• 제목/요약/키워드: Visual Effect Production

검색결과 112건 처리시간 0.026초

미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구 (Visual Media Education in Visual Arts Education)

  • 박지숙
    • 조형예술학연구
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    • 제7권
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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모션그래픽을 이용한 타이틀디자인의 활용 사례 연구;KBS, tvN 뉴스프로그램 타이틀 중심으로 (A Case Study of Title Design using Motion Graphic;Focused on KBS and tvN News Program Title)

  • 김성재
    • 한국콘텐츠학회논문지
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    • 제8권7호
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    • pp.146-152
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    • 2008
  • 현대사회에는 수많은 영상미디어의 홍수 속에서 영상미디어는 급속도로 발전하고 있다. 송신자와 수신자 사이의 효과적인 커뮤니케이션 수단으로 영상표현 기법의 한 분야인 모션그래픽이 대두되고 있는 실정이다. 모션그래픽은 수신자에게 정보를 보다 쉽고 정확하게 전달하기 위해 시각정보의 명확성을 부여하고 이미지의 전달과 정보전달의 효과를 높이기 위하여 커뮤니케이션 과정의 효과를 증대한다. 본 연구에서 논자는 사례를 통하여 최근 관심이 커지고 있는 모션그래픽의 한 분야인 타이틀 디자인이라는 짧지만 함축적인 정보의 전달로 강력한 시각전달로 모션그래픽의 표현방법상의 연구와 구조를 분석하여 실무제작에 있어 보다 낳은 방향으로 커뮤니케이션의 편리성과 효율성을 향상시키기 위한 모션그래픽의 제작방법을 조명해보고자 한다.

의류점포유통에서 비주얼머천다이징 의식성의 매개적 역할 (The mediating role of visual merchandising consciousness in offline apparel retailing)

  • 이규혜;장정원
    • 복식문화연구
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    • 제27권3호
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    • pp.285-297
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    • 2019
  • Retail firms have begun to pursue the marketing strategies, which stimulate consumers' sensibility and lead people to purchase their products. The visible effects of visual merchandising (VM) arouse consumers' interest and play an effective role in having busy people efficiently choose products. Apparel retail stores such as SPA use the offline store to be the experiential environment of their branding. Consumers' sensitivity and response toward various visual merchandising strategies needs to be accessed. The purpose of this study is to identify VM consciousness and VM evaluation attribute factors. Relationship of such variables with other variables were accessed. As consequence variables, product satisfaction and unplanned purchase behavior were included in the study. An empirical survey data was collected from men and women of various ages. Results indicated that VM consciousness and VM evaluation attribute factors were not correlated with consumer demographic variables. VM evaluation attributes were factored into appropriateness, attractiveness and functionality dimensions. Clothing involvement and brand orientation significantly influenced product satisfaction and unplanned purchase. The direct and indirect effect (via VM consciousness) were significant. For unplanned purchase, brand orientation only had indirect effect. The influence of VM evaluation attribute factors were significant. Appropriateness had stronger effect on product satisfaction whereas attractiveness had stronger effect on unplanned behavior. Functionality dimension had only indirect effect on product satisfaction but did not show significant direct and indirect effects on unplanned purchase. This study identified the pivotal role of VM consciousness in various shopping and purchasing circumstances in offline retail store of apparel brands.

A new type of multimedia content with Chinese characters as the core-Barrage

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International journal of advanced smart convergence
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    • 제11권2호
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    • pp.118-127
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    • 2022
  • Barrage language is a new media language based on Internet video. It is a representative expression of the Internet environment regardless of its format and content. As a unique movie viewing characteristic provided by the barrage function, the timeliness of feedback, entertainment, and interactivity of the content are excellent. Characteristic. Barrage language itself is closely related not only to the value of linguistic research, but also to the spread of the Internet in the Internet environment. Based on the current situation of Chinese video sites, this thesis explores how Barrage is an organic cycle of culture and consumption in a specific platform and group, and analyzes its propagation methods and effects. By analyzing the characteristics of content production patterns unique to the barrage culture, implications and reference values for production activities of other cultures, the effect of popularization on viewers and the production and consumption of the 'barrage' culture of the industry is studied, and furthermore, the 'barrage' culture is It was designed to be a reference for the development of the platform, internet culture, and animation industry culture.

