• Title/Summary/Keyword: 3D Cinema

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Evaluation of Design Fire Curves for Single Combustibles in a Cinema Complex (복합영상관 단일 가연물의 디자인 화재곡선 평가)

  • Jang, Hyo-Yeon;Hwang, Cheol-Hong;Oh, Chang Bo;Nam, Dong-Gun
    • Fire Science and Engineering
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    • v.34 no.3
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    • pp.18-27
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    • 2020
  • An actual fire test was performed on single combustibles placed in a local cinema complex, and quantitative differences in the maximum heat release rate (HRR) and fire growth rate were investigated based on the design fire curve methods (i.e., the general and 2-stage methods). In terms of combustible use and fire load, a total of 12 combustibles were selected, classified into cinema lounge and movie theater. It was found that the maximum HRR and fire growth rate determined using the two-stage method were quantitatively different from those of the general method. The application of the two-stage method, which can be used to determine the fire growth rate of the initial fire stage more precisely, could be useful in accurately predicting the activation time of fire detectors and fire-extinguishing facilities, as well as the available safe egress time (ASET) and required safe egress time (RSET).

Reconsidering Film Culture from the Perspective of Contents: Back Into The Theatres (콘텐츠 관점에서의 영화문화에 대한 재고찰)

  • Park, Rebecca Yon Soo;Park, Hung Kook
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.112-114
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    • 2010
  • Mainly through the pervasive emergence of portable devices (laptops, PDAs, now iPods), the screen arts, that is, the cinematic arts has suffered the loss of what constitutes the core of its existence: the theatre and theatre-audience. This paper discusses cinema's distinct place and significance in culture and its difference from television and other forms of mass media. The most pressing question at hand would be, "how do you bring back attention to the medium that is distinctly cinematic?" "How do you bring people back to the theatres?" This paper argues that cinema, and the film industry as a whole must push for a technological leap that is in conjunction with culture. With mentioning of the rapid development of 3D technologies in the moving images, this paper proposes that such technological novelties and innovation are necessary conditions for a new kind of film culture to emerge.

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MRBR-based JPEG2000 Codec for Stereoscopic Image Compression of 3-Dimensional Digital Cinema (3차원 디지털 시네마의 스테레오 영상 압축을 위한 MRBR기반의 JPEG2000 코덱)

  • Seo, Young-Ho;Sin, Wan-Soo;Choi, Hyun-Jun;Yoo, Ji-Sang;Kim, Dong-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.12
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    • pp.2146-2152
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    • 2008
  • In In this paper, we proposed a new JPEG2000 codec using multiresolution-based rendering (MRBR) technique for video compression of 3-dimensional digital cinema. We introduced discrete wavelet transform (DWT) for stereoscopic image and stereo matching technique in the wavelet domain. The disparity was extracted using stereo matching and transmitted with the reference (left) image. Since the generated right image was degraded by the occlusion lesion, the residual image which is generated from difference between the original right image and the generated one was transmitted at the same tine. The disparity data was extracted using the dynamic programming method in the disparity domain. There is high correlation between the higher and lower subbands. Therefore we decreased the calculation amount and enhanced accuracy by restricting the search window and applying the disparity information generated from higher subband.

Development of CINEMA Mission Uplink Communication System

  • Yoon, Na-Young;Yoon, Se-Young;Kim, Yong-Ho;Yoon, Ji-Won;Jin, Ho;Seon, Jong-Ho;Chae, Kyu-Sung;Lee, Dong-Hun;Lin, Robert P.
    • Journal of Astronomy and Space Sciences
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    • v.29 no.1
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    • pp.33-40
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    • 2012
  • Triplet Ionospheric Observatory (TRIO) CubeSatforIon, Neutral, Electron MAgneticfields (CINEMA) is a CubeSat with the weight 3 kg that will be operated in the orbit conditions of about 800 km altitude and $90^{\circ}$ inclination angle, using the S-band and ultra-high frequency (UHF)-band communication frequencies. Regarding the communication antenna loaded on the satellite, the two patch antennas has the downlink function in the S-band, whereas the two whip antennas has the function to receive the command sent by the ground station to the satellite in the UHF-band. The uplink ground station that communicates through the UHF-band with the CINEMA satellite was established at Kyung Hee University. The system is mainly composed of a terminal node controller, a transceiver, and a helical antenna. The gain of the helical antenna established at the Kyung Hee University ground station was 9.8 dBi. The output of the transceiver was set to be 5 W (6.9 dB) for the communication test. Through the far-field test of the established system, it was verified that the Roman characters, figures and symbols were converted into packets and transmitted to the satellite receiver in the communication speed of 9,600 bps.

