• Title/Summary/Keyword: 영화 전문가

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Meeting Summary: The First Domestic Expert Workshop on Surface Flux Measurement and Modeling (회의 요약: 제1차 국내 지표 플럭스 관측 및 모델링 전문가 워크숍)

  • Hong, Jinkyu;Kwon, H.;Kim, M.K.;Im, J.;Ha, K.;Kim, S.;Hong, S.;Lee, J.;Choe, T.;Kim, K.R.;Lee, G.;Lee, N.;Oh, H.;Jang, K.;Chung, U.;Lee, Y.;Ichii, K.;Byun, Y.H.;Seol, K.;Jang, J.;Hong, K.;Kim, H.;Kim, J.
    • Atmosphere
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    • v.19 no.3
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    • pp.237-242
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    • 2009
  • The first domestic expert workshop on surface flux measurement and modeling was held on 10-12 June 2009 in Seoul to invigorate research cooperation on soil-vegetation-atmosphere interactions in Korea and to promote interdisciplinary studies. This article provides a summary of the workshop presentations and recommendations, and future research directions for surface processes in Korea.

Solutions for the Effective 3D Character Skin Weight by converting Lattice Weight (래티스 웨이트 변환을 통한 효과적인 3D 캐릭터 스킨 웨이트 솔루션 제안)

  • Song, Bal-gum;Lee, Hyun-seok
    • Cartoon and Animation Studies
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    • s.44
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    • pp.33-56
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    • 2016
  • As the rapid extension of the game and film industry, studies on developing natural movements on a 3D characters are increasing. Rigging a character with joints is essential to create realistic movements on a 3D character. The rapid development of the CG industry, rigging technologies and workflow is becoming more sophisticated. Despite the progress and the growth of rigging operations, has shown the limitations of such repetitive tasks. For this study, analyzes the issues and inefficiency of the old method of skin weights and propose a better approach. First, need to understand the general process of an animation pipeline and learn the technology term of skin weights. Second, comparing the traditional ways of skinning a character and applying other deformers to work properly. Third, testing out new ways of weighting a character by applying deformers such as lattice and finally converting lattice weights back to skin weights. Forth, verifying effectiveness of the new method of skin weights by comparing with the traditional skin weighting process. The study shows that the new method of skin weights, reduced working hours and a better final weighting outcome. Expecting this study to enhance the method of skin weights and able to utilize this new skinning technology.

Character Analysis by Visual Recognition Elements of Formativeness - focusing on the Characters of 3D Animations, and - (조형성의 시각인지요소를 통한 캐릭터 분석 -3D 애니메이션 <인사이드 아웃>와 <미니언즈>의 캐릭터를 중심으로-)

  • Kim, Hye-Sung
    • Cartoon and Animation Studies
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    • s.42
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    • pp.53-79
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    • 2016
  • The public interest and popularity of animation has already forecasted the value of animation as the leader of pop culture and cultural industry. The trend in animation changed from 2D to 3D animation, a new genre that appeared in the 1990s with the development of computer technology and innovative changes in media, and 3D animation secured its position in the 2000s. Researches on 3D animation are conducted in various ways. Integrating the area it shares with film and the area it shares with design, it is produced and consumed. This study focused on 'formativeness(design)', the basis of character design, and tried to find out how it is recognized by the audience, who actually watch and feel it. Also, it approached basic theory and tried to deduce logic that is easy to understand and can analyze design or formativeness which keeps changing. Lastly, this study regards the parts that viewers are not satisfied with as problems, and tries to find out a developmental direction. Among the animations for theaters that were big hits in 2015, this study focused on the characters of and . It reviewed errors and what was lacking in the previous studies, collected experts' opinions and made adjustment. Using the frame prepared through this process, it conducted a survey on study participants, the viewers, to see how it is perceived by them. Finally, it tried to find out the reasons why the audience felt that way through theoretical reviews and applications.

