• Title/Summary/Keyword: Video Production

Search Result 434, Processing Time 0.024 seconds

Analysis of Preferences for One-person Broadcast Contents in Special Makeup (특수 분장 1인 방송 콘텐츠의 선호도 분석)

  • Soo Zy Kim;Eun Sil Kim
    • Fashion & Textile Research Journal
    • /
    • v.25 no.3
    • /
    • pp.366-378
    • /
    • 2023
  • Recently, the use of one-person broadcast content for special makeup videos has gained momentum. This study aims to analyze the factors preferred by various age groups as the total number of clicks increase on special makeup videos. It also aims to provide beauty creators with useful data to help them create videos that generate more clicks based on the derived elements. We analyzed previous studies and divided the subjective indicators into place & accessories, editing, model (Y/N), contents and field, and characteristics of the creators. We analyzed top 5 videos from among 257 videos uploaded before July 1, 2020. The subjective indicators were analyzed through a questionnaire survey attempted by 60 respondents in their 10-30s from Jeollanam-do and Gwangju between July 20 to August 31, 2020. The questions majorly focused on intimacy, attractiveness, professionalism, informativity, and playfulness. We analyzed the collected data using SPSS 21.0, and obtained the following results: Informativity, professionalism, attractiveness, and playfulness were considered to be more influential by those aged 10 to 30 years. In particular, factors like visual elements, linguistic characteristics, experts, background music and sound effects, celebrities, product information, and knowhow were most preferred. In fact, it was easy to make videos using these elements. The above results confirmed the utility of such data for beauty-creators-to-be in creating videos that generate more clicks.

Analysis of Manual 3D Projection Mapping Processes Using 3D Mesh Models (3D 메쉬 모델을 이용한 수동 3D 프로젝션 맵핑 과정 분석)

  • Mina Kim;Jungjin Lee
    • Journal of the Korea Computer Graphics Society
    • /
    • v.29 no.3
    • /
    • pp.1-12
    • /
    • 2023
  • Software tools for manual 3D projection mapping have been widely used in theme parks and exhibitions. However, no research has been conducted on detailed utilization methods and usability of those tools yet. This study organizes the entire process of manual 3D projection mapping step by step and analyzes the problems that occurred at each step to identify potential improvements of 3D projection mapping tools. First, we introduce the process, which includes: two methods for creating virtual-physical object pairs to construct a virtual environment that is identical to the real-world target of the 3D projection mapping, the production of video textures for special effects, and mapping methods that use semi-automatic projector calibration. In addition, through experiments comparing and analyzing two widely used tools under various conditions for 3D mapping, we identified the technical limitations, performance differences between tools, and issues that impede usability. Finally, we suggest improvements and future research directions to enhance the usability of the 3D projection mapping technology.

A Study on the Business of the Korean OTT in North American Market : Focusing on scenario analysis based on cash flow estimation (국내 OTT 사업자의 해외시장 진출의 사업성 연구 : 현금흐름 추정에 의한 시나리오 분석을 중심으로)

  • Byun, Sangkyu;Park, Chun-il;Wee, Kyeong Woo
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.8
    • /
    • pp.274-287
    • /
    • 2022
  • Competition in the broadcasting market is intensifying as OTT services are spreading. And Korea is positioned as a competent international contents supply base. This can be helpful for the domestic contents production industry. However, it can result in being incorporated as a subcontractor in the global video industry. Therefore, it is necessary for Korean OTT operators to expand their market upto overseas and maintain competitiveness by linking content competitiveness to the sales expansion. This study was conducted to reduce the risk and encourage implementation through feasibility analysis of overseas business of domestic OTT operators. The North American market was selected as a region with high potential through in-depth interviews with experts and literatures review. And it was confirmed that the partnership with local platform is effective. Then, the sales and input costs were estimated, and business was evaluated using the net present value method. Totally 18 scenarios were created using multiple estimates for copyright cost, subscribers, and rate, which are highly uncertain. From the analyses, 8 scenarios were found to be acceptable. And copyright cost has the greatest impact on business success, followed by rates and subscribers.

