• Title/Summary/Keyword: 한국 영상 매체

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Strategic Experience Design of Shortform Video-based Brand - Focused on LIZIQI's Food Videos - (숏폼(Shortform) 동영상 기반 브랜드의 전략적 경험 디자인 - 李子柒(이자칠)의 미식(美食) 동영상을 중심으로 -)

  • Cui, Ru Ru;Kim, Young Jae
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.185-194
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    • 2020
  • This study aims to figure out how the brand experience design elements works in the Shortform video-based branding through case analysis. The sense, feel, think, act, relate experience of Shortform video brand are provided through the implementation of specific experience design elements in the process of the creators expressing personality through social media channels and communicating and interacting with consumers. As a result, LIZIQI's food videos provided a brand identity as an 'Eastern gourmet' to consumers through the audiovisual stimulation of food in video, the cognitive reinforcement which is combined of identities and products, and the behavioral participation by web sites·electronic media. In addition, a strong brand relationship was established by sharing emotional ties using human factors and responsibility through co-branding. This can be extended to various Shortform video contents-based branding cases, and it will suggest a useful approach to the brand building strategy through strategic brand experience design elements.

Efficient Multicasting Mechanism for Mobile Computing Environment (교육 영상제작 시스템 설계 및 구현)

  • Kim, Jungguk;Cho, Wijae;Park, Subeen;Park, Suhyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.482-484
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    • 2017
  • Over the past 70 years, movies and television have revolutionized the way people communicate. However, even with this development, TV has been used only as a means of communication targeting an unspecified number of people due to the restriction of media such as radio waves and movies. However, the development of the Internet and online video has come to a time when 100 million people watch YouTube videos uploaded from the other side of the world by eliminating these restrictions. The message that you want to deliver now can be delivered to anyone, but making the image with these messages remains the last obstacle to communication. To solve these problems, we implemented a web application and a video production program through AWS. This system basically provides the administrator with the video production through the easy interface, the information management and the program on the server on the internet through AWS, the assigned lecture including the computer and the smart phone, the learning materials, And implemented to increase the efficiency of educational video production service.

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Background Treatment Technique of Various Time-Lapse Images (다양한 미속촬영 영상의 배경처리 기법)

  • Kim, Jong-Seong;Kim, Jong-Chan;Seo, Young-Sang;Song, Seung-Heon;Kim, Eung-Kon
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.639-643
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    • 2008
  • Since seasonal changes, blooming of a flower, etc., which take place in accordance with passage of time, transpire over an extended duration of time, one performs the Time-Lapse so that one can watch them quickly by compressing time. Because such a Time-Lapse records a wide range of conditions including the place, angle of view, and time found in a natural state in accordance with a precise interval of time and in the samestate, it is also referred to as Interval recording. The Time-Lapse technique is used widely in various fields such as education, science, documentary, and the media. In terms of acquiring a Time-Lapse image, by making it possible for one to treat an image by deleting and adjusting unnecessary backgrounds excluding the main subject for photography such as the flower unlike existing methods and by making it possible for one to apply extensively the real-life recorded image as a library or image data in 2D or 3D, the present study seeks to propose a technique for the background treatment of Time-Lapse image that allows for everyone to bestow creativity to image production easily and conveniently.

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Image Restoration Algorithm using Lagrange Interpolation in Mixed Noise Environments (복합잡음 환경에서 Lagrange 보간법을 이용한 영상복원 알고리즘)

  • Kwon, Se-Ik;Kim, Nam-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.2
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    • pp.455-462
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    • 2015
  • Image media is used for the internet, computers and digital cameras as part of the core services of multimedia. Digital images can be easily acquired and processed, due to the development of digital home appliances and personal computers' application software. However, image degradation occurs by various external causes in the acquisition, processing and transmitting process of digital images, and its main cause is known to be noise. Therefore, this study proposed and conducted the simulation of image restoration filter algorithm that processes impulse noise and Gaussian noise by applying Lagrange interpolation and spatial weighted method according to distance, respectively. The proposed algorithm improved 8.77[dB], 8.83[dB] and 10.02[dB], respectively, compared to existing A-TMF, AWMF and MMF, as a result of processing by applying the damaged Girl images to impulse noise(P=60%) and Gaussian noise(${\sigma}=10$).

