• Title/Summary/Keyword: Contents production

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Comparison of the Characteristics of Green Screen and LED Wall in Virtual Production System

  • Shan, Xinyi;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.64-70
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    • 2022
  • In recent years, with the continuous innovation and upgrading of engine software, the real-time rendering technology in film and television has been continuously improved, and the virtual production technology has also developed rapidly. This paper introduces the green screen often used in traditional film production and a virtual production technology based on light-emitting-diode background wall that was proposed and implemented last year. We analyzed the two production methods of virtual production and compared their characteristics. Based on these results, we can better understand the differences and respective advantages of the two production methods. And we also can according to the production budget, production cycle and the creative and technical capabilities of the team make better choices during the production process. We believe virtual production technology will be production in the future to provide a more solid technical guarantee for the development of the film industry, and this work will pave the way for further research on virtual production technology.

A Study on Virtual Reality Contents Application in Broadcasting: Focused on KBS 3D History Documentary

  • Jang, Hae Rang;Park, Sung Hwan;Kwon, Soon Chul;Lee, Seung Hyun
    • International Journal of Internet, Broadcasting and Communication
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    • v.8 no.2
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    • pp.31-37
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    • 2016
  • History documentaries in Korea have developed various forms of production techniques to overcome the limits of insufficient historical records and videos, and dramatic elements that make the viewers immersed. Through diverse production techniques, history documentaries can maximize the factuality, vividness, and informativeness, allowing the viewers to understand and share the historical events. This paper analyzed the "immersion and experience" techniques of the programs that have been the main turning points of the history documentary so far and produced and realized the virtual reality through utilizing "Uigwe", a 3D history documentary broadcasted on KBS which showed the possibility of applying the virtual reality technique as a new broadcasting contents format.

A Study on the Fermentation Characteristics of Garbages by the C/N Ratio Control using Kudzu Creeper and Sawdust (칡넝쿨 및 톱밥을 이용한 C/N비 조절에 따른 음식물찌꺼기의 발효특성에 관한 연구)

  • 박진식;안철우;문추연
    • Journal of environmental and Sanitary engineering
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    • v.15 no.3
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    • pp.24-30
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    • 2000
  • In this study, to determine the optimum fermentation process for the feed production of food wastes and estimate the practical value of fermented feed using kudzu creeper and sawdust as bulking agent. This study considered initial C/N ratio control as the fermentation process variables. The result are summarized as follows. Minimum water contents of byproducts in the fermentation feed production showed 39%(kudzu), 37%(sawdust) at the C/N ratio 25 and 45%(kudzu, sawdust) at the C/N ratio 35. Temperature variations in the fermentation feed production at the C/N ratio 25 indicated $68^{\circ}C$(kudzu), $70^{\circ}C$(sawdust). Optimum condition of fermentation process of water content, C/N ratio and permeability (porous structure of the mixture). For optimum fermentation gravitationally dewatered garbage, the proper mixing ratios of kudzu(moisture contents : 17.3%) and sawdust(moisture contents : 13.2%) were 41% and 39%, respectively. Major biological reaction in the aerobic fermentation feed production occurred during 12~24hrs.

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Evaluation on Status of Independent PP (Program Provider) (독립 PP(방송채널사용사업)의 현황에 대한 평가)

  • Kim, Deaho;Kim, In-Hee
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.71-80
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    • 2013
  • This study addressed status of PP(Program Provider) market, particularly focusing on independent PP. This research selected 14 independent channels and did in depth interviews for them. This study analyzed 14 channels in terms of management, production, and contents. The result showed that independent channels were in inferior condition than MPP(multiple PP) on all the aspects of management, production and content. The management structure of the PP were very vulnerable, production environment was not good. The PP were placed in a difficult environment in terms of production and purchases of content, therefore focused on distribution rather than production. This unbalance on the PP market resulted in negative effect on Korea's contents industry as well as PP industry. Therefore, this study suggested policy and regulatory reforms are needed to improve inferior status of independent PP.

Research on the Technique to Produce Stereoscopic Animation Contents using 3D Computer Graphics (3D 컴퓨터 그래픽을 이용한 입체 애니메이션 콘텐츠 제작기법 연구)

  • Kim, Jung-Hyun
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.112-124
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    • 2012
  • The remarkable development of digital technologies and the success of 3D stereoscopic films have led to started drawing attention to stereoscopic images. The stereoscopic images have not become a passing fad in the present time unlike in the past, but have constantly showed their potentials. Unfortunately, the domestic stereoscopic images market is faced with difficulties, such as lack of the capital strength and of insufficient production infrastructure, and the production of 3D from 2D. As a result, it is not easy to produce creative stereoscopic animation contents. Therefore, in Korea, more efforts should be made in accumulating a plenty of data on production techniques. In order to make film production reflecting stereoscopy and effective stereoscopic implementation, which are necessary to produce high-quality stereoscopic contents, this thesis gave an explanation about a production technique studied on the basis of 3D graphic. Stereoscopic images are definitely one of the most promising image contents in the 21st digital contents industry. For the reason, in order to produce stereoscopic animation contents with high quality, fundamental studies on the stereoscopic images should be performed in a constant and cautions way.