A Study on the Usability of Digital Humans in New Media Contents

  • Jihan Kim;Jeanhun Chung
    • International journal of advanced smart convergence
    • /
    • v.12 no.4
    • /
    • pp.300-305
    • /
    • 2023
  • This thesis is a study of content development utilizing media outlets to date through digital humans. The trend of global content is that the video content industry, including the character business, is growing. Lil Michela, who was selected as one of the 25 most influential people on the Internet by Time magazine in 2018, Nasua, who appeared in a SK Telecom commercial, and Rosie, who appeared in a Shinhan Bank commercial, are representative. Digital humans, which are driving new content, are computer-generated human characters with various characteristics and are referred to as virtual humans, metahumans, and cyber humans. With the rise of the metaverse after COVID-19, digital humans are being utilized in various forms such as media and marketing as an element of visual content. In the form of media, we can see that the boundaries between the offline and digital worlds are converging, and in the form of marketing, we can see that digital humans connect consumers and products more naturally. In the form of interaction, it is possible to achieve two-way communication through various methods of operation, and through these factors, it is possible to go beyond behavioral communication in the form of memorialization to emotional communication through AI technology. What can be seen through these processes is that through the currently developing digital human production methods and AI functions, not only experts but also non-experts can create quality contents, and new directions of contents will appear, and contents that can provide immediate feedback by bringing consumers and creators closer together have been studied.

Autonomous Flight of a Drone that Adapts to Altitude Changes (고도 변화에 적응하는 드론의 자율 비행)

  • Jang-Won Kim
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.16 no.6
    • /
    • pp.448-453
    • /
    • 2023
  • As the production of small quadcopter drones has diversified and multi-sensors have been installed in FC due to the spread of MCU capable of high-speed processing, small drones that can perform special-purpose operations rather than simple operations have been realized. Hovering, attitude control, and position movement control were possible through the IMU in the FC mounted on the drone, but control is not easy when GPS connection and video communication are not possible in a closed building with a complex structure. In this study, when encountering an obstacle with a change in altitude in such a space, we proposed a method to overcome the obstacle and perform autonomous flight using optical flow and IR sensors using the Lucas-Kanade method. Through experiments, the drone's altitude flight on stairs that replace the complex structure of a closed space with stable hovering motion has a success rate of 98% within the tolerance of 10 [cm] due to external influences, and reliable autonomous flight up and down is achieved.

Heart rate variability and behavioral alterations during prepartum period in dairy cows as predictors of calving: a preliminary study

  • Tomoki Kojima;Chen-Yu Huang;Ken-ichi Yayou
    • Animal Bioscience
    • /
    • v.37 no.5
    • /
    • pp.944-951
    • /
    • 2024
  • Objective: Parturition is crucial for dams, their calves, and cow managers. The prediction of calving time, which assists cow managers to decide on the relocation of cows to maternity pens and necessity of human supervision, is a pivotal aspect of livestock farming. However, existing methods of predicting calving time in dairy cows based on hormonal changes and clinical symptoms are time-consuming and yield unreliable predictions. Accordingly, we investigated whether heart rate variability (HRV) which is a non-invasive assessment of autonomic nervous system (ANS) activity and behavior during the prepartum period would be useful for predicting calving time in dairy cows. Methods: Eight pregnant cows were surveilled under electrocardiogram and video recordings for HRV and behavioral analyses, respectively. HRV parameters in time and frequency domains were evaluated. A 24-h time budget was calculated for each of six types of behavior (standing and lying with or without rumination, sleeping, and eating). Results: Heart rate on calving day is considerably higher than those recorded on the days preceding calving. Low frequency power declined, whereas high frequency power escalated on the calving day compared to the period between 24 and 48 h before calving. The time budget for ruminating while lying decreased and that while standing increased markedly on the calving day compared to those allocated on the preceding days; nonetheless, the total time budget for ruminating did not differ during the prepartum period. Conclusion: We elucidated the ANS activity and behavioral profiles during prepartum period. Our results confirm that HRV parameters and behavior are useful for predicting calving time, and interestingly indicate that the time budget for ruminating while standing (or lying) may serve as a valuable predictor of calving. Collectively, our findings lay the foundation for future investigations to determine other potential predictors and formulate an algorithm for predicting calving time.

