• Title/Summary/Keyword: contents scene

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A Study on the Sophie Deraspe's (2019) as a Typical Film of 'New Quebec Cinema' (캐나다 '뉴 퀘벡 시네마(New Quebec Cinema)'의 전형(典型), 소피 데라스페 감독의 <안티고네(Antigone)>(2019) 연구)

  • Kang, Nae-Young
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.415-430
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    • 2022
  • The purpose of this study is to explore the Canadian Film Director Sophie Deraspe's . Director Sophie Deraspe adapted a Greek Sophocles's novel to the Film in a modern way. For this study, adopt two research methodologies which are 'Author-structuralism' and 'culture studies', and explore traits of esthetics, narrative, subject and context meaning by analyzing . This study concludes that Firstly director Sophie Deraspe is a 'Quebecious writer-director' who represents cultural identity of contemporary Qubec, Secondly, express immigrants in Qubec using Greek Sophocles's novel tragedy as an allegory in narrative, Thirdly, enhances the dramatic effect in esthetics using virtual mise-en-scene as insert, fantasy, SNS, etc. And lastly, can confirm re-territorializing the cultural identity from the distinct characteristics of regional past tradition to the universal hybridity discours in subject. Therefore, Sophie Deraspe's is a work that symbolizes a new trend of 'New Quebec Cinema' in Canada.

A Study on Production Pipeline for Third Person Virtual Reality Contents Based on Hand Interface (손 인터페이스 기반 3인칭 가상현실 콘텐츠 제작 공정에 관한 연구)

  • Jeon, Changyu;Kim, Mingyu;Lee, Jiwon;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.9-17
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    • 2017
  • This study proposes a third-person virtual reality content production pipeline to provide users with a new experience and presence in a new virtual reality environment. For this purpose, we first create third-person virtual reality content, which includes a story, fun factors, and game characteristic. It consists of a tutorial scene in which a user can pre-learn the proposed interface suitable for a third person different from existing virtual reality content and a content scene that achieves its purpose by using game factors based on the background story. Next, we design an interface suitable for the third-person virtual reality content. This study proposes an interface in which users can interact with a virtual environment or object by using their hand. The proposed interface consists of three steps: character movement, virtual object selection with multiple selection, and 3D menu control using virtual space. Finally, through the survey experiment, third-person virtual reality content produced based on the proposed interface was confirmed to be easily controlled while ensuring high satisfaction.

Detecting near-duplication Video Using Motion and Image Pattern Descriptor (움직임과 영상 패턴 서술자를 이용한 중복 동영상 검출)

  • Jin, Ju-Kyong;Na, Sang-Il;Jenong, Dong-Seok
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.4
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    • pp.107-115
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    • 2011
  • In this paper, we proposed fast and efficient algorithm for detecting near-duplication based on content based retrieval in large scale video database. For handling large amounts of video easily, we split the video into small segment using scene change detection. In case of video services and copyright related business models, it is need to technology that detect near-duplicates, that longer matched video than to search video containing short part or a frame of original. To detect near-duplicate video, we proposed motion distribution and frame descriptor in a video segment. The motion distribution descriptor is constructed by obtaining motion vector from macro blocks during the video decoding process. When matching between descriptors, we use the motion distribution descriptor as filtering to improving matching speed. However, motion distribution has low discriminability. To improve discrimination, we decide to identification using frame descriptor extracted from selected representative frames within a scene segmentation. The proposed algorithm shows high success rate and low false alarm rate. In addition, the matching speed of this descriptor is very fast, we confirm this algorithm can be useful to practical application.

Development of High Dynamic Range Panorama Environment Map Production System Using General-Purpose Digital Cameras (범용 디지털 카메라를 이용한 HDR 파노라마 환경 맵 제작 시스템 개발)

  • Park, Eun-Hea;Hwang, Gyu-Hyun;Park, Sang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.2
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    • pp.1-8
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    • 2012
  • High dynamic range (HDR) images represent a far wider numerical range of exposures than common digital images. Thus it can accurately store intensity levels of light found in the specific scenes generated by light sources in the real world. Although a kind of professional HDR cameras which support fast accurate capturing has been developed, high costs prevent from employing those in general working environments. The common method to produce a HDR image with lower cost is to take a set of photos of the target scene with a range of exposures by general purpose cameras, and then to transform them into a HDR image by commercial softwares. However, the method needs complicate and accurate camera calibration processes. Furthermore, creating HDR environment maps which are used to produce high quality imaging contents includes delicate time-consuming manual processes. In this paper, we present an automatic HDR panorama environment map generating system which was constructed to make the complicated jobs of taking pictures easier. And we show that our system can be effectively applicable to photo-realistic compositing tasks which combine 3D graphic models with a 2D background scene using image-based lighting techniques.

