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      • KCI등재

        UHD HDR 에서의 렌즈 선택이 색감에 미치는 영향 연구 -BT.709, BT.2020 비교 중심으로-

        김광집,최상미,태양식,이승현,김상일 한국영상제작기술학회 2017 영상기술연구 Vol.- No.27

        In 2014, UHD transmission was launched for the first time in the world through several pay channels in Korea. Then on May 31st, 2017, three terrestrial broadcasters started using UHD broadcasting in the metropolitan area with a frequency of 700 MHz. However, there still remains a problem of standardization and hardware problem of conversion of expensive equipment and a shortage of UHD contents due to lack of production resources. The selection of color space and lens in the content production stage is a factor that determines the quality of UHD HDR image. Therefore in this paper, we analyzed differences of the four types of lens: ARRI (Ultra Prime, 85mm), SONY Prime (85mm), FUJINON (ZK3.5x85, 85-300mm) and CANON (CN7x17KSA, 17-120mm) in BT.709 and BT.2020 color space in order to produce UHD HDR contents. For this purpose, 35 participants were subjected to a corresponding sample T test. The results show that there is a difference in color depending on the type of lens in the BT.709 gamut and a little difference in color in the BT.2020 gamut depending on the lens type. It will be applied to the uniform quality control of contents through color correction in BT.2020.

      • KCI등재

        A study of virtual human production methods: Focusing on video contents

        김광집 한국인터넷방송통신학회 2024 International journal of advanced smart convergenc Vol.13 No.1

        Interest in virtual humans continues to increase due to the development of generative AI, extended reality, computer graphics technology, and the spread of a converged metaverse that goes beyond the boundaries between reality and virtuality. Despite the negative public opinion that virtual humans were just temporary form of entertainment event in the early days of their emergence, the reason they are showing continuous growth is due to the unique characteristics of virtual humans and the expansion of diverse usage from technological advancements. The production of video content using virtual humans is becoming vigorously active, but currently there is limitation and no exact process for the technology to apply virtual humans to video content for it to be produced accordingly to the characteristics or situations of virtual humans. In this study, we investigated the characteristics of virtual human production technology methods & processes, and identifying the impact of each production technology on the production environment through examples of virtual human content applied to domestic and international video contents. In conclusion, by proposing an appropriate production method for each content, we hope to develop and assist production practitioners so they can effectively use virtual humans in video content production.

      • KCI등재

        모노스코픽과 스테레오스코픽 VR 시청방법이 이용자에게 미치는 영향 연구 : 프레즌스를 중심으로

        김광집(Kim, Kwang Jib) 한국영상제작기술학회 2021 영상기술연구 Vol.- No.37

        Recently, with the commercialization of 5G, the immersive content industry is receiving attention again. Virtual reality (VR) content is changing as immersive content along with various platforms. In particular, in the field of VR vide o content, 180-degree stereoscopic content is attracting attention. 180-degree stereoscopic is different from 360-degree content that allows you to watch all the space up, down, left and right while wearing a Head-Mounted Display (HMD). Instead of limiting the viewing angle to 180 degrees, binocular disparity-based stereoscopic technology was used to provide immersion and depth to high users. In this paper, we used 180-degree monoscopic and stereoscopic methods to view VR content and measure the user"s presence accordingly. For this purpose, two types of music video and entertainment VR contents that are widely consumed on various platforms were selected. As an analysis method, a presence survey is conducted as a subjective measurement method. In conclusion, the effect of the difference between monoscopic and stereoscopic VR video viewing methods on user presence is confirmed.

      • 내부통제 및 정보품질과 회계정보시스템의 사용자 만족도와의 관계

        이장형,김광집 한국정보시스템학회 2002 情報시스템硏究 Vol.11 No.2

        This study is for the purpose of understanding User Satisfaction of Accounting Information System more closely by means of perceiving relations between Internal Controls and Quality. That is, this study is to assess Internal Controls and Quality and to connect those with User Satisfaction. This thesis is for the substantial study on whether Information Quality, System Quality, and Service Quality influenced by Internal Controls of Accounting Information System have an effect on User Satisfaction, when Internal Controls of Accounting Information System is good, The following hypothesis was made to achieve this purpose. First, Internal Controls will have an positive influence on Quality. Second, Quality will positively affect User Satisfaction. Third, Internal Controls will positively influence User Satisfaction. Fourth, Internal Controls will have a positive effect on User Satisfaction through Quality. For the survey sample, this study gathered data on someone engaged in companies or organizations which have computer offices, and groups were differentiated between general staff and someone in charge of the computer office, and each group had different questions. In general, 622 of questions were distributed and 200 of the final valid samples were used for the substantial analysis. As the result of the study, the relations between Internal Controls and Quality are statistically significant. The relations between Quality and User Satisfaction are also statistically significant. But the relations between Internal Controls and User Satisfaction are not statistically significant. Path Analysis was implemented to analyze the hypothesis on whether Internal Controls have an influence on User Satisfaction through Quality. When the result of analysis with Lisrel 8.5 was examined, index numbers(GFI, AGFI, RMR) representing the suitability of the model were enough to be taken and it is showed that there is the suitability of the model. Internal Controls of Accounting Information System can't have an influence on User Satisfaction with Quality. As the above hypothesis was rejected, Through Path Analysis, this study examined the influence which relations between Internal Controls and Quality, factors of User Satisfaction, have on User Satisfaction, and is very meaningful in terms of the first trial. And on the point of time when there are little studies on the effect analyses between Internal Controls and Quality, this study would be the promoter for the future. The limitation on this study is to analyze only mutual effects between factors by choosing Internal Controls, Quality, and User Satisfaction as survey variables. The study which measure items with precision which are related to each variable and understand measurement factors clearly should be implemented.

