• Title/Summary/Keyword: TV Animation

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Motion Capture System for Digital Entertainment (디지털 엔터테인먼트에서의 모션 획득 시스템)

  • Lee, Man-Woo;Kim, Soon-Gohn
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.85-93
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    • 2007
  • The motion capture system has shown its great potential as a new image expression means for handling such challenging tasks as realistic animation of humans or animals in motion, which cannot be handled by the existing key frame method satisfactorily, and also projects involving a large scale or a burdensome economic expenses. Its applications also has been intensified and widened in the entertainment arena including motion pictures, TV, advertisements, documentaries, music videos, etc. centering around games. Despite of these merits, though, a number of issues have been surfaced in the digital image expression utilizing the motion capture system, such as a burdensome amount of preparatory work, the needs for attachment of markers and for remedial corrections of motion data, and the lack of trained manpower. We would like to present in this paper a new direction for making the digital image production more efficient, based on the extensive analysis of prior image production projects that used the motion capture system.

A Study on the Fashion of the New Generation in Korea - Focusing on the Influence of Japanese Popular Culture - (한국(韓國) 신세대(新世代) 패션에 관(關)한 연구(硏究) - 일본대중문화(日本大衆文化)의 영향(影響)을 중심(中心)으로 -)

  • Lee, Hee-Seung;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.6 no.1
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    • pp.83-101
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    • 2002
  • The purpose of this study is to observe the elements of Japanese popular culture portrayed in Korean new generation fashion at the current point of time, when Japanese popular culture is first being opened to Korea. And the another purpose is to look into the fashion consciousness of them, which is made up of these aspects. The new generation plays the leading role in further excelling the culture of our society. They are the generation of sense and sensibility, the generation of "me", the generation of information, and the generation of individuality. Even before Japanese popular culture was officially opened, the new generation was already accepting fashion, comics and animation, video games, music, broadcasting, food, etc. The Japanese cultural elements that show most in Korean fashion are street fashion and the fashion of celebrities. These are mostly brought in by fashion magazines, the internet, satellite TV, the new media of cable TV, and street shops. The aspects of Japanese popular culture in Korean new generation fashion are many and varied. Such examples in fashion are : vintage style, school-girl style, sexy causal style, black coordination, soft avant-garde style. It can be said that the fashion consciousness of Korean new generation could be placed in the following order. First, the variety of fashion. Next, the internationalism of fashion. Third, the information of fashion, and last, the play value of fashion. Interest has peaked in Japanese culture after the official opening, and this study has explored the very same aspects which can be seen in Korean new generation fashion. This study was meant to help make a responsible and sturdy new generation fashion culture which can help face the new millennium.

Applied Implementation of J2ME 3D Mobile Based on WTK Development Environment (WTK 개발 환경 기반에서의 J2ME 3차원 모바일 응용구현)

  • Joo, Heon-Sik;Lee, Song-Won;Hong, Sung-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.6
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    • pp.253-261
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    • 2008
  • Mobile games will be one of independent industries on game areas and take the fourth standing in the important platform since PC Games, TV Games, and Palm Games. There are several reasons why mobile games will differ in their platform, behaviors, and habits. According to the data of market consultation about the figure of mobile-game players throughout the world, the Mobile game will increase steadily from 780 million in 2007 to 1860 million in 2010. Also, market income will mount up from $42,100 million to $87,000 million. 3D games have been playing important roles in our lives. Satisfying users' needs in high-quality games, they have been growing and attracting more people with their powerful visual effects and the three-dimensional design player. We cannot emphasize their tremendous visual impacts and animation effects too much. This paper displays how to design 3D application based on J2ME (Java 2 Micro Edition) and shows free movement of 3D objects receiving and responding to the keyboard of mobile devices withWTK (Wireless ToolKit) simulator on the 3D screen.