시각효과(Visual Effects) 분야가 비매개화에 기여한 사례에 관한 연구 - 반지의 제왕을 중심으로 - (A Study on case for making immediacy Visual Effects field - With Focus on The Load of The Ring -)

  • 조현제;정민수
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2008년도 춘계 종합학술대회 논문집
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    • pp.208-212
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    • 2008
  • 매개(mediacy)는 인류 문명의 발전과 함께 진화 하고 있다. 진화 속에서 매개는 비매개(immediacy)와 하이퍼매개(hypermediacy)라는 상반된 매개의 특성이 진동이라는 재매개(remediacy)의 이중 논리를 보여준다. 재매개의 이중 논리란 하이퍼매개의 결과물들이 비매개의 투명성과 몰입을 뚜렷하게 요구하게 되는 것을 말한다. 디지털 합성이 점차 보편화되어 가고 있고, 배우조차도 시각효과(Visual Effects)으로 대체하려 한다는 점에서 비매개의 욕망은 뚜렷해지고 있다. 아날로그에서 디지털로 시대가 보편화되고 영상 기술이 발전하면서 이제는 잘 짜여진 각본과 연출에 의해서만이 아닌 화려하고 스펙터클한 영상이 스크린을 대변하는 시대가 왔다. 이러한 변화 속에서 시각효과(Visual Effects)에 대한 연구가 활발히 이루어지고 있다. 시각효과(Visual Effects) 분야가 하이퍼매개(hypermediacy)의 특성을 갖고 있는 학문이지만 동시에 콘텐츠를 제작하는 감독들의 염원인 스크린 앞에서의 비매개(immediacy)를 위한 연구 분야로 활용되고 있다. 본 연구는 영화 반지의 제왕(The Load of The Ring)의 시각효과(Visual Effects) 적용사례를 분석함으로써 시각효과(Visual Effects) 분야가 하이퍼 매개 결과물 속에서 비매개의 투명성과 몰입성을 확보할 수 있는 가치 있는 새로운 학문 분야임을 증명하고자 한다. 그리고 이 연구를 통해서 새로운 학문분야인 시각효과(Visual Effects) 분야의 체계화에 기여하고자 한다.

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광고 사진을 위한 시각적 주의 기초요인 연구 (A Study on Visual Attention Factors for Advertising Photographs)

  • 김대욱
    • 디지털융복합연구
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    • 제17권3호
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    • pp.413-425
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    • 2019
  • 본 연구자는 시선 이동에 관한 연구를 진행 하였다. 시선이동의 기초적 변수는 디테일이다. 연구 결과 디테일의 변수는 컬러, 농도, 대비 등 다른 요인보다 시선 유입에 더 중요하게 작동하였다. 또한 사진의 피사체의 힘이 중심의 힘을 압도했다. 주 피사체와 배경이 되는 톤의 농도의 차이가 강하면 시각적인 중심이 주 피사체에 좀 더 유입된다. 주 피사체와 배경의 톤의 농도의 차이가 약하면 시선이 중심부와 주변부로 다양하게 퍼져 나가게 된다. 주요 요인은 노출의 차이로 노출의 차이가 심한 배경의 톤에는 시선이 거의 도달 하지 않는다. 피사체 중 사람은 주목 요인이 매우 높게 관찰되었다. 사람의 얼굴이 등장하는 사진은 다른 요인 보다, 비교적 주목도가 얼굴에 집중되는 경향이 있다. 사람이 들어간 사진에 관한 관심과 기억 효과는 높았다. 성적인 것, 위험한 것은 다른 요인보다 강하게 시선을 이동시키는 요인이 되는 것으로 관찰 되었다. 또한, 시선의 이동은 피사체의 형태, 위치, 밝기, 크기, 컬러, 패턴이 일정한 영향을 미치고 있다. 즉 피사체의 종류 및 내용이 시선 이동에 가장 주 요인으로 작동한다고 연구하였다. 또한 디테일이 다음변수로 중요한 요인이 된다. 그 외의 농도, 컬러, 위치, 크기 요인은 차선적 요인으로 관찰 연구하였다. 이는 광고사진에서 시선을 고정하거나 시선의 유도를 위해서는 피사체의 내용과, 디테일, 해상도 포커스 부분이 매우 중요하다는 시사점을 가진다.

시각적 몰입감 향상에 관한 VR 게임의 사용자 평가 연구 (A Study on User Evaluation of VR Games on Improving Visual Immersion)

  • 이랑구;정진헌
    • 디지털융복합연구
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    • 제20권2호
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    • pp.407-413
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    • 2022
  • 본 연구는 초기 연구를 통해 제작하고 개발한 'COVID-19 SABER' VR 게임의 기술적, 내용적 구성 요소가 사용자의 시각적 몰입감 향상에 영향을 미치는지 알아보기 위해 사용자 체험과 설문을 통해 실증 분석을 진행하였다. 그 결과 먼저, 기술적 구성 요소의 해상도, 시야각, 이펙트, 디자인 품질에 관한 가설은 채택되었고, 프레임 레이트, 조명의 밝기에 관한 가설은 기각되었다. 다음으로, 내용적 구성 요소의 가설은 배경, 연출, 색상과 질감, 흥미와 재미에 관한 가설은 채택되었고, 스토리텔링에 관한 가설은 기각되었다. 정리하면, VR 게임의 시각적 몰입감 향상을 위해서는 기술적 구성 요소의 해상도, 시야각, 이펙트, 디자인 품질과, 내용적 구성 요소의 배경, 연출, 색상과 질감, 흥미와 재미를 중심으로 설계하고 제작해야 한다는 결과를 도출하였다. 본 연구 결과는 향후 사용자의 시각적 몰입을 유도하고 향상할 수 있는 VR 게임의 제작 및 개발 분야에 기초 자료가 될 것으로 기대한다.

