• Title/Summary/Keyword: 영화영상 제작

Search Result 267, Processing Time 0.028 seconds

The Curriculum Design for Department of Culture and Contents according to Technology Change (기술 변화에 따른 문화 콘텐츠 관련학과 교육과정 개발)

  • Jeon, SeongSin;Lee, WonHyung
    • Journal of Digital Convergence
    • /
    • v.11 no.3
    • /
    • pp.299-304
    • /
    • 2013
  • Culture contents are connected directly with our lives. Experts who produce culture contents or work at such industry or most of people regardless of age and gender are exposed to media contents like movie, game, animation, broadcasting and advertising. There are a number of users who use smart phones and smart pads which can view such media contents. The era of smart device which people easily surf, watch, and produce media contents will be opened. Therefore, the efficient curriculum for producing more touchable media contents should be developed continuously. Most of people recognize the necessity of educations to enhance creativity at university education. This paper intended to research the method of roles curriculum of university produce culture contents which stimulate emotion, creative and show new technology. This paper suggests academic curriculum for department of culture and contents based on the basics, even though new media device emerges the proper talents can be fostered.

Analysis the Commercial Success Factors of the One Source Multi-Use Contents (One Source Multi-Use 콘텐츠의 흥행요소 분석)

  • Park, Chan-Ik
    • Proceedings of the KAIS Fall Conference
    • /
    • 2010.05b
    • /
    • pp.788-791
    • /
    • 2010
  • One Source Multi-Use(원 소스 멀티 유스)'란 하나의 소재를 서로 다른 장르에 적용해 파급효과를 노리는 마케팅 전략을 말한다. 이 같은 '원 소스 멀티 유스'의 대표적인 소재가 바로 만화다. 그러나 근래에 들어서는 만화를 비롯하여 소설, 게임, 애니메이션, 영화 등을 원천소스로 하여 다양한 장르로 변형되고 있다. 그중 대표적인 것이 '공포의 외인구단'과 '바람의 나라'를 들 수 있다. '공포의 외인구단'은 이현세의 원작이고(1982-1983)이고 '바람의 나라'는 김진의 만화가 원전이다(1992-2008현재). '공포의 외인구단은 곧바로 영화화 됐으며 20년 후인 2009년에 드라마로 만들어 졌다. '바람의 나라는' 1997년 국내 최초의 온라인게임으로 만들어져 현재까지 많은 사랑을 받으며 서비스되는 게임이며 또한 2006년과 2007년에는 뮤지컬로도 만들어졌고 최근에는 TV드라마로 만들어져 많은 인기를 얻고 있다. 또 다른 예로는 '툼레이더'를 들 수 있는데 이는 게임이 원작이고 게임의 인기를 업고 영화로 만들어졌으며 세계적인 흥행성공에 힘입어 속편까지 제작된 상태이다. 이에 본 연구에서는 '원 소스 멀티 유스'의 대표적인 성공사례인 '바람의 나라'와 '툼 레이더'의 여러 요소 중 시각적인 요소인 캐릭터와 영상이미지의 분석을 통해 흥행요인을 도출하고자 한다.

  • PDF

A Proposal for the curriculum of Filmic MediaStudy Concentrated on New Media (영상디자인 교과과정 연구)

  • 김종덕
    • Archives of design research
    • /
    • v.9
    • /
    • pp.301-320
    • /
    • 1994
  • Filmff.V. is one of the most poweful media in the modern society. Its influnces on economics, culture, and social behavior are being extened more and more. By the growth of mutimedia market and existing film/T.V. market which are nurtured by the modern technology, filmff.V. culture became a giant influencial element. Filmff.V. culture in Korea did not settle down in right position, because of the uncontrolled implant and imitation of foreign film/T.V. culture under the short time of developing our own film/T.V. culture to support exploding technical aspects. A systematic filmff.V. education and financial investment are needed urgently to produce our own creative film/T.V. programs, and review on our filmff.V. culture and educational system are needed also to make a right understanding of filmff.V. media. In this proposal, I discuss the differences of educational system and curriculum between Korean filmff.V. educational institute and foreign countries'. Through this discussion, I sample a futuce oriented filmff.V. educational system and curriculum.

  • PDF

Research on Use of Character Animation by Robert Zermeckis and James Cameron (로버트 저메키스와 제임스 카메론의 캐릭터 애니메이션 이용)

  • Yoon, Soo-In
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.5
    • /
    • pp.157-171
    • /
    • 2011
  • James Cameron's Avatar was a stunning success for digital characters. Digital animation character creation was not suddenly enabled by visual technology, rather it was a result of numerous attempts of combining animation and live action film with the help of technology advancement. Two pioneers in this field are James Cameron and Robert Zemeckis. Although continuous interest and research in visual technology existed, the two directors differed in how they viewed the use of technology. The difference is demonstrated in their two recent movies which will be covered in details. How these two directors differed in their approach remains a topic of study for us who continuously are exposed on advance visual technology and our reaction to the changing nature of the industry.

