• Title/Summary/Keyword: Movie Information

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Non-rigid 3D Shape Recovery from Stereo 2D Video Sequence (스테레오 2D 비디오 영상을 이용한 비정형 3D 형상 복원)

  • Koh, Sung-shik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.2
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    • pp.281-288
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    • 2016
  • The natural moving objects are the most non-rigid shapes with randomly time-varying deformation, and its types also very diverse. Methods of non-rigid shape reconstruction have widely applied in field of movie or game industry in recent years. However, a realistic approach requires moving object to stick many beacon sets. To resolve this drawback, non-rigid shape reconstruction researches from input video without beacon sets are investigated in multimedia application fields. In this regard, our paper propose novel CPSRF(Chained Partial Stereo Rigid Factorization) algorithm that can reconstruct a non-rigid 3D shape. Our method is focused on the real-time reconstruction of non-rigid 3D shape and motion from stereo 2D video sequences per frame. And we do not constrain that the deformation of the time-varying non-rigid shape is limited by a Gaussian distribution. The experimental results show that the 3D reconstruction performance of the proposed CPSRF method is superior to that of the previous method which does not consider the random deformation of shape.

The Analysis on Adaption Method from Game to Film : Case on Angry Bird (게임의 영화화 각색방법에 대한 고찰 : 앵그리버드를 중심으로)

  • Bo, Ding Zhi;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.205-206
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    • 2017
  • Casual games are often have simple rule and easy to play. Like Angry birds, players can sling a bird as a bomb to destroy target. But the film adaption encounters numerous questions. games in pursuit of strong sensed presence, pay attention to experience; film stress the integrity of the story, attaches great importance to plot. However, casual games don't have story and plot. This paper take angry birds as example, analyzes the difficulties and method of adaptation from leisure mobile games to films, summarizes the key successful elements of adaption, such as subdivided the target group, chose an appropriate genre, write a script follow the basic logic and frame of film, set contradiction, complicated the character and still contain key elements of the game, in order to provide new ideas in the future development of integration of game and movie industry.

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An Exploratory Study on the Realistic Expression of Characters (캐릭터의 사실적 표현에 대한 탐색적 연구)

  • Luyuxin, Luyuxin;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.126-127
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    • 2018
  • Whether it is an online game or a stand alone game, research will ultimately never stop to increase the degree of realistic expression of visual effects. Recently, realistic characters are appearing in games. Particularly, due to the development of virtual reality technology, RPG games with simulation-based realistic images are becoming popular. The player can experience the story of the game in the game and experience difficulty level by level. As other players, teammates, or enemy characters appear as realistic characters, and the episode of the game expands, the importance of realistic game characters is growing so that they can play more. Adding a realistic game character to a game based on a classic movie character gives the player a more realistic and interesting visual experience. The purpose of this study is to investigate the effect of realistic character style on the fun and visual effects of games.

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A Study on Quality of Bibliographic Records for DVDs in University Libraries (대학도서관의 DVD자료 목록레코드 품질에 관한 연구)

  • Kim, Woo-Jeong;Lee, Ji-Won;Cho, Yong-Wan
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.28 no.4
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    • pp.77-100
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    • 2017
  • The aim of this study is to evaluate quality of the bibliographic records for DVDs owned by the domestic university libraries and to suggest how to improve the problems as a result of the evaluation. In order to conduct this study, the previous studies related to the topic were analyzed, and then, four regions of quality evaluation standard including accuracy of inputting, observance of regulations related to cataloging, perfection of expressions and consistency of structure were established. And the quality evaluation was made on total 100 records of the lists for DVDs from 10 university libraries. As a result, several types of errors were discovered in the quality evaluation and some solutions were suggested to improve quality of cataloging records for DVDs by interviewing with catalogers in the domestic university libraries.

A Study for properties of IK system to 3D character animation education (3D 캐릭터 애니메이션 교육을 위한 IK SYSTEM 특성 연구(Bone, Character Studio, CAT을 중심으로))

  • Cho, Hyung-Ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.519-523
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    • 2011
  • Today, one of the most important reasons that 3D software becomes a core part of the essential tools in the video contents field like the movies, animation, CF, motion graphic, games and etc. is that they can save budget of contents makings and can produce better effects than conventional methods like miniature, matt painting, extra mobilization and etc. and can save time and have the merit that they are not limited in space. In this paper, I analyzed IK(Inverse kinematics) system characteristics for the efficient education of 3D character animation particularly most used of 3D applications which is now supposed to be nearly necessary elements in game, animation, movie and contents. And by analyzing merits and demerits of each tool on Bone, Character studio and Character Animation Toolkit, systems which are most used practically in the various Inverse kinematics tools, I showed the result of analyses about the fact that educating which of the above three Inverse Kinematics tools is helpful and beneficial for the students for the efficient education in the university where should teach much in the limited time

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A Study on Fahrenheit 451 As 'One Book' ('한 권의 책'으로서 『화씨 451』에 관한 연구)

