• Title/Summary/Keyword: 한국 영상 매체

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Intertextuality between Comics and Films : A Case Study of (만화의 영화로의 전환 : 영화 <식객>의 사례연구)

  • Park, Seung-Hyun;Lee, Yun-Jin
    • Cartoon and Animation Studies
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    • s.17
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    • pp.97-115
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    • 2009
  • Most films have not made by original storytelling. They get their storylines and themes from diverse sources such as novels, comics, performing arts, and previous film products. Comics have become a primary source for film production since 1960s in such nations as Japan and USA. In the contemporary period, this becomes a more visible trend in many countries including Korea, China, and France. Unlike novel, comics combine words with images. Since a comic strip isa graphic medium in which visible images are created in order to express a sequential narrative, it seems more relevant when films adapt original comics in order to recreate new products. The progress of 3D graphics technology enables film creators to realize imagined images in screen, most of which were once imagined only in comics. Keeping an eye on the strength of comics, this study tries to tries to investigate the relationship between a comic strip and its adaptation to film. It will firstly discuss the cases of comics in Korea, which are adapted to film in Korea. And this study will discuss "Le Grand Chef"as a case study in order to investigate what is the difference between original comics and film adaptation.

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A Spatial Data Construction System with Video GIS (비디오 GIS를 이용한 공간데이터 구축 시스템)

  • Joo, In-Hak;Yoo, Jae-Jun;Nam, Kwang-Woo;Kim, Min-Soo;Lee, Jong-Hun
    • Annual Conference of KIPS
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    • 2002.11c
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    • pp.1903-1906
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    • 2002
  • Video GIS is a spatial information system where video is used and integrated with map or other media such as 3D graphics, image, video, and satellite imagery. The information expressed by video, in nature, can provide realistic information. The connection of map and image of actual geographic object brings realistic visualization, which overcomes the limitation of conventional map-based GIS. In the suggested video GIS, location information is contained in video data and thereby enables two-sided searching, browsing, and analyses. In this paper, we suggest video GIS that integrates and manages video and map, and that constructs spatial information. We also develop a prototype system of video GIS in the field of roadside facility management, and show the results.

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Making of sRGB image through digital camera colorimetric characterization (디지털 카메라 색 특성분석을 통한 sRGB 이미지 생성)

  • 유종우;김홍석;박승옥;박철호;박진희
    • Korean Journal of Optics and Photonics
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    • v.15 no.2
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    • pp.183-189
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    • 2004
  • As high quality digital cameras become readily available, digital cameras are being used not only for simple picture recording but also as information storing media in various fields. However, due to the fact that the spectral responses of the camera sensors are different from color matching functions of the CIE standard observer, the color can not be measured using these cameras. This study shows a method for converting camera image to sRGB image, in which color information is preserved. The transfer matrix between camera output signals and CIE stimulus values was determined using a multiple regression method with Macbeth ColorChecker as target colors. The CIE stimulus values for camera output signals can be mapped with a transfer matrix, and these values are converted to sRGB signals. As the result of testing a Kodak DC220 digital camera, the average color difference of Macbeth ColorChecker between true and displayed colors was 2.1 $\Delta$ $E_{ab}$ $^{*}$.$^{*}$.

The Study about influence of immersiveness on PPL advertising in on-line game (몰입 정도가 온라인 게임 내 PPL 인지에 미치는 영향에 대한 연구)

  • Park, Seong-Min;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.67-76
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    • 2006
  • This study is to examine relationship between immersiveness aspect and the recognition of garners who are exposed to PPL (Product Placement Advertisement) in online game. The frequency of exposure, the placement type of PPL, the perception under the threshold of consciousness and the interest at the product and knowledge about PPL have been widely known as the factors of effectiveness in PPL advertising. In this study, 'immersiveness' is newly introduced to investigate the effectiveness of PPL advertising due to the unique characteristics of game which easily leads to immersion. Control group is exposed to movie clip and experimental group to lacing online game. In conclusion, the deep immersion has reduced the perception level of user on PPL except the variable of PPL placement. This study suggests that how to design the PPL placement in game for enhancing marketing effect is all the more vital, in spite of the result that the player in high immersion cannot distinguish different images.

