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        다포계 공포의 살미 변천에 관한 연구 - 내외 2출목·내외 3출목 공포를 중심으로 -

        이병춘,이호열,Lee, Byung-Chun,Lee, Ho-Yeol 한국건축역사학회 2013 건축역사연구 Vol.22 No.4

        Integrated-Salmi can be suggested as a character of Da-po type Kong-po in Korea's traditional architecture. However, only few studies are made on this subject yet. This study is to investigate the integration process of Salmi through cases of certain Kong-po which have the same number of inner and outer Chul-mok and are also known to precede in time. The results of the study are like below. First, Integrated-Salmi is more dominant in inner and outer 3 Chul-mok Kong-po than in inner and outer 2 Chul-mok Kong-po. Second, While inner and outer 2 Chul-mok prevail in Yeong-nam region, inner and outer 3 Chul-mok prevail in Ho-nam region. Third, integrated Salmi of Inner and outer 3 Chul-mok, first appeared in internal Jusangpo to be carried over to internal Juganpo then eventually to outer Salmi. Fourth, the reason why integrated form precede in internal salmi of inner and outer 3 Chul-mok Kong-po is due to 2 main factors. First of which is the impact of integrated Boaji that developed in Da-po type since the early 16th century. The second factor is downward expansion of Cho-gak's Boaji which was adopted to cope with disorders made in structure of Chum-Cha, due to inner and outer 3 Chul-mok type buddhist temples' wide reconstruction throughout Jeolla region following the Japanese invasion of Korea in 1592. This study is to disclose the regularity of development process of Salmi's Cho-gak(草刻) which is a characteristic of Korea's Da-po type Kong-po.

      • KCI등재

        다시점 촬영법과 3D 스캐너를 이용한 3D 형상 재현 연구

        이병춘 ( Byung-chun Lee ) 현대사진영상학회 2017 현대사진영상학회논문집 Vol.20 No.3

        At the point of development in the industrial world related to high value-added technology which satisfies the needs of the current age thanks to the continuous development of scientific technology, it is now possible to produce contents in various genres by overcoming the limitations of photography, by creating new markets involving convergence with 3D printing through multi-view photography, and by utilizing simples processes that make use of 3D scanners. For example, the advent of multi-view shooting and 3D Scanner technology has made the production process of 3D shapes much more convenient, and the 3D shapes obtained form interlocking work, created through the use of optical motion capture and 3D data, have increased in accuracy so that the advent of such technology has brought about massive propulsion in the field of modeling. The present study focuses on strengthening the applicability of 3D photography, the expansion of the scan data system of 3D scanners, and the competitiveness of content production. Furthermore, the purpose of the present study is to present a commercial production method capable of expressing photographs by technically explaining the shooting method and implementation process of 3D portraits taken for the study and by reproducing characters and objets through 3D printers. Another purpose of the study is to present a new creation index with regards to a production method for commercialization by analyzing and organizing advantages in the field of practice, which may be obtained through the introduction of a new production method using 3D scanners. In an era of convergence, the development of digital photographic media has made it necessary to develop flat artworks into three-dimensional and artistic creations and tools of expression. Although interest in more concrete and realistic reproductions including 3D photographs(holograms) and photo sculptures has increased since the late 1990s going beyond the flat surfaces of traditional expression, specific proposals and methods are now emerging, having passed by a brief lull. Now photography must apply to various platforms beyond flat surfaces, and many new types of photography must be developed based on a further developing IT. "3D printing took 9th place out of the 12 technologies chosen by McKinsey as having a major economic ripple effect by 2025." The statement above makes you think deeply about the expansion of a new photographic format in the digital age. It is necessary to reinterpret the flat surfaces of photography as three-dimensional in step with the flow of the new age, and the key to this field is creation and ideas.

