• Title/Summary/Keyword: 제작도

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Home Shopping Broadcasting Production 4K Camera High-Speed shooting Quality Comparison (홈쇼핑 방송제작 4K 카메라 고속촬영 화질 비교)

  • JUNG, Woo-Jin;SHIN, Jung-ho;PARK, Jun-Hyuk;PARK, Jun-Woo;SONG, Hong-Yeop
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.11a
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    • pp.224-225
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    • 2020
  • TV홈쇼핑은 Full HD로 방송이 제작되고 있으며, 방송제작 시 스튜디오 스텐다드 카메라, jimmy jib 카메라 외에 추가로 다양한 카메라가 방송제작에 활용된다. 다양한 카메라 중 4K 카메라를 스튜디오 제작에 활용하여 제작의 퀄리티를 높이고 있다. 4K 카메라는 제작 회사 마다의 특성에 따라 각각 다른 화질과 다양한 기능을 제공한다. 본 논문은 4K 카메라의 여러 기능 중 고속촬영 기능의 화질 비교에 관한 것이다. 홈쇼핑 방송제작에 활용되는 4K 카메라의 다양한 활용성을 제시하고자 한다.

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E종 또는 B종절연전동기의 제작상의 제문제

  • 선우학영;박인용
    • 전기의세계
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    • v.16 no.4
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    • pp.36-40
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    • 1967
  • 절연계급의 변동은 설계조건에 여러가지 변동을 가져옴은 물론 제작공정의 사양에도 많은 변동을 불가피하게 한다. 이하 주로 제작방면에서 새로운 절연계급의 전동기를 제작할 때 특히 고려해야할 점들을 각 공정을 따라가며 검토하고자 한다.

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인터넷 홈페이지 구축방법 - 넷스케이프4.0 Composer 활용법

  • Hwang, Hui-Jeong
    • Digital Contents
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    • no.3 s.46
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    • pp.48-52
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    • 1997
  • 지난호까지 마이크로소프트의 프론트페이지를 비롯한 홈페이지 제작툴을 이용해 홈페이지를 제작하는 방법에 대해 알아보았다. 이번호에는 최근 새로운 모습으로 발표된 넷스케이프 4.0 컴퓨니케이터의 컴포저 홈페이지 제작 툴을 이용한 홈페이지 제작방법에 대해 살펴봤다.

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Composed Animation Production Pipeline using Miniature Set (미니어처 세트를 이용한합성 애니메이션 제작 공정)

  • Kim, Jaejung;Kim, Minji;Seo, Jihye;Kim, Jinmo;Jung, Seowon
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.63-73
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    • 2016
  • Animation contents are gradually growing every year, but production period and budget for making one animation contents is insufficient as of now. In particular, in case of animation series that are broadcasted on television, many episodes should be made within a short period of production term. Hence, production pipeline of full three-dimensional animation is frequently chosen in this case. However, another problem emerges as the full three-dimensional animation also requires a lot of time for making high-quality background and for rendering. Composed animation is a production pipeline that attempts to solve such problem. It is a pipeline of producing animation by composing computer graphic (CG) character and real background. It requires relatively small number of human resources compared to the full three-dimensional animation pipeline. Hence, it has an advantage in that natural-looking image can be produced under efficient structure and time for rendering can also be reduced. This paper proposes an efficient process of producing composed animation by using miniature set and three-dimensional computer graphic.

A study of the effectiveness of a mathematics teacher's training program focused on the construction of test items (선택형 평가 문항 제작 전문성 향상 연수 프로그램 효과 제고에 대한 사례연구)

  • Choi, Jiseon
    • Journal of Educational Research in Mathematics
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    • v.23 no.2
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    • pp.193-212
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    • 2013
  • This paper aims to identify factors to elevate the effectiveness of a high school mathematics teacher's training program focused on the construction of test items, and to make a blueprint for the training program development of high school mathematics teachers. This study created and executed a teacher's training program, and then twice applied focus group interviews with the teachers who participated in the program. As a result, this study identifies four factors that elevate the effectiveness of a high school mathematics teacher's training program focused on the construction of test items: the structure of the training program that allows teachers to concentrate on constructing test items, the recognition and revision of their habits related to the construction of test items, the formation of a consensus among the participants, and self-reflection on the teachers' specialties in the construction of the test items.

