• Title/Summary/Keyword: Image Creation

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Development of Character Goods Content Utilizing Marker-based Augmented Reality (마커기반 증강현실을 활용한 캐릭터 굿즈 콘텐츠 개발)

  • AHN CHAN JE
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.953-958
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    • 2024
  • Recently, there has been growing interest in the Fourth Industrial Revolution, with a particular focus on the advancement of augmented reality (AR) devices. However, there is a shortage of AR content. Augmented reality operates through marker-based and markerless methods. The marker-based approach involves using a camera to capture images that serve as markers, enhancing them through AR principles. To address the scarcity of AR content and improve the quality of character goods, this study proposes integrating AR technology into character goods. The character industry is expanding each year, leading to a diverse range of character goods. Character acrylic stands, among these goods, leverage game, webtoon, and animation character IPs for sales. To enhance the design process, we utilized the character image as a marker, allowing for the creation of content that aligns with the characteristics of the character IP. We selected a webtoon character and developed AR content, incorporating features such as voice, speech bubbles, and an introduction to the webtoon, tailored to the webtoon's characteristics. This study demonstrates the potential of AR to present visual and auditory information, paving the way for a variety of products, including diverse content. We anticipate that utilizing this research will lead to the emergence of products encompassing various contents.

A Study on the Realities and the Subject of Environmental Management for Small and Medium-Sized Companies in Gangwon Area (강원지역 중소기업의 환경경영 실태와 과제)

  • Jeon, Yeong-Seung;Park, Eun-Jeong
    • Korean Business Review
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    • v.17
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    • pp.53-81
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    • 2004
  • The purpose of this study is to understand the realities and the subject of environmental management for small and medium-sized companies in Gwangwon area, through surveying the present status as to acquiring the certification of ISO14001, and to seek for a plan to facilitate environmental management. Given summarizing key results, those are as follows. First, while the number of companies in our country which acquired the certification of ISO14001, amounts to 1,215 businesses as of April of 2003, the number of small and medium-sized companies in Gwangwon area which obtained the certification of ISO14001 reached only 26 businesses, the lowest level among metropolitan municipalities. Second, for the reason that companies who didn't acquire the certification, strive not to receive the certification, it did present the point that' costs to be needed in acquiring and maintaining the certification are larger than practical benefit. Third, the biggest reason for either companies which did not acquire the certification of ISO14001 or companies which did (try to) acquire the certification of ISO1400, was, enhancement of a corporate image,' and the effect after a company who obtained the certification introduced the environmental management system, was also shown to be 'the improvement of a corporate image.' Fourth, many companies who acquired the certification of ISO1400 pointed out the response related to 'burden on document creation and costs' and 'lack of manpower' as problems when introducing the environmental management system. On the basis of major results of a study as the above, given presenting the subject and a plan for activating the environmental management of small and medium-sized companies in Gwangwon area, those are as follows. First, because most of companies who did not obtain the certification of ISO1400 have low recognition of ISO14001, it needs continuous and positive publicity, education and a training system. Second, it requires to carry out an educational program to nurture professional manpower due to lack of manpower relevant to environmental management, to expand payment of subsidies, to open exclusive-charge department and consulting contact, to have the relevant information be database and to develop software. Third, in order to make the certification obtained through inexpensive costs and simple procedures, it needs to positively consider the creation of public approval system for a small and medium-sized company, group approval system, industrial-complex approval system, and others.

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A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.

Positioning Analysis for Branding in Hanwoo (한우 브랜드의 포지셔닝 분석)

  • Kim, Yun Ho;Lee, Na Ra;Rhee, Sang Young;Hwang, Seong Won
    • Journal of Agricultural Extension & Community Development
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    • v.20 no.4
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    • pp.1181-1216
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    • 2013
  • This study was accomplished to enhance brand value for hanwoo and to develop strategy for brand positioning that move customer's heart. This study in order to achieve the research was carried out as follows: First, the cluster analysis based on demographic characteristics for consumer on the basis of three types segmentation on market was conducted. Market A was consisted of a well-educated, high-income and young bracket. Market B was consisted of a well-educated, high-income and middle-aged bracket. Market C was consisted of a low-income and middle-aged class. Second, consumer's positioning map was analyzed based on perceiving data which are products' functional, emotional, and self-expressive benefits about consumer's feeling beef products. This study was analyzed each relative brand advantage and structure of competition on segmented market by conjoining each brands positioning map and feature vectors map. By the result of the analysis, each brand's positioning strategy was devised. As a result of the study, the hoengseong hanwoo is competitive about all kinds of market. We chooses that hoengseong hanwoo's target is A market, because that brand is evaluated as a high-ranked quality by high-class image of luxury price, quality, brand image. For management improvement sake, this brand(the hoengseong hanwoo) is needed to effort for promoting consumer's awareness about safety and reliability.