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Fundamental Education on Film Style I : Focusing on Basic Viewing Education Utilizing Sound and Camera (영화의 양식에 관한 교육 사례 I : 사운드와 카메라를 활용한 감상 및 실습교육을 중심으로)

  • Kim, Gye-Joong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.195-203
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    • 2011
  • This case study is based on a fundamental class actually done in the film and video department in Sungkyul University. It aimed at suggesting supportive role for typical film production class in universities in Korea. The list of film styles mentioned in this text is selected from the actual ones for the class and it is focused on utilization of sound and camera. It is ultimately designed to guide students to actual making films. First of all, for example, with a humble camcoder, students are encouraged to record both image and his/her narration which is directly recorded into the built-in microphone. Also directional microphone could be used to experience various positions of 'point-of-hearing'. Regarding camera movements, only distinctive ones out of typical utilization are selected to be dealt with. The movements created by moving vehicle such as dolly or crane beyond the limit of human ability could bring up high imagination of students on movement, besides this could be also easily applied to them for using hand-held technique instead of vehicle. This attitude acquired through the course is important for gettig over the resistance they might have before actual experiencing machinary use in production.

Implementation of PLC-Based Multi-modem for Process Automation of Non-destructive Inspection (비파괴검사 공정자동화를 위한 전력선통신 기반 복합통신장치의 구현)

  • Jung, Jun Hwan;Jun, Ho Ik;Kim, Hyun-Sik;Kang, Seog Geun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.4
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    • pp.822-828
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    • 2013
  • In this paper, a multi-modem for process automation of non-destructive inspection (NDI) which possibly generates various kinds of data is implemented and verified. Here, a variety of data such as control signals, text data, image data generated by inspection devices, sensors, computers are transmitted to the multi-modem via serial, Ethernet, and coaxial cable. We exploit a communication network in which powerlines are used as backbone transmission media. Thus, the implemented multi-modem has various ports and corresponding interfaces for data transmission. As a result of practical experiments, the multi-modem maintains almost constant data rate with little waveform distortion. In addition, the experiments confirm that the modem operates normally under extreme variation of temperature. It is, therefore, considered that the multi-modem can contribute significantly to implement powerline communication (PLC)-based process automation for NDI in which various kinds of data are practically generated.

Digital Mirror using Particle System based on Motion Detection (움직임 감지 기반의 파티클 시스템을 이용한 디지털 거울)

  • Lim, Chan;Yun, Jae-Sun
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.62-69
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    • 2011
  • Development of sensing technology and progress of digital media have been creating new art genre named interactive media art. digital mirror working based on convergence between computer vision technology and video art, is expressing reconstituted spectator's visual image through various mediums. From this aesthetical point and high accessibility towards spectators, many types of digital mirrors have been introducing. However, the majority of digital mirrors express visual images unrelated to degree of spectator's participation and this caused obstruction to spectator's continuous participation and interaction. This paper proposes digital mirror operated by spectator's movements read through particle system synchronized with motion detection algorithm based on analyzing image difference. This work extracted the data of spectator's movement by image processing and designed particle system changed by this data. And it expressed reconstructed spectator's image.

Narrative Strategy of UHD TV Human Documentary:Focusing on (UHD TV휴먼다큐멘터리 서사전략: <순례-집으로 가는 길>을 중심으로)

  • Kwon, Sang-Jung;Chang, Woo-Jin
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.516-526
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    • 2019
  • As with all narrative forms based on media, the narrative method of TV human documentary is closely related to the change of broadcasting environment. In 2017, the world's first terrestrial UHD broadcast was launched in Korea, and in September of that year, KBS broadcasted the UHD special documentary series. , made of UHD capable of ultra-high definition video and immersive audio, showed a narrative approach completely different from the existing TV human documentary. Instead of all-out narration, which was considered an essential element in the TV human documentary, it used the modest first-person narration of the characters, while actively using drones capable of various compositions to express the psychology of the characters in detail and enable viewers' immersion. In addition, the Montage editing technique, an editing method that has not been attempted in TV human documentaries, utilizes the narrative development method of 'showing' as a video without 'explaining' with narration. After , many similar narrative documentaries are broadcast, and the flow and direction of TV human documentaries are changing under UHD broadcasting environment.

