• Title/Summary/Keyword: Visual Directing

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Directing the turning behavior of carp using virtual stimulation

  • Kim, Cheol-Hu;Kim, Dae-Gun;Kim, Daesoo;Lee, Phill-Seung
    • Ocean Systems Engineering
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    • v.7 no.1
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    • pp.39-51
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    • 2017
  • Fishes detect various sensory stimuli, which may be used to direct their behavior. Especially, the visual and water flow detection information are critical for locating prey, predators, and school formation. In this study, we examined the specific role of these two different type of stimulation (vision and vibration) during the obstacle avoidance behavior of carp, Cyprinus carpio. When a visual obstacle was presented, the carp efficiently turned and swam away in the opposite direction. In contrast, vibration stimulation of the left or right side with a vibrator did not induce strong turning behavior. The vibrator only regulated the direction of turning when presented in combination with the visual obstacle. Our results provide first evidence on the innate capacity that dynamically coordinates visual and vibration signals in fish and give insights on the novel modulation method of fish behavior without training.

An Analysis Of The Visual Characteristic Of Directing For Three Dimensional Films -Focusing On - (3D 입체영상의 시각적 연출 특성 연구 -영화 <잃어버린 세계를 찾아서>를 중심으로-)

  • Kim, Sae-Hoon;Kim, Min-Jung;Kang, Jee-Won
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.229-237
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    • 2011
  • All over the world, the interest in technology and industrial value has been increasing rapidly due to the continuing commercial successes of three dimensional films. However, after the commercial success of , without exception, lots of three dimensional films had been produced thoughtlessly. Hereby, these films incurred a censure owing to bad degree of completion related to insufficient storytelling and directing. For three dimensional films, characteristic of producing should be considered perfectly in the planning stage unlike previous films. This study concentrates upon proper directing for three dimensional films, and analyzes the method of it, roughly divided into three parts ; the lapse of time, directing the screen which can highlight space sense, and the point of sight. Henceforth, The demand of three dimensional contents will increase all around the world, at such time, we also should take note of the change, and then produce excellent contents which can lead to have a chance to gain the supper hand in the market of three dimensional contents.

Study on the Application of Comic Panel Direction in VR Animation - Focusing on <Mescaformhill: Missing Five> (만화의 칸 연출을 적용한 VR 애니메이션 연구 - <Mescaformhill: Missing Five>를 중심으로)

  • Park Sukyung;Lee Taegu;Choi Suhyeon
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.253-258
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    • 2023
  • In comics, panels serve a variety of dramatic purposes, including controlling the flow of the story through the size, placement, and order of panels; directing the eye to where characters or specific actions take place; expressing the passage or sequence of time; and using backgrounds, lighting, and color to emphasize emotion and convey mood. When applied to VR animation, these comic panels can give users a more immersive experience of the cartoon world in the VR space. In the VR animation "Mescaformhill: Missing Five," produced in 2022, the comic panels directing is very important to guide the viewer's attention, and in the VR space, the camera angle can be freely changed to realize various visual effects, and the physical interaction brings the comic panels directing to life. This can open up new ways of storytelling in VR animation and contribute to its successful expansion into new mediums.

Effects of Multi-modality Cues on Personal Navigation in Wearable Computing (웨어러블 컴퓨터 환경의 개인 네비게이션 수행에 다중양식 단서가 미치는 영향)

  • Jeon, Ha-Young;Chae, Haeng-Suk;Hong, Ji-Young;Han, Kwang-Hee
    • Journal of the Ergonomics Society of Korea
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    • v.26 no.4
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    • pp.1-7
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    • 2007
  • Navigation system or way finding in Wearable computer help disabled and impaired persons and it is impossible to be safe and efficient for drivers as well as pedestrian. Wearable computing situation must be multi-tasking simultaneously and users need minimal attention. In this paper, we used virtual environment as real way-finding similarly. The direction cues of navigation system are investigated as visual only, visual & auditory, and visual & speech. In the paper, the trial demonstrates the difference of performance in detection of directing and performance of motor and subjective satisfaction of user.

Transformation of Film Directing and Cinematography through Technological Advancements: Focusing on Ang Lee's Films

  • Xiaojun Zong;Yoojin Kim
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.64-72
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    • 2023
  • This paper discusses the technical exploration of Ang Lee's cinematic works and the unique visual beauty he presents. Ang Lee has successfully tackled various themes and genres, creating films that harmoniously blend Eastern and Western cultural sensibilities. These films are technologically innovative and show the interaction between technology and art, industry and culture. Therefore, this paper analyses the correlation between film technology and visual beauty in Ang Lee's works, and explores the discourse on how the relationship between film technology and art has changed with the development of film. Furthermore, this paper aims to provide insights into how technological innovation can enhance artistic creativity. The contribution of this study lies in the in-depth exploration of the relationship between film technology and art, with a focus on technological innovation and the visual beauty in Ang Lee's works. The research findings reveal that Ang Lee's films showcase the application of advanced technologies, captivating audiences with their unique visual aesthetics. The utilization of emerging technologies enables his films to possess not only visual impact but also convey profound emotions and themes. We conclude that technological innovation in film not only provides artists with more creative tools and expressive techniques but also, when combined with artistic sensibilities, creates captivating and visually expressive cinematic works. This discovery offers a new perspective for film production and opens up greater possibilities for collaboration between artists and technology experts.

