• Title/Summary/Keyword: film scenario

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Study on Creative Materials of Digital Contents Using Traditional Culture of Art School of PyongYang Ki-Saeng and Ki-Saeng of Chosun Age (조선기생 및 평양기생학교에 관한 전통문화의 디지털콘텐츠 창작소재에 관한 연구)

  • Joo, Jung-Kyu
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.45-52
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    • 2005
  • This paper is re-lighting(reputation) that Ki-saeng is a artist in Chosun age to concern with history, social lives, role, art school of Ki-saeng and Ki-saeng and also is re-light and analysis educate system, rules, curriculum, time table of teaching, graduated album, photos of art school of Pyongyang Ki-saeng. And the using these traditional culture materials of Ki-saeng can create various digital contents of game contents, animation, drama, film and characters. Specially, it is propose to use culture contents that creation and pick out of beauty, talent, social system and art school of Ki-saeng in Chosun age willing to use concept design, scenario of game, animation, drama and film etc.

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A Study on the Influence of Filmmaking Factors and Promotions on the Intention of Watching Movies (영화제작요소와 프로모션이 영화 인지 및 관람의도에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun;Kim, Hee-Goon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.87-98
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    • 2019
  • This study sought to identify the impact of scenarios, capital, manpower (directors, actors), media promotion, oral communication, and recognition on the intention of watching movies, and to present marketing and policy implications to film producers for ways to revitalize their films. Therefore, the implications of this study are as follows: First, if you watch a movie with a friend or introduce a movie, you should set up a marketing strategy to promote the movie as a oral message to the people around you through double points and free admission at the 10th movie. It will also require the promotion of the scenario to be strengthened so that people around them can recognize it naturally. Second, film production companies will have to improve the quality of their movies by readjusting the distribution of capital in the event of capital investment. In addition, the movie should be encouraged by the oral publicity that the huge amount of capital has enhanced the quality of the movie, as well as pre-experience events to help the audience recognize it. Third, filmmakers will have to choose directors and actors who can digest novel and experimental material over the director's or actor's reputation. Fourth, the movie promotion company should set up strategies to cater to visitors through a contest for ideas for promoting visitors, which can arouse interest among visitors. Fifth, movie promoters will have to set a sufficient promotional period for visitors to be aware of the film in advance. Finally, movie writers will have to create scenarios with a variety of materials that meet the needs of visitors. Also, movie officials will have to develop or create a mechanism for those who watch the movie to practice oral and cognitive skills.

Low-Temperature Plasma Enhanced Chemical Vapor Deposition Process for Growth of Graphene on Copper

  • Ma, Yifei;Jang, Hae-Gyu;Chae, Hui-Yeop
    • Proceedings of the Korean Vacuum Society Conference
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    • 2013.02a
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    • pp.433-433
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    • 2013
  • Graphene, $sp^2$-hybridized 2-Dimension carbon material, has drawn enormous attention due to its desirable performance of excellent properties. Graphene can be applied for many electronic devices such as field-effect transistors (FETs), touch screen, solar cells. Furthermore, indium tin oxide (ITO) is commercially used and sets the standard for transparent electrode. However, ITO has certain limitations, such as increasing cost due to indium scarcity, instability in acid and basic environments, high surface roughness and brittle. Due to those reasons, graphene will be a perfect substitute as a transparent electrode. We report the graphene synthesized by inductive coupled plasma enhanced chemical vapor deposition (ICP-PECVD) process on Cu substrate. The growth was carried out using low temperature at $400^{\circ}C$ rather than typical chemical vapor deposition (CVD) process at $1,000^{\circ}C$ The low-temperature process has advantage of low cost and also low melting point materials will be available to synthesize graphene as substrate, but the drawback is low quality. To improve the quality, the factor affect the quality of graphene was be investigated by changing the plasma power, the flow rate of precursors, the scenario of precursors. Then, graphene film's quality was investigated with Raman spectroscopy and sheet resistance and optical emission spectroscopy.

