• Title/Summary/Keyword: contents scene

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A Study on Virtual Reality Techniques for Immersive Traditional Fairy Tale Contents Production (몰입형 전래동화 콘텐츠 제작을 위한 가상현실 기술에 대한 연구)

  • Jeong, Kisung;Han, Seunghun;Lee, Dongkyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.43-52
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    • 2016
  • This paper is to study techniques of a virtual reality to maximize the depth of the users' immersion based on differentiated interactive contents using korean traditional fairy tale. In order to increase more interests in korean traditional fairy tale, we produce a interactive 3D contents and propose a new approach to a system designing applying a virtual realities such as HMD, Leap motion. First, using Korean traditional fairy tale, we generate interactive contents consisting of scenes intensifying user's tensions while interaction of game process. Based on the interactive contents generated, we design scene generation using Oculus HMD, the gaze based input processes and a hand interface using Leap motion, in order to provide a multi dimensional scene transmission and an input process method to intensify the sense of the reality. We will verify through diverse tests whether the proposed virtual reality contents based on a technique of an input process will actually intensify the immersion in the virtual reality or not while minimizing the motion sickness of the users.

The Method of Multi-screen Service using Scene Composition Technology based on HTML5 (HTML5 기반 장면구성 기술을 통한 멀티스크린 서비스 제공 방법)

  • Jo, Minwoo;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.18 no.6
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    • pp.895-910
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    • 2013
  • Multi-screen service is a service that consumes more than one media in a number of terminals simultaneously or discriminately. This multi-screen service has become useful due to distribute of smart TV and terminals. Also, in case of hybrid broadcasting environment that is convergence of broadcasting and communication environment, it is able to provide various user experience through contents consumed by multiple screens. In hybrid broadcasting environment, scene composition technology can be used as an element technology for multi-screen service. Using scene composition technology, multiple media can be consumed complexly through the specified presentation time and space. Thus, multi-screen service based on the scene composition technology can provide spatial and temporal control and consumption of multiple media by linkage between the terminals. However, existing scene composition technologies are not able to use easily in hybrid broadcasting because of applicable environmental constraints, the difficulty in applying the various terminal and complexity. For this problems, HTML5 can be considered. HTML5 is expected to be applied in various smart terminals commonly, and provides consumption of diverse media. So, in this paper, it proposes the scene composition and multi-screen service technology based on HTML5 that is expected be used in various smart terminals providing hybrid broadcasting environment. For this, it includes the introduction in terms of HTML5 and multi-screen service, the method of providing information related with scene composition and multi-screen service through the extention of elements and attributes in HTML5, media signaling between terminals and the method of synchronization. In addition, the proposed scene composition and multi-screen service technology based on HTML5 was verified through the implementation and experiment.

BIFS Information Generation about Scene of MPEG-4 contents (MPEG-4 컨텐츠의 씬에 대한 BIFS 정보 생성)

  • Bae, Su-Young;Kim, Sang-Wook
    • Annual Conference of KIPS
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    • 2001.10a
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    • pp.217-220
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    • 2001
  • 본 논문에서는 MPEG-4 컨텐츠 개발에 있어서 장면 그래프 표현에 소비되는 노력을 절감하기 위해 사용자에게는 기존 멀티미디어 저작도구의 직관적인 저작 환경을 제공하고, 내부적으로 MPEG-4 장면 그래프로 변환하는 방법을 제시한다. 직관적인 저작 환경은 현재 가장 널리 사용되는 매크로미디어의 디렉터와 플래쉬로부터 도입했으며, 저작 환경은 시청각 작업 공간, 시간 작업 공간, 애니메이션 작업 공간으로 구성된다. 작업 공간에 저작된 내용은 MPEG-4 장면 그래프 생성 계층과 장면 그래프 구성 규칙을 통해 BIFS 코드로 생성된다.

