• Title/Summary/Keyword: 미디어재현

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Development of Processing Program for Audio-vision System Based on Auditory Input (청각을 이용한 시각 재현장치의 분석프로그램 개발)

  • Heo, Se-Jin;Bang, Sung-Sik;Seo, Jee-Hye;Choi, Hyun-Woo;Kim, Tae-Ho;Lee, Na-Hee;Lee, Yu-Jin;Park, Ji-Won;Lee, Hui-Joong;Won, Chul-Ho;Lee, Jong-Min
    • Journal of Korea Multimedia Society
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    • v.13 no.1
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    • pp.58-65
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    • 2010
  • The final goal of our research is developing not a simple collision a1ann equipment for the blinded walkers, but the apparatus (Audio- Vision System) which can simulate vision based on auditory information so that the blinds can figure the three dimensional space in front of them. On the way to the final goal, in this study, simulation software was developed and verified. Thirty normal volunteers were included in the subject group and the average age Was 25.8 years old. After being accustomed to the system by evaluating 10 blinded virtual spaces, the volunteers performed test using another set of 10 blinded virtual spaces. The results of test were scored by shape, center, margin, and gradient surface of objects in virtual space. The score of each checking point ranged from 1 to 5, and the full score was converted to 100. As results of this study, the total score ranged from 77 to 97 with the average of 88.7. In this study, a simulation software was developed and verified to have acceptable success rale. By combining to visual sensors, the vision-reconstruction system based on auditory signal (Audio-vision System) may be developed.

Style of Retro Design Using Pop Art (팝아트를 활용한 레트로디자인 연구)

  • Yoo, Myung-Hwan
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.185-196
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    • 2011
  • This study is considered how retro design concepts that are used pop art can be expressed through overview of theories and cases, and suggested applying to retro design. As a result, we found first, concepts reflecting popular image, second, popular hero concepts simply represented pop art's feature. Third, there were no cases that are expressing the wounds made by political life. The most of cases expressed retro design with pop art representation techniques rather than reflecting of pop art's ideology or spirit. Pop art's retro design should be expressed as a modern style not only with reproduction of pop art, but also with designer's creativity and pop art's ideology and reinterpretation of formative meaning. Thus, it needs to set a concept by exploring of modern globalized mass media or daily life of people. Also, it should applying people's entertainment, spare time and fantasy to bright cheerful mood of pop art to express each area of design.

Subjective Listening Test based on Frontal Loudspeaker Array Reproduction System (전방 스피커 어레이 재생 방식 기반 음향 재현 성능 평가)

  • Yoo, Jae-hyoun;Jang, Daeyoung;Lee, Taejin
    • Journal of Broadcast Engineering
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    • v.20 no.5
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    • pp.667-675
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    • 2015
  • As the interest on the high-definition and high-quality broadcasting is increased, the request on the high quality sound signal is enlarged as well as on the video signal's quality. One factor contributing to the high-quality of audio signal is an expansion of reproduction channels like 10.2channel and 22.2channel, but there is a problem of speaker installation issue of these many channels. One solution to solve this problem, we can use frontal loudspeaker array reproduction technique making virtual surround sound. So in this paper, we introduce theocratical analysis on the Wave Field Synthesis used for speaker array based sound reproduction and also present the result about the subjective listening test of reproduction performance based on this technique to check the perfoemance of this system. As a result, we showed WFS based frontal loudspeaker array reproduction method could provide sufficient performance compared to conventional discrete 5.1 channel reproduction method.

How does the world in the game reveal the end of the century? -Analysis on the method of the representation of the end of the century in the game : With focus on Resident Evil 3, Parasite Eve 2, Silent Hill 3- (게임 속의 세계는 세기말을 어떤 방식으로 드러내는가? -게임 속 세기말의 구현 방식에 관한 분석 : Resident Evil 3, Parasite Eve 2, Silent Hill 3 중심으로-)

  • Ok, Seon Young
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.3-24
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    • 2021
  • This paper deals with on the game's way of embodying the society at the end of the century. Resident Evil, Parasite Eve, and Silent Hill are the targets of the analysis. First, I examine the world view of each game and its own language that conveys its contents. Second, I analyze the specific parts of reality that the three games imitate and the way they are represented. Third, I consider the connection between the real world and the world embodied in the game. Fourth, I suggest the possibility of providing an 'alternative perspective' of game media that reveals the hidden aspects of reality in a way of representation. In conclusion, the image of the game becomes 'the eye' that complements our perspective, captures the hidden aspects of reality, obtains a meaningful part, and even presents its blueprint.

