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      • KCI등재

        뮤직비디오를 활용한 창의적 글쓰기의 방법과 실제

        장유정(Zhang Eu-Jeong) 한국리터러시학회 2011 리터러시 연구 Vol.- No.3

        본고의 목적은 십 년 이상 대학에서 글쓰기 교육을 한 경험을 토대로 창의적 글쓰기의 한 방법과 실제를 제시하는 것이다. 본고에서 대상으로 삼은 것은 뮤직비디오다. 즉 본고는 뮤직비디오를 이용하여 실제 글쓰기 수업에서 행하고 있는 창의적 글쓰기 방법을 소개하기 위해 기획된 것이다. 영상 세대라 할 수 있는 학생들에게 뮤직비디오는 흥미를 유발시키기에 좋은 기제가 된다. 이에 학생들은 뮤직비디오를 보고 조원들과 토의를 통해 상상력을 발휘하여 이야기를 만들어보고 이를 글로 쓰는 작업을 수행하였다. 학생들은 몰입을 통한 즐거움과 재미를 느끼면서 창의적 글쓰기에 상대적으로 편하게 다가갈 수 있었다. 이를 위해 먼저 2장에서는 현대사회에서 창의적 사고가 중요한 이유를 살펴보았다. 다음으로 3장에서는 실제 학생들이 만들었던 뮤직비디오의 실례를 보여주었다. 마지막으로 4장에서는 뮤직비디오를 활용하여 창의적 글쓰기 수업을 할 수 있는 방안을 제시하였다. 본고는 창의적 글쓰기 수업에 대한 시사점을 제공할 수 있을 것이다. The purpose of this paper for many years at the University of creative writing based on education and experience is to present the way of creative writings. This paper makes target a music video. In other words, This paper was planned to show the actual writing in the classroom with the music video. The music video is good tool to generate interest because current students are video generation. Students saw the music video and discuss with others, and then they use their imagination to create a story. They were absorbed in their’s work and felt fun and excitement. First, creative thinking and why it’s important in modern society examined. Next, examples of student made music video showed. Lastly, this paper offered the way of creative writing through music video. This paper will be able to provide some implication of the creative writing.

      • KCI등재

        뮤직비디오의 시각적 몰입감 분석 연구

        김기범(Kim, Ki Bum),김경수(Kim, Kyoung Soo) 한국전시산업융합연구원 2014 한국과학예술융합학회 Vol.18 No.-

        본 연구는 강남스타일 뮤직비디오가 북미권 주도의 유튜브 조회수 차트에서 압도적인 1위를 한 이유 중 하나를 뮤직비디오의 시각적 몰입감에서 찾고자 한다. 따라서 유튜브 조회수 1위~3위 비디오를 대상으로 시각적 몰입감을 비교 분석하였다. 분석 결과 뮤직비디오는 댄스와 퍼포먼스 콘셉트의 창의성과 대중성, 출연자와 스타일 및 컬러 콘셉트의 구체성, 장소 및 배경 콘셉트의 다양성 등 콘셉트들이 일치하면서 볼거리가 많을수록, 주연·조연의 등장 순서와 배치의 고조, 비주얼의 양적·질적 변화 증가, 뮤직비트에 비디오컷의 일치율 상승 등 기승전결을 강화하여 감정이 고조될수록 시각적 몰입감이 증대되는 것으로 나타났다. 향후 제 2, 제 3의 강남스타일 뮤직비디오를 제작하기 위해서는 전 세계 유튜브 시청자들의 공감대를 고려하면서 시각적인 콘셉트를 발굴하고 일치화하며, 시각적인 기승전결을 강화하고 체계화하여 시각적 몰입감을 극대화하는 전략이 필요하다. The music video of Gangnam Style had been overwhelmingly the most viewed music video on Youtube led by North America; this study attributes the reason to its visual immersion. Thus, this study compares and analyzes the visual immersion of 3 most viewed music videos on Youtube. As a result of analysis, the visual immersion is intensified by the spectacles from harmonizing various concepts including the concept for creativity and popularity of dance and performance, the concept for the details of style and color of performances, and the concept for diversity of place and background, and the excitement from strengthening the narrative of video by intensification of order and arrangement of appearance of performances, increase of changes in quantity and quality of visuals, and increase of concordance rate of video cuts in music beat. It is necessary to consider the sympathy of Youtube viewers all over the world, to develop the visual concepts for harmonization, to intensify and systematize the visual narrative, and to maximize the visual immersion for producing more music videos like Gangnam Style from now on.

