• Title/Summary/Keyword: 영화 기술

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From Broken Visions to Expanded Abstractions (망가진 시선으로부터 확장된 추상까지)

  • Hattler, Max
    • Cartoon and Animation Studies
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    • s.49
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    • pp.697-712
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    • 2017
  • In recent years, film and animation for cinematic release have embraced stereoscopic vision and the three-dimensional depth it creates for the viewer. The maturation of consumer-level virtual reality (VR) technology simultaneously spurred a wave of media productions set within 3D space, ranging from computer games to pornographic videos, to Academy Award-nominated animated VR short film Pearl. All of these works rely on stereoscopic fusion through stereopsis, that is, the perception of depth produced by the brain from left and right images with the amount of binocular parallax that corresponds to our eyes. They aim to emulate normal human vision. Within more experimental practices however, a fully rendered 3D space might not always be desirable. In my own abstract animation work, I tend to favour 2D flatness and the relative obfuscation of spatial relations it affords, as this underlines the visual abstraction I am pursuing. Not being able to immediately understand what is in front and what is behind can strengthen the desired effects. In 2015, Jeffrey Shaw challenged me to create a stereoscopic work for Animamix Biennale 2015-16, which he co-curated. This prompted me to question how stereoscopy, rather than hyper-defining space within three dimensions, might itself be used to achieve a confusion of spatial perception. And in turn, how abstract and experimental moving image practices can benefit from stereoscopy to open up new visual and narrative opportunities, if used in ways that break with, or go beyond stereoscopic fusion. Noteworthy works which exemplify a range of non-traditional, expanded approaches to binocular vision will be discussed below, followed by a brief introduction of the stereoscopic animation loop III=III which I created for Animamix Biennale. The techniques employed in these works might serve as a toolkit for artists interested in exploring a more experimental, expanded engagement with stereoscopy.

A Study on the Telemetry System for the Inhabitant Environment and Distribution of Fish-II -Current Direction, Velocity, Sea Ambient Noise and Distribution of Fishes- (어류의 서식환경과 분포생태의 원격계측에 관한 연구 - II -유향, 유속 및 환경소음과 어류의 분포생태-)

  • 신형일;안영화;신현옥
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.35 no.2
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    • pp.129-135
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    • 1999
  • The telemetry system for the current speed and direction, the underwater ambient noise and the distribution ecology of fishes was constructed by the author and his collaborator in order to product and manage effectively in shallow sea culture and setnets fisheries, and then the experiments for the telemetry system carried out at set net fishing ground located Nungpobay in Kojedo from October 1996 to June 1997. As this results, the techniques suggested in the telemetry system gave full display its function even though far away 1.5 km from transmitting part, but with the suggested telemetry system could not be ascertained relationship between physical environment and distribution ecology of fishes.

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Characteristic of Damping Curve for the Directional System of Magnetic Compass (자기컴퍼스 방위지시부의 제진특성)

  • An, Yeong-Hwa;Jeong, Gong-Heun
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.21 no.1
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    • pp.28-34
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    • 1985
  • This paper describes that the characteristic of movement and the performance of the directional system of the liquid magnetic compass analyze and investigate in the kinds of compass and the coefficient of viscosity of the liquid of compass, which the horizontal magnetic field of the geo-magnetic is varied from the equator to the polar region (0.39 gauss-0.03 gauss) by use of apparatus generating artificial magnetic fields. The results are as follows; 1. It is confirmed that the measured values and the calculated values on the characteristic of damping curve by the type of compass and coefficient of viscosity has almost agree with one another. 2. As the horizontal magnetic force geo-magnetic field approaches around the equator (0.39 gauss), the horizontal magnetic field get near the polar region (0.03 gauss), its period is to be longer and the compass card prove not to be more stabilized. 3. The coefficient of viscosity of the liquid in the A, B, C, D and E compasses used in the experiment is estimated 0.03 poises, 0.02 poises, 0.02 poises, 0.015 poises and 0.048 poises respectively by computer simulation.

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A Study on the Telemetry system for the Inhabitant Environments and Distribution of Fish-I - Sea Temperature , Salinity and Distribution of Fish - (어류의 서식환경과 분포생태의 원격계측에 관한 연구-I - 수온, 염분과 어류의 분포생태 -)

  • Sin, Hyeong-Il;An, Yeong-Hwa;Sin, Hyeon-Ok
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.33 no.4
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    • pp.321-333
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    • 1997
  • This paper describe on the transmitting/receiving functions and the monitoring effects for the telemetry system which is designed to monitor the environmental condition of a culturing fishery ground inside a bay. The telemetry experiments were carried out by the telemetry system which constructed with the sea water temperature/salinity measuring sensor and telesounder at culturing fishery ground located in the coast of Sangyang-Myon, Kyongsangnam-Do province from October, 1995 to May, 1996. The results of this experiment showed that the developed telemetry system could be used for monitoring the sea water temperature/salinity and the distribution of fish in culturing fishery ground.

