• Title/Summary/Keyword: Digital movie

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Comparison of 2D and 3D visual effects (2D와 3D 영상 효과 비교)

  • Chung, Dong Hun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.141-149
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    • 2010
  • The success of movie 'Avatar' make people be interested in 3D stereoscopic movie, and government and 3D industry acknowledge that it is another opportunity to develop 3D market since 1920s. However, despite much interest little research to evaluate the effect of 3D stereoscopic exists. The present research aimed to disclose 3D effect compared to 2D by assumption of the importance of 3D stereoscopic and little evaluation to that as well. When audience are exposed to 3D stereoscopic, many outcomes are supposed to be differentiated from when to 2D. From this hypothesis, this paper examined mood, attitude, and presence as dependent variables. Using polarized stereoscopic projection display, 30 participants watched 2D and another 30 watched 3D stereoscopic movie which were the same content. On conclusion, the two groups were not significantly different and this involved much insight.

ActiveMovie-Based Special Effects for Digital Images (ActiveMovie에 기반한 디지털 영상 특수 효과)

  • 봉시종;한희일;이의택;문영식
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1997.11a
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    • pp.39-43
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    • 1997
  • 본 논문에서는 ActiveMovie와 같은 stream data 기반의 library에서 실시간으로 사용될 수 있는 영상 특수효과 filter들을 소개하고, 알고리즘 개발 및 구현방법에 대해 기술한다. ActiveMovie는 기본적으로 mpeg decoder 및 Video for Windows(.avi file) decoder를 제공하여 프로그래밍을 수월하게 한다. 또한 각 module에 filter라는 개념을 도입하고 filter graph라는 구조를 이용하여 filter의 추가, 삭제를 용이하게 한다. 본 논문에서는, 디지털 영상 특수효과 중에서 Mosaic, Wind, Ghosting 등의 point processing filter들을 실시간으로 처리하기 위한 고속의 알고리즘을 제안한다. 제안하는 알고리즘은 픽셀의 포인터를 특정 위치로 이동시키지 않고 단순히 주소값을 하나씩 증가시키는 연산을 이용하여 실시간 특수효과를 얻을 수 있도록 한다. 또한 이와 같은 특수효과 알고리즘들을 ActiveMovie환경에서 구현함으로써 제안된 기법에 의하여 실시간 동영상 특수효과 처리가 가능함을 입증한다.

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The Exploratory Study on Sensibility of 'Harry Potter' towards the Building Background ('해리 포터'에 대한 감성의 탐색적 연구 : 건물배경을 중심으로)

  • Yu, Shen;Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.124-125
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    • 2018
  • The purpose of this study was to explore the sensibilities of audiences about the buildings and backgrounds in the movie with Harry Potter, a magic movie. For this purpose, the sensibility vocabulary suitable for the background of the movie was derived. I expect that the building background of the movie will have an sensibility impact on the audience and I hope that it will help to understand the Western classical Gothic style and culture in an emotional aspect.

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A Study on MMIP Data Service providing additional Information of multiple Movie Information Programs (복수의 영화정보 프로그램의 부가정보를 제공하기 위한 MMIP 데이터서비스에 관한 연구)

  • Kwangil KO
    • Convergence Security Journal
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    • v.22 no.4
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    • pp.119-127
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    • 2022
  • A movie information program has a positive effect on the viewer's intention to watch the movie by providing an indirect experience of the movie based on trust. In order to increase the effectiveness of a movie information program, a data service that provides the additional information on the movies introduced in a movie information program has been studied. However, since the study limited the data service to one movie information program, it was difficult to apply it to the actual environment of general cable broadcasting companies or satellite broadcasting companies that transmit multiple movie information programs. Therefore, this study expanded the existing research limited to one movie information program to provide additional information of several movie information programs. This study is meaningful in that it suggests a data service that can be operated in the realistic environment of a broadcaster that actually transmits several movie information programs.

Visualization of movie recommendation system using the sentimental vocabulary distribution map

  • Ha, Hyoji;Han, Hyunwoo;Mun, Seongmin;Bae, Sungyun;Lee, Jihye;Lee, Kyungwon
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.5
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    • pp.19-29
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    • 2016
  • This paper suggests a method to refine a massive collective intelligence data, and visualize with multilevel sentiment network, in order to understand information in an intuitive and semantic way. For this study, we first calculated a frequency of sentiment words from each movie review. Second, we designed a Heatmap visualization to effectively discover the main emotions on each online movie review. Third, we formed a Sentiment-Movie Network combining the MDS Map and Social Network in order to fix the movie network topology, while creating a network graph to enable the clustering of similar nodes. Finally, we evaluated our progress to verify if it is actually helpful to improve user cognition for multilevel analysis experience compared to the existing network system, thus concluded that our method provides improved user experience in terms of cognition, being appropriate as an alternative method for semantic understanding.

Effect of movie audience's degree of attention on experience of presence, emotional touch, memory (영화 관객의 주목도가 프레즌스, 감동, 기억에 미치는 영향)

  • Park, Dug-Chun
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.413-419
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    • 2017
  • This experimental research explores the effect of low attention of movie audience on the experience of presence, the degree of emotional touch, and memory about movie contents, because of indiscreet use of smart phone. This study measured and analyzed the experience frequency of presence, degree of emotional touch and recognition memory about movie contents by self report survey, after showing 2 subject groups consisting of 83 University students, one with not manipulated attention, the other with manipulated attention, using smart phone intentionally. This research found that the subjects exposed to the movie with not manipulated attention showed more presence experiences, and higher degree of emotional touch than the subjects exposed to the movie with manipulated attention. However meaningful difference of recognition memory was not discovered between the 2 groups. The result of this research can have a meaning because proceeding studies about presence effect of movie mainly dealt with the effect of HDTV, 3D image, stereo sound on the experience of presence, arousal, pleasure of movie audience and it is difficult to find studies about the relation between attention of movie audience and the experience of presence, emotional touch, and memory.

