• Title/Summary/Keyword: 시각재현

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Development of sound location visualization intelligent control system for using PM hearing impaired users (청각 장애인 PM 이용자를 위한 소리 위치 시각화 지능형 제어 시스템 개발)

  • Yong-Hyeon Jo;Jin Young Choi
    • Convergence Security Journal
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    • v.22 no.2
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    • pp.105-114
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    • 2022
  • This paper is presents an intelligent control system that visualizes the direction of arrival for hearing impaired using personal mobility, and aims to recognize and prevent dangerous situations caused by sound such as alarm sounds and crack sounds on roads. The position estimation method of sound source uses a machine learning classification model characterized by generalized correlated phase transformation based on time difference of arrival. In the experimental environment reproducing the road situations, four classification models learned after extracting learning data according to wind speeds 0km/h, 5.8km/h, 14.2km/h, and 26.4km/h were compared with grid search cross validation, and the Muti-Layer Perceptron(MLP) model with the best performance was applied as the optimal algorithm. When wind occurred, the proposed algorithm showed an average performance improvement of 7.6-11.5% compared to the previous studies.

3D Object Extraction Mechanism from Informal Natural Language Based Requirement Specifications (비정형 자연어 요구사항으로부터 3D 객체 추출 메커니즘)

  • Hyuntae Kim;Janghwan Kim;Jihoon Kong;Kidu Kim;R. Young Chul Kim
    • The Transactions of the Korea Information Processing Society
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    • v.13 no.9
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    • pp.453-459
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    • 2024
  • Recent advances in generative AI technologies using natural language processing have critically impacted text, image, and video production. Despite these innovations, we still need to improve the consistency and reusability of AI-generated outputs. These issues are critical in cartoon creation, where the inability to consistently replicate characters and specific objects can degrade the work's quality. We propose an integrated adaption of language analysis-based requirement engineering and cartoon engineering to solve this. The proposed method applies the linguistic frameworks of Chomsky and Fillmore to analyze natural language and utilizes UML sequence models for generating consistent 3D representations of object interactions. It systematically interprets the creator's intentions from textual inputs, ensuring that each character or object, once conceptualized, is accurately replicated across various panels and episodes to preserve visual and contextual integrity. This technique enhances the accuracy and consistency of character portrayals in animated contexts, aligning closely with the initial specifications. Consequently, this method holds potential applicability in other domains requiring the translation of complex textual descriptions into visual representations.

Simulation and Post-representation: a study of Algorithmic Art (시뮬라시옹과 포스트-재현 - 알고리즘 아트를 중심으로)

  • Lee, Soojin
    • 기호학연구
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    • no.56
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    • pp.45-70
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    • 2018
  • Criticism of the postmodern philosophy of the system of representation, which has continued since the Renaissance, is based on a critique of the dichotomy that separates the subjects and objects and the environment from the human being. Interactivity, highlighted in a series of works emerging as postmodern trends in the 1960s, was transmitted to an interactive aspect of digital art in the late 1990s. The key feature of digital art is the possibility of infinite variations reflecting unpredictable changes based on public participation on the spot. In this process, the importance of computer programs is highlighted. Instead of using the existing program as it is, more and more artists are creating and programming their own algorithms or creating unique algorithms through collaborations with programmers. We live in an era of paradigm shift in which programming itself must be considered as a creative act. Simulation technology and VR technology draw attention as a technique to represent the meaning of reality. Simulation technology helps artists create experimental works. In fact, Baudrillard's concept of Simulation defines the other reality that has nothing to do with our reality, rather than a reality that is extremely representative of our reality. His book Simulacra and Simulation refers to the existence of a reality entirely different from the traditional concept of reality. His argument does not concern the problems of right and wrong. There is no metaphysical meaning. Applying the concept of simulation to algorithmic art, the artist models the complex attributes of reality in the digital system. And it aims to build and integrate internal laws that structure and activate the world (specific or individual), that is to say, simulate the world. If the images of the traditional order correspond to the reproduction of the real world, the synthesized images of algorithmic art and simulated space-time are the forms of art that facilitate the experience. The moment of seeing and listening to the work of Ian Cheng presented in this article is a moment of personal experience and the perception is made at that time. It is not a complete and closed process, but a continuous and changing process. It is this active and situational awareness that is required to the audience for the comprehension of post-representation's forms.

Chronopolitics in the Cinematic Representations of "Comfort Women" (일본군 '위안부'의 영화적 기억과 크로노폴리틱스)