A Study on the Art Works Creation of the Subconscious Experiences though the Scene Setting Technique : Focused on the Floral Art Work Creation based on Artist's Experiences (장면화 기법을 통한 무의식적 경험의 작품화에 관한 연구 -본인 경험을 바탕으로 한 화예 작품 창작을 중심으로-)

  • Kim, Dawoon;Yoo, Taeksang
    • Journal of the Korean Society of Floral Art and Design
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    • no.44
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    • pp.53-73
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    • 2021
  • This study is on the creation of art works through the methodological process of deducting the experiences and inspired feeling which the researcher experienced in the subconscious level as well as the conscious level in the field of floral art creation. The scene setting technique was applied to seize inner experiences and feeling in subconscious level. More concretely, visual note technique and image research technique were applied to record and preserve scenes as the seized inner mental images. To delineate the contents, the researcher created art works based on the experiences during the preparation period at the small town of Tours in France as well as the competitive and tough every day life during the attendance at the fashion school of ESOMD International Paris. The researcher was able to create 5 art works of Deja Vu, 'ㅅ(Seoul-Paris)', '崩(A Mountain on Two Moons)', '燈 (Load out and Stay)', 'ㅇ'deducting the deep experiences and inspired feeling through the methodological process in the subconscious level as well as the conscious level. The researcher was able to explore inner experiences finding self in disquietude and process of personal realization through the creation. The meaning of this research could be found as a case of qualitative research which presents approaches utilizing method of deducting experiences in subconscious level and applying to the creation of art works.

Analysis of Retelling Cases Linked to Reading in Thinking and Expression - Focusing on Reading Michel Tournier's "Let Joy Remain in Me" (문학 읽기 연계 리텔링 강의 분석- 미셸 투르니에의 「기쁨이 내게 머물게 하소서」 를 중심으로)

  • Hwang, Hye-young;Lee, Eun-Sook;Chung, Hyun-Sook
    • Korean Educational Research Journal
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    • v.43 no.1
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    • pp.59-87
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    • 2022
  • 'Thinking and Expression' develops comprehensive problem-solving ability to solve various problems in life and society by cultivating thinking skills such as creative, logical, reflective thinking, and connected thinking and communication ability to communicate one's thoughts through writing and speaking. This is a college basic liberal arts course established to improve students. The purpose of this study is to introduce the case of rewriting of literature reading and healing performed as an extension of storytelling learning in 'Thinking and Expression' class. In class, we read Michel Tournier's short story "Let Joy Remain in Me" and shared our feelings about the final scene of the work. Then, we each presented a question that came to mind as we read the work, and we shared our thoughts with the members of the group. Next, the students created the content that will follow the last scene of the work with the direction of healing. Through this, we tried to read the work carefully and deeply appreciate its contents, and we had time to feel the creative experience of the reader re-creating the meaning of the work and the effect of healing rewriting. Then, we turned the direction of reflection to the realm of the reader's own life and expressed their desired future self in writing, imagining that it had already been realized. Through this, we tried to discover the meaning of practical rewriting towards self-actualization.

A Plan to Maximizing the Visual Immersion of 3D Media Art (3D 미디어아트의 시각적 몰입감 극대화 방안)

  • Kim, Ki-Bum;Kim, Kyoung-Soo
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.659-669
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    • 2015
  • Recently, media art is transforming from analogue to 'digital', and from 2D to '3D'. In particular, the range of utilizing 3D Media Art is getting wider through merging with other genres of contents in the digital environments, such as Media façade, Hologram, Virtual reality, App application, and etc. Therefore, by referring to the 3D award-winning works of Pirx Ars Electronica, which are regarded as the most outstanding works of media art of today, factors that affect sensation of visual immersion have been analyzed, through which strategies for maximizing viewers' interests in media arts and heightening their emotions while viewing have been determined. Based on the findings of the study, it has been shown that such works of media arts that involve development of concepts with 'creativity' and 'variability' from the perspective of visual concept, such as 3D modeling and mapping, with 'consistency' through out all concepts, as well as the works with stronger 'restriction' of concept within its animation and postproduction, attracted more interests from the viewer. From the point of view with visual four steps in composition, positioning the change in quality of 3D 'shape' and 'material' following the four-step rule, and gradual increase of change in quantity within the 'number' and 'size', in addition to increased degree of systematization within the change in editing, such as the 'scene change', resulted in more heightened emotions from the viewer. Thus, in order to maximize sensation of visual immersion, strategies for 'developing 3D visual concepts' while 'synchronizing' them, as well as 'strengthening the four steps within 3D visual composition' while 'systematizing' them should be emphasized.

