• Title/Summary/Keyword: 미디어재현

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A Study on Colour Appearance along the Variance of Colour Stimulus and Background Lightness at Peripheral Vision (주변시 시각에서 색채 자극과 배경의 밝기에 따른 컬러 어피어런스 연구)

  • Hong, Ji-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.2
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    • pp.19-25
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    • 2018
  • A scientific and systematic approach for digitally representing colours is essential for improving image quality. Therefore, there is a need for objectively analysing such approaches. Studies regarding display systems, which can reflect human visual characteristics in the digital media environment, and associated international standards at the forefront, have already caused significant impact. Colour is one of the most important factors employed for evaluating the overall image quality of displays. The proposed study focusses on colour properties which are based on the characteristics of the human peripheral vision area, with the primary objective of reproducing digital colours which can simulate human visual characteristics in the digital media environment. The proposed study aims at identifying digital colour characteristics which can vary according to the level of background lightness and the size of colour stimuli. Based on the evaluation results obtained through psychophysical experiments, a method has been proposed for determining peripheral vision characteristics which vary according to the increasing size of a colour stimulus, thereby digitally reproducing them on displays.

A Study on Illusion of Digital Image (디지털영상의 환상성에 관한 연구)

  • Choi, Won-Ho;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.16 no.5
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    • pp.647-656
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    • 2013
  • The desire of humankind that longed for reappearance of visual makes progress within the development of linear history. The directing point at the moment was the 'eye'. Upon completion of setting the aiming point, visual image attempts reflection of main agent beyond reappearance of it and, by extension, aimed to visualize desire which was latent in the instance of main agent. It was able to experience a fantasy in paintings, photos and movies as a stage of desire, of course. Digital, however, suggested a new phasis in creating a fantasy world. This study aimed to research the fantastic nature in digital image that a fantastic image is created as a reflection of both independence and unconsciousness. As a result of research, this study revealed that digital image, as a channel that image and imaginative desire which were saved in id, is created as a perfect stage on the basis of verisimilitude, granting an experience toward realization of desire to a main agent raising id which was repressed by the ego and superego to the surface.

A Study on 3D Virtual Clothing by Utilizing Digital Fashion Show (디지털 패션쇼를 통한 3D 가상 의상 표현 연구)

  • Wu, Sehee;Kang, Yeonkyung;Ko, Young-A;Kim, Anna;Kim, Naeun;Kim, Cheeyong;Ko, Hyeong-Seok
    • Journal of Korea Multimedia Society
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    • v.16 no.4
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    • pp.529-537
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    • 2013
  • *IT technology has been rapidly introduced to the clothing and fashion industry, and especially fashion shows have been changed very fast to keep up with the current digital era. In this research, the author designed virtual clothes, and investigated whether it is possible to make them similar to actual clothes and then performed a digital fashion show with these virtual clothes. This research discussed, based on case development and studies, whether a digital fashion show can express the designer's idea more creatively than the existing fashion shows and what needs to be improved for the effectiveness of digital fashion shows. As a result, the virtual clothes have been recognized to be very similar to actual clothes and facilitate creative expressions that are hard to be presented in actual fashion shows. The adaptation of 3D virtual clothes to real fashion industry in the future can make new contents through the innovation of distribution and industry.

Improvement of User's Context Aware and Characteristic Process using spearman correlation coefficients (스피어만 장관계수를 이용한 사용자 상황 및 특성 처리 개선)

  • Ahn, Chan-Shik;Oh, Sang-Yeob
    • Journal of Korea Multimedia Society
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    • v.13 no.10
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    • pp.1444-1452
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    • 2010
  • There is very little information on mobile terminal service systems such as CRUMPET because the all the users have different situations and characteristic, and so it is also difficult to find correlations. Because of the difficulty of customizing and recommending information based on preference stemming from the users' various situations and characteristics, they usually provide limited, conceptual information. This paper will recommend a system that recommends information tailored to the user's situation and characteristics, using the Spearman correlation coefficients. It finds correlations from users' information and sequences information that is suitable to the user's situation and characteristics into a list, thereby solving the problem of limited, conceptual information. Performance tests have revealed when compared to existing service systems, this system is more effective in terms of precision and recall, with a 92.3% precision rate, and a 73.8% recall rate.

An Analysis on the News Frame of Game by Korean Media (한국 언론의 게임 보도 프레임 분석)

  • Seo, Seong-Eun;Yeon, Joon-Myeong
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.89-102
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    • 2017
  • This study aims at examining our social recognition on and the topographic map of a game through the discourse analysis on games shown from the Korean media coverage. Media don't reflect the reality as a mirror but represent it in certain manner. If so, how Korean media organize and represent the meaning of a game? This study analyzed the game discourse from 479 articles on games by 5 daily newspapers including Chosun, Joongang, Dong-A, Kyunghyang and the Hankyoreh during 4 years' Park Geun-hye administration. Research findings show that as a single issue frames of game addiction, addiction damages and AR games including $Pok\acute{e}mon$ Go counted for much reaching up to nearly half but discourse on the play culture as an essence of a game occupied only 3.8%.

