• Title/Summary/Keyword: 공간시각화

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Variation of Optimal Spatial Frequency Range for the Face Recognition as a Function of Eccentricity (이심률에 따른 얼굴인식 최적 공간 주파수 대역의 변화)

  • 김정훈;이성환
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10c
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    • pp.343-346
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    • 1998
  • 공간 주파수 대역 변화로 대표되는 이심률(eccentricity)에 따른 시각 정보처리의 특성 변화는 많은 시각연구에서 보고된 바 있다. 그러나, 연구된 시자극들의 단순성에 의하여 이 특성의 인공시각 기술개발에의 활용에는 어려운 부분이 많았다. 이에 본 연구에서는 실생활에서 쉽게 접하는 얼굴영상을 이용하여 이심률에 따른 공간 주파수 대역 변화를 정량화 하였다. 이 결과는 최근 관심이 고조되고 있는 생물 시각체계의 인공시각 기술개발의 다양한 방면에 활용될 수 있을 것으로 기대된다.

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Constrained Corpus visualization using neural network (심층신경망을 활용한 제어가능 말뭉치 시각화 기법)

  • Jung, Jeesu;Jung, Sangkeun
    • Annual Conference on Human and Language Technology
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    • 2020.10a
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    • pp.389-393
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    • 2020
  • 말뭉치를 구성하고 있는 문장들 사이의 관계가 반영된 시각화는 말뭉치 전체의 구조나 유사의미 문장군의 분포 등을 파악하는데 매우 유용하게 활용될 수 있다. 본 연구에서는, 유사한 의미를 가지는 문장들은 서로 가까이에 분포하도록 시각화되어야 한다는 제어조건을 사용자가 제공했을 때, 해당 조건이 만족되도록 2차원 공간에 말뭉치의 각 문장을 시각화하는 기법을 소개한다.

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Time Synchronization Interface for Geospatial Data (공간정보 시각동기화 인터페이스)

  • Kwon, Chano-O;Lee, Young-Jin
    • Proceedings of the Korean Association of Geographic Inforamtion Studies Conference
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    • 2010.06a
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    • pp.270-271
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    • 2010
  • 최근 공간정보 산업의 변화와 국내외 포털의 지도서비스 및 iPhone의 국내 진출을 계기로 공간정보에 대한 수요와 정책적 요구 사항이 증가되고 있는 추세이다. 현재까지 개발된 모바일 매핑 시스템은 공공분야인 시설물 측량 및 수치지형도 수정갱신에 사용된 시스템으로 현재 민간 서비스 시장의 요구 충족에는 어려움이 따른다. 이를 위해 본 연구에서는 민간 서비스 시장 요구 충족을 목적으로 모바일 매핑 기술을 기반으로 필수 장치만 사용하여 시스템을 구성하였으며, geoSensor로 취득된 공간정보를 다양한 컨텐츠로 활용하기 위한 필수 요소인 취득 데이터간 동기화용 시각동기화 인터페이스를 구현하였다.

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Analysis on Factors and the Application of Mathematical Visualization in Problem Solving Process (문제 해결 과정에서 나타나는 수학적 시각화의 구성 요소 및 활용에 관한 분석)

  • Joo, Hong-Yun;Kwean, Hyuk-Jin
    • School Mathematics
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    • v.14 no.1
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    • pp.1-28
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    • 2012
  • The purpose of the study are to identify factors of mathematical visualization through the thirty students of highschool 2nd year and to investigate how each visualization factor is used in mathematics problem solving process. Specially, this study performed the qualitative case study in terms of the five of thirty students to obtain the high grade in visuality assessment. As a result of the analysis, visualization factors were categorized into mental images, external representation, transformation or operation of images, and spacial visualization abilities. Also, external representation, transformation or operation of images, and spacial visualization abilities were subdivided more specifically.

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The Effects of Flash Panorama-based Virtual Field Trips on Students' Spatial Visualization Ability and Their Understanding of Volcanic Concept in High School Earth Science Class (고등학교 지구과학 수업에서 플래시 파노라마 기반 가상 야외 답사의 활용이 학생들의 공간 시각화 능력 및 화산 개념 이해에 미치는 영향)

  • Heo, Jun-Hyuk;Lee, Ki-Young
    • Journal of the Korean earth science society
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    • v.34 no.4
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    • pp.345-355
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    • 2013
  • While virtual field trips (VFT) are considered as an attractive alternative to traditional field experience, it is unclear how VFT are best used in Earth Science curriculum. In this study, we investigated the effects of flash panorama-based VFT on students' spatial visualization ability and their understanding of volcanic concept in high school Earth Science class. To investigate the effects of instructional treatment, we conducted pre and post-test on participants' spatial visualization ability and their understanding of volcanic concept, and analyzed using analysis of covariance (ANCOVA) and linear regression. Findings are as follows: First, the change in students' spatial visualization ability in experimental group was significantly higher than that of control group, especially in spatial manipulation category. Second, the change in students' understanding of volcanic concept in experimental group was higher than that of control group in most of the categories, but it is statistically not significant. Last, the change in correlation between spatial visualization ability and understanding of volcanic concept in experimental group was remarkably high compared to control group.

Utilization of Database in 3D Visualization of Remotely Sensed Data (원격탐사 영상의 3D 시각화와 데이터베이스의 활용)

  • Jung, Myung-Hee;Yun, Eui-Jung
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.3
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    • pp.40-46
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    • 2008
  • 3D visualization of geological environments using remotely sensed data and the various sources of data provides new methodology to interpret geological observation data and analyze geo-information in earth science applications. It enables to understand spatio-temporal relationships and causal processes in the three-dimension, which would be difficult to identify without 3D representation. To build more realistic geological environments, which are useful to recognize spatial characteristics and relationships of geological objects, 3D modeling, topological analysis, and database should be coupled and taken into consideration for an integrated configuration of the system. In this study, a method for 3D visualization, extraction of geological data, storage and data management using remotely sensed data is proposed with the goal of providing a methodology to utilize dynamic spatio-temporal modeling and simulation in the three-dimension for geoscience and earth science applications.