      • Implementation of Real-Time 3D Video Avatar for Immersive Telecommunication

        이상엽,김형곤,안상철 에스케이텔레콤 (주) 2004 Telecommunications Review Vol.14 No.4

        Immersive telecommunication is a new challenging field that enables a user to share a virtual space with remote participants providing users with a sense of telepresence and interaction. This paper presents an implementation of realtime dynamic 3D avatar from multi-view cameras for the immersive telecommunication. The main objective is to offer rich communication modalities, as similar as those used in the face-to-face meetings like gestures, gaze awareness, realistic images, and correct sound direction. Active segmentation algorithm is suggested to generate realistic 3D video avatars in real-time and also to augment the avatars naturally into 3D collaborative virtual environment. The proposed algorithm has been integrated to the framework of distributed VR, called NAVER, and an example of application, Heritage Alive!, has been implemented to demonstrate the concept. As a result, the user can be immersed and has natural interaction with remote participant. This would overcome the limitations both of the conventional video-based telecommunication and also the VR-based collaborative virtual environment approaches. Immersive telecommunication is a new challenging field that enables a user to share a virtual space with remote participants providing users with a sense of telepresence and interaction. This paper presents an implementation of realtime dynamic 3D avatar from multi-view cameras for the immersive telecommunication. The main objective is to offer rich communication modalities, as similar as those used in the face-to-face meetings like gestures, gaze awareness, realistic images, and correct sound direction. Active segmentation algorithm is suggested to generate realistic 3D video avatars in real-time and also to augment the avatars naturally into 3D collaborative virtual environment. The proposed algorithm has been integrated to the framework of distributed VR, called NAVER, and an example of application, Heritage Alive!, has been implemented to demonstrate the concept. As a result, the user can be immersed and has natural interaction with remote participant. This would overcome the limitations both of the conventional video-based telecommunication and also the VR-based collaborative virtual environment approaches.

      • KCI등재

        향과 색의 어울림이 영상 실감과 몰입감에 미치는 효과

        이국희(Guk-Hee Lee),이형철(Hyung-Chul O. Li),방동민(Dongmin Bang),안충현(ChungHyun Ahn),기명석(MyungSeok Ki),김신우(ShinWoo Kim) 한국방송·미디어공학회 2014 방송공학회논문지 Vol.19 No.6

        It is common sense that providing specific odor can increase the video reality when video scene has an object having specific odor. However, people still do not know how to increase video reality and emotional immersion when there is no information on specific odor in the scene. So, present study explores how we improve video reality and immersion when the scene has no concrete odor information from some objects. Especially, this research focuses on diverse previous studies about matching between odor and color and then we expect providing odor can increase video reality if the odor is well-matched with the video’s color. To do this, we collected 48 odors and investigated which color was well-matched with each odor. As a result, we get 5 odors which had clearly well-matched colors and decide ill-matched colors of those 5 odors as complementary colors of well-matched colors (Experiment 1). After that, we organize 3 conditions such as coloring image and video clip with well-matched color (color-odor match condition), coloring those with ill-matched color (color-odor mismatch condition), and coloring those with achromatic color by removing color saturation (color-odor neutral condition). Under each of these three conditions, image-odor matching, increment of reality with the odor, increment of immersion with the odor, and odor preference are asked (Experiment 2; 3). The results showed that the scores of all 4 questions in color-odor match condition were higher than color-odor mismatch condition and neutral condition. These results mean that providing matching odor with the scene’s color in video is very effective to increase video reality and immersion. We expect experiencing better reality and immersion with olfactory information by adding various future research.