A Study on Motion Typography Visyal Communication Preference Analysis for Video Content CFs

  • Myoung-Mi Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.11
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    • pp.119-126
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    • 2024
  • CF video content refers to various types of advertising content provided through TV media. CF video content includes various types of videos as well as promotion of products and brand companies. CF video content is often produced with relatively small personnel, and in many cases, it is produced without properly reflecting viewer preference factors. Therefore, it is necessary to increase viewers' viewing satisfaction through various studies on the method of directing motion typography suitable for the production of CF video content. To this end, the preference was investigated by classifying the visual components of motion typography, and the limitations of motion typography were found by the object and design analysis. For the specific analysis, based on a review of previous studies on the preference of CF video content, a questionnaire was conducted for viewers or users centering on the CFTV site, and the observation model was also intended to find preference factors focusing on Motion Typography Effect Analysis. This factor analysis is intended to activate various CF image contents in the future and to enhance the wide effect of motion typography.

The Influence on Readability by the Visual Characters Layout at the TV Home Shopping Broadcasting (TV홈쇼핑 방송영상 자막화면 구성이 가독성에 미치는 영향)

  • Shin, Moon Kyu;Seo, In Ho;Choi, Seong Jhin
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.126-137
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    • 2018
  • Visual characters used in television affect the viewers in a different way from printed media. This paper analyzed the visual characters presented in each home shopping channel and their year-by-year characteristics in terms of layouts. Based on the results, the readability was analyzed according to different layouts, suggesting optimal layouts that allows for better communication with the viewers. The purpose of this study is thus to focus on the visual character layouts, which have not been fully explored to date, in order to identify the most effective one among basic locations of visual characters. The results indicate that the bottom location shows higher readability than top. The right side showed higher preference than left, while readability did not demonstrate a significant difference. As for the L-bar and reverse L-bar, the L-bar arrangement was shown preferable in terms of readability. Finally, the layout should be determined considering the readability by location.

Study of Animation 3-Dimensional Motion Picture (애니메이션 입체 영화에 대한 연구)

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.9
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    • pp.127-142
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    • 2005
  • Not only in Korea but throughout the entire world millions of people are in contact with images. Images have become a medium through which to transmit anything from simple visualizations of moving images to knowledge and information. The age of the internet has arisen thanks to scientific development, and the internet generation's acquisition of information is continuously becoming faster. The spectators, ufo must choose amongst the excessive amount of available information, are changing along with it just as quickly. The method of visual transmission has changed to match the demands of the fast-changing pace of the new generation. In order to receive an instantaneous selection amongst much information, the primary requisite is attracting one's attention, and then presenting a corresponding feeling of satisfaction. The early stages of film arose from the desire to capture one's actual situation as it realty is. Unsatisfied with the still picture, people developed the motion picture. Research has succeeded in reproducing 3-dimensional images more realistic than the actual image we perceive as a result of the difference in visual perspective of both eyes and their response to rays of light From color film to 3-dimensional pictures, people enjoy the magnificent results of this. All fields within the category of film are continuously studying the human desire to pursue their visual side, namely the pursuit of visual images with a maximum sense of reality. The images that millions of people around the world see now are flat. The screen's depth and optical illusions effectively give a sense of reality while conveying information. However, although the flat screen is able to create a sense of depth using the different visual perspective of each eye for the realization of a cubic effect, there are limitations. Entering the 21s1 century, there is a quickly-arising branch within the field of image media which seeks to overcome these limitations Although 3-dimensional images began in films, entering the latter half of the 20th century, due to development of 3-dimensional images using the mediums of the animation field, cellular phones, advertisement screens, television etc., without restriction is designated as 'image.'. With research having started around 1900 and continuing for over 100 years, we are now able to witness the popularization of 3-dimensional films happening before our very eyes. Within our own country, we can frequently see them at amusement parks and museums. In the future, through the popularization of HDTV etc., there is a good outlook for practical use of 3-dimensional images in televisions with advanced picture qualify as well as in other areas. Together with the international current, research on 3-dimensional films has been activated in Korea and is rising as a main current in the film industry. Within this context, the contents and understanding of 3-dimensional images must keep in step with the pace of technical advancements. In order to accelerate of development of film contents to keep in pace with technical developments, this dissertation presents the techniques and technical aspects of future developments, and shows the need to prepare in advance to make the field grow- and thereby avoid having a lack of experts and being conquered by other nations in the field - rather than only advancing the technical aspects and importing the contents. This dissertation aims to stimulate interest and continual research by progressive-thinking people related to the film industry. Part II looks into the definition and types of 3-dimensional motion pictures, the terminology, the fundamentals of image formation, current market fluctuations, and looks into 3-dimensional techniques which can be borrowed and introduced in 3-dimensional animations. Part III concerns 3-dimensional animated films. It analyzes 3-dimensional production techniques while using the introduction of specific animation techniques in the 2004 production Lee Sun Shin and Nelson - Naval Heroes 3-dimensional animation produced in 2004 by Clay & Puppet Stop-Motion Animation & Computer Graphic. Original Korean title: 해전영웅 이순신과 넬슨. as an example, and it also looks into how current film techniques used in animations can be applied in 3-dimensional films. Additionally, the actual stages of the various fields of 3-dimensional animations are presented. Given the current direction and advancement of 3-dimensional films making use of animations and the possible realization of this field, the author plans to weigh the development of this yet unexploited new market Not looking at the current progress of the field, but rather the direction of the hypothetical types of animation techniques, the author predicts the marketability and possibility of development of each area.