State of Parent Education and of Child Education at Home Related to Infant/Preschooler Abuse Prevention (영유아 학대예방 관련 부모교육 및 가정에서의 자녀교육 실태)

  • Sung, Young Hwa;Lee, Suk Ja
    • Korean Journal of Child Education & Care
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    • v.18 no.1
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    • pp.125-146
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    • 2018
  • The purpose of this study was to examine the state of parent education experienced by parents and the state of child education at home relation to infant/preschooler abuse prevention. The subjects in this study were 302 selected parents who resided in I city and whose children were in infancy or early childhood. A survey was conducted, and frequency analysis or chi-square test was carried out after their answer sheets were gathered. The findings of the study were as follows: As for the state of parent education, the parents who received education related to infant/ preschooler abuse prevention accounted for 12.6 percent, and the parents who were taught about all the four types of abuse outnumbered the others who weren't. The parents received that education at institutions for early childhood education by experts in child abuse and early childhood education, and they replied they were satisfied with that education. As for the state of child education, the parents who replied they provided abuse prevention education for their children at home accounted for 25.2 percent, and they answered they taught about physical abuse and how to cope with abuse. They responded they started to conduct this education in their homes when their children were in infancy, and they did it frequently in daily life mainly through conversations. They told it's difficult for them to offer this education at home due to a shortage of abuse-related materials. And whether they offered that education for their children or not at home was significantly different according to whether they received parent education or not. Given the findings of the study, the necessity of the development of manuals for abuse prevention education that can easily be used at home without any modifications was suggested, and education on neglect and the revitalization of publicity are required as well.

Interaction Ritual Interpretation of AI Robot in the TV Show (드라마<굿 플레이스>속 인공지능 로봇의 상호작용 의례적 해석)

  • Chu, Mi-Sun;Ryu, Seoung-Ho
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.70-83
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    • 2021
  • The issue of predicting the relationship between humans and AI robots is a 'strong AI' problem. Many experts predict the tragic ending which is a strong AI with superior thinking ability than humans will conquer humans. Due to the expectations of AI robots are projected onto media, the 'morally good AI' that meets human expectations is an important issue. However, the demand for good AI and the realization of perfect technology is not limited to machines. Rather, it appears as a result of putting all responsibility on humans, driving humans into immoral beings and turning them into human and human problems, which is resulting in more alienation and discrimination. As such, the result of technology interacts with the human being used and its properties are determined and developed according to the reaction. This again affects humans. Therefore, AI technology that considers human emotions in consideration of interaction is also important. Therefore, this study will clarify the process that the demand for 'Good AI' in the relationship of AI to humans with Randall Collins' Interaction Ritual Chain. Emotional energy in Interaction Ritual Chain has explained the formation of human bonds. Also, the methodology is a type of thinking experiment and explained through Janet and surrounding characters in the TV show .

Korean Musical Actress Jung Sun-Ah's Acting Skill and Style from the Projection and Back-projection Perspectives ('투사-역투사 이론' 관점의 한국 뮤지컬 배우 정선아의 연기 스킬과 스타일 특성)

  • Kim, Jeong-Seob;Lee, Eun-Hye
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.45-54
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    • 2021
  • Jeong Sun-Ah built up her performance career for twenty years with bold and energetic acting and solidified her status as a leading actress of Korean musical since her debut. To benefit from the value of her experience this study performed an in-depth interview with her, applying the Theory of "Projection" and "Back-projection", which are the psychological principles of acting, and derived "acting(entering the roles)" and "de-acting(leaving the roles)" techniques. As result, Her acting mechanism involved emptying her ego, embodying a persona by projecting the role created by intensive exploration of materials like previous performance, film of the same title, original novel, and script, and then getting the ego back by back-projecting through dynamic activities such as overseas travel and dance. She pre-studied the roles by physically visiting sites that are important to the characters. She was unique in that she pursued a difference by changing vocal trainers for each musical production and undertook more intense physical training than vocal practice to achieve powerful singing performance. In most of her works (75%), she suffered from aftereffects such as depression, narcissism, hysteria, and insomnia due to disorder caused by breaking away from the roles. However, she relied on self-help and alternatives are needed in the future such as reinforcement of expert counselling. Jeong Sun-Ah appeared on an average of 1.6 productions per year, practiced for an average of 1.7 months, and performed for an average of 3.9 months with an average of 100 days of break between productions. Her performance record from this research demonstrates her constant preparation and passion, as well as the know-how of reserving and distributing energy. So, it has a valuable implications for acting education and self-management of actors and actress.

