• Title/Summary/Keyword: 한국 영상 매체

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A Study on Interactions of Image in Multimedia Medium (멀티미디어 매체에서 이미지의 상호작용성에 관한 연구)

  • Yang Hwan-Seok;Jung Hye-Won
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.157-164
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    • 2005
  • The function of image in visual communication is increasing by development of information. It pursuits not only direct and concrete reappearance of information but also infinite possibility of image expression by image. It is also course of future image communication. Therefore, in this paper, if the images which pour out of rapid present society are communication means, it is formed to a point of view that improvement in function of communication will be performed excellently to interaction among consumers by recognizing meaning action process of methods of visual sign about user information processing which perceive Image of visual information.

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A Study on Edge Detection using Grey-level Variation of Mask Image (마스크 내 영상의 휘도 변화를 이용한 에지검출에 관한 연구)

  • Lee, Chang-Young;Kim, Nam-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.1
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    • pp.204-209
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    • 2013
  • The image processing has been applied to various fields along with development of visual media. The boundary parts in which brightness of image dramatically changes are important factors in order to analysis characteristics of image because edge contains important information and significant features. A number of researches for detecting these edges have been conducted and conventional edge detection methods using relationship between adjacent pixels are that operation speed is superior, but the edge detection characteristics are insufficient because they use fixed mask without considering gray-level variation. In this paper, the novel algorithm using grey-level variation of image in mask is proposed.

Case Analysis of Regietheater shown in Opera Performance - With a Focus on of Komische Oper Berlin that Uses Animation - (오페라 공연에서 나타나는 레지테아터(Regietheater) 사례 분석 -애니메이션을 활용한 코미셰 오퍼 베를린 <마술피리> 프로덕션을 중심으로-)

  • Lim, Jung-eun;Kim, Hyeong-soo
    • Cartoon and Animation Studies
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    • s.51
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    • pp.1-33
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    • 2018
  • In contemporary performance arts, we can see diverse types of performances that use advanced technology and visual media. It is notable that animation based on narratives and images, is grafted on to performance arts. Cases emerge that introduce animation in opera performances as part of a new stagecraft. Regietheater that turns on directors' interpretation, has been expanded in full scale through major music festivals and theaters through many different attempts to embody. In this state, recently visual media have been actively employed in opera performances. It has led to expansion of time and space along with more attempts. Not least of all, introduction of animation has been conducive to reinforcing functionality of opera performances in many aspects. This study suggests requirements for ideal Regietheater production in opera performances. For this end, the functions of animation strategically used are evaluated through analyzing $Zauberfl{\ddot{o}}te$)> production of Komische Oper Berlin. Through this research, this study is to look deeply into effects created from new and different attempts by grafting animation on to opera performances.

Comparative study of application method of OSMU(One-source Multi-use) in digital contents creation (디지털 영상콘텐츠의 원소스 멀티유스(One-Source Multi-Use) 제작방식 비교 연구)

  • Choi, Jeung-Il
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.551-560
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    • 2008
  • The basic strategy of OSMU(One-source Multi-use) in digital image is a marketing that applying one source to other genres for leverage based on that cross-referencing in different genre enabled that one material(one-source) has synergy effect when reproduced to various products(multi-use) as cultural sources are available through on-line and digital format. Recently, according to the characteristics of culture industry with Window Effect, many culture contents such as movies, games, animations and characters are carefully planned at its design stage to get the maximum effect. Especially, the fact that one leading-trend source makes it easier to produce additional products with the least cost is observed and it enables organized management which resulted in low marketing and PR cost. This paper confirmed that OSMU strategy in Korea mainly get started from online to offline comparing to Japan and USA.

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Interactive Storytelling Materialized with Real-Time Edited Videos - A proposal of a volume branch structure - (실시간 편집 영상으로 구현하는 인터랙티브 스토리텔링 - 볼륨 브렌치 구조 제안 -)

  • Kwon, Dong-Hyun
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.391-402
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    • 2020
  • In today's era of media convergence, users can watch a drama by choosing a story like a game or enjoy a game directed like a movie. These two media material interactive storytelling, and there have been discussions about them for many years. The purposes of this study are to propose a new branch structure for interactive storytelling and find a new perspective for the method of proceeding with a branch structure. The main research targeted a game that materialized interactive storytelling best. Based on the findings, the study proposed a volume branch structure including a plot border and adjuster concept for interactive storytelling to keep the story narrative and help the users feel interactions freely. This structure can be materialized only with real-time edited videos in the game media and will be possible in the application cases of a physical engine that continues to develop and artificial intelligence that has not been introduced in games actively.