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Development of Augmented Reality(AR)-based Tourism Contents using Local Cultural Resources (지역 문화유산을 활용한 증강현실 기반 관광 콘텐츠 개발)

  • Lee, Jongwook;Park, Hyun-Ah;Park, Kang-Ah
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.122-130
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    • 2018
  • As smart tourism is gaining more attention, there are increasing attempts to make use of augmented reality(AR) in tourism industry. However, existing AR-based tourism contents are only limited to the 'designated' cultural heritage, overlooking the value of undesignated cultural heritage lost in the past few decades of development era. This hinders expanding the scope of tourism contents and leads to the production of banal and similar contents. Given that, our study has developed tourism contents based on , an AR-based mobile application that enables participants to virtually visit the historical sites lost in the development era. The Chungmuro area, which the app is named after, is unique in character. The area has been famous for movie making for over 30 years until the '90s. It is abundant with movie-related cultural resources such as theaters and print shops, which makes the place where people wants to feel the glorious past. Through the app, participants are able to walk along the historic trail and take pictures at five virtual historic spots, among many others. We also examined participants' level of satisfaction and overall tourism experience. By taking the result into account, we hope that the AR-based tourism contents will increase in the future.

A Study on Element Features and Research Frames of Game Trailers (게임 트레일러의 유형 및 산업적 연구 프레임에 관한 고찰)

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.41
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    • pp.187-222
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    • 2015
  • The quantitave increase and qualitative development in the game industry leads to bitter competition and makes game companies struggle to find better ways promoting their own games. The game trailer is one of the critical ways to publicize diverse games by showing visual images directly. There are three reasons why the game trailer comes into the spotlight these days; the rapid growth of the Internet speed handling the large size of files, the remarkable development of visual image quality just like digital movies, and the advent of video websites such as You Tube that shows huge amount of videos regardless of the type and size. However, there are not enough amount of research on the game trailer because using game trailers as the marketing source is still at an early stage. Therefore, this research focuses on providing characteristics of game trailers that are available for practical market analysis. First, this research shows that game trailers can be divided by the category of display, style, and contents type. Second, this research provides the component parts of game trailers that are divided into contents factors such as characters, backgrounds, events and promotional factors such as title, production company name, distribution company name. Third, this research explores research frames that would be needed to analyze marketing strategies, effects of game trailers, production pipelines and so on. These categorizations would be useful for producing game trailers efficiently and utilizing them effectively.

Speech Animation Synthesis based on a Korean Co-articulation Model (한국어 동시조음 모델에 기반한 스피치 애니메이션 생성)

  • Jang, Minjung;Jung, Sunjin;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.49-59
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    • 2020
  • In this paper, we propose a speech animation synthesis specialized in Korean through a rule-based co-articulation model. Speech animation has been widely used in the cultural industry, such as movies, animations, and games that require natural and realistic motion. Because the technique for audio driven speech animation has been mainly developed for English, however, the animation results for domestic content are often visually very unnatural. For example, dubbing of a voice actor is played with no mouth motion at all or with an unsynchronized looping of simple mouth shapes at best. Although there are language-independent speech animation models, which are not specialized in Korean, they are yet to ensure the quality to be utilized in a domestic content production. Therefore, we propose a natural speech animation synthesis method that reflects the linguistic characteristics of Korean driven by an input audio and text. Reflecting the features that vowels mostly determine the mouth shape in Korean, a coarticulation model separating lips and the tongue has been defined to solve the previous problem of lip distortion and occasional missing of some phoneme characteristics. Our model also reflects the differences in prosodic features for improved dynamics in speech animation. Through user studies, we verify that the proposed model can synthesize natural speech animation.

