• Title/Summary/Keyword: Frame structure

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A Flat Staging Studies in the Animation "Song of the Sea(2014)" (애니메이션 "바다의 노래(2014)"에 나타난 평면적 스테이징 연구)

  • Kim, Soong-Hyun;Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.373-380
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    • 2019
  • In this study, I examined the visual elements for narrative structure and the symbols, scene components and visual styles in the images through analyze the flat staging in Tomm Moore's animated feature film, . As a research method, I figure out the general theories about staging and analyze extracted scenes which revealed flat staging in the , then summarize and clarify the flat staging production elements and features of Tomm Moore. As a result, in , the composition of the screen using the basic shapes, the screen composition containing the spiral which is symbol of the Celtic traditional pattern, the stable and flat frame expression through the balanced screen composition, expression of spatial sensation using perspective, appearance of the period by using the inverted perspective, and composition that can emphasize the flat formability are appeared as a characteristic. Through this, the two-dimensional planarity was maximized to convey the feeling of appreciating the illustrations of fairy tales. Tomm Moore, who produced animation based on folk tales in order to inherit the traditional culture of Ireland, has been attracting worldwide attention because of its flat staging to help narrative, enhancing the original expression and performance of animation. I hope that this study will be used as basic data for industry workers and researchers who make unique and excellent animated feature film.

A Study on the Pan-Jang in the Joseon Dynasty (조선시대 판장(板墻)에 관한 연구)

  • Oh, Jun-young;Kim, Young-mo
    • Korean Journal of Heritage: History & Science
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    • v.49 no.1
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    • pp.68-83
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    • 2016
  • Pan-jang(板墻) has become the lost facility, and the examples of its original form can be found no more due to its variable material characteristics. In order to study panjang as a lost facility, the following are needed: - To bring to light its usage and examples. - To investigate its components and structure. Panjang refers to the wall made of wooden plate and is classified as a special wall according to its material characteristics. In addition, Chinese mokyeongbyuk(木影壁) and Japanese panbyeong(板?) are similar to Korean panjang in terms of the materials, but there are clear differences in their structures. Panjang was also transformed into various types according to their materials or forms. As the wooden elements of panjang, sinbang(信防), pillars, do-ri(道里), jungbang(中枋), inbang(引枋), parn(板), dae(帶), choyeop(草葉), bangyeon(方椽), gaeparn(蓋板), pyeonggodae(平高臺), and yeonharm(椽檻) were selectively used, and they are similar, in particular, to the components of ilgakmoon(一角門). The stylobate of panjang is largely classified into three according to the kinds and structures of the wooden elements; and its frame into two according to whether sanginbang(上引枋) is used or not. The materials for the roof area include planks(蓋板) and tiles and have the distinct structural differences according to each material.

Scalable Video Coding using Super-Resolution based on Convolutional Neural Networks for Video Transmission over Very Narrow-Bandwidth Networks (초협대역 비디오 전송을 위한 심층 신경망 기반 초해상화를 이용한 스케일러블 비디오 코딩)

  • Kim, Dae-Eun;Ki, Sehwan;Kim, Munchurl;Jun, Ki Nam;Baek, Seung Ho;Kim, Dong Hyun;Choi, Jeung Won
    • Journal of Broadcast Engineering
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    • v.24 no.1
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    • pp.132-141
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    • 2019
  • The necessity of transmitting video data over a narrow-bandwidth exists steadily despite that video service over broadband is common. In this paper, we propose a scalable video coding framework for low-resolution video transmission over a very narrow-bandwidth network by super-resolution of decoded frames of a base layer using a convolutional neural network based super resolution technique to improve the coding efficiency by using it as a prediction for the enhancement layer. In contrast to the conventional scalable high efficiency video coding (SHVC) standard, in which upscaling is performed with a fixed filter, we propose a scalable video coding framework that replaces the existing fixed up-scaling filter by using the trained convolutional neural network for super-resolution. For this, we proposed a neural network structure with skip connection and residual learning technique and trained it according to the application scenario of the video coding framework. For the application scenario where a video whose resolution is $352{\times}288$ and frame rate is 8fps is encoded at 110kbps, the quality of the proposed scalable video coding framework is higher than that of the SHVC framework.

