• 제목/요약/키워드: visual effects

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영화 비주얼 이펙트의 내러티브에 의한 분류체계 연구 (A Study on Classification System for Narrative use of Visual Effects in Film)

  • 석혜정
    • 만화애니메이션 연구
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    • 통권13호
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    • pp.237-253
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    • 2008
  • 비주얼 이펙트는 오랫동안 영화의 '볼거리 제공'에의 기여만을 인정 받아왔으며, 한때는 그 사용이 이야기를 파괴한다는 오해를 받기도 했지만, 그 가치는 점점 스토리를 만들어 나가는 하나의 수단으로 자리를 잡아가고 있다. 영화는 관객들이 다양한 이야기의 '현실이 아닌 세계'를 현실로 받아들일 수 있도록, 완벽한 내러티브의 구조와 시각적 리얼리티를 추구한다. 내러티브를 전달하기 위하여 비주얼 스토리텔링의 도구를 사용하며, 여기에 사용된 비주얼 이펙트는 기술적 해결 방법을 제공함과 동시에, 그러한 기술로 믿을 만하거나 혹은 믿을 수 없는 디에게시스 세상을 창조하고 그것을 보존한다. 본 연구에서는 기존에 연구되었던 쉴로 티 맥클린(Shllo T. McClean)의 비주얼 이펙트의 내러티브 분석을 바탕으로 하여, 보다 명확한 분석을 시도하고 새로운 분류체계를 제시하였다. 이러한 비주얼 이펙트의 내러티브에 의한 분류는 이펙트의 볼거리 제공의 기여뿐 아니라, 영화의 디에게시스 세상의 창조와 보호의 수단으로써의 그 가치를 한층 더 부각시키며, 이펙트 제작의 새로운 기준이 되어 기술의 발전에 못지 않은 내적 성장을 거둘 수 있도록 하는 앞으로의 연구에 초석이 되고자 한다.

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소음이 뇌기능 영상에 미치는 영향 : 청각, 운동, 시각 피질에 관한 연구 (Acoustic Effects on fMRI : A Study on Auditory, Motor and Visual cortices)

  • 정순철;조장희
    • 대한의용생체공학회:학술대회논문집
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    • 대한의용생체공학회 1997년도 추계학술대회
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    • pp.71-74
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    • 1997
  • MR acoustic sound or noise due to gradient pulsings has been one of the problems in MRI, both in patient scanning as well as in many areas of psychiatric and neuroscience research, such as brain fMRI. Especially in brain fMRI, sound noise is one of the serious noise sources which obscures the small signals obtainable from the subtle changes occurring in oxygenation status in the cortex and blood capillaries. Therefore, we have studied the effects of acoustic or sound noise arising in fMR imaging of the auditory, motor and visual cortices. The results show that the acoustical noise effects on motor and visual responses are opposite. That is, for the motor activity, it shows an increased total motor activation while for the visual stimulation, corresponding (visual) cortical activity has diminished substantially when the subject is exposed to a loud acoustic sound. Although the current observations are preliminary and require more experimental confirmation, it appears that the observed acoustic-noise effects on brain unctions, such as in the motor and visual cortices, are new observations and could have significant consequences in data observation and interpretation in future fMRI studies.

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THE EFFECTS OF ZINC DURING VISUAL ADAPTATION OF VERTEBRATE EYE

  • Kim, Hyun-Jung
    • Journal of Photoscience
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    • 제2권2호
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    • pp.63-67
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    • 1995
  • Zinc plays a key role in genetic expression, cell division, and growth and is essential for the function of more than 200 enzymes; effects of zinc deficiency induce many syndromes, including abnormal visual adaptation. The pigment epithelium (EP) contains high concentrations of zinc in humans and in animals and it participates in threshold elevation, visual sensitivity increment, and acceleration of rhodopsin regeration during visual adaptation. The origin of c-wave of electroretinogram(ERG) is not only pigment epithelium as shown in present research, but also other cell layers, perhaps the photoreceptors. We propose zinc as a candidate for an internal messenger which participates in signal amplification.

