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A study on Classification of Book Trailers (북트레일러의 유형에 대한 연구)

  • Kim, Hyunhee
    • Design Convergence Study
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    • v.14 no.2
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    • pp.67-87
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    • 2015
  • With the development of cultural industries and technology, digital video marketing has grown immensely and 'Book Trailer' are now one of the main methods of promoting a title in publishing industry. The demands are growing, but the development lacks basic theoretical foundation and systematic structure. At this crucial moment, basic theoretical research on Book Trailer is necessary to establish a solid foundation for the medium to expand. In this study, I have focused on defining the basic concepts of Book Trailers and analyzing the classification of Book Trailers. In sorting the type of Book Trailers, content and formal appearance were used as standards. As a result, I was able to classify the content genre into message type, conflict type, character type using the elements of story. The formal appearance genre was classified into still photography type, motion typography type, interview type, story movie type and animation type.

Composition of a Nonlinear Storytelling Board while Maintaining Vertical and Horizontal Context of Scenes (비선형 스토리텔링보드 구성과 종적 횡적 장면의 맥락 유지)

  • Hongsik Pak;Suhyeon Choi;Taegu Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.423-430
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    • 2023
  • This dissertation discusses the formulation of a nonlinear storytelling board that preserves the contextual perspective of characters. Storytelling encompasses the director's creative intention by leveraging the interaction of various elements to construct a logical narrative that explores cause and effect. Its primary objective is to enhance viewers' empathy. Consequently, there is a pressing need for comprehensive research on differentiating storytelling from storyboarding. Moreover, the integrated approach to storytelling and storyboarding holds scholarly value in understanding the process of narrative composition and visualization. Thus, a study proposes a method for constructing nonlinear storytelling boards considering the discrete camera perspective and contextual scene continuity, ultimately contributing to visual complexity and correlation comprehension. This approach enables a careful and simultaneous consideration of the correlations that deepen cognition, including the physical, emotional, and event rhythms mentioned in Karen Perlman's theory.

Study on Printmaking Design Based on Augmented Reality Technology in Era of Digital Transformation (디지털 전환 시대의 AR기술 기반 판화 제작 연구)

  • Ren Zhipeng;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.161-170
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    • 2023
  • In this study, our primary focus was on preserving the unique characteristics inherent to the medium of printmaking art, such as cultural implications and formal features, during the digital transformation of traditional printmaking. We investigated methods to incorporate augmented reality (AR) technology into the creation process of traditional printmaking. To help understand the intended fusion of traditional printmaking art and AR technology in this digital transition era, we categorized AR artworks into four types and conducted an analysis of various AR artwork examples from across the globe. From this analysis, we derived the methodologies and design directions for combining AR technology with traditional printmaking. Moreover, we created an AR printmaking piece based on the author's artwork "Spring, Summer, Fall, Winter," thereby demonstrating the significant role AR technology can play in the evolution of printmaking. Through this research, we were able to verify the potential and value of AR printmaking as an immersive art form capable of providing a more expansive narrative.

The Development of Around View Monitoring System Pilot Type for Construction Equipment (건설기계 어라운드 뷰 모니터링(AVM) 시스템의 파일럿타입 개발)

  • Yeom, Dong Jun;Seo, Jung Hoon;Yeom, Han Seung;Yoo, Hyun Seok;Kim, Young Suk
    • Korean Journal of Construction Engineering and Management
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    • v.17 no.3
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    • pp.143-155
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    • 2016
  • Recently, the interest on applying AVM(Around View Monitoring) systems in construction equipments have been increasing due to the demand for better control, work efficiency and safety. Most of the existing AVM systems have been developed focusing on the application in automobiles and only several AVM systems have been developed for construction equipments. However, the original technology of AVM remained the same as in the automobiles that failed to consider the main properties of construction equipments and suggest appropriate range of AVM display (Top-view). Therefore, the purpose of this study is to suggest a pilot type of AVM system for construction equipment. Accordingly, literature review, deduction of main consideration factors, selection of sensors, system design, algorithm development of a pilot type of AVM system for construction equipment have been conducted. A laboratory experiment has also been conducted for the deduction of further improvements. As a result, a minimum image refresh rate of 20 fps has been achieved that clearly reflects the actual situation of the equipment and also, the actual motions of Boom, Arm, Bucket have been displayed appropriately on the AVM system based on the angle data collected by sensors. However, the experiment results have also shown that the following tasks still remain for future work: 1)Improvement of AVM image interpolation, 2)Development of calibration module for variety construction equipment.

