• Title/Summary/Keyword: 영상 디자인

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A Program for Korean Animation Sound Libraries (국내용 애니메이션 사운드 라이브러리 구축 방안)

  • Rhim, Young-Kyu
    • Cartoon and Animation Studies
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    • s.15
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    • pp.221-235
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    • 2009
  • Most of the sounds used in animated films are artificially made. A large number of the sounds used are either actual sound recordings or diversely processed artificial sounds made with professional sound equipments such as synthesizers. One animation episode contains numerous amounts of sounds, resulting in significant sound production costs. These sounds have full potential to be reused in different films or animations, but in reality we fail to do so. This thesis discusses ways these sound sources can be acknowledged as added new values to the present market situation as a usable 'digital content'. The iTunes Music Store is an American Apple company product that is acknowledged as the most successful digital content distribution model at the time being. Its system's sound library has potential for application in the Korean sound industry. In result, this system allows the sound creator to connect directly to the online store and become the initiative content supplier. At the same time, the user can receive a needed content easily at a low price. The most important part in the construction of this system is the search engine, which allows users to search for data in short periods of time. The search engine will have to be made in a new manner that takes into consideration the characteristics of the Korean language. This thesis presents a device incorporating the Wiki System to allow users to search and build their own data bases to share with other users. Using this system as a base, the Korean animation sound library will provide development and growth in the sound source industry as a new digital sound content.

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Kinetic Typography study on TV Entertainment Programs - Focused on <2 Days & 1 Night>, , - (TV 예능 프로그램의 키네틱 타이포그래피 연구 - <1박2일>, <런닝맨>, <무한도전>을 중심으로 -)

  • Kim, Hyun-Ki;Bang, Yoon-Kyeong
    • Cartoon and Animation Studies
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    • s.33
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    • pp.363-382
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    • 2013
  • Up until about ten years ago, the use of typography played only an auxiliary role on broadcast television programs, primarily by transmitting information in order to facilitate a basic understanding of content. Recently, however, kinetic typography has become an important component in broadcast production. In fact, kinetic typography has developed into a visual language and a means of artistic expression, one that is increasingly used in the production of entertainment programs on television. This paper analyzes six aspects of kinetic typography: manner of development, location, intent, expressive techniques, color and font selection. Particular attention is placed on their use in three highly rated television entertainment programs: "2 Days & 1 Night", "Running Man", and "Infinite Challenge". The development way consists of the technique : starts off with cut and ends with cut. While, other techniques show conversation and situation representation using Z axis : zoom-in, zoom-out in , X axis : pan in <2 Days & 1 Night>. and Y axis : tilt in . Typographic design elements, expression technique, color, font are shown up according to the feature of each program. The resulting analysis suggests new ways for motion arts designers and the broadcast media to use kinetic typography in the development of television programs.

An Empirical Study Applying the PAD Factors to Loyalty of Culture and Arts Website Service (감정반응(PAD) 요인이 문화예술 웹사이트 서비스에서의 만족과 구전을 통해 충성도에 미치는 영향)

  • Baek, Heon;Kwon, Doo-Soon;Lee, Jae-Beom;Kim, Jin-Hwa
    • Information Systems Review
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    • v.14 no.1
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    • pp.105-128
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    • 2012
  • The Culture and Arts Website, one of the parts of providing information related to culture and art utilizing internet, is the website that giving information of arts genre like theater, music, art, architecture, video, and literature. As growing interest in the field of culture and arts, market of this website has been increasing and providing customized content which each customer wants in the field of culture and arts. Developers of culture and arts website consider the website media for increasing and developing awareness about culture and arts. They are accelerating development of various business models and application of culture and arts website service which it meets trend of the times and customers needs. This study will seize about influencing factors to culture and arts website service of domestic website users and analyze how these factors affect loyalty through satisfaction and word of mouth. This study presented research model applied main parameters of PAD(Pleasure, Arousal, Dominance) theory emphasized human's emotions that they are expected to affect the loyalty of culture and arts website service users based on satisfaction and word of mouth. The researcher in this study surveyed students of Seoul S University who had experiences with such culture and arts website to validate the model empirically. The results, firstly, if you experienced feeling related to pleasure and dominance in culture and arts website, you would satisfy this website and it could lead to loyalty. Secondly, the feeling related to ventilation does not affect the loyalty through satisfaction and word of mouth. Thirdly, the results show that all of three factors of emotional responses do not influence the loyalty through word of mouth.

