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UHD실감영상으로 게임 배경 및 콘텐츠 제작에 관한 연구

A Study on Game Background and Contents Production with UHD Realistic Image

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참고문헌

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초록

This study proposes that general users will produce UHD image contents or game background image. UHD realistic image gives reality with a 4K ultra high‐definition large screen. However,UHD contents are relatively lacked. In order to produce UHD contents, 4K images are needed. As shooting equipment is expensive, HD image is converted through upscale or pull down. Accordingly, in this study, we propose to take 4K definition static image with general camera to produce UHD contents, and to insert sound and effects and to sync using editing program. For experiment, we used 15 seconds' length image in 3840x2160 and 4096x2304 resolution respectively. In the experiment, it was found that image quality and volume increased and sense of reality changed according to definition and high frame rate. As another experiment, we used 15 seconds' length HD image in 3840x2160 resolution using high frame rate method. In the experiment, it was found that image quality, volume and sense of reality were changed according to high frame rate.

Abstract

This study proposes that general users will produce UHD image contents or game background image. UHD realistic image gives reality with a 4K ultra high‐definition large screen. However,UHD contents are relatively lacked. In order to produce UHD contents, 4K images are needed. As shooting equipment is expensive, HD image is converted through upscale or pull down. Accordingly, in this study, we propose to take 4K definition static image with general camera to produce UHD contents, and to insert sound and effects and to sync using editing program. For experiment, we used 15 seconds' length image in 3840x2160 and 4096x2304 resolution respectively. In the experiment, it was found that image quality and volume increased and sense of reality changed according to definition and high frame rate. As another experiment, we used 15 seconds' length HD image in 3840x2160 resolution using high frame rate method. In the experiment, it was found that image quality, volume and sense of reality were changed according to high frame rate.

참고문헌 (10)

  1. S. I. Park, "UHDTV Broadcast Technique Development Road Map", Korean Society Broadcast Engineers Magazine, 17(4), pp.8~14 (2012)
  2. Y. J. Lee., "UHDTV Video Technology-Consideration Factors in Development and Strategic Policy Evolution", The Korean Institute of Information Scientists and Engineers, 29(12), pp.45~55 (2011)
  3. 알라릭 하마처, "UHDTV에서의 게임 디스플레이 환경 연구", 한국컴퓨터게임학회논문지, 26(2), pp.205~210 (2013), (사)한국컴퓨터게임학회
  4. Alaric Hamacher., "Challenge of Environment for UHDTV making contents", Korean Society Broadcast Engineers Magazine, 18(2), pp.92~99 (2013)
  5. 양희경, "예술적 동영상 렌더링을 위한 템플릿 기반 노이즈 생성기법", 한국컴퓨터게임학회논문지, 26(2), pp.179~186 (2013), (사)한국컴퓨터게임학회
  6. M. C. Kim, "A Study UHD Video Research and Industry trend for Next Generation High efficiency Video Compress Codec and Technique Development and Standard trend", Korean Society Broadcast Engineers Magazine, 14(2), pp.6~30 (2009)
  7. 임창주, "3D 콘텐츠 제어를 위한 주시선 추적인터페이스 기술 개발", 한국컴퓨터게임학회논문지, 24(1), pp.13~20 (2011), (사)한국컴퓨터게임학회
  8. 서기영, "스마트폰을 인터페이스로 활용한 다중 사용자 타일드 디스플레이 게임 설계 및 구현", 한국컴퓨터게임학회논문지, 23(23), pp.253~261 (2010), (사)한국컴퓨터게임학회
  9. Y. S. Kang., "3D Image Capturing and 3D Content Generation for Realistic Broadcasting", Journal of Korea Society for Smart and Media, 1(1), pp.10~16 (2012)
  10. 정형원, "온라인 게임에 있어서 과몰입의탐색적 요인에 관한 연구", 한국컴퓨터게임학회논문지, 25(3), pp.129~137 (2012), (사)한국컴퓨터게임학회

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