• Title/Summary/Keyword: Off-Screen Space

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Research in Off-Screen Space and Cognitive Psychology (외화면 공간과 인지심리에 관한 연구)

  • Wang, Zhen-Xing;Kim, Dong-Hyun
    • Journal of Korea Multimedia Society
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    • v.13 no.2
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    • pp.341-347
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    • 2010
  • The off-screen space openness of the movies converted a unilateral communication, which films have made audiences understand with, into an interactive communication. When the spectators see a movie, the off-screen space will be able to take out their positivity and induce their deep thinking. They won't accept information of the screen by manual operation but will participate in the narrative stories of the cinemas, thinking about the reality. In the paper, it shows that the motion pictures, which Jean Renoir and Michelangelo Antonioni produced, consist of the expressive forms of the off-screen space as well as a human has the ability sense, feeling, perception and memory associated with interacting between the off-screen space and audiences.

Representation of Realism in Documentaries with the Case Analysis on the Application of the Off-Screen Space (다큐멘터리에서의 외화면 활용을 통한 리얼리즘의 구현)

  • Lee, Ja-Hye
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.230-238
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    • 2010
  • Since 1960, there has been growing recognition that the moving images reveal the 'realistic illusion(L'illusion r$\acute{e}$aliste)' rather than the reality itself and many theorists and film directors have tried to suggest the methodology to solve the problem of verisimilitude of the moving images. In this paper, we describe through the case analysis of the practical use of 'off-screen space' as a methodology which actualize the reality in documentaries, by minimizing the 'suture' effect which occurs the problem of verisimilitude, based on the theories of Bazin and Burch. We, consequently, believe that the application of the 'off-screen space' could be one of the appropriate possibility for the successful representation of reality in documentaries.

Reliability Evaluation of COTS Integrated Circuits for Military and Space Applications (우주, 군 응용을 위한 상업용 집적회로부품의 신뢰성 평가)

  • Chan, Sung-Il;Han, Chang-Woon
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.40 no.12
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    • pp.1093-1098
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    • 2012
  • Commercial Off the Shelf(COTS) Integrated circuits(ICs) are being increasingly considered for use in space and military applications. Therefore, There is a need to implement standard tests and requirements to ensure reliability of COTS ICs. This paper presents an overview of the ICs screen procedure and methods under the European Cooperation for Space Standardization (ECSS) and Tests Method Standard Microcircuits (MIL-STD-883). We describes the COTS ICs screen test guidelines that are mainly focused after encapsulating. In addition, COTS linear bipolar IC is investigated to evaluate the reliability requirements. The experiment results showed that COTS IC is satisfied with high reliability requirements.

A Study on the Immateriality in Contemporary Interior Space (현대 실내공간에서의 비물질적 특성에 관한 연구)

  • 신홍경;옥창수
    • Korean Institute of Interior Design Journal
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    • v.13 no.3
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    • pp.76-83
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    • 2004
  • Nowadays, our societies use digital technology in new architectural shape and space design to transcend three dimension limit so the boundary of the imagination world and actuality world has been collapsed. Traditional spatial value has been collapsed. Also indetermination and temporary assumption in time, fluidness and dematerialized, simultaneity and reiteration in image are relative with this circumstances. In architectural shape, media characteristics which secede from traditional characteristics of place tectonic value have occurred. Therefore, indifference and interests in shape, inter-permeation in interior and exterior space, homogeneous equivalence spatial extension have occurred. The purpose in this study examines dematerialized in contemporary space design and light materials and also investigates general and architectural background. The results of this study are as follows. First, circumstances of human have changed from physically limited boundary to unfixed, nonphysical, lightness and vague things. Second, casting off volume in shape and also dissembling exclusive and constructive Third, interior and exterior space by transparency intimates media possibility of information screen. Fourth, seek information and organic response, ambivalent transformation, accumulation of image and new mutual understanding system.

The Existence of Implicit Frames in VR Movies (VR 영화에서 암묵적 프레임의 존재)

  • Kim, Tae-Eun
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.272-286
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    • 2018
  • VR movies form a relationship with the audience in completely different ways from general movies with their screen. In VR movies, the audience becomes the camera and also the subject of the camera viewpoint, which raises a need for a frame theory unique to VR movies to examine the first person viewpoint and replace the edition of frames to deliver a narrative. In VR movies, the frames delivering a narrative are not revealed and perform the symbolic narrative function, thus being called "implicit frames." The study discussed their related theoretical backgrounds including Russian Ark made in the one shot, one cut method by Alexander Sokurov, off-screen elements, and the Fourth Wall. In VR movies, the audience gets immersed in the narrative based on their paradoxical dilemma, which means that they exist in reality but are absent on screen at the same time, and experiences hyper-reality. In VR movies, space has a couple of attributes including the blocking of eyeline to move it and telepresence to tie up presence between reality and virtuality.