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A proposal for the relevant use of computer graphics in film (영화에서 적절한 컴퓨터 그래픽 기법의 활용을 위한 제안)

  • 김인철
    • Archives of design research
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    • v.11 no.2
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    • pp.5-14
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    • 1998
  • The hopes for making vivid images of mankind made 'film' that reflects easy communications. Film have made satisfactions to imagination of man by varied experimental expressions from the beginning. Many of directors and producers were eager to make film to be with relevant views. At last film has making to do with the digital tool, so called 'Computer Graphics' . Making images through computers have changed more better with the developing skills of softwares. NASA has developed Aero-Simulations first, it have called computer graphics for the first time in history. The computer graphics can make images with very varieties that had not exprerienced before and we won't expect the upcomming skills of it. Special Effects(SFX) through the films began the genre of Science Fiction in the era of ideology and space competetions and producer George Lucas made the firm named ILMOndustrial Light & Magic) to making picture of SFX. At last 'Abyss', 'Terminator II', 'Toy Story' and 'Forrest Gump' have made to us with many splendid arangements by the computers. Especially, we can concluded that the relevant expressions as in 'Forrest Gump' is the unexpected charming and human images with wonder. In Korean films are less varied, relevant and reasonable than that of American films, in this study I hope to develope more natural Korean computer graphic in near future.

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An Observation of the Visual Language and the Visual Technology according to the Media Technology (미디어테크놀로지의 발전에 따른 시각언어와 시각테크놀로지의 고찰)

  • 신청우
    • Archives of design research
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    • v.17 no.2
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    • pp.15-22
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    • 2004
  • Recent complex visual culture is the visual world widely magnified according to the images like image, graphics, photograph, movie, and television, etc. by the development of digital technology. Because it conveys meanings and contents inserting sound and letters, it may have multimedia character conveying and communicating information beyond general language and letters. The vision for various images at that time is inseparably connected with language. And imaginative order of image and vision are composed of special way in culture and history. Language is different in society, culture, and history. Accordingly, if visual experience is communicated with language partially, it is difficult to have university. So, role of linguistic order plays an important role in forming and defining the social and cultural differences among the visual systems. Historically various visual and optical devices with this visual language have influenced a lot. These visual technologies are concrete and physical practice determining a way to get together with the subject and the visible object in the visible world. The visual language is connected with dimension like these symbols of images and the dimension like visual technologies to series of historical physical and institutional practices. It determines social visual mode toward object world in one of visual system. Accordingly, this study is to understand visual language with social and historical character according to the changed concept and characters as development of media technology. And it is to explain it in view of visual language as a dimension of symbol and visual technology of institutional and physical practice. After all, it cannot explain the effect on the function and visual mode of visual technology as its technical element only. It also cannot separate with the practice with coherent discourse and the physical and institutional practice. The possibility, technical element of technology contains, does not realize as it is but the effect is always communicated in the social veins and realized with a restriction.

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Signal and Noise Analysis of Indirect-Conversion Digital Radiography Detectors Using Linear-systems Transfer Theory (선형시스템 전달이론을 이용한 간접변환방식 디지털 래디오그라피 디텍터의 신호 및 잡음 분석)

  • Yun, Seung-Man;Lim, Chang-Hwy;Han, Jong-Chul;Joe, Ok-La;Kim, Jung-Min;Kim, Ho-Kyung
    • Progress in Medical Physics
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    • v.21 no.3
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    • pp.261-273
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    • 2010
  • For the use of Indirect-conversion CMOS (complementary metal-oxide-semiconductor) detectors for digital x-ray radiography and their better designs, we have theoretically evaluated the spatial-frequency-dependent detective quantum efficiency (DQE) using the cascaded linear-systems transfer theory. In order to validate the developed model, the DQE was experimentally determined by the measured modulation-transfer function (MTF) and noise-power spectrum, and the estimated incident x-ray fluence under the mammography beam quality of W/Al. From the comparison between the theoretical and experimental DQEs, the overall tendencies were well agreed. Based on the developed model, we have investigated the DQEs values with respect to various design parameters of the CMOS x-ray detector such as phosphor quantum efficiency, Swank noise, photodiode quantum efficiency and the MTF of various scintillator screens. This theoretical approach is very useful tool for the understanding of the developed imaging systems as well as helpful for the better design or optimization for new development.

