• Title/Summary/Keyword: 공간 영상

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Experimental analysis and modeling for predicting bistatic reverberation in the presence of artificial bubbles (인공기포 존재 환경에서의 양상태 잔향음 예측을 위한 해상 실험 분석 및 모델링 연구)

  • Yang, Wonjun;Oh, Raegeun;Bae, Ho Seuk;Son, Su-Uk;Kim, Da Sol;Choi, Jee Woong
    • The Journal of the Acoustical Society of Korea
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    • v.41 no.4
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    • pp.426-434
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    • 2022
  • Bubbles generated by various causes in the ocean are known to persist for long periods of time. Although the volume occupied by bubbles in the ocean is small, the presence of bubbles in ocean due to resonance and attenuation greatly affects the acoustic properties. Accordingly, bistatic reverberation experiment was performed in the ocean where artificial bubbles exist. A number of transducers and receivers were installed on 6 buoys arranged in a hexagonal shape, and blowing agents were dropped in the center of the buoy to generate bubbles. For reverberation modeling that reflects acoustic characteristics changed by bubbles, the spatial distribution of bubbles was estimated using video data and received signals. A measurement-based bubble spectral shape was used, and it was assumed that the bubble density within the spatial distribution of the estimated bubble was the same. As a result, it was confirmed that the bubble reverberation was simulated in a time similar to the measured data regardless of the bubble density, and the bubble reverberation level similar to the measured data was simulated at a void fraction of about 10-7 ~ 10-6.8.

Research on the Creative Style of DreamWorks' Animated Film Script (드림웍스 애니메이션 영화 시나리오의 창작 스타일에 관한 연구)

  • Yan, Liu
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.97-106
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    • 2020
  • The mainstream of cinema animated film in today's world is the animated film produced by film companies such as Disney, DreamWorks, and 20th Century Fox. These animated films are influenced by Hollywood blockbusters, high cost, and big-budget, which have brought a gorgeous and splendid audio-visual feast to the global audience. DreamWorks Studios founded in 1994 has become noted in just over ten years. It has produced many high-quality animated works which are well-known all over the world. This achievement is no doubt inseparable from its superior external animation industry environment, and benefited from the American animation industry which commercially operated for almost 100 years. However, in addition to these external environmental factors, DreamWorks' achievements have also come from the extraordinary and superior creation of the animated film scripts, strong narrative script ensures the logic and appeal of animated films. This article takes Kung Fu Panda series, Shrek series, The Prince of Egypt, The Croods, Chicken Run, Megamind and other representative films produced by DreamWorks as key analysis object, using Jean Baudrillard's simulation and imaging theory, Syd Field's screenwriting skills, and Hegel's aesthetic point of view, explores the Creative Style of DreamWorks' Animated Film Script which contains the following four aspects. The script is exaggerated and novel, and the subject matter is rich and targeted. The script creation is very imaginative and can fully express the visual beauty. The structure of the story is well controlled, the space comes from reality but full of imagination. The characters have distinctive personality and the dialogue is moderated but forceful.

Analysis of Albedo by Level-2 Land Use Using VIIRS and MODIS Data (VIIRS와 MODIS 자료를 활용한 중분류 토지이용별 알베도 분석)

  • Lee, Yonggwan;Chung, Jeehun;Jang, Wonjin;Kim, Jinuk;Kim, Seongjoon
    • Korean Journal of Remote Sensing
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    • v.38 no.6_1
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    • pp.1385-1394
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    • 2022
  • This study was to analyze the change in albedo by level-2 land cover map for 20 years(2002-2021) using MODerate resolution Imaging Spectroradiometer (MODIS) data. Also, the difference from the MODIS data was analyzed using the 10-year (2012-2021) data of Visible Infrared Imaging Radiometer Suite (VIIRS). For the albedo data of MODIS and VIIRS, daily albedo data, MCD43A3 and VNP43IA, of 500 m spatial resolution of sinusoidal tile grid produced by Bidirectional Reflectance Distribution Function (BRDF) model were prepared for the South Korea range. Reprojection was performed using the code written based on Python 3.9, and the nearest neighbor was applied as the resampling method. White sky albedo and black sky albedo of shortwave were used for analysis. As a result of 20-year albedo analysis using MODIS data, the albedo tends to rise in all land use. Compared to the 2000s (2002-2011), the average albedo of the 2010s (2012-2021) showed the most significant increase of 0.0027 in the forest area, followed by the grass increase of 0.0024. As a result of comparing the albedo of VIIRS and MODIS, it was found that the albedo of VIIRS was larger from 0.001 to 0.1, which was considered to be due to differences in the surface reflectivity according to the time of image capture and sensor characteristics.