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A Comparative Study on the Paintings & the Landscapes of 'The Red Cliff' in China and Korea (한중 '적벽(赤壁)' 경관 이미지와 예술작품 비교 고찰 - 한국 내 '적벽' 답사를 중심으로)

  • Kim, Jaehyun
    • Cross-Cultural Studies
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    • v.19
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    • pp.7-24
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    • 2010
  • This paper is to survey a serise for The Red Cliff which is depicted The Former and Latter Odes on the Red Cliff written by Su Shi. This subject was mainly painted by the literati painters and consistently represented. In format of The Red Cliff, there are basically a types of pictorial depicton in accordance with their contents. Describing the whole scenes and the part of the story. Others is painted which bring from one scene of describing the whole scenes of the story.

Adaptation Techniques of an Object-based MPEG-4 Player to PDA (객체 기반 MPEG-4 재생 기술의 PDA 적응 기법)

  • Kim, Nam-Young;Kim, Sang-Wook
    • Journal of KIISE:Software and Applications
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    • v.33 no.2
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    • pp.220-230
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    • 2006
  • As the computing technique and mobile devices get developed, the demand of multimedia contents for mobile environment has been increased. The multimedia contents provided on PDA has so far been limited to the materials such as video and audio. MPEG-4 is the international standard used for supporting to properly save, communicate multimedia in formation such as video, audio, image, text and two-dimensional object, which can present various, multimedia contents by using adaptation techniques. However, since most MPEG-4 contents are not used for PDA but desktop, it seems not to be played on PDA where needs low power consumption, limited memory capability and GUI, and so on. In this paper, we propose the adaptation techniques, which can present the MPEG-4 contents on PDA, using scene composition with MPEG-4. The proposed scheme consists of three subparts: physical adaptation, variation adaptation and resource adaptation. Physical adaptation adjusts the physical difference of between the authoring environment and playback environment. Event adaptation part transforms events used for desktop to the events used for playback on PDA. The resource adaptation enables efficiency of playback to promote by using the essential information table on BIFS parser. As the proposed scheme is applied to MPEG-4 player, we see that the MPEG-4 contents are efficiently played on PDA.

An Efficient Indoor-Outdoor Scene Classification Method (효율적인 실내의 영상 분류 기법)

  • Kim, Won-Jun;Kim, Chang-Ick
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.46 no.5
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    • pp.48-55
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    • 2009
  • Prior research works in indoor-outdoor classification have been conducted based on a simple combination of low-level features. However, since there are many challenging problems due to the extreme variability of the scene contents, most methods proposed recently tend to combine the low-level features with high-level information such as the presence of trees and sky. To extract these regions from videos, we need to conduct additional tasks, which may yield the increasing number of feature dimensions or computational burden. Therefore, an efficient indoor-outdoor scene classification method is proposed in this paper. First, the video is divided into the five same-sized blocks. Then we define and use the edge and color orientation histogram (ECOH) descriptors to represent each sub-block efficiently. Finally, all ECOH values are simply concatenated to generated the feature vector. To justify the efficiency and robustness of the proposed method, a diverse database of over 1200 videos is evaluated. Moreover, we improve the classification performance by using different weight values determined through the learning process.

A Study on Architectural Form Characteristics of Paul Cezanne's Cubism in Landscape Paintings (폴 세잔의 풍경화에 나타난 큐비즘적 건축형태 특징에 관한 연구)