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웹사이트의 시각적 요소가 커뮤니케이션에 미치는 영향 (Effects of Web Sites' Visual factors on Communication)

  • 노방환;이진렬;김현철
    • 디자인학연구
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    • 제14권1호
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    • pp.111-118
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    • 2001
  • 본 연구의 근본 목적은 사용자의 커뮤니케이션에 대해 복잡성을 사용하는 시각적 요소 수준의 효과를 파악하는 것이다. 실험에서 커뮤니케이션 효율성을 시험해 보기 위해 복잡성을 사용한 여섯 개 수준의 시각적 요소가 네 개의 아이템(그래픽, 동적인 그래픽, 사이즈, 링크)으로 조절되었다. 연구결과, 사용자의 커뮤니케이션은 시각적 요소의 복잡성에 영향을 받았다. 이는 복잡하고 간단한 수준의 시각적 요소보다 적절한 수준의 시각적 요소로 디자인된 웹사이트가 더 선호된다는 것을 입증하고 있다.

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학령전기 아동의 시력건강증진 프로그램 효과 (The Effects of Visual Health Promotion Program for Preschool Children)

  • 윤영미
    • 한국간호교육학회지
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    • 제12권2호
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    • pp.257-264
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    • 2006
  • Purpose: The purpose of this study is to identify the effects of visual health promotion program for preschool children. Method: The experimental group participating in the visual health promotion program was 32 preschool children and the control group consisted of 34 preschool children by homogeneous age. The visual health promotion program was based on articles related to childern's visual health promotion and previous education program. Data were collected with 3 questionnaires that modified by the investigator. The data was analyzed by the SPSS win 10.0 program using descriptive statistics, $x^2$ test, t-test. Result: The level of knowledge about visual health promotion of preschool children who participated in the visual health promotion program was significantly higher than preschool children who did not participate(t=.02, P<.001). The level of behavior about visual health promotion of preschool children who participated in the visual health promotion program was significantly higher than preschool children who did not participate(t=.31, P<.001). Conclusion: The visual health promotion program developed in this study is an effective strategy for nursing intervention by increasing knowledge and behavior about visual health promotion of preschool children.

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아동의 전자게임 활동이 시각적 병행처리에 미치는 영향 (The Effects of Playing Video Games on Children's Visual Parallel Processing)

  • 김숙현;최경숙
    • 아동학회지
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    • 제20권3호
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    • pp.231-244
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    • 1999
  • This study examined the effects of short and long term playing of video gamer on children's visual parallel processing. All of the 64 fourth grade subjects were above average in IQ. They were classified into high and low video game users. Instruments were a visual parallel processing task consisting of imagery integration items, computers, and the arcade video game, Pac-Man. Subjects were pre-tested with a visual parallel processing task. After one week, the experimental group played video games for 15 minutes, but the control group didn't play. Immediately following this, all children were post-tested by the same task used on the pretest. The data was analyzed by ANCOVA and repeated measures ANOVA. The results showed that relaying short-term video games improved visual parallel processing and that long term experience with video games also affected visual parallel processing. there were no differences between high and low users in visual parallel processing after playing short term video games.

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사루엘 팬츠의 개더량 변화에 따른 시각적 효과 연구 (A Study of the Visual Effects According to the Variations of Waist Gathering in Sarrouel Pants)

