• Title/Summary/Keyword: Video production

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Study on the creative development of China Cartoon & Animation - Focusing on changes in a production environment with supporting the policy of the State Administration of Press, Publication, Radio, Film and Television of China - (중국 만화 애니메이션 창작과 발전 방향에 관한 연구 -국가광전총국(國家廣電總局) 지원정책에 따른 제작환경 변화를 중심으로-)

  • Xie, Shu-Fu;Kim, Jong-Du
    • Cartoon and Animation Studies
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    • s.35
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    • pp.209-226
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    • 2014
  • Chinese cartoon industry lately was able to see a rapid development which changed cartoon creative personnel associated with increased production technology development, new technologies, government support policy and a variety of environments. It was likely to have high expectations for changes in the policy environment of the country supported the comic creators and authors to develop its own comic industry. The State Administration of Press, Publication, Radio, Film and Television of China promoted the production for the development of Chinese animation with "domestic little video about the development of the animation industry's opinion", and "documents Documents". Animation industrial base and animation education was established in institutions such as the organization one after another. In the meantime, the spread of Japanese comics picture on the creative activation admitted but their comic creation and activation was slump. It would produce that the creation of its traditional culture based activation strategy to built comics. Since 2004, It was well represented for the creators of the cartoon creation of the tradition and uniqueness of Chinese history. In the prior to 2004, comics and strategies was to be differentiated. Today, China is an important source of comic marked the fact that the tradition was recognized and it was further developed with combining creativity of the past and the present production system. Comic creators comic story of traditional culture were excavated in order to have a sense of awareness and modern. The difference between China Cartoon and comics in other Asian countries is true that cartoon story came out naturally in a traditional culture. In this study, It would lead in the future to allow directional presented for the digital cartoon making development policy awareness through the comic creation and production of new media content industry enabled to China. Now, in the new media industry for the development of China's neighboring countries coped with climate change for the active exchange of information. It poured out ceaseless technical development and a range of policies to support business expansion. New China Cartoon was leaped to re-fit the industry.

A Study of the Changes of Game Music (게임음악의 변천에 대한 고찰)

  • Lee, Jeong-Hyeok
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.103-111
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    • 2012
  • Games in 1970s have used the savings of analog wavelength as in music and the like on hardwares of small cassette, gramophone, and the like. Due to these configuration elements, durability has to be declined so much. In the event of using the music on the video game, more affordable method is to use the computer chip to convert the analog sound into the computer code to convert into the electric wavelength to send to the speaker. The sound effect of the game is generated in this method. The technical limit has been gradually overcome to grant more freedom to the composers and the sound track pre-recorded on the optic disc and the like has emerged. The game developers of today have made several attempts on the technology to produce the game music. This study has contemplated the process of advancement in the change of game music production with the influence on technology and business.

HoloMarking: Digital Watermarking Method using Fresnel Hologram (홀로마킹: Fresnel 홀로그램을 이용한 디지털 워터마킹 기법)

  • Choi, Hyun-Jun;Seo, Young-Ho;Yoo, Ji-Sang;Kim, Dong-Wook
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.6C
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    • pp.604-610
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    • 2009
  • This paper propose a digital watermarking method for digital contents which satisfies both the invisibility and the robustness to attacks to prohibit counterfeiting, modification, illegal usage and illegal re-production of video contents. This watermarking algorithm insert a watermark(digital hologram) by generated using Fresnel transform which improve the robustness. The inserting positions of the watermark choose by considering the frequency property of an image and a watermark. Also the amount of watermarking for watermark bit decide by considering the level of 2DDWT. This algorithm was implemented by C++ and experimented for invisibility and robustness with optical system. The experiment results showed that the method satisfied enough the invisibility of the inserted watermark and robustness against attacks. For the general attacks, the error rate of the extracted watermark was less than 15%, which is enough in robustness against the attacks.

