• Title/Summary/Keyword: 영화 네트워크

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FBX Format Animation Generation System Combined with Joint Estimation Network using RGB Images (RGB 이미지를 이용한 관절 추정 네트워크와 결합된 FBX 형식 애니메이션 생성 시스템)

  • Lee, Yujin;Kim, Sangjoon;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.519-532
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    • 2021
  • Recently, in various fields such as games, movies, and animation, content that uses motion capture to build body models and create characters to express in 3D space is increasing. Studies are underway to generate animations using RGB-D cameras to compensate for problems such as the cost of cinematography in how to place joints by attaching markers, but the problem of pose estimation accuracy or equipment cost still exists. Therefore, in this paper, we propose a system that inputs RGB images into a joint estimation network and converts the results into 3D data to create FBX format animations in order to reduce the equipment cost required for animation creation and increase joint estimation accuracy. First, the two-dimensional joint is estimated for the RGB image, and the three-dimensional coordinates of the joint are estimated using this value. The result is converted to a quaternion, rotated, and an animation in FBX format is created. To measure the accuracy of the proposed method, the system operation was verified by comparing the error between the animation generated based on the 3D position of the marker by attaching a marker to the body and the animation generated by the proposed system.

Social Network Analysis for New Product Recommendation (신상품 추천을 위한 사회연결망분석의 활용)

  • Cho, Yoon-Ho;Bang, Joung-Hae
    • Journal of Intelligence and Information Systems
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    • v.15 no.4
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    • pp.183-200
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    • 2009
  • Collaborative Filtering is one of the most used recommender systems. However, basically it cannot be used to recommend new products to customers because it finds products only based on the purchasing history of each customer. In order to cope with this shortcoming, many researchers have proposed the hybrid recommender system, which is a combination of collaborative filtering and content-based filtering. Content-based filtering recommends the products whose attributes are similar to those of the products that the target customers prefer. However, the hybrid method is used only for the limited categories of products such as music and movie, which are the products whose attributes are easily extracted. Therefore it is essential to find a more effective approach to recommend to customers new products in any category. In this study, we propose a new recommendation method which applies centrality concept widely used to analyze the relational and structural characteristics in social network analysis. The new products are recommended to the customers who are highly likely to buy the products, based on the analysis of the relationships among products by using centrality. The recommendation process consists of following four steps; purchase similarity analysis, product network construction, centrality analysis, and new product recommendation. In order to evaluate the performance of this proposed method, sales data from H department store, one of the well.known department stores in Korea, is used.

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A Study on the Current Status and Improvement of Advertising on the Copyright Infringement Websites (저작권 침해 웹사이트 내 광고 현황과 개선방안에 관한 연구)

  • Hwang, Jang-Sun;Kim, Woon-Han;Ji, Won-Bae
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.83-90
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    • 2020
  • Recently, a growing number of copyright infringement websites have illegally copied and posted works such as broadcasting, movies and music, and posted advertisements to make profits. The research is aimed at finding solutions by analyzing the current status of advertisements on copyright infringement websites. The results of this study are as follows. First of all, there are many advertisements harmful to teenagers, such as casinos, betting, games, adult products, and adult meeting, which is necessary to deal with. Secondly, there were many unethical advertisements on copyright infringement websites, but there were also many advertisements from famous companies. Advertisements from large companies and famous brands are also being executed continuously, which can create trust in illegal sites. Therefore, the government, advertisers, citizens, and academia should participate in a campaign to root out the use of illegal websites because it is impossible to eradicate them by crackdown alone. In this paper, we pointed out the practical problems of advertising execution, the main source of revenue for copyright infringement websites, and presented a comprehensive solution.

