• Title/Summary/Keyword: realism

Search Result 475, Processing Time 0.024 seconds

Study on Television Reality Game Show A Text/Context Analysis of the Set and Characters of (텔레비전 리얼리티 게임쇼의 게임성과 실재성 <더 지니어스>의 공간 배치와 캐릭터에 나타난 게임적 리얼리티를 중심으로)

  • Kang, Bo-ra;Gong, Da-som;Yoon, Tae-Jin
    • Korean journal of communication and information
    • /
    • v.72
    • /
    • pp.92-120
    • /
    • 2015
  • The objective of this study is to find out how reality game shows, the relatively new television genre, produce a sense of reality and what differences we can find from the reality they produce in compared to that of traditional reality television shows. The researchers anaylized , aired in 2013and 2014 by tvN, with focus on the show's studio setting and characters in the show. During this process, the 'game elements' and 'reality factor' were considered to be the key words. Finally, the reality produces was examined from two aspects: the production and reception. As a result, we found that the reality it produces is more than just a imitation of the real world. It shuttles between the game world and real world, and encourages audiences to recognize the plural realities in our postmodern society. We hope this study stimulates further researches on reality game show genre, which had rarely gained academic attention.

  • PDF

Massive Fluid Simulation Using a Responsive Interaction Between Surface and Wave Foams (수면거품과 웨이브거품의 미세한 상호작용을 이용한 대규모 유체 시뮬레이션)

  • Kim, Jong-Hyun
    • Journal of the Korea Computer Graphics Society
    • /
    • v.23 no.2
    • /
    • pp.29-39
    • /
    • 2017
  • This paper presents a unified framework to efficiently and realistically simulate surface and wave foams. The framework is designed to first project 3D water particles from an underlying water solver onto 2D screen space in order to reduce the computational complexity of determining where foam particles should be generated. Because foam effects are often created primarily in fast and complicated water flows, we analyze the acceleration and curvature values to identify the areas exhibiting such flow patterns. Foam particles are emitted from the identified areas in 3D space, and each foam particle is advected according to its type, which is classified on the basis of velocity, thereby capturing the essential characteristics of foam wave motions. We improve the realism of the resulting foam by classifying it into two types: surface foam and wave foam. Wave foam is characterized by the sharp wave patterns of torrential flow s, and surface foam is characterized by a cloudy foam shape even in water with reduced motion. Based on these features, we propose a technique to correct the velocity and position of a foam particle. In addition, we propose a kernel technique using the screen space density to efficiently reduce redundant foam particles, resulting in improved overall memory efficiency without loss of visual detail in terms of foam effects. Experiments convincingly demonstrate that the proposed approach is efficient and easy to use while delivering high-quality results.

A Study on the Fantastic Trend of Korean Movies in the late 90s : Focused on Kim Giduk's Bad Guy (90년대 말 한국영화의 환상성 경향 연구 - 김기덕의 <나쁜 남자>를 중심으로)

  • LEE, Jihyun
    • Trans-
    • /
    • v.4
    • /
    • pp.87-109
    • /
    • 2018
  • The genres of fantastic of Korean films created in the 90s are diverse. The fantastics of these works are not manifested only in 'Ghosts' movies. For example, If the film Mystery Of The Cube, which is based on the mystery of Lee Sang, has a story of structuralist fantasy, we can say that a movie like Tell Me Something has a psychologically conventional fantastic. This study examines the fantastic of contemporary Korean films through 'completion of allegory based on realism'. For this, we borrows the fantastic concept of Etienne Souriau. In some films, fantastics can be found directly in the developing nature. In this case, the human being who justifies their domination of nature by upgrading their position as the objectifying subject of nature becomes 'alienated' in return. The notion of this alienation in film narratives is often revealed through allegories, particularly in the manifestation of fantasy by Étienne Souriau in the early 'personal experience'. Kim kiduk's film is a representative example of allegorizing elements of society through individual experience. Focusing on Kim Giduk's Bad Guy, this essay analyzes the process in which fantastic films of Korea in the 90s build up aesthetic fantastic through imitation of society.

  • PDF

About the Use of Plan-Sequence in Digital Films (디지털영화의 플랑세캉스 사용에 관하여)

  • LEE, Jihyun
    • Trans-
    • /
    • v.3
    • /
    • pp.1-28
    • /
    • 2017
  • As the field of film aesthetics expands, the concept of classical the mise-en-scene expands too its scope. This paper examines the concept of mise-en-scene through spatial connections. The primary goals of this study are understanding the relation between the frame and the shot, the continuity between the scene and the sequence, and the aesthetic dimension to the plan-sequence. In modern cinema theory, the elements of mise-en-scene are more emphasized in terms of efficiency, but this study is concerned that the classical aesthetic system is still important. To this end, we examine the concept of plan-sequence, which was called the best technique of past visual realism aesthetics, is utilized in digital cinema. Finding significance for the modern use of plan-sequences is a secondary goal of this paper and we expect it to be a stepping stone to search for the aesthetics of digital cinema. The plan-sequence is one of the important factors that can be evaluated in the preparation and application of the event for the movie director. In the real world where the film itself is used commercially, digital film will have a conceptual tool that can utilize allegorics of 'geopolitical unconsciousness' through plan-sequences.

