• Title/Summary/Keyword: Digital Production

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테마연재 / 디지털 스토리텔링의 원리

  • Lee, In-Hwa
    • Digital Contents
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    • no.8 s.123
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    • pp.106-115
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    • 2003
  • '디지털 스토리텔링(Digita0l Storytelling)'이란 디지털 기술을 매체환경 또는 표현 수단으로 수용해 이루어지는 스토리텔링이다. 영화를 비롯한 미디어 영상물은 대개 6단계의 표준 제작 공정으로 만들어진다. 1)기획개발단계(Develop) 2)제작준비단계(Pre-Production)3)제작단계(Production) 4)후반작업단계(Post-Production)5)배급단계(Distribution) 6)상영단계(Exhibition)가 그것이다. 디지털 스토리텔링이란 1)에서 6)에 이르는 매체 환경전체에 디지털 기술이 수용되거나, 최소한 1)에서 4)에 이르는 스토리에서 담화까지의 창작에 표현 수단으로 디지털 기술이 수용된 경우를 말한다.

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The Spatial Composition for Animation Competency Education -By Focusing on the Studio Environment and Spatial Composition of Walt Disney (애니메이션 분야 역량기반 교육을 위한 공간구성 -Walt Disney스튜디오 작업환경과 공간구성 사례를 중심으로)

  • Lee, Hyun-seok
    • Cartoon and Animation Studies
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    • s.46
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    • pp.1-22
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    • 2017
  • The practical learning requires the new paradigm in its content of education and environment along with the rapid development of information communication technology and the expansion of digital content industry. Especially, the animation education, core area of digital content industry, has attempted to improve the content and method of education by focusing on creativity, convergence and practical education. However, education environment in the previous form of computer laboratory has not been reflected the characteristics of animation education. In the light of this, this research would suggests the effective education environment implemented animation job competency and the characteristics of animation production. Firstly, the problem of previous educational environment will be explored through looking at computer rooms of domestic Universities. The characteristics of animation production consisted of Pre-production, Main-production, Post-production and elements of animation job competency will be reviewed by focusing on three phases of production, Pre-production, Main-production and Post-production, and six particular jobs, concept art, modeling & texturing, animating, lighting, VFX and compositing. Secondly, 6 types of space adapted from space syntax, possibly explored the embedded meaning of the structure of space and environment, will be reviewed by focusing on integration, separation and interaction. Thirdly, based on the characteristics of animation production, the element of animation job competency, 6 types of space, analytical tools about animation project education will be deducted, and the case study regarding animation studio, Walt Disney studio, will be processed by focusing on its production environment and spatial composition by focusing on Pre-production, Main-production, Post-production. Fifthly, the effective spatial composition for animation project education will be explored based on the interpretation of literature reviews and case study. In regard to this, the research addresses the spatial composition reflected the characteristics of practical learning and job competency in animation education, which differs from the previous form of standardized education spaces.

A Digital Design Curriculum Model in Architectural Design Studio (건축 설계교육에서 디지털 설계 커리큘럼 모델 제안)

  • Kim, Myung-Sun;Choi, Soon-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.11
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    • pp.5314-5320
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    • 2011
  • The purpose of this study is to draw the digital design curriculum in architectural design studio. For this study, works using digital design process in professional and academic projects were investigated. Digital design curriculum is consisted of 3 steps; fundamental, intensive and advanced courses. The fundamental course acquires capability for raising architectural thought through digital media. The intensive course acquires capability for raising architectural design process. Finally, the advanced course acquires capability for raising synthesis design works and professional abilities in architectural design. It is also a urgent need of unified roadmap about digital design curriculum for architectural design education in Korea.