  • 이정은;도월희;배수정
    • 패션비즈니스
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    • 제16권4호
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    • pp.107-122
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    • 2012
  • This thesis takes it an aim to analyze and compare the visual images which results from attaching the voluminous changes of the waist gathering to the basic Sarrouel pants, one of the Islamic costume, and also from the three body type influenced by these changes. The method of the investigation was to select basic designs of the Sarrouel pants, then the three pieces of the experimental clothes called pattern 1(50%), pattern 2(100%), and pattern 3(150%) were made respectively. The 3 types of the adult women were selected as models in a way to represent the S(S1), M(S2), L(S3) the female body indices of the K. S. The models wearing the 3 types of experimental clothes were taken pictures from the front, side and back, which the pictures were used for the evaluations for the visual effects. For the evaluation, the questionaire from 12 to 18, associated with the body types and images respectively were completed and collected in an investigative way. The visual effects by the waist gathering and body size are composed body and image emerged the four factors. Conclusively, the volume of the waist gathering gives a benefit only in terms of the appropriateness in which the voluminous gatherings compensate for the defects of the body type while too much gathering leads to the negative effects. The visual effects from the increased gathering gives the impressions of the more activity with the snugness as it decreases the feminine effects. The evaluation indices like the stiffness or the masculine images might be more or less predominant in this case. This might be ascribed to the fact that the Sarrouel pants were originated from the men's trousers in a real sense.

건축 환경의 투명성 효과와 경량적 표현 (Transparency Effects and Visual Lightness of Architectural Space Environment)

  • 김선영
    • 한국실내디자인학회논문집
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    • 제13권2호
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    • pp.46-55
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    • 2004
  • While transparency in general refers to the structure that is optically luminant or pleasant in its lightness, it is often synonymous with the concept of "modernistic." The advancement in construction and design technologies and the development of new materials with versatility adds even further diversity to transparency in architectural expression. The purpose of this study is to analyze various conceptions about transparency effects by comparing diverse expressions of visual lightness effects in space design. For this, I categorize and exemplify visual lightness effects of space applied to transparent materials. I argue that by utilizing transparent materials, the perception of space as well as boundaries between exterior and interior can be profoundly transformed. Space that overlaps through transparent boundaries creates atmosphere which deepens the architectural space environments.ironments.

Pipeline Design for Efficient Visual Effects Production

  • Hwang, Min Sik;Lee, Hyunseok
    • Journal of Multimedia Information System
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    • 제9권3호
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    • pp.219-226
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    • 2022
  • The advancement of realistic visual effects technology provides increasingly immersive experiences and consumer satisfaction with content. The explosion and destruction effects in live-action films and animations are some of the most frequently used visual effects, but they are relatively difficult to execute, so it is challenging to make them look realistic. This study tested a method of effectively realizing computer-generated explosions and destruction. Experiments for this study are as follows: first, the interlink according to density accumulation of the fluid; second, the interlink according to the temperature accumulation of the fluid; and third, the interlink according to the distance between the fluid and the involved objects. This study was conducted to identify an optimal solution for producing computer-generated explosions and destruction.

조명을 활용한 신소재의 시각적 표현유형 및 특성분석 (Analysis to the Visual Expression Types and Characteristics of New Materials Utilizing the Lighting)

  • 정선희;서지은
    • 한국실내디자인학회논문집
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    • 제23권5호
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    • pp.25-32
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    • 2014
  • The purpose of this study is to analyze the expression method and visual characteristics of material utilized the lighting in terms of a visual aspect. The method of study is to establish standards for analysis and to classify type of visual effect and expression of that focused on preliminary study. And It is to grasp the visual expression characteristics of new materials. through analysis standards. The results of the study are as follows. First, 'decorativeness', 'symbolization', 'motion-images' and 'interactivity' were selected as the type of visual expression through the precedent studies. And it was classified the visual effects as 3 types like 'a light-emitting effect', 'steric effects' and 'movement effect'. Second, We could know that 'light-emitting effect' was expressed in 7-new materials, 'three-dimensional effect' was expressed in 3-new materials, and 'motion effect' in 4-new materials. Through that. We could know that the new materials represented with 'light-emitting effect' are much more than the other new materials. Third, the results of this study show that 'decorativeness' in the visual types was appeared to 'light-emitting effect' and 'three-dimensional effect'. 'symbolization' to 'light-emitting effect' and 'motion effect', 'motion-images' to 'three-dimensional effect' and 'motion effect' and 'interactivity' to 'light-emitting effect', 'three-dimensional effect' and 'motion effect'. And It was appeared to three effects in 'interactivity'. We could know that it is more effective to be presented the visual effect simultaneously to communication with the visual perception.