A study on the reproducibility of hippocampal volumes measured using magnetic resonance images of different magnetic field strengths and slice orientations (자장 세기와 스캔 방향이 다른 자기공명영상에서 측정된 해마 체적의 재현성 연구)

  • Choi, Yu Yong;Lee, Dong Hee;Lee, Sang Woong;Lee, Kun Ho;Kwon, Goo Rak
    • Smart Media Journal
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    • v.5 no.1
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    • pp.44-48
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    • 2016
  • In a longitudinal neuroimaging study, the upgrades of a magnetic resonance imaging (MRI) scanner due to outdated hardwares and softwares make it difficult to maintain the same MRI conditions in the long-term research period. Particularly, high field MRI systems such 3T scanners become popular in recent years. However, it is still unclear whether an integrated analysis of 3T and 1.5T images is possible without consideration of the field strength. In this study, we evaluated the reproducibility of hippocampal volumes between brain images with different field strengths and slice orientations. 296 participants underwent both 3T and 1.5T MRI and both sagittal and axial scans for high resolution brain images, and their hippocampal volumes were measured using Freesurfer, a well-known software for neuroimaging analysis. Paired t-tests showed that the hippocampal volumes were significantly different between the image types. These results suggest that it is necessary to develop data analysis techniques for integrating diverse types of MRI images.

Algorithm for Judging Anomalies Using Sliding Window to Reproduce the Color Temperature Cycle of Natural Light (자연광의 색온도 주기 재현을 위한 슬라이딩 윈도우 기반 이상치 판정 알고리즘)

  • Jeon, Geon Woo;Oh, Seung Taek;Lim, Jae Hyun
    • Journal of Korea Multimedia Society
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    • v.24 no.1
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    • pp.30-39
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    • 2021
  • Research in the field of health lighting has continued to advance to reproduce the color temperature of natural light which periodically changes. However, most of this research could only reproduce a uniform circadian color temperature of natural light, therefore failing to realize the characteristics of the circadian cycle of color temperature difference by latitude and longitude. To reproduce the color temperature of natural light on which the characteristics of a region are reflected, the collection technology of real-time characteristics of natural light is needed. If the color temperatures which are not within a periodical pattern due to climate changes, etc., are measured, it will be difficult to judge the occurrence (presence) of the anomalies and to reproduce the circadian cycle of the color temperature of natural light. Therefore, this study proposes an algorithm for judging the anomalies in real time based on the sliding window to reproduce the color temperature of natural light. First, the natural light characteristics DB collected through the on-site measurement were analyzed, the differential values at a one-minute interval were calculated and examined, and then representative color temperature circadian patterns by solar terms were drawn. The anomalies were then detected by the application of the sliding window that calculated the deviation of the color temperature for the measured color temperature data set, which was collected through RGB sensors, while moving along the time sequence. In addition, the presence of anomalies was verified through the comparison study between the detection results and the representative circadian cycle of the color temperature by solar term. The judgment method for the anomalies from the measured color temperature of natural light was proposed for the first time, confirming that the proposed method was capable of detecting the anomalies with an average accuracy of 94.6%.

The Interdisciplinary Research on Cultural Technology (문화기술에 관한 간학제적 연구 -미디어아트를 통한 혼합현실형 공공 문화콘텐츠를 중심으로-)

  • Lim, Kyung-Ho;Yoon, Joon-Sung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1359-1362
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    • 2009
  • Digital media technology has power of influence as extended in not only science and technology but also our society and culture. These phenomenon is explained as 'digital convergence'. Edmond Couchot argue the term 'hybridization'. Yvonne Spielmann and Jay David Bolter also argue that digital hybrid artworks across and integrates a diverse range of modes of representation, such as image, text, sound, space and bodily modes of expression. They must also address communicative interaction in the convergence of real and virtual spaces. In this paper, I noticed mixed reality environment which is seen as the form of hybrid between real and virtual object. And I discuss about this phenomenon as the study of interdisciplinary between art and science.

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A Study on the Characteristics of Information Design in Multimedia Design (멀티미디어디자인에서 정보디자인 특성에 관한 연구)

  • 류시천
    • Archives of design research
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    • v.17 no.1
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    • pp.63-76
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    • 2004
  • Although information design principles had originated from the graphic design field including publishing design in 1970s, information design have taken one of the most important positions in multimedia design fields as the present since Richard Saul Wurmn started his researches on information design and its practical application on internet environments. However, relatively little researches have been performed for building identity of information design in multimedia design fields so far and moreover in some cases, information design is likely to be narrowly viewed as 'the representation of a piece of information and its visualization' which was defined in traditional graphic design field. This research circumstance leads the study to investigate characteristics of information design in current multimedia design with contingent perspective which is compared to the traditional information design. The study results suggest 5 characteristics of information design including 'suggesting context & finding out information hierarchy', 'access of integrated consideration & share of information control', 'using of multi-dimensional media & content first', 'stabilization of information quality & combinational understanding of meaning', 'bilateral information representation & user's knowledge expansion'. Future researches, based on the results of the study, are expected to be expanded to a degree with argument for inter-dependent and/or exclusive characteristics of adjacent fields of information design such as interface design, interaction design and experience design.

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A Study on Media Art using Ilwolobongdo (일월오봉도를 활용한 미디어아트 연구)

  • Kideok Park;Jeanhun Chung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.103-108
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    • 2023
  • This paper conveys the limitations of analog natural history sample information in digital form, giving viewers interest and fun, and presenting the direction of digital diorama utilization of sample exhibitions. In this exhibition, through various media such as 10,000 won bill dramas and newspaper articles, the Sun and Moon and Five Peaks, a picture familiar to the public, was reproduced in media art so that it can be realized in real life. It is a Joseon Dynasty work in which five mountain peaks, a pair of waterfalls, and four pine trees are drawn symmetrically from side to side. In order to express the vividness of nature, the symbols of the sun and moon were created with the effect of light to maximize immersion, and animals such as waves, crane movements, deer, ramie butterflies, and carp were inserted under the mountain peaks to create the vividness of nature and creatures playing in them. The media art folding screen was produced and directed as a screen. In addition, the introduction of the work and information related to the living things in the work were provided through QR codes.