• Title/Summary/Keyword: The Studio

Search Result 748, Processing Time 0.027 seconds

The Design of Digital Human Content Creation System (디지털 휴먼 컨텐츠 생성 시스템의 설계)

  • Lee, Sang-Yoon;Lee, Dae-Sik;You, Young-Mo;Lee, Kye-Hun;You, Hyeon-Soo
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.15 no.4
    • /
    • pp.271-282
    • /
    • 2022
  • In this paper, we propose a digital human content creation system. The digital human content creation system works with 3D AI modeling through whole-body scanning, and is produced with 3D modeling post-processing, texturing, rigging. By combining this with virtual reality(VR) content information, natural motion of the virtual model can be achieved in virtual reality, and digital human content can be efficiently created in one system. Therefore, there is an effect of enabling the creation of virtual reality-based digital human content that minimizes resources. In addition, it is intended to provide an automated pre-processing process that does not require a pre-processing process for 3D modeling and texturing by humans, and to provide a technology for efficiently managing various digital human contents. In particular, since the pre-processing process such as 3D modeling and texturing to construct a virtual model are automatically performed by artificial intelligence, so it has the advantage that rapid and efficient virtual model configuration can be achieved. In addition, it has the advantage of being able to easily organize and manage digital human contents through signature motion.

A Competitiveness Analysis on Business Resources of 'TVING' in Korean OTT Market: Focusing on Resource-based Theory and VRIO Framework (국내 OTT 시장에서 '티빙' 경영자원의 경쟁력 분석: 자원준거이론(RBT) 및 VRIO 분석 모형을 기반으로)

  • Vickie Jinhee Yu;Ilhan Hong;Kenneth Chi Ho Kim
    • Knowledge Management Research
    • /
    • v.24 no.1
    • /
    • pp.147-172
    • /
    • 2023
  • This study aims to review the competitiveness of 'TVING', a Korean OTT player in Korean market. For this, this study extracts core business resources of TVING focusing on resource-based theory, and analyzes their competitiveness under VRIO framework. TVING has 4 tangible and intangible resources respectively and 1 human resource. Tangible resources of TVING are technology(recommendation, compression), content(original, exclusive, discriminative non-exclusive), production studio, and paid-subscribers. Intangible resources are content planing capability, distribution network(local, global), marketing promotion·PR, sales), brand preference. And human resource of TVING creates IP professionalism of the company. As a result of VRIO analysis, discriminative non-exclusive content, production studios, and domestic service channels are the most powerful resources of TVING to 'sustain competitive advantage'. Technology, original content, planning capability and IT professionalism bring 'temporary competitive advantage', while exclusive content, the number of paid-subscribers, global service network, and promotion capabilities are not core resources with staying in competitive rank stages. By the way, TVING has potential users for sales of KT and LGU+ thanks to partnership and M&A, but this is not effectively used at the organization level yet. The meaning of this study can be found in that this evaluated competitiveness by each resource of TVING and arranged its implications.

Exploration on Teaching and Learning Strategies through Analyzing Cases of Foreign Engineering Education (해외 공학교육 사례분석을 통한 교수학습 전략 탐색)

  • Kwon, Sung-Ho;Shin, Dong-Wook;Kang, Kyung-Hee
    • Journal of Engineering Education Research
    • /
    • v.11 no.3
    • /
    • pp.12-23
    • /
    • 2008
  • The purpose of this study is to explore teaching and learning strategies through analyzing cases of foreign engineering education. With the analysis criteria composed of engineering education model, teaching and learning method, evaluation strategy, and technology supporting strategy, 10 foreign colleges of engineering in 5 countries were examined and analyzed. Teaching and learning strategies deduced from analysis state as follows. First of all, it need to develop engineering education models that reform should be made in systematic approach to teaching and learning, workplaces and laboratories, evaluation, technology support, etc. Secondly, the strategy for teaching and learning recommends supporting student directed learning, active learning participation, and collaboration learning by inductive learning strategies such as problem based learning, inquiry learning, project based learning, studio based learning, and blended learning. Thirdly, the evaluation strategy suggests that evaluation should be made to reflect students' learning and facilitate continuous learning based current learning results while it is necessary to build up a whole evaluation system. Finally, it is the educational technology approach for systematic engineering education that is required considering that many foreign colleges of engineering have reformed engineering education through technology supporting systems and are maximizing research and education in connection with other universities. This study is expected to contribute as preliminary data in developing further teaching and learning models and strategies for nurturing engineering students.