a-Si:H/a-SiN:H 계면에서 각각 phosphorus로 도핑된 층이 TFT 이동도에 미치는 영향

  • Ji, Jeong-Hwan;Lee, Sang-Gwon;Kim, Byeong-Ju;Mun, Yeong-Sun;Choe, Si-Yeong
    • Proceedings of the Korean Vacuum Society Conference
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    • 2011.02a
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    • pp.254-254
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    • 2011
  • 현재 AMLCD(Active Matrix Liquid Crystal Display)는 노트북, 컴퓨터, TV등 여러 영상매체에 있어 가장 많이 활용되고 있는 디스플레이로 손꼽힌다. AMLCD에 구동소자로 사용되는 a-Si:H TFT는 낮은 제조비용과 축적된 기술을 바탕으로 가장 많이 쓰이고 있다. 특히 a-Si이 가지는 소형화나 대형화의 편의성은 모바일 기기, projection TV, 광고용 패널 등 적용분야가 점점 넓어지고 있는 추세이다. 하지만 a-Si라는 물질 자체가 가지는 낮은 이동도는 더 많은 application을 위해 해결되어야 할 과제이다. 낮은 이동도는 a-Si 실리콘 원자간 결합의 불규칙성 및 무질서와 dangling bond에 의한 localize state(deep trap, band tail)의 존재 때문에 발생하며 결과적으로 TFT 소자의 특성의 저하를 가져온다. 앞선 연구에서는 carrier이동도의 개선을 위해서 첫 번째로 insulator층과 active층 사이의 계면 상태를 향상시키기 위해 insulator로 쓰이는 a-SiN층 표면에 0~18 sccm의 유량으로 phosphorus를 주입하였다. AFM분석을 해본 결과 phosphorus를 주입함으로써 계면의 roughness가 줄어드는 것을 확인 할 수 있었다. 이러한 계면의 roughness 감소는 표면 산란(surface scattering)및 전자 포획(trap)의 영향을 줄임으로써 이동도의 향상을 가져왔다. 두 번째로 active층으로 쓰이는 a-Si:H 층의 표면에 phosphorus를 0?9sccm의 유량으로 doping하였다. 이로 인해 channel이 형성되는 active 영역에 직접적으로 불순물을 doping됨으로써 전도도를 증가되어 이동도를 향상시켰다. 하지만 지나친 doping은 불순물 산란(impurity scattering)의 증가로 인해 이동도를 저하시키는 결과를 보여 주었다. 본 연구에서는 TFT의 이동도 향상을 위해 두 가지의 technology를 함께 적용시켜 a-SiN/a-Si:H 계면 각각에 phosphorus를 주입 및 doping을 하였다. 모든 박막은 PECVD로 제작하였으며 각 박막의 두께는 a-SiN/a-SiN(phosphorus)/a-Si:H(doped)/a-Si:H/n+ a-Si($2350{\AA}/150{\AA}/150{\AA}/1850{\AA}/150{\AA}$)으로 고정하고 유량을 변화시키면서 특성을 관찰하였다.

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A Research on streaming protocol for User-Created Contents in Digital Cable Broadcasting environment (디지털 케이블 방송 환경에서 개인 미디어를 위한 스트리밍 프로토콜 연구)

  • Kim, Seong-Won;Kim, Jung-Hwan;Si, Jang-Hyun;Jung, Moon-Ryul
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2006.11a
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    • pp.239-244
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    • 2006
  • 최근 인터넷에서 많은 관심을 보이고 있는 개인 미디어(UCC;User Created, Contents, VC2;Viewer Created Contents, 이하 UCC-사용자가 직접 제작한 미디어 콘텐츠를 불특정 다수에게 제공하는 서비스) 중에 비디오/오디오 콘텐츠를 영상 콘텐츠의 기본적인 매체라 할 수 있는 TV상에서 직접 즐길 수 있다면 미디어의 대상과 그 미디어의 Entertainment적인 효과는 배가될 것이다. 디지털 케이블 방송에서 UCC와 같은 다양하고 많은 미디어 콘텐츠를 디지털 TV상에서 서비스를 하고자 한다면 현재의 OCAP(OpenCable Application Plat form)기반에서는 RVOD(Real Video on Demand)와 동일한 서비스 모델을 가져야 하는 부담과 UCC 제공을 위한 방송 플랫폼별 인터페이스가 필요할 것이다. 이러한 문제점을 Return Path를 통한 RTP(Real-time Transport Protocol;RFC1889)을 이용해서 기존의 VoD(Video on Demand)스트림의 대역에서 분리하고 별도의 VOD프로토콜을 구현함으로써 라이브 방송환경과 동일한 인프라의 지속적인 확장보다는 일반적인 네트워크 프로토콜을 이용하여 VoD서비스를 위한 인프라에 많은 영향을 받지 않는 서비스가 가능할 수 있을 것이다. 따라서 본 논문에서는 RTP를 위한 Set-Top-Box상의 다운로드 가능한 구조의 클래스 분석과 클라이언트 대응의 UCC Transcoding 및 전송을 위한 스트리밍 서버의 설계에 중점을 두고 경량화 된 VOD서비스 및 시스템을 설계함으로써 방송환경 하에 On-Demand서비스의 효율적인 확장성과 보다 많은 콘텐츠 등록 및 활용의 기회를 가져올 수 있을 것으로 기대한다.

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