• Title/Summary/Keyword: Digital Realism

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Study on Characteristics of Digital Realism Aspect for HMD based Virtual Reality Films (HMD 기반 가상현실 영화의 디지털 리얼리즘적 특성에 대한 연구)

  • Kang, Jiyoung
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.849-858
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    • 2017
  • With the fast improvement of software and hardware technology of Virtual Reality, VR(Virtual Reality) film get attention for the new possibility of future film. Already, the production of virtual reality film festivals and Hollywood films is highly active, but it is still poorly related to virtual reality films in Korea. Due to this, this research analyze VR film with Realism films and Post-modernism films in four aspects that are film's frame(Mise-en-$Sc{\grave{e}}ne$), shot(montage), vew point and interactivity to deduct characteristics of VR film. Moreover, we also deduct an esthetical characteristic of VR films beyond the Realism films and Post-modern Films through analysing various VR films. This can be said as 'Digital Realism' that is come from the viewers' positive interaction and realization of Realism through Virtual Reality technology. There will be a successful development of VR film based on this research that analyse suitable directing method for Virtual Reality environment. At last, this research focused on characteristics of digital realism aspect for HMD based first person view VR animation .

A Study on Realism of a Digital Signage using 3D Hologram (3D홀로그램을 활용한 디지털 사이니지의 사실감)

  • Lee, Young-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.9
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    • pp.1150-1157
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    • 2020
  • It is expected that if a viewer feels the higher realism, it will increase efficiency at 3D hologram. Therefore, the purpose of this study is to analyze the effects of the evaluation factors on realism for digital signage using 3D holograms. For empirical analysis, the evaluation factors were derived and built up hypothesis(The evaluation factors of digital signage using 3D holograms will affect the realism). As a result of the experiment, Hypothesis 1 (Social presence) and 3 (Harmony with the space) were adopted while Hypothesis 2 (Graphic's elaboration) was rejected. Finally, research has shown that in order to improve the realism of digital signage using 3D holograms, the contents should be produced in consideration of presence so that the viewers could feel as if they were actually inside of contents rather than expressed extremely well made higher image resolution. Hence, the 3D hologram contents should be installed in a place where it would fit well with the space around it.

Analyses of the Structural Relationships between College Students' Perceived Game Realism, Flow and Learning Satisfaction in Game-Based Learning

  • HUR, Jungeun;LIM, Keol
    • Educational Technology International
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    • v.22 no.2
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    • pp.227-253
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    • 2021
  • Perceived game realism (PGR) has recently emerged as a key concept in explaining the mental processing of digital game playing and the societal impact of digital games. However, few studies have examined its conceptualization and educational effects from an empirical viewpoint, especially in educational games. This study's participants included 292 university students in South Korea. A total of 212 questionnaires were valid and used for the analyses. They learned English expressions using a computer-based educational game and then completed questionnaires on the research variables. We investigated six factors of PGR: simulational realism (SIR), freedom of choice (FRC), perceptual pervasiveness (PEP), social realism (SOR), authenticity (AUT), and character involvement (CAI). We expected the factors to have valid effects on the university students' flow and learning satisfaction after a game-based learning (GBL) experience. Our research results demonstrated a causal relationship between SIR, FRC, CAI, and learning satisfaction. Furthermore, the indirect effects of SIR and CAI on learning satisfaction through flow were statistically significant.

Analysis of Realism in the SF Film, DISTRICT 9 -Focus on Digital Image, Style and Narrative- (SF영화 <디스트릭트 9>의 리얼리즘 분석 연구 -디지털 이미지, 스타일, 내러티브를 중심으로-)

  • Lee, Hyeon Seung;Yun, Puhui
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.541-551
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    • 2016
  • In order to attain 'reality', technology, style and narrative have developed throughout the history of cinema. The projection of digital image necessitated a new perspective beyond the conventional relationship between film and reality. In the SF film, DISTRICT 9, strong realism elements are evident despite its genre. Advanced technologies enabled the digital images to vividly reproduce the realm of imagination. The encounter of the realistic approaches embedded in the style and narrative with the digital images emphasizes the social context of the cinematic background, as well as extending the potentialities of verisimilitude and perceptual realism. The amount of freedom in editing process derived from this film's documentary-like style opened a possibility for the effective delivery of the vast information-furthermore contributing to the realism of the film by encompassing the diversity that exists in the reality.

Aesthetic Approach of Digital Images - Focus on Realism - (디지털 이미지의 미학적 수용에 대한 연구 - 사실주의를 중심으로 -)

  • Yoon, Young-Doo;Choi, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.146-154
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    • 2010
  • Argument on the postmodernism of philosophy and history, epic and effect, and culture and art is becoming more ambiguous in scope due to digital technology development. Digital technology makes to change of aesthetic approach over the length and breadth of art and culture including medium art. Analysis of Digital images is changed from presence of images to feature analysis of images which is made by digital technology, and raise the question of how to analyze the images of reproducing digital technology focused on realism. Digital image, focused on hyper reality, should be approached not by film aesthetic approach but by shot unit. Due to emphasizes image reality reproduction by frame unit and not the short unit of the narrative approach, the artistic approach should differ from previous realism practice. Particularly, when considering movies which is focused on illusion, the realistic approach should be realized not in the of realistic approach in narrative aspect but in the aspect of realistic approach in painting aspect.

