• Title/Summary/Keyword: cinema technology

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A Study on the simulation of Stage Costume applying CAD System (CAD System을 활용한 무대의상 시뮬레이션에 관한 연구 (Utilizing DC Suite program))

  • Park, Youshin;Choi, Youngro
    • Journal of Fashion Business
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    • v.17 no.1
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    • pp.145-156
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    • 2013
  • The purpose of this study is to demonstrate the stage costumes realized by digital clothing ; how realistic and accurate representation of empirical testing and in the consultation process for the production stage costumes, determine whether digital clothing has value that can be substituted for the stage costume. This study researched the stage costume manufacture, Isabel's costume of the musical 'Christmas Carol', process by using the 3-D clothing simulation technology : DC Suite. The results of this study is as following. They share many similarities between the stage costumes and digital clothing. It is possible that digital clothing takes a role as a substitute for stage costumes in the production process of the clothing samples. The clothing production system, including stage costumes, by digital clothing costs and lead time can be saved by innovative. Also the result can be saved without restriction, and this system can exert its effect in a very efficient way to incorporation of foreign producers and production system.

Formation Of Digital Culture Of Scientific And Pedagogical Workers In The Conditions Of General Digitalization Of Education

  • Kononenko, Andrii;Smyrnova, Iryna;Rybalko, Petro;Obraz, Vasyl;Balakhovska, Yuliia;Prepotenska, Maryna
    • International Journal of Computer Science & Network Security
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    • v.21 no.12
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    • pp.189-192
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    • 2021
  • The article theoretically substantiated, developed and practically implemented a structural and functional model of the formation of ICT competence, taking into account interdisciplinary integration, defines the pedagogical conditions that contribute to the formation of ICT competence: interdisciplinary integration as a basis for building an interdisciplinary course, the content of which is aimed at the formation of ICT competence; the use of IEE, including information, didactic, technological components as a basis for the formation of ICT competence; integration of formal, non-formal and informal education for the implementation the integrity of the acquired knowledge, skills, experience as the basis for the formation of the ICT competence of teachers; creation and use of a set of tasks (educational (UZ), educational and methodological (UMP), educational and professional (UPZ)) as special tools for the formation of ICT competence.

Study of User Reuse Intention for Gamified Interactive Movies upon Flow Experience

  • Han, Zhe;Lee, Hyun-Seok
    • Journal of Multimedia Information System
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    • v.7 no.4
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    • pp.281-293
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    • 2020
  • As Christine Daley suggested, "interaction-image" is considered to be typical in the age of "Cinema 3.0", which integrates the interactivity of game art and obscures the boundary between producers and customers. In this case, users are allowed to involve actively in the scene as "players" to manage the tempo of the story to some extent, it, thus, makes users pleased to watch interactive movies repeatedly for trying a diverse option to unlock more branch lines. Accordingly, this paper aims to analyze the contributory factors and effect mechanism of users' reuse intention for gamified interactive movies and offer specific concepts to improve the reuse intention from the interactive film production and operation perspectives. Upon integrating the Flow theory and Technology Acceptance Model (TAM) and separating the intrinsic and extrinsic motivations of key factors based on Stimulus-Organism-Response (S-O-R), the research builds an empirical analysis model for users' reuse intention with cognition, design, attitude emotional experience and conducts an empirical analysis on 425 pieces of valid sample data applying SPSS22 and Amos23. The results show that user satisfaction and flow experience impact users' reuse intention highly and perceived usefulness, perceived ease of use, perceived enjoyment, remote perception, interactivity, and flow experience have significant positive influence on user satisfaction experience.

Desktop Documentary & Database Narrative (데스크톱 다큐멘터리와 데이터베이스 내러티브)

  • Cha, Minchol;Lee, Sanghoon
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.75-86
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    • 2018
  • Desktop Documentary is a new documentary mode which uses a screen capture technology to complete the multitasking process of the creator who searches in the Internet Open Archive instead of shooting with a camera and remixes the selected multimedia contents using a computer interface. In this paper, we explore the desktop documentary that transforms potential archives into database narratives in the new media environment, converts cinematic mise-en-$sc{\grave{e}}ne$ into computational mise-en-interface, and transcends the boundaries between creation and criticism through creative mechanism as curation through stream of consciousness. We also examine the concept, type and characteristics of the desktop documentary which emerges since 2010s as an experimental attempt of new media art, a new hybrid genre of mainstream horror film, a new mode of fiction film, a new mockumentary style, and a new form of video essay and audiovisual critique.

Study on the Present Status of Computer Graphics Market in Korean Cinema -Focus on - (한국영화 컴퓨터그래픽산업 현황에 대한 연구 -영화 <중천>을 중심으로-)

  • Kim, Jeong-Hwan
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.130-139
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    • 2009
  • Most of the movies currently being created are used by CG. As for movie of today, the location of visual effect from film business rose highly with CG introductions to do not ask a style. The CG gets attention recently, and expand a market at rapid pace, the biggest reason are development of software and computer hardware. Advancement of computer technology and technique discharge numerous VFX artists therefore visual effect are possible to deliver with low-budget feature and commercial films more common. As for CG fields Hollywood in United States has most advancement of the computer techniques that create a lot of visual effect artists. However CG techniques of Korea also developed absurdly, because movie market of Korea is getting bigger. Korean CG technology get catching up at the CG techniques of Hollywood every year, however goal of this research in order to study is current address and future possibility of development of Korean CG. The CG example which from the movie was already screened that in the depth. Through movie of existing and knows a different partial authorization, tries to observe the possibility of development of future Korean CG fields.