Future of Stereoscopic 3D through the Analysis of Realistic Media Art (실감미디어 아트 분석을 통한 3D 입체영상의 미래 조망)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.91-102
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    • 2012
  • Generally today's culture and the arts industry has been focusing more on economic value than the arts. Therefore this paper will elucidate the meaning of the culture and the arts can be a break though which can only include commercial and economic values but transcend its values ultimately. First of all, this paper will suggest an advanced 3D stereoscopic images by analysis of examples and environments of realistic media arts. Looking into the changes of related technologies and market environments, the motion-recognition technology, as seem in SF film "Minority report", has become a feasible technology. In the past, 3D stereoscopic images were shown in the theme park theatre and exhibition halls for group viewing. but recent 3D TV and display devices have changed those environments to personal. Since domestic researches of realistic media art has been little, this paper will analyze them respecting to three broad classifications. The results are : Firstly, in CAVE method, more impact capabilities of spectators are expected that they can manipulate interactive interfaces freely and the physical movements of spectators can operate interactively. Secondly, inter-network communications and expansion of viewers' perceptions are predicted by way of HMD method, sensor suites and communication equipments. Thirdly, combinations of HMD and motion tracking utilization is foreseen. With the convergent usages of these three features, we can prospect the possibilities of interactive 4D that spectators wearing 3D stereoscopic display devices can experience and make their own 3D stereoscopic images actively at the point of their views.

Study of the Ecosystem Model of Magazine on Special Genre Focusing on Collaboration System within Magazine Firm, Community and Creative User (전문잡지의 생태계 모델 분석 - 잡지사·커뮤니티·사용자의 협업체계를 중심으로)

  • Chang, Yong Ho;Kong, Byoung-Hun;Jin Jeon, Eun-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.8
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    • pp.4831-4843
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    • 2014
  • Magazines on specific genres have been operating collaborative, co-working and collective production systems for value maximization using an adaptation strategy on the dynamic, complex and uncertain value network of the magazine industry. The study used a case study method, and data collection was performed by observational research, depth interviews and survey research. The subjects of the study were 'magazine industry', 'magazine firm and community', and 'collaboration system within creative users'. According to the research results, the ecosystem of magazines on a specific genre has been evolving into an innovative value network system, which is combined with the magazine firm, community users and magazine platform. Second, the rapid introduction of smart device environment changes the way of the collaborating system, in which an action and interaction came out within the community, creative users and magazine firms. Third, the production agency shows strong action and interaction, which fits the magazine platform within the ecosystem of a magazine on a specific genre well. This model has a similar fractal structure to the game, publishing, drama, movie, comic, and animation contents industry, converging to an innovative technology-based-creative-industry.

Business Ecosystem-focused Commercialization Strategy for Real-time Monitoring and Detection Technology for Landslides (실시간 산사태 모니터링 및 탐지기술에 대한 비즈니스 생태계 기반 기술사업화 전략 연구)

  • Sawng, Yeong-Wha;Lim, Dong-Hyun;Chae, Byung-Gon;Choi, Junghae
    • The Journal of Engineering Geology
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    • v.26 no.2
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    • pp.223-233
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    • 2016
  • This study establishes a commercialization strategy for technology that can monitor and detect landslides in real time. An effective commercialization strategy was sought through both qualitative and quantitative analyses. The qualitative analysis considered the business environment in detail, while the quantitative analysis examined technologically strong and weak areas by visualizing the links between IPC (International Patent Classification) code structure and patent applicants. The results from both analyses are considered together, with particular attention paid to the business environment. The resulting integrated analysis comprehensively explores the degree of technological development and the current state of real-time monitoring and detection technology for landslides. The integrated analysis identified complementary assets in the business environment, as there is strong development and many research entities in this area. This suggests positive reinforcement for commercialization with two sub-strategies: (1) exploring demand with complementary assets, and (2) providing technology information for explored demand, which should facilitate successful commercialization. Exploiting this positive reinforcement for technology commercialization could reduce the high uncertainty of the technology and the market, and thus increase the probability of successful commercialization. It is also expected to contribute to long-term success by strengthening collaboration between the supply and demand sides.

