• Title/Summary/Keyword: broadcasting production

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The Work Identity and Labor Experience of the Broadcasting Scriptwriters : Focusing on the Auto-ethnography that Reflects the Experiences of the Scriptwriters (방송 구성작가의 업무 정체성과 노동경험: 구성작가들의 체험이 반영된 자기기술지 분석을 중심으로)

  • Kim, Mi-Sook
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.645-661
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    • 2021
  • Scriptwriters have appeared in Korea's broadcasting production system for more than 40 years as a key producer. This study specifically investigated the work identity and labor experience of scriptwriters who have played countless roles from planning and organizing programs in various broadcast genres such as non-drama informative program, entertainment, news, and radio to script writing. As a result of examining the work identity and labor experience of the scriptwriters based on the auto-ethnography of the 20 scriptwriters working in the field, they felt that they had an " indispensable" program producer and a media culture producer and at the same time felt that they were taking on tasks that were unclear. They felt that the cause of this inequality was a problem of the production system and employment type, but they recognized that they could not be solved individually, and they were developing their own skills or building connections to get work, and expanding their areas unconditionally.

Research on the Expression Features of Naked-eye 3D Effect of LED Screen Based on Optical Illusion Art

  • Fu, Linwei;Zhou, Jiani;Tae Soo, Yun
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.126-139
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    • 2023
  • At present, naked-eye 3D appears more and more commonly on the facades of urban buildings. It brings an incredible visual experience to the audience by simulating the natural 3D 3D space effect. At the same time, it also creates enormous commercial value for city publicity and commercial advertisements. There is much research on naked-eye 3D visual effects, but for right-angle LED screens. Right-angle LED screen's brand-new expression method that has only become popular in recent years, how to convey a realistic naked-eye 3D effect through two LED screens combined at right angles has become a problem worth exploring. To explore the whole design ideas and production process of the naked-eye 3D impact of the right-angle LED screen, this paper is a preliminary study aimed at understanding the performance principle and expression features. Before the case analysis, first, understand the standard virtual 3D space construction techniques. Combining it with the optical illusion phenomenon, according to the expression principle of the naked-eye 3D effect of the right-angle LED screen, it can be summarized into seven expressions: Shadow, Color contrast, Background structure line, Magnify object, Object out of bounds, Object floating, Fusion of picture and background. By analyzing the optical illusion phenomenon used in the case, we summarized the main performance characteristics of the naked eye 3D effect. The emergence of right-angle LED screens breaks the limitation of a single plane of optical illusion art, perfectly combines building facades with naked-eye 3D visual effects, and provides designers with a brand-new creative platform. Understanding its production principles and main expressive features can help designers enter this innovative platform better.

Canopy Microclimate of Water-Seeding Rice during Internode Elongation Period (담수직파 벼의 신장기 군락내 미기후 특성)

  • Yun, Jin-Il;Shin, Jin-Chul;Yun, Yong-Dae;Park, Eun-Woo;Cho, Seong-In;Hwang, Heon
    • KOREAN JOURNAL OF CROP SCIENCE
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    • v.42 no.4
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    • pp.473-482
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    • 1997
  • Temperature, humidity and wetness duration were monitored for fully developed paddy rice canopies with 3 different structures induced by the seeding method(puddled-soil drill seeding, DS ; hand broadcasting, HB ; machine broadcasting, MB). Within-canopy air temperature averaged over "clear sky" hours during the study period(maximum tillering through heading) was lower than the screen temperature at a nearby standard weather station, especially in the night. The same trend was true for "overcast sky" hours except the diurnal distinction. Vapor pressure within the canopy was high during the daytime and low in the night, making the daytime deviation from outside the canopy more significant on clear days. Under the overcast sky, the canopy maintained a steady 5 to 10% higher vapor pressure than the outside regardless of day or night. Daily maximum temperature was observed to be higher within the canopies with more leaf mass, making MB the highest, HB the lowest, and DS in between. Relative humidity was over 90% in the night and dropped to 70% in the mid-afternoon, but vapor pressure within the canopy was highest at around 13:00 LST. Dew point depression was lowest and, combined with the temperature, the relative humidity was highest in HB. Mean period of wetting duration was in the order of DS>HB>MB, while the dew point depression was greatest in DS.

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Developing a first-person horror game using Unreal Engine and an action camera perspective (언리얼엔진과 액션 카메라 시점을 활용한 1인칭 공포 게임 개발)

  • Nam-Young Kim;Young-Min Joo;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.75-81
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    • 2024
  • This paper focuses on developing a first-person 3D game to provide extreme fear to players through realistic camera direction utilizing the features of action cameras. As a new camera production technique, we introduce perspective distortion using a wide-angle lens and camera shake when moving to provide higher immersion than existing games. The theme of the game is horror room escape, and the player starts with a firearm, but in order to overcome the concern that the game's difficulty is low due to the use of firearms, the player is asked to control the use of firearms by imposing burdens such as chasing monsters and reducing the number of magazines. The significance of this paper is that we developed a new type of 3D game that maximizes the fear effect of players through realistic production.

Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.267-277
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    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.

