• Title/Summary/Keyword: 영화 속 시간

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High-Quality Global Illumination Production Using Programmable Graphics Hardware (프로그래밍 가능한 그래픽스 하드웨어를 사용한 고품질 전역 조영 생성)

  • Cha, Deuk-Hyun;Chang, Byung-Joon;Ihm, In-Sung
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.414-419
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    • 2008
  • 3D rendering is a critical process for a movie production, advertisement, interior simulation, medical and many other fields. Recently, several effective rendering methods have been developed for the photo-realistic image generation. With a rapid performance enhancement of graphics hardware, physically based 3D rendering algorithm can now often be approximated in real-time games. However, the high quality of global illumination, required for the image generation in the 3D animation production community is a still very expensive process. In this paper, we propose a new rendering method to create photo-realistic global illumination effect efficiently by harnessing the high power of the recent GPUs. Final gathering routines in our global illumination module are accelerated by programmable graphics hardware. We also simulate physically based light transport on a ray tracing based rendering algorithm with photon mapping effectively.

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Design of Learning management system using Home Robot (홈 로봇을 활용한 초등학교 학습도우미 시스템 설계)

  • Choi, Jae-Seong;Kim, Dong-Ho
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.381-388
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    • 2004
  • 가까운 미래의 가정에서는 여러 기능을 가진 로봇이 등장하여 사람과 늘기도 하고 집도 지키는 방범활동도 수행하는 등 공상과학영화 속의 일들이 현실로 다가올 것이다. 핵가족화와 맞벌이 부부의 증가로 어린이들이 혼자 집에 있는 시간이 많아졌으며 이에 불안을 느낀 학부모들은 자녀들을 학원 등의 사설교육기관에 맡겨 사교육비의 증가가 사회문제로 대두되고 있다. 그러나 가정에서 부모와 떨어져 있는 동안의 어린이의 생활을 보여주거나 학습을 도와주는 로봇이 가정에 있다면 부모들은 안심하고 직장생활에 더욱 충실하게 될 것이며 사교육비의 감소현상에도 기여할 수 있을 것이다. 이에 본 논문에서는 가정용 로봇이 서비스하게 될 기능들 중에 초등학교 어린이의 학습을 도울 수 있는 기능에 초점을 맞추어 설문을 통해 요구를 조사하고 분석하였으며 홈 로봇과 사용자간의 메뉴를 크게 일정관리, 학습관리, 학습, 메신저 등의 카테고리로 분류하여 각 항목별로 세부 서비스 내용을 체계화하였다. 로봇을 활용한 학습 도우미 시스템의 설계는 앞으로 무한한 부가가치를 창조하게 될 로봇산업의 발달과 새로운 형태의 교육을 가능하게 하는데 큰 기여를 하게 될 것이다.

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Determination of Polycyclic Aromatic Hydrocarbons in Chinmey Soot Extract by High-Resolution Gas Chromatography (고분리능 기체크로마토그라피에 의한 굴뚝재추출물안의 다환방향족 탄화수소의 정량에 관한 연구)

  • 서영화;이광우;허귀석
    • Journal of Korean Society for Atmospheric Environment
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    • v.4 no.2
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    • pp.11-19
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    • 1988
  • 대기오염물질 속에 함유되어 있는 다환방향족 탄화수소 (PAHs)는 분자식 구조가 비슷한 수십개의 이성질체가 여러 종류의 유기화합물과 혼합되어 존재한다. 본 연구에서는 환경오염 시료중의 PAHs를 분석하는데 있어서 분석방법과 결과를 비교하기 위하여 지침이 될 수 있는 환경표준 기준물을 개발할 목적으로 굴뚝 안쪽벽에서 긁어 채취한 검댕을 시료로 선책하여 액체/액체 용매 추출방법에 의해 PAHs 분류부분을 얻었다. Phenanthrene 이외의 30여종의 PAHs 화합물을 가스크로마토그라피의 머무른시간과 가스크로마토그라피/질량분석기에 의하여 분리, 판명하였고 5종의 주 PAHs 화합물을 정확하게 정량 분석하였다. 정량분석 결과의 신뢰도, 정확도, 정밀도는 미국 NBS의 표준기준물 1647을 분석하여 검정치와 비교함으로써 평가하였다.