A study on the user's emotional change when they are using a product by using emotional word logging software (감성어휘 로깅 소프트웨어를 이용한 제품 사용중 사용자의 감성변화 연구)

  • Jeong, Sang-Hoon;Lee, Kun-Pyo
    • Science of Emotion and Sensibility
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    • v.9 no.spc3
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    • pp.167-177
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    • 2006
  • In this study, we developed a tool for measuring user's emotions expressed while using a product in the natural and accessible environment for the design field. Also, using emotional word logging software VideoTAME, we measured a user's emotions expressed while using a product. In the testing module of VideoTAME, participants evaluate their emotional changes through playing and watching the video clips of their performing tasks in the experiment room. In the analyzing module, the researchers replay the results created by participants during the experiment and analyze the results using Microsoft Excel. In this research, we have asked users to examine their emotional changes while watching the recorded video clip of them in the experiment room performing a series of tasks using a cellular phone. In this experiment, there were no big differences in the representative emotions expressed for each characteristics of task. The reason for this can be assumed it is because of the emotional changes occurred while facing specific situations when performing a task rather than the task itself. If more data is collected and concrete statistical analysis is done, it is expected that we can clarify what effect a product's usability has on user's emotions.

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Categorization of Humor types in Animations (애니메이션에서의 유머 유형구분에 관한 연구 -드림웍스의 <슈렉(Shrek)>을 중심으로-)

  • Park, Yeong-Won;Im, Yu-Sang
    • Journal of Science of Art and Design
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    • v.11
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    • pp.51-78
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    • 2007
  • Entertainment Industry is a high value-added business and its market includes the whole world. With high-tech industry, it is said that entertainment industry strengthen country's competitiveness, and the Korean government is trying to find a way to develop the animation industry. Some domestic feature animations were made, but they failed to get sufficient audiences. Meanwhile, Shrek 2, made by PDI, has earned about 92,000,000,000$ through just theatrical revenue. The reason is that domestic animations are not exciting. Contents should have amusement in it. The humor is the most important thing to make fun. So this thesis suggest to analyse Humor Types in animations. It is based on several theories about Humor. The types of humor defined by the previous studies are summarized into (1) humor, (2) wit, (3) satire and (4) irony. I categorize the productive methods of visual humor into (1) visual pun, (2) visual parody and (3) visual paradox adopting Henri Bergson's theory of the production methods of humor. And I comment on humorous scenes of Shrek in points of design basic elements, such as (1) visual elements, (2) relational elements and (3) practical elements. And I classify humor responses into the incongruity theory, the superiority theory, and relief theory. Therefore this study suggest a reasoned method to categorize the humor types effectively for producing or analyzing various types of humor effects in animation fields.

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Media Facades Used in Urban Outdoor Advertising - Focused on K-Pop Square Media (도시 공간 속 옥외 광고에서 활용되는 미디어 파사드특성 - K-Pop Square Media를 중심으로)

  • Boeun Park;Hyunseok Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.345-352
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    • 2024
  • K-Pop Square Media, located at COEX in Samseong-dong, has gained public attention and mass media focus by showcasing various three-dimensional videos on a large LED display. The video content on the distinctive large curved LED display utilizes a form of media façade technique, establishing itself as a new landmark and attraction within the spatial characteristics of the COEX Plaza. This study aims to examine the characteristics of media facades used in outdoor advertising in urban spaces, focusing on K-Pop Square Media. The approach for this research involves three aspects: Firstly, examining the 'spatial characteristics' of urban public spaces by referencing Kevin Lynch's five elements constituting urban space and William J. Mitchell's exploration of smart spaces and changes in spatial paradigms. Secondly, analyzing the 'digital nature' of outdoor advertising through an examination of three types of Digital Out-Of-Home (DOOH) Media. Thirdly, exploring the 'technological advancements and content composition of media facades' by investigating types of display media (projection, LED screens), the inception of media facades, and the latest display technology like Anamorphic displays. Through this research, it becomes evident that K-Pop Square Media exhibits characteristics of publicness, communicativeness, artistry, and placemaking through the spatial characteristics of smart spaces, the media-specific aspects of Digital Out-Of-Home advertising, and the content composition of media facades.