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Software Design Framework for Content Creation (콘텐츠 제작을 위한 소프트웨어 디자인 프레임워크)

  • Oh, Jung-Min;Moon, Nammee
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.11
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    • pp.815-822
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    • 2013
  • Nowadays, the various kind of software packages that support content creation consumed in touch-type terminals as an application have come into the market. These softwares have a different style of user task compare to existing user task. The reason why difference style has been appeared for now is because interaction timing has a important role of both content creation and consumption. For this reason, in this paper, we propose a software UI design framework for content creation using MB-UID and UCD model based on task modeling. The proposed framework is made up of five steps: business rule model, creation role model, creation flow model, creation action model, presentation model. Through this framework, we handle the interaction between a content creator and software user interface at the content creation phase. At the same time, we consider a possible interaction type which can occur by consumers at the consumption phase in advance.

Optimization of the Cloth Simulation Pipeline in Production of 3D Computer Animation (3D 컴퓨터 애니메이션 제작에서 Cloth Simulation 을 위한 제작파이프라인의 최적화)

  • Kwak, Dong-Min;Choi, Chul-Yong;Kim, Ki-Hong;Lee, Dong-Hoon
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.198-207
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    • 2009
  • Recently, it was possible to represent the realistic clothes in the cloth simulation along with growth of 3D computer animation such as visual contents. In addition, because of the development of H/W(Hardware) and S/W(Software), the accessibility and participation are growing. However, in order to make the image of high quality of 3D animation, the optimized production pipeline was need. In this paper, in order to overcome the limitation of exiting 3D computer animation production pipeline, we propose the optimized production pipeline of the cloth simulation. Our production pipeline makes the optimization arrangement in consideration of the mobility in order to supplement the related structure limit toward each part of the existing pipeline. Moreover, by utilizing the dummy cloth the association nature with the animation part is solved and a performance is improved. The proposal pipeline actually introduced to the animation production. And then we can improve the performance production time and production manpower consumption. Consequently, our pipeline is guaranteed an optimized work by emphasizing a connection in the direct image production.

Analysis of Korean 3D Cinema Work-flow -Focusing on < Sector 7 >- (한국 3D 영화 제작과정 분석-<7광구>의 제작 사례를 중심으로-)

  • Kim, Ik-Sang;Seo, Won-Tae
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.166-175
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    • 2012
  • (2010) and have showed possibility of Korean 3D cinema production. From the experience, many problems were deduced in terms of 3D cinema techniques and work-flow. this study is analysis of 's production. The analysis is focused on the problems from the 3D cinema production and pipeline of . By making an analysis the experience, trial and error of production, it will be giving practical information and analysis result to staffs who are willing to create an next Korean 3D cinema. As a result of analysis, has failed to achieve technical accomplishment and to build effective production pipeline. Never the less, it is positively evaluated that it has tried to establish the foundation of Korean 3D cinema production.

Contracts and Unfair Trade Practices in the Korean Broadcasting Production Industry (방송 제작산업의 계약관행과 불공정 거래)

  • Roh, Dong-Ryul
    • The Journal of the Korea Contents Association
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    • v.12 no.11
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    • pp.58-67
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    • 2012
  • It is widely observed in the Korean broadcasting production industry that unfair trade practices occur either when the drawing up a contract is ill-timed, when the contract's stipulations do not adequately cover possibilities in reality, or when the contract is simply breached. In particular, the most prevalent cause of the breach of contracts lies in the broadcasting production practices. Hence, systematic efforts should be made to improve the daily practices of the production industry by ensuring that the whole production process is carried out by contract. In order to achieve this, the following are suggested: i) A preliminary contract is to be made prior to the main one. ii) A standard production contract, which can be used as a template for other sub-contracts such as writing contracts, acting contracts, employment contracts, and so on, needs be introduced. iii) The standard contract should stipulate the obligations of the personnel from broadcasting companies, the recognition of the rights of production companies that created formats, and the boundary of the autonomy that production companies can exercise during production, in particular. iv) Prohibitive provisions are to be introduced into the Broadcasting Law in order to limit the causes for unfair trade practices.

A Study on the Systematic TV Drama Production System (방송드라마의 체계적 제작 시스템에 관한 연구)

  • Bae Jin-Ah
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.75-84
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    • 2006
  • In terms of creating widespread popularity and a high value added business, TV drama is recognized as an unrivaled entertainment content above any other TV program genres Although recently some broadcasting companies have been trying to set up a drama production system, it seems that a well-structured system has not been established, yet. This study analyses the practices and mechanisms of drama producing processes based on the in-depth interviews with the experts in the drama production fields in three major broadcasting companies. It is found that the Korean drama production system is 'a producer-director system' and that the strategies for the windowing effects are not systematically applied from the pre-production stage. For the broadcasting companies to strengthen the competitiveness through drama, the expert-producer system should be introduced, the production elements should be systematically managed, and the multi-use strategies should be effectively established.

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