A Garden Making Methods of Enshu Kobori (고보리 엔슈(小堀遠州)의 작정기법)

  • Hong, Kwang-Pyo;Choi, Mi-Young
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.36 no.4
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    • pp.28-38
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    • 2018
  • The purpose of this study is to clarify what is the unique garden making methods of Enshu Kobori by surveying and analyzing that existing garden of Enshu Kobori is different from the existing Japanese garden that had been built up to such a period. Enshu Kobori breaks away from the conventional frame that was established with the gardens of existing Karesansui style(枯山水樣式) with the materials of rocks and sands. Enshu Kobori is produced to make harmony with the rocks by trimming the Rhododendron indicum and this type of making method of Enshu was originated from the aesthetic principle of kireisabi. Due to this type of cause, the garden of Enshu Kobori displays splendid and yet a simple beauty of gardening. With respect to the establishment of a garden unique to Enshu Kobori as such, it seemed to have the cultural background expanded with the cultural perception and official family class of the edo period where it strived for new things. Therefore, Enshu Kobori was designed as the ornament-oriented garden rather than the garden that requires direct ceremonial act. The subject sites for this study are Raikyuji, Daichiji, Shodenji, Nanzenji Hojo and Konchiin as intended by Enshu Kobori. Contents of the study contemplate the location of garden, factors to introduce the garden, structure of garden, background of garden, use of stones, plants and scenic views to clarify the uniqueness of the Enshu Kobori garden.

Seismic Performance Evaluation of Concrete Anchors used in Power Plant Equipment by Shaking Table Tests (진동대 실험을 통한 발전기기용 콘크리트 앵커의 성능평가)

  • Lee, Sang-Moon;Jeon, Bub-Gyu;Jung, Woo-Young
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.41 no.1
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    • pp.21-28
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    • 2021
  • The main purpose of this study is to assess the safety of the fixed anchorages subjected to the seismic motion for an operating facilities in the actual power plant. Thus, the experimental study was conducted to investigate the load response in the event of an actual seismic to the anchorages of a nonstructural components. Since there are economic and spatial constraints to study nonstructural components that actually have various forms, alternative test specimens of steel frames with mass were built and the shaking table test was carried out. In order to evaluate the dynamic characteristics and seismic performance, the natural frequency of the target structure was identified through the shaking table test and then the load response characteristics of the anchorage were evaluated by generating an artificial seismic effect like actual seismic. Finally, the structural stiffness was reinforced by fixing the steel frame to the test specimen using bolts, thereby reducing the load transmitted to the anchorage. It will be carried out on the reliability verification of the experiments and areas that have not been carried out due to the site conditions through the analytical approach in the future.

Measurement Technique of Indoor location Based on Markerless applicable to AR (AR에 적용 가능한 마커리스 기반의 실내 위치 측정 기법)

  • Kim, Jae-Hyeong;Lee, Seung-Ho
    • Journal of IKEEE
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    • v.25 no.2
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    • pp.243-251
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    • 2021
  • In this paper, we propose a measurement technique of indoor location based on markerless applicable to AR. The proposed technique has the following originality. The first is to extract feature points and use them to generate local patches to enable faster computation by learning and using only local patches that are more useful than the surroundings without learning the entire image. Second, learning is performed through deep learning using the convolution neural network structure to improve accuracy by reducing the error rate. Third, unlike the existing feature point matching technique, it enables indoor location measurement including left and right movement. Fourth, since the indoor location is newly measured every frame, errors occurring in the front side during movement are prevented from accumulating. Therefore, it has the advantage that the error between the final arrival point and the predicted indoor location does not increase even if the moving distance increases. As a result of the experiment conducted to evaluate the time required and accuracy of the measurement technique of indoor location based on markerless applicable to AR proposed in this paper, the difference between the actual indoor location and the measured indoor location is an average of 12.8cm and a maximum of 21.2cm. As measured, the indoor location measurement accuracy was better than that of the existing IEEE paper. In addition, it was determined that it was possible to measure the user's indoor location in real time by displaying the measured result at 20 frames per second.

Method of ChatBot Implementation Using Bot Framework (봇 프레임워크를 활용한 챗봇 구현 방안)

  • Kim, Ki-Young
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.15 no.1
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    • pp.56-61
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    • 2022
  • In this paper, we classify and present AI algorithms and natural language processing methods used in chatbots. A framework that can be used to implement a chatbot is also described. A chatbot is a system with a structure that interprets the input string by constructing the user interface in a conversational manner and selects an appropriate answer to the input string from the learned data and outputs it. However, training is required to generate an appropriate set of answers to a question and hardware with considerable computational power is required. Therefore, there is a limit to the practice of not only developing companies but also students learning AI development. Currently, chatbots are replacing the existing traditional tasks, and a practice course to understand and implement the system is required. RNN and Char-CNN are used to increase the accuracy of answering questions by learning unstructured data by applying technologies such as deep learning beyond the level of responding only to standardized data. In order to implement a chatbot, it is necessary to understand such a theory. In addition, the students presented examples of implementation of the entire system by utilizing the methods that can be used for coding education and the platform where existing developers and students can implement chatbots.

