• Title/Summary/Keyword: Digital Reproduction

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EVALUATION OF THE COLOR REPREDUCTION ON LCD MONITORS

  • Park, Seung-Ok;Kim, Hong-Suk;Lim, Yong-Jin;Yang, Jae-Youl
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.407-411
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    • 2000
  • Color reproduction n CRT monitors needs colorimetric characterization concluding two stages with 3x3 matrix and three TRCs (Tone-Reproduction Characteristics). The 3x3 matrix is based on the additivity of RGB emissions, and the TRC represents the non-linearity between the input digital counts and the output luminance. The objective of this project is to evaluate the accuracy of color reproduction on LCD monitors using conventional CRT model(GOG model). For two different manufacturers, colorimetric characterizations of desktop LCDs have been performed. Because the transfer function for LCD is very differ from TRC of CRT, some researchers had reported that GOG model is inadequate for the colorimetric characterization of LCDs. However in our experiment, the degree of accuracy was dependent on the shape of electro-optical transfer functions of LCD. It has been founded that the GOG model could be applied for LCD monitors having monotonically increased Electro-optical transfer function.

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A Study on the Reproduction Strategy through the Planning Process of Baby Shark

  • Cho, Hyung Kyung
    • International Journal of Advanced Culture Technology
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    • v.8 no.3
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    • pp.101-105
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    • 2020
  • In this study, the aim is to understand the strategy of video content production with the case of the baby shark development process of Pink Fong Company, the content is described about the successful planning and strategy of baby shark which has become a global content, and the main point describes the planning of the production process and marketing strategies for each country. The findings of the conclusions resulted in the application of the standards of globalization and the local understanding of culture as the main factors for content success. If the Pink Pong Company's method is applied through this, it is possible to apply what is the main issue of creative content production Reproduction in the future.

Hue Preserved Multi-scale Retinex to Improve Color Reproduction

  • Kyung, Wang-Jun;Lee, Tae-Hyung;Lee, Cheol-Hee;Ha, Yeong-Ho
    • 한국정보디스플레이학회:학술대회논문집
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    • 2009.10a
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    • pp.1546-1549
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    • 2009
  • In recent studies on tone reproduction with the objective of reproducing natural looking colors in digital images, an integrated multi-scale retinex (IMSR) has produced great naturalness in the resulting images. Most methods, including IMSR, work in RGB or quasi-RGB color spaces. As such, this produces hue distortion from the perspective of the human visual system. Accordingly, this paper proposes the hue preserved multi-scale Retinex (HPMSR) method to obtain a high contrast and naturalness. The proposed method enhanced the $L^*$ and saturation values in CIELAB color space. As a result, the visibility in dark shadows in the resulting images was improved.

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The Mediating Effect of Experiential Value on Customers' Perceived Value of Digital Content: China's Anti-virus Program Market (경험개치대소비자대전자내용적인지개치적중개영향(经验价值对消费者对电子内容的认知价值的中介影响): 중국살독연건시장(中国杀毒软件市场))