Directorial Characteristics Depicting Nietzschean Nihilism in Animation: A Focus on 'Attack on Titan' (니체의 허무주의가 재현된 애니메이션의 연출적 특성 -<진격의 거인>을 중심으로)

  • Kim Jiwoong;Lee Hyunseok
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.413-420
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    • 2024
  • After Friedrich Nietzsche's advocacy of nihilism, many literary works, dramas, and films have depicted aspects of human psychology associated with nihilism. Animation, too, has been used to convey nihilism, with narratives infused with nihilistic themes produced as both TV series and theatrical animations. Particularly, animation, as a visual medium capable of realizing any imaginative image unlike other media, possesses distinctive characteristics from live-action cinematography and differs from comics in its temporal properties. Hence, this study aims to analyze how Nietzsche's defined three stages of nihilism are represented within animation characters and how they construct various scenarios, using the anime "Attack on Titan" as a case study. The research unfolds by first examining Nietzsche's types of nihilism and the three stages through a review of literature, while also investigating the portrayal of nihilism in mass media and considering the unique attributes of animation. Secondly, building upon the literature review, the analysis interprets the narrative and constructed world of the chosen case study from a nihilistic perspective, examining four major characters through the stages of passive nihilism, active nihilism, and eternal recurrence. The findings demonstrate that the anime conveys two messages regarding negation and affirmation of one's life and existence, thereby offering viewers an opportunity to deeply contemplate human existence. This study is considered significant as it examines how Nietzschean nihilism is portrayed within the popular entertainment medium of animation.

Recognition of Colors of Image Code Using Hue and Saturation Values (색상 및 채도 값에 의한 이미지 코드의 칼라 인식)

  • Kim Tae-Woo;Park Hung-Kook;Yoo Hyeon-Joong
    • The Journal of the Korea Contents Association
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    • v.5 no.4
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    • pp.150-159
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    • 2005
  • With the increase of interest in ubiquitous computing, image code is attracting attention in various areas. Image code is important in ubiquitous computing in that it can complement or replace RFID (radio frequency identification) in quite a few areas as well as it is more economical. However, because of the difficulty in reading precise colors due to the severe distortion of colors, its application is quite restricted by far. In this paper, we present an efficient method of image code recognition including automatically locating the image code using the hue and saturation values. In our experiments, we use an image code whose design seems most practical among currently commercialized ones. This image code uses six safe colors, i.e., R, G, B, C, M, and Y. We tested for 72 true-color field images with the size of $2464{\times}1632$ pixels. With the color calibration based on the histogram, the localization accuracy was about 96%, and the accuracy of color classification for localized codes was about 91.28%. It took approximately 5 seconds to locate and recognize the image code on a PC with 2 GHz P4 CPU.

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A Realtime Hardware Design for Face Detection (얼굴인식을 위한 실시간 하드웨어 설계)

  • Suh, Ki-Bum;Cha, Sun-Tae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.2
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    • pp.397-404
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    • 2013
  • This paper propose the hardware architecture of face detection hardware system using the AdaBoost algorithm. The proposed structure of face detection hardware system is possible to work in 30frame per second and in real time. And the AdaBoost algorithm is adopted to learn and generate the characteristics of the face data by Matlab, and finally detected the face using this data. This paper describes the face detection hardware structure composed of image scaler, integral image extraction, face comparing, memory interface, data grouper and detected result display. The proposed circuit is so designed to process one point in one cycle that the prosed design can process full HD($1920{\times}1080$) image at 70MHz, which is approximate $2316087{\times}30$ cycle. Furthermore, This paper use the reducing the word length by Overflow to reduce memory size. and the proposed structure for face detection has been designed using Verilog HDL and modified in Mentor Graphics Modelsim. The proposed structure has been work on 45MHz operating frequency and use 74,757 LUT in FPGA Xilinx Virtex-5 XC5LX330.