  • Chong, Geon-Chai
    • Journal of the Korean Institute of Rural Architecture
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    • v.26 no.3
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    • pp.29-36
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    • 2024
  • The purpose of this study is to define the characteristics of regional architecture shown in the landscape paintings of Paul Cézanne, who is called the father of modern art, and then to think over the form of regional house in Korea modern architecture. The subject of the study focuses on landscape paintings depicting landscapes among Paul Cézanne's post-impressionist works. The research contents are, first, to understand the landscape structural and cubical characteristics of primary psyche-scene landscapes in his thoughts and insight, and second, to understand the characteristics of regional architecture depicted in his landscape paintings. In this study, characteristics of color in his pictures were excluded, and I attempted to find the origins of pure cube, then tried to pull out the cubical from from Korean regional architecture. The research results are summarized as follows. First, more than 54.7% of Paul Cézanne's paintings are post-impressionism, and the fact that he chose landscapes as the subject of his paintings can be explained to show the value of primary psycho-scene. Second, the building depicted in Paul Cézanne's painting is a pure cube as bastide and mas that are local houses in the Aix-en-Provence region in southern France. Third, Korean cubical flat style of house in the village comes from De Stijl that was provided the concept of Cubism and Mondrian's neo-plasticism.

Research about a game image 3D versification (3D 게임영상 작성법에 관한 연구)

  • Lee Dong-Lyeor
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.31-38
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    • 2005
  • Correct flow of various game manufacture among the justice which is used at the game development. and The understanding about the manufacture regards we making rather correct game. We justice understanding which we are correct in the image manufacture to become the reason air control of the game and We put the center in a 3B game image manufacture understanding. we are marked in maneuvered the game in actual game good. The image of the back of Cut Scene which is inserted at an opeuning incomparableness event time, we have been produced in this method. The thing which a 3D game image is utilized in a special effectiveness image though it is different from the game in the theater movie, we are the graphic which a game manufacture o'clock must be considered. The reason air control which the game player Is rather correct, we are regarded we offer the reason to immerse with his game.

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A Video Shot Verification System (비디오 샷 검증 시스템)

  • Chung, Ji-Moon
    • Journal of Digital Convergence
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    • v.7 no.2
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    • pp.93-102
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    • 2009
  • Since video is composed of unstructured data with massive storage and linear forms, it is essential to conduct various research studies to provide the required contents for users who are accustomed to dealing with standardized data such as documents and images. Previous studies have shown the occurrence of undetected and false detected shots. This thesis suggested shot verification and video retrieval system using visual rhythm to reduce these kinds of errors. First, the system suggested in this paper is designed to detect the parts easily and quickly, which are assumed as shot boundaries, just by changing the visual rhythm without playing the image. Therefore, this enables to delete the false detected shot and to generate the unidentified shot and key frame. The following are the summaries of the research results of this study. Second, during the retrieving process, a thumbnail and keyword method of inquiry is possible and the user is able to put some more priorities on one part than the other between the color and shape. As a result, the corresponding shot or scene is displayed. However, in the case of not finding the preferred shot, the key picture frame of similar shot is supplied and can be used in the further inquiry of the next scene.

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The types and expressions of new media fashion film

  • Kim, Sejin
    • The Research Journal of the Costume Culture
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    • v.28 no.1
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    • pp.96-113
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    • 2020
  • A new form of media is changing the expression and content of fashion. In this paper, fashion films that have appeared since 2010 - when digital fashion communication was increasing - will be discussed and explored to consider how technological transitions in fashion media are changing the appearance and role of fashion. A literature review was conducted to derive characteristics, types, and expressive elements of new media fashion films, which were defined for this study as fashion films produced and distributed since 2010 using digital media. Films were categorized into three types: promotional, editorial, and independent fashion films. Furthermore, elements of the films were identified as fashion mise-en-scene, auditory structure, and content structure. Types and expressions of digital fashion images in 40 fashion films were analyzed according to these elements. The results showed that promotional fashion films maximize various narrative and sensory effects on fashion products, whilst editorial fashion films strengthen the role of entertainment. Independent fashion films expand the area of fashion and promote the diversification of fashion systems. Moreover, the results show that fashion films are not a secondary form of media that just expresses fashion; they provide a tool for the creation of new fashion content. New media fashion films promote the expansion of expressive spectra and boundaries, offering various multisensory experiences of fashion, and enhancing creativity and the aesthetic values of fashion.