      • KCI등재

        뇌 활성 비교에 의한 e스포츠 영상 콘텐츠와 실제 축구 영상 콘텐츠가 관람객의 각성 및 몰입에 미치는 영향 분석

        최경환,황옥철,김용성 한국스포츠학회 2022 한국스포츠학회지 Vol.20 No.2

        The purpose of this study is to investigate the effects of eSports (FIFA Online 4) images and actual soccer (EPL) highlight images on the awakening and immersion of spectators by comparative analysis of brain activity differences. For this reason, after viewing soccer video content for the purpose of cognitive psychological approach-based analysis, we conducted a questionnaire asking the level of arousal and immersion, and after viewing the video content for the purpose of cognitive neuroscience approach-based analysis, EEG. Collected materials. The research target was 12 university students living in Busan City, and the research proceeded to the experimental research, and the following research results were derived. First, looking at the eSports (FIFA Online4) video and the actual soccer video content, the difference in the level of arousal and immersion felt by the research participants was not significant. Secondly, the results of brain activity difference analysis when viewing different soccer video contents show that in theta wave band, when watching eSports soccer (FIFA Online4) video, it is more significant in the frontal lobe and parietal lobe than when watching the actual soccer video. Low activity was observed. .. In the alpha wave band, esports soccer (FIFA Online4) images show relatively less activity in the frontal lobe. In the beta wave band, esports soccer (FIFA Online4) images showed a relatively small reduction in activity in the frontal and parietal lobes. In the gamma wave band, esports soccer (FIFA Online4) footage showed significantly higher activity in the frontal and parietal lobes. Based on these results, eSports video viewing and actual soccer video viewing are performing cognitive functions such as visual position and spatial information generation and working memory, target attribute comparison / judgment / final selection, and selective attention concentration. It was confirmed that it was affected by the accident and attention concentration. Therefore, this research is significant in that it contributes to the equivalence of eSports and its position as a viewing sport, and presents practical basic materials and development directions for the development of eSports. 본 연구는 뇌 활성 차이 비교 분석을 통해 e스포츠(FIFA Online4) 영상과 실제 축구(EPL) 하이라이트 영상이 관람객의 각성 및 몰입에 미치는 영향을 규명하는데 있다. 이를 위해 인지심리학적 접근 기반의 분석을 목적으로 하는 축구 영상 콘텐츠 관람 후 각성 몰입의 수준을 묻는 설문 조사를 시행하였으며, 인지신경과학적 접근 기반의 분석을 목적으로 하는 영상 콘텐츠 관람 후 EEG 자료를 수집하였다. 연구대상은 부산광역시에 거주하는 대학생 12명을 대상으로 실험연구로 진행하여 다음과 같은 연구결과를 도출하였다. 첫 번째, e스포츠(FIFA Online4) 영상과 실제 축구 영상 콘텐츠를 볼 때, 연구 참여자가 느끼는 각성 및 몰입의 수준 차이는 유의미하지 않았다. 두 번째, 서로 다른 축구 영상 콘텐츠를 관람할 때 뇌 활성 차이 분석 결과, 세타파 대역에서는 실제 축구 영상을 볼 때보다 e스포츠 축구(FIFA Online4) 영상을 볼 때 전두엽과 두정엽에서 유의미하게 더 낮은 활성이 관찰되었다. 알파파 대역의 경우, e스포츠 축구(FIFA Online4) 영상을 볼 때 전두엽에서 활성이 상대적으로 적게 감소하였다. 베타파 대역의 경우, e스포츠 축구(FIFA Online4) 영상을 볼 때 전두엽과 두정엽에서 상대적으로 작게 감소하는 활성이 관찰되었다. 감마파 대역의 경우, e스포츠 축구 (FIFA Online4)영상을 볼 때 전두엽과 두정엽에서 유의미하게 더 높은 활성이 관찰되었다. 이러한 결과를 기반으로 e스포츠 영상 관람과 실제 축구 영상 관람은 시각적 위치 및 공간정보 생성 및 작업기억, 대상의 속성 비교·판단·최종 선택, 선택적 주의집중 등의 인지 기능 수행 중 사고 및 주의집중에 영향을 받는다는 것을 확인할 수 있었다. 따라서 본 연구는 e스포츠의 당위성과 관람 스포츠로서 자리매김하는데 기여하였으며, e스포츠 발전을 위한 실질적인 기초자료와 발전 방향을 제시하였다는 점에서 의의가 있다.

      • KCI등재

        Performance analysis of multiview video compression based on MIV and VVC multilayer

        이진호,방건,강정원,Mehrdad Teratani,Gauthier Lafruit,최해철 한국전자통신연구원 2024 ETRI Journal Vol.46 No.6

        To represent immersive media providing six degree-of-freedom experience, moving picture experts group (MPEG) immersive video (MIV) was developed to compress multiview videos. Meanwhile, the state-of-the-art versatile video coding (VVC) also supports multilayer (ML) functionality, enabling the coding of multiview videos. In this study, we designed experimental conditions to assess the performance of these two state-of-the-art standards in terms of objective and subjective quality. We observe that their performances are highly dependent on the conditions of the input source, such as the camera arrange-ment and the ratio of input views to all views. VVC-ML is efficient when the input source is captured by a planar camera arrangement and many input views are used. Conversely, MIV outperforms VVC-ML when the camera arrangement is non-planar and the ratio of input views to all views is low. In terms of the subjective quality of the synthesized view, VVC-ML causes severe rendering artifacts such as holes when occluded regions exist among the input views, whereas MIV reconstructs the occluded regions correctly but induces rendering artifacts with rectangular shapes at low bitrates.

      • KCI등재

        3DoF+ 비디오의 효율적인 부호화를 위한 보호대역을 사용한 패치 패킹 기법

        김현호(Hyun-Ho Kim),김용주(Yong-Ju Kim),김재곤(Jae-Gon Kim) 한국방송·미디어공학회 2020 방송공학회논문지 Vol.25 No.2

        MPEG-I is actively working on standardization on the immersive video coding which provides up to 6 degree of freedom (6DoF) in terms of viewpoint. In a virtual space of 3DoF+, which is defined as an extension of 360 with motion parallax, looking at the scene from another viewpoint (another position in space) requires rendering an additional viewpoint using multiple videos included in the 3DoF+ video. In the MPEG-I Visual workgroup, efficient coding methods for 3DoF+ video are being studied, and they released Test Model for Immersive Video (TMIV) recently. This paper presents a patch packing method which packs the patches into atlases efficiently for improving coding efficiency of 3DoF+ video in TMIV. The proposed method improves the reconstructed view quality with reduced coding artifacts by introducing guardbands between patches in the atlas.

