• 제목/요약/키워드: digital cinema

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Analysis of Realism in the SF Film, DISTRICT 9 -Focus on Digital Image, Style and Narrative- (SF영화 <디스트릭트 9>의 리얼리즘 분석 연구 -디지털 이미지, 스타일, 내러티브를 중심으로-)

  • Lee, Hyeon Seung;Yun, Puhui
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.541-551
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    • 2016
  • In order to attain 'reality', technology, style and narrative have developed throughout the history of cinema. The projection of digital image necessitated a new perspective beyond the conventional relationship between film and reality. In the SF film, DISTRICT 9, strong realism elements are evident despite its genre. Advanced technologies enabled the digital images to vividly reproduce the realm of imagination. The encounter of the realistic approaches embedded in the style and narrative with the digital images emphasizes the social context of the cinematic background, as well as extending the potentialities of verisimilitude and perceptual realism. The amount of freedom in editing process derived from this film's documentary-like style opened a possibility for the effective delivery of the vast information-furthermore contributing to the realism of the film by encompassing the diversity that exists in the reality.

Research on the Image Projection of Platform Screen X (스크린 X 영상 투영 방식의 특징 연구)

  • Shan, Xinyi;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.503-508
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    • 2017
  • Screen X is one of the Premium Large-Format platforms. Screen X projects images and video along the side wall of the theatre that go in synch with the front main screen. It's a different way of immersing the audience. This technique demands film-makers taking the two new "screens" into account when making movies. Screen X is the most obvious feature of viewing content with a range of 270 degrees. Viewers can view the experience of viewing experiences beyond the frame of screen screens by allowing viewers to experience the experience beyond the frame of screen screens, which means screen X can immerse the audiences without 3D glasses. Based on the results of this study, studies of content specifications and how they fit in the screen X are studied, and goals for maximizing the visual effects of the visual effects are studied. Looking forward to future research paper researchers and industry professionals who will benefit from future research papers.

Discrete Multiwavelet-Based Video Watermarking Scheme Using SURF

  • Narkedamilly, Leelavathy;Evani, Venkateswara Prasad;Samayamantula, Srinivas Kumar
    • ETRI Journal
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    • v.37 no.3
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    • pp.595-605
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    • 2015
  • This paper proposes a robust, imperceptible block-based digital video watermarking algorithm that makes use of the Speeded Up Robust Feature (SURF) technique. The SURF technique is used to extract the most important features of a video. A discrete multiwavelet transform (DMWT) domain in conjunction with a discrete cosine transform is used for embedding a watermark into feature blocks. The watermark used is a binary image. The proposed algorithm is further improved for robustness by an error-correction code to protect the watermark against bit errors. The same watermark is embedded temporally for every set of frames of an input video to improve the decoded watermark correlation. Extensive experimental results demonstrate that the proposed DMWT domain video watermarking using SURF features is robust against common image processing attacks, motion JPEG2000 compression, frame averaging, and frame swapping attacks. The quality of a watermarked video under the proposed algorithm is high, demonstrating the imperceptibility of an embedded watermark.

Enhanced RGB Video Coding Based on Correlation in the Adjacent Block (인접블록의 상관관계에 기반한 RGB video coding 개선 알고리즘)

  • Kim, Yang-Soo;Jeong, Jin-Woo;Choe, Yoon-Sik
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.58 no.12
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    • pp.2538-2541
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    • 2009
  • H.264/AVC High 4:4:4 Intra/Predictive profiles supports RGB 4:4:4 sequences for high fidelity video. RGB color planes rather than YCbCr color planes are preferred by high-fidelity video applications such as digital cinema, medical imaging, and UHDTV. Several RGB coding tools have therefore been developed to improve the coding efficiency of RGB video. In this paper, we propose a new method to extract more accurate correlation parameters for inter-plane prediction. We use a searching method to determine the matched macroblock (MB) that has a similar inter-color relation to the current MB. Using this block, we can infer more accurate correlation parameters to predict chroma MB from luma MB. Our proposed inter-plane prediction mode shows an average bits saving of 15.6% and a PSNR increase of 0.99 dB compared with H.264 high4:4:4 intra-profile RGB coding. Furthermore, extensive performance evaluation revealed that our proposed algorithm has better coding efficiency than existing algorithms..