Innovation and Challenges of Urban Creative Products in Digital Media Art - Tourist cities in China for example

  • Ma Xiaoyu;Lee Jaewoo
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.175-181
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    • 2024
  • The paper examines the impact of digital media art on urban creative products, analyzing opportunities and challenges in the digital era. It emphasizes the development of urban cultural and creative products, highlighting their significance and future growth potential. The digital media era provides unprecedented innovation opportunities, utilizing advanced tools for efficient design, production, and marketing. Trends like personalization, customization, AI, and big data offer new expressions and market prospects. Cultural products evolve in design, marketing, and sales channels due to digital media, with tools like social media and e-commerce platforms opening new promotion avenues. Case studies illustrate digital media's role in driving innovation and enhancing user experiences. The paper addresses challenges in market competition, copyright, and technological renewal, while recognizing opportunities from AI and big data. The creative industries must adapt and innovate to remain relevant. Looking ahead, urban creative products will evolve under digitalization, relying on digital means to attract consumers and enhance brand value. Cultural products, beyond economic entities, disseminate urban culture and creative spirit. In the digital era, urban creative products demonstrate potential and necessity, prompting a reevaluation of digital technology's role. Through continuous innovation, this field contributes to cultural and economic levels, impacting urban characteristics and heritage. Urban creative products play an increasingly vital role in the global cultural and creative economy.

A Study on the Digital Image Creating Through Emotional Dimension (감성어휘을 통한 디지털이미지 크리에이팅에 관한 연구)

  • Park Sang-Jin;Kwak Hoon-Sung;Seo Mi-Ra
    • The Journal of the Korea Contents Association
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    • v.6 no.4
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    • pp.89-97
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    • 2006
  • Such changes that the digital paradigm brought propels a change of the value system itself in the existing society so that a way of thinking that differentiates oneself from others is getting much stronger. As public interests are higher in the image production on the internet, such authoring environments as development of related technologies, expansibility of information, and systematization of available information continue to change. Therefore, a variety of unique image presentations that fit to the changed environments are necessary and an expression method is indispensable for such image production. This study focuses on digital image creating in which a synectics method is applied. It suggests digital image application methods and examples that contain not just simple image distortion or variation but intrinsic significance. It is believed that it will be of good use to produce a variety of unique and innate digital images in the end.

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Feasibility on Generating Topographic Map Using KOMPSAT (다목적 실용위성(KOMPSAT)을 이용한 지형도 제작의 가능성 분석)

  • 조우석
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.16 no.2
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    • pp.281-289
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    • 1998
  • Korea is developing a Korea Multi-Purpose Satellite I (KOMPSAT-1) as one of Korea National Space Program, which will be launched in 1999. The EOC (Electro-Optical Camera) is the primary payload for KOMP-SAT-1. The main mission of EOC is to provide the images for the production of scale maps of Korean territory. This research is focused on methodology and possibility for the production of topographic maps using EOC sensor. Since the imagery from EOC is not yet available, SPOT Level 1A image data which are quite similar to those of EOC, and Intergraph Imagestation (Digital Photogrammetric Workstation) are implemented in the process of sample digital map generation. The sample digital maps generated from SPOT stereoimages were compared and analyzed with the existing 1:50,000 scale digital map produced by National Geography Institute. The feasibility and problem encountered in 1:50,000 scale digital mapping using SPOT stereoimages were presented. Based on results, the feasibility and further research areas for KOMPSAT-EOC in the line of 1:25,000 and 1;50,000 digital mapping were discussed.

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A Study on Development of the Digital Curture Contents Production (디지털 문화컨텐츠 제작을 위한 발전 방안 연구)

  • Park Man-Soo;Ro Heon-Jun;Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.5 no.4
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    • pp.300-305
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    • 2004
  • The industry of digital culture contents has resulted in the high growth of added value at the area of game and movie in 2004 but the markets of animation character, and music disc have been weaken. Animation industries in Digital culture contents have attracted the attention of the people as the business of multi culture contents which has the possibility to expend and to enhance the added value nut only for the field of image and character business but also for the area of the copy right on. The stable structure of market, however, has not been settked down except a few of successful projects due to the rapid decline of 2D animation and the strong market of 3D in overseas. The purpose of this study is to analyze and research the basic logic of the market structure at the domestic business of 3D animation. In addition this paper is to suggest an alternative in terms of benchmarkin in overseas. It could be expected to achieve the effective production in this field, if the result of this study could be applied to the related world as a development model at the area of 3D animation in digital culture contents.

