• Title/Summary/Keyword: 전문 스튜디오

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A Comparative Case Study on Studio Specialized in Digital Concept Art -Focused on the Field of Animation and Game- (디지털 컨셉 아트 전문 스튜디오에 관한 사례 비교 연구 -애니메이션 및 게임 분야를 중심으로-)

  • Choi, Do-Won;Lee, Heon-Woo;Lee, Hyun-Seok
    • Cartoon and Animation Studies
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    • s.36
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    • pp.167-187
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    • 2014
  • Animation-related films and game industries have been expanding their markets rapidly responding to sharply increasing public demand. The production processes of major studios are getting more and more specialized and detailed. Therefore, they feel burden to manage and maintain as the HR and physical sizes are getting greater. So, independent studios which perform partial processes of the works are increasing over North America and Europe. Specialized studios build previous functions and related business models. They are expanding their areas. Therefore, this study targeted studios specialized in digital concept art in free production step. The characteristics of such studios were analyzed. To this end, first definitions of digital concept art concepts and functional & artistic features of entire production, and their application to business were deliberated through documents and online. Based on the results, the features of 'concept art service', 'self-brand business/ communication', and 'education service' were drawn. Second, based on it, targeting three con cept art studios such as Atomhawk (UK), FengZhu Design (Singapore), and Studio Gage (Korea), case research was done. Comparative analysis for the cases was conducted. It turned out that concept art studio s lead new market demand through active business strategies such as related contents development, marketing, etc. based on specialization. This research is significant to understand global trend of newly establishing specialized studios market and suggest reference data to improve prospective domestic specialized studios competitiveness.

최근 디지털 포토 마켓의 트렌드와 통합 솔루션 소개

  • Jo, Jae-Myeong
    • The Optical Journal
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    • no.5 s.115
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    • pp.51-53
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    • 2008
  • 현재 대다수의 포토 스튜디오들은 앨범, 증명사진, 일반 인화에만 수익이 편중되어 있어 단가에서 대형 현상소와 온라인 인화숍에 뒤지는 데다 별도의 부가 상품이 없어서 일부 특화된 스튜디오를 제외하고는 수익성 악화가 심화되는 상황이다. 특히 온라인 인화/앨범 시장의 성장, 대기업의 사진시장 진출, 스튜디오의 대형화/프랜차이즈화, 출력 고객의 다변화, 소품종 다량 출력화, 고성능 촬영 매체의 대중화 등이 진행됨에 따라 전문 사진시장의 '부익부 빈익빈현상'은 더욱 심해질 것으로 판단되며, 이에 대한 대책마련이 시급한 상황이다.

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Issues of Learner-Centered Studio Classes in Landscape Architectural Education (조경교육에 있어 학습자 중심 스튜디오 수업의 쟁점)

  • Kim, Ah-Yeon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.1
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    • pp.139-156
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    • 2015
  • The knowledge-based society of the 21st century requires a new kind of professional. Studio education has been the core pedagogical method to bridge the practical world and higher education in the field of landscape architecture. However, it is questioned whether studio classes have truly been performed from the learners' perspectives to solidify the competencies to meet the demands of the changing society. This study tries to draw key issues related to studio pedagogy in order to make a foundation for the improvement of studio classes in landscape architectural education. Five issues regarding landscape architectural studio education have been suggested through the literature review of three categories: the core competencies required for the future professionals, the pedagogical paradigm shift, and the changes along the evolution of landscape professions and curricula. The first issue is suggested as to approach the competencies from the holistic and systematic approach to define landscape architectural professionals for the 21st century. Second, studio classes should be redefined in the context of an entire curriculum, and, as a consequence, the linkage among the individual courses is found to be important. Third, design studio classes need to be restructured to have differentiated pedagogical objectives for the development of the learning phase. Fourth, it becomes crucial to research the pedagogical methodology and the reflective actions of instructors. Finally, it is required to think about what it means to be practical in the context of studio classes and the enhancement of educational infrastructure for the studio classes is to be important.

A Study of Stage setting(image) device based on Animation : Ani-Stage (애니메이션을 이용한 영상무대장치에 대한 연구 : 애니 스테이지(Ani-Stage))

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.11
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    • pp.105-120
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    • 2007
  • This treatise has defined afresh the stage setting(image) device with use of animation which is known as virtual studio, cyber studio and all that sort of things as a word 'Ani-Stage' and has also adjusted it's generative background. It will be suggest that the established stage setting device with some confined techniques need to be grafted other various animation techniques together in order to make room for 'Ani-Stage-oriented' and will be offer a device able to make free use of composition angles, simplification of composite process free from limited factors. The purpose of this treatise is that raise up the recognition on ani-stage of the specialistic competent person who playing a role in the sphere of animation and that give a new definition about the stage setting device based on animation.

