• Title/Summary/Keyword: 한국 영상 매체

Search Result 629, Processing Time 0.026 seconds

A Study on Implementation of Family Tree Authoring System for Family Contents (가족콘텐츠 스토리족보(가계도) 저작시스템 설계 및 구현에 관한 연구)

  • Lee, Eun Ryoung;Kim, Kio Chung
    • Journal of Digital Convergence
    • /
    • v.12 no.2
    • /
    • pp.495-501
    • /
    • 2014
  • This research paper is applying Family Tree with Story Authoring System on the previous research study about writing tool data model on interactive storytelling about family history. In this study, primary personal information holding identity of the person such as name, birthday and family tree, given at birth, was categorized into secondary function defined as "family contents" consisting of family achievements, episodes and experiences. Family contents was restructured to be used as creative ingredients to increase the value and usage of family contents...Family Tree with Story writing system enables users to create text, images, videos and digital contents based on experimental knowledge collected from the first and second generations.

Design and Implementation of DLNA DMS for AV Contents Sharing through IEEE1394 (IEEE1394 기반 AV 콘텐츠 공유를 위한 DLNA DMS 설계 및 구현)

  • Kim, Chul-Seung;Kim, Gu-Su;Eom, Young-Ik
    • The KIPS Transactions:PartD
    • /
    • v.13D no.7 s.110
    • /
    • pp.959-970
    • /
    • 2006
  • With the progress of home network technologies, the importance of the home network middleware for control and management of the digital appliances is increasing. Furthermore, by the technological growth of the AV equipments and the popularization of video contents, IEEE1394 for the transmission of AV data has spread fast. However, DLNA(Digital Living Network Alliance), which is a standard of the home network middleware, does not consider the transmission of AV data over IEEE1394. In this paper, we describe the problem occurring when the AV contents are transmitted over IEEE1394 in DLNA and propose the scheme for transmission of AV contents over IEEE1394. In addition, by the verification test of DLNA compatibility, we show that our proposed scheme can provide the share of AV contents without regard to the manufactures and transmission media.

Comparison of the Size of objects in the Virtual Reality Space and real space (가상현실 공간상에서 물체의 크기와 실제 크기간의 비교연구)

  • Kim, Yun-Jung
    • Cartoon and Animation Studies
    • /
    • s.49
    • /
    • pp.383-398
    • /
    • 2017
  • Virtual Reality contents are being used as media in various fields. In order for the virtual reality contents to be realistic, the scale of the objects in the virtual reality must be the same as the actual size, and the user must feel the same size. However, even if the size of the character in the virtual reality space is made equal to the size in comparison with the size of the character in the reality, the distortion of the size can occur when the user looks at the object in the image with the HMD. In this paper, I investigate the requirements related to size in virtual reality, and try to find out what difference these requirements have in virtual reality and how the difference affects users. Experiments and surveys to compare the size of objects in virtual reality space and the size of objects in real space were conducted to investigate how scale distortion occurs at distant and near places. I hope that this paper will be a useful research for virtual reality developers.

Design and Implementation of Multimedia CAI Program for Learning about Electricity in the Mechanics Curriculum (기술과 전기 학습을 위한 멀티미디어 CAI 프로그램 설계 및 구현)

  • Lee, Hyae-Joung;Shin, Hyun-Cheul;Joung, Suck-Tae
    • Convergence Security Journal
    • /
    • v.7 no.2
    • /
    • pp.9-16
    • /
    • 2007
  • In today's society, the paradigm is converted to information where both this and knowledge become the source of value added. In order to answer societies' needs school education is subject to a large change, that is 'from supplier-centered learners to demand-centered learners'. This study is the design and implementation of multimedia CAI program for learning about electricity in the meddle school the mechanics curriculum with a focus in generating electricity. Based on multimedia, software, educational utilization of the multimedia, CAI, learning theory and form, both technology and multimedia elements related to curriculum are analyzed. This title is composed of object, contents, evaluation and related sites every chapter for students to study. Also, it is designed for students to take interest and participate in the learning process actively by combining lots of media such as characters, sound, images and animation. Specially it is composed in a way of repetition according to the student's level.

  • PDF

A Study on the Problem for discussion about Photogeography (사진지리학의 역할과 범위)

  • Kim, Joo-Hwan
    • Journal of the Speleological Society of Korea
    • /
    • no.74
    • /
    • pp.33-43
    • /
    • 2006
  • The purpose of this study is to scientifically establish the concepts of photogeography, and to present desirable directions for the pursuit of photogeography in Korea. Photogeography is to effectively utilize the documentary and artistic nature of the photo, as an image medium, in the geographic study. The concept of photogeography, along with the term photogeology, is already known widely in foreign countries, and extensive research has been carried out in the field. However, here in Korea, nobody knows the concept of photogeography. Since photogeography has not been systemized as a science, and interest in photography is being minimal, photography, in reality, has in no way been utilized effectively. The photographs used in Photogeography can be classified, according to character, into two major categories, geographic photographs and general photographs, and, according to subject and camera, into still photographs and dynamic photographs. Photographs, such single photographs, slides, air photographs and satellite photographs are in the category of still photographs, while pictures like video and movie pictures are dynamic photographs.