  • PDF

A Study on the educational method of the conceptual approach of 3D animation (3D Animation 교육에 대한 개념적 접근 방식에 대한 연구)

  • 최성원
    • Archives of design research
    • /
    • v.12 no.4
    • /
    • pp.53-60
    • /
    • 1999
  • Nowdays many people using and learning 3D Software. However, like artists drawing by brush, that most of designers misunderstood that 3D Software is cover everything as a tool. This sort of situation, change of 3D Software will come to the front very seriously. It can be result about lack of understanding 3D in general and some kind of illusion about 3D Software. These were changing like training school that was teaching only function for technique. Therefore, to prevent above things, this research paper will be based on a conception, that compare with 3D which called cyber space and the real world. That is explanation of construction about 3D Software generally, that will basis how does people think about the world. It function of 3D Software will take concrete shape gradually, which is after general description and understanding and the users will be quick to understand, no need to difficult of access for beginners. In addition, higher education ay university is no longer training center. Lastly, it will be able to capability as an essentially figure. Nowdays many people using and learning 3D Software. However, like artists drawing by brush, that most of designers misunderstood that 3D Software is cover everything as a tool. This sort of situation, change of 3D Software will come to the front very seriously. It can be result about lack of understanding 3D in general and some kind of illusion about 3D Software. These were changing like training school that was teaching only function for technique. Therefore, to prevent above things, this research paper will be based on a conception, that compare with 3D which called cyber space and the real world. That is explanation of construction about 3D Software generally, that will basis how does people think about the world. If function of 3D Software will take concrete shape gradually, which if after general description and understanding and the users will be quick to understand, no need to difficult of access for beginners. In addition, higher education ay university is no longer training center. Lastly, it will be able to capability as an essentially figure.

  • PDF

A Prefetching Scheme for Location-Aware Mobile Information Services (위치인식 이동정보서비스를 위한 프리패칭 방법론)

  • Kim, Moon-Ja;Cha, Woo-Suk;Cho, In-Jun;Cho, Gi-Hwan
    • The KIPS Transactions:PartC
    • /
    • v.8C no.6
    • /
    • pp.831-838
    • /
    • 2001
  • Mobile information service aims to provide some degree of effective information for real life activities of mobile users. Due to the user mobility and actual realism, it becomes very important technical issue to support an adaptive information service methodology to current situations of the terminal and/or user. This paper deals with a prefetching scheme for location-aware, out of the various context-aware which can be considered in mobile information service. It makes use of the velocity-based mobility model to shape the terminal and/or user's mobility behavior. Based on the moving speed and direction, the prefetching zone is proposed to define the number of prefetched information, so as to limit effectively the prefetched information whilst to preserve the location-aware adaptability. Using a simulator, the proposed scheme has been evaluated in the effectiveness point of view. The idea in this paper is expected to be able to extended to the other mobile service contexts, such as service time, I/O types of mobile terminals, network bandwidth.

  • PDF

A Study on 'the Character' in Adolfo Bioy Casares' Literature Works - Focusing on protagonist/antagonist, protagonist narrator/editor narrator (아돌포 비오이 까사레스 작품의 등장인물 연구 - 주인공과 반주인공, 주인공 화자와 편집자 화자를 중심으로)

  • Jeon, Yong Gab
    • Cross-Cultural Studies
    • /
    • v.25
    • /
    • pp.453-482
    • /
    • 2011
  • Until now and in the studying of fantastic literature, there has been likely to regard the character as secondary element, compared to their actions. However, it has to be recognized that the characters is a barometer to divide the boundary among the marvellous literature, or fantasy, magic realism, etc., in particular it is an important narrative element to understand an epistemological vision of fantastic literature. This thesis analyzes the characters, focusing on two dimensions divided such as between protagonist/antagonist and protagonist narrator/editor narrator. The characters in fantastic literature are usually set-up as people like ourselves, because it is necessary for the readers to consider the supernatural phenomenon as real world situation. The reason why many characters in fantastic literature usually meet a tragic end is that the structure of fantastic literature embedded unresolved supernatural confusion into ordinary order in the end, while antagonists are viewed as holders of extraordinariness and they are far from vero-similarity. Together with usual characters who represent the world of logic and reason, antagonists who seek to understand more about the universe totally and thus regarded as symbols of intuition and imagination and ultimately are the elements of fantastic literature. On the other hand, the "first person narrator" is divided between "protagonist narrator" who narrates the supernatural things through his/her own experience to readers and "editor narrator" who narrates the other's experiences. Particularly in the case of "editor narrator", he/she may narrates the stories with different explication and angle, which lead to hesitation and confusion for readers to identify between reality and unreality or natural logic and supernatural one. Even though there are various categories in fantastic literature, this thesis exclude 'neo fantastic', 'metaphysical fantastic' ones, characterized as a possibility of convergence with the secondary interpretation and symbolic implication. Beyond these materials, the literatures which involved with this thesis and analysis are normally related with traditional fantastic literary works which supernatural events intervene in real world and bring out collision between real and unreal, or natural and supernatural logics. Based on this criteria, this thesis chooses literary works such as "De los Reyes Futuros", "El Perjurio de la Nieve" written by Adolfo Bioy Casares who is a representative author in Latin American fantastic literature.