Precise Rectification of Misaligned Stereo Images for 3D Image Generation (입체영상 제작을 위한 비정렬 스테레오 영상의 정밀편위수정)

  • Kim, Jae-In;Kim, Tae-Jung
    • Journal of Broadcast Engineering
    • /
    • v.17 no.2
    • /
    • pp.411-421
    • /
    • 2012
  • The stagnant growth in 3D market due to 3D movie contents shortage is encouraging development of techniques for production cost reduction. Elimination of vertical disparity generated during image acquisition requires heaviest time and effort in the whole stereoscopic film-making process. This matter is directly related to competitiveness in the market and is being dealt with as a very important task. The removal of vertical disparity, i.e. image rectification has been treated for a long time in the photogrammetry field. While computer vision methods are focused on fast processing and automation, photogrammetry methods on accuracy and precision. However, photogrammetric approaches have not been tried for the 3D film-making. In this paper, proposed is a photogrammetry-based rectification algorithm that enable to eliminate the vertical disparity precisely by reconstruction of geometric relationship at the time of shooting. Evaluation of proposed algorithm was carried out by comparing the performance with two existing computer vision algorithms. The epipolar constraint satisfaction, epipolar line accuracy and vertical disparity of result images were tested. As a result, the proposed algorithm showed excellent performance than the other algorithms in term of accuracy and precision, and also revealed robustness about position error of tie-points.

A Convergence Study for the Academic Systematization of Cartoon-animation (만화영상학의 학문적 체계화를 위한 융합적 연구)

  • Lim, Jae-Hwan
    • Cartoon and Animation Studies
    • /
    • s.43
    • /
    • pp.285-320
    • /
    • 2016
  • Cartoons and Animation are convergent arts created with a composite application of language arts described in the form of literary texts and sounds, plastic arts visualized in the form of artistic paintings, and film arts produced in the form of moving pictures. An academic university major in cartoons and animation studies established in late 20th century however, did not satisfactorily meet the needs in academic research and development and the free expression of artistic creation was limited. In order to systematize the major in cartoons and animation studies, an convergent approach to establish and clarify following are in demand : the terms and definitions, the historical developments, the research areas and methods, the major education and related jobs and start-ups. New culture and arts industries including cartoons, animation, moving images, and games contents are not yet listed in the industries listing service jointly provided online by the portal site Naver.com and Hyung-Seol publishing company. Above all, cartoons and animation are inseparably related to each other that even if one uses the term separately and independently, the meaning may not be complete. So a new combined term "Animatoon" can be established for the major in cartoons and animation studies and also used for its degree with concentrations of cartoons, animation, moving images, games, and etc. In the Introduction, a new combined term Animatoon is defined and explained the use of this term as the name of the major and degree in cartoons and animation studies. In the body, first, the Historical Developments classified Animatoon in the ancient times, the medieval times, and the modern times and they are analyzed with the help of esthetics and arts using examples of mural frescos, animal painting, religion cartoons, caricatures, cartoons, satire cartoons, comics, animation, 2 or 3 dimensional webtoons, and K-toons. Second, the Research Areas of Animatoon reviewed the theories, genres, artworks, and artists and the Research Methods of Animatoon presented the curriculum that integrated the courses in humanities, science technologies, culture and arts, and etc. Third, the Major Education considered Animatoon education in children, young adults, students of the major and the Related Jobs and Start-Ups explored various jobs relating to personal creation of artwork and collective production of business-oriented artwork. In the Conclusion, the current challenges of Animatoon considered personalization of the artists, specialization of the contents, diversification of the types, and liberalization of the art creation. And the direction of improvement advocated Animatoon to be an academic field of study, to be an art, to be a culture, and to be an industry. The importance of cartoons and animation along with videos and games rose in the 21st century. In order for cartoons and animation to take a leading role, make efforts in studying Animatoon academically and also in developing Animatoon as good contents in the cultural industries.

