원문정보
리얼타임 360도 3D애니메이션의 인터랙티브 편집 연구 - <Windy day>를 중심으로 -
초록
영어
The work of editing was a technical element of 2D visual grammar, which has been refined for 110 years since 1895, and the core of direction connecting short(cut)s. However, Windy Day, which came out in 2013, demands a new discourse about visual grammar. It is a real-time 360° 3D animation that allows for 360° appreciation with no frames and varies in characters' acts and shorts' length in connection with the eyes of the audience, marking the beginning of VR content. This study set out to introduce the significance of Windy Day and analyze VR content in a new viewpoint of "interactive editing" unlike old analyses based on the eyes of the audience, narrative structures, and frames. "Interactive editing" is a new concept first proposed in the present study. It focuses on real-time editing acts such as the direction of visual shorts and the length and connection of shorts based on interactions according to the eyes of the audience, an attribute of real-time 3D animation. Since there is only one short in Windy Day that was short in long-take, the investigator defined "implicit shorts" according to space changes to analyze the work according to the significance of editing. There are eight "implicit shorts" in Windy Day, and characters' actions are used to direct the eyes of the audience along with space triggers for scene change orders for the natural connection of the shorts. The present study may provide rather basic content to developers, but its significance can be found in its definition of "visual editing," which was an important milestone in the development of video industry, with the interactive concept and its introduction and analysis of Windy Day and its content.
한국어
편집이라는 작업은 1895년 이후 110년 동안 다듬어진 2차원 영상 문법의 기술적 요소 이자 쇼트(컷)를 연결하는 연출의 핵심이었다. 그러나 2013년
목차
1. Introduction
1.1 Research Background and Purpose
1.2 Research Scope and Methods
2. Introduction of
2.1 Spotlight Stories Project
2.2 Execution Interface
2.3 Production Artist
3. Real Time 360° 3D Animation
3.1 360 degree animation and VR animation
3.2 360 Degree Video and Real Time 360 Degree 3D Animation
4. Video Editing Theoretical Background
4.1 Units of video composition
4.2 Image Shot Analysis Tool
4.3 Editing Method for Connecting Shots
5. Interactive editing
5.1 Comparison of three-Stereoscopic video content characteristics
5.2 Pilot Study Analysis
6. Interactive editing of
6.1 Story Introduction
6.2 Implicit Shot(Cut) Analysis
6.3 Interactive Editing Cut Connectivity Transition Analysis
6.4 Sound, timing analysis
7. Conclusion
Reference
<국문초록>