• Title/Summary/Keyword: 시각미디어

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Analysis of News Agenda Using Text mining and Semantic Network Analysis: Focused on COVID-19 Emotions (텍스트 마이닝과 의미 네트워크 분석을 활용한 뉴스 의제 분석: 코로나 19 관련 감정을 중심으로)

  • Yoo, So-yeon;Lim, Gyoo-gun
    • Journal of Intelligence and Information Systems
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    • v.27 no.1
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    • pp.47-64
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    • 2021
  • The global spread of COVID-19 around the world has not only affected many parts of our daily life but also has a huge impact on many areas, including the economy and society. As the number of confirmed cases and deaths increases, medical staff and the public are said to be experiencing psychological problems such as anxiety, depression, and stress. The collective tragedy that accompanies the epidemic raises fear and anxiety, which is known to cause enormous disruptions to the behavior and psychological well-being of many. Long-term negative emotions can reduce people's immunity and destroy their physical balance, so it is essential to understand the psychological state of COVID-19. This study suggests a method of monitoring medial news reflecting current days which requires striving not only for physical but also for psychological quarantine in the prolonged COVID-19 situation. Moreover, it is presented how an easier method of analyzing social media networks applies to those cases. The aim of this study is to assist health policymakers in fast and complex decision-making processes. News plays a major role in setting the policy agenda. Among various major media, news headlines are considered important in the field of communication science as a summary of the core content that the media wants to convey to the audiences who read it. News data used in this study was easily collected using "Bigkinds" that is created by integrating big data technology. With the collected news data, keywords were classified through text mining, and the relationship between words was visualized through semantic network analysis between keywords. Using the KrKwic program, a Korean semantic network analysis tool, text mining was performed and the frequency of words was calculated to easily identify keywords. The frequency of words appearing in keywords of articles related to COVID-19 emotions was checked and visualized in word cloud 'China', 'anxiety', 'situation', 'mind', 'social', and 'health' appeared high in relation to the emotions of COVID-19. In addition, UCINET, a specialized social network analysis program, was used to analyze connection centrality and cluster analysis, and a method of visualizing a graph using Net Draw was performed. As a result of analyzing the connection centrality between each data, it was found that the most central keywords in the keyword-centric network were 'psychology', 'COVID-19', 'blue', and 'anxiety'. The network of frequency of co-occurrence among the keywords appearing in the headlines of the news was visualized as a graph. The thickness of the line on the graph is proportional to the frequency of co-occurrence, and if the frequency of two words appearing at the same time is high, it is indicated by a thick line. It can be seen that the 'COVID-blue' pair is displayed in the boldest, and the 'COVID-emotion' and 'COVID-anxiety' pairs are displayed with a relatively thick line. 'Blue' related to COVID-19 is a word that means depression, and it was confirmed that COVID-19 and depression are keywords that should be of interest now. The research methodology used in this study has the convenience of being able to quickly measure social phenomena and changes while reducing costs. In this study, by analyzing news headlines, we were able to identify people's feelings and perceptions on issues related to COVID-19 depression, and identify the main agendas to be analyzed by deriving important keywords. By presenting and visualizing the subject and important keywords related to the COVID-19 emotion at a time, medical policy managers will be able to be provided a variety of perspectives when identifying and researching the regarding phenomenon. It is expected that it can help to use it as basic data for support, treatment and service development for psychological quarantine issues related to COVID-19.