A Study on the Satirical Content Plot of an Absurd Play - Focused on Lee Keun-sam's Play - (부조리극의 풍자적 콘텐츠 플롯 연구 - 이근삼 희곡 <원고지>를 중심으로 -)

  • Son, Dae-Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.73-82
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    • 2019
  • The satirical content of the absurd play, centered on Lee Keun-sam's play, represents the family image of a modern capitalist society where only duty is emphasized while the characters are lost in love with the family. They show humans becoming subordinate to economic logic as traditional relationships and family relationships change into material ones due to the rapid development of the economy. The narrator expresses the roles of the performer and the narrator together. It also presents the plot as a characteristic element of epic and absurd dramas, and directs actors as directors. It also foretells the events that will take place in the future, presents the inner consciousness of the characters in the play, and reduces and expands events and times. In terms of conflict, in order to fulfill the financial responsibility of their children, the professor translates them like a machine and the wife distributes the money they earn as they demand. The middle-aged professor and his wife are not willing to make a difference in the real world, so specific conflicts are not revealed. Therefore, no concrete conflict appears within this work. The plot of consisted of 22 epicentre compartments, consisting of a time frame from evening to the next morning. And no special events happen and show only one family's daily life. In addition, materials that show simple repetition of daily life such as newspapers, rice, birthdays, etc. are effectively showing the character of absurdity through repeated structure. The linguistic features of the absurd play focus on expressing anxiety, despair, fantasy and the sense of loss that the object's purpose has disappeared. The stage system avoids detailed portrayals of naturalist plays and creates a thoroughly simplified image that the theme of the play demands, which shows that the stage unit is also an important element that characterizes the absurdity of reflexes.

Problem Structuring in IT Policy: Boundary Analysis of IT Policy Problems (경계분석을 통한 정책문제 정의에 관한 연구 - 언론보도에 나타난 IT 정책문제 탐색을 중심으로 -)

  • Park, Chisung;Nam, Ki Bum
    • 한국정책학회보
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    • v.21 no.4
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    • pp.199-228
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    • 2012
  • Policy problems are complex due to diverse participants and their relations in the policy processes. Defining the right problem in the first place is important because Type III error is likely to happen without removing rival hypothesis in defining the problem. This study applies Boundary Analysis suggested by Dunn to structure IT policy problems in Korea. The time frame of the study focuses on 5 years of Lee Administration and data are collected from four newspapers. Using content analysis, the study, first, elaborates total 2,614 policy problems from 1,908 stakeholders. After removing duplicating problems, 369 problems from 323 stakeholders are identified as a boundary of IT policy problem. Among others, failures in government policies are weighted as the most serious problems in IT policy field. However, many significant problems raised by stakeholders dated back to more than a decade, and those are intrinsic problems, which initially caused by market distortions in the IT industry. Therefore, we should be cautious not to overemphasize the most conspicuous problem as the only problem in the policy field when we interpret results of problem structuring.

A Study on Conceptions of Play in Greek Myth and Pre-socratic Philosophy (희랍신화와 고대 자연철학에 나타난 놀이 개념 연구)

  • Lee, Sang-bong
    • Journal of Korean Philosophical Society
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    • v.124
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    • pp.295-320
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    • 2012
  • Greek myth is a play of imagination. It represents world with magic eye. The Greek myth of Homer and Hesiod is the story of gods. But it is the world of imagination which was produced to understand the origins and the causes of natural phenomena with the symbolic factors. It is the frame with which we understand the destiny of human beings. As a world of imagination, Myth is not a total fiction but a symbolically revived world with magic eye. Myth is a play which represents the world with imagination. And it is a play which projects new world yet not exists. Myth is the world of free play with reproduction and imagination. Heraclitus elucidated the structure and change of world with the metaphor of play. He tried to define the meaning of being with play. The play is the clue of elucidating the meaning of being. On play the whole world is reflected. He expressed the world has no ultimate end and is changing endlessly. Philosophical speculation understands the world with the metaphor of play. Metaphor is correlated with the philosophical eye which view the world totally. The human beings are happy when they concentrate upon play. The rule of real world doesn't go in the world of play. They have their own rule which goes in the world of play. Ancient mythologists and pre-socratic philosophers dreamed the life free from the restriction of the nature.