A Study on the Expression of Sense of Space in 3D Architectural Visualization Animation (3D 건축 시각화 애니메이션의 공간감 표현에 관한 연구)

  • Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.369-376
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    • 2021
  • 3D architectural visualization animation has become more important in architectural presentations due to the rapid development of digital technology. Unlike games and movies, architectural visualization animation most focuses on delivering visual information, and aims to express the sense of space that viewers feel in an architectural space, rather than simply providing an image of viewing buildings. The sense of space is affected not only by physical elements of architecture, but also by immaterial elements such as light, time, and human actions, and it is more advantageous to express it in animations that can contain temporality compared to a fixed image. Therefore, the purpose of this study is to search for elements to effectively convey a sense of space in architectural visualization animation. To this end, the works of renowned architectural visualization artists that are open to the public were selected and observed to search for elements to effectively convey a sense of space to viewers. The elements that convey the sense of space that are common to the investigated architectural animations can be classified into the movement and manipulation of the camera, the movement of surrounding objects, the change of the light environment, the change of the weather, the control of time, and the insertion of a surreal scene. It will be followed by a discussion on the immersion of architectural contents.

An Investigation on $6^{th}$ Grade Students' Spatial Sense and Spatial Reasoning (초등학교 6학년 학생들의 공간감각과 공간추론능력 실태조사)

  • Kim, Yu-Kyung;Pang, Jeong-Suk
    • School Mathematics
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    • v.9 no.3
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    • pp.353-373
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    • 2007
  • The purpose of this study was to provide instructional suggestions by investigating the spatial sense and spatial reasoning ability of 6th grade students. The questionnaire consisted of 20 questions, 10 for spatial visualization and 10 for spatial orientation. The number of subjects for the survey was 145. The processes through which the students solved the problems were the basis for the assessment of their spatial reasoning. The result of the survey is as follows: First, students performed better in spatial visualization than in spatial orientation. With regard to spatial visualization, they were better in transformation than in rotation. With regard to spatial orientation, students performed better in orientation sense and structure cognitive ability than in situational sense. Second, the students that weren't excellent in spatial visualization tended to answer the familiar figures without using mental images. The students who lacked spatial orientation experienced difficulties finding figures observed from the sides. Third, students had high frequency rate on the cognition and use of transformation, the development and application of visualization methods and the use of analysis and synthesis. However they had a lower rate on a systematic approach and deductive reasoning. Further detailed investigation into how students use spatial reasoning, and apply it to actual teaching practice as a device for advancing their geometric thinking is necessary.

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A Visual Specification Language for Process Algebra (프로세스 대수를 위한 시각화 명세 언어)

  • On, Jin-Ho;Woo, Su-Heong;Lee, Moon-Kun
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06b
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    • pp.193-196
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    • 2011
  • 공간적으로 다양하게 재구성되며 이동하는 분산/이동/실시간 시스템을 명세 및 분석하기 위한 기존의 프로세스 대수들은 명세/분석 과정에서 텍스트 기반의 명세 언어를 사용한다. 이로 인하여 프로세스 사이의 이동성과 프로세스들의 공간적 분포를 대한 명세 및 분석 방법은 매우 큰 복잡도가 존재한다. 이를 극복하기 위하여 일반 프로세스 대수를 시각적인 형태로 표현하는 다양한 기법들이 제안되었다. 이러한 시각화 언어들은 시스템의 특정 상태를 명세하거나, 시스템의 속성을 공간적 분포와 링크정보로 분리하는 방법들이 사용되었지만, 명세하고자 하는 시스템의 전체 행위에 대한 효율적인 명세 방법이 존재하지 않고, 시각화 언어임에도 불구하고 텍스트기반의 프로세스 대수와 병행되어 사용되어야만 하는 제약들이 존재한다. 이러한 제약들을 극복하기 위한 하나의 방법으로 본 논문에서는 프로세스 대수를 위한 새로운 시각화 언어인 Onion Visual Language를 제안한다. Onion Visual Language는 프로세스 사이에서 발생하는 이동과 상호작용 등의 전체 행위를 원형의 양파껍질과 같은 형태로 표현하며, 각 프로세스들 사이에서 발생하는 행위들의 관계를 액션으로 표현한다. 또한, 계층화된 프로세스 구조, 프로세스의 상태정보, 프로세스의 미래 행위 정보, 비결정적 행위정보를 포함하여 매우 복잡한 시스템의 특징을 효율적으로 명세/분석 가능하도록 하였다.

Development of a CAVE type Virtual Reality System for 3-D Spatial Data Visualization (3차원 공간 자료 시각화를 위한 CAVE 형 가상현실 시스템 구축)

  • Lee, Kwan-Woo;Lee, Doo-Sung
    • Geophysics and Geophysical Exploration
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    • v.7 no.2
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    • pp.117-120
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    • 2004
  • Immersive virtual reality provides an effective way of visualizing and analyzing various spatial data, such as wireline logs, three-dimensional seismic, and interpreted geologic boundaries, and etc. Although it is a valuable tool for oil and gas exploration, its usage has been limited to a specific area because of its high development costs. This paper describes the development of an immersive virtual reality system, known as CAVE (Cave Automatic Virtual Environment) that maximizes immersiveness with reasonable prices by using general purpose PC and projectors.