Image Enhancement using Wavelet-Fourier Analysis for The Digital Cinema (디지털 시네마를 위한 웨이블릿-푸리에 분석을 이용한 화질 개선 방법)

  • Lim, Young-Hoon;Chae, Eun-Jung;Lee, Eun-Sung;Kang, Won-Seok;Paik, Joon-Ki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2012.11a
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    • pp.103-104
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    • 2012
  • 본 논문에서는 디지털 영화 제작 환경에서 흔히 발생하는 얼라이싱 현상을 최소화하기 위한 방법을 제안한다. 제안된 알고리즘은 영상의 얼라이싱 현상을 웨이블릿-푸리에 분석 (Wavelet-Fourier Analysis)으로 분석하고, 노치 리젝트 필터(Notch Reject Filter)를 이용하여 얼라이싱 현상을 최소화 시켜 영상 화질을 개선한다. 실험결과에서 보듯이 제안된 알고리듬은 디지털 시네마 영상에서 얼라어싱을 효과적으로 제거하여 개선된 화질의 영상으로 관객의 몰입감을 높여줄 수 있다.

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Variation of the Cinema and Techniques of the Expression in the Digital Technology (디지털 테크놀로지와 영화 표현기법의 변화)

  • Jeon, Pyoung-Kuk;Kim, Hyeung-Doo
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.205-214
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    • 2009
  • There has been a change in the production of the movie and techniques of the expression in the digital technology which has been used universally since 2000. As the focus of the production system of the movie has moved from the production procedure centering around filming to the procedure centering around editing used by the digital tools. The flows and boundaries of the production system which is consist of pre-production, production and post-production are getting indistinct. In the point of view of aesthetics and technology, this kind of change expands the creativity and originality for the screenwriters and provides the reality and vitality which haven't been found in previous films for the audience. It also elevates the quality of the movie. However, this ‘illusionary spectacle' has a vulnerable point that shows the aura and details of the movie soundly for the audience.

Comparison of the Characteristics of Three Premium Large-Format Platforms IMAX, Screen X and 360 Degrees Circular Screen (PLF 플랫폼 아이맥스, 스크린 X, 360도 서큘러 스크린의 특징 비교 연구)

  • Shan, Xinyi;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.375-381
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    • 2017
  • The America film, Beauty and Beast has grossed over 4,273,401 after being released for 21 days. The growth of movie profit in the video market is also developing rapidly. In this paper, we will focus on the PLF(Premium Large-Format) video technology, because PLF video technology can help audience to enhance the sense of 'immersion' and enjoy a different visual feast. In PLF video technology, IMAX, screen X, 360 degrees circular screen are the most important formats. By comparative analysis of these 3 formats, the biggest difference is their number of screens and appearance. Based on the result we can understand the 3 kinds of PLF platforms better and help us to make a choice between them. In addition, further research about the manufacture method of PLF technology will be discussed.

A Study on the Selective Visual Vision and Cinemagraph Expression (영상미디어의 선택적 시각과 시네마그래프 표현 연구)

  • Yu, Jung-Sun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.325-331
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    • 2017
  • The purpose of this study is optional cinemagraph ads based on the case through the psychological theory of visual multimedia story qualitative analysis, quantitative analysis. Cinemagraph analysis would like to present the model. The analysis popular advertising model who starred with the higher profile in 2016 Gmaket of cinemagraph series of ads research, literature research, and Internet media. Analysis, case studies, etc. The analysis appeared around 10 percent was the most effective in the form of moving the form of copper wire. Part of the video cinema than the overall movement of the graph bigger visual flow effects is a dynamic. Moving the direction of the model used copper wires and broadly consistent with the product. Subject & Surrounding and margins are being used within one point or two points. The story of probability model in the short and expressing simple action of the product. Direction of the action, the proportion of multimedia for quantitative analysis of space story for the qualitative analysis of the periphery and jujebu, stories, such as the probability of four.For consideration the terms.

