• Title/Summary/Keyword: contents scene

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A Study on Acting Approaches based on Characteristics of Zoom Theater - Focused on the Production Process of Project, Hong-Do 2020 (줌(Zoom)연극의 특성에 따른 배우의 연기 접근 방법 연구 - 프로젝트, 홍도(2020)의 제작 과정을 중심으로)

  • Jung, Eunyoung
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.842-854
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    • 2021
  • Performing industries in Korea and abroad have been attempting a wide range of artistic experiments utilizing online platforms ever since the Covid-19 pandemic. Accordingly, this study will shed light on the functional characteristics of Zoom, which was used as a creative tool for theater performances. At first, after examining theater performances presented in Korea and abroad using Zoom and their characteristics, the production stage of the Zoom play will be analyzed by dividing it into following stages; a research-based pre-production stage, a scene workshop stage that composes each scene based on the script, a recording stage filming each scene on Zoom, and Streaming stage for presenting the show. Furthermore, the actor's approaches to acting in this production process was presumed to be separation of gaze, re-recognition of space, utilization of expressive gestures, and reaction as an active action. As a result, it proposes the possibility of ongoing development of theatrical work using Zoom and the evolutionary aspect of actor's acting approaches in accordance with theatrical work via Zoom.

Application of Virtual Studio Technology and Digital Human Monocular Motion Capture Technology -Based on <Beast Town> as an Example-

  • YuanZi Sang;KiHong Kim;JuneSok Lee;JiChu Tang;GaoHe Zhang;ZhengRan Liu;QianRu Liu;ShiJie Sun;YuTing Wang;KaiXing Wang
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.106-123
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    • 2024
  • This article takes the talk show "Beast Town" as an example to introduce the overall technical solution, technical difficulties and countermeasures for the combination of cartoon virtual characters and virtual studio technology, providing reference and experience for the multi-scenario application of digital humans. Compared with the live broadcast that combines reality and reality, we have further upgraded our virtual production technology and digital human-driven technology, adopted industry-leading real-time virtual production technology and monocular camera driving technology, and launched a virtual cartoon character talk show - "Beast Town" to achieve real Perfectly combined with virtuality, it further enhances program immersion and audio-visual experience, and expands infinite boundaries for virtual manufacturing. In the talk show, motion capture shooting technology is used for final picture synthesis. The virtual scene needs to present dynamic effects, and at the same time realize the driving of the digital human and the movement with the push, pull and pan of the overall picture. This puts forward very high requirements for multi-party data synchronization, real-time driving of digital people, and synthetic picture rendering. We focus on issues such as virtual and real data docking and monocular camera motion capture effects. We combine camera outward tracking, multi-scene picture perspective, multi-machine rendering and other solutions to effectively solve picture linkage and rendering quality problems in a deeply immersive space environment. , presenting users with visual effects of linkage between digital people and live guests.

Video Abstracting Using Scene Change Detection and Shot Clustering for Construction of Efficient Video Database (대용량 비디오 데이터베이스 구축을 위하여 장면전환 검출과 샷 클러스터링을 이용한 비디오 개요 추출)

  • Shin Seong-Yoon;Pyo Seong-Bae
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.2 s.40
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    • pp.111-119
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    • 2006
  • Video viewers can not understand enough entire video contents because most video is long length data of large capacity. This paper propose efficient scene change detection and video abstracting using new shot clustering to solve this problem. Scene change detection is extracted by method that was merged color histogram with $\chi2$ histogram. Clustering is performed by similarity measure using difference of local histogram and new shot merge algorithm. Furthermore, experimental result is represented by using Real TV broadcast program.

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Development of Intuitive Author for 3D Game/Animation Contents (효율적인 3D 게임 및 애니메이션 콘텐츠 제작을 위한 직관적인 저작 기술 개발)

  • Ji, Su-Mi;Lee, Jeong-Joong;Kim, Sung-Gook;Woo, Kyeong-Deok;Baik, Sung-Wook
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.780-791
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    • 2010
  • This paper presents a semi-autonomous authoring method which can intuitively create 3D game/ animation contents for unexperienced users. In particular, this method considers their convenience to provide them with easier authoring environments. The 3D game/animation contents created by this method consist of several scene components connected to each other in a logical flow structure. Thus, it is possible to easily understand the overview of 3D content description for its production and manipulate these scene components for efficient management. Four different genres of game/animation contents have been developed by using an authoring tool based on this method. According to results of a survey intended for game developers who created game contents with the authoring tool, this method is shown to save contents development cost/time as well as raise the efficiency and convenience of whole process of contents creation to the expected level.

A Method of Generating Table-of-Contents for Educational Video (교육용 비디오의 ToC 자동 생성 방법)

  • Lee Gwang-Gook;Kang Jung-Won;Kim Jae-Gon;Kim Whoi-Yul
    • Journal of Broadcast Engineering
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    • v.11 no.1 s.30
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    • pp.28-41
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    • 2006
  • Due to the rapid development of multimedia appliances, the increasing amount of multimedia data enforces the development of automatic video analysis techniques. In this paper, a method of ToC generation is proposed for educational video contents. The proposed method consists of two parts: scene segmentation followed by scene annotation. First, video sequence is divided into scenes by the proposed scene segmentation algorithm utilizing the characteristics of educational video. Then each shot in the scene is annotated in terms of scene type, existence of enclosed caption and main speaker of the shot. The ToC generated by the proposed method represents the structure of a video by the hierarchy of scenes and shots and gives description of each scene and shot by extracted features. Hence the generated ToC can help users to perceive the content of a video at a glance and. to access a desired position of a video easily. Also, the generated ToC automatically by the system can be further edited manually for the refinement to effectively reduce the required time achieving more detailed description of the video content. The experimental result showed that the proposed method can generate ToC for educational video with high accuracy.