Development of physical flip display and control technology (물리적 플립 디스플레이 및 제어기술 개발 연구)

  • Hong, Sung-Dae
    • Journal of Digital Contents Society
    • /
    • v.18 no.3
    • /
    • pp.577-584
    • /
    • 2017
  • Despite growing participation of many researchers, the cases of applying the transformative emotional display technology using physical materials and media are still in its early stages and the concept and structure are not properly established in Korea. The emerging global trend of physical display shows a possibility of new digital signage using emotional flip display. In this context, this study attempts to develop related element technology necessary in physical flip display and electromagnetic rotation module along with the integration platform of aesthetic arbitrarily-shaped display. The found results will be applied in researching the contents for the main subject which will be exhibited at the EXPO 2017 in Astana. It is to build up the foundation pioneering the localization of associated industry by means of diverse technological breakthroughs including flip-display technology, electromagnetic module technology, real-time video inter-working technology, high-speed rotation module technology, and transformative 3D frame technology.

A Study on Visual Tactility and Spatial Illusion in Virtual Reality Games (가상현실 게임에 나타난 시각적 촉각성과 공간의 환영성)

  • Park, Jin-Ok
    • Journal of Digital Contents Society
    • /
    • v.19 no.2
    • /
    • pp.229-236
    • /
    • 2018
  • The background fort this study is related to the concept of modern time and space which has been extended from physical space to virtual space in the present times witnessing the advent of the Fourth Industrial Revolution. Based on visual tactility and illusion in virtual reality, we intended to present the possibility of the interactions as realistic as the interactions occurring in reality. Regarding the scope of this study, we analyzed the relationship between illusion in game space and immersion in interactions based on the games used frequently among current virtual reality contents. The results of the study showed that the interactions in virtual reality occurred within the space converging the time and space and that the illusion of digital images had realistic position of reality without original. Research which investigates the interaction in virtual space and media projection method for real space and virtual space will provide useful basis for promoting technological development based on novel methods differentiated from existing image grammar and for identifying the content utilization methods.

A Study on Content Marketing for Travel Brand Focus on Youtube Vlog Formed Travel Video - (여행 브랜드를 위한 콘텐츠 마케팅 연구 -여행 영상 형태의 유튜브 Vlog를 중심으로-)

  • Jo, Jang-Hwan;Park, Bo-ram
    • Journal of Digital Convergence
    • /
    • v.17 no.12
    • /
    • pp.445-450
    • /
    • 2019
  • lock in effect This study aims to examine the viewing pattern of travel vlog on video-sharing platform YouTube. Preliminary survey was conducted with in-depth interviews on the usability and sensibility aspects of creating pleasurable interfaces model. As a result, first, viewers obtains general information on travel using travel vlog. Second, there were difficulties from the informational quantity. Third, the contents marketing using travel vlog could have limitation when it comes to the consistency of product's exposure which common mass media advertisement format have. Improvements driven from this study may provide insight in contents marketing strategy to travel-related companies and provide practical help to creators in contents production.

A Study on Expressed in Animations - Focused on Incredible - (애니메이션에서 표현되는 공간에 관한 연구 - 인크레더블을 중심으로 -)

  • Jun, Jeon-Sook;Son, Young-Bum
    • Archives of design research
    • /
    • v.19 no.2 s.64
    • /
    • pp.273-282
    • /
    • 2006
  • The earlier animations aimed to express the characters realistically by making the illustrations look like moving and alive. Since then, animations have been influenced by development of media technology, men's changed mentality and evolvement of diverse social phenomena, while influencing them, too. Among them, the computer which emerged first in 1946 has sewed to more diversify the tools for realistic expressions of animations, and further, enhance the intellectual power of expression media only to expand the new visual expressions and thereby, usher in a multi-media video information environment. Moreover, this technology or computer has urged every discipline to disintegrate its conventional order for the post-modernism characterized by polysemous, diversified, obscure and sometimes, mutually contradicting elements, and as a result, animations had to find a new breakthrough in the conventional reality (cognitive and reflective reality). Thus, animations have been real enough to be perceived impromptu and emotionally, faster than the logical cognitive process beyond the simple technological barrier or the screen image processing. With such backgrounds in mind and by defining such a reality as 'sensuous reality', this study aimed to apply Gilles Deleuze's, reality of space to animation films and interpret it.

  • PDF

Haptic Media Broadcasting (촉각방송)

  • Cha, Jong-Eun;Kim, Yeong-Mi;Seo, Yong-Won;Ryu, Je-Ha
    • Broadcasting and Media Magazine
    • /
    • v.11 no.4
    • /
    • pp.118-131
    • /
    • 2006
  • With rapid development in ultra fast communication and digital multimedia, the realistic broadcasting technology, that can stimulate five human senses beyond the conventional audio-visual service is emerging as a new generation broadcasting technology. In this paper, we introduce a haptic broadcasting system and related core system and component techniques by which we can 'touch and feel' objects in an audio-visual scene. The system is composed of haptic media acquisition and creation, contents authoring, in the haptic broadcasting, the haptic media can be 3-D geometry, dynamic properties, haptic surface properties, movement, tactile information to enable active touch and manipulation and passive movement following and tactile effects. In the proposed system, active haptic exploration and manipulation of a 3-D mesh, active haptic exploration of depth video, passive kinesthetic interaction, and passive tactile interaction can be provided as potential haptic interaction scenarios and a home shopping, a movie with tactile effects, and conducting education scenarios are produced to show the feasibility of the proposed system.