Multichannel Audio Reproduction Technology based on 10.2ch for UHDTV (UHDTV를 위한 10.2 채널 기반 다채널 오디오 재현 기술)

  • Lee, Tae-Jin;Yoo, Jae-Hyoun;Seo, Jeong-Il;Kang, Kyeong-Ok;Kim, Whan-Woo
    • Journal of Broadcast Engineering
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    • v.17 no.5
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    • pp.827-837
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    • 2012
  • As broadcasting environments change rapidly to digital, user requirements for next-generation broadcasting service which surpass current HDTV service become bigger and bigger. The next-generation broadcasting service progress from 2D to 3D, from HD to UHD and from 5.1ch audio to more than 10ch audio for high quality realistic broadcasting service. In this paper, we propose 10.2ch based multichannel audio reproduction system for UHDTV. The 10.2ch-based audio reproduction system add two side loudspeakers to enhance the surround sound localization effect and add two height and one ceiling loudspeakers to enhance the elevation localization effect. To evaluate the proposed system, we used APM(Auditory Process Model) for objective localization test and conducted subjective localization test. As a result of objective/subjective localization test, the proposed system shows the statistically same performance compare with 22.2ch audio system and shows the significantly better performance compared with 5.1ch audio system.

The Characteristics of Visualizing Hierarchical Information and their Applications in Multimedia Design (멀티미디어디자인에서 정보위계 표출방식과 그 활용에 관한 연구)

  • You, Si-Cheon
    • Science of Emotion and Sensibility
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    • v.9 no.spc3
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    • pp.209-224
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    • 2006
  • Hierarchy which is often named as the tree-structure is used to reduce complexity and show primitive structures of complicated information. This paper aims at explaining information-visualization methods using hierarchies in multimedia domains and prospecting the possible applications by examining how they affect the user's tasks involved in information-seeking activities. As a result, four types of information visualization methods named Treemap, Hyperbolic, Cone Tree and DOI Tree employed in multimedia domain, are presented and pros and cons of each method are explained in this paper. Another important part is defining the core tasks and other related-tasks in information-seeking activities, such as, overview, zoom, filter, details-on-demand, relate, history, and extract. Followings are major findings. Treemap uses 'overview' as the core task, which makes user to gain a overall meaning of the whole information cluster. Hyperbolic and DOI Tree apply 'Boom' task through the function of focus+context or by the function of meaningful scaling to magnify or downsize each node. Cone Tree, also, makes the information organizer to classify the patterns of information acquired in the process of users' information-seeking activities by using 'extract' task. Through this study, it is finally found out that the information-visualization methods using hierarchies in multimedia domains should incorporate the wide variety of functional needs related to users' information-seeking behaviors beyond the visual representation of information.

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History as Media Narrative and Representation of Collective Memory Focusing on the Prime-time Television News Reports Related with the May 18 Democratic Movement (매체 서사로서의 역사와 집합기억의 재현 5·18 민주화운동 관련 지상파방송 뉴스를 중심으로)

  • Joo, Jaewon
    • Korean journal of communication and information
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    • v.71
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    • pp.9-32
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    • 2015
  • The media, traditionally, serves to reinforce one's limited memory and transform those personal memories of society's members into collective memories. Notably, the mass media collects countless pieces of personalized memories for the creation of collective memories. Through the process of recollecting as well as recreating the past in the present, mass media exerts influence on the means the public appreciates and understands the history. Although numerous new medias like Internet overflows in today's society, television continues to stand firm as the salient means to construct the memories in daily lives. In this context, the research aims to analyze the televised news as the principal agent of memory producer to determine through which memories it recreates the $5{\cdot}18$ in today's media. The analysis of news values clarifies that every government placed distinctive news values on $5{\cdot}18$ within its historical context. Even so, such values were often fixed based on its relations to the existing political issues. Furthermore, through the discourse analysis, this research concludes that today's coverage of $5{\cdot}18$ is softening and becoming conventional.