The effects of the usability of products on user's emotions (제품의 사용성이 사용자의 감성에 미치는 영향에 관한 연구)

  • Jeong, Sang-Hoon;Lee, Kun-Pyo
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.373-382
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    • 2006
  • In this study, emotional word logging software,'VideoTAME' was developed as an effective measurement tool for complementing the current psychological measuring methods. With the software, we measured the user's emotional changes while they interact with a product. The main goal of this study is to reveal the influence of usability on human emotions by analyzing the user's emotional changes while using a product. In this research, we asked 30 subjects to examine their emotional changes with watching the video clip recorded when they performed a series of tasks with a cellular phone in the experiment room. The results of this research indicated that negative emotion such as 'Uncomfortalbeness' was elicited mostly while they performed tasks which were difficult due to usability problems. On the other hand, positive emotion such as 'Satisfaction in Usability' was elicited for tasks which were easy to perform because of good usability. The reason for the user's emotional changes while they interact with a product can be assumed that the emotional changes were caused by specific situations they face when performing a task rather than the characteristics of task itself. We expect to clarify how usability of a product impact user's emotions in depth with more data collected and analyzed with the help of 'VideTAME'.

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Work Improvement by Computerizing the Process of Shielding Block Production (차폐블록 제작과정의 전산화를 통한 업무개선)

  • Kang, Dong Hyuk;Jeong, Do Hyeong;Kang, Dong Yoon;Jeon, Young Gung;Hwang, Jae Woong
    • The Journal of Korean Society for Radiation Therapy
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    • v.25 no.1
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    • pp.87-90
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    • 2013
  • Purpose: Introducing CR (Computed Radiography) system created a process of printing therapy irradiation images and converting the degree of enlargement. This is to increase job efficiency and contribute to work improvement using a computerized method with home grown software to simplify this process, work efficiency. Materials and Methods: Microsoft EXCEL (ver. 2007) and VISUAL BASIC (ver. 6.0) have been used to make the software. A window for each shield block was designed to enter patients' treatment information. Distances on the digital images were measured, the measured data were entered to the Excel program to calculate the degree of enlargement, and printouts were produced to manufacture shield blocks. Results: By computerizing the existing method with this program, the degree of enlargement can easily be calculated and patients' treatment information can be entered into the printouts by using macro function. As a result, errors in calculation which may occur during the process of production or errors that the treatment information may be delivered wrongly can be reduced. In addition, with the simplification of the conversion process of the degree of enlargement, no copy machine was needed, which resulted in the reduction of use of paper. Conclusion: Works have been improved by computerizing the process of block production and applying it to practice which would simplify the existing method. This software can apply to and improve the actual conditions of each hospital in various ways using various features of EXCEL and VISUAL BASIC which has already been proven and used widely.

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A Study on the Practical Use of Rich-Media in the Internet Advertisement (인터넷 광고에서의 리치미디어 활용에 관한 연구)

  • 임은정;손은미;이현주
    • Archives of design research
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    • v.14 no.2
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    • pp.187-196
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    • 2001
  • Today's internet advertisement market is growing rapidly placing great importance on banner advertisements. Still, banner advertisements are being ignored by the users because most of these banners are exaggerated, visually distracted and they usually interfere with internet surfing. These banners make the agents and the users feel displeased and furthermore, make internet market unstable. 'Rich-Media'came in sight as the new way of advertising means in the internet market as the users demand for more dynamic and interactive media. In Rich-Media, sound and animation interact with former animated banner advertisements. Internet advertising businesses inducing web agencies have positive views about Rich-Media, because more information and ideas are shared through aural and visual integration and it is very effective way to draw attentions from the users. In this study, we have examined the effects of Rich-Media advertisements through surveys. As a result, Rich-Media advertisements are superior to ordinary banner advertisements in visual effect, leading interests of users, inducing mouse did(s and providing of information. The recent uses of Rich-Media is just a mere beginning, but we expect to make the Rich-Media an essential medium of internet advertisement as we continue studying the uses and effects of Rich-Media.

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Creative Project and Reward Based Crowdfunding:Determinants of Success (창의적 프로젝트와 후원형 크라우드펀딩: 성공요인)

  • Chun, Hesuk
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.560-569
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    • 2015
  • Crowd funding is the method of raising money for a project, companies from a large group of people via the Internet, in return for future products or equity. Kickstarter is the largest and most successful crowdfunding site where creative projects raise reward based funding. Drawing on dataset of 80,267 projects with combined funding over $1.3b from 8.1m people, this paper suggest that backer select project based on their preference on the project, instead profitability of the project. It suggests that well-established platform and big size of network increases the chance of success of the project due to a ripple effect and blockbuster effects. Clear communication about the project's idea and goal is highly correlated with success. Regular communication on the project site, such as by constant progress updates, helps the success of the project. Equity-based crowdfunding is emerging as an innovative means of raising capital for businesses, so it has been receiving a lot of attention and expectation from the government and the market. The findings of this paper and others will help to get some understanding and insight into equity-based crowdfunding. However, Kickstarter differs from equity-based crowdfunding in the goals of the backers. Kickstarter's backers are not investors, they are contributors. To understand equity-based crowdfunding, the subject will need further study.