Analysis of Emotional Responses to Different Graphical Styles of Natural Scenery in Video Games (게임에서의 자연풍경의 그래픽 스타일 차이에 따른 감성 반응 분석)

  • Hansun Hong;Seongsu Kim;Minji Kang;Juyoung Lee
    • Journal of Environmental Science International
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    • v.32 no.12
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    • pp.979-985
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    • 2023
  • After the outbreak of COVID-19, the demand for home-enjoyable video games has surged, driven by extended pandemic conditions and resulting in rapid graphic technology advancements. Consequently, games with diverse expression techniques have emerged, captivating players. Virtual Reality (VR) environments predominantly feature natural landscapes, with advancing graphic technology enabling lifelike scenes. The rise in individuals seeking solace through natural elements in games has followed suit. As VR technology and metaverse interest grow, more people are exposed to digital imagery. However, evidence on the influence of graphic expression methods on emotional response to that is lacking. Our study examined user emotional responses, focusing on natural landscapes in digital graphics of games. Analyzing a group of 47 young adults as frequent digital media consumers, we studied reactions to different image styles (Realism, Semi-Realism, Stylized). In the analysis, Realism-style images were perceived the most positively, while emotional responses to natural landscapes with different graphical expressions showed no significant differences. Results suggest that recognizing digital natural landscapes may outweigh expression style impacting the evaluation of digital nature. This study's empirical analysis enhances the understanding of digital nature's application to actual situations.

Making Fun Strategy of Gag Concert (<개그콘서트>의 웃음생성 전략)

  • Hong, Kyung-Soo;Cho, Eui-Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.138-145
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    • 2012
  • , Korea's popular television comedy program cast the strategy of making fun by word game interweaving meaning and nonmeaning and started to making fun by narrative game. So called Digital Narrative strategy seems to reflect the changes of social trends. Getting verisimilitude by detail description, parody realism, hierarchy of word body naked, anxiety for influence or star cameo seems to be principal strategy. With a minute realism strategy, new method of making meaning appropriate to digital era seems to appear.

The Fantastic Realism (Magic Realism) representation on film Visualization research: The boundaries of Fantasy and reproducibility of Images (영화에 표현된 환상적 사실주의 (Magic Realism) 시각화 연구: 이미지의 재현성과 환상성의 경계)

  • Nah, So-Mi
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.495-501
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    • 2016
  • The film has always reflected the culture of the era based on reality and imagination. The visual effect in the film has mainly played a role of expressing the reality more realistically or recognizing the virtual as reality. This study examines the meaning and the effect of fantasy realism through Oasis of Lee Chang-dong. Fantastic realism has separated the reality from the imaginary space by using a dual meaning tool that affects the time and space in the film and reflects the human desire and desire to see. It was also reproduced in the real world through the medium of pigeons. In addition, it separates visualized space from non-visualized space in film narrative structure, separation of real and unreal space, segregation of consciousness and unconscious space, and separation of reality and reality space into power structure. With the development of technology, the image of the yellow image comes closer to us like reality, which will express the space of unconsciousness that we could not think of.

Study on the Digital Character and Realism in the Digital Age -Focused on the CG Works of the ACM SIGGRAPH Asia- (디지털 시대: 디지털 캐릭터와 리얼리즘 -ACM 시그래프 아시아 출품작을 중심으로-)

  • Choo, Hye-Jin
    • Cartoon and Animation Studies
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    • s.37
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    • pp.439-461
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    • 2014
  • Art has evolved into remarkable changes in its art form maintaining a close link with the contemporary scientific technologies that gave birth to new tools of expression in each era. Animation is an art form in an inextricable connection with technological aspects because it was spawned by the technical background like movies. In this regard, animation is often viewed very strongly by technical advancements in terms of an aesthetic approach. John Whitney Sr., one of the pioneers in computer graphics arts, turned his attention to the new technology called computer graphics as a means to visualize images and movement. The advent of a new medium had a strong influence not only on tools and means for novel expression but also on the gradual shift in thinking about arts and even the audiences' taste. In the 1980s, animation was combined with computer technology and the rapid progress of computer graphic technology opened up the era of new visual aesthetics, Today, the development of digital technology presents a different dimension of realism, either advocating hyperrealism by digital actors or presenting new illusionism by classic cartoon characters emphasized in a distortion or metamorphosis from a real life in order to consolidate animation realism. Based on the two perspectives mentioned above, this study can identify methods of digital character appropriation focused on the works of the ACM SIGGRAPH Asia and find how the relationship between art and technology has changed the digital realism and evolved the digital character as the digital technology has developed.

A Study on Relation between Indexicality of Digital Cinema and Evolution of Cinematic Language (디지털 시네마의 지표성과 영화언어의 진화와의 관계에 관한 연구)

  • Jeong, Minah
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.185-191
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    • 2018
  • The digital technologies brought a structural transformation to cinema, have lead a change in the way of existence of an assembly of images called cinema, and have shared expression methods with new-media. To look into how in terms of cinema style of the film era and the digital era are different, this article will focus on the matter of 'indexicality.' From the point of view of perceptive realism the discourses on digital image deconstruct the dichotomy between illusionism and classical realism. Therefore the actuality of an image does not depend on only indexicality but has much to do with how the viewers fundamentally perceive the image. In this age of digital cinema it does not matter to distinct a composite-image from a reality-image. This article inquires the relation of indexicality, the world and digital images in digital cinema on the level of reception, and reconsider in terms of image production.