      • KCI등재

        드라마 VFX의 렌더링 시간 단축을 위한 3DCGI 워크플로우 제안

        백광호,길운,이병춘,윤태수,Baek, Kwang Ho,Ji, Yun,Lee, Byung Chun,Yun, Tae Soo 한국정보통신학회 2020 한국정보통신학회논문지 Vol.24 No.8

        OTT 서비스의 성장으로 해외드라마 유입 증가로 드라마 VFX에 대한 소비자의 기대치는 높아졌으나, 현재의 드라마 제작 시스템에 의한 제작 시간 부족은 VFX의 질적 저하와 작품의 완성도에 악영향을 준다. 본 논문은 기존의 VFX의 제작 시간을 줄이고 VFX의 질을 높이고자 게임엔진을 사용한 배경렌더링과 배경HDRI를 환경 조명으로 적용한 피사체 렌더링 워크플로우를 제안하였다. 제안한 워크플로우는 총 3단계로 검증하였다. 동일 조명환경과 카메라 거리에 따른 게임엔진과 렌더링 소프트웨어 비교, 기존 렌더링 방식과 배경 HDRI 생성을 통한 렌더링 비교, 제안한 워크플로우 유효성을 검증한다. 검증에는 구조적 유사도와 히스토그램을 사용하여 정량적 평가를 하였다. 이 연구는 VFX의 제작 리스크를 개선과 질적 향상을 위한 선택지의 한가지로 기대 할 수 있을 것이다. Consumer expectations for drama VFX increased as the influx of overseas dramas increased due to the growth of OTT service, but the current production time of the drama production system has a negative effect on the quality and completion of work. This paper proposes a background rendering using a game engine and a subject rendering using background HDRI as environmental lighting. The proposed workflow is expected to reduce the production time of VFX and improve the quality of VFX. The proposed workflow was verified in 3 steps. Comparing game engine and rendering software according to the same lighting environment and camera distance, comparing rendering with existing rendering method and background HDRI generation, and validating the proposed workflow. For verification, quantitative evaluation was performed using Structual similarity index and histogram. This study is expected to be one of the options to improve the quality of VFX and improve the risk.

      • 3D 물고기 애니메이션 효율성 향상을 위한 Advanced Skeleton plug-in 연구

        리샤오(Xiao Li),이병춘(Byung-Chun Lee) 한국정보통신학회 2021 한국정보통신학회 종합학술대회 논문집 Vol.25 No.2

        디지털 캐릭터 리깅은 애니메이션의 생동감을 높이는 중요한 기술이며, 다양하고 복잡한 방식의 리깅 시스템이 많다. 이에 자연스러운 움직임을 위한 모션 테스트를 물고기로 진행한다. 왜냐하면, 2족, 4족 캐릭터의 자료들은 더러 있으나, 물고기(0족) 움직임에 관한 연구의 자료는 많이 없다. 물고기 움직임 제작의 다양성과 복잡성이 증가하면서 비효율적인 시간과 자본도 요구된다. 물고기 특성에 맞는 골조 시스템을 어떻게 만들 것인지는, 어떻게 효율적이고 민첩한 리깅 프로세스를 만드느냐에 달려있다. 본 연구는 높은 시간비용의 리깅 기술 문제를 해결할 수 있는 어드밴스드 스켈레톤(Advanced Skeleton) 기반의 애니메이션 리깅 제작 프로세스와 Maya Rig를 비교하여, 어드밴스드 스켈레톤(Advanced Skeleton)의 장점을 활용해 최적의 자동 리깅 툴을 모색하고, 물고기 애니메이션 연구 범주를 넓힐 것에 목적을 두고 있다. Digital character rigging is an important technology to improve animation vividness, and there are many kinds of complex ways of rigging system. To move naturally, the fish are tested for movement. Because 2, 4 family role information although some, but the study of fish (0 family) action information is not much. As the diversity and complexity of fish production increases, inefficient time and capital are required. How to build a fish-like skeleton system depends on how to build an efficient and agile rigging program. The aim of this study is to compare the Advanced Skeleton-based animation process with Maya Rig, which can solve the high time-cost rigging problem, and to explore the best automatic plug-in based on the advantages of Advanced Skeleton, broadening the research scope of fish animation.

      • 白雲石鑛으로부터 MgCO₃分離 및 結晶構造에 關한 基礎的 硏究

        李炳春 忠州大學校 1972 한국교통대학교 논문집 Vol.5 No.-

        This investigation was carried out easily to separate magnesium carbonate from an ore dolomite by Soda ash method and to study crystal form of an ore dolomite by X-day diffracton method. The experimentl results were obtained as follows; 1. Magnesium carbonate was easily obtained from an ore dolomite by Soda ash method. 2. An ore dolomite made up crystal form of rhombohedron. 3. A crystallization of an ore dolomite made up a symmetrical center and trihombohedral axes.

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