Atom-by-Atom Creation and Evaluation of Composite Nanomaterials at RT based on AFM

  • Morita, Seizo
    • Proceedings of the Korean Vacuum Society Conference
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    • 2013.02a
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    • pp.73-75
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    • 2013
  • Atomic force microscopy (AFM) [1] can now not only image individual atoms but also construct atom letters using atom manipulation method [2]. Therefore, the AFM is the second generation atomic tool following the well-known scanning tunneling microscopy (STM). The AFM, however, has the advantages that it can image even insulating surfaces with atomic resolution and also measure the atomic force itself between the tip-apex outermost atom and the sample surface atom. Noting these advantages, we have been developing a novel bottom-up nanostructuring system, as shown in Fig. 1, based on the AFM. It can identify chemical species of individual atoms [3] and then manipulate selected atom species to the designed site one-by-one [2] to assemble complex nanostructures consisted of many atom species at room temperature (RT). In this invited talk, we will introduce our results toward atom-by-atom assembly of composite nanomaterials based on the AFM at RT. To identify chemical species, we developed the site-specific force spectroscopy at RT by compensating the thermal drift using the atom tracking. By converting the precise site-specific frequency shift curves, we obtained short-range force curves of selected Sn and Si atoms as shown in Fig. 2(a) and 2(b) [4]. Then using the atom-by-atom force spectroscopy at RT, we succeeded in chemical identification of intermixed three atom species in Pb/Sn/Si(111)-(${\surd}3$'${\surd}3$) surface as shown in Fig. 2(c) [3]. To create composite nanostructures, we found the lateral atom interchange phenomenon at RT, which enables us to exchange embedded heterogeneous atoms [2]. By combining this phenomenon with the modified vector scan, we constructed the atom letters "Sn" consisted of substitutional Sn adatoms embedded in Ge adatoms at RT as shown in Fig. 3(a)~(f) [2]. Besides, we found another kind of atom interchange phenomenon at RT that is the vertical atom interchange phenomenon, which directly interchanges the surface selected Sn atoms with the tip apex Si atoms [5]. This method is an advanced interchangeable single atom pen at RT. Then using this method, we created the atom letters "Si" consisted of substituted Si adatoms embedded in Sn adatoms at RT as shown in Fig. 4(a)~(f) [5]. In addition to the above results, we will introduce the simultaneous evaluation of the force and current at the atomic scale using the combined AFM/STM at RT.

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A Study on Participatory Culture of Korean Webtoon Focused on User-Generated Images - (한국 웹툰의 참여 문화 연구 - 사용자 생성 이미지를 중심으로 -)

  • Kim, Juna;Kim, Su-Jin
    • Cartoon and Animation Studies
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    • s.44
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    • pp.307-331
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    • 2016
  • Webtoon is the most popular cultural contents representing contemporary Korea. This study explores the cultural aspects of participatory culture surrounding Webtoon, and reveals the cultural implications of webtoon in contemporary Korea. Particularly, this study notes that the engagement of the participatory culture is formed from the user-generated images and analyzes the reproduction patterns of them. Chapter 2 analyzes the mimicking process of user-generated images based on the 'meme' concept. Especially based on the variation degree of text or image, the user-generated images could be classified into three types of 'completely variant', 'partly variant', and 'completely same'. Users use these images as one of the fun factor by transplanting them into daily messenger conversation. Chapter 3 reveals the cultural meaning which is derived from the process of user-generated images creation. In particular, this study notes that most of the user-generated images are mimicking the main character of the original webtoon, and analyzes the underlying desire of the mass based on the literary theory of Northrop Frye. The main readers of webtoon are petit-bourgeois living in Korean metropolitan, and the user-generated images also reflects the daily lives of these ordinary people. User-generated images of webtoon are imitating the original contents in a way of replicating or mutating the images or texts. Also, they are consumed and enjoyed as an amusing code among users. Especially by mimicking the appearance of the main character in a self-reflective way, they appeal to day-to-day sympathy of users. In that user-generated images reveal the desire of the public living in contemporary Korea, this study examines the cultural implication of webtoon.