A Real Time Processing Technique for Content-Aware Video Scaling (내용기반 동영상 기하학적 변환을 위한 실시간 처리 기법)

  • Lee, Kang-Hee;Yoo, Jae-Wook;Park, Dae-Hyun;Kim, Yoon
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.1
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    • pp.80-89
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    • 2011
  • In this paper, a new real time video scaling technique which preserved the contents of a movie was proposed. Because in a movie a correlation exists between consecutive frames, in this paper by determining the seam of the current frame considering the seam of the previous frame, it was proposed the real time video scaling technique without the shaking phenomenon of the contents even though the entire video is not analyzed. For this purpose, frames which have similar features in a movie are classified into a scene, and the first frame of a scene is resized by the seam carving at the static images so that it can preserve the contents of the image to the utmost. At this time, the information about the seam extracted to convert the image size is saved, and the sizes of the next frames are controlled with reference to the seam information stored in the previous frame by each frame. The proposed algorithm has the fast processing speed of the extent of being similar to a bilinear method and preserves the main content of an image to the utmost at the same time. Also because the memory usage is remarkably small compared with the existing seam carving method, the proposed algorithm is usable in the mobile terminal in which there are many memory restrictions. Computer simulation results indicate that the proposed technique provides better objective performance and subjective image quality about the real time processing and shaking phenomenon removal and contents conservation than conventional algorithms.

Design and Implementation of the 4D-Media Broadcasting Service System in a Smart TV Environment (스마트 TV 환경을 위한 4D 미디어 방송 서비스 시스템의 설계 및 구현)

  • Yun, Jae-Kwan;Kim, Min-Gi;Jang, Jong-Hyun
    • IEMEK Journal of Embedded Systems and Applications
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    • v.7 no.1
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    • pp.9-15
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    • 2012
  • Recently, as the development of 3D contents service, production of 4D media that user can feel physical effects by the scene of movie has been increased. This 4D media uses the SMMD (Single Media Multiple Devices) method to give users enhanced effects with multiple devices playing rather than the SMSD (Single Media Single Device) method with single device playing in a smart TV environment. To give more sensible effects to users, from the beginning of making one media, we produced 4D media that consists of 3D contents and the SEM (Sensory Effect Metadata) to define effects of the scene. 4D media is transmitted to a HS (Home Server) to represent 3D contents in 3DTV and multiple devices with synchronized way. In this paper, we suggested the concept and overall 4D media broadcasting service system architecture, aggregator time acquisition, media time scheduling, real-sense device scheduling, evaluation results, user interfaces and implemented devices.

SCORM based Reusability Strategy on Moving Picture Contents (SCORM 기반 동영상 콘텐츠의 재사용 전략)

  • Jang, Jae-Kyung;Kim, Sun-Hya;Kim, Ho-Sung
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.203-211
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    • 2008
  • Due to the advent of presumer and digital production of moving picture, a lot of UCC has been generated by editing the previous moving pictures in various way. It causes a lot of problems on copyright, duplication, and content. In reorganizing the contents, it is necessary to increase productivity and reusability by managing production pipeline systematically through the standardization of moving picture content. For this purpose, we try to develop the moving picture content management system that can manage all kinds of information on the production pipeline, based on SCORM of e-learning by considering production, publication and re-editing. Using the meta-data of content object, user and producer can easily search and reuse the contents. Hence, they can choose the contents object according to their preference and reproduce their own creative UCC by reorganizing and packaging the selected objects. The management of copyright by the unit of scene would solve the problem of copyright. The sequencing technique of SCORM as an interactive storytelling method makes it possible to produce individual contents by user's preference.

Efficient video matching method for illegal video detection (불법 동영상 검출을 위한 효율적인 동영상 정합 방법)

  • Choi, Minseok
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.179-184
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    • 2022
  • With the development of information and communication technology, the production and distribution of digital contents is rapidly increasing, and the distribution of illegally copied contents also increases, causing various problems. In order to prevent illegal distribution of contents, a DRM (Digital Rights Management)-based approach can be used, but in a situation where the contents are already copied and distributed, a method of searching and detecting the duplicated contents is required. In this paper, a duplication detection method based on the contents of video content is proposed. The proposed method divides the video into scene units using the visual rhythm extracted from the video, and hierarchically applies the playback time and color feature values of each divided scene to quickly and efficiently detect duplicate videos in a large database. Through experiments, it was shown that the proposed method can reliably detect various replication modifications.

Reusable Multi-story 3D Animation (재구성이 가능한 멀티스토리 3D 애니메이션)

  • Kim, Sungrae;Kim, Ho Sung;Tak, Ji-young;Park, Ji-en;Lim, Sun-hyuk;Kim, Soosanna;Lee, Kyu-seon;Lee, Ji-hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.238-242
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    • 2007
  • The existent UCC sites display only finalized contents by publisher. It dose not provide any platform for resources of UCC that public users could reorganize. This paper has developed a platform to be able to produce reusable content using the scenes of the contents and produced a 3D animation with multiple story. It is necessary for user to search the provided contents for easy reorganization of the contents. The scene is classified by the description and information of the scene for handy search. It is obscure for a movie clip to be represent with only one word. Therefore, the proposed platform provides the search technique with a overlapping choice for the specific categories that include most of elements for the scene. Then the user can choose a specific range of the selected movie clip, make a new story with reorganizing the order, and put a caption or BGM on the movie clip. The complete movie clip has the search preferences as a category, new clips, and top favorites. With the Multi-Story line concept, we made a 3D animation about episodes of thermal dolls in the Doll World. This attempt will come to the new marketing way for a field of the visual media like as Music Video, Drama, Feature Film, Commercial Film.

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