      • KCI등재

        멀티미디어와 융합된 텔레마틱 인형극 “ReBorn”의 제작 사례 연구

        유미,김광집,김상일,이승현,이은지 한국영상학회 2018 한국영상학회 논문집 Vol.16 No.5

        본고에서는 우리가 시도했던 인형극과 멀티미디어의 접목을 꾀한 융합형 공연을 이야기 해보고자 한다. 실험적으로 제작한 인형극 “ReBorn”은 『장화홍련』 이야기와 윌리엄 셰익스피어의 『타이터스 앤드로니커스』를 병합 응용하여 한국의 전통성을 재현하고 현대적인 디지털 기법과 뉴미디어 기술들이 결합된 융복합 공연 콘텐츠로 기획되고 만들어졌다. 여러 고민 끝에 공연의 형식은 프로시니엄 무대에서 벗어나 다변형 무대로 시도하였으며 관객을 중심으로 하는 관객 공간 중심형 공연으로 공연 공간을 구성하였으며, 이러한 구성을 바탕으로 관객과 작가 간의 소통을 도모하였다. 또한 텔레프레즌스 기술을 통해 실시간으로 미국의 사라 로렌스 대학과 연동하여 공연을 선보여 무대 공간을 전 세계로 확대시키는 시도를 하였다. We propose in this thesis a new approach to a staged performance that combines aspects of puppetry and multimedia. Our highly experimental production of “Reborn” was created by combining two classic pieces, William Shakespeare’s “Titus Andronicus” and the Korean folklore “The Tale of Two Sisters” in an attempt to embody a Western classic in a traditional Korean story and to create a new story with digital technology, live performances, and the convergence of multimedia. We broke out of a traditional proscenium stage to put more emphasis on the audience’s experience as participants other than spectators. Our American collaborators, MFA and BFA theatre students along with faculty members from Sarah Lawrence College, rehearsed and performed live with us via a telepresence system. Our experimentation stresses the difference between Telematic Multimedia Puppetry and pre-existing multimedia performances, as the telematic collaborative performance by the two educational institutions is open to both remote and live audiences and offers a new type of theatergoing experience.

      • KCI등재

        특허 분석을 통한 국내 3D 융합 산업 연구

        최상미,김광집,권순철,이승현 사단법인 인문사회과학기술융합학회 2017 예술인문사회융합멀티미디어논문지 Vol.7 No.12

        Recently, 3D is a convergence technology that combines various technologies, and it is changing the paradigm in the traditional industry and advancing the convergence industry. In particular, domestic companies have competitiveness in 3D technology as well as corporations, government agencies, research institutes and universities. However, as it is an immature industry, it is time for a strategic approach. Therefore, this paper analyzes patent trends in medical, education / training, advertising / exhibition, entertainment, construction, defense / military, distribution / logistics by statistical techniques. Based on this, we aim to analyze trends and present implications. This paper uses patent data from January 1, 1990 to February 27, 2017. As a result of the study, the patents trend of the entire 3D convergence industry is on the increase of patent application, and the technology market of the 3D convergence industry shows a typical growth phase. In particular, the 3D display market and the 3D application market are expected to continue to expand. In addition, domestic 3D technology and application equipment have a relative advantage. However, considering the future expansion of 3D convergence industry, intensive policy support and fostering of 3D contents and application fields are required. 3D 기술은 다양한 기술이 결합된 융합기술이며, 최근 전통 산업에 패러다임을 바꾸고 융합 산업을 진일보 시키고 있다. 특히, 국내는 기업체뿐만 아니라 국공립기관, 연구소, 대학 등에서 일정 수준의 3D 기술 경쟁력을 가지고 있는 것으로 판단되나, 미성숙 산업 분야인 만큼 전략적 접근이 필요한 시점이다. 따라서 본 논문에서는 3D 융합산업의 의료, 교육/훈련, 광고/전시, 엔터테인먼트, 국방/군사, 분야에 대한 특허 동향을 통계적 기법으로 분석하고, 이를 토대로 3D 융합산업의 향후 전망 및 시사점 제시에 목표를 둔다. 특허 분석 데이터는 특허출원일 기준으로 1990년 1월 1일부터 2017년 2월 27일까지의 특허를 대상으로 하였다. 연구 결과, 3D 융합산업 전체의 특허 동향은 특허 출원이 증가하는 추세이며, 3D 융합산업 전체의 기술시장은 전형적인 성장기 양태를 보이고 있다. 특히, 3D 융합산업에 있어 3D 디스플레이 시장과 3D 애플리케이션 기기 시장이 지속적으로 확대될 것으로 전망되고 있다. 또한, 국내의 3D 기술력, 애플리케이션 기기 등은 상대적 우위를 점하고 있지만, 향후 3D 융합산업의 시장 확대를 감안할 때 3D 콘텐츠 및 응용분야에 대한 집중적인 정책적 지원과 육성이 요구된다.

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