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ESCO 사업으로 거듭난 한국영화의 Mecca

  • 에너지절약전문기업협회
    • The Magazine for Energy Service Companies
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    • s.8
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    • pp.20-23
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    • 2001
  • 미국의 유니버설 스튜디오에 버금가는 서울종합촬영소와 영화진흥위원회 홍릉사옥이 ESCO 조명사업을 실시했다. 전체 조명기구를 고효율 형광등과 안정기로 교체한 것. 영화진흥위원회는 총 1억 2천여만원이 투자된 이번 사업을 통해 약 $38\%$의 에너지절약효과를 기대할 수 있게 됐다.

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Implementation of temperature measurement system using Arduino and Android OS (아두이노와 안드로이드 OS를 이용한 온도측정 시스템 구현)

  • Kim, Sung Jin;Jeon, Seong;Choi, Jin Myung;Park, Jong Chan;Oh, Gi Hwan;Kim, Da Eun;Kim, Eun Seo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.281-284
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    • 2022
  • 코로나로 인해 대한민국의 모든 산업은 위축되었고, 모두가 힘든 시기를 보내고 있지만 그 중 캠핑산업은 예외이다. 코로나와 상관없이 야외에서 즐길 수 있는 캠핑장을 찾는 사람들은 꾸준히 늘어나고 있다. 이러한 캠핑에 있어서 가장 중요한 요소는 먹거리이다. 그 중 가장 대표적이고 잘 알려진 먹거리는 고기 요리이다. 본 논문은 캠핑족들의 편의를 제공해주기 위해 블루투스 통신을 통해 적정 고기 온도를 알려주는 서비스를 제공한다. 아두이노와 블루투스 서미스터 센서를 연결하여 안드로이드 스튜디오를 활용하여 애플리케이션을 개발하고, 블루투스로 통신을 통해 외부 장치 데이터 통신 구현을 통하여 실시간 온도 데이터를 확인할 수 있다. 또한 Firebase를 활용하여 레시피북을 제작해 접하지 못했던 육류 위주의 레시피를 제공하는 서비스도 제공한다.

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The Effect of Chinese Consumers' Self-image Congruence, Advertising Appeal, and Involvement on Advertising Attitude towards Korean Cosmetics (중국 소비자들의 한국화장품에 대한 광고모델과 자아이미지와의 일치성, 광고소구, 제품관여도가 광고태도에 미치는 영향)

  • Jia Qi;Dong Eun Choi;Hae Sook Kwon
    • Journal of Fashion Business
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    • v.27 no.1
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    • pp.140-155
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    • 2023
  • This study was undertaken to observe the influence of the model image and self-image congruence of consumers in Korean cosmetic advertisements on the advertising attitude and analyze the relationship between self-image congruence and advertising demand type, participation, and advertising effect, and to help develop plans to more effectively communicate advertising images. The experimental design of this study was 2 (self-image congruence: consistency vs. inconsistency) × 2 (advertising appeal: rational appeal vs. emotional appeal) × 2 (involvement: high vs. low) three-way ANOVA. The results of the study showed that the interrelationship between self-image congruence and advertising appeal type and involvement played an important role in determining the advertising attitude. More specifically, firstly, the self-image congruence of consumers in Korean cosmetic advertising affected the advertising attitude. Secondly, in the advertisements of Korean cosmetics, consumers preferred a rational advertising appeal to an emotional advertising appeal. Finally, statistical results showed significant differences in the influence of the interaction effect of the self-image congruence status of consumers and the advertising appeal on the attitude of advertising. The Korean cosmetic involvement of consumers had a significant impact on whether the Korean cosmetic advertising model image and consumer self-image were consistent with the type of advertising appeal and on the interaction effect of advertising attitude.

