• Title/Summary/Keyword: Video Production

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Education Platform for Real Estate Industry on the Fourth Industrial Revolution : Proposing the Smart Space EduPlatform (4차 산업혁명시대 부동산 산업을 위한 교육플랫폼 연구: Smart Space EduPlatform 제안)

  • Lee, Jin-Kyung
    • Informatization Policy
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    • v.26 no.1
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    • pp.46-61
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    • 2019
  • The Fourth Industrial Revolution has been revolutionizing industry and education. This paper proposes an education platform, Smart Space EduPlatform (SSEP), for the real estate industry, aimed at educating the basic real estate technology (RETech) for workers in the real estate industry so they can achieve the highest and best use of the real estate in the smart environment. The habitat of SSEP is driven by the donation system ensuring sustainability, various technical functions such as tools for content production and learning participation, and learning behavior frameworks each in form of a learner, a teacher, and a helper. Services of SSEP consist of 17 important RETech lectures under 6 categories-planning and design, decision-making, management, economics, construction, and equipment-and project-based learning (PBL) curriculums. The lectures are provided along with video contents, additional learning materials and learning management service, while teachers' workshops, learner invitation and registration management, curriculum operation services are offered for the PBL curriculums.

A Study on "A Midsummer Night's Palace" Using VR Sound Engineering Technology

  • Seok, MooHyun;Kim, HyungGi
    • International Journal of Contents
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    • v.16 no.4
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    • pp.68-77
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    • 2020
  • VR (Virtual Reality) contents make the audience perceive virtual space as real through the virtual Z axis which creates a space that could not be created in 2D due to the space between the eyes of the audience. This visual change has led to the need for technological changes to sound and sound sources inserted into VR contents. However, studies to increase immersion in VR contents are still more focused on scientific and visual fields. This is because composing and producing VR sounds require professional views in two areas: sound-based engineering and computer-based interactive sound engineering. Sound-based engineering is difficult to reflect changes in user interaction or time and space by directing the sound effects, script sound, and background music according to the storyboard organized by the director. However, it has the advantage of producing the sound effects, script sound, and background music in one track and not having to go through the coding phase. Computer-based interactive sound engineering, on the other hand, is produced in different files, including the sound effects, script sound, and background music. It can increase immersion by reflecting user interaction or time and space, but it can also suffer from noise cancelling and sound collisions. Therefore in this study, the following methods were devised and utilized to produce sound for VR contents called "A Midsummer Night" so as to take advantage of each sound-making technology. First, the storyboard is analyzed according to the user's interaction. It is to analyze sound effects, script sound, and background music which is required according to user interaction. Second, the sounds are classified and analyzed as 'simultaneous sound' and 'individual sound'. Thirdly, work on interaction coding for sound effects, script sound, and background music that were produced from the simultaneous sound and individual time sound categories is done. Then, the contents are completed by applying the sound to the video. By going through the process, sound quality inhibitors such as noise cancelling can be removed while allowing sound production that fits to user interaction and time and space.

Implementation of a Blockchain-based Talent Trading Platform to Reduce Transaction Costs (거래 비용 절감을 위한 블록체인 기반 재능거래 플랫폼)

  • Yang, Seonghun;Jin, Hoe-Yong;Kim, Sang-Kyun
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.922-934
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    • 2020
  • The talent trading platform is a platform that brokers transactions such as program coding, media content production (video, music, presentation materials, etc.), design, learning, and repair. Existing talent trading platforms provide a server-client model-based service, which incurs server operating costs and arbitration labor costs for transactions, which has a disadvantage that users bear high service fees. This paper proposes a method to reduce server and database operation costs by uploading transaction information to blocks through the system as a distributed app (dApp) based on the Ethereum platform. In addition, it proposes a method to lower transaction fees by reducing the labor cost of transaction arbitrators through smart contracts. Compare and analyze the cost processing procedure and transaction fee size of the blockchain-based talent trading platform and the existing talent trading platform.

