• Title/Summary/Keyword: 영화광고

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The study on the visualization of paralinguistic phonetic information for creative motion typography (창의적 모션 타이포그라피를 위한 준 음성정보의 시각화 연구)

  • Park, Sun-Mi;Yoon, Young-Doo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.267-272
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    • 2006
  • The motion-graphic have been a more important factor in image illustration and typography since the development of visual culture was advanced. Therefore the visualized case of intented content with the creative typography is easily seen in television CF, movies and web pages. They suggest that variable factors such as language, time, shape, motion, color and sound should be applied and produced to motion typogaraphy. But the physiologic features as sex, age, health status, illness and physical size have an important effect in the communication process. So, the more effective result were gained than the fast-developing other mass media if these features were applied to the motion typography with semi-language speciality.

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Video Production Method using Match Moving Technique (매치무빙 기법을 활용한 모션그래픽 영상제작에 관한 연구)

  • Lee, Junsang;Park, Junhong;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.4
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    • pp.755-762
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    • 2016
  • Motion graphic is the recently emerged technique which extends the ways of expression in video industry. Currently, it is worldwide trends that the image design gets more attention in the field of movie, advertisement, exhibition, web, mobile, games and new media, etc. With the development of computer's new technologies, VFX methods for the visual content is dynamically changed. Such production methods combine the real scenary and CG(Computer Graphic) to compose realistic scenes, which cannot be pictured in the ways of ordinary filming. This methods overcome the difference between the real and virtual world, maximize the expressive ways in graphics and real space. Match moving is technique of accurate matching between real and virtual camera to provide realistic scene. In this paper we propose the novel technique for motion graphic image production. In this framework we utilize the match moving methods to get the movements of the real camera into 3D layer data.

Visual expression technique analysis of motion graphic by media for emotion communication (감성전달을 위한 매체별 모션그래픽의 시각적 표현기법 분석)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.921-926
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    • 2009
  • After the scientific development of human history, numerous images have been developed and expanded in digital media as a communication tools. Image digital media make communication closer between sender and receptor. The image digital media which has been developed with the change of technology and media transformation have shortened visual information transportation and the time as well by combining the sense of visual and audio. Motion graphic field has been emerged as the type of image digital media development. The development of motion graphic make possible for the expressive effect and dynamic image technique which is impossible by the existing media type. Especially, it is applied to various field such as the title of movie, TV program, and advertise or music video etc. These image expression techniques are stimulating acceptor's emotion to take a role of emotion communication function also. This study aims to find the characteristics motion graphic of which how influence as an effective communication tool as important role to the receptors, and the examine the effect and application of motion graphic to the receptors as a emotion communication tool by case study.

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Inverse Telecine by Using Frequency Analysis (주파수 분석을 통한 인버스 텔레시네 기법)

  • 구형일;조남익;이종원
    • Journal of Broadcast Engineering
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    • v.8 no.3
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    • pp.306-316
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    • 2003
  • When a cinema being composed of 24 frames/sec is converted to NTSC video or TV program, several fields we repeated to have 60 fields/sec, which is called the telecine or 3:2 pull-down. Hence, when encoding the telecine NTSC video into MPEG format, if we convert it into the original 24 frames/sec Progressive cinema, then we can save 20% of bits compared to the case of encoding all the 60 fields. In this Paper, we propose an algorithm for performing the inverse telecine by using the properties of the frames. Specifically, the algorithm exploits the fact that there Is much Inconsistency between the even and odd fields in the case of telecine frame, which results in high magnitude at the Nyquist frequency In the vertical direction. The experiment shows that the proposed algorithm performs very well regardless of the quality of video with a very few computations, whereas the conventional motion based method requires much computational complexity and its performance is degraded when the video is of low (eg. VHS) quality.

Comparative Analysis of the Correlation between the Musical Element and the Storyline of the <Fantasia> and <Fantasia 2000> (<환타지아>와 <환타지아 2000>에서 나타나는 음악적 요소와 내러티브 상관관계의 분석)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.118-128
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    • 2011
  • The function of music in a motion picture ranges widely from supporting the storyline to being the main storyline delivering the major plots. This trend and can be seen in recently produced films, advertising as well as in music videos. Many attempts were made to express music visually in the past. But it was through Disney's creative production, "Fantasia", that such attempts became a reality in a motion picture. This paper will look into the difference between the "Fantasia" and "Fantasia 2000" through a comparative analysis of the correlation between the musical element and the storyline of the 2 Disney animation movies. The most distinct difference is that the "Fantasia" has a storyline that is faithful to the original interpretation of the true meaning of the music, while, on the other hand, the "Fantasia 2000" has a storyline that endeavors to express the special features of the overall sound of individual pieces as best as possible. And the differences between the two animations, thus compiled, is hoped to facilitate and enhance a better understanding of the two Disney's finest animations.