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Fish Schooling Behavior Modeler for Constructing Virtual Underwater World (가상해저 환경구축을 위한 Fish 군중행동 모델러)

  • Kim, Jong-Chan;Cho, Seung-Il;Kim, Eung-Kon
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10a
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    • pp.158-161
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    • 2006
  • 현대 영상산업에서 컴퓨터 그래픽스가 차지하는 비중은 크게 늘어나고 있다. 컴퓨터 그래픽스 기술의 발달로 인한 디지털 영화나 애니메이션이 점차 증가함에 따라 이러한 장면이 등장하는 가상캐릭터를 쉽게 접할 수 있다. 이런 가상 캐릭터를 이용하여 가상 해저 환경을 생성하기 위해서는 3D 모델링 및 애니메이션 기술을 개발해야 한다. 국내에서는 가상 해저 환경을 구축하여 실감 체험을 할 수 있는 VR 콘텐츠 기술 개발에 관련하여 군중 장면 처리 및 군중 행동 시스템의 설계 및 구현 등의 연구가 있었으나 군중 행동 모델러 기술 개발을 실용화 할 단계까지는 미치지 못하고 있다. 본 논문에서는 가상 해저환경에 존재하는 다수의 캐릭터의 움직임을 수작업으로 제공하는 것이 시간과 비용이 많이 소요되기 때문에 이를 자동화하여 보다 사실적이고 효율적인 가상 해저환경 속에서 군중 행동 장면을 생성하기 위해서 Fish 군중 행동 모델러 기술을 개발한다.

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Probabilistic Model-based Music Recommendation System (확률 모델-기반의 음악 검색 시스템)

  • An, Se-gun;Kim, Hyun-Tae;Ahn, Chang Wook
    • Annual Conference of KIPS
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    • 2009.11a
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    • pp.301-302
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    • 2009
  • 현대 사회는 수많은 정보가 존재한다. 영화, 책, 옷, 전자제품 등 수많은 정보 속에서 자신이 원하는 정보를 얻기란 매우 어려운 일이며 많은 시간과 노력을 기울여서 하나하나 찾는 것은 비효율 적이므로 자주 찾았던 정보를 모아서 검색해주는 시스템의 수요가 증가하는 추세이다. 본 논문은 그 정보 중에 사람들이 많이 관심 갖고 자주 들으며, 또 수많은 많은 개체가 존재하는 음악에 관한 것으로 음악정보를 분석한 후 확률에 기반 하여 그와 비슷한 음악을 검색해주는 시스템이다. 확률적인 요소로 인하여 비슷한 음악뿐만 아니라 새로운 음악도 찾아주므로 사용자의 감정변화에 따른 다양한 곡의 유연한 검색이 가능하다.

A study on direction expression of time and space in film and - Focusing on Gilles Deleuze theory and intermediality theory-

  • Lim, Yong-Seob
    • Cartoon and Animation Studies
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    • s.48
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    • pp.141-172
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    • 2017
  • The film (2000) and (2016) are based on different time slips from each other. However, these two films have many common elements that make one illusion-based illusion. In the common elements, the main characters (being and thing) are traversed at different times and directed as a cyclical one. Also, among these, the movement link of the time and space has a commonality that it becomes possible through a medium ( - radio, you, there - pill). As a result, a series of scenes expressed in showed that the scene of produced in 2000 was greatly circulated. The reason why two movies have similar structure is that the basic framework of video media based on time slip is similar. Therefore, the purpose of this study is not to analyze the problem of quoting and borrowing of two films as mentioned in the paper. To add up, the material of video media is manifold which is a dynamic object of potential which is unlimited and opened, and by rearranging one media it can be created by escaping from one territory. Also, it is a study of analysis to contribute to producer or researcher as a time slip video creation reference connecting times based on the manifold arrangement from two films.