The Role of Animation Technical Director of Disney's 3D Feature Animation (디즈니 극장용 3D 애니메이션에서 애니메이션 테크니컬 디렉터의 역할)

  • Paik, Jiwon;Kim, Jae-Woong
    • Cartoon and Animation Studies
    • /
    • s.37
    • /
    • pp.491-508
    • /
    • 2014
  • As number of making 3D feature animation films is increasing, 3D production pipeline become more complicated and more artists are needed than before. Major studios in foreign countries, in burden of producing high quality films with limited amount of budget and time, have been handling such difficulties by hiring technical directors in each department such as animation, rigging, cloth hair, and effect. Technical director is new occupation which appears after trend of producing animation is changed from 2D to 3D. Importance of technical director is increasing in respect to studios' needs which are related to complication in production time, manpower, budget, and production pipeline. This research is based on the researcher's work experience as an animation TD at Walt Diseny Animation Studio and Sony Pictures Imageworks, interview with working professionals, and related books and thesis. It focuses on the role of animation technical director in Disney's 3D feature animation film from two perspectives, 'Designing Production Pipeline' and 'Analyzing Problem of Shot'. Animation technical directors design and test production pipeline so that they can detect and solve problems that may arise in production process as early as possible. They not only analyze numerous problems of characters or shots limited to animation department but also in other departments such as modeling, mapping, character rigging, cloth, hair, lighting, rendering, software development in order to support artists to complete their shots according to the production schedule. In accordance with recent trend of increasing number of 3D feature animation film production in South Korea and collaboration with foreign studios outside of South Korea, it is vital to train animation technical directors who can develop production pipeline, analyze various problems of shots and characters to escalate efficiency in production.

A Study on the Recognition Algorithm of Paprika in the Images using the Deep Neural Networks (심층 신경망을 이용한 영상 내 파프리카 인식 알고리즘 연구)

  • Hwa, Ji Ho;Lee, Bong Ki;Lee, Dae Weon
    • Proceedings of the Korean Society for Agricultural Machinery Conference
    • /
    • 2017.04a
    • /
    • pp.142-142
    • /
    • 2017
  • 본 연구에서는 파프리카를 자동 수확하기 위한 시스템 개발의 일환으로 파프리카 재배환경에서 획득한 영상 내에 존재하는 파프리카 영역과 비 파프리카 영역의 RGB 정보를 입력으로 하는 인공신경망을 설계하고 학습을 수행하고자 하였다. 학습된 신경망을 이용하여 영상 내 파프리카 영역과 비 파프리카 영역의 구분이 가능 할 것으로 사료된다. 심층 신경망을 설계하기 위하여 MS Visual studio 2015의 C++, MFC와 Python 및 TensorFlow를 사용하였다. 먼저, 심층 신경망은 입력층과 출력층, 그리고 은닉층 8개를 가지는 형태로 입력 뉴런 3개, 출력 뉴런 4개, 각 은닉층의 뉴런은 5개로 설계하였다. 일반적으로 심층 신경망에서는 은닉층이 깊을수록 적은 입력으로 좋은 학습 결과를 기대 할 수 있지만 소요되는 시간이 길고 오버 피팅이 일어날 가능성이 높아진다. 따라서 본 연구에서는 소요시간을 줄이기 위하여 Xavier 초기화를 사용하였으며, 오버 피팅을 줄이기 위하여 ReLU 함수를 활성화 함수로 사용하였다. 파프리카 재배환경에서 획득한 영상에서 파프리카 영역과 비 파프리카 영역의 RGB 정보를 추출하여 학습의 입력으로 하고 기대 출력으로 붉은색 파프리카의 경우 [0 0 1], 노란색 파프리카의 경우 [0 1 0], 비 파프리카 영역의 경우 [1 0 0]으로 하는 형태로 3538개의 학습 셋을 만들었다. 학습 후 학습 결과를 평가하기 위하여 30개의 테스트 셋을 사용하였다. 학습 셋을 이용하여 학습을 수행하기 위해 학습률을 변경하면서 학습 결과를 확인하였다. 학습률을 0.01 이상으로 설정한 경우 학습이 이루어지지 않았다. 이는 학습률에 의해 결정되는 가중치의 변화량이 너무 커서 비용 함수의 결과가 0에 수렴하지 않고 발산하는 경향에 의한 것으로 사료된다. 학습률을 0.005, 0.001로 설정 한 경우 학습에 성공하였다. 학습률 0.005의 경우 학습 횟수 3146회, 소요시간 20.48초, 학습 정확도 99.77%, 테스트 정확도 100%였으며, 학습률 0.001의 경우 학습 횟수 38931회, 소요시간 181.39초, 학습 정확도 99.95%, 테스트 정확도 100%였다. 학습률이 작을수록 더욱 정확한 학습이 가능하지만 소요되는 시간이 크고 국부 최소점에 빠질 확률이 높았다. 학습률이 큰 경우 학습 소요 시간이 줄어드는 반면 학습 과정에서 비용이 발산하여 학습이 이루어지지 않는 경우가 많음을 확인 하였다.