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Streaming Device and App Development to Transmit and Play without store for Multimedia Contents (멀티미디어 콘텐츠를 저장 없이 스트리밍 전송 및 재생 가능한 스트리밍 기기 및 스마트 앱 개발)

  • Kang, Young-Man;Cho, Hyug-Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.2
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    • pp.287-294
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    • 2017
  • Recently, many kinds of TV contents based on multimedia need transmission systems without the saved. In this study, we develop the streaming device and smart app to transmit and play without store for multimedia contents such a broadcasting, internet, VOD, video, and animation. To do this, we compare and analysis main CPU products, broadcasting tuners and interfaces for streaming sources, and memory products. We then design and implement the streaming device which supports 30fps@FHD H.264 decoding and streaming, and multimedia sources with more than three. We develop the software for these requirements. Thissystemis useful to support billing service for multimedia contents.

The Strategy of Characterizing Space that uses Anti-House as a Metaphor for Character's Self-Defense Mechanism - Focusing on the TV Series and the Theater version of - (캐릭터의 자아방어기제를 은유하는 '안티돔' 공간의 성격화 전략 - <에반게리온>의 TV 시리즈와 극장판 를 중심으로 -)

  • Yang, Se-Hyeok;Ryu, Beom-Yeol
    • Cartoon and Animation Studies
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    • s.41
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    • pp.75-106
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    • 2015
  • Animations characterize space as a strategy to effectively show the inner conflicts of characters and to highlight the theme. During the process of inner conflict, characters unconsciously use defense mechanism to protect their egos from the fear that came from deficiency, and because of the self-deceptive quality of self-defense mechanism, the reality is distorted and conflicts get intensified. This study focuses on the concept of anti-house, the space where conflicts get intensified, analyzes animations to find out the aspect of inner conflict, and interprets the characteristic of space that is used for metaphoric structure frame. Also, it aims to reveal how the defense mechanism, which intensifies the inner conflict of characters, is characterized as anti-house. The analysis in this study was mainly done with the TV series, , and the theater version of . It is because the characters have serious deficiency from broken home and have a psychological quality of closed boundary that is symbolized as 'A.T. field'. Especially, the core character, 'Shinji Ikari', shows how a character uses compulsive self-defense mechanism to deal with inner conflict and as a result, goes through ego-collapse and then introspection. This process of the character's experience is the core of the whole plot. Through analysis, the relationship between the character's self-defense mechanism and the space, anti-house(which expands to Anti-city), was inferred. The space is made up of three axes, x-axis of horizontal space, y-axis of vertical space, and in the sense that all the space has no exit, z-axis of deeper contradictory space. This thesis started with the decision that is the most suitable work in analyzing the metaphorical relationship between self-defense mechanism and anti-house. There was limitation, however, as the typical characteristics of Japanese animations, pedantic composition and the possibility of broad interpretation, hindered clear verification. Hopefully, this limitation will be overcome by following studies and this study is expected to show the importance of space in interpreting the text of animations, and to serve as database for other creative works.

An Interactive Aerobic Training System Using Vision and Multimedia Technologies

  • Chalidabhongse, Thanarat H.;Noichaiboon, Alongkot
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1191-1194
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    • 2004
  • We describe the development of an interactive aerobic training system using vision-based motion capture and multimedia technology. Unlike the traditional one-way aerobic training on TV, the proposed system allows the virtual trainer to observe and interact with the user in real-time. The system is composed of a web camera connected to a PC watching the user moves. First, the animated character on the screen makes a move, and then instructs the user to follow its movement. The system applies a robust statistical background subtraction method to extract a silhouette of the moving user from the captured video. Subsequently, principal body parts of the extracted silhouette are located using model-based approach. The motion of these body parts is then analyzed and compared with the motion of the animated character. The system provides audio feedback to the user according to the result of the motion comparison. All the animation and video processing run in real-time on a PC-based system with consumer-type camera. This proposed system is a good example of applying vision algorithms and multimedia technology for intelligent interactive home entertainment systems.