대여의상을 이용한 효율적인 무대의상 디자인 및 제작에 관한 연구 - 공연<리진>에 사용된 서양복을 중심으로 - (A Study of the Designing and Producing of Efficient Stage Costume Using Rented Costume - Focusing on the Western Clothes used in the Performance "Lee Jin" -)

  • 김영삼;우보경;한나라;윤향란
    • 복식
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    • 제59권3호
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    • pp.157-165
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    • 2009
  • This study intends to discuss the efficient stage costume design that uses costume-rentals and production method as a realistic alternative for production of stage costume of low budget performance. Directly participating in the costume design and production of the performance , this researcher applied the methodology of corroborative study on the basis of production process and results by referring to the papers and literature published by academic society for the theory necessary for study. Centering around the western costume in the stage costumes of , the scope of study was the costume of Paris, France prevalent at the end of the 19th century which is epochal background of performance. In spite of its merit of reducing production charge and production in the low budget performance, costume-rentals is subject to the lack of considering unitγ with other visual factors and limit in reflecting the creativity of costume designer. The following actions shall be taken to solve such problem. First, it is essential to set production direction and plan that meets budget and work concept. Second, it is required to highlight the characteristic factor of the age which is the background of work so as to grant the sense of age and to produce the visual unity of costume by supplementing the costume composition. Third, it is necessary to make large effect with low lost by using costume articles that can express the characteristics of the age. Fourth, it is required to efficiently reflect the transformation of design by minimizing the damage of costume through research on the sewing method and materials as well as creative idea. In this way, the efficient stage costume could be realized in the performance with low budget by approaching costume-rentals in the viewpoint of costume design, transforming it in accordance with work concept and adding the visual factors.

와이드팬츠의 바지 길이와 바지 부리 폭 변화에 따른 시각적 평가 (Visual Evaluation according to Changes in Length of Pants and Width of Hem Line of Wide Pants)

  • 이정진
    • 한국의상디자인학회지
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    • 제17권3호
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    • pp.159-168
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    • 2015
  • In this study, visual evaluation was wide pants with changes in length of pants and width of hem line of wide pants design to provide data which can enhance wearing image effects at the production of wide pants. According to the length of pants and width of hem line of wide pants, a total of 9 stimulants were chosen. Then, they were evaluated using a seven-point rating scale against 40 fashion students. The data has been analyzed by Factor Analysis, ANOVA, $Scheff{\acute{e}}$'s Test and the MCA method. The results of the study are as follows : 1. According to factor analysis, the components of visual evaluation depending on the length of pants and width of hem line of wide pants were divided into five factors: individuality, body correction, modesty, body length and cute. 2. According to visual evaluation depending on changes in the length of pants, no significant difference was found in all five positions. 3. According to visual evaluation depending on changes in the length of pants and width of hem line of wide pants, 'width of hem line 60, 100' revealed a significant difference in body correction. 'width of hem line 80' revealed a significant difference in body correction and body length. 4. In terms of interactions over changes in the length of pants and width of hem line of wide pants, no interaction effects were found in all five factors. According to multiple classification analysis(MCA) on the factors without interaction effects, length of pants had more effect on visual image in body correction, body length and cute. In other factors, more influence was observed depending on the width of hem line.

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VR 야구 게임의 현실감 강화 방법 연구 (A Study on Reality Enhancement Method of VR Baseball Game)

  • 유왕윤
    • 한국게임학회 논문지
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    • 제19권2호
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    • pp.23-32
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    • 2019
  • VR 콘텐츠의 대중화가 더딘 것은 시각적인 새로운 경험 즉, '흥미' 이상의 '효용'을 만들어내지 못했기 때문이다. 가상현실 콘텐츠의 효용은 기능적 현실감에서 출발하며 그것을 증진시키기 위해서 사실적인 인터랙션이 요구된다. 본 연구는 구체적으로 네트워크 플레이, 캐릭터 인공지능, 햅틱 구현의 3가지 방법을 제시하고 있다. 가설을 확인하기 위하여 기획에서부터 콘텐츠 제작, 플레이 테스트, 기술 검증까지 야구를 소재로 한 VR 콘텐츠 제작의 전 단계를 수행하였다. 최종 결과물에 대한 사용자 및 평가 기관의 테스트를 통하여 사실적인 시각 효과와 플레이 연출, 진동에 의한 타격감까지 콘텐츠의 현실감을 높이는 데 기여한 것으로 평가되었다.