Real-time Implementation and Application of Pointing Region Estimation System using 3D Geometric Information in Real World (실세계 3차원 기하학 정보를 이용한 실시간 지시영역 추정 시스템의 구현 및 응용)

  • Han, Yun-Sang;Seo, Yung-Ho;Doo, Kyoung-Soo;Kim, Jin-Tae;Choi, Jong-Soo
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.45 no.2
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    • pp.29-36
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    • 2008
  • In this paper we propose a real-time method to estimate a pointing region from two camera images. In general, a pointing target exists in the face direction when a human points to something. Therefore, we regard the direction of pointing as the straight line that connects the face position with the fingertip position. First, the method extracts two points in the face and the fingertips region by using detecting the skin color of human being. And we used the 3D geometric information to obtain a pointing detection and its region. In order to evaluate the performance, we have build up an ICIGS(Interactive Cinema Information Guiding System) with two camera and a beam project.

A Study on the Motion Base Control by Using Maya (Maya를 이용한 모션 베이스 컨트롤에 관한 연구)

  • Hong, Min-Sung;Kim, Joo-Chul
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.18 no.4
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    • pp.423-429
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    • 2009
  • The motion base to a film used in 4D cinema theaters or theme parks is different depending on the operator's control or hardware system and this causes inefficiency in management of the theater. There are several different simulation software on the present market, but these are difficult for an animation producer to use them. This study introduces the idea in which a film producer simulates the movement of the motion base by using computer graphic animation tools mostly adopted by production for creating 3D animation and motion control data. Maya and 3D Cross were used to show the path of a motion camera visually. Attitude and axis control data were extracted from the movement of the virtual motion base and were used to control a prototype of the motion base. As a result, the motion control data from computer graphic animation tools can be created so that a film producer can create standard motion control data independently regardless of the hardware and operator's skill.

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The Education Plan for 3D Animation-Focusing on University Education (3D 애니메이션 제작 교육 방안 -대학교육을 중심으로)

  • Park, Sung-Dae;Lee, Junsang;Kim, Young Chul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.5
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    • pp.991-1002
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    • 2017
  • Most animation films running on cinema or TV are based on 3D images. Domestically, a lot of 3D animations are produced, and the number of 3D animation films are on the annual rise. Many human resources relating to animation participate in a variety of domestic and foreign animation projects of domestic producers. In the animation participate in a variety resources are of more importance. As a result, many university make the effort to raise human resources for 3D animation. In this paper, we will look into the curriculum of 3D animation. In particular, based on the questionnaire survey in which domestic 3D animation producers participated, this study analyzed the survey results and tried to discuss how to rise human resources for creative 3D animation in university. It is aimed at suggesting the directions of raising human resources for 3D animation in proper 3D animation education and of their contributions to the development of the domestic 3D animation industry.

A Qualitative Study on 3D Designer Jobs in Fashion Vendors (의류수출업체의 3D 디자이너 직무에 대한 질적 연구)

  • Choi, Younglim
    • Fashion & Textile Research Journal
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    • v.23 no.4
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    • pp.504-514
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    • 2021
  • This study attempted to extract and structure the job skills required for 3D designers, which have been recently introduced to the fashion industry. The study aimed to materialize and objectify the 3D designer's job, using a focus group interview for the survey. The 3D designer has the TD task of making 3D virtual samples using the pattern files developed in Pattern CAD. Graphic design and fabric digitization are also major tasks for the 3D designer. CLO is mainly used for 3D virtual sample production, and PixPlant, Substance, Photoshop, Cinema 4D, Daz studio, and 3ds MAX are used for image and avatar editing. As per the job skills required for 3D design work, basic knowledge about patterns and sewing, skill in 3D virtual clothing technology, ability to use various software, and English skills were considered important, in that order. In particular, the need for knowledge about patterns and sewing became more important than the skill in 3D virtual clothing technology itself. To train 3D designers, it was found that not only 3D virtual clothing software, but also education on patterns and clothing construction, CAD developer's curriculum certification system, and 3D designer qualification management were required. In addition, 3D designers are recognized as an essential job in fashion vendors, and the demand for domestic brands is increasing. The biggest limitation of the 3D virtual clothing system is the perfection of the digital fabric. Also, technical improvement is needed.