A Qualitative Study on 3D Designer Jobs in Fashion Vendors (의류수출업체의 3D 디자이너 직무에 대한 질적 연구)

  • Choi, Younglim
    • Fashion & Textile Research Journal
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    • v.23 no.4
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    • pp.504-514
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    • 2021
  • This study attempted to extract and structure the job skills required for 3D designers, which have been recently introduced to the fashion industry. The study aimed to materialize and objectify the 3D designer's job, using a focus group interview for the survey. The 3D designer has the TD task of making 3D virtual samples using the pattern files developed in Pattern CAD. Graphic design and fabric digitization are also major tasks for the 3D designer. CLO is mainly used for 3D virtual sample production, and PixPlant, Substance, Photoshop, Cinema 4D, Daz studio, and 3ds MAX are used for image and avatar editing. As per the job skills required for 3D design work, basic knowledge about patterns and sewing, skill in 3D virtual clothing technology, ability to use various software, and English skills were considered important, in that order. In particular, the need for knowledge about patterns and sewing became more important than the skill in 3D virtual clothing technology itself. To train 3D designers, it was found that not only 3D virtual clothing software, but also education on patterns and clothing construction, CAD developer's curriculum certification system, and 3D designer qualification management were required. In addition, 3D designers are recognized as an essential job in fashion vendors, and the demand for domestic brands is increasing. The biggest limitation of the 3D virtual clothing system is the perfection of the digital fabric. Also, technical improvement is needed.

A Study on Representation of Shaman and Gut in Korean Ocult Films - Focused on , , (한국 오컬트 영화 속 무당과 굿의 재현 양상 연구 -<검은 사제들>(2015), <곡성>(2016), <장산범>(2017)을 중심으로)

  • Yoo, Jae-eung;Lee, Hyun-Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.496-501
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    • 2021
  • The representation of shamanism or shaman in Korean cinema has changed according to eras. Since the 2000s, shamanism and shaman appear more frequently than before as the main subjects and characters in movies. The full-scale exploration of shamans usually takes places in documentary works, such as <'Mudang'>(2002), (2006) and (2011). Shamans are summoned in more various appearences in feature films. In this article, we will compare and analyze the representations of shamanism and shaman in recent Korean occult genre films. (2015), (2016), and (2017) are works that utilize new subjects and visual effect styles that were difficult to see in Korean horror films before. In these three films, the meaning of shaman and gut shows distinct differences from each others. Through the analysis of these films, we would like to explore the characteristics and possibilities of Korean occult films.

A study of the Semiotic Features of Korean Realistic Films Focused on the <Silenced> (한국 리얼리즘 영화에 나타난 기호학적 특징 영화 <도가니>를 중심으로)

  • Zhou YuFeng;Choi Won-Ho
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.909-917
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    • 2023
  • Semiotic theory plays a vital role in the cognition of realistic films. Realistic films aim to reflect events and situations in real life, and arouse the audience's thinking about real problems through realistic depiction. In this process, the theory of semiotics helps to reveal the symbolic elements in the film and the profound meaning behind them. This study focused on the realism movie 도 가 니 "(Silenced), on the basis of the theory of saussure's semiotics, combined with its proposed the concept of "signifier" and "mean", through the study of arbitrariness and secondary film symbol sign system, designed to dig deeper into the symbolic meanings in the movie, and their cultural significance and social evaluation. By analyzing the implied narrative structure, meaning structure and ideology in the film, this paper probes into the influence and effect of mass culture on society and reveals the potential information conveyed by symbols in the film. This study aims to provide creative insights and explanations to provide useful references for research in related fields.

A Study on the Characteristics of FDS Heat Release Rate Predictions for Fire involving Solid Combustible Materials in a Closed Compartment (밀폐된 구획 내 복합소재 고체 가연물의 연소시 열방출률의 FDS 예측 특성)

  • Hong, Ter-Ki;Roh, Beom-Seok;Park, Seul-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.11
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    • pp.349-356
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    • 2020
  • The heat release rate (HRR) and fire growth rate of fire for the solid combustibles consisting of multi-materials was measured through the ISO 9705 room corner test, and the computational analysis in a closed compartment was performed to simulate a fire using the heat release rate prediction model provided by a Fire Dynamics Simulator (FDS). The method of predicting the heat release rate provided by the FDS was divided into a simple model and a pyrolysis model. Each model was applied and computational analysis was performed under the same conditions. As the solid combustible consisting of multi-materials, a cinema chair composed mostly of PU foam, PP, and steel was selected. The simple model was over-predicted compared to the predicted heat release rate and fire growth rate using the pyrolysis model in a closed compartment.

The Characteristics of Spectacularity and Narrative in Digital Fiction Film Split Screen (디지털 극영화 화면분할(Split Screen)의 내러티브와 스펙터클적 특성에 대하여)

  • Jang, Mi-Hwa;Moon, Jae-Cheol
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.193-200
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    • 2017
  • Computer technology pursuing more innovative image than before, makes some characteristics which distinguishes the digital fiction film from the analogue fiction film. One hand, the split screen in analogue film aides the development of drama in the aspect of narrative, on the other hand, it controls the psychology of spectator. The composite image in digital fiction film by computer graphic, and elaborated digital editing show many innovation in the field of audiovisual. In this context, I would like to remark on the digital film (2003) directed by Ang-Lee. In , the split screen and the composition of the fast transiition of shots in the scene of laboratory were created by computer graphic program for special effects. As visual special effect plays an important role in digital film, its narrative space creates a space which is distinguishable from that of analogue film.This can be an example which says a lot for the special aspect of digital narrative.