  • Yoon, Cheong-Ok
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.3
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    • pp.185-208
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    • 2015
  • The purpose of this study is to understand the value of Fahrenheit 451 by Ray Bradbury as the second most favored 'One Book', and the goals of the communities which selected this particular book. A total of 53 'One Book' programs from 2001 through 2014 and 136 TBR programs from 2007 through 2015 selected this book as 'One Book' to read. In this study, 270 programs in TBR 2008/09, and more than 240 programs in TBR 2014/15 and several 'One Book' projects were analyzed. The results confirm the significance of book discussions and movie showing, the focus on such subjects as censorship, banned books, and freedom of expression, etc., and a close relationship between the diversity of programs and cooperation with community members.

Lecture Video Display Technique using Extraction Region of Study based on PDA (PDA 기반의 학습 영역 추출을 이용한 강의 영상 디스플레이 기법)

  • Seo, Jung-Hee;Park, Hung-Bog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.11
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    • pp.2127-2134
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    • 2007
  • The electronic learning helped a learner to overcome the time restriction by providing mobility, instantly and flexibility but the restriction in connection with space on cable computer remained unsolved. Accordingly, the electronic learning has tendency to change into mobile learning environment which allows a learner to overcome time and spatial restriction. However, these mobile devices have a limitation to awareness of learning contents provided over the realtime video movie due to its small display size. Therefore, this paper suggests a technique according to the following priority: for a real time learning image, extract region of study for region of interest, rescale the real time image to its proper size suitable for the display device, and then make it displayed on a wireless PDA. As a result of the experiment, we reduced the calculating time by sampling the field centering on learning contents adaptively and computing the field best suited for device size of the user effectively.

Deep Learning-based Target Masking Scheme for Understanding Meaning of Newly Coined Words

  • Nam, Gun-Min;Kim, Namgyu
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.157-165
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    • 2021
  • Recently, studies using deep learning to analyze a large amount of text are being actively conducted. In particular, a pre-trained language model that applies the learning results of a large amount of text to the analysis of a specific domain text is attracting attention. Among various pre-trained language models, BERT(Bidirectional Encoder Representations from Transformers)-based model is the most widely used. Recently, research to improve the performance of analysis is being conducted through further pre-training using BERT's MLM(Masked Language Model). However, the traditional MLM has difficulties in clearly understands the meaning of sentences containing new words such as newly coined words. Therefore, in this study, we newly propose NTM(Newly coined words Target Masking), which performs masking only on new words. As a result of analyzing about 700,000 movie reviews of portal 'N' by applying the proposed methodology, it was confirmed that the proposed NTM showed superior performance in terms of accuracy of sensitivity analysis compared to the existing random masking.

Study on the development of learning content recommendation system using the algorithm of collective intelligence (집단 지성 알고리즘을 이용한 학습 콘텐츠 추천시스템 개발에 관한 연구)

  • Kim, Geun-Ho;Kim, Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.241-243
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    • 2014
  • In this study, that by applying the algorithm of collective intelligence in helping to select the teaching methods and learning methods of learner and teacher, develop a content recommendation system, the teacher and the learner promote effective learning, I have intended to And for this reason can be applied to education recommended system to be applied to a movie or shopping mall recently, at the time of selection, it is appropriate in accordance with the state, such as the level of the learner, learning environment, learners the theme of teaching and learning, and to provide a teaching method and learning method, the learner can to find the learning method appropriate for the user, and a more efficient, Professor system that can save time to design the teaching learning process I developed, The utility and accuracy of the learning content recommendation system developed finally, after the data is accumulated in the use of a continuous schedule of the learner and a teacher, would need to be validated through the rating.

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A Study on the Effect of TikTok Motivation on Users Stickiness (TikTok 이용동기가 사용자 밀착도에 미치는 영향)

  • Wang, Zi-Xuan;Kim, Se-Hwa
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.217-226
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    • 2021
  • Based on the theory of use and satisfaction, this study investigated the strength of TikTok usage motives (entertainment, information-seeking, interaction, self-expression, and escape) and the effect of each motive on users' adherence (frequency of use, time of use). investigated. After conducting a survey on TikTok Chinese users and removing insincere answers, 101 survey results were analyzed. The analysis results are as follows: First, the intensity of motivation for using TikTok was in the following order: entertainment-seeking, information-seeking, interaction, self-expression, and escape. Among them, the motives of pursuit of entertainment and escape were higher in females than in males. And the motives of pursuit of entertainment and escape were higher in the case of women than in the case of men. Second, as a result of analyzing the effect on user adhesion, the influence of the users' entertainment pursuit motive, interaction motive, and escape motive was significant for the frequency of use, and the influence of interaction was high. Third, the influence of entertainment-seeking motives and escape motives was found to be significant for use time. This means that users often use TikTok for entertainment, interaction, and escapism, and longer TikTok usage time for entertainment or escapism.