A Study on the Landscape Cognition of Wind Power Plant in Social Media (소셜미디어에 나타난 풍력발전시설의 경관 인식 연구)

  • Woo, Kyung-Sook;Suh, Joo-Hwan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.50 no.5
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    • pp.69-79
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    • 2022
  • This study aims to assess the current understanding of the landscape of wind power facilities as renewable energy sources that supply sightseeing, tourism, and other opportunities. Therefore, social media data related to the landscape of wind power facilities experienced by visitors from different regions was analyzed. The analysis results showed that the common characteristics of the landscape of wind power facilities are based on the scale of wind power facilities, the distance between overlook points of wind power facilities, the visual openness of the wind power facilities from the overlook points, and the terrain where the wind power facilities are located. In addition, the preference for wind power facilities is higher in places where the shape of wind power facilities and the surrounding landscape can be clearly seen- flat ground or the sea are considered better landscapes. Negative keywords about the landscape appear on Gade Mountain in Taibai, Meifeng Mountain in Taibai, Taiqi Mountain, and Gyeongju Wind Power Generation Facilities on Gyeongshang Road in Gangwon. The keyword 'negation' occurs when looking at wind power facilities at close range. Because of the high angle of the view, viewers can feel overwhelmed seeing the size of the facility and the ridge simultaneously, feeling psychological pressure. On the contrary, positive landscape adjectives are obtained from wind power facilities on flat ground or the sea. Visitors think that the visual volume of the landscape is fully ensured on flat ground or the sea, and it is a symbolic element that can represent the site. This study analyzes landscape awareness based on the opinions of visitors who have experienced wind power facilities. However, wind power facilities are built in different areas. Therefore, landscape characteristics are different, and there are many variables, such as viewpoints and observers, so the research results are difficult to popularize and have limitations. In recent years, landscape damage due to the construction of wind power facilities has become a hot issue, and the domestic methods of landscape evaluation of wind power facilities are unsatisfactory. Therefore, when evaluating the landscape of wind power facilities, the scale of wind power facilities, the inherent natural characteristics of the area where wind power facilities are set up, and the distance between wind power facilities and overlook points are important elements to consider. In addition, wind power facilities are set in the natural environment, which needs to be protected. Therefore, from the landscape perspective, it is necessary to study the landscape of wind power facilities and the surrounding environment.

Twitter Issue Tracking System by Topic Modeling Techniques (토픽 모델링을 이용한 트위터 이슈 트래킹 시스템)

  • Bae, Jung-Hwan;Han, Nam-Gi;Song, Min
    • Journal of Intelligence and Information Systems
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    • v.20 no.2
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    • pp.109-122
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    • 2014
  • People are nowadays creating a tremendous amount of data on Social Network Service (SNS). In particular, the incorporation of SNS into mobile devices has resulted in massive amounts of data generation, thereby greatly influencing society. This is an unmatched phenomenon in history, and now we live in the Age of Big Data. SNS Data is defined as a condition of Big Data where the amount of data (volume), data input and output speeds (velocity), and the variety of data types (variety) are satisfied. If someone intends to discover the trend of an issue in SNS Big Data, this information can be used as a new important source for the creation of new values because this information covers the whole of society. In this study, a Twitter Issue Tracking System (TITS) is designed and established to meet the needs of analyzing SNS Big Data. TITS extracts issues from Twitter texts and visualizes them on the web. The proposed system provides the following four functions: (1) Provide the topic keyword set that corresponds to daily ranking; (2) Visualize the daily time series graph of a topic for the duration of a month; (3) Provide the importance of a topic through a treemap based on the score system and frequency; (4) Visualize the daily time-series graph of keywords by searching the keyword; The present study analyzes the Big Data generated by SNS in real time. SNS Big Data analysis requires various natural language processing techniques, including the removal of stop words, and noun extraction for processing various unrefined forms of unstructured data. In addition, such analysis requires the latest big data technology to process rapidly a large amount of real-time data, such as the Hadoop distributed system or NoSQL, which is an alternative to relational database. We built TITS based on Hadoop to optimize the processing of big data because Hadoop is designed to scale up from single node computing to thousands of machines. Furthermore, we use MongoDB, which is classified as a NoSQL database. In addition, MongoDB is an open source platform, document-oriented database that provides high performance, high availability, and automatic scaling. Unlike existing relational database, there are no schema or tables with MongoDB, and its most important goal is that of data accessibility and data processing performance. In the Age of Big Data, the visualization of Big Data is more attractive to the Big Data community because it helps analysts to examine such data easily and clearly. Therefore, TITS uses the d3.js library as a visualization tool. This library is designed for the purpose of creating Data Driven Documents that bind document object model (DOM) and any data; the interaction between data is easy and useful for managing real-time data stream with smooth animation. In addition, TITS uses a bootstrap made of pre-configured plug-in style sheets and JavaScript libraries to build a web system. The TITS Graphical User Interface (GUI) is designed using these libraries, and it is capable of detecting issues on Twitter in an easy and intuitive manner. The proposed work demonstrates the superiority of our issue detection techniques by matching detected issues with corresponding online news articles. The contributions of the present study are threefold. First, we suggest an alternative approach to real-time big data analysis, which has become an extremely important issue. Second, we apply a topic modeling technique that is used in various research areas, including Library and Information Science (LIS). Based on this, we can confirm the utility of storytelling and time series analysis. Third, we develop a web-based system, and make the system available for the real-time discovery of topics. The present study conducted experiments with nearly 150 million tweets in Korea during March 2013.

