• Title/Summary/Keyword: cut-scene

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A Study on Transfer form in Action Scene of Animation (애니메이션 액션장면의 이동형태에 관한 연구)

  • 오정석;윤호창;고상미
    • Proceedings of the Korea Contents Association Conference
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    • 2003.11a
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    • pp.460-467
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    • 2003
  • According to Korea Socity of Cartoon&Animation studies research material, consumer's preference degree about animation genre answered that investigation target's 50% is doing basis in interest. Animation has various factor of interest induction, but we can count as person's action scene among them. Laying stress on Japan animation 'Offended ghost princess' and 'New century Ebangerion', this research Analyze identifying special feature and difference of transfer form of person(object) that show in cut away of action scene, and Recognized whether diagnostic expressions by the result influence as dynamic element to actuality consumers.

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Cut Detection of Video Data Using Color Histogram and Entropy (컬러 히스토그램과 엔트로피를 이용한 동영상 컷 검출)

  • 송현석;안강식;안명석;조석제
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • 2001.06a
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    • pp.265-268
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    • 2001
  • In content-based video data retrieval, the representative-frame is usually used. To do that, the skill of detection for scene change is needed. Generally the color histogram comparison is used, but sensitive to light variation and tends to miss the scene change of similar color histogram. This paper shows how to use both color histogram comparison and entropy to prevent the false-positive of scene change occurred by light variation. At the experiments, il is more powerful to light variation to use both color histogram comparison entropy than to use only color histogram comparison.

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Cut Detection Algorithm Using the Characteristic Of Wavelet Coefficients in Each Subband (대역별 웨이블릿 계수특성을 이용한 장면전환점 검출기법)

  • Moon Young ho;No Jung Jin;Yoo Ji sang
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.10C
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    • pp.1414-1424
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    • 2004
  • In this paper, an algorithm using wavelet transform for detecting a cut that is a radical scene transition point, and fade and dissolve that are gradual scene transition points is proposed. The conventional methods using wavelet transform for this purpose is using features in both spatial and frequency domain. But in the proposed algorithm, the color space of an input image is converted to YUV and then luminance component Y is transformed in frequency domain using 2-level lifting. Then, the histogram of only low frequency subband that may contain some spatial domain features is compared with the previous one. Edges obtained from other higher bands can be divided into global, semi-global and local regions and the histogram of each edge region is compared. The experimental results show the performance improvement of about 17% in recall and 18% in precision and also show a good performance in fade and dissolve detection.

A Study on the code and design elements as a way of transition (애니메이션 화면 전환 수단으로서의 조형 요소 변화에 대한 연구)

  • Kim, Jean-Young
    • Cartoon and Animation Studies
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    • s.14
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    • pp.83-99
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    • 2008
  • In general, the cut or dissolve or etc., collective changeover represents the change of scene in the film. Animation film makes scene's various parts to allow intended sensibility and narrative factors by special manufacturing skill generating frame image one by one and transfer it to the different symbolic dimensional expression. Nowadays sequential scene composition is not any more the unique special treatment for 2D animation according to image handling skill like morphing, metamorphosis, etc. becomes diverse and elaborate. But 2D manual animation makes spectator to be absorbed into different visual dimensions continuously and strongly beyond character and background, namely object and space. that is 2D manual animation's strong attractiveness. Finally these characteristics enable literary function which makes it possible to do delicate metaphorical through full scene composition basis and to communicate a implicative meaning system The analysis about scene broke boundary between symbolic perspective world and plane formative world and it became more diverse and complicated. Hereupon the analyzing the composition basis of formative element in the animation film scene and it's application effect make it helpful to analysis and application in the modern image scene having new absorbing methods

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Classification and Meaning of Interaction Movie to Communicate Stories on Directing a Game -Toward of Video Game 'Uncharted 2'- (스토리 전달을 위한 게임연출에서 인터랙션 무비의 분류와 의미 -비디오게임'언차티드2'를 중심으로-)