Analysis of conflict intensity and VST factor In the Animation conflict scene (애니메이션 갈등장면에서의 갈등강도와 VST요소 분석)

  • Lee, Tae Rin;Chen, Danni;Wang, YuChao;Kim, Jae Ho
    • Korea Science and Art Forum
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    • v.29
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    • pp.279-292
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    • 2017
  • This study was started by recognizing that visual storytelling(VST) is an important factor that determines the success of the work. The goal of this study is to analyze the VST study approaching from the narrative and visual dimension by analyzing the conflict intensity and VST factor. Therefore, in this paper, we analyzed the conflicts of the theater animation(4) that succeeded in the worldwide success and attempted the VST interpretation by approaching it technically. The results and contents of the study are as follows. Firstly, based on the narrative theory of Sung bong-Sun and Robert McKee, we classified the conflict scenes and found the kinds of conflicts. In addition, based on the 5B model, a total of 108 conflict shots were extracted. Secondly, through expert experiment, we found the conflict intensity of conflict shots. Thirdly, the visual elements of fifteen significant conflicts were extracted from internal and super individual conflicts. Fourth, as a result of the experiment, it was confirmed that the reliability of the visual elements in the inner and super personal conflicts was in the range of 100-83.33%, and the frequency of usage was found to be widely distributed in 5.88-70.59% and 5-70%. This means that the VST expression, which relied on the sense of the artist, can be engineered. Finally, I expect that it will be the basis of the development of the VST Tool which can predict the conflict expression of the work in the animation pre - production stage successfully.

The Professional Identity and Work of Culture and Education Program PD's of KBS-TV in the 1970's: Formation of Broadcasting Speciality, New Technologies, and 'Production Spirits' (1970년대 KBS 텔레비전 교양 피디의 직무와 직업 정체성: 방송 전문성 형성과 신기술, 그리고 '제작 정신')

  • Baek, Misook
    • Korean journal of communication and information
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    • v.60
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    • pp.125-149
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    • 2012
  • This study explores the formational process of KBS PD's professional identity in the 1970's, focusing on everyday work and workplace for program production. In terms of salary and social-cultural status, a television PD was not a desirable occupation in the 70's. Since the beginning of radio broadcasting, production of culture and education programs had been sub-categorized under Programming Division. Also, it has been claimed in several researches that in the 70's, the production of education and cultural programs had visibly grown owing to the political necessity of policy PR and campaigns, and the introduction of new broadcasting equipment and technologies for producing the mentioned political campaign programs. However, this study argues that the main force that led to such developments was the cultural practices and the production spirits of the KBS PD's. These PD's trained themselves in production workplace from the bottom by assisting film directors and learning from cameramen about the film making and post-production process. Moreover, in the transitional phase from film to magnetic tape recorder, they established themselves as main subjectivities of production by developing Division of Culture and Education as a specialized and independent sector. The "program production spirit and DNA" that evolved from the experiences of working in poor production environment served as a force for developing professional and self identity. However, the culture and education PD's of the 70's were still tied down to the limited roles of simply providing technological and productional 'professionalism' within the hegemonic structure of the strong state. As with the members of any other social domain at the time, PD's had restricted roles to play and putting in effort and competing to create better programs was the only 'freedom' that was allowed. This study argues that under such condition, KBS PD's implemented two strategies to construct their own professional identities: one was to distinguish themselves from official broadcasters, and the other was to distinguish themselves from commercial broadcasters. Unfortunately, ethical practice as a professional became nothing more than an issue of personal morality and broadcasting's public responsibility was lost under the shadows of commercial broadcasting.

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A Literature Review and Classification of Recommender Systems on Academic Journals (추천시스템관련 학술논문 분석 및 분류)