The Landscape of Seonyoo-do Park Captured in One-Person Media Focusing on Blogs (1인 미디어 블로그(Blog)가 포착한 선유도공원 경관)

  • Bark, Sun-Hee;Kim, Yun-Geum
    • Journal of the Korean Institute of Landscape Architecture
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    • v.39 no.3
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    • pp.64-73
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    • 2011
  • This study starts from the hypothesis that the information society has affected the layman's interpretation and production of content. Specifically, the manner and contents of communication concerning the landscape of Soonyoo-do Park in blogs are surveyed and the possibilities and limitations of this phenomenon are discussed. The following topics are dealt with. Firstly, what is the landscape of Seonyoodo Park as captured by bloggers? What type of landscape do bloggers respond to? Secondly, what is the unique way that bloggers capture and interpret the landscape? Thirdly, What are the possibilities and limitations discovered from the landscape as captured and interpreted by bloggers? Thus, 1,000 blog posts concerning Soonyoo-do Park, as culled from the Internet, were categorized into three areas, First are blog posts browsed by keywords such as 'photo', 'a photographer's visit', 'a good p1ace for taking photos', and 'landscape'. These are focused on the visual aspects of the landscape. The second category is posts under the keywords 'domestic travel', 'Seoul travel', 'travel', and 'recommendation'. They contain introductory information on Seonyoodo Park; that is, they focus cm the more utilitarian functions of Seonyoodo Park as a place. The third one is posts that record personal experiences. The subjects for photography are the bloggers themselves and their companions. As a result of studying the way bloggers deal with landscape, it was found that first, people have developed the ability to capture the landscape and interpret the landscape actively and independently. This process can be regarded as the reproduction of landscape and place. In addition, the recording of their appreciation and feeling overlaps with evaluation and assumption. One negative aspect, however, is that many bloggers dramatize and repeat similar scenes. This can be seen as a make-up of image. The limitations of this study include difficulty in interpretation because blogs, which are the objects of this study, are very subjective and personal. In addition, it was not easy to categorize posts because there were diverse images and a broad range of writing. Nevertheless, practitioners of landscape architecture should continue to monitor and use one-person media like blogs, because the relationship between modern man and the landscape can be better understood through them.

A Study on practical use about Kinetic Typography of Ethics Character Picture of filial piety and brotherly love (효제문자도(孝悌文字圖)의 키네틱 타이포그래피 활용 연구)