A Study on Synchronization of Video and Virtual Reality Data for On-line Education (온라인 교육을 위한 동영상과 가상현실 데이터의 동기화에 관한 연구)

  • Sun Bok-Keun;Han Kwang-Rok
    • Journal of Korea Multimedia Society
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    • v.8 no.3
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    • pp.389-397
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    • 2005
  • In this paper, we study the synchronization method of animated simulations and VRs for on-line virtual reality education system. To build the data of animated simulations and synchronization modules of VRML content, the media-synchronizing technology, HTML + TIME and scripts are used. The VRML control module ismade into Java applet using the Java EAI provided for the web and the interface for VRML contents. To control the animation of VRML contents, the node information is extracted, and an animation production template capable of controlling animation in inter-connection with VRML content is made. With evaluation of the animation control performance, processing speed, synchronization performance between media in the system built, more improved results are obtained. We would like to suggest a education system with easy system construction and various multi-medium applicability by realizing HTML + TIME media synchronization and VRML web 3D virtual reality creation techniques, and animated images and 3D animation controls according to time using Java through this study.

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A Study on the Semantic Network Structure of the Regime in the Image Contents (영상콘텐츠분야의 정권별 의미연결망 연구)

  • Hwang, Go-Eun;Moon, Shin-Jung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.28 no.3
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    • pp.217-240
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    • 2017
  • The purpose of this study was to investigate the semantic network analysis to understand image contents and to examine the degree to which words, word clusters contributed to the formation of semantic map within image contents. For this research, from 1993 until 2016 the field of the image contents were collected for a total of 2,624 cases papers. The word appeared in Title analyzed the social network by using the R program of Big Data. The results were as follows: First, The field of image contents is based on researches related to 'image', 'media' and 'contents'. Second, there is a three-step flow ('education' -> 'media' -> 'contents') of research in the field of image contents. Third, researches related to 'broadcasting', 'digital', 'technology', and 'production' were continuously carried out. Finally, There were new research subjects for each regime.

A Study on Development of a Prediction Model for Korean Music Box Office Based on Deep Learning (딥러닝을 이용한 음악흥행 예측모델 개발 연구)

  • Lee, Do-Yeon;Chang, Byeng-Hee
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.10-18
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    • 2020
  • Among various contents industry, this study especially focused on music industry and tried to develop a prediction model for music box office using deep learning. The deep learning prediction model designed to predict music chart-in period based on 17 variables -singer power, singer influence, featuring singer power, featuring singer influence, number of participating singers, gender of participating singers, lyric writer power, composer power, arranger power, production agency power, distributing agency power, title track, LIKEs on streaming platform, comments on streaming platform, pre-promotion article, teaser-video view, first-week performance. Additionally we conducted a linear regression analysis to sort out factors, and tried to compare the prediction performance between the original DNN prediction model and the DNN model made of sorted out factors.

Development of NFC Mobile Application for Information on Textile Materials (패션소재 정보 전달을 위한 NFC 모바일 어플리케이션 개발)

  • Park, Sohyun;Kim, Jongjun
    • Journal of Fashion Business
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    • v.20 no.1
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    • pp.142-156
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    • 2016
  • Convergence of IT devices and fashion is enabling the industry to take fully different approaches in various areas including product planning, fabric selecting, distributing, and marketing. At the same time, it also transforms the definition of clothing itself. Convergence of IT technologies in the realm of fashion and textiles industries can create a powerful synergy through connection digital devices, such as mobile phone. In this context, this study attempts to suggest how IT technology can be efficiently harnessed through the usage of mobile devices in the planning stage of fashion materials, where the initial production plan of a clothing item is mapped out. This study ultimately aims to enhance the effectiveness of databases on fashion material information by using mobile devices to utilize NFC, an RFID technology having as much revolutionary power as Internet - which can be the convergence between IT and fashion across the software dimensions. To pursue this research, data on fashion material information regarding 200 woven fabric specimens were provided by textile companies. The information includes elements such as its composition, weight, width, yarn, density and sales report. These pieces of information were organized into a database. Drawing on this data, Android-based applications that allow smart phones to read off fabric information from NFC tags were developed for this study using two methods. The system works as follows: 1. NFC tag stickers are attached onto the hangers where 200 fabric samples are hanging. 2. The NFC tag stickers are tagged, or read off from a smart phone that support NFC functions. 3. Upon tagging, the Smart phone swiftly displays all information available on its screen - not only the aforementioned six elements, but also the image of the clothing item from the fabric in its finalized product form, and the video of the model wearing the item - for convenient view. The method harbors immense potential for the fashion industry in general, and will also be useful in those fields inside the industry that harness NFC technology.