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(Types of metonymy applied to emoticons and their salience attributes - Focusing on the comparison of high-context and low-context emoticons -) (이모티콘에 적용된 환유 유형과 현저성 속성 - 고 맥락과 저 맥락 이모티콘의 비교를 중심으로 -)

  • Kim, Chan Hee;You, Si Cheon
    • Smart Media Journal
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    • v.10 no.4
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    • pp.91-101
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    • 2021
  • Visual communication based on socio-cultural context, such as emoticons on social media, is increasing. Therefore, it is necessary to study the visual expression of metonymy as a means to correctly understand the communication method in the age of visual culture. The purpose of this study is to explore how metonymy is visualized within a cultural context. Specifically, , a typical underlying phenomenon of metonymy expression, and the expression principles of various reproduced through it are identified by pairing them with the cultural context. Based on context theory, which is a representative discourse in the social science field, emoticons from in high context and emoticons in in low context were selected and compared as case study subjects. The major findings are: First, a visual application model of metonymy was proposed regarding the process through which metonymy is reproduced as a visual result. Second, the types of metonymy and their salience attribute applied to the emoticon expression method was identified in detail. Third, based on the contextual theory, how the characteristics of high-context visual metonymy differ from that of low-context visual metonymy were presented. In the future, the results of this study can be used as a criterion for judging the local acceptability and local suitability of design results in the design development process that requires the use of localization strategies.

Fusion of multiple images based on convexity of pixel value (픽셀 값의 컨벡스 성질을 이용한 다노출 영상의 융합 기법)

  • An, Jae-Hyun;Kuk, Jung-Gap;Lee, Sang-Heon;Cho, Nam-Ik
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.07a
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    • pp.408-410
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    • 2010
  • 본 논문에서는 새로운 척도에 기반한 다노출 영상 융합 방법을 제안한다. 제안하는 방법에서는 각 노출정도에 따른 픽셀값의 그래프가 컨벡스 형태를 갖는다는 성질과 대조 값의 차이를 고려한 MRF (Markov Random Field) 기반의 에너지 함수를 설계하고 그 에너지 함수를 그래프컷 (Graph cut) 으로 풀어 각 노출치 영상에 대한 가중치 맵 (weight map)을 형성한다. 그리고 가중치 맵을 곱한 각 영상을 더함으로써 융합된 영상을 얻는다. 제안한 컨벡스 성질을 기반으로 한 척도는 특정 컬러 성분이 다른 컬러 성분보다 먼저 과노출 상태에 도달 한 경우의 영역을 가중치 계산에서 제외할 수 있기 때문에 기존의 가중치 기반의 방법보다 정확한 가중치 맵을 형성할 수 있게 한다. 실험 결과 제안하는 방법은 기존의 다노출 영상 융합에 비해 보다 넓은 영역에서 원 영상의 정보를 더 잘 표현하는 것을 확인하였다.

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Rotation invariant face recognition in a polar coordinate system using LDAr (극좌표계에서 회전에 강인한 LDAr을 이용한 얼굴 인식)

  • Oh, Jae-Hyun;Kwak, No-Jun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.07a
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    • pp.195-197
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    • 2010
  • 본 논문은 기존 평행좌표를 이용하는 얼굴 영상 대신 극좌표계 변환을 이용한 얼굴 영상을 이용하여 회전에 강인한 얼굴인식 방법을 제안한다. 극좌표계 변환 방법은 얼굴의 중심부분의 한 점을 극으로 삼아 이 점을 기준으로 360도 각 방향으로 일정 길이만큼 얼굴 영상을 샘플링 하여 새로운 얼굴 영상을 제작하는 방법이다. 이 극좌표계 변환 방법을 이용해 재구성된 영상에 대해 회귀( regression )문제 해결을 위해 변형된 LDA인 LDAr(LDA for regression)을 이용하여 얼굴의 중심부분의한 점인 극을 중심으로 임의의 각도로 회전된 영상의 회전 정도를 추정하여 이를 정규화 시키는 방법을 통해 얼굴 인식의 인식률을 향상시키고자 한다. LDAr은 LDA의 기본개념인 각 클래스 간 떨어진 정도를 최대화하는 것이 목적으로 클래스간 분산과 클래스내 분산의 비율을 최대화 하는 방법을 응용하여 이를 회귀문제에 적용할 수 있게 변형을 한 것이다. 즉, LDAr은 목표값(target)의 차이가 큰 샘플들과 목표값의 차이가 작은 샘플들 간의 거리의 비율을 최대화 하는 것을 목적으로 하게 된다. 제안된 방법을 Yale데이터에 적용하여 임의의 각도로 회전시킨 영상에 대해 회전 각도를 정확히 찾아내는 것을 확인할 수 있었다.

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