  • Chung, Chi-Won
    • Cartoon and Animation Studies
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    • s.50
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    • pp.327-347
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    • 2018
  • From the end of the 18th century to the end of the 19th century, the late 19th century was a genre of a new art that was in contrast to the distribution between social class and low class, and it was also a popular culture that attempted to transform the late Joseon Dynasty's social class. It is no exaggeration to say that it is the origin of the Korean folk art, started as popular art concepts, use colorful techniques and decorations which doesn't yield to ordinary iconography. But, because of the attempt of this technique was used by lower class, the meaning of the idea was lowered from iconography to secular picture. Ethics character picture, passed on to the present from going through the upheaval cultural time, was started from secular picture and transformed into hyukpil time illustration, and it represented popular arts until now. This thesis aims to reflect the meaning, various visual expressions and the lifestyle of Ethics Character Picture of filial piety and brotherly love, which is a unique genre of popular arts. Also, propose to suggest about the kinetic typography using video media, and how the traditional ethics character picture, which are combined with video technology, effects to the advertisements. These kind of attempts will show the world about the korea's traditional contents, and through the various media information it can be recreated as national symbolic key words. Furthermore, its meaningful to pass down the noble and cultural Ethics Character Picture of filial piety and brotherly love to younger generations. And by realigning to modern expression, it is predicted that it will be significantly meaningful to pass down and make the younger generations to understand to spirit of the ancestors. This will allow various attempts to reconstruct various items of contents from Korea's traditional contents to new media content that merged with video media.

Real-Time Video Quality Assessment of Video Communication Systems (비디오 통신 시스템의 실시간 비디오 품질 측정 방법)

  • Kim, Byoung-Yong;Lee, Seon-Oh;Jung, Kwang-Su;Sim, Dong-Gyu;Lee, Soo-Youn
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.46 no.3
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    • pp.75-88
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    • 2009
  • This paper presents a video quality assessment method based on quality degradation factors of real-time multimedia streaming services. The video quality degradation is caused by video source compression and network states. In this paper, we propose a blocky metric on an image domain to measure quality degradation by video compression. In this paper, the proposed boundary strength index for the blocky metric is defined by ratio of the variation of two pixel values adjacent to $8{\times}8$ block boundary and the average variation at several pixels adjacent to the two boundary pixels. On the other hand, unnatural image movement caused by network performance deterioration such as jitter and delay factors can be observed. In this paper, a temporal-Jerkiness measurement method is proposed by computing statistics of luminance differences between consecutive frames and play-time intervals between frames. The proposed final Perceptual Video Quality Metric (PVQM) is proposed by consolidating both blocking strength and temporal-jerkiness. To evaluate performance of the proposed algorithm, the accuracy of the proposed algorithm is compared with Difference of Mean Opinion Score (DMOS) based on human visual system.

Study on Storytelling of VR Cartoons (VR 카툰의 스토리텔링 연구)

  • Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.45-52
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    • 2018
  • The virtual reality (VR) cartoon is a format of VR contents that leverage the characteristics of webtoons that provides the simple story line and graphical storytelling tools to strategically surmount limitations of VR contents design. The VR cartoon enables people to experience the imaginary three-dimensional space in the webtoon as a real space by the transformation of webtoon contents through VR prototyping. The VR cartoon successfully presents focused environment where people can readily pay attention to the contents without notable motion sickness. People have been familiar with the storytelling strategy in the context of published cartoons and webtoons, likely we've understood the narrative of a movie through the continuous scenes projected in the screen. Indeed, it has been recognized as a popular toolset of communication, where visual images are sequentially delivered by replacing multiple planar spaces to tell a story narrative. While there are discrete panels with the time and space resolution in the graphical cartoons, people can distill a commit closure based on their past experiences. This is a typical "grammar" of the cartoon, which can be extrapolated to the VR cartoon that provides a seminal storytelling strategy. In this article, we review how the storytelling strategy in webtoons has been transformed into that in VR cartoons, and analyze the key components of VR cartoons. We envision that our research can potentially create keystones to produce variety of new VR contents by reflecting various narrative media including cartoon as a 'sequential art'.