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Designing Augmented Spatial Experiences of Architectural Heritage - Information Modeling for Intelligent Content Service Platform - (건축문화유산의 공간경험 디자인 - 지능형 콘텐츠 서비스 플랫폼과 정보표현체계 -)

  • Jang, Sun-Young;Kim, Seongjun;Kim, Sung-Ah
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.4
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    • pp.15-24
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    • 2019
  • Currently, museums and architectural heritage provide augmented user experiences by incorporating various media technologies. They still, however, suffer from the limitation of entertainment-based and the provision of location-based simple and repetitive contents. In addition, while acting as a key medium of experience for architectural heritage, the concept of space is not properly reflected in current services. The purpose of this study is to design user space experience considering such characteristics of architectural heritage. The spatial experience content and content production platform are defined. This software platform creates content that enhances the experience of the place by giving a context-based digital data associated with space and objects. The spatial experience content is designed as a series of experience sequences. The composition of the sequence borrows the method of film and narrative which segment and connect consecutive experiences on a scene basis considering user's detailed spatial experience. Therefore, content components can be combined and reproduced in various types. Augmented contents were extracted by using rule-based reasoning function of ontology at the moment. As a practical example of architectural heritage, the Seokjojeon Hall is used to reveal a spatial experience scenario.

A study on road ice prediction by applying road freezing evaluation model (도로 노면결빙 판정모델을 적용한 도로결빙 예측에 대한 연구)

  • Lim, Hee-Seob;Kim, Sang-Tae
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.6
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    • pp.1507-1516
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    • 2020
  • This study analyzed the scenario for road freezing section by applying the road freezing evaluation algorithm. To apply road freezing algorithm, the influencing factors on road freezing were reviewed. Observation data from four points, Mokgam IC, Jeongneung tunnel, Seongsan bridge, and Yeomchang bridge were used for analysis. All observatories are installed on the expressway, and they are classified for the analysis of road freezing characteristics. When the difference between the road surface temperature and dew-point temperature of the road freezing evaluation algorithm was 3℃ or less, the section where road freezing occurred was checked. In addition, road freezing evaluation was derived through the change of the road surface condition and water film thickness of the freezing section.

Interactive Education of Introductory Engineering via Multimedia (멀티미디어를 이용한 인터액티브 공학개론 교육)

  • Park Sang-Joo;Yoon Joong-Sun
    • Journal of Engineering Education Research
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    • v.7 no.3
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    • pp.44-50
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    • 2004
  • We introduce an introductory engineering education course for engineering majors and non-engineering majors. This course does not require any previous knowledge and experience on engineering. It requires strong curiosities and imaginations on current and future society we live in, where technology is inseparable ingredient. Course encourages attendees to explore fundamental issues of engineering: what is proper technology and what are proper ways of exercising engineering, issues dealt in soft engineering. Since course topics cover many aspects of technology, traditional learning methods fail to be successful and efficient. Various efficient learning methods have been proposed and implemented. We utilize various interactive tangible media, which include simulated thought experiments and physical media experiences. About twenty (20) episodes in short film format are produced based on scenario written according to related issues selected. Physical media like interactive robots are introduced for attendees' stimulated experiences. We summarize our exciting experiments on interactive teaching experiences at Pusan National University which include on/off-line interactions, assignments, projects, and evaluations.

Characteristic of the Human Cloning Motif in Feature 〈Blueprint〉 (영화 〈블루프린트〉 속에 투영된 인간복제 모티프의 특성)

  • Jung, Won-Sik
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.123-133
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    • 2011
  • Rapid development of life sciences about human cloning in real world is reflected alternately ahead and behind in the movies and it brings up the conversation topics about the scenario of diverse human life in the near future. This study is the consideration of the characteristic of the human cloning motif in movies, focused on the feature film which consider human cloning a philosophical point of view. The emergence and evolution of somatic cell cloning conclude the problem of philosophical anthropology. And identity and un-naturality of human clone boils down to desire and dilemma of character in . The dramatize to the exclusion of genre's attribution and the setting of twofold relationship between original and clone as well as real mother and daughter prove the critical mind of as stated above. This study also reported it reinforces the characteristic of the human cloning motif in movies that plotting with parallel narrative and the consistent attitudes with various cinematic expression and techniques.