Research about Lighting Fixtures Development to the 300W Class PLS (300W급 광원을 이용한 조명기기디자인개발에 관한 연구)

  • Hwang Min-Ku;Shin Hyeon-Jeong;Yun Bong-Shik
    • The Journal of the Korea Contents Association
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    • v.5 no.3
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    • pp.103-111
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    • 2005
  • By international lighting market's growth and domestic landscape lighting market's growth, the latest lighting market is activated. But, They are doing price competition that domestic lighting technology and development technology of lighting fixtures design do not possess international competitiveness than these change. Specially, as image of area and the country can be influenced greatly by cityscape at present visual point that many interests are converged country and identity establishment of local government, many cities are using force hereupon. Constructs which cityscape is various including natural ecology area of life environment gather and are done Image creation and this people's consciousness and culture living soon inside thing which do speaking by proxy be. Than city's night view nature lighting more than by spectacle lighting along with life lighting to basis materialize can. It is meaning more than thing that fine view of city becomes beautiful simply that night view of city becomes superior, that means that city efficiency and quality of life are exalted by a word. Wish to establish effective lighting technology and new product design process through PLS lighting technical development and 300 W lighting fixtures design development hereupon, and raise domestic spectacle lighting market's localization and domestic lighting market's competitive power furthermore.

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A Study on the Usefulness of Spot Animation Character of Television Stations (방송사 Spot animation 캐릭터의 유용성에 관한 연구)

  • Youm, Dong-Cheol
    • Cartoon and Animation Studies
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    • s.17
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    • pp.53-67
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    • 2009
  • According to the changes of current regulation of media, the broadcasting environment has been loosened by market power, and came into competitive era for broadcasting industry with new technology of combined broadcasting and communication. To resolve these issues, the broadcasting provides are trying process of new channel brand identity to introduce their channels. The purpose of the research is to analyze Spot animation that has fast access to viewers among channel brand identity factors, review expandability and usage of Spot animation character to plan, manage character that can improve awareness and loyalty. Therefore it will study creation background and production, activities of each character representing KBS and MBC, compare the structure, color, material, expression of Spot animation character and summarize properties. To conclusion, three characters of KBS and MBC failed to apply structured and professional plan and management, only expressed image that each channel pursue on Station ID Spot animation and had issues of not deeply sighting expandability and usefulness as a character. The important factor to improve channel brand value of broadcasting provider is to have differentiated identity, and the core of it is to make image-responsible Station ID to be effective. Therefore, Spot animation and character of Station ID is a very important factor so there must be professional research and structural management from the early planning and production for character that represents the providers.

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Textuality and Vision : Visual Narrative of Ancient Chinese Literature Art Focused on Narratology's Viewpoint (중국 고대예술의 도상서사와 시각문화 연구 -회화의 이시동도법과 만화의 칸의 상호 해석-)

  • Jo, Jeong-rae;Huang, Kuo-Li
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.779-790
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    • 2016
  • This study is to exhibit the iconographic narrative and visual culture of ancient Chinese art. The focus of the study is the composite integration of literature and graphic forms, in particular the heterochronous expression of different scenarios of scenes occurring in different time periods in pictures of ancient art. The unity of their origins with picture narration and comic art creation is the fusion of our modern times. The ancient Chinese understanding of visual art includes the traditional style of images and their symbolic meanings. Among artistic narrative expression, imagery contemplation and visual presentation have significance. Artistic thinking is inseparable from visual articulation. It is a rational thought process through creative language interpretation in visual media of imagery narratives. The characteristics of ancient imagery thinking and the way of presenting sequential incidents in the form pictures is a creative space of time. This is the spatial thinking of modern comic art, which is demonstrated through acceptance in artistic styles. Image narration needs new forms and media styles, including integrating with cultural values as aesthetic communication is necessary.

Implementation of Interactive Media Content Production Framework based on Gesture Recognition (제스처 인식 기반의 인터랙티브 미디어 콘텐츠 제작 프레임워크 구현)

  • Koh, You-jin;Kim, Tae-Won;Kim, Yong-Goo;Choi, Yoo-Joo
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.545-559
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    • 2020
  • In this paper, we propose a content creation framework that enables users without programming experience to easily create interactive media content that responds to user gestures. In the proposed framework, users define the gestures they use and the media effects that respond to them by numbers, and link them in a text-based configuration file. In the proposed framework, the interactive media content that responds to the user's gesture is linked with the dynamic projection mapping module to track the user's location and project the media effects onto the user. To reduce the processing speed and memory burden of the gesture recognition, the user's movement is expressed as a gray scale motion history image. We designed a convolutional neural network model for gesture recognition using motion history images as input data. The number of network layers and hyperparameters of the convolutional neural network model were determined through experiments that recognize five gestures, and applied to the proposed framework. In the gesture recognition experiment, we obtained a recognition accuracy of 97.96% and a processing speed of 12.04 FPS. In the experiment connected with the three media effects, we confirmed that the intended media effect was appropriately displayed in real-time according to the user's gesture.