Dynamic Reconstruction Algorithm of 3D Volumetric Models (3D 볼류메트릭 모델의 동적 복원 알고리즘)

  • Park, Byung-Seo;Kim, Dong-Wook;Seo, Young-Ho
    • Journal of Broadcast Engineering
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    • v.27 no.2
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    • pp.207-215
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    • 2022
  • The latest volumetric technology's high geometrical accuracy and realism ensure a high degree of correspondence between the real object and the captured 3D model. Nevertheless, since the 3D model obtained in this way constitutes a sequence as a completely independent 3D model between frames, the consistency of the model surface structure (geometry) is not guaranteed for every frame, and the density of vertices is very high. It can be seen that the interconnection node (Edge) becomes very complicated. 3D models created using this technology are inherently different from models created in movie or video game production pipelines and are not suitable for direct use in applications such as real-time rendering, animation and simulation, and compression. In contrast, our method achieves consistency in the quality of the volumetric 3D model sequence by linking re-meshing, which ensures high consistency of the 3D model surface structure between frames and the gradual deformation and texture transfer through correspondence and matching of non-rigid surfaces. And It maintains the consistency of volumetric 3D model sequence quality and provides post-processing automation.

Effect of social order, perch, and dust-bath allocation on behavior in laying hens

  • Wang, Yanan;Zhang, Runxiang;Wang, Lisha;Li, Jianhong;Su, Yingying;Li, Xiang;Bao, Jun
    • Animal Bioscience
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    • v.35 no.2
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    • pp.299-307
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    • 2022
  • Objective: The objective of this study was to determine the effects of different social ranking order (SRO) and the enrichments (perch and dust-bath) allocation (EA) on behavior of laying hens in furnished cages. Methods: Total experimental period was 4 weeks. There were 216 Hy-line brown layers beak-trimmed at 1 d of age and selected randomly at 14 weeks of age from a commercial farm, and randomly divided into 36 cages with 6 hens in each cage. High enrichments (perch and dust-bath) allocation (HEA) and low enrichments (perch and dust-bath) allocation (LEA) were provided. Video observations of behavior were obtained from the focal hens between 14 and 18 weeks of age and perching, dust-bathing and other general behaviors of the hens with different social orders were measured. Results: Perching behavior of high SRO hens (HSR) were significantly higher than that of medium SRO hens (MSR), and that of the MSR were significantly higher than that of low SRO hens (LSR) (p<0.01), except for lying on perch (p>0.05). The hens in the high EA cage (HEAC) showed more lying behavior on perch than those in the low EA cage (LEAC) (p<0.01). The different SRO and EA did not affect dust-bathing behavior except vertical wing-shaking behavior (p<0.05). The LEA did not affect general behaviors (p>0.05), except standing and preening behaviors (p<0.01 and p<0.05), of which the hens in the HEAC showed less standing (p<0.01) and more preening behavior than the hens in the LEAC. Conclusion: The SRO of laying hens has a significant effect on the perching behaviors, but SRO and EA have little effect on dust-bathing and general behaviors.

Development of Demand Prediction Model for Video Contents Using Digital Big Data (디지털 빅데이터를 이용한 영상컨텐츠 수요예측모형 개발)

  • Song, Min-Gu
    • Journal of Industrial Convergence
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    • v.20 no.4
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    • pp.31-37
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    • 2022
  • Research on what factors affect the success of the movie market is very important for reducing risks in related industries and developing the movie industry. In this study, in order to find out the degree of correlation of independent variables that affect movie performance, a survey was conducted on film experts using the AHP method and the importance of each measurement factor was evaluated. In addition, we hypothesized that factors derived from big data related to search portals and SNS will affect the success of movies due to the increase in the spread and use of smart phones. And a prediction model that reflects both the expert survey information and big data mentioned above was proposed. In order to check the accuracy of the prediction of the proposed model, it was confirmed that it was improved (10.5%) compared to the existing model as a result of verification with real data.Therefore, it is judged that the proposed model will be helpful in decision-making of film production companies and distributors.