Structuralization of CGI Visual Format for Digital Cinema and Digital Animation -Focused on Film - (디지털시네마와 디지털애니메이션을 위한 CGI 시각형식 구조화 -영화<정글북>을 중심으로-)

  • Yu, Hyoung-Jun
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.22-30
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    • 2017
  • CGI not only performed a crucial role to make cinema and animation evolved into digital cinema and digital animation but also CGI, an important visual format, settled realism-centric spectacle image culture in public commercial cinema and animation. The fact that CGI visual format could be structuralized in three different view points is discovered through Iconicity, photorealism, verisimilitude, uncanny valley, hyperrealism, and spectacular realism discourse research which explain image culture. First, a formative viewpoint that comes up in an iconic difference between drawing and photograph. Secondly, a cognitive viewpoint that sees visually perceived naturalness and abnormality as a realistic probability issue. Lastly, a customary viewpoint which is rooted in aesthetic tradition of cinema and animation. After that, the features of CGI which is used in the movie 'jungle book'(2016) were analyzed using the structured visual format. Consequently, this movie has hyper-realistic photographic iconicity on the base of realistic probability. Also, by following image-aesthetic convention which uses overstated and amplified narrative as a visual format, at the same time, the movie also has sufficient image-aesthetic convention in animation by personified animal character.

A Study on the Costumes and Collaborations in the movie (<위대한 개츠비>의 영화의상과 콜라보레이션 연구)

  • Lee, Heeseung;Kim, Jiyoung
    • Journal of Fashion Business
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    • v.18 no.4
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    • pp.80-96
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    • 2014
  • The purpose of this study is to consider the expression of costume through the review of cinema costumes and to provide the model of cooperation between fashion and movie industry by analysis of collaboration with fashion brands in the movie . The subjects are the 1974 film directed by Jack Clayton and the 2013 version by Baz Luhrmann. Cinema Fashion was studied by analyzing the costumes of the two main characters, Gatsby and Daisy, in each scene. Gatsby's costume appeared as a model of traditional American classic suit, sensitive G-G look that symbolizes social success and traditional casual style that reflects upper-class life style. Daisy's costume expressed pastel toned luxury flapper look, oriental art deco style, and prestigious jewelry representing high class. The collaborations with fashion brands were carried out with Ralph Lauren and Cartier in 1974 film, and Brooks Brothers, Prada, and Tiffany in 2013. The value of prestige brands that matched the images of the movie was utilized, but marketing strategies for the promotion of fashion goods were not enough in 1974 version. On the other hand, in 2013 film, the effects of collaboration of the movie and fashion brands were forecasted sufficiently and marketing campaigns for promotion were performed in a various ways. The characteristics of collaborations were as follows: (1) the usage of prestige brands value, (2) collections planning and promotion using the stories of a movie, (3) the usage of multidirectional digital media, and (4) multi-dimensional promotion using entertainment factors. In collaborations with the movie, fashion brands could make cooperative relationship to produce the positive effects for promotion and prestige image strategies and draw attention of the people to the movie and fashion.

Visualization research based on hero tale stories in a fantasy movie (영웅서사구조 중심으로 하는 판타지영화의 시각화 연구)

  • Han, Myung-Hee
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.185-194
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    • 2010
  • The digital contents industry already heads toward the OSMU(One Source Multi Use) method of media. In case the success of the original novel recreates to a movie, the success of a movie is again noticed with the original novel. For this reason, a novel and movie are open at the same time, In this paper, we analyze through the case study of three fantasy films having the narrative structure of the germane myth : The Lord of The Rings, Harry Potter, The Chronicles Of Narnia based on the analysis basis : Hero's Journey 12 steps by J. Campbell, The analysis of scenes of each film visualizing the narrative structure of a novel can be used as the basic materials in the process of visualizing the scale of the original and message of a writer, we consequently believe that these analysis will be able to be applied the appropriate visual techniques (the special effect, the scene tractions, and etc.)in visualization of films.

Digital Media Convergence and Interactivity in Film Narrative (디지털 미디어 융합과 영화 내러티브의 인터랙티비티)

  • Song, Minho
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.114-122
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    • 2015
  • This study has a main purpose on discussing the issue how the construction of film narrative will be changed by audience's desire to intervene into film narrative through the active participation, out of watching a film passively in movie theater. Compared with the collective theatergoing experience in big screen was defined as the past cinematic identity, the absolute value of movie theater fragmented increasingly in the era of media diversification facing with digital media convergence. As this situation can be compared with "the author's death" Roland Barthes predicted on the mono-media of the book, thus, we are to take the time to discuss the new emerging 'movies'. The most important thing in this discussion is the aspect of the transformation of narrative in the future screening. Especially, while 3 act structure and configuration evoking a catharsis in film narrative are elements defining aspect of the past narrative, then, the future narrative in film will change to the structure interacting with audience actively. This paper had a discussion how could be possible the aucience interaction in only movie valuing the passive experientiality uniquely in screening over the other media through investigating the attempts of interactive cinema so far and the possibility of future.