  • Kim, Yeong-Sil;Yang, Hwang-Kyu;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.102-110
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    • 2011
  • This study is to reveal the meaning of the interaction between a player and a game with the approach of an operational interaction such as joystick and keyboard, and also a representational interaction that the player takes during the game. It has been usually recognized that cut-scene in existing games is just limited to the role of opening scene that delivers mainly a background story of the game, and has the only passive function that serves additionally the expression of the state of the player or the replay of the results of the player's action. But in the aspect of game-direction, the study of the player's action about the interaction movie of 'Uncharted2', for example, one of the most representative video games, shows the possible classification of interaction movie along with three functions(situation direction, induced selective-action, information transfer). As a result, it is judged that interaction movie is not an additional element for the game-play, but rather takes the function of as an interface. The effective application of interaction movie could help a smooth connection between the recognizability from the view point of the player and the playing from the main character's viewpoint, ultimately leading to a direct means to maximize the delivery of the story.

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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Fast Scene Change Detection Using Macro Block Information and Spatio-temporal Histogram (매크로 블록 정보와 시공간 히스토그램을 이용한 빠른 장면전환검출)

  • Jin, Ju-Kyong;Cho, Ju-Hee;Jeong, Jae-Hyup;Jeong, Dong-Suk
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.1
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    • pp.141-148
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    • 2011
  • Most of the previous works on scene change detection algorithm focus on the detection of abrupt rather than gradual changes. In general, gradual scene change detection algorithms require heavy computation. Some of those approaches don't consider the error factors such as flashlights, camera or object movements, and special effects. Many scenes change detection algorithms based on the histogram show better performances than other approaches, but they have computation load problem. In this paper, we proposed a scene change detection algorithm with fast and accurate performance using the vertical and horizontal blocked slice images and their macro block informations. We apply graph cut partitioning algorithm for clustering and partitioning of video sequence using generated spatio-temporal histogram. When making spatio-temporal histogram, we only use the central block on vertical and horizontal direction for performance improvement. To detect camera and object movement as well as various special effects accurately, we utilize the motion vector and type information of the macro block.

The Use Plan of the Effective Computer Simulation Program for Strengthening the Disaster Field Response Strategy

  • Ham, Seung Hee;Park, Namkwun;Yoo, Myong O
    • Journal of the Society of Disaster Information
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    • v.12 no.2
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    • pp.176-180
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    • 2016
  • The full extent of damage depend greatly on the quick and rational decision making by the incident commander soon after the disaster. The decision that everybody should wait by the captain, not to enter into the ship by the first dispatched incident commander, broadcasting failure have brought about a huge loss of life at Sewol cruise ship incident. Thus this study reviews the training and education system supporting the rational crisis decision making performed by the incident commander to cut off the expansion of disaster which is caused by the failure of the incident situation awareness and the decision making described above.

An Implementation of Cut Detection using Edge Image (에지 이미지를 사용한 컷 검출의 구현)

  • Kim, Sul-Ho;Choi, Hyung-Il;Kim, Gye-Young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.51-53
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    • 2011
  • 최근에는 텍스트정보 보다 동영상정보를 다루는 일이 많아졌고 그에 따라 동영상 데이터의 분할, 색인, 검색 등을 위해 장면 전환 검출이 필요하게 되었다. 장면 전환 검출 기술은 비디오 데이터의 장면 변화가 발생하는 경계를 검출하는 기술이다. 본 논문에서는 에지 이미지를 이용한 장면전환 검출과 이를 위한 임계값 설정, 그리고 결과에서 중복된 이미지와 오 검출 된 이미지를 줄여줄 수 있는 구현에 대하여 실험결과를 바탕으로 설명한다.

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Functions of Interaction Movie in "Uncharted2" Video Game (비디오게임 '언차티드2'에서 인터랙션 무비의 기능)

  • Kim, Yeongsil;Kim, Mijin
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.103-104
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    • 2011
  • 비디오게임에 삽입되는 컷씬(cut-scene)은 배경스토리(back story)의 전달 또는 상황에 대한 연출 장치의 기능을 하나, 플레이어와 게임 간의 조작적 상호작용을 일시적으로 단절시킨다. 본 논문은 비디오게임 '언차티드2'의 26개 스테이지에서 플레이어와 게임의 상호작용을 이어가는 컷씬 '인터랙션 무비'에 대한 플레이어의 행동과 결과를 조사하여 그 기능을 분류하였다.

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