A Study on the Efficiency & Limitation of 3D Animation Production Management Using Production Management Tool - Focusing on Shotgun Software & Ftrack (3D 애니메이션 제작 관리를 위한 제작관리도구(Tool)의 효율성 및 한계 - 샷건(Shotgun)과 Ftrack(에프트랙)을 중심으로)

  • Lee, Esther Kkotsongyi
    • Cartoon and Animation Studies
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    • s.49
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    • pp.1-23
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    • 2017
  • 3D animation production has had a pivotal position in current animation industry and the necessity of professional management tool for 3D animation production has claimed due to its sophisticated pipeline from advance of technology and global production partnership trend. Shotgun and Ftrack are providing the most appropriate management toolset for 3D animation management among the extant management tools and the efficiency of Shotgun & Ftrack is identified compared with the traditional document oriented management style. The biggest strength of production management using Shotgun is that all of the production staff can directly participate in the communication on the tools therefore they can share the information on Shotgun & Ftrack in real time without constraint of time and location. Moreover, all the process of the production and the history of the discussion on certain production issues are systematically accrue on the tool so that the production history can be easily tracked. Finally, the production management using tools contributes collecting and analysing the production information for the production management team in studios. However, Shotgun & Ftrack has metadata based retrieval method which cost huge amount of effort by human's manual annotation and it also has the limitation of accuracy. In addition, the fact that studios has to have technical professionals first in order to institute the tools into their studios is the actual difficulty of Korean studios when they want to use management tools for their project. Thus, this paper suggests adopting the content-based retrieval system on the tools and tools' expanded technical service for the studios as the solution of the identified issues.

A Study on the fantasy of Disney animation (<겨울왕국>을 통해 본 디즈니 애니메이션의 환상성)

  • Lee, Hye-Won;Kim, Min-Jung
    • Cartoon and Animation Studies
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    • s.35
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    • pp.107-128
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    • 2014
  • Cultural Content industries based on imagination and creativity are attracting attention and the animation high value-added industry is still spotlighted. Among them, Disney Studios make money through using their professional skills. There are the know-how has developed for a long time, and there are timeless strategy. This study is analyzing by fantasy elements for knowing the messages of Disney animation. Fantasy defined as genre of literature by Todorov and Jackson emphasized its social role and significance. Hume expanded the area of fantasy and Tolkein Jahoriski and Boyer classified the fantasy according to the purpose. Through the analyzing Disney animation , Disney's fantasy show the specific expression depending on the target. Disney is based on the three types of fantasy depending on the growth of the journey. The first area is composed of the main character's growth and satisfy the desire and escapism, The second is the word of antagonist who opposed to reality and break the rules of the dominant ideology. The last area is the utopia provided after hero beat the antagonist. Disney characters give the messages by using the fantasy like the transformation or alter ego. That show the subject of the main character's growth and the supporting characters as the expression of the multiple personality of main. These emphasize the hero's growth and give the fun. Also, in the subject of the otherness, the hero always destroy the evil who broke the rules of reality. In this way, the fantasy offered by Disney give the messages of sacrifice and family from true love. Disney has the support of their target audiences continue to be able to convey ideology.

New Platform of Orientalism-Based Design Education (동양성 기반의 디자인 교육의 새로운 플랫폼)

  • Choi, Kyung Ran
    • Korea Science and Art Forum
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    • v.20
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    • pp.455-464
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    • 2015
  • As the recognition toward the Korean design education development to nurture creative talents for the future society has been expanded recently, various supports and promoting strategies are being suggested. This study suggests the orientalism-based new design education platform in design education field to nurture creative talents. To have the competitiveness of creative talent nurturing, the system and education programs to rear creative talents are required. The purpose of this study is to suggest the new platform for the change of direction in design education and search for the methods in detail. The research process can be described as following: First, this study stated about the research background and its boundary. Based on the literature review and the condition of the crisis of Korean design education (Korean Industrial Statistic Investigation), it described the current condition and the characteristics. Second, this study stated about the education which will be disappeared in the information society, the change of direction in design education, and the new platform. In the current study, the change toward the strategies that give priority to the growth strategies on the knowledge-based industry was stated. Third, this study stated about that the future design education should be centered on the orientalism-based creativity in the trend changing to the six conditions for the future talents and the beliefs and values toward Asia, and what methods should be sought to achieve this trend. It suggested focusing on the aim for the direction for College education and its program curriculums as the solutions in detail. Fourth, based on the contents stated earlier in this study, it stated synthetically the direction of practice through the network of the design cluster and derived the implications. In conclusion, based on the recent orientalism-based mind, this study suggested the ways to find the identity of Korean design education itself and have the competitiveness in design education programs. The ways to secure them is to come from the integrated system innovation of the network. By actively applying the design clusters, colleges and universities, designers, studios, government policy organizations, design institutes, corporates, media, and fairs, this study suggests the sustainable education system and the practical methods.