  • Jia, Weiwei;Kim, Sae-Bum
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.2
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    • pp.219-230
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    • 2010
  • Digital content makes big changes to our daily lives while bringing opportunities and challenges for companies. Creative firms integrate pictures, texts, videos, audios, and data by digitalization to develop new products or services and create digital experiences to promote their brands. Most articles on digital content contribute to the basic concept or development of marketing it in literature. Actually, compared with traditional value chains for common products or services, the digital content industry seems to have more potential value. Because quite a bit of digital content is free to the consumer, price is not necessarily perceived as an indicator of the quality or value of information (Rowley 2008). It becomes evident that a current theme in digital content is the issue of "value," and research on customers' perceived value of digital content is a necessity. This article argues that experiential value has an advantage in customers' evaluations of digital content. Two different but related contributions to the understanding of "value" of digital content are made here. First, based on the comparison of digital content with products and services, the article proposes two key characteristics that make experiential strategy available for digital content: intangibility and near-zero reproduction cost. On top of that, based on the discussion of the gap between company's idealized value and customer's perceived value, this article emphasizes that digital content prices and pricing of digital content is different from products and services. As a result of intangibility, prices may not reflect customer value. Moreover, the cost of digital content in the development stage may be very high while reproduction costs shrink dramatically. Moreover, because of the value gap mentioned before, the pricing polices vary for different digital contents. For example, flat price policy is generally used for movies and music (Magiera 2001; Netherby 2002), while for continuous demand, digital content such as online games and anti-virus programs involves a more complicated matter of utility and competitive price levels. Digital content companies have to explore various kinds of strategies to overcome this gap. Rethinking marketing solutions such as advertisements, images, and word-of-mouth and their effect on customers' perceived value becomes essential. China's digital content industry is becoming more and more globalized and drawing special attention from different countries and regions that have respective competitive advantages. The 2008-2009 Annual Report on the Development of China's Digital Content Industry (CCIDConsulting 2009) indicates that, with the driven power of domestic demand and governmental policy support, the country's digital content industry maintained a fast growth of some 30 percent in 2008, obviously indicating the initial stage of industry expansion. In China, anti-virus programs and other software programs which need to be updated use a quarter-based pricing policy. Customers can download a trial version for free and use it for six months or a year. If they want to use it longer, continuous payment is needed. They examine the excellence of the digital content during this trial period and decide whether to pay for continued usage. For China’s music and movie industries, as a result of initial development, experiential strategy has not been much applied, even though firms in other countries find the trial experience and explore important strategies(such as customers listening to music for several seconds for free before downloading it). For the above reasons, anti-virus program may be a representative for digital content industry in China and an exploratory study of the advantage of experiential value in customer's perceived value of digital content is done in the anti-virus market of China. In order to enhance the reliability of the survey data, this study focused on people who were experienced users of anti-virus programs. The empirical results revealed that experiential value has a positive effect on customers' perceived value of digital content. In other words, because digital content is intangible and the reproduction costs are nearly zero, customers' evaluations are based heavily on their experience. Moreover, image and word-of-mouth do not have a positive effect on perceived value, only on experiential value. That is to say, a digital content value chain is different from that of a general product or service. Experiential value has a notable advantage and mediates the effect of image and word-of-mouth on perceived value. The results of this study help provide an understanding of why free digital content downloads exist in developing countries. Customers can perceive the value of digital content only by using and experiencing it. This is also why such governments support the development of digital content. Other developing countries whose digital content business is also in the beginning stage can make use of the suggestions here. Moreover, based on the advantage of experiential strategy, companies should make more of an effort to invest in customers' experience. As a result of the characteristics and value gap of digital content, customers perceive more value in the intangible digital content only by experiencing what they really want. Moreover, because of the near-zero reproduction costs, companies can perhaps use experiential strategy to enhance customer understanding of digital content.

New Conditions and Definition of Images in Digital Era (디지털시대 영상물의 새로운 조건과 정의)

  • Chang, Ji-Hun
    • Journal of Digital Convergence
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    • v.5 no.2
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    • pp.155-165
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    • 2007
  • The meaning of images are changed rapidly by a time, and the images' social function and skills are different by times. Nowadays, the reasons to have different meanings of images are the different ways of representation and reproduction of images by new digital technologies. However, the images are communicating with each other, and the image makers should have responsibility to represent the images. Also, the images should be concerned in social, cultural context, and focused on positive ways to represent. It is hard to predict the future of images, but people shouldn't be controled by manipulated digital images. Therefore, image makers need to have right ethics and morals in digital era not to be controled by commercial enterprises.

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A Study on Transmisson of Copyrighted Works in Digital Library - The Systematic and Technological Solutions Relating to Copyright - (디지털 도서관의 저작물 전송 활성화 방안 - 저작권과 관련한 제도적.기술적 측면을 중심으로 -)

  • 홍재현
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.11 no.1
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    • pp.67-92
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    • 2000
  • The purpose of this study is to provide possible suggestions in order to promote online transmission service of digital works and the construction of digital libraries. To achieve this purpose, the definition, and characteristics of digital library were reviewed. And the current status of information service of digital libraries in Korea. Japan, and U. S. was examined. The regulations relating to online transmission in digital libraries on the copyright law revised in December 1999 were understood. As a result, this study suggested the establishment of center to manage the reproduction and online transmission of digital works collectively. And it also suggested the introduction of technical measures to protect copyright.