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Automatic Pattern Setting System Reacting to Customer Design

  • Yuan, Ying;Huh, Jun-Ho
    • Journal of Information Processing Systems
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    • v.15 no.6
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    • pp.1277-1295
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    • 2019
  • With its technical development, digital printing is being universally introduced to the mass production of clothing factories. At the same time, many fashion platforms have been made for customers' participation using digital printing, and a tool is provided in platforms for customers to make designs. However, there is no sufficient solution in the production stage for automatically converting a customer's design into a file before printing other than designating a square area for the pattern designed by the customer. That is, if 30 different designs come in from customers for one shirt, designers have to do the work of reproducing the design on the clothing pattern in the same location and in the same angle, and this work requires a great deal of manpower. Therefore, it is necessary to develop a technology which can let the customer make the design and, at the same time, reflect it in the clothing pattern. This is defined in relation to the existing clothing pattern with digital printing. This study yields a clothing pattern for digital printing which reflects a customer's design in real time by matching the diagram area where a customer designs on a given clothing model and the area where a standard pattern reflects the customer's actual design information. Designers can substitute the complex mapping operation of programmers with a simple area-matching operation. As there is no limit to clothing designs, the variousfashion design creations of designers and the diverse customizing demands of customers can be satisfied at low cost with high efficiency. This is not restricted to T-shirts or eco-bags but can be applied to all woven wear, including men's, women's, and children's clothing, except knitwear.

Study on Establishment of the Greenhouse Environment Monitoring System for Crop Growth Monitoring (작물 생식 모니터링을 위한 온실환경 모니터링 시스템 구축연구)

  • Kim, Won-Kyung;Cho, Byeong-Hyo;Hong, Youngki;Choi, Won-Sik;Kim, Kyoung-Chul
    • Journal of the Korean Society of Industry Convergence
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    • v.25 no.3
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    • pp.349-356
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    • 2022
  • Currently, the agricultural population in Korea indicates a decreasing and aging orientation. As the population of farm labor continues to decline, so farmers are feeling the pressure to be stable crop production. To solve the problem caused by the decreasing of farm labor, it is necessary to change over to "Digital agriculture". Digital agriculture is tools that digitally collect, store, analyze, and share electronic data and/or information in agriculture, and aims to integrate the several digital technologies into crop and livestock management and other processes in agriculture fields. In addition, digital agriculture can offer the opportunity to increase crop production, save costs for farmer. Therefore, in this study, for data-based Digital Agriculture, a greenhouse environment monitoring system for crop growth monitoring based on Node-RED, which even beginners can use easily, was developed, and the implemented system was verified in a hydroponic greenhouse. Several sensors, such as temperature, humidity, atmospheric pressure, CO2, solar radiation, were used to obtain the environmental data of the greenhouse. And the environmental data were processed and visualized using Node-RED and MariaDB installed in rule.box digital. The environment monitoring system proposed in this study was installed in a hydroponic greenhouse and obtained the environmental data for almost two weeks. As a result, it was confirmed that all environmental data were obtained without data loss from sensors. In addition, the dashboard provides the names of installed sensors, real time environmental data, and changes in the last three days for each environmental data. Therefore, it is considered that farmers will be able to easily monitor the greenhouse environment using the developed system in this study.

Updating Digital Map using Images from Airborne Digital Camera (항공디지털카메라 영상을 이용한 수치지도 갱신)

  • Hwang, Won-Soon;Kim, Kam-Rae
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.25 no.6_2
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    • pp.635-643
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    • 2007
  • As the availability of images from Airborne Digital Camera with high resolution is expanded, a lot of concern are in the production and update of digital map. This study presents the method of updating the digital map at the scale of 1/1,000 using images from Aerial Digital Camera. Geometric correction was completed using GPS surveying data. For digital mapping, digital photogrammetric system was utilized to digitize buildings and roads. The absolute positional accuracy was evaluated using GPS surveying data and the relative positional accuracy was evaluated using the digital map produced by analytical mapping. The absolute positional accuracy was as follows: RMSE in X and Y were ${\pm}0.172m\;and\;{\pm}0.127m$, and average distance error was 0.208m. The relative positional accuracy was as follows: RMSE in X and Y were ${\pm}0.238m\;and\;{\pm}0.281m$, and average distance error was 0.337m. Accuracies of updating digital map using images from airborne Digital Camera were within allowable error established by NGII. Consequently, images from airborne Digital Camera can be used in various fields including the production of the national basic map and the GIS of local government.