A Study on Replacing Method Global Illumination Using Ambient Occlusion (Ambient Occlusion을 이용한 Global Illumination 대체기법 연구)

  • Park, Jae-Wook;Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.36
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    • pp.493-510
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    • 2014
  • From game consoles to TV and Hollywood films, 3D rendering technology is involved in various fields. Up until the late 90s, the computer image rendering method was rasterization that mainly used Phong Shading, and up until recently it was the go-to method for movies and film animation. In the 21st century, the quality provided by Ray Tracing and the development of Global Illumination was much more realistic and thus became popularized. However, despite its growing use in architectural rendering to the markets, Global Illumination in film animation and movies was limited due to its long render time. So, in this thesis, if one were to take the concept from each rendering method and consider it from a mathematical perspective, one could adapt the Ambient Occlusion's equation to the illumination loop equation used in rasterization. This algorithm modification has the capability to reflect the lighting of a diverse array of colors, like in Global Illumination, with a fast render time, as in rasterization, and the example RenderMan Shader is based upon this new algorithm. In conclusion, with Global Illumination's naturalistic lighting and rasterization's rendering speed, the combination of the best points of each is a new method with a short rendering time while producing good quality. I hope animations and films can benefit from this algorithm by the reduction of budget with an overall better quality output in VFX production.

Exploring the Determinants of the Elderly Problem and Death by 'modernization theory' -Focused on the movie 'The Woman Who Kills' ('현대화 이론'에 의한 노인 문제와 죽음의 결정요인 탐구 -영화 '죽여주는 여자'를 중심으로)

  • Han, Myung-Ja
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.518-526
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    • 2022
  • The extension of life expectancy due to modernization means an extension of the benefit time for elderly care and disease. However, compared to the increase in the elderly, the attitude of children toward parental responsibility is gradually weakening. These social phenomena bring alienation, hopelessness, and stress to life in old age, and the resulting sense of helplessness leads to suicidal thoughts or intentional death (suicide), becoming a social problem. The intentional death (suicide) of the elderly is a social phenomenon that often occurs around them, and the reality can be seen through the movie. In this study, the main character 'Soyoung' in the movie 'The Woman Who Kills' and the surrounding characters 'Song Old Man', 'Jongsu', and 'Jaewoo' in conversations with the elderly problem and death factors were analyzed in the Matrix. ), and then applied to the 'flow chart of problems in the elderly due to modernization' compiled by Byeong-Woo Lim (2019), to explore the factors of intentional death (suicide). As a result of the analysis, the four elderly were exposed to problems of the elderly such as disease, alienation and loneliness, poverty, and loss. (Suicide) was analyzed.

A Study on Abstract Synesthesia for Visual Music (비쥬얼 뮤직에 나타난 추상적 공감각에 관한 연구)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.484-492
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    • 2016
  • Role of music in an image can be divided into a supplementary function to express narrative of image and an independent function to become the subject of music and to lead the image. To perceive sound through hearing and then, to make it visualized is called visual music. Since the 19th century, image synchronization of music through colored hearing has been continuously attempted by artists in their works. Also in the 20th century, many artists could attempt time-wise concept of movement passing the bounds of three-dimensional expression due to development of cinema. In such a process, artists with strong experimental spirits inferred correlation between sound and image and then, pioneered new genre of visual music. As a result, the times are being changed from those of listening to those of watching, and various works are being produced by experimental attempt of various music and images. This thesis aims to investigate aesthetic characteristics of modern visual music and then, to conduct comparative analysis on how visual music using colors are utilized in diversified fields such as movie, animation, music video and media art.

Fish Schooling Behavior Simulator for the Contents Production of Cyber Underwater Environment (가상 해저 환경 콘텐츠 제작을 위한 Fish 군중행동 시뮬레이터)

  • Kim, Jong-Chan;Cho, Seung-Il;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.2 no.1
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    • pp.25-33
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    • 2007
  • Crowd behaviors on cyber underwater environment are often produced in entertainment contents, such as films and games. It is easy for us to come in contact with the scenes appearing a lot of characters as digital films and animation works are increased gradually, owing to developing of computer graphics. Though the processing a scene of crowd and the behavior system of crowd, related to the processing techniques of crowd behavior in cyber space, have been implemented so far, the research for developing the natural crowd behavior simulator can not be still satisfying. In this paper, we designed a realistic and efficient Fish Schooling Behavior Simulator for the contents production of cyber underwater environment, which showed each type of fish behavior in cyber underwater smartly, and which generated the animating the behavior automatically, reducing the time and cost.

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