Revitalization Plan of Calligraphy in Outdoor Store Sign Design - Focus on the District of Gyeyang at Incheon - (옥외간판디자인에서 캘리그라피 활성화 방안 - 인천시 계양구 중심으로 -)

  • Kim, Jung-Hee
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.184-192
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    • 2010
  • In the current so-called age of emotion marketing, the independent form of handwriting of calligraphy is being revitalized in various fields such as advertising, book designs, film titles, posters, packages, BI, and even fashion. Thus centered on Gyeyang-gu at the city of Incheon, 100 outdoors signs that used calligraphy were chosen and we researched a reform plan that could revitalize calligraphy in outdoor signs by classifying them according to current conditions of the use of calligraphy, actual conditions of practical use, expression tools, and analyzing the use of colors. The result was trial requests not only from the formalities industry, but also the financial sector, public corporations, and several other businesses, but in order to provide not only for franchise brand logotypes manufactured by expensive experts, but also provide production of high-quality calligraphy for low costs for small private enterprises, the development of a diverse calligraphy education program, centered on the regional society, will be needed. In the midst of globalization, in order to advertise the beauty of Korean alphabet and to create our own unique street culture, a variety of tools and tactile expressions are demanded, in the future the research on the calligraphy of outdoor signs must be revitalized.

The Improved UCI Identifier Syntax for Convergence Digital Contents (융합 디지털콘텐츠에 적합한 UCI 식별자 구문구조 개선)

  • Kang, Sang-ug;Park, Sanghyun;Lim, Gyoo Gun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.9
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    • pp.82-88
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    • 2016
  • The proposed new UCI syntax is compatible with the existing identifier and defines fixed length in such cases as printable ID, bar code and QR code which may entail better usage of identifier itself. For the compatibility, the identifiable metadata "key" is used for the existing UCI identifier and "UCI" element of metadata is defined for the new UCI identifier. The new UCI identifier plays roles of the resolution service and representation, and the old UCI identifier plays a role of internal DB management. Also, the object code has two types, meaningless and meaningful. The meaningful object code type can be used according the content classification standards in various field as comics, games, advertisement etc. The standardization activities can be supported by the root agency of UCI.

The PPL Communication Effects of Fashion Brands in the Korean Movie - Focus on Setting Types and Exposure Times - (국내 영화 속 패션 제품의 PPL 커뮤니케이션 효과 - 배치 유형과 노출 시간을 중심으로 -)

  • Shin, Su-Yun;Hong, Jung-Min
    • The Research Journal of the Costume Culture
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    • v.15 no.1 s.66
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    • pp.13-24
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    • 2007
  • This study measured the communication effect on the setting types and the exposure times to perform the effective PPL strategies. By the setting types(on-set and creative) and exposure times(short and long), 308 female older than 20 were divided into 4 experimental groups. Each groups were exposed to the edited movies and required to answer the questionaire. The data were analysed by SPSS 12.0 using Chi-Square, One-Way ANOVA and Duncan test. The results are as follows. First, in cognitive dimension, the on-set type and long exposure group showed the higher recognition and recall. Second, in emotional dimension, the signigicant difference was found in one brand(Kappa) of two which were used in the experiment. In this case, the on-set type and long exposure group showed the positive attitude toward the brand. Third, in behavioral dimension, there were no difference among the groups. The implications based on this results are as follows. First, when implementing of PPL the fashion brands in movies, the on-set type and long exposure would be the most effective method. Second, implementing IMC(Integrated Marketing Communication) linked to the PPL strategy can be more effective. In contrast to the other product categories, it is hard to recognize the brand of fashion goods if the logo or the brand name is not exposed directly. Therefore Combining other communication strategies such as press release simultaneously will birng the more effective result of PPL in the movie.

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Shot Boundary Detection of Video Data Based on Fuzzy Inference (퍼지 추론에 의한 비디오 데이터의 샷 경계 추출)

  • Jang, Seok-Woo
    • The KIPS Transactions:PartB
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    • v.10B no.6
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    • pp.611-618
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    • 2003
  • In this paper, we describe a fuzzy inference approach for detecting and classifying shot transitions in video sequences. Our approach basically extends FAM (Fuzzy Associative Memory) to detect and classify shot transitions, including cuts, fades and dissolves. We consider a set of feature values that characterize differences between two consecutive frames as input fuzzy sets, and the types of shot transitions as output fuzzy sets. The inference system proposed in this paper is mainly composed of a learning phase and an inferring phase. In the learning phase, the system initializes its basic structure by determining fuzzy membership functions and constructs fuzzy rules. In the inferring phase, the system conducts actual inference using the constructed fuzzy rules. In order to verify the performance of the proposed shot transition detection method experiments have been carried out with a video database that includes news, movies, advertisements, documentaries and music videos.

Development of Interactive Media Player for Kiosk with User Motion Detection (사용자 모션 인식 기반 키오스크 전용 인터랙티브 미디어 플레이어 개발)

  • Song, Bok Deuk;Kim, Hyeong-Jin;Jeong, Hyeon-Jae;Choi, Yeon Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.270-277
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    • 2019
  • These days, with the advent of digital broadcasting, media environment offers users an opportunity to enjoy differentiated contents in a more aggressive fashion through user-media interactions based on computer technology. In fact, the development of contents which can induce spontaneous acts from users such as outdoor ads which use certain sensors and devices and exhibition halls has been active. With the development of low-price motion recognition devices, people have been able to enjoy diverse interaction-applied media by recognizing users' motion data without body contact. In this paper, we developed an interactive media player that can recognize the user's motion and control the video in the web service environment without installing a specific program. In addition, we set user motion recognition range and developed a user motion recognition algorithm suitable for the Leap Motion equipment installed in the kiosk. The results of this study can be experienced by various interactive media such as interactive tourism, education, and movie contents in kiosks that can be installed in public places.