. 실험 결과에 따르면, 방송 및 패키지 미디어 등에서 많이 사용될 랜덤 액세스 환경에서는 VP9 이 HEVC 대비 32.7% 열세를 보인다. 비디오 컨퍼런스등과 같은 저지연 환경에서는 VP9 이 HEVC 대비 26.7% 열세를 보인다. VP9 의 경우 개발이 완료된 것이 아니므로, 향후 압축 효율의 향상이 있을 것으로 기대된다.

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A Study on Deep learning-based crop surface inspection automation system (딥러닝 기반 농작물 표면 검사 자동화 시스템 연구)

  • Kim, W.J.;Kim, S.B.;Kim, M.J.;Kim, M.J.;Kim, S.H.
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.758-760
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    • 2022
  • 본 연구는 머신러닝의 한 종류인 YOLOv5를 이용하여 기존 육안 선별작업을 자동화 하는 기계를 설계하는 것이다. 본 연구에서는 영상촬영과 선별작업을 진행하는 컨베이어 기구와 선별 프로그램을 제작하고, 모든 표면을 검사해 사과의 품질을 3단계로 구별하는 작업을 진행하였다. 결과적으로 투입된 사과의 품질을 성공적으로 분류 하였다.

Design Space Exploration of Many-Core Processors for Ultrasonic Image Processing at Different Resolutions (다양한 해상도의 초음파 영상처리를 위한 매니코어 프로세서의 디자인 공간 탐색)

  • Kang, Sung-Mo;Kim, Jong-Myon
    • The KIPS Transactions:PartA
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    • v.19A no.3
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    • pp.121-128
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    • 2012
  • This paper explores the optimal processing element (PE) configuration for ultrasonic image processing at different resolutions ($256{\times}256$, $768{\times}1,024$, and $1,024{\times}1,280$). To determine the optimal PE configuration, this paper evaluates the impacts of a data-per-processing element (DPE) ratio that is defined as the amount of image data directly mapped to each PE on system performance and both energy and area efficiencies using architectural and workload simulations. This paper illustrates the correlation between DPE ratio and PE architecture for a target implementation in 130nm technology. To identify the most efficient PE structure, seven different PE configurations were simulated for ultrasonic image processing. Experimental results indicate that the highest energy efficiencies were achieved at PEs=1,024, 4,096, and 16,384 for ultrasonic images at $256{\times}256$, $768{\times}1,024$, $1,024{\times}1,280$ resolutions, respectively. Furthermore, the maximum area efficiencies were yielded at PEs=256 ($256{\times}256$ image) and 4,096 ($768{\times}1,024$ and $1,024{\times}1,280$ images), respectively.