The Relationship between Epileptic Focus and Psychiatric Symptoms of the Refractory Epileptic Patients (난치성 간질환자의 간질초점 위치와 정신증상과의 관련성)

  • Han, Wou-Sang;Kim, Jong-Hoon;Lee, Sang-Kun;Cho, Doo-Young;Kwon, Jun-Soo;Ha, Kyoo-Seob
    • Korean Journal of Psychosomatic Medicine
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    • v.4 no.1
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    • pp.64-70
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    • 1996
  • The prevalence rate of psychiatric symptoms of the refractory epileptic patients was evaluated according to the location of the epileptic focus. The subjects were 91 patients admitted to Epilepsy Monitoring Unit of Seoul National University Hospital. The psychiatric symptoms were assessed by Korean version of Symptom Checklist-90-R(SCL-90-R). The locus of epileptic focus was assessed by clinical features, 2-hour interictal EEG, long-term video-EEG monitoring, brain MRI, interictal and ictal brain SPECT, and interictal brain PET The subjects were divided into three groups according to the epileptic focus, non-temporal(N=29), left temporal (N=26), and right temporal(N=32). There were no statistical differences in demographic and seizure-related variables among groups. The number of patients with $T-score {\geq} 65$ at any subscale of the SCL-90-R were compared by $X^2-test$ among groups. The mean T-scores of each subscale of the SCL-90-R were compared by oneway-ANOVA among groups. The prevalence rate of psychiatric symptoms of the refractory epileptic patients was 38.5%. There was no statistical difference in the prevalence rate of psychiatric symptoms among groups. However, the patients with non-temporal or right temporal epileptic foci showed statistically significant higher mean T-scores of interpersonal sensitivity, depression, hostility, and phobic subscales than the patients with left temporal epileptic foci. These results suggest that the epileptic focus plays an important role in the production of interictal psychiatric symptoms of the refractory epileptics.

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A Case Study on Application of Realistic Content to Space Design (실감형콘텐츠의 공간디자인 적용사례연구)

  • Kang, Jae-Shin
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.369-376
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    • 2017
  • In a digital multimedia environment with various experiences and communication, We live in an age where it is possible to experience from imagination to reality realizable by imagination. The remarkable technology based on ICT has been attracting attention as next generation video service technology from 3DTV, UHD TV, and hologram. These media, combined with space design, are able to offer us amazing and diverse experiences. In addition, now, there is a demand for more differentiated contents using human five senses recognition technology. We analyzed the application of realistic contents to space design. As a result, we have come to the conclusion that creative production which can express more fun and convenient will be an important issue.

A Case of Immunoglobulin G4-Related Disease Presenting as a Pleural Mass

  • Kim, Dong Hyun;Koh, Kyu Han;Oh, Hyeon Sik;Kim, Se Joong;Kang, Sae Han;Jung, Byung Wook;Song, Jun Gyu;Cheon, Mi Ju;Yoon, Seon Bin;Park, Yong Won;Ko, Young Min;Lee, Seung Hyeun
    • Tuberculosis and Respiratory Diseases
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    • v.76 no.1
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    • pp.38-41
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    • 2014
  • Immunoglobulin G4 (IgG4)-related disease is a newly recognized condition characterized by fibroinflammatory lesions with dense lymphoplasmacytic infiltration, storiform-type fibrosis and obliterative phlebitis. The pathogenesis is not fully understood but multiple immune-mediated mechanisms are believed to contribute. This rare disease can involve various organs and pleural involvement is even rarer. We report a case of IgG4-related disease involving pleura. A 66-year-old man presented with cough and sputum production for a week. Chest radiography revealed consolidation and a pleural mass at right hemithorax. Treatment with antibiotics resolved the consolidation and respiratory symptoms disappeared, but the pleural mass was unchanged. Video-assisted thoracoscopic surgery was performed. Histopathology revealed dense lymphoplasmacytic infiltration and storiform fibrosis with numerous IgG4-bearing plasma cells. The serum IgG4 level was also elevated. Further examination ruled out the involvement of any other organ. The patient was discharged without further treatment and there is no evidence of recurrence to date.