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Digital immersive experiences with the future of shelf painting -From "Kandinsky, the Abstract Odyssey."

  • Feng Tianshi
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.123-127
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    • 2024
  • In the early 20th century, Walter Benjamin analyzed the changes in the value of traditional art forms under the industrial era and the changes in the aesthetic attitude of the masses. A century later, in the contemporary multi-art world, the traditional medium of shelf painting is once again experiencing a similar situation as the last century. Emerging technology display modes such as digital virtual reality and digital immersive experience can achieve digital reproduction of paintings on shelves and reach a certain level of performance, which once again shocks the public's aesthetic perception. This paper attempts to illustrate the outstanding characteristics of the new art form after digital reconstruction by exploring the transformation and sublimation of digital technology to shelf painting. We predict that art research on future reality and augmented reality according to the artificial intelligence era will be conducted in depth in the future.

Properties of AgCl and Emulsions prepared by Acidic Method (산성법으로 제조된 AgCl과 AnBr유제의 특성)

  • 임권택
    • Journal of the Korean Graphic Arts Communication Society
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    • v.15 no.1
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    • pp.31-40
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    • 1997
  • The objectives of color reproduction in printing, photography, and digital hard-copy is an important problem. The Color is obsorved differently from illumination an obsorvation condition, and varied according to individual taste. Generally, the color reproduction system is designed with colorimetric color reproduction method. But the color gamut of the color reproduction system is different each other and the one device has nonlinear relationalship between the other. By these reason, to predict the reproduced color based on linear color transform method is difficult. Some methods of non-linear color transform by neural network was proposed. These method was theoretical useful and valid to transform from CIE color to device color. But more studies were needed to realize the non-linear color transform system. In this paper, we described a method to realize the non-linear color transform system by neural network. The optimum structure of the non-linear color transform system was found out. The structure of descrived system has four layer( input, output and two hidden layers.) Input and output layer have 3 units, and a hidden layer has 27 units. We trained 216 color-samples, and estimated the realized color transform system by 1115 color-samples. The average color difference between original color samples and transformed color samples was 2.54.

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A Study on Aspects of Reproduction of Contents Archetype (콘텐츠의 원형 재현의 양상 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.73-82
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    • 2016
  • With a rapid development of smart devices, the consumption of digital media contents has become much faster. As a result, there has been a rising demand for diverse stories, and cultural archetypes have been reproduced to crate these stories. An archetype is an act inherent in collective unconsciousness. Since it is a prototype stemming from imagination and experiences, the distortion or deterioration of the archetype could even threaten the identity of national tradition. This study analyzed western contents which have been successful and domestic ones that have failed in the reproduction of their archetype, investigated aspects in the reproduction of cultural archetypes and reviewed future storytelling methodology.

A study on Color Management Application in Digital Image (디지털 이미지의 컬러 매니지먼트 적용에 관한 연구)

  • Cho, Young-Kwon;Koo, Chul-Whoi;Cho, Ga-Ram
    • Journal of the Korean Graphic Arts Communication Society
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    • v.22 no.2
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    • pp.163-178
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    • 2004
  • In this study, the CIE RGB color space which was one of the most popular device-dependent application program in digital image processing was adopted to make the profile with the device information. The profile was applied to the digital image of a JPEG file format. The result was compared with the color reproduction of another digital image of a JPEG file format, which was made in the e-sRGB color space that had the color spaces allocated to each reproduced color of an image and device-independent colors. In this way it was investigated which color space was more appropriate for digital image processing for web printing and if the e-sRGB color space was good as a color management tool that didn't depend on a device in processing a digital image for web printing.

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