• Title/Summary/Keyword: 시각구별

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Realistic 3-dimensional using computer graphics Expression of Human illustrations (컴퓨터그래픽스를 이용한 사실적인 3D 인물 일러스트레이션의 표현)

  • Kim, Hoon
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.79-88
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    • 2006
  • A human face figure is a visual symbol of identity. Each different face per person is a critical information differentiating each person from others and it directly relates to individual identity. When we look back human history, historical change of recognition for a face led to the change of expression and communication media and it in turn caused many changes in expressing a face. However, there has not been no time period when people pay attention to a face more than this time. Technically, the advent of computer graphics opened new turning point in expressing human face figure. Especially, a visual image which can be produced, saved, and transferred in digital has no limitation in time and space, and its importance in communication is getting higher and higher. Among those visual image information, a face image in digital is getting more applications. Therefore, 3d (3-dimensional) expression of a face using computer graphics can be easily produced without any professional techniques, just like assembling puzzle parts composed of the shape of each part ands texture map, etc. This study presents a method with which a general visual designer can effectively express 3d type face by studying each producing step of 3d face expression and by visualizing case study based on the above-mentioned study result.

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Pre-visualization of Interaction on Game Character's Quest Play : Towards of Narrative Structure (내러티브 구조 관점에서 본 게임 캐릭터의 퀘스트 플레이에 대한 인터랙션 사전 시각화)

  • Kim, Mi-Jin;Woo, Kim-Sang
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.3-11
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    • 2011
  • A game designer is the initial design of the quest based on narrative. It is important that to predict game character of play experience to establish these static content. This paper deal with player's affective interaction distinguishing among game characters are perform quest-play based on their characteristic status. To achieve this, First of all, previous studies regarding pre-visualization of narrative structure for other visual media are reviewed. Secondly, it is specified that quest-play experience and player's cognitive behavior. At last, these features of status by character were pre-visualized with QUG(Quest Unit Graph), which could be represented differences in precess of quest-play through analysis on world of warcarft game. Previous research is about of numerical balance in terms of character's achievement, whereas this study is meaningful that is proposed that visual model of quest-play interaction focused on narrative structure to predict game designer's architecture of quest experience.

Visual Preference Evaluation on Forest Working Systems' Characteristics for Forest Scenic Beauty Management (산림풍치자원관리(山林風致資源管理)를 위한 산림시업특성별(山林施業特性別) 시각선호도(視覺選好度) 평가(評價))

  • Song, Hyung Sop
    • Journal of Korean Society of Forest Science
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    • v.88 no.3
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    • pp.309-319
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    • 1999
  • This study was conducted to get forest scenic beauty management information toward forest working systems; characteristics in Larix forest stands. 35 different alternatives were simulated to visualize on basis of actual forest working methods. The options were illustrated as photos produced by computer software. Each alternatives were evaluated by 3 groups with total 593 respondents after reliability test. Visual preference evaluation was used 1 - 10 point rating scale. The ratings were scaled using SBE analysis program of RMRATE. To compare the relationship of visual preference and image scale, Spatial images of 13 thinning alternatives were measured by Semantic differential scale. In general, the respondents preferred refreshing and ordering forest stand after forest working to natural forest stand before forest working. Visual preference decreased with the increasing intensity of bare ground area and slash area in forest stand. And also, visual preference was high related to tree density, clear length of stem, and ground vegetation. Farm line of small clear cutting area was preferred straight line to curve line. Visual preferences were significant differences in certain socioeconomic variables of the respondents. Results indicate how to conduct forest working system for forest scenic beauty management.