Auto Frame Extraction Method for Video Cartooning System (동영상 카투닝 시스템을 위한 자동 프레임 추출 기법)

  • Kim, Dae-Jin;Koo, Ddeo-Ol-Ra
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.28-39
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    • 2011
  • While the broadband multimedia technologies have been developing, the commercial market of digital contents has also been widely spreading. Most of all, digital cartoon market like internet cartoon has been rapidly large so video cartooning continuously has been researched because of lack and variety of cartoon. Until now, video cartooning system has been focused in non-photorealistic rendering and word balloon. But the meaningful frame extraction must take priority for cartooning system when applying in service. In this paper, we propose new automatic frame extraction method for video cartooning system. At frist, we separate video and audio from movie and extract features parameter like MFCC and ZCR from audio data. Audio signal is classified to speech, music and speech+music comparing with already trained audio data using GMM distributor. So we can set speech area. In the video case, we extract frame using general scene change detection method like histogram method and extract meaningful frames in the cartoon using face detection among the already extracted frames. After that, first of all existent face within speech area image transition frame extract automatically. Suitable frame about movie cartooning automatically extract that extraction image transition frame at continuable period of time domain.

Narrative and Music of Changgeuk Madame Ong (창극 <변강쇠 점 찍고 옹녀>의 서사와 음악)

  • Shin, Sa-Bin
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.639-654
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    • 2014
  • What is noticeable in Changgeuk Madame Ong is that for "narrativization," a main character is replaced with Madame Ong and her mother and a reinvented story as a result thereof is the female liberation from oppression. The director sought for the completeness of the narrative with a plot line created (i) by daringly deleting the latter half (episode relating to Gangsoe's death), which was a persistent problem unsolved both in the original and its derivative contents, (ii) by diluting Gangsoe's patriarchal authority and thereby creating the ending of endless love and the fruition of love, and (iii) by severing the link between Madame Ong's doomed fate of widowhood and Gangsoe's doomed fate of death by the violation of a taboo (the key factors of the original story) and at the same time, thereby inserting the doomed fate of death by Jowang (god of fire), declaring a war against jangseung (Korean traditional totem pole), the aesthetic structure representing "fictionization," and enabling a female character to gain love, fame and life through free will and spirit of resistance. The director achieved a remarkable success in terms of composition by (i) taping into a variety of genres of music, (ii) by maximizing the effect of Madame Ong's solo, (iii) by strengthening the "uniqueness of each part" through chorus, (iv) by creating a dramatic atmosphere for the change of scene, (v) by applying a dual variation of tension (resistance theme) and relaxation (freedom theme), etc.

Production Techniques for Mobile Motion Pictures base on Smart Phone (스마트폰 시장 확대에 따른 모바일 동영상 편집 기법 연구)

  • Choi, Eun-Young;Choi, Hun
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.115-123
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    • 2010
  • Because of development of information technology, moving picture can run various platforms. We should consider and apply users' attitude as well as production technique because convergence between mobile and media technology may be increased full-browsing service using mobile device. Previous research related to production technique in various platforms only focus on video quality and adjustment of screen size. However, besides of technical side, production techniques should be changed such as image production as well as image editing by point of view aesthetic. Mise-en-scene such as camera angle, composition, and lighting is changed due to HD image. Also image production should be changed to a suitable full-browsing service using mobile device. Therefore, we would explore a new suitable production techniques and image editing for smart phone. To propose production techniques for smart phone, we used E-learning production system, which are transition, editing technique for suitable converting system. Such as new attempts are leading to new paradigm and establishing their position by applying characteries such as openness, timeliness to mobile. Also it can be extended individual area and established as expression and play tool.