• Title/Summary/Keyword: 프로덕션

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Case Study : Cinematography using Digital Human in Tiny Virtual Production (초소형 버추얼 프로덕션 환경에서 디지털 휴먼을 이용한 촬영 사례)

  • Jaeho Im;Minjung Jang;Sang Wook Chun;Subin Lee;Minsoo Park;Yujin Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.21-31
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    • 2023
  • In this paper, we introduce a case study of cinematography using digital human in virtual production. This case study deals with the system overview of virtual production using LEDs and an efficient filming pipeline using digital human. Unlike virtual production using LEDs, which mainly project the background on LEDs, in this case, we use digital human as a virtual actor to film scenes communicating with a real actor. In addition, to film the dialogue scene between the real actor and the digital human using a real-time engine, we automatically generated speech animation of the digital human in advance by applying our Korean lip-sync technology based on audio and text. We verified this filming case by using a real-time engine to produce short drama content using real actor and digital human in an LED-based virtual production environment.

프린팅 월드 - 부상하는 미국의 프로덕션 잉크젯 솔루션

  • Jo, Gap-Jun
    • 프린팅코리아
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    • v.14 no.7
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    • pp.128-131
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    • 2015
  • 프로덕션 잉크젯 솔루션의 출력 품질이 지속적으로 향상됨에 따라 미국 인쇄사들의 디지털 인쇄 장비 도입에 대한 고민도 커지고 있다. 토너와 잉크젯 방식 사이에서 보다 좋은 선택을 하기 위한 저울질이 한창인데, 결과적으로는 기존 및 잠재 고객의 응용 요구에 직접적인 영향을 받는다고 할 수 있다.

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A Study on pipelines of a media content production based on digital reconstruction (디지털 복원에 기반한 영상콘텐츠 프로덕션의 파이프라인 연구 -카이스트 문화기술연구센터 디지털 헤리티지 그룹의 사례연구를 중심으로-)

  • Choi, Yang-Hyun;Kim, Tak-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1257-1264
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    • 2009
  • In regard to media contents of digital heritage reconstruction, they are actively produced in museums, art galleries and special exhibitions. However, there is no concrete guideline for the productions and the pipelines are not systematic either. This makes the process ineffective regarding time and cost. Media contents production of digital heritage reconstruction might seem similar to film or documentary production, but it is important to construct its specific pipeline based on its specific purpose. The digital Heritage group in research center for culture technology of KAIST produced media contents which digitally reconstructed various heritages such as Persepolis, Iranian remains, with National museum of Korea, Sukgulam, and Hue, an ancient city in Vietnam, with Cultural heritage administration of Korea. From these experiences and case studies, this paper will present a pipeline model for efficient production.

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A Study of Directorial Ways to Licensed Musical -Focused on Korean Production in 2009- (라이선스 뮤지컬 연출방법 연구 -2009년 <드림걸즈> 한국 프로덕션을 중심으로-)

  • Cho, Joon Hui
    • (The) Research of the performance art and culture
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    • no.25
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    • pp.211-251
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    • 2012
  • I attempted to study the resolution of how I can show the essence of an original musical production to audience, the possibilities of how recreate impossible elements according to Korean musical environment because of cultural and linguistic differences, and verify the meaning of adjusting an original production to Korean one through directorial approaches to licensed musical production. I mainly exemplified 2009 Korean production (Charlotte Theatre, March ~ August, 2009) that I directed. The purpose that I wanted to analyze the case of Korean production mainly is able to prove a wide variety of possible challenges rather than simply licensed ones because the former was recreated in 30 years after the first original production. Recreation and coaching to acting through fine and precise analysis of an original production, Koreanizing Western culture of the licensed musical, resolving the problem of linguistic nuances are the important ways to direct licensed musical. For licensed musical director, cooperation with original creative team and Korean production company must be the most important job.

버추얼 프로덕션 솔루션 VIT(Vivestudios Immersive Technology) 소개 및 제작사례를 통한 국산 솔루션의 가능성

  • 박태춘
    • Broadcasting and Media Magazine
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    • v.28 no.2
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    • pp.25-32
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    • 2023
  • 본고에서는 버추얼 프로덕션(이후 VP로 표기)의 국내 도입 이후 현주소와 소비자의 니즈에 대응하기 위해 (주)비브스튜디오스에서 개발 중인 VP 통합제어 솔루션 'VIT'를 소개하고, 자체 스튜디오에서 사전 사업화를 진행하며 영상 콘텐츠를 제작한 사례를 통해 국산 솔루션의 가능성을 설명하고자 한다.

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Variation of the Cinema and Techniques of the Expression in the Digital Technology (디지털 테크놀로지와 영화 표현기법의 변화)

  • Jeon, Pyoung-Kuk;Kim, Hyeung-Doo
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.205-214
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    • 2009
  • There has been a change in the production of the movie and techniques of the expression in the digital technology which has been used universally since 2000. As the focus of the production system of the movie has moved from the production procedure centering around filming to the procedure centering around editing used by the digital tools. The flows and boundaries of the production system which is consist of pre-production, production and post-production are getting indistinct. In the point of view of aesthetics and technology, this kind of change expands the creativity and originality for the screenwriters and provides the reality and vitality which haven't been found in previous films for the audience. It also elevates the quality of the movie. However, this ‘illusionary spectacle' has a vulnerable point that shows the aura and details of the movie soundly for the audience.

해외리포트 - 일본의 프로덕션.디지털 인쇄기 시장 동향 - Info Trends 예측 리포트 발표 -

  • 한국광학기기협회
    • The Optical Journal
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    • s.123
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    • pp.36-37
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    • 2009
  • 전세계적으로 불어 닥친 경제불황은 일본을 비롯한 외국의 글로벌 제조사가 에측한 것 이상으로 심각한 직격탄을 날렸다. 2007년부터 2008년 가을까지 출하대수, 출하금액 모두 전년실적을 상회했던 프로덕션 디지털기로 2008년 가을 이후 그 기세를 급속히 잃어가고 있다. 그 큰 이유가 저조한 경기로 의한 신규 IT 투자의 삭감에 있는 만큼 2009년의 성장성도 큰 기대는 할 수 없을 것으로 보인다. 흑백기기의 2009년 판매대수 예측은 경제불황의 영향으로 전년비 성장률이 마이너스이지만, 컬러기기 시장보다는 하락폭이 작은 -7.8%에 머물 것으로 보인다.

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Constructive music creation: the process and effectiveness of sampling in computer-based electronic music production (구성적 음악 창작: 컴퓨터 기반 전자적 음악 프로덕션 상에서 샘플링의 과정과 효과)

  • Han, Jinseung
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.127-134
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    • 2009
  • In spite of controversial debates on aesthetic issues of computer-generated electronic music, rapid advancement of music technologies in the past decade have resulted proliferation of using virtual software synthesizers and samplers in music composition. Computer-based music production platform has become not only a norm among some of contemporary music composers but also vital apparatus for their compositional process. There are two imperative parts of this compositional process involving sampling in computer-based music production, which are commercially available sample libraries that include pre-recorded audio samples, and music production software that processes them. The purpose of this study is to investigate the process and effectiveness of reconstructive compositional process utilizing distinctive features of sampling on computer music production software. This study addresses issues such as: the definition of audio sampling, how sampling is incorporated in compositional process, and what features of music production software are particularly effective in various musical expressions. The result of this study will hopefully accommodate and fulfill the needs of electronic and acoustic musicians' creativeness.

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