      • KCI등재

        Enhanced pruning algorithm for improving visual quality in MPEG immersive video

        신홍창,정준영,이광순,Muhammad Umer Kakli,윤준영,서정일 한국전자통신연구원 2022 ETRI Journal Vol.44 No.1

        The moving picture experts group (MPEG) immersive video (MIV) technology has been actively developed and standardized to efficiently deliver immersive video to viewers in order for them to experience immersion and realism in various realistic and virtual environments. Such services are provided by MIV technology, which uses multiview videos as input. The pruning process, which is an important component of MIV technology, reduces interview redundancy in multiviews videos. The primary aim of the pruning process is to reduce the amount of data that available video codec must handle. In this study, two approaches are presented to improve the existing pruning algorithm. The first method determines the order in which images are pruned. The amount of overlapping region between the source views is then used to determine the pruning order. The second method considers global region-wise color similarity to minimize matching ambiguity when determining the pruning area. The proposed methods are evaluated under common test condition of MIV, and the results show that incorporating the proposed methods can improve both objective and subjective quality.

      • KCI등재

        휠체어 펜싱 선수의 비디오 판독 인식이 경기 몰입과 인지된 경기력에 미치는 영향

        홍소희,이현석,김인수 중앙대학교 학교체육연구소 2023 Asian Journal of Physical Education and Sport Scie Vol.11 No.6

        본 연구는 휠체어 펜싱 선수 55명을 대상으로 휠체어 펜싱 선수의 비디오 판독 인식이 경기 몰입과 인지된 경기력에 어떠한 미치는 영향을 미치는지를 분석하기 위해 수행되었다.다중 회귀분석을 통해 데이터를 분석하였고,이를 위해 SPSS 26.0 및 Amos 25.0 프로그램을 사용하였다.연구 결과,휠체어 펜싱 선수의 비디오 판독 인식은 경기 몰입에 통계적으로 유의한 영향을 미치는 것으로 조사되었다. 구체적으로 신뢰성 요인이 인지 몰입에 유의한 영향을 미치는 것으로 나타났고, 신뢰성, 시기적 요인이 행위 몰입에 유의한 영향을 미치는 것으로 나타났다. 휠체어 펜싱 선수의 비디오판독인식은 인지된 경기력에도 유의한 영향을 미치는 것으로 조사되었다.구체적으로 신뢰성 요인이 경기만족과 경기 수행력에 유의한 영향을 미치는 것으로 나타났다.추후 후속연구를 위해 휠체어 펜싱의 판독 요인을 다각도로 고려한 양적 연구 및질적 연구와 혼합 연구가 필요할 것이다. This study was conducted to analyze the impact of video analysis recognition of wheelchair fencing athletes on game immersion and perceived game performance, targeting 55 wheelchair fencing athletes. Data were analyzed through multiple regression analysis using SPSS 26.0 and Amos 25.0 programs. The research results indicated that the video analysis recognition of wheelchair fencing athletes had a statistically significant impact on game immersion. Specifically, trust factors were found to significantly influence cognitive immersion, and reliability and temporal factors significantly influenced behavioral immersion. The video analysis recognition of wheelchair fencing athletes was also found to have a significant impact on perceived game performance. Specifically, trust factors were found to significantly influence game satisfaction and game performance. For future follow-up studies, quantitative, qualitative, and mixed methods research considering various factors in wheelchair fencing analysis will be necessary.

      • KCI등재

        Quality of Experience Experiment Method and Statistical Analysis for 360-degree Video with Sensory Effect

        Hoe-Yong Jin,Sang-Kyun Kim 한국방송·미디어공학회 2020 방송공학회논문지 Vol.25 No.7

        This paper proposes an experimental method for measuring the quality of experience to measure the influence of the participants’ immersion, satisfaction, and presence according to the application of sensory effects to 360-degree video. Participants of the experiment watch 360-degree videos using HMD and receive sensory effects using scent diffusing devices and wind devices. Subsequently, a questionnaire was conducted on the degree of immersion, satisfaction, and present feelings for the video you watched. By analyzing the correlation of the survey results, we found that the provision of sensory effects satisfies the 360-degree video viewing, and the experimental method was appropriate. In addition, using the P.910 method, a result was derived that was not suitable for measuring the quality of the immersion and presence of 360-degree video according to the provision of sensory effects.

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