  • PDF

Research on 3D software characteristics suitable for university (대학 3D애니메이션 교육에 적합한 소프트웨어 특성 연구:Autodesk사의 Maya와 3ds Max를 중심으로)

  • Kwon, Dong-Hyun
    • Cartoon and Animation Studies
    • /
    • s.16
    • /
    • pp.223-243
    • /
    • 2009
  • Computer graphic where the most useful and effective production methods are used for animation or films has expanded into actors' performance beyond object expression, background expression and special effect. Unlike 2D drawing software focusing on user's sense, 3D mainly depends on hardware performance and software functions. Therefore, for 3D users, learning 3D functions is directly related to new expression, and quick learning and effective representation are keys to productivity growth in animation industry. In line with industrial needs, basic 3D animation software training is provided in school. Unfortunately, however, many problems such as lack of professional instructors, time allocation and education environment prevent various 3D animation software from being taught. Moreover, functional use does not live up to industrial rapid trends. In order to improve effects of software functional education in restricted education fields, this research aims to find out what functions of 3D animation software are used in industries, what are those function used for, and how schools provide 3D animation software training.

  • PDF

헵타메틴 시아닌색소의 전기화학적 특성 분석

  • Kim, Yeong-Seong;Sin, Jong-Il;Park, Su-Yeol;Jeon, Geun;Son, Yeong-A
    • Proceedings of the Korean Society of Dyers and Finishers Conference
    • /
    • 2009.11a
    • /
    • pp.21-22
    • /
    • 2009
  • 최근, 헵타메틴 시아닌색소(heptamethinecyanine)는 그 적용 범위가 넓기 때문에 많은 연구자들의 관심을 받고 있다. 특히, photo-sensitizers, dye lasers, optical recordings와 storage media 등 다양한 분야에 적용이 가능하다. 헵타메틴 시아닌색소의 주된 특징은 polymethine 사슬에 연결된 cyclohexene 고리에 의하여 근적외선 부근에서 흡수가 이뤄진다는 것이다. 근적외선 색소의 흡수 특성을 HOMO와 LUMO 에너지 전위를 사용하여, 수치화 함으로써 분자간, 분자내 상호작용을 분석 할 수 있다. 따라서, 본 실험은 헵타메틴 시아닌 색소의 치환체에 따른 전기화학적 특성을 순환 전압-전류법(Cyclic voltammetry)과 분자 모델링을 통하여 HOMO와 LUMO의 에너지 준위를 구하고, 치환체 효과가 헵타메틴 시아닌색소에 미치는 전기화학적 특성을 UV-Vis와 계산으로부터 얻어진 에너지준위를 분석하고자 한다. 본 실험에 사용된 Uv-Vis 스펙트럼 측정은 Agilent 8453 UV-Vis spectrophotometer를 사용하였고, 전기화학적 분석 방법인 순환 전압-전류법은 Versa STAT 3 (Princeton allied research in USA)를 사용하였다. 순환전압-전류법의 측정은 Acetonitrile 용액에 $TBAPF_6$ (Tetrabutylammonium hexafluorophosphate)를 전해질로 하고, Ag/$Ag^+$을 기준전극으로 사용하여 주사 속도를 50mV/s로 하여 측정 하였다. 치환체에 의한 영향을 알아보기 위하여 분자구조 최적화 모델링을 사용하였다. 3차원 분자입체 특성 및 에너지 준위 상태는 Materials studio 4.2를 사용하여 특성을 예측 하였다. 본 연구에서는, 헵타메틴 시아닌 색소의 기본 골격에 각기 다른 치환체를 치환 시켜 치환체에 의한 영향을 전기화학적인 방법인 순환 전압-전류법(Cyclic voltammetry)와 분자 모델링 방법을 사용하여, HOMO와 LUMO에너지 준위 값을 구함으로써 치환체에 의한 영향을 알아보았다. 