  • Park, Deuk-Hee;Kim, Hyea-Kyeong;Choi, Il-Young;Kim, Jae-Kyeong
    • Journal of Intelligence and Information Systems
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    • v.17 no.1
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    • pp.139-152
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    • 2011
  • Recommender systems have become an important research field since the emergence of the first paper on collaborative filtering in the mid-1990s. In general, recommender systems are defined as the supporting systems which help users to find information, products, or services (such as books, movies, music, digital products, web sites, and TV programs) by aggregating and analyzing suggestions from other users, which mean reviews from various authorities, and user attributes. However, as academic researches on recommender systems have increased significantly over the last ten years, more researches are required to be applicable in the real world situation. Because research field on recommender systems is still wide and less mature than other research fields. Accordingly, the existing articles on recommender systems need to be reviewed toward the next generation of recommender systems. However, it would be not easy to confine the recommender system researches to specific disciplines, considering the nature of the recommender system researches. So, we reviewed all articles on recommender systems from 37 journals which were published from 2001 to 2010. The 37 journals are selected from top 125 journals of the MIS Journal Rankings. Also, the literature search was based on the descriptors "Recommender system", "Recommendation system", "Personalization system", "Collaborative filtering" and "Contents filtering". The full text of each article was reviewed to eliminate the article that was not actually related to recommender systems. Many of articles were excluded because the articles such as Conference papers, master's and doctoral dissertations, textbook, unpublished working papers, non-English publication papers and news were unfit for our research. We classified articles by year of publication, journals, recommendation fields, and data mining techniques. The recommendation fields and data mining techniques of 187 articles are reviewed and classified into eight recommendation fields (book, document, image, movie, music, shopping, TV program, and others) and eight data mining techniques (association rule, clustering, decision tree, k-nearest neighbor, link analysis, neural network, regression, and other heuristic methods). The results represented in this paper have several significant implications. First, based on previous publication rates, the interest in the recommender system related research will grow significantly in the future. Second, 49 articles are related to movie recommendation whereas image and TV program recommendation are identified in only 6 articles. This result has been caused by the easy use of MovieLens data set. So, it is necessary to prepare data set of other fields. Third, recently social network analysis has been used in the various applications. However studies on recommender systems using social network analysis are deficient. Henceforth, we expect that new recommendation approaches using social network analysis will be developed in the recommender systems. So, it will be an interesting and further research area to evaluate the recommendation system researches using social method analysis. This result provides trend of recommender system researches by examining the published literature, and provides practitioners and researchers with insight and future direction on recommender systems. We hope that this research helps anyone who is interested in recommender systems research to gain insight for future research.

Influences of a Sound Design of Media Contents on Communication Effects - TV-CF Sound Using a BQ-TEST (영상음향의 사운드디자인설계가 커뮤니케이션 효과에 미치는 영향 - TV광고음향을 뇌 지수 분석기법으로 -)

  • Yoo, Whoi-Jong;Suh, Hyun-Ju;Moon, Nam-Mee
    • Journal of Broadcast Engineering
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    • v.13 no.5
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    • pp.602-611
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    • 2008
  • The sound design performed in the production of media contents, such as TV, movie, and CF, have been conducted through the experienced feeling of some experts in the aspect of auditory effects that communicates stories. Also, there have been few studies of the quantitative approach and verification to apply visual and auditory effects felt by users. This study is a non-equivalent control group pretest-posttest design and investigates the difference in communication effects in which the difference in a sound design in the production of media contents that affects users. This study analyzed the brain quotient (BQ) obtained by the measurement of brain waves during the watching of an experiment image (track A) designed by using a 60-second TV CF only and an experiment image (track B) designed by sound effects and music and investigated which sound design represents differences in communication effects for users. The results of this investigation can be summarized as follows: First, in the results of the comparison of the attention quotient (ATQ), which is the BQ of recognition effects, between A and B tracks, the track A showed a higher difference in activation than the track B. It can be analyzed that the sound design based on music showed higher levels in attention and concentration than that of the sound effect design. Second, in the results of the comparison of the emotional quotient (EQ), which is emotional effects, between A and B tracks, the track A represented a higher difference than the track B. It means that the sound design based on music showed higher contribution levels in emotional effects than that of the design based on sound effects. Third, in the results of the comparison of the left and right brain equivalent quotient (ACQ), which is memory activation effects, between A and B tracks, there were no significant differences. In the results of the experiments, although there are some constraints in TV CF based on the conventional theories in which sound effects based design affects strong concentration, and music based design affects emotional feeling, the music based design may present more effects in continued concentration. In addition, it was evident that the music based design showed higher effects in emotional aspects. However, it is necessary to continue the study by increasing the number of subjects for improving the little differences in ACQ. This study is useful to investigate the communication effects of the sound based design in media contents as a quantitative manner through measuring brain waves and expect the results of this study as the basic materials in the fields of sound production.