A Discussion on AI-based Automated Picture Creations (인공지능기반의 자동 창작 영상에 관한 논구)

  • Junghoe Kim;Joonsung Yoon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.3
    • /
    • pp.723-730
    • /
    • 2024
  • In order to trace the changes in the concept and understanding of automatically generated images, this study analogously explores the creative methods of photography and cinema, which represent the existing image fields, in terms of AI-based image creation methods and 'automaticity', and discusses the understanding and possibilities of new automatic image creation. At the time of the invention of photography and cinema, the field of 'automatic creation' was established for them in comparison to traditional art genres such as painting. Recently, as AI has been applied to video production, the concept of 'automatic creation' has been expanded, and experimental creations that freely cross the boundaries of literature, art, photography, and film are active. By utilizing technologies such as machine learning and deep learning, AI automated creation allows AI to perform the creative process independently. Automated creation using AI can greatly improve efficiency, but it also risks compromising the personal and subjective nature of art. The problem stems from the fact that AI cannot completely replace human creativity.

3D Object Extraction Mechanism from Informal Natural Language Based Requirement Specifications (비정형 자연어 요구사항으로부터 3D 객체 추출 메커니즘)

  • Hyuntae Kim;Janghwan Kim;Jihoon Kong;Kidu Kim;R. Young Chul Kim
    • The Transactions of the Korea Information Processing Society
    • /
    • v.13 no.9
    • /
    • pp.453-459
    • /
    • 2024
  • Recent advances in generative AI technologies using natural language processing have critically impacted text, image, and video production. Despite these innovations, we still need to improve the consistency and reusability of AI-generated outputs. These issues are critical in cartoon creation, where the inability to consistently replicate characters and specific objects can degrade the work's quality. We propose an integrated adaption of language analysis-based requirement engineering and cartoon engineering to solve this. The proposed method applies the linguistic frameworks of Chomsky and Fillmore to analyze natural language and utilizes UML sequence models for generating consistent 3D representations of object interactions. It systematically interprets the creator's intentions from textual inputs, ensuring that each character or object, once conceptualized, is accurately replicated across various panels and episodes to preserve visual and contextual integrity. This technique enhances the accuracy and consistency of character portrayals in animated contexts, aligning closely with the initial specifications. Consequently, this method holds potential applicability in other domains requiring the translation of complex textual descriptions into visual representations.

A Study on the Method and Work Measurement for Productivity Improvement of Clothing Products-With concentration in MTM Analysis- (의류제품의 생산성 향상을 위한 방법 및 작업측정에 관한 연구-MTM법을 중심으로-)