The Social Dilemma of Chinese Village Community: Focusing on the Film (중국 마을 공동체의 사회적 딜레마: 영화 <빈관>을 중심으로)

  • Sun, Ming-Yue;Lee, Hee-Seung
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.375-381
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    • 2021
  • This study aimed to examine the dilemma of rural China under rapid urbanization process after economic reform, by paying attention to the problem of the order of village community and the expression of individual desires depicted in the film with a rural background. To this end, the narrative analysis, which is suitable for exploring the story structure and expression style of the text, was conducted to examine the community order and ethics, patriarchy and paternity, and the expression of desires of subject. In the film, closed space and villagers, who are disciplined by community customs, local culture, and formality of the rule of manners, are depicted. The film is covered in a form of mystery movie dealing with the deaths of members of the village community. However, the film talks about the rise of the Imaginary desire of subject against the symbolic rules of community order and ethics through the puzzle pieces story according to the perspectives of the characters. In conclusion, through the narrative analysis, it was possible to examine the implications of weakened communal discipline and paternity of the countryside by the rapid urbanization of China, and implications of the lethargy and neurosis of the subjects.

Real-time Segmentation of Black Ice Region in Infrared Road Images

  • Li, Yu-Jie;Kang, Sun-Kyoung;Jung, Sung-Tae
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.2
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    • pp.33-42
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    • 2022
  • In this paper, we proposed a deep learning model based on multi-scale dilated convolution feature fusion for the segmentation of black ice region in road image to send black ice warning to drivers in real time. In the proposed multi-scale dilated convolution feature fusion network, different dilated ratio convolutions are connected in parallel in the encoder blocks, and different dilated ratios are used in different resolution feature maps, and multi-layer feature information are fused together. The multi-scale dilated convolution feature fusion improves the performance by diversifying and expending the receptive field of the network and by preserving detailed space information and enhancing the effectiveness of diated convolutions. The performance of the proposed network model was gradually improved with the increase of the number of dilated convolution branch. The mIoU value of the proposed method is 96.46%, which was higher than the existing networks such as U-Net, FCN, PSPNet, ENet, LinkNet. The parameter was 1,858K, which was 6 times smaller than the existing LinkNet model. From the experimental results of Jetson Nano, the FPS of the proposed method was 3.63, which can realize segmentation of black ice field in real time.

A Research on the Scenography of the Musical 『All Shook Up』 - Focusing on the Design Construction Process and Performance Application Cases - (뮤지컬 『All Shook Up』의 연출적 시노그래피 연구 - 디자인 구축 과정과 공연 적용 사례를 중심으로 -)

  • Park, Geun-Hyung;Cho, Joon-Hui
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.175-187
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    • 2020
  • The purpose of this study is to discuss the elements and meanings of the performative scenography which has been revealed through the new directorial interpretation and deconstruction process of the musical 『All Shook Up』. The performative scenography characteristics after postmodernism aim to create individual active perceptions and various social meanings through audience's voluntary and particular emergence. To this end, the theoretical foundation of scenography was examined by periods in advance. Based on this, I attempted to establish performative scenography for synthesized scenic and media design through the reconstruction process for the 『All Shook Up Travelers』. As a result, I set up visual narrative based world of 『All Shook Up Travelers』 which was produced by text-based intense images for a direct medium in order to expand actors' inner narrative and established unique performative scenography of its own: 1. enhancing the adapted one's narratives for the actors' and audience's co-existence and detachment, 2. delivering its own independent meanings which have double meanings, 3. encouraging audience's critical and active perception experiences through collage and montage of media.

A Study on the Designing by the Personification Technique (의인화 기법으로 소구하는 디자인에 관한 연구)

  • Lee, Se Jung
    • Journal of the Korean Society of Floral Art and Design
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    • no.42
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    • pp.133-144
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    • 2020
  • Anthropomorphism is one of the commonly used appeal methods in the field of communication design. Almost all visual images that humans encounter are exposed to this anthropomorphism, and we are consciously or unconsciously utilizing or being used. In addition, anthropomorphism can be found in almost all cultures and arts rather than in a specific field of study. Therefore, in this paper, the personification is redefined based on the relationship formation structure based on the anthropomorphic cases observed in culture and art and the results of previous studies. In addition, the personification form is defined as two kinds of personification and inverse personification according to the subject of relationship formation based on the personification type and gesture list derived from the previous study on the personification technique. Through the application cases of anthropomorphic techniques, which are appealed across the design domain, the effective anthropomorphic application system was defined. The definition of anthropomorphic relationship formation and anthropomorphic application system provided a framework for anthropomorphic techniques that could lead to effective audience satisfaction in various media. In addition, through the personification application system that synchronizes the characteristics of the conceptual traits of the medium with the gesture list and the personification type classification, it was confirmed that a device for communicating with the owner can be provided with a powerful and effective personification technique.