A Research on Expressional Directing Methods for Film and Video - Focused on the of Expression derived from Spatial Characteristics of the Filming Zone - (영상 표현 연출 방법에 관한 연구 - 촬영 공간의 형태적 특성에 기인하는 이미지 표현을 중심으로 -)

  • Yoo, Taek-Sang
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.217-228
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    • 2006
  • It is obvious that the characteristics of the media are related with the visual expression found in film and video shots. It can be assumed that there would be unavoidable distortion when the space and objects are being framed into an image by the camera and that unavoidable distortion can be utilized for creative expression. Therefore the relationship among the shape of filming zone, the structure of the image, and the strategies of disposition of camera, actors, and objects were studied in accordance with expressional attempts found in film and video images. The classified cases of the expressions found in film and video was studied from the view of the dispositions and movements of the physical elements such as camera, actors, and objects which made the designated expression possible. Finally the organization of method to arrange of the elements used for film within film zone was resulted as the expressional directing methods for filming. Later the usefulness of the method was tested by the application of the method in educational procedure and the evaluation of the analysis of the students' results.

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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.

A Study on the Compositions and Applications of Video Solution for Small-sized Theater Performance:Focused on the Musical (소극장 공연에 적합한 영상 솔루션 구성과 활용방안 연구 : 뮤지컬 <트레이스 유(2018)>를 중심으로)

  • Kim, Kyu-Jong
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.359-369
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    • 2019
  • This research suggests video solutions and efficient implementations for low-budget performances. This study adopts Millumin as a mapping server, which reflects the character of small theatres with a lower budget that doesn't use more than four projectors in a show. By comparing pros and cons of media servers, the study discovers how to employ an appropriate server as well as to participate in a pre-video production stage, which increases the artistry of directing and reduces unnecessary graphics. Meanwhile, with the participation of an interpretive programmer, this study suggests a way to manage the rehearsal time and to increase the artistry of directing. In addition, this study analyses the relationship between the video's visual motive source in the story's development, crisis, climax, twist and the provided narrative based on "Trace U the musical (2018)", by this analyzation, the relationship between storytelling and the video is fully shown. A visual motive is related to the action of actors, the movement of dancers, the music, the lyrics and the lines. Furthermore, the provided narrative confirms that the existence of an actual relationship with the turning point of the plots, characters' emotion, suggestions of sub-plot and the twists of own story. In conclusion, it implies a video of small theatres can not be separated from the probability of the narrative.sh an efficient ad execution strategy that reflected the characteristics of mobile devices.

A Study on VR Game Production Techniques to Improvement of Visual Immersion (시각적 몰입감 향상을 위한 VR 게임 제작 기법 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.457-462
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    • 2021
  • This study is about production techniques that can improve visual immersion in VR games. First, we reviewed the theory of VR games, current status, visual and immersion through prior work, and selected samples to extract key components that can improve visual immersion in VR games. and, VR games were produced and developed by applying the concept of COVID-19, which is currently popular around the world. As a result, the resolution of technical Element's, frame rate, viewing angle, brightness of lighting, design quality, and Contextual Element's storytelling, background, directing, color, texture, interest and fun because is Significant results that can induce and improve immersion were obtained, and in the end, smooth gameplay was realized. Through this research process and results, it is expected that it will be a basic data in the field of production and development of VR games that can induce and improve users' visual immersion in the future.

A Study on the Metaphorical Expression Characteristics of New Materials for Emotional Housing Space Design (감성주거공간디자인을 위한 신소재의 은유적 표현 특성에 관한 연구)

  • Jung, Sun-Hee;Seo, Ji-Eun
    • Journal of the Korean housing association
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    • v.23 no.3
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    • pp.71-78
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    • 2012
  • This study analyzed metaphorical characteristics of composite materials in terms of a visual aspect on a new material that is applicable for housing space. The results are as follows. First, the recent trend of housing space tends to stimulate emotions of residents through visual finishing materials, and for this reason, visual expression of a new material that is applicable to finishing materials plays an important role. Second, convertibleness, association and duplicity were selected as items of metaphorical expressions through the precedent studies. Third, most of combinations of materials were shown different from the existing materials in an expressive characteristic of composite materials through analysis, and application of a technology showed a different visual effect of patterns and textures from the existing materials. This implies that visual expression and directing are being attempted using such technology on finishing materials of housing space with development of digital technologies. Fourth, for metaphorical characteristics of composite material for housing space, combination of various materials and a digital technology were applied on convertibleness. For association, a combination of materials that have each different characteristic associated with the third material, and combination with subsidiary material of optical fiber and a digital technology were appled for duplicity. Data obtained from the results of this study has high efficiency in planning finishing materials for emotional housing space in future, and it will be basic data for a study on development of new finishing materials.