A Fundamental Study on the Fatigue Behavior in the Joints of Steel Members (강부재(鋼部材) 이음부(部)의 피로거동(疲勞擧動)에 관(關)한 기초적(基礎的) 연구(硏究))

  • Lee, Yong Jae;Chung, Yeong Wha
    • Journal of Industrial Technology
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    • v.9
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    • pp.21-28
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    • 1989
  • For the study of the fatigue behavior, high-strength bolted connections on a small scale were manufactured, and carried on fatigue tests. Its experimental values were analysed by stress-fatigue life (S-N) curve. Three types of specimens : the base metal, the cireular hole and the welded sperimens had same net section were made. Through the same tests those experimental values were compared with those of the high-strength bolted conneetions. The results of these studies are as followings. It was found that the fatigue strength in $F_{n=100,000}$ and $F_{n=2,000,000}$ of the high-strength bolted conneetions were much more about 14% and 16% than that of the base metal specimen. It was thought that this trend was due to frictional force increasing fatigue strength. It was known that fatigue strength in $F_{n=100,000}$ and $F_{n=2,000,000}$ of the welded joints were less 29% and 21% than that of base metal specimen. It was thought that that trend was due to weld flaw. It was appeared that the fatigue strength in $F_{n=100,000}$ and $F_{n=2,000,000}$ of the high-strength bolted connections were much more about 38% and 30% than that of welded joint. It was thought that it was due to both frictional force increasing the fatigue strength in bolted connections and weld flaw decreasing the fatigue strength in welded connections. It was found that the fatigue strength in $F_{n=100,000}$ and $F_{n=2,000,000}$ of the B3 specimens were much more 2% and -2% than that of the B4 specimen. It was thought that that trend was due to the frictional force, which concerned with shape of specimen. It was known that the fatigue strength in $F_{n=100,000}$ and $F_{n=2,000,000}$ of the specimen with circular hole was less 61% and 65% than that of base metal. It was known that the allowable stress for bolted joint was higher than that of welded Joints. If that research is continued and more data are accumulated it can be expected that a basic pattern to provided the indicator of the fatigue design of the bolted connections of steel structures and persume the safety and lifeproof of existing structures is given.

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Walter Benjamin's Baudelaire Studies and the Aura (발터 벤야민의 보들레르 연구와 아우라)

  • Lee, Yun-yeong
    • Journal of Korean Philosophical Society
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    • v.143
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    • pp.245-266
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    • 2017
  • Walter Benjamin's unique concept of the aura is mainly presented in his three essays, Little History of Photography(1931), The Work of Art in the Age of Mechanical Reproduction(1935-1939), and On Some Motifs in Baudelaire(1939), whereas the studies on this concept are principally conducted on the basis of the first two essays. But considering Benjamin elaborated the concept through Baudelaire studies, the aura needs to be reexamined on the axis of "On Some Motifs in Baudelaire". He approached Baudelaire studies in one of the essential items for The Arcades Project at first. These studies acquired a new prospect soon after he mapped out these studies for an independent book in 1938. His Baudelaire studies come to fruition in On Some Motifs in Baudelaire, written one year after The Paris of the Second Empire in Baudelaire(1938). For Benjamin, Baudelaire is not only a poet who sharply testified to the age of the decay of aura, but also the one who elaborated new poetic motifs such as the metropolis, the crowd: the poet searched for his poems in the crowd of the metropolis, by accepting as poetic nourishment all sorts of experiences of the impact of daily occurrunces in Paris. In On Some Motifs in Baudelaire, the aura is defined as the response of a gaze, that is, the capability to gaze on something. It is principally a poetic capacity to give the capability of opening the eyes to an animal, or even to an inanimate object. If a gaze is responded by the other for which the gaze is placed upon, we experience the other's own aura. The media of the mechanical reproduction (such as the photography, the film) give rise to the decay of aura, because the expectation of returning one's gaze becomes frustrated from the outset.

A Study on the Cultural Function of Space and Place: Its Focus on Travel Program (공간과 장소의 문화적 기능: 여행 프로그램 <어서와 한국은 처음이지?>를 중심으로)

  • Hahm, Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.3
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    • pp.168-175
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    • 2019
  • The purpose of this paper is to examine the characteristics of organic relations according to the characteristics of space and place in which human activities are spreading. The diffusion of various human experiences and the interaction of space and place that form a mutual construction network create momentum for expanding individual or collective experiences. The space and place that lead to the interactions of human activities are expressed in various ways. Through the domestic travel program especially, the ways of expressing space and place are spreading as various "fields of experience." The composition and the expression system of a travel program is transformed into a subject of thought, not a mere experience of space and place through the formation of a "field of experience" that can be thought out and thought of as an existing travel style. Therefore, in this study, we examine the characteristics of the MBC Plus channel from a socio-cultural perspective, expressed through the experience of space and place characteristics expressed through a travel program. The result of an analysis of story development composition for this study shows that the experience of space and place minimizes the boundaries of various cultural discounts according to their relationships to food and communication. In addition, the analysis results of a three-way communication structure show that the emotional code of the audience is maximized through the process of maximizing the effect of reality, and minimizing the gap between the cultural differences and the boundaries through the empathic situation and the empathic subject.