Grasping a Target Object in Clutter with an Anthropomorphic Robot Hand via RGB-D Vision Intelligence, Target Path Planning and Deep Reinforcement Learning (RGB-D 환경인식 시각 지능, 목표 사물 경로 탐색 및 심층 강화학습에 기반한 사람형 로봇손의 목표 사물 파지)

  • Ryu, Ga Hyeon;Oh, Ji-Heon;Jeong, Jin Gyun;Jung, Hwanseok;Lee, Jin Hyuk;Lopez, Patricio Rivera;Kim, Tae-Seong
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.9
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    • pp.363-370
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    • 2022
  • Grasping a target object among clutter objects without collision requires machine intelligence. Machine intelligence includes environment recognition, target & obstacle recognition, collision-free path planning, and object grasping intelligence of robot hands. In this work, we implement such system in simulation and hardware to grasp a target object without collision. We use a RGB-D image sensor to recognize the environment and objects. Various path-finding algorithms been implemented and tested to find collision-free paths. Finally for an anthropomorphic robot hand, object grasping intelligence is learned through deep reinforcement learning. In our simulation environment, grasping a target out of five clutter objects, showed an average success rate of 78.8%and a collision rate of 34% without path planning. Whereas our system combined with path planning showed an average success rate of 94% and an average collision rate of 20%. In our hardware environment grasping a target out of three clutter objects showed an average success rate of 30% and a collision rate of 97% without path planning whereas our system combined with path planning showed an average success rate of 90% and an average collision rate of 23%. Our results show that grasping a target object in clutter is feasible with vision intelligence, path planning, and deep RL.

A Study on Metaverse Utilization and Introduction Strategies in College Education: Based on Step-by-step Metaverse Introduction Framework (대학 교육의 메타버스 활용 현황 및 도입 전략에 대한 연구: 단계별 메타버스 도입 프레임워크 개발을 바탕으로)

  • Son, Young Jin;Park, Minjung;Chai, Sangmi
    • Knowledge Management Research
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    • v.24 no.1
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    • pp.1-29
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    • 2023
  • The COVID-19 pandemic has accelerated digital transformation across all industries and daily life. Edutech is spreading in the education field, also bringing changes in university education. Non-face-to-face online-only classes at universities have spread after the COVID-19 pandemic physical distancing started. Online-only or real-time online classes showed diverse educational imitations. 'Metaverse' started to attract attention as a learning space and community activity support platform that may solve the limitations of online education and communication. It is time to prepare an introduction strategy for the actual application of education using metaverse. This study, first, by examining previous studies and cases of metaverse application, and second, establishing a metaverse introduction framework based on the technology lifecycle model and the innovation diffusion theory. Finally, we provide an introduction strategy in steps, a specialized introduction plan according to the main users is established and presented as a scenario. We expect that this study will provide the theoretical background of the new technology introduction and the spread of metaverse research. Also, we present an efficient introduction strategy, the basis for a service model, and a practical basis for the university's value-added strategy.

A Study on the Formative Process of Genre and Storytelling in Observation Entertainment Programs - Focusing on the Role of Observer (관찰 예능의 장르화 과정과 스토리텔링 연구 -관찰자의 역할을 중심으로)

  • Lee, Hyun-Joong
    • Journal of Popular Narrative
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    • v.25 no.2
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    • pp.217-245
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    • 2019
  • Recently, the interest among Korean broadcasters in the 'observation entertainment' genre has intensified. This study aims to analyze the genre and storytelling of observation entertainment programming from a narratological perspective. The origin of the Korean observation entertainment program began with the 'reality-variety show'. There was a 'real-life' debate in these reality-variety shows, and as an alternative, the observation entertainment program appeared. Documentary filming, omnibus composition, and spatialization of 'everyday' life have led to the recognition of observation entertainment as a single genre. In particular, 'observers' have become a key factor in the observation entertainment program. The subject of the program is determined by who the observer is. The variability of the program format is the same. The observer looks at the observation target on behalf of the viewer. At the same time, he or she serves as a narrator of the program. The observer functions as the most influential factor in the storytelling of the observation entertainment program. In the observation entertainment program, 'observation' is only a form. It is the observer who creates a narrative within this same format to make the difference between each program. Also, voyeurism has been considered a problem in reality shows such as observation entertainment programs. However, the form communicated by observers is not a direct peek, so much of the problem of voyeurism is mitigated. Such observation entertainment programs analyzed through observers are meaningful in that they make people understand the cultural meaning of "reality" in TV and the storytelling of contemporary Korean TV entertainment.