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A Study on the Franchise identity design (프랜차이즈 아이덴티티 디자인에 관한 연구)

  • Kim, Hun
    • Archives of design research
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    • v.15 no.1
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    • pp.349-358
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    • 2002
  • CIP, or Corporate Identity Program is a program to standardize, conforming to a set of regulations, various visual media which form a corporate environment based on the concepts drawn from the corporate strategies in order to actively create a planned but ideal corporate image. However, both the recent corporate renovation and the emergence of a new type of corporations prompted by a rapid change in an corporate environment caused the existing corporate concepts to be adapted to such a change. Particularly various visual media related to a corporate image are getting digitalized, and the emergence of a new and varied type of visual media give rise to a new pattern of the identity design accommodating such changes. It may be improper and insufficient for the existing CIP to be applied on the franchising business which is considered most suitable for the new corporate environment. Business firm's office work has long been operated in an computing environment where the computer does all the work, and an individual home as well as small business began widely using the computer. It may therefore be necessary that the corporate identity design for the franchising business should include not only the use of visual media but new, ultramodern information media as well, departing from the CIP heavily centered on the usual print media. This study, for this reason, separates the identity design for the franchising business from the existing CIP to call it FIP, or Franchise Identity Program, and discusses its concept and details.

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HD Video Server and Its Application for HD Video Archive (HD 비디오 서버 기술 현황과 개발 사례)

  • No, Min-Cheol;Seong, Si-Hun;Gu, Jin-Won;Kim, Seong-U
    • Broadcasting and Media Magazine
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    • v.14 no.3
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    • pp.36-46
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    • 2009
  • 비디오 서버는 대량의 영상과 음성 데이터를 보호화해서 디지털 포맷으로 저장하고 원하는 즉시 비디오 데이터를 재생 및 전송할 수 있는 컴퓨터 기반 장비를 말한다. 기존 저장 매체인 VTR(Video Tape Recorder) 테이프(Tape)에 녹화되던 영상은 비디오 서버의 HDD(Hard Disk Drive)에 파일로 저장되고 있다. 이러한 형태로 기존 VTR 이 수행하던 녹화, 편집, 송출 등의 역할을 비디오 서버가 파일 기반 제작 시스템으로 대체하고 있다. 즉 테이프리스(Tapeless) 제작환경의 촬영 단계인 녹화부터 송출 단계의 마지막 재생까지 사용되는 장비가 HD 비디오 서버이다. 파일 기반의 IT(Information technology) 제작환경은 제작 프로세스를 효율화하여 생산성을 향상시키고 비용을 절감하며 콘텐츠 재사용을 통한 미디어가치를 높인다. 이러한 장점들 때문에 비디오 서버 사용은 날로 증가되고 있다. 이에 본 논문에서는 비디오 서버 관련 기술에 대해 알아보고 자체 개발한 경험을 바탕으로 HD 비디오 서버 구현 기술을 소개하고자 한다.

A Study on E-Learning System of Korean Traditional Dance for Transmission and Dissemination (한국 전통춤의 전승 및 보급을 위한 이러닝 시스템에 관한 연구)

  • Lee, Jongwook;Lee, Ji-Hyun
    • Journal of the HCI Society of Korea
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    • v.12 no.3
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    • pp.5-11
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    • 2017
  • Korean traditional dance has cultural value and is human's cultural heritage. But they are in danger which is caused by lack of bearers and public interest. E-Learning of traditional dance using network technology and digital media can be a solution to extinction problem. The aim of this study is to propose the E-Learning courses and systems for learning traditional dance. E-Learning systems were evaluated in accordance with the HCI (Human Computer Interaction) user evaluation. This study contribute to overcoming distance constraints by offering synchronous E-Learning education system of traditional dance as intangible cultural heritage through new media experience.