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Image Recognition Using Colored-hear Transformation Based On Human Synesthesia (인간의 공감각에 기반을 둔 색청변환을 이용한 영상 인식)

  • Shin, Seong-Yoon;Moon, Hyung-Yoon;Pyo, Seong-Bae
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.2
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    • pp.135-141
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    • 2008
  • In this paper, we propose colored-hear recognition that distinguishing feature of synesthesia for human sensing by shared vision and specific sense of hearing. We perceived what potential influence of human's structured object recognition by visual analysis through the camera, So we've studied how to make blind persons can feel similar vision of real object. First of all, object boundaries are detected in the image data representing a specific scene. Then, four specific features such as object location in the image focus, feeling of average color, distance information of each object, and object area are extracted from picture. Finally, mapping these features to the audition factors. The audition factors are used to recognize vision for blind persons. Proposed colored-hear transformation for recognition can get fast and detail perception, and can be transmit information for sense at the same time. Thus, we were get a food result when applied this concepts to blind person's case of image recognition.

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Implementation of Image Block Linked Contents to Improve Children's Visual Perception and Cognitive Function (유아의 시지각 인지기능 개선을 위한 이미지 블록 연동형 콘텐츠 구성과 구현)

  • Kwak, Chang-Sub;Lee, Young-Soon
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.76-84
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    • 2022
  • In this paper, in order to compose the visual perception cognitive function training content that can be linked with the IPUZZLE image block, an interactive content device that utilizes photos and videos of smartphones. Four areas of visual memory, visual continuity, spatial relationship, and visual discrimination were derived and the content operation, application method, and scenario were written. It was intended to continuously give and induce children's desire to participate in training by designing the content image and developing the existing learning terrain visual and perceptual cognitive function training materials in the form of mobile mini-games. Experiential activities were conducted for general children and their guardians using the developed contents, and the results were found to be significant in terms of concentration, effect, and effect compared to basic puzzle toys. It is expected that this thesis will be a meaningful data for the study of cognitive function improvement activities based on digital toys and contents.

Adaptive Enhancement of Low-light Video Images Algorithm Based on Visual Perception (시각 감지 기반의 저조도 영상 이미지 적응 보상 증진 알고리즘)

  • Li Yuan;Byung-Won Min
    • Journal of Internet of Things and Convergence
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    • v.10 no.2
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    • pp.51-60
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    • 2024
  • Aiming at the problem of low contrast and difficult to recognize video images in low-light environment, we propose an adaptive contrast compensation enhancement algorithm based on human visual perception. First of all, the video image characteristic factors in low-light environment are extracted: AL (average luminance), ABWF (average bandwidth factor), and the mathematical model of human visual CRC(contrast resolution compensation) is established according to the difference of the original image's grayscale/chromaticity level, and the proportion of the three primary colors of the true color is compensated by the integral, respectively. Then, when the degree of compensation is lower than the bright vision precisely distinguishable difference, the compensation threshold is set to linearly compensate the bright vision to the full bandwidth. Finally, the automatic optimization model of the compensation ratio coefficient is established by combining the subjective image quality evaluation and the image characteristic factor. The experimental test results show that the video image adaptive enhancement algorithm has good enhancement effect, good real-time performance, can effectively mine the dark vision information, and can be widely used in different scenes.

Hyperacute Intracerebral Hemorrhage : Comparison of EPI and Other MR Sequence (두 개내 초급성 출혈 : EPI와 다른 MR 영상 기법의 비교)

  • 김정희;김옥화;서정호;박용성
    • Investigative Magnetic Resonance Imaging
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    • v.3 no.2
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    • pp.167-172
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    • 1999
  • Purpose : To evaluate the detection rate of hyperacute intracerebral hemorrhage in echo planar imaging (EPI) and other MR sequences. materials and Methods : Intracerebral hemorrhage was experimentally induced in ten rats. EPI, fast spin-echo (FSE) T2 weighted images, fluid attenuated inversion recovery (FLAIR), spin-echo (SE) T1 weighted images and gradient echo (GE) T1 weight ed images of rat's brains were obtained 2 hours after onset of intracerebral hemorrhage. EPI and FSE T2 images were additionally obtained 30 min and 1 hour after onset of hemorrhage in 3 and 6 rat, repeatedly, For objective visual assessment, discrimination between the lesion and normal brain parenchyma was evaluated on various MR sequences by three radiologists. For quantitative assessment, contrast-to-noise ratio (CNR) was calculated fro hemorrhage-normal brain parenchyma. Statistical analysis was performed usning the Wilcoxon-Ranks test. Results : EPI, FLAIR, and FSE T2 images showed high signal intensity lesions. The lesion discrimination was easier on EPI than on other sequences, and also EPI showed higher signal intensity for the subjective visual assessment. In quantitative evaluation, CNR of the hemorrhagic lesion versus normal brain parenchyma were higher on EPI and FLAIR images (p<0.01). There was no difference in CNR between EPI and FLAIR (p>0.10). On MR images obtained 30 minutes and 1 hour after the onset of intracerebral hemorrhage, the lesion detection was feasible on both EPI and FSE T2 images showing high signal intensity. Conclusion : EPI showed higher detection rate as compared with other MR sequences and could be useful in early detection and evaluation of intracerebral hemorrhage.