치환체로는 Dye 1과 Dye 2로 치환된 헵타메틴 시아닌 색소를 사용하였다. 이렇게 얻어진 HOMO/LUMO 에너지 준위 값으로부터 이온화 에너지($I_p$)와 전자 친화도($E_a$) 또한 구할 수 있는데, $I_p$$E_a$는 분자 오비탈과 전자전이에 관련된 값들이고, 이는 계산을 통하여 얻을 수 있다. 순환 전압-전류법의 계산 방법은 봉우리 전위(peak postential)와 (onset potential)방법이 있는데, 이 계산을 통한 전위 값들이 봉우리 전위 계산 방법이 onset potential 방법에 비하여 작은 전위 값으로 나타난다. 하지만 이 두 가지 방법 모두 현재 순환 전압-전류법을 사용하여 HOMO/LUMO 에너지 준위를 측정하는 방법에 쓰이고 있으며, 어떠한 계산 방법이 더 정확하다고는 말 할 수 없지만, 본 실험 결과를 통하여 비교 분석한 결과 onset potential 계산 방법이 봉우리 전위 계산 방법에 비하여 정확하다고 판단된다. Dye 1과 Dye 2를 순환 전압-전류법으로 측정한 결과 각기 다른 전위를 나타내고 이것을 계산을 통하여 정량화하면 Dye 2가 Dye 1에 비하여 높은 전위 값을 갖음을 알 수 있는데, 이것은 ethyl 에 비하여 surful 원자의 전자공여성이 더 크다고 할 수 있다.

  • PDF

A Study on the Handles of Clay Cups by Studio Potters (도자기 컵 손잡이에 관한 연구 - 도예공방 생산 수제 컵 손잡이 중심으로 -)

  • Lee, Chi-Youn
    • Archives of design research
    • /
    • v.19 no.1 s.63
    • /
    • pp.293-302
    • /
    • 2006
  • clay cups with handles made in studios in Korea and the United States were selected and analyzed. The shape of cup were fixed to ensure proper comparison between handle size of the cup and position. The variable factors were the thickness of the handle, the number of fingers required to hold the cup, the relationship between the handle's shape and the position of its attachment to the cup, the effect of the handle's setter, the change in shape of the handle's thickness, and the relationship between the cup's weight center and handle. Preference test were designed and tested to the users, and the results were analyzed. The results showed that to make a comfortable handle, it is important to incorporate the shape of the resting hand in the design of the handle. Specifically, the design should be such that the cup can be held comfortably. This is possible if the weight of the cup is spread evenly when several fingers are inside the handle's curve and if such factors as the hand size, the curve of the fingers, and the position that best controls the cup's weight center are carefully considered. At this time, if there is a setter for the thumb, a cup of the same weight can be lifted more lightly. In the design of such a cup, the oval line is drawn by extending the cup's handle toward the direction of the cup's body. If the cup's weight center is located on the oval line, the cup's handle may be said to be effective. In such a case, the nearer the handle is to the cup's body weight center, the less power is needed to lift the cup efficiently. Our test results can be applied as a powerful tools in design and manufacturing cups with handle in terms of artistry and functionality.