A Study on Cinematic Representations of Posthuman Girls in South Korea-Focused on The Silenced and The Witch: Part 1. The Subversion (한국 영화에 나타난 포스트휴먼 소녀의 재현 양상 연구 -<경성학교: 사라진 소녀들>, <마녀>를 중심으로)

  • Kim, Eun Joung
    • Journal of Popular Narrative
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    • v.27 no.3
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    • pp.95-124
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    • 2021
  • As the symbolic images of girls besides its definition have varied according to the age and society, a posthuman girl character recently appears in the digital cinema. This study aims to analyze its cinematic representations and the social contexts in which they are created. For this purpose, the study focuses on what extent the society allows its imagined figurations as a future female body and the meanings revolving around the image of 'technologically body-enhanced female fighter'. Current digital visualization technology has developed to the extent any imaged future humans can be represented, but posthuman girls' representations have its limitation that only a human-like figuration can be allowed in accord with the traditionally idolized image of girls. It is because of the representation logic in which digital cinema is visualized based on perceptual realism that values audiences' experiences. Despite such less critical figuration which does not dare to cross the boundary between the image of human and inhuman, the posthuman girl characters create a new category of the 'dangerous girls' who are both void of sexual femininity and independent of motherhood and heterosexual romance narrative. Of course, they support the modern human-centered belief that humans can take entire control of technology with their moral behaviors and dispel the fear about the negative impact the nature of technology may have on society at large by showing their child-like figuration protecting ethical values. However, the new character of 'unruly girl' exerts her subversive act that seeks to fight against the human-centered liberal humanistic values and melancholic feeling and vulnerability that the neoliberalism and technocracy enforce. When posthuman girl characters are considered to be a marker through which we can see how different social forces are intervening and competing each other in the upcoming posthuman age, the limited figuration of the posthuman girl characters in South Korean movies illustrates the opinionated thoughts toward the instrumentalism in technology but their bloodshed struggles reveal how the corporate or state-governed techno-biopower has oppressively treated and appropriated the human body as the technology-object and also provide a meaningful opportunity to rethink its unethical violence.

An Ontological Question (디지털-재현, 오래된 존재론적 질문의 재등장)

  • KIM, Seongtae
    • Trans-
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    • v.5
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    • pp.1-27
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    • 2018
  • What is 'analyzing a movie'? And, what is 'its role in film studies'? The question required a systematic and scholarly answer, and filmologie was making a clear place for itself. Through psychology, aesthetics, text theories and of course semiotics, the conceptualization of 'film' has been formed. Deleuze, who has been continually writing about 'movies' in his philosophical essays, ended the debate in defining the relationship between 'image and essence' when he released 《Movie 1, Movement-Image》 in 1983. 'Film' rapidly became the topic of the century and became a 'device' that leads the way of thinking. The reason why Jean-Louis Boissier labeled this 'film' as 'device (le dispositif)' was not part of film studies. What should be noted is that the mention of 'film' became a key part of the debate of 'reproduction', which was the most popular subject of philosophy and humanities. In the digital era, the film is once again questioned about its definition. In retrospect, themes of core debates of 'History of cinema' have always been driven by simple and superficial technological changes. With the emergence of CG (Computer Graphics), the question of 'cinema' in the 21st century is not only a philosophical discussion on the problem of 'reproduction', but also a crucial change that shifted the focus of the debate on the nature of the film from 'production' to 'distribution'.

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