The Study of the Aternative Boadcasting System: in the Case of the Channel 4 in Britain (대안적 방송제작시스템 연구 : 영국 채널4의 외주제작시스템을 중심으로)

  • Eun, Hye-Chung
    • Korean journal of communication and information
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    • v.17
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    • pp.85-111
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    • 2001
  • In this article, Channel 4 in Britain is the main theme since its alternative broadcasting system can shed the light to the Korean case. Korea is getting into the era of multimedia and including webcastings there are over thousands channels are available. However the infra-structure fur the broadcasting contents never seems to be matured to match its need. Instead Korean production system is rather vertically integrated into the Networks(KBS, MBC and SBS) which oligopolise the broadcasting in terms of supply. Even though 'Program Quota Regulation' has been established under the new Broadcasting Art(1999), the old habits die hard and still the independent producers have the unfair relationships with the Networks. Under this circumstance, Channel 4 can be the good example to show how well the alternative system can serve to the diversity of broadcasting and the taste of the minority. Channel 4 took almost 20 years to establish since there were enormous amount of debates about its public missions, ideal broadcasting system, whom it should serve for, etc. between all the social sectors including the independent producers. The social agreement was reached on the point that the new broadcaster should not produce but publish and it is called the 'publishing broadcaster'. In this sense, it can be managed effectively with comparatively little fund and at the same time, it can always have all different sorts of contents as well as genres very freely through 'commissioning process' or buying programs from even the most innovative producers. The 'commissioning process' is one of the key points which makes the Channel 4 so unique. The commissioning process is literally open to anybody, in particular, to the small scale producers with much innovative ideas. Channel 4 will support financially as well as with facilities and human resource to produce the program once after their program idea is accepted by the commissioning editor. Even better side of Channel 4 is about their financial success. From the beginning, the 'funding formula' helped in great deal to make the Channel 4 doing all sorts of innovative experiments. The history of 'funding formula' and its contribution are explained in the article, too. With all this effort, the article is hoped to bring discussion about the alternative broadcasting system which might help to prepare the new era of broadcasting.

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Engineering and Economic Evaluation of Production of MgO Nanoparticles using a Physicochemical Method

  • Priatna, Deri;Nandiyanto, Asep Bayu Dani
    • International journal of advanced smart convergence
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    • v.8 no.4
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    • pp.26-33
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    • 2019
  • We conducted research to evaluate economically and engineering about the synthesis of Magnesium Oxide, MgO, nanoparticles using physicochemical methods. The method used was economic evaluation by calculating GPM, BEP, PBP, and CNPV. The other method used was engineering perspective. MgO nanoparticles were synthesized by reacting Mg(NO3)2 and NaOH with a mole ratio 1: 2. Mg(OH)2 formed was heated and calcined to remove water content and to oxidation to form MgO. An economic evaluation by calculating GPM and CNPV for the production of MgO nanoparticles on an industrial scale shows that the payback period (PBP) occur in the third year and profits increase each year. Tax variations show that the higher of tax, the lower profits received. When there was an increase of selling prices, the profit was greater. The variable cost used is the price of raw material. When there was an increased in the variable cost price, the payback period was longer and the profits was reduced. The benefit of this research is knowing the industrial production of MgO nanoparticles is beneficial. The function of MgO nanoparticles is a material for the manufacture of ceramics and can be used as an antimicrobial in the water filtration process.

A Study on depth analysis for S3D animation (S3D 애니메이션 제작을 위한 입체 값 분석 기술)

  • Kim, Sang-hoon;hwan, Moon suk
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.645-650
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    • 2015
  • In this paper, we propose the method for creating a stable stereoscopic 3D contents with the production guidelines by removing the excessive depth value and scene changes for high quality. We have developed a three-dimensional depth analysis tool for detecting the scene changes out of the production guidelines and the depth value changes excessively. The Scenes detected by depth analysis tool can be modified at the post production and it helps to make a stable stereoscopic 3D contents.

3D stereoscopic representation of title in broadcasting, the distance standardize for the study of parallax (입체영상 방송텍스트에서 입체감을 위한 패럴렉스 데이터 표준화에 관한 연구)

  • Oh, Moon Seok;Lee, Yun Sang
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.4
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    • pp.111-118
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    • 2011
  • Recent advances in the media have no special change is the development of the 3D stereoscopic image, which started in the movie is coming over now to the broadcast. Confusing variety having, in the production of 3D images that are waiting for the standardized production. 3D images of them being used in broadcast subtitles, first because there is no standardized production systems, making it look is dedicated to the time and effort. This research necessary to create 3D images of these subtitles, titles, text-based objects, such as Rig imaging using a standardized way to synthesize the most stable is proposed. First, with captions or titles, and the readability and understanding of the uniqueness to the human eye to create an environment that is kind of crowd. Because of this, excessive camera Ferrell Rex (gap) created a branch bunch of snow, work should not hurt readability. 100 adult men and women throughout the experiment.

3D Spatial Interaction Method using Visual Dynamics and Meaning Production of Character

  • Lim, Sooyeon
    • International journal of advanced smart convergence
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    • v.7 no.3
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    • pp.130-139
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    • 2018
  • This study is to analyze the relationship between character and human semantic production through research on character visualization artworks and to develop a creative platform that visually expresses the formative and semantic dynamics of characters using the results will be. The 3D spatial interaction system using the character visualization proposed generates the transformation of the character in real time using the interaction with user and the deconstruction of the character structure. Transformations of characters including the intentions of the viewers provide a dynamic visual representation to the viewer and maximize the efficiency of meaning transfer by producing various related meanings. The method of dynamic deconstruction and reconstruction of the characters provided by this system creates special shapes that viewers cannot imagine until now and further extends the interpretation range of the meaning of the characters. Therefore, the proposed system not only induces an active viewing attitude from viewers, but also gives them an opportunity to enjoy watching the artwork and demonstrate creativity as a creator. This system induces new gestures of the viewer in real time through the transformation of characters in accordance with the viewer''s gesture, and has the feature of exchanging emotions with viewers.