A Study on Production Mechanism of Meta-Knowledge for Effectively Managing Contents and Models (컨텐츠 및 모델의 효과적 관리를 위한 메타-지식 생성 메커니즘 연구)

  • Kim, Chul-Soo
    • The KIPS Transactions:PartB
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    • v.8B no.5
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    • pp.441-446
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    • 2001
  • On global interconnectivity, the activation of real-time and worldwide contents will permeate and impact all aspects of day-to-day life well throughout this century. In managing contents and models, we too will see the impact of this rapidly changing environment. The real time availability of contents pertaining to a companys supply chain through means of the Internet and mobile networks(e.g., the IMT-2000) will necessitate a change in decision-making processes for effective management of contents and models. To increase the availability of many contents and models, a management system should have adaptive function in proving adequate content and model for companies. In the respect of management of contents and models, this paper discusses a production mechanism of meta-knowledge for effectively managing contents and models. Through two experimental analyses with the production mechanism, it is proven that the system enabling adaptive contents and models provision goes beyond existing ones in view of efficiency of management of contents and models in the wire and wireless networks.

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A Study on the Effective Production of Game Weapons Using ZBrush

  • YunChao Yang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.397-402
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    • 2023
  • With the rapid adoption of 5G, the gaming industry has undergone significant innovation, with the quality of game content and player experience becoming the focal point of attention. ZBrush, as a professional digital sculpting software, plays a crucial role in the production of 3D game models. In this paper, we explore the application methods and techniques of ZBrush in game weapons production through specific case analyses. We provide a detailed analysis of two game weapon models, discussing the design and modeling process, lowto-high poly conversion, UV unwrapping and texture baking, material texture creation and optimization, and final rendering. By comparing the production process and analyzing the advantages and disadvantages of ZBrush, we establish a theoretical foundation for further design research and provide reference materials for game industry professionals, aiming to achieve higher quality and efficiency in 3D game model production.

Growth and Ingredient Contents of Platycodon grandiflorum Roots under Sensor-based Soil Moisture Contents of Farmland Conditions

  • Eon-Yak Kim;Ye-Jin Lee;Hye-Min Son;Young-Beob Yu;Chang-Hyu Bae
    • Korean Journal of Plant Resources
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    • v.35 no.6
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    • pp.762-769
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    • 2022
  • Growth characters and ingredient contents of two-year-old bellflower (Platycodon grandiflorum) roots were investigated under both control and soil moisture treatment condition using soil moisture control system including soil sensing and automatic water supply chain in this study. Root diameter, fine root number, root length, fresh weight and dry weight of the plant were significantly influenced by the automatic water treatment, 20%, 30%, 40% and 50%, respectively. Ingredient contents of the two-year-old roots in bellflower plants were detected in the 20% and 50% of controlled soil moisture content. Contents of amino acids were decreased by the soil moisture treatment, meanwhile, contents of minerals were not showed significant decrease except for phosphorus content. Showing no difference in proline and tyrosine, fourteen of the amino acid contents were gradually decreased by the increased soil moisture contents, with significant decrease in serine, glycine, alanine, leucine, lysine and histidine at 20% treatment.

Value Chain System and Management of Cultural Contents Industry in Daegu (대구 문화콘텐츠산업의 가치사슬 체계와 경영 특성)

  • Park, Kyung-Sook;Lee, Chul-Woo
    • Journal of the Korean association of regional geographers
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    • v.13 no.2
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    • pp.171-186
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    • 2007
  • This paper was to examine the existing foundation of cultural contents industry through analyzing the development process, the location pattern, and the value chain system and the management of cultural contents industry in Daegu. Most cultural contents industry in Daegu had less than ten employees: so, it was classified into the early stage of commercialization. The firms that dealt with on-line distribution were recently founded. The high portion of the finns was located in the center of city such as Jung-Gu and Nam-Gu in which the Center for Digital Industry Promotion of Daegu (DIP) is located. The value main system consisted of four nodes such as creation node, production node, marketing node and distribution node. The production node was played the most important role. Based on value chain system, the cultural contents industry firms in Daegu could be divided into four types: Type I is a contents production firm with a single value chain in the cultural contents industry. Type II is a contents production firm with two or three value chains. Type III is a contents production firm with comprehensive value chain. Type IV is a non contents production firm with multiple value chains.

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Research on the Application of Digital Human Production Based on Photoscan Realistic Head 3D Scanning and Unreal Engine MetaHuman Technology in the Metaverse

  • Pan, Yang;Kim, KiHong;Lee, JuneSok;Sang, YuanZi;Cheon, JiIn
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.102-118
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    • 2022
  • With the development of digital content software production technology and the technological progress of related hardware, the social status quo in the post-epidemic era, the popularization and application of 5G networks, the market and consumers' increasing demand for digital content products, artificial intelligence, virtual digital human, virtual Idols, virtual live, self-media content and metaverse-related content industries are all developing rapidly. Virtual idols, virtual digital human, etc. are not only accelerating innovation in production technology. The economic cost, technical difficulty and time requirements of production are also greatly reduced. With the arrival and development of the Metaverse, the author believes that the content industry with virtual digital humans as the core will continue to develop in the direction of refinement, specialization, facilitation and customization. In this article, we will analyze and study the production of virtual digital human based on Photoscan technology and Unreal Engine 5 Metahuman software, and discuss the application status and future development of related content.