  • 김옥경;이순흥
    • Journal of the Korean Society of Costume
    • /
    • v.41
    • /
    • pp.185-206
    • /
    • 1998
  • The purpose of this study was to improve productivity for maximum effects with the present equipments and staff. This study compared and analyzed the mea-sured time by using stop watch method and MTM, which was the new measuring method. The flow and results of this study were as follows: 1. This study investigated the theoretical background the efficiency for production management, and the way of productivity improvement through documentary research. 2. Setting up the standard flow on the experi-mental company production, making out a process chart and measuring the actual working hour. 3. The study measured the allowance time applying work sampling. 4. Each process of the movement analysis was filmed by video to use basic data. 5. MTM analysis was taken by choosing 10 processes from front bodice according to the basic movement of MTM. Through the results, this study exclude unneccesary movements and suggest a method for working ways. 6. Using the actual working hour measured by a stop watch calculated the pitch time and presumed the amount of daily productivity. 7. The result of the work sampling came out as 38% of allowance rate. It was 13% higher than the standard amount of woman's jacket allowance rate, which was 25%. The most influencing factor was work discussion. That was because there were commuication problem of the work way between the operator and leader. More adequate use of flow table and level passing table was needed. There were the problems that inappropriate places and sizes made the distance of movements longer and often needed more adjustment of works and surroundings. To prevent breakdowns equipments check ups were necessary before works. 8. The results of MTM analysis were as follow : the time was reduced 40% than the actual measured time by a stop watch. This was because the leveling of the operator was included in the real calculation. Also, leveling was included in MTM analysis and all the conditions were standarized. Therefore MTM method was a scientidic measuring way of establishing the standard time. The presented method of this study, suggested an ideal method eliminating unneccesary motions, and presented standardization of works. Improvement of working methods, work condition and simplifying motions in each 10 processes reduced the working time from total 656 seconds to 301 seconds. 9. The way and time of working was linked together in the MTM analysis methods. Thus data from MTM help suggest not only establishing standard time but also establishing stan-dard work. Plus it includes various ability for improvements of working ways. So it is an objective method which can be widely used in other work studies. 10. The function of a time study is to determine the amount of work produced with a given method. The work rate is used to establish the cost of labor. The wage of worker must be calculated per unit time which is deter-mined before the time study is made. This study tried to introduce the incentive rule for deciding wages according to the standard time by MTM method.

  • PDF

Coarticulation Model of Hangul Visual speedh for Lip Animation (입술 애니메이션을 위한 한글 발음의 동시조음 모델)

  • Gong, Gwang-Sik;Kim, Chang-Heon
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.26 no.9
    • /
    • pp.1031-1041
    • /
    • 1999
  • 기존의 한글에 대한 입술 애니메이션 방법은 음소의 입모양을 몇 개의 입모양으로 정의하고 이들을 보간하여 입술을 애니메이션하였다. 하지만 발음하는 동안의 실제 입술 움직임은 선형함수나 단순한 비선형함수가 아니기 때문에 보간방법에 의해 중간 움직임을 생성하는 방법으로는 음소의 입술 움직임을 효과적으로 생성할 수 없다. 또 이 방법은 동시조음도 고려하지 않아 음소들간에 변화하는 입술 움직임도 표현할 수 없었다. 본 논문에서는 동시조음을 고려하여 한글을 자연스럽게 발음하는 입술 애니메이션 방법을 제안한다. 비디오 카메라로 발음하는 동안의 음소의 움직임들을 측정하고 입술 움직임 제어 파라미터들을 추출한다. 각각의 제어 파라미터들은 L fqvist의 스피치 생성 제스처 이론(speech production gesture theory)을 이용하여 실제 음소의 입술 움직임에 근사한 움직임인 지배함수(dominance function)들로 정의되고 입술 움직임을 애니메이션할 때 사용된다. 또, 각 지배함수들은 혼합함수(blending function)와 반음절에 의한 한글 합성 규칙을 사용하여 결합하고 동시조음이 적용된 한글을 발음하게 된다. 따라서 스피치 생성 제스처 이론을 이용하여 입술 움직임 모델을 구현한 방법은 기존의 보간에 의해 중간 움직임을 생성한 방법보다 실제 움직임에 근사한 움직임을 생성하고 동시조음도 고려한 움직임을 보여준다.Abstract The existing lip animation method of Hangul classifies the shape of lips with a few shapes and implements the lip animation with interpolating them. However it doesn't represent natural lip animation because the function of the real motion of lips, during articulation, isn't linear or simple non-linear function. It doesn't also represent the motion of lips varying among phonemes because it doesn't consider coarticulation. In this paper we present a new coarticulation model for the natural lip animation of Hangul. Using two video cameras, we film the speaker's lips and extract the lip control parameters. Each lip control parameter is defined as dominance function by using L fqvist's speech production gesture theory. This dominance function approximates to the real lip animation of a phoneme during articulation of one and is used when lip animation is implemented. Each dominance function combines into blending function by using Hangul composition rule based on demi-syllable. Then the lip animation of our coarticulation model represents natural motion of lips. Therefore our coarticulation model approximates to real lip motion rather than the existing model and represents the natural lip motion considered coarticulation.