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Helper Classification via Three Dimensional Visualization of Character-net (Character-net의 3차원 시각화를 통한 조력자의 유형 분류)

  • Park, Seung-Bo;Jeon, Yoon Bae;Park, Juhyun;You, Eun Soon
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.53-62
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    • 2018
  • It is necessary to analyze the character that are a key element of the story in order to analyze the story. Current character analysis methods such as Character-net and RoleNet are not sufficient to classify the roles of supporting characters by only analyzing the results of the final accumulated stories. It is necessary to study the time series analysis method according to the story progress in order to analyze the role of supporting characters rather than the accumulated story analysis method. In this paper, we propose a method to classify helpers as a mentor and a best friend through 3-D visualization of Character-net and evaluate the accuracy of the method. WebGL is used to configure the interface for 3D visualization so that anyone can see the results on the web browser. It is also proposed that rules to distinguish mentors and best friends and evaluated their performance. The results of the evaluation of 10 characters selected for 7 films confirms that they are 90% accurate.

Wavelet-based Digital watermarking Using Multiple threshold (다중 임계치를 적용한 웨이브릿 기반 디지털 워터마킹 기법)

  • Kim, Jae-Won;Nam, Jae-Yeal
    • The KIPS Transactions:PartB
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    • v.10B no.4
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    • pp.419-428
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    • 2003
  • Recently, digital watermarking has been proposed as a viable solution to the need of copyright protection and authentication of multimedia data. A robust wavelet-based watermark casting scheme and a watermark retrieval technique are suggested in this paper. We present a method which can add the watermark to the significant coefficients in the DWT domain, and does not require the original image in the detection process. In adaptive watermark casting method is developed to select perceptually significant coefficients for each subband using multiple threshold. In the proposed method, an adaptive multiple threshold scheme is used to reflect characteristics of each subband and complexity of image. The watermark is adaptively weighted in different subbands to achieve robustness as well as high perceptual quality. The watermark, Gaussian random sequence is added to the large coefficients but not in the lowest subband in the DWT domain. Experimental results show that the proposed algorithm produced visually very good watermarked image which has good invisibility to human eyes and very robust against various image processing and compression attacks.

Analysis of the cause of VIMS for minimizing VR nausea in VR environment (VR 환경에서의 사이버 멀미 최소화를 위한 어지럼증 유발 원인 분석)

  • Lee, Jae-Gap;Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.19 no.3
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    • pp.133-138
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    • 2018
  • VR technology is a technology that allows a user to experience virtual reality close to reality by wearing an HMD (Head Mounted Display) device. Recently, as the interest in VR technology increases due to the 4th industrial revolution, various HMD devices are spreading. As a result, VR technology is being rapidly applied to various fields, but many of them still experience VR nausea. VR nausea is caused mainly by visual factors, unlike motion nausea, such as car nausea, sea nausea, and air nausea. Such occurrence of VR nausea may be caused by the characteristics of visual information of VR video contents, the hardware characteristics of HMD devices blocking the external visual field, or the physical specificity of individuals, and it is difficult to distinguish the causes. In this paper, we aim to analyze the characteristics of Visually Induced Motion Nausea images focusing on VR video content, which is the cause of VR nausea, in order to search for minimization of Cyber sickness occurrence.