TRIO (Triplet Ionospheric Observatory) CINEMA

  • Lee, Dong-Hun;Seon, Jong-Ho;Jin, Ho;Kim, Khan-Hyuk;Lee, Jae-Jin;Jeon, Sang-Min;Pak, Soo-Jong;Jang, Min-Hwan;Kim, Kap-Sung;Lin, R.P.;Parks, G.K.;Halekas, J.S.;Larson, D.E.;Eastwood, J.P.;Roelof, E.C.;Horbury, T.S.
    • Bulletin of the Korean Space Science Society
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    • 2009.10a
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    • pp.42.3-43
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    • 2009
  • Triplets of identical cubesats will be built to carry out the following scientific objectives: i) multi-observations of ionospheric ENA (Energetic Neutral Atom) imaging, ii) ionospheric signature of suprathermal electrons and ions associated with auroral acceleration as well as electron microbursts, and iii) complementary measurements of magnetic fields for particle data. Each satellite, a cubesat for ion, neutral, electron, and magnetic fields (CINEMA), is equipped with a suprathermal electron, ion, neutral (STEIN) instrument and a 3-axis magnetometer of magnetoresistive sensors. TRIO is developed by three institutes: i) two CINEMA by Kyung Hee University (KHU) under the WCU program, ii) one CINEMA by UC Berkeley under the NSF support, and iii) three magnetometers by Imperial College, respectively. Multi-spacecraft observations in the STEIN instruments will provide i) stereo ENA imaging with a wide angle in local times, which are sensitive to the evolution of ring current phase space distributions, ii) suprathermal electron measurements with narrow spacings, which reveal the differential signature of accelerated electrons driven by Alfven waves and/or double layer formation in the ionosphere between the acceleration region and the aurora, and iii) suprathermal ion precipitation when the storm-time ring current appears. In addition, multi-spacecraft magnetic field measurements in low earth orbits will allow the tracking of the phase fronts of ULF waves, FTEs, and quasi-periodic reconnection events between ground-based magnetometer data and upstream satellite data.

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Problems of Using Cyberdramaturgy in Modern Foreign Cinematography

  • Portnova, Tatiana V.
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.25-30
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    • 2022
  • The article is devoted to the actual problem of the use of digital technologies in modern cinema in developed countries. The purpose of the study is to identify the essence of the term "cyberdramaturgy" and the problems of its use in modern film production. The research methodology is based on a systematic approach and includes the methods of the general scientific group (analysis, synthesis, deduction, induction), as well as a number of special methods: the method of content analysis of scientific literature on the research topic; sociological survey method; as well as the method of statistical analysis. The results of the survey were analyzed using the Neural Designer program (a tool for advanced statistical analytics) and translated into a graphical diagram format for clarity of perception. Answers in 75 questionnaires were evaluated by the average score for six analysis criteria, which made it possible to bring all the calculations to a 10-point scale. As a result of the study, the author of the article concluded the following: directors believe that the use of cyber analogues of actors and backgrounds leads to the blurring of genres, the hybridization of cinema and animation; directors are also concerned about the problem of replacing the director himself with a special program. The writers are completely concerned with the problem of machine scripting with almost infinite variability beyond the human imagination. Directors-producers believe that the cyberdramaturgy development will lead to completely new standards of cinematic quality, sharply different from the traditional assessment of acting and scene setting, to the appreciation of 3D animation as the highest category in the art. Such innovations actually devalue all international cinematography awards, as cyberdrama reduces the value of cyberactors to zero. It is impossible to bail out an "Oscar" or a "Golden Globe" award for a digital double or a separate cyber model that is used in the film instead of the actors.