A Study of Experimental Image Direction for Short Animation Movies -focusing in short film and (단편애니메이션의 실험적 영상연출 연구 -<탱고>와 <페스트 필름>을 중심으로)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
    • /
    • s.36
    • /
    • pp.375-391
    • /
    • 2014
  • Animation movie is a non-photorealistic animated art that consists of formative language forming a frame based on a story and cuts describing frames that form the cuts. Therefore, in expressing an image, artistic expression methods and devices for a formative space are should be provided in a frame while cuts have the images between frames faithfully. Short animation movie is produced by various image experiments with unique image expressions rather than narration for expressing subjective discourse of a writer. Therefore, image style that forms unique images and various image directions are important factors. This study compared the experimental image directions of and , both of which showed a production method of film manipulation. First, while uses pixilation that produces images obtained from live images through painting and many optical disclosure process on a cell mat, was made with diverse collage techniques such as tearing, cutting, pasting, and folding hundreds of scenes from action movies. Second, expresses non-causal relationship of characters by their repetitive behaviors and circulatory image structure through a fixed camera angle, resisting typical scene transition. On the other hand, has an advancing structure that progresses antagonistic relationship of characters through diverse camera angles and scene transition of unique images. Third, in terms of editing, uses a long-take short cut technique in which the whole image consists of one short cut, though it seems to be many scenes with the appearance of various characters. On the other hand, maximizes visual fun and commitment by image reconstruction with hundreds of various short cuts. That is, both works have common features of an experimental work that shows expansion of animated image expressions through film manipulation that is different form general animation productions. On top of that, delivers routine life of diverse human beings without clear narration through image of conceptualized spaces. expresses it in a new image space through image reconstruction with collage technique and speedy progress, setting a binary opposition structure.

Object Modeling for 3D Digital Image Compositing (3D 영상 합성을 위한 물체 모델링)

  • 박범식;김윤호;류광렬
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2003.05a
    • /
    • pp.808-812
    • /
    • 2003
  • The technology and concept of multimedia expands with the rapid growth of Digital technology. Digital broadcasting has already begun and movie industry is also switching the way of visualization from analog to digital. Image compositing is the core of the computer graphics related multimedia technology. Currently, various computer graphic technologies are being developed. Nevertheless, image compositing are being done manually because of not only the expensiveness image compositing equipments, but also the lack of experts in this area. This paper present a new image compositing technique for 3-Dimensional graphics and digital sources. A 2-Dimensional subject which will be used as a background was expanded into a 3-Dimensional by using the tracking technique. Thereafter, Effective image compositing has been obtained by precisely cooperating digital source images and 3-Dimensional model using 3-Dimensional graphics editing tool.

  • PDF

An Effective Method for Replacing Caption in Video Images (비디오 자막 문자의 효과적인 교환 방법)

  • Chun Byung-Tae;Kim Sook-Yeon
    • Journal of the Korea Society of Computer and Information
    • /
    • v.10 no.2 s.34
    • /
    • pp.97-104
    • /
    • 2005
  • Caption texts frequently inserted in a manufactured video image for helping an understanding of the TV audience. In the movies. replacement of the caption texts can be achieved without any loss of an original image, because the caption texts have their own track in the films. To replace the caption texts in early methods. the new texts have been inserted the caption area in the video images, which is filled a certain color for removing established caption texts. However, the use of these methods could be lost the original images in the caption area, so it is a Problematic method to the TV audience. In this Paper, we propose a new method for replacing the caption text after recovering original image in the caption area. In the experiments. the results in the complex images show some distortion after recovering original images, but most results show a good caption text with the recovered image. As such, this new method is effectively demonstrated to replace the caption texts in video images.

  • PDF

Depth Scaling Method of DirectX-based Stereoscopic Game Image (DirectX 기반 입체 게임 영상의 깊이감 조절 기법)

  • Kim, Jin-Mo;Cho, Hyung-Je
    • Journal of Korea Game Society
    • /
    • v.10 no.1
    • /
    • pp.135-146
    • /
    • 2010
  • The development of image technologies in such area as broadcasting and movies has recently increased our attention to 3D stereoscopic images. In addition, the development of stereoscopic image representation technologies in 3D contents becomes more active over time due to the representational limitations of 2D images. Without limitation to the above-mentioned area, stereoscopic image technologies have been developed and studied so that they can be widely accessed in diverse areas including medical services and education. Due to the refined production, however, required to represent a three dimensional effects and the fatigue caused by the perception of a three dimensional effects, the stereoscopic image technologies are not combined into real time systems such as games where environments change unforeseeably. In this study we design a technique to adjust the depth scaling that will enable efficient management of a three dimensional effects and to relieve fatigue through automatic view point interval adjustment in accordance with situations based on the geometrical structure of the DirectX SDK graphic pipeline. Through this, we would like to suggest a new alternative idea to activate the production of games combined with stereoscopic image technologies.