Multisensory based AR System for Education of Cultural Heritage

  • Jeong, Eunsol;Oh, Jeong-eun;Won, Haeyeon;Yu, Jeongmin
    • Journal of the Korea Society of Computer and Information
    • /
    • v.24 no.11
    • /
    • pp.61-69
    • /
    • 2019
  • In this paper, we propose a multisensory(i.e., visual-auditory-tactile) based AR system for the education of cultural heritage. The proposed system provides a multisensory interaction by designing a user to experience with a 3D printed artifact which is mapped by a virtual 3D content of digital heritage. Compared with the existing systems of cultural heritage education based on augmented reality(AR) technology, this system focused on not only providing learning experience via a sense of visual and auditory, but also a sense of tactile. Furthermore, since this systems mainly provided the direct interactions using a 3D printed model, it gives a higher degree of realism than existing system that use touch or click motions on a 2D display of mobile phones and tablets. According to a result of user testing, we concluded that the proposed system delivered the excellent presence and learning flow to users. Particularly, from the usability evaluation, a 3D printed target artifact which is similar in shape to original heritage artifact, achieved the highest scores among the various tested targets.

Research on Digital twin-based Smart City model: Survey (디지털 트윈 기반 스마트 시티 모델 연구 동향 분석)

  • Han, Kun-Hee;Hong, Sunghyuck
    • Journal of Convergence for Information Technology
    • /
    • v.11 no.11
    • /
    • pp.172-177
    • /
    • 2021
  • As part of the digital era, a digital twin that simulates the weak part of a product by performing a stress test that reduces the lifespan of some expensive equipment that cannot be done in reality by accurately moving the real world to virtual reality is being actively used in the manufacturing industry. Due to the development of IoT, the digital twin, which accurately collects data collected from the real world and makes it the same in the virtual space, is mutually beneficial through accurate prediction of urban life problems such as traffic, disaster, housing, quarantine, energy, environment, and aging. Based on its action, it is positioned as a necessary tool for smart city construction. Although digital twin is widely applied to the manufacturing field, this study proposes a smart city model suitable for the 4th industrial revolution era by using it to smart cities and increasing citizens' safety, welfare, and convenience through the proposed model. In addition, when a digital twin is applied to a smart city, it is expected that more accurate prediction and analysis will be possible by real-time synchronization between the real and virtual by maintaining realism and immediacy through real-time interaction.

A Study on Content Characteristics, Consumer Behavior and Economic Value According to the Degree of Consideration of Graphic Content (그래픽 콘텐츠 고려 정도에 따른 콘텐츠 특성, 소비자 행동, 경제적 가치에 관한 연구)

  • Lee, Sangho;Cho, Kwangmoon
    • Journal of Internet of Things and Convergence
    • /
    • v.7 no.4
    • /
    • pp.85-94
    • /
    • 2021
  • This study verified what differences in screen golf content characteristics, intention to reuse, customer satisfaction and economic value experienced by consumers according to the image feeling, expression method, and image color provided by screen golf graphic content. In addition, the purpose of this study was to analyze what kind of influence the content characteristics of screen golf have on the economic value and what kind of influence the intention to reuse and customer satisfaction have in this process. From September 1, 2021 to September 30, 2021, a survey of 225 copies of consumers using the screen golf course was conducted. For data processing, frequency analysis, factor analysis, reliability analysis, cluster analysis, chi-square analysis and 3-step mediated regression analysis were performed. The research results are as follows. First, the preferred image feeling showed a high level of clean and sophisticated feeling and the preferred expression method showed a high realistic image. In addition, the preferred image color showed a high level of green color. Second, there were differences in competitiveness, ease of use, sense of solidarity and realism according to the degree of consideration of graphic content and differences in consumer's intention to reuse, customer satisfaction, and economic value. Third, in the relationship between screen golf content characteristics and economic value, customer satisfaction and re-use intention had a mediating effect. Through this study, by providing basic data to derive the graphic design model of screen golf, the operating entity suggested a way to improve economic benefits and tried to contribute to the growth of the screen golf industry.