Hybrid Tone Mapping Technique Considering Contrast and Texture Area Information for HDR Image Restoration (HDR 영상 복원을 위해 대비와 텍스쳐 영역 정보를 고려한 혼합 톤 매핑 기법)

  • Kang, Ju-Mi;Park, Dae-Jun;Jeong, Jechang
    • Journal of Broadcast Engineering
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    • v.22 no.4
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    • pp.496-508
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    • 2017
  • In this paper, we propose a Tone Mapping Operator (TMO) that preserves global contrast and precisely preserves boundary information. In order to reconstruct a High Dynamic Range (HDR) image to a Low Dynamic Range (LDR) display by using Threshold value vs. Intensity value (TVI) based on Human Visual System (HVS) and contrast value. As a result, the global contrast of the image can be preserved. In addition, by combining the boundary information detected using Guided Image Filtering (GIF) and the detected boundary information using the spatial masking of the Just Noticeable Difference (JND) model, And improved the perceived image quality of the output image. The conventional TMOs are classified into Global Tone Mapping (GTM) and Local Tone Mapping (LTM). GTM preserves global contrast, has the advantages of simple implementation and fast execution time, but it has a disadvantage in that the boundary information of the image is lost and the regional contrast is not preserved. On the other hand, the LTM preserves the local contrast and boundary information of the image well, but some areas are expressed unnatural like the occurrence of the halo artifact phenomenon in the boundary region, and the calculation complexity is higher than that of GTM. In this paper, we propose TMO which preserves global contrast and combines the merits of GTM and LTM to preserve boundary information of images. Experimental results show that the proposed tone mapping technique has superior performance in terms of cognitive quality.

Comparison of Objective Metrics and 3D Evaluation Using Upsampled Depth Map (깊이맵 업샘플링을 이용한 객관적 메트릭과 3D 평가의 비교)

  • Mahmoudpour, Saeed;Choi, Changyeol;Kim, Manbae
    • Journal of Broadcast Engineering
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    • v.20 no.2
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    • pp.204-214
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    • 2015
  • Depth map upsampling is an approach to increase the spatial resolution of depth maps obtained from a depth camera. Depth map quality is closely related to 3D perception of stereoscopic image, multi-view image and holography. In general, the performance of upsampled depth map is evaluated by PSNR (Peak Signal to Noise Ratio). On the other hand, time-consuming 3D subjective tests requiring human subjects are carried out for examining the 3D perception as well as visual fatigue for 3D contents. Therefore, if an objective metric is closely correlated with a subjective test, the latter can be replaced by the objective metric. For this, this paper proposes a best metric by investigating the relationship between diverse objective metrics and 3D subjective tests. Diverse reference and no-reference metrics are adopted to evaluate the performance of upsampled depth maps. The subjective test is performed based on DSCQS test. From the utilization and analysis of three kinds of correlations, we validated that SSIM and Edge-PSNR can replace the subjective test.

A Study of Visualization Methods and languages for Presenting Database Information (데이터베이스 정보의 시각화 방법과 그 표현 언어들에 관한 연구)

  • 김성곤
    • Archives of design research
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    • v.13 no.3
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    • pp.191-200
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    • 2000
  • Recently, as the form of media has been various and computer graphic technology has developed, it has been possible and attempted to present database information 3-dimensionally and dynamically. However, there was not many studies done regarding how to present 3-dimensional and dynamic information. Therefore, this study was conducted to develop presentation techniques and languages of 3-dimensional and dynamic information. This paper consists of four section. First, it was introduced by secondary research that fundamental knowledge and functions for presenting the information by the computer graphics. In other words, it was stated what is possible to present 3-dimensional information on the 2-dimensional screen and which functins becomes better as computer graphic technology has developed. Second, computer graphic model that present database information should also have hierarchical structure that database information has. Thus, it was discussed how to present information regarding how to make a structure of graphic model that present database information. There are two ways to present information- by changing structure of information and by changing graphical presentation techniques. Third, all the graphical presentation language was collected and explained. Finally, the case study of presenting statistical data for baseball players demonstrated concrete example of using graphical presentation language.

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