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A Study on Colors and Emotions of Video Contents -Focusing on depression scale through analysis of commercials

  • Lee, YeonWoo;Kim, MinCheol;Kim, Cheeyong
    • Journal of Multimedia Information System
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    • v.4 no.4
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    • pp.301-306
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    • 2017
  • This study is intended to analyze colors felt in TV commercials among video contents, to provide basic resources of color plan that can be applied to production of contents and to help acceptors to change their mood and to lower depression levels. Many studies have revealed the obvious correlation between depression and suicide, so the World Health Organization(WHO) recommends the importance of media by recognizing public that depression is a serious risk factor that leads to suicides and by asserting the necessity of establishing social environment for active treatment. Contents production companies have social and cultural responsibility to convey correct information and to make acceptors have positive emotions. If the result of colors that emotionally healthy people feel through this study is used for production of video contents, it will be helpful to lower the depression scale and to prevent and treat depression by providing visual comfort. In addition, it is expected to be used as an important basic resource for not only production of video contents but also color plan of industrial fields.

A Method of Color KANSEI Information Extraction in Video Data (비디오 데이터에서의 컬러 감성 정보 추출 방법)

  • Choi, Jun-Ho;Hwangi, Myung-Gwon;Choi, Chang;Kim, Pan-Koo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.532-535
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    • 2008
  • The requirement of Digital Culture Content(Movie, Music, Animation, Digital TV, Exhibition and etc.) is increasing so variety and quantity of content is also increasing. The Movie what majority of the digital Content is developing of technology and data. In the result, the efficient retrieval service has required and user want to use a recommendation engine and semantic retrieval methods through the recommendation system. Therefore, this paper will suggest analysing trait element of digital content data, building of retrieval technology, analysing and retrieval technology base on KANSEI vocabulary and etc. For the these, we made a extraction technology of trait element based on semantics and KANSEI processing algorithm based on color information.

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Analysis of IPTV VOD Usage Behavior of 2 to 7 Years Old Children and Mother's Perceptions about Their Child's Usage (2-7세 영유아 자녀의 IPTV 동영상 시청 행태와 이용에 대한 어머니의 인식)

  • Hwang, Junghye;Park, Inwoo
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.419-430
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    • 2015
  • This paper provides a database about the IPTV VOD usage behavior of children as well as mother's perception at home. We analyzed the correlation of mother's background with IPTV VOD using time of children through a survey. We analyzed how does the mother's background influences usage time of IPTV VOD for children through a survey. The survey was conducted by 500 mothers who have two to seven years old children with IPTV users in Korea. Compilation of the data reveals that 1) 36.6% of the children have watched IPTV VOD for the first time at two years old, 93.4% have encountered by family members among them. 40.8% of users have played IPTV VOD for children four days a week and the main genre was the animation. 2) The main reason for watching VOD was by the needs of their children, but the 66% of mothers concern for an excessive level of watching. 3) educational background of mother and monthly house income were significantly correlated with the usage time of IPTV VOD for children.

Real Life Emotions in Koreeda Hirokazu's Still Walking (사실적인 감정의 미학 : 고레에다 히로카즈의 <걸어도 걸어도>를 중심으로)

  • Min, Hwan-Ki;Nam, Yeon-Kyoung
    • Cartoon and Animation Studies
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    • s.27
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    • pp.199-219
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    • 2012
  • An innovative narrative film-making always came out of conflict and negotiation between reality and film form. A lesson we learn from their film-making is a certain reality is no more possible to be dealt with by conventional narrative. A dialectic between a real life and a representation drives a certain film-makers to make films. Kore-eda Hirokazu is internationally known as developing his own method of meshing of so-called real life and the artifice of film. As He began his career as a documentary film-maker, made several documentaries for TV and then turned to his feature film-making, documentary film-making defines the basic stance in all of his film-making. He in particular emphasized that he considered the fundamental ethical standpoint of documentary to be filming from the standpoint that one does not - or cannot - know the person one is filming. And therefore even in his fiction films he avoids subjective cinematic structures that offer easy access to the internal states of his characters. He makes his audience observe the internal states of his characters from the outside with his narrative strategy. This article will analyse two documentary films of Koreeda Hirokazu in such a way that his documentaries meshes a real life and the artifice of film and then explores such a fiction film like that changes its documentary methods into narrative strategy for the same effect on the audience.