  • PDF

A Study on the storytelling strategy of Animation Studio using Mythology - Based on the comparative analysis of Disney and Dream Works (신화를 활용한 애니메이션 스튜디오의 스토리텔링 전략 -디즈니<미녀와 야수>와 드림웍스<슈렉>의 비교분석을 중심으로)

  • Lee, Hye-Won
    • Cartoon and Animation Studies
    • /
    • s.49
    • /
    • pp.25-52
    • /
    • 2017
  • As the expansion of the cultural industry expands, various competitive structures are formed and the methodologies for producing commercial success are being discussed. Among them, Hollywood studios use political relationships and apply ideologies that can produce the best interests. Also, they use a structure that can convey this ideology, which is a mythology. The myth has satisfied the public for a ling time. Campbell suggested that strategies come from the myth, and the ideology emerged as a result of what mythology has to do with existing powers. Disney and Dream Works use the mythology and combine their own values into ideology. Disney and Dream Works choose conflicting ideologies in a different growth background. If Disney is recognized as an educational animation by the ruling class, Dream Works are supported by the public for their actions against Disney. Disney has conservative and patriotic personality, Dream Works is more liberal and progressive. Disney's structure came out first, and Dream Works parodied it. So we can compare Disney and Dream Works with similar myths to create a storytelling structure that embodies ideology. As a result, Disney and Dream Works have been choosing the 9 stages the key of Ideology form the 17 stages of the mythology and reduced them to the introduction, growth and completion. In the first units of the introduction, Disney dealt with the subject of social leaders who sacrificed to the ruling class and Dream Works hinted at the overthrow of the ruling class through the irony. If Disney had deployed colored races in the main characters, Dream Works used a variety of races from the main characters to others. In the second units of growth, Disney organized the process of accepting the value of the ruling class, and Dream Works showed the individual values, not the values of society. In the third units completion, Disney showed the main character who live in the world of the ruling class rebuilded, and Dream Works removed the ruling class and went back to the Individual life. Through the structure of Disney and DreamWorks, we learned how to utilize the mythical structures that transform according to ideologies. The right way to organize works will require the strategic approach to storytelling.

Aspects of Design and Construction in Entrance Space of the World Heritage Royal Tombs of the Joseon Dynasty (세계유산 조선왕릉 입구공간의 조성 양상)

  • So, Hyun-Su;Park, Hyun-Sook
    • Journal of the Korean Institute of Traditional Landscape Architecture
    • /
    • v.41 no.3
    • /
    • pp.47-58
    • /
    • 2023
  • This study was conducted through reviewing Aspects of Design and Construction in Entrance Space of the World Heritage Royal Tombs of the Joseon Dynasty, which is equipped with parking lots, ticket offices, toilets, exhibition halls, information boards, and rest facilities for the convenience of visitors and the purpose of this study was to propose a direction for improvement. The results of the study are as follows: First, the reduced area of Royal Tombs of the Joseon Dynasty was unable to fully accommodate the ritual movement line, and as a result, the location of the entrance space in the current royal tomb was decided to accommodate minimal convenience functions. In the meantime, the entrance space of the royal tombs has been relocated or renovated in order to achieve its integrity as a World Heritage Site, rational arrangement of movement lines and spatial utility. Second, the size of the entrance space ranges from 1,000 square meters in Jeongneung in Seoul to 16,000 square meters in Hongyuneung in Namyangju, and the number of annual users varies greatly from 12,000 in Onneung in Yangju to 410,000 in Seonjeongneung in Seoul. Considering the conditions of the 16 royal tombs, the entrance space should be provided at an appropriate scale, reflecting the surrounding land use and accessibility that affect the influx of users, the size of the site, and the king's awareness and preferences. Third, the location of the parking lot, the presence or absence of an outer courtyard and an internal courtyard bordering the ticket and check offices, and the location of the Historical and Cultural Museum made it possible to know the aspects of entrance space of the Joseon Royal Tombs, where the spatial configuration is determined Fourth, according to the royal tombs, it was found that the entrance space should have essential parking, access control, information, and convenience functions, and that support, exhibition, passage, and recess functions should be optional. At this time, the management office and the Historical and Cultural Center are in charge of support and exhibition functions. The function of passage can be a strategy that provides a sense of entry and the function of recess which has been introduced in only four royal tombs requires an appropriate location and landscape access.