'Gwangju Light+' Laser Linked Projection Mapping Study ('광주의 빛+' 레이저 연동 프로젝션 맵핑 연구)

  • Park, Sunghun;Kim, Hyung Gi
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.35-43
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    • 2022
  • The 2020 Gwangju Media Art Festival (2020 GMAF) was held in the area of the National Asian Cultural Center. Under the slogan "The entire Gwangju shines under the theme of "Aesthetics of Light and Coexistence," the media festival demonstrated projection mapping to Jeonnam (former) Provincial Office at the DATA+ Research Institute of Chung-Ang University's Graduate School of Advanced Video. This paper focuses on explaining the overall production process and content development of projection mapping demonstrated in the Jeollanam-do Provincial Government, which is a symbol of Korean democratization and is located in the center of Gwangju, Jeolla-do. It was intended to faithfully express the history of the 2020 GMAF and Jeonnam (former) provincial government, Gwangju's history, and democratization records. It was intended to show images, background sounds, sound effects, and visual effects using various special effects and high-power laser devices using unique characteristics of projection mapping. To this end, about 5 minutes and 30 seconds of content were planned, and it was divided into parts and topics, and one individual story was developed for each chapter.

Development of Story Recommendation through Character Web Drama Cliché Analysis (캐릭터 웹드라마 클리셰 분석을 통한 스토리 추천 개발)

  • Hyun-Su Lee;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.4
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    • pp.17-22
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    • 2023
  • This study analyzed the genres of popular character web dramas and studied the development of story recommendations through the language model GPT. As a result of the study, it was confirmed that similar cliches are repeated in web dramas. In this study, a common story structure (cliché) was analyzed and a typical story structure was standardized and presented so that even unskilled video producers can easily produce character web dramas. For analysis, clichés of web dramas in the school romance genre, which is the most popular genre among teenagers, were listed in order of success. In addition, this study studied the story recommendation mechanism for users by learning the clichés that were analyzed and cataloged in GPT. Through this study, it is expected to accelerate the production of various contents as well as popular popularity through the acceptance of various databases from the standpoint of database consumption theory of web contents.

Analysis of Success Factors of OTT Original Contents Through BigData, Netflix's 'Squid Game Season 2' Proposal (빅데이터를 통한 OTT 오리지널 콘텐츠의 성공요인 분석, 넷플릭스의 '오징어게임 시즌2' 제언)

  • Ahn, Sunghun;Jung, JaeWoo;Oh, Sejong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.1
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    • pp.55-64
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    • 2022
  • This study analyzes the success factors of OTT original content through big data, and intends to suggest scenarios, casting, fun, and moving elements when producing the next work. In addition, I would like to offer suggestions for the success of 'Squid Game Season 2'. The success factor of 'Squid Game' through big data is first, it is a simple psychological experimental game. Second, it is a retro strategy. Third, modern visual beauty and color. Fourth, it is simple aesthetics. Fifth, it is the platform of OTT Netflix. Sixth, Netflix's video recommendation algorithm. Seventh, it induced Binge-Watch. Lastly, it can be said that the consensus was high as it was related to the time to think about 'death' and 'money' in a pandemic situation. The suggestions for 'Squid Game Season 2' are as follows. First, it is a fusion of famous traditional games of each country. Second, it is an AI-based planned MD product production and sales strategy. Third, it is casting based on artificial intelligence big data. Fourth, secondary copyright and copyright sales strategy. The limitations of this study were analyzed only through external data. Data inside the Netflix platform was not utilized. In this study, if AI big data is used not only in the OTT field but also in entertainment and film companies, it will be possible to discover better business models and generate stable profits.

Analysis of UAV Photogrammetric Method for Generation of Terrain Model and Ortho Image (지형모델 및 정사영상 제작을 위한 무인항공측량 기술 분석)

  • Um, Dae Yong;Park, Joon Kyu
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.8
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    • pp.577-584
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    • 2016
  • UAV(Unmaned Aerial Vehicle), which is autonomous flight without pilots. Recently, UAV is being applied to various fields such as video recording, aerial photogrammetry. In particular, UAV is getting a lot of attention in the field of space-related information because of it's data acquisition speed and economic feasibility. But analytical study of an unmanned air-side technologies are lacking. In this study, the research of equipment for the unmanned aerial surveys and UAV technologies and trend analysis for generation of terrain model and ortho image effectively were performed. As a result, the ways to improve the utilization field of unmanned aerial surveying and processing of fixed-wing and rotary-wing unmanned aircraft. were suggested. If analytical research on generation of terrain models and ortho image will be performed, production efficiency of the geospatial information industry is expected to be significantly increased.