A Case Study on Digital Interactive Training Content <Tamagotchi> and <Peridot>

  • DongHee Choi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.306-313
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    • 2023
  • Having pet is one of the activities people living in modern society do to relieve stress and find peace of mind. Currently, the object of companion animals has moved beyond being a real 'living entity' and has developed to a stage where the animal's upbringing process can be enjoyed in a virtual space by being programmed in digital content. This paper studies detailed elements such as character design, interaction, and realism of 'Tamagotchi (1996)', which can be said to be the beginning of digital training content, and 'Peridot (2023)', a recently introduced augmented reality-based training content. The point was that it was training content using portable electronic devices. However, while the environment in the electronic device in which Tamagotchi's character exists was a simple black and white screen, the environment in which Peridot's character operates has been changed to the real world projected on the screen based on augmented reality. Mutual communication with characters in Tamagotchi remained a response to pressing buttons, but in Peridot, it has advanced to the point where you can pet the characters by touching the smartphone screen. In addition, through object and step recognition, it was confirmed that the sense of reality had become more realistic, with toys thrown by users on the screen bouncing off real objects. We hope that this research material will serve as a useful reference for the development of digital training content to be developed in the near future.

Fire Risk Assessment for Subway Station According to Supply and Exhaust Conditions (지하철 승강장 급배기 조건에 따른 화재 위험성 평가)

  • Kim, Ha-Young;Rie, Dong-Ho;Kim, Jung-Yup
    • Fire Science and Engineering
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    • v.22 no.5
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    • pp.29-34
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    • 2008
  • In this research, to establish the emission for the people who are clearing out, through the numerical analysis using the CFD model, the dangerousness has been investigated in the various emission conditions in a station platform. As a result of research, it is found out that the temperature variation falls between 65.37% and 74.97% to compare without installation of platform screen doors. In the addition, with the supply mode or push-pull mode, the warm current is generated in the platform so the temperature and the layer of smoke are stirred up and felled off. It will make the dangerousness when the people escape. Therefore, when the capacity of emission and the space of platform is set up, the design regards the properties of the fire emission.

Interactive VR film Storytelling in isolated space

  • Kim, Tae-Eun
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.163-171
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    • 2020
  • There are many differences in narrative delivery between common movies and Virtual Reality(VR) films due to their differences in the appreciation structure. In VR films, scene changes by cuts have hindered the immersion of the audience instead of promoting narrative delivery. There are a range of experiments on narratives and immersion to solve this issue in VR films. Floating Tent applies hand gestures and immersive effects found in game elements and does not disturb narrative delivery by setting proper spaces and employing a direction technique to enable the melting of narratives into the characteristics of the spaces. There are time limits to offsound and mission performance, and devices fit for apocalyptic spatial expressions are made through a program. One of measures for the increasingly growing interactive storytelling in VR films is effective immersion. In narrative delivery, it is important to consider spatial setting and immersion to enable active intervention into events for immersion rather than passive audience only supposed to watch characters' acting.

The Variation Characteristics of Indoor Radon Concentration from Buildings with Different Environment, Seoul (서울지역 건축물의 환경적 특성에 따른 실내 라돈농도 변화)

  • Jeon, Jae-Sik;Lee, Ji-Young;Eom, Seok-Won;Chae, Young-Zoo
    • Journal of Korean Society for Atmospheric Environment
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    • v.27 no.6
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    • pp.692-702
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    • 2011
  • For more effective indoor radon reduction policy and technique, we researched radon data analysis for some buildings in Seoul. Those buildings were categorized as dwelling, underground and office space and the variations of radon concentration and its sources were evaluated. The variations of radon concentrations of indoor space of buildings for a day were patterned specifically by dwelling habits and different environment. As for the new built apartments which were not yet moved in, their indoor radon concentrations were showed more than 3 times after applying interior assembly, and were 5 times higher than ones of rather old residences. As for the subway stations, the radon concentrations during off-run times were about 15% higher than run-times. 10% of radon seemed to be reduced by installation of platform screen doors. As for office space, radon concentrations during working hours were about 2.5 times higher than non-working hours. Plaster board are expected as a main source of radon for them. By radon measurement method for long-term, its data can be over estimated because it covers non-active time in office or public space. Therefore combination of short and long-term measurement method is required for effective and economic reduction. Furthermore importance of ventilation is requested as public information service for all dwelling space. And also standardization for radium content or radiation of radon is necessary.

Shadow Removal in Front Projection System using a Depth Camera (깊이 카메라를 이용한 전방 프로젝션 환경에서 그림자 제거)

  • Kim, Jaedong;Seo, Hyunggoog;Cha, Seunghoon;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.3
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    • pp.1-10
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    • 2015
  • One way to create a visually immersive environment is to utilize a front projection system. Especially, when enough space is not available behind the screen, it becomes difficult to install a back projection system, making the front projection an appropriate choice. A drawback associated with the front projection is, however, the interference of shadow. The shadow can be cast on the screen when the user is located between the screen and the projector. This shadow can negatively affect the user experience and reduce the sense of immersion by removing important information. There have been various attempts to eliminating shadows cast on the screen by using multiple projectors that compensate for each other with missing information. There is trade-off between calculataion time and desired accuracy in this mutual compensation. Accurate estimation of the shadow usually requires heavy computation while simple approaches suffer from inclusion of non-shadow regions in the result. We propose a novel approach to removing shadows created in the front projection system using the skeleton data obtained from a depth camera. The skeleton data helps accurately extract the shape of the shadow that the user cast without requiring much computation. Our method also utilizes a distance field to remove the afterimage of shadow that may occur when the user moves. We verify the effectiveness of our system by performing various experiments in an interactive environment created by a front projection system.