Frequency of anemia and micronutrient deficiency among children with cleft lip and palate: a single-center cross-sectional study from Uttarakhand, India

  • Chattopadhyay, Debarati;Vathulya, Madhubari;Naithani, Manisha;Jayaprakash, Praveen A;Palepu, Sarika;Bandyopadhyay, Arkapal;Kapoor, Akshay;Nath, Uttam Kumar
    • Archives of Craniofacial Surgery
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    • v.22 no.1
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    • pp.33-37
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    • 2021
  • Background: Children with cleft lip and/or palate can be undernourished due to feeding difficulties after birth. A vicious cycle ensues where malnutrition and low body weight precludes the child from having the corrective surgery, in the absence of which the child fails to gain weight. This study aimed to identify the proportion of malnutrition, including the deficiency of major micronutrients, namely iron, folate and vitamin B12, in children with cleft lip and/or palate and thus help in finding out what nutritional interventions can improve the scenario for these children. Methods: All children less than 5 years with cleft lip and/or cleft palate attending our institute were included. On their first visit, following were recorded: demographic data, assessment of malnutrition, investigations: complete blood count and peripheral blood film examination; serum albumin, ferritin, iron, folate, and vitamin B12 levels. Results: Eighty-one children with cleft lip and/or palate were included. Mean age was 25.37±21.49 months (range, 3-60 months). In 53% of children suffered from moderate to severe wasting, according to World Health Organization (WHO) classification. Iron deficiency state was found in 91.6% of children. In 35.80% of children had vitamin B12 deficiency and 23.45% had folate deficiency. No correlation was found between iron deficiency and the type of deformity. Conclusion: Iron deficiency state is almost universally present in children with cleft lip and palate. Thus, iron and folic acid supplementation should be given at first contact to improve iron reserve and hematological parameters for optimum and safe surgery.

Digitalization of Fashion Shows in the Pandemic Era - A Focus on Fashion Films and Fashion Gamification - (팬데믹 시대의 패션쇼의 디지털화 - 패션 필름과 패션 게이미피케이션을 중심으로 -)

  • Kang, Soojung;Chun, Jaehoon
    • Fashion & Textile Research Journal
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    • v.24 no.1
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    • pp.29-41
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    • 2022
  • With the outbreak of the COVID-19 pandemic, global fashion brands have been hosting online fashion shows instead of offline ones. In light of the current pandemic scenario, this research conducted a study on digital fashion shows held online, specifically focusing on two types of shows: fashion films and games. This study examined the characteristics of changes in digital fashion shows as well as their limitations. The case studies analyzed fashion shows from January 2020 to July 2021, with a focus on the 2021 S/S and 2021 F/W seasons, and 26 fashion shows from 23 brands. The results of this study were as follows: First, digital fashion shows transcended physical limitations through virtualization and non-face-to-face communication, breaking free of the limits of space and time in reality. Second, the entertainment role of fashion shows was strengthened. However, online fashion shows had limitations as they lacked a sense of reality and distracted viewers' attention from fashion products. This study has practical implications as it proposes a path for the development of digitalized fashion shows by addressing its current limitations. Overcoming these shortcomings, post-pandemic fashion shows would be more diverse, flexible, and creative. Consequently, following the pandemic period, we look forward to new types of fashion shows using digital imaging technologies.

AI Art Creation Case Study for AI Film & Video Content (AI 영화영상콘텐츠를 위한 AI 예술창작 사례연구)

  • Jeon, Byoungwon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.85-95
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    • 2021
  • Currently, we stand between computers as creative tools and computers as creators. A new genre of movies, which can be called a post-cinema situation, is emerging. This paper aims to diagnose the possibility of the emergence of AI cinema. To confirm the possibility of AI cinema, it was examined through a case study whether the creation of a story, narrative, image, and sound, which are necessary conditions for film creation, is possible by artificial intelligence. First, we checked the visual creation of AI painting algorithms Obvious, GAN, and CAN. Second, AI music has already entered the distribution stage in the market in cooperation with humans. Third, AI can already complete drama scripts, and automatic scenario creation programs using big data are also gaining popularity. That said, we confirmed that the filmmaking requirements could be met with AI algorithms. From the perspective of Manovich's 'AI Genre Convention', web documentaries and desktop documentaries, typical trends post-cinema, can be said to be representative genres that can be expected as AI cinemas. The conditions for AI, web documentaries and desktop documentaries to exist are the same. This article suggests a new path for the media of the 4th Industrial Revolution era through research on AI as a creator of post-cinema.