A Study on the Transition of the Grotesque Expression Method in Animation (애니메이션에 나타난 그로테스크 표현방법 추이 연구)

  • 이종한
    • Archives of design research
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    • v.17 no.3
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    • pp.51-60
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    • 2004
  • The esthetics of 'grotesque' and its entertaining values have many things in common with the characteristics and properties of animation as a medium of expression. The ways to express grotesque images in animation have expanded its realm of expression with the development of modern image digitalization technologies. The grotesque images that were expressed by the combination of photographs and animations and objet animations have been developing its disharmony in a more realistic manner with full 3D animation technology and realistic motions of virtual characters with motion capture. The subject matter also has become more diverse with the advance of modern scientific civilization. An example is the appearance of Cyborg(cybernetic+organism) characters and the grotesque images in the modern times mainly start to appear in animations dealing with the isolation of human beings among its characteristics. Also, the changes of the expression methods of grotesque images along with the development of visual technology development in the future will transform its methodological forms by changing its expression methods to VR forms and interactive visuals. Thus it is expected that the grotesque images and characteristics will change into a visual genre which emphasizes dehumanization.

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The Mediality of Live Cinema Theatre -Katie Mitchell's Stage Constructs- (라이브 시네마 연극의 매체성 연구 -케이티 미첼(Katie Mitchell)의 프로덕션 체계 분석을 중심으로-)

  • Baik, Youngju
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.27-40
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    • 2015
  • Live cinema theatre is the latest installment of multimedia show where the filming of the performance of dramatic texts becomes the live stage event. Here, the actors perform before the camera and all the audio-visual effects are produced and constructed live. Mediated through the camera and projection screen, the stage image becomes a real-time production situation where all the scenes are put together right in front of a live audience. The very concept of live cinema as dramatic theatre has been developed by English stage director Katie Mitchell who attempts to present the stage as a cohesive representation system; this is more than a provisional experimentation where the ever-changing notion of in-betweenness is constantly tested. It is rather a predetermined operational system where the relationship between cinema and theatre is governed by the logic of synchrony, therefore maintain their own individual institutional reality. Here, the presence of camera has an effect not only on the organization of stage but also an affect on how human body exists within the situation.

A Survey on Admission Control Mechanisms for providing QoS in the IEEE 802.11 Wireless LANs (IEEE 802.11 무선랜에서 QoS 제공을 위한 허가 제어 연구)

  • Lee, Kye-Sang
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.535-538
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    • 2005
  • Wireless LANs based on the IEEE 802.11 standard are widely spread for use nowadays. Traffic which are conveyed over the WLANs change rapidly from normal data such a Email and Web pages, to multimedia data of high resolution video and voice. To meet QoS (Quality of Service) required by these multimedia traffic, the IEEE 802 committee recently has developed a new standard, IEEE 802.11e. IEEe 802.11.e contains two MAC mechanisms for providing QoS: EDCA(Enhanced Distributed Channel Access) and HCCA (HCF Controlled Channel Access). Using these standardized MAC mechanisms as a building platform, various admission control mechanisms can be combined to offer QoS gurantees for multimedia traffic. This paper surveys these research efforts.

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Estimation of Fluid Saturations Using Agarose Standard in NMR Imaging (자기 공명 영상법에서 Agarose 표준 물질을 사용한 유체 포화도의 계산)

  • Kim, Kyung-Hoe
    • Applied Chemistry for Engineering
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    • v.10 no.1
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    • pp.160-165
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    • 1999
  • Agarose gels can be used as reference standards for the measurement of fluid properties in porous media because the relaxation properties of the gel reference standard and those of the fluid in porous media can be closely matched. The use of reference standard to determine porosity and saturation is discussed and the requirements for gel NMR properties given. The relaxtion times of agarose gels measured at 2.0 Tesla are illustrated as a function of agarose and paramagnetic impurity ($CuSO_4$) concentrations. This work shows an empirical result between agarose gel composition and gel relaxtion times. The average value for the porosity distribution is 17.7%, which compares well with the value calculated with the gravimetric analysis. Finally, two phase immiscible displacement using agarose gels as a reference standard was performed. The saturation profiles appear to be consistent with what one might calculate for a one-dimensional displacement in a uniform porous media.

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The Effects of 'MEETING WITH SCIENTISTS' Program on the Fifth Graders' Physical Images of Scientists ('과학자와의 만남' 프로그램 적용이 초등학생의 과학자에 대한 신체적 이미지에 미치는 효과)

  • Kim, Sung-Kwan;Jang, Myoung-Duk;Jeong, Jin-Woo
    • Journal of The Korean Association For Science Education
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    • v.22 no.3
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    • pp.490-498
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    • 2002
  • This study investigated the effects of the 'Meeting With Scientists' program on children's stereotypical images of scientist. To do those, 36 children of a fifth grade class participated in the program for one month. The program consisted of two main activities:(l) participating in scientists' lectures and exchanging e-mail with them; and (2) visiting web sites about scientist and science, and exchanging e-mail with scientists at the sites. The results of the study can be summarized as follows: First, after participating in the program, children showed the significant decrease of several stereotypical items, such as facial growth of hair(bald hair beard), symbols of research, and age of the scientist. Second, the most popular source of the images was the visual media at the pretest but the source was changed to the visiting and participating scientist's lecture, and internet at the posttest. The latter items appeared a significant difference between the pretest and the posttest, The results indicate that the program is effective to decrease of children's stereotypical physical image of scientist.