Analysis on elements of policy changes in character industry (캐릭터산업의 정책변인연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.33
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    • pp.597-616
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    • 2013
  • Character industry is not only knowledge-based industry chiefly with copyrights but also motive power for creative economy to take a role functionally over the fields of industries because it has industrial characteristic as complement product to promote sale value in manufacturing industry and service industry and increase profit on sales. Since 2003, the national policy related to character has aimed to maximize effect among connected industries, extend its business abroad, enforce copyrights through the improvement of marketing system, develop industrial infrastructure through raising quality of character products. With the result of this policy, the successful cases of connected contents have been crystallized and domestic character industry has stepped up methodically since 2007. It is needed to reset the scales of character industry and industrial stats because there are more know-how of self industry promotion and more related characters through strategy of market departmentalization starting with cartoon, animation, games, novels, movies and musicals. Especially, The Korea government set our target for 'Global Top Five Character Power' since 2009 and has started to carry out to find global star characters, support to establish network among connected industries, diversify promotion channels, and develop licensing business. Particularly, since 2013, There have been prospered the indoor character theme park with time management just like character experimental marketing or Kids cafes using characters, the demand market of digital character focusing on SNS emoticon, and the performance market for character musical consistently. Moreover, The domestic and foreign illegal black markets on off-line have been enlarged, so we need another policy alternative. To prepare for the era of exploding character demand market and diversifying platform, it is needed to set up a solid strategy that is required the elements of policy changes in character industry to vitalize character industry and support new character design and connected contents. the following shows that the elements of policy changes related to the existing policy, the current position of market. Nowadays, the elements of policy changes in domestic character industry are that variety of consumers in the digital character market according to platform diversification, Convergence contents of character goods for the Korean waves, legalization of the illegal black contents market, and controling the tendency of consumers in departmentalized market. This can help find the policy issue entirely deferent with the existing character powers like US, Japan or Europe. In its final analysis, the alternatives are the promotion of models with contract copyrights of domestic and foreign connected contents, the diversification of profit models of platform economy, the additive development of target market related to enlarging the Korean waves, and the strategy of character market for the age-specific tendency according to developing character demand market.

Nationwide surveillance of acute interstitial pneumonia in Korea (급성 간질성 폐렴의 전국적 현황 조사)

  • Kim, Byoung-Ju;Kim, Han-A;Song, Young-Hwa;Yu, Jinho;Kim, Seonguk;Park, Seong Jong;Kim, Kyung Won;Kim, Kyu-Earn;Kim, Dong Soo;Park, June Dong;Ahn, Kang Mo;Kim, Hyo-Bin;Jung, Hyang-Min;Kang, Chun;Hong, Soo-Jong
    • Clinical and Experimental Pediatrics
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    • v.52 no.3
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    • pp.324-329
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    • 2009
  • Purpose : Acute interstitial pneumonia (AIP) is a rare disease, but its prognosis is fatal because of lack of efficient treatment modality. Recently, it has been reported that there was epidemic AIP in Korea. This study aims to investigate the past and current status of AIP in Korea. Methods : We performed a nationwide survey and a prospective study. From August 6 to 15, 2008, a questionnaire survey was conducted to identify the prevalence, local distribution, and response to current treatments. The questionnaire was answered by pediatrician working in 23 referral centers in Korea. In addition, 5 referral centers in Seoul performed a preliminary prospective observational study by obtaining clinical data and specimens from appropriate patients. The Korea Centers for Disease Control and Prevention analyzed the samples for possible pathogens. Results : The survey showed 78 AIP cases had occurred and 36 patients had died. Lung biopsy was performed only on 20 patients. In 2008, 9 AIP cases developed. In a prospective study, 9 (M:F=5:4) patients developed AIP in spring and 7 (78%) died, with the mean rate of death occurring 46 days after diagnosis. Human corona virus 229E, cytomegalovirus, influenza A virus, influenza B virus, and parainfluenza virus were isolated from the respiratory specimens. Conclusion : This study showed nationwide prevalence of AIP in Korea. In addition, because of the high mortality rate and rapid progress, pediatricians need to be aware of the disease. Further studies and a nationwide network are required for reducing the morbidity and mortality rates related to AIP.