  • Park, Hyun-Seon
    • Journal of Popular Narrative
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    • v.26 no.1
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    • pp.175-209
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    • 2020
  • This paper examines how the cinematic representation of the Japanese military "comfort women" stimulates 'imagination' in the realm of everyday life and in the memory of the masses, creating a common awareness and affect. The history of the Japanese military "comfort women" was hidden for a long time, and it was not until the 1990s that it entered the field of public recognition. Such a transition can be attributed to the external and internal chronopolitics that made possible the testimony of the victims and the discourse of the "comfort women" issue. It shows the peculiar status of the comfort women history as 'politics of time'. In the same vein, the cinematic representations of the Japanese military "comfort women" can be found in similar chronopolitics. The 'comfort women' films have shown the dual time frame of the continuity and discontinuity of the 'silence'. In Korean film history, the chronotope of the reproduction of "comfort women" can be divided into four phases: 1) the fictional representations of "comfort women" before the 1990s 2) documentaries in the late 1990s as the work of testimony and history writing, 3) melodramatic transformation in the feature films in the 2000s, and 4) the diffusion of media and categories. The purpose of this article is to focus on the first phase and the third phase in which the issue of 'comfort women' is represented in the category of popular fiction films. While the "comfort women" representations before 1990 were strictly adhering to the framework of commercial movies and pursued the sexual exploitation of "comfort women" history, the recent films since the 2000s are experimenting with various attempts in the style of popular imagination. Especially, the emergence of 'comfort women' feature films in the 2000s, such as Spirit's Homecoming, I Can Speak, and Herstory, raise various questions as to whether we are "properly" aware of issues and how to remember and present the "cultural memory" of comfort women. Also, focusing on the cinematic representation strategies of the 2000s "comfort women", this article discusses the popular politics of melodrama, the representation of victims and violence, and the feature of 'comfort women' as meta-memory. As a melodramatic imagination and meta-memory for the historical trauma, the "comfort women" drama shows the historical, political, and aesthetic gateways to which the "comfort women" problem must pass. As we have seen in recent fiction films, the issue of "comfort women" goes beyond transnational relations between Korea and Japan; it demands a postcolonial task to dismantle the old colonial structure and explores a transnational project in which women's movements and human rights movements are linked internationally.

Research on Re-creational Experiment and Technique of Gold Powder Painting for Goryeo Gold-painted Porcelain (고려시대 금채자기의 채색기법 재현실험 연구)

  • Hwang, Hyun-Sung;Lee, Da-Hae
    • Journal of Conservation Science
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    • v.27 no.4
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    • pp.403-414
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    • 2011
  • This study is re-creational experiment of Goryeo gold-painted decoration based on the research of the gold remaining and gold painting technique on the two pieces of Goryeo gold-painted celadon and the three pieces of Chinese gold-painted porcelain on North Song period which ones have been owned by National Museum of Korea since 2007. For the observation of glue state and color developing ability, four kinds of agglutinative agent and gold powder were mixed over the porcelain sherds, then gradually fired from $100^{\circ}C$ to $1200^{\circ}C$. Visual effect and ideal temperature were measured. Among of them, oil and glue showed the best results in glue state and color developing ability. Through those results, the entire Goryeo engraved celadon were reproduced in modern facilities. Oil and glue were gold-painted over the glaze then it was fired at the ideal temperature 700 to $800^{\circ}C$. For observation the binding condition, the gold-painting cross section was looked by the scanning electron microscope (SEM). As the result, oil and glue did not make much difference in Agglutinative agent, but gold was good, the color developing ability, however, in the case of oil, the edge of gold is curled because of its interfacial tension, and it is not dried well at room temperature so the working property is not as good as the glue. Glue more effective in terms of work efficiency, but color developing ability to fall slightly in this experiment were able to see through.

Study for applying the augmented reality onto postage stamps (우표의 증강현실 적용에 관한 연구)

  • Lee, Ki Ho
    • Cartoon and Animation Studies
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    • s.33
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    • pp.503-529
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    • 2013
  • The commemorative AR postage stamps which are the world first presented at The YEOSU EXPO 2012 has had meaning of communicating with future in this present from a convergence that the most analog medium is using now and that the AR is cutting edge of digital technology. The AR stamps printed 10 kind out of 33 commemorative stamps. These have great significance that is artistic value than that is world first. The applied AR images are not only expressed 3D real images but also artic represented and signifying each stamp images from visualized creativity process, and build 'new art space' that is new concept between on real(analog) and virtual(digital). This study analyzes meaning of images and then makes concept of AR contents design. The processing is designed and considered the meaning of architectures and environments, and the regional specific feature of the Yeosu with surrealistic graphic concept. The 10 of deducted images were expressed after AR coding such as visual arts. This study realized markerless 3D image tracking AR stamps and deducted research result are; the first, it was able to figure out how to realize AR in the process of registering the reference images, coordinating transformation, and hybriding AR on the stamps for the mobile devices. The second, it was able to be seeked a possibility of new virtual exhibition space. The third, it was able to know possibility of satisfaction of immersing with visual formativeness and usability with informativity.

children's response according to the expressive method of the form which is expressed on the picture book Illustration. (그림책일러스트레이션에 나타난 형태의 표현유형에 따른 어린이의 반응 연구)

  • Yoo, Dong-Kwan
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.313-322
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    • 2006
  • Among many modelling factors which consist of a screen, a form brings a child's psychological response, according to its being drawn and expressed shape, and would be defined as a visual descriptive method which transmits the relation between the subject and background by a story content and the circumstance and emotion of characters in the story. In this study, to analyze how an expressed form on a screen works to a child visually and psychologically, I, first have examined how differently a child's perception development and its experience to the form is come out by the age of a child, and have found that it influences on a child's originality and creativity development, visual and psychological thinking development, and the stimulation on dream and imagination. And I have examined each characteristic by discriminating the expressive style of the form into a reproductive, a simplified, an exaggerated and a distorted form expression, and by utilizing it as substantiative data through the 1st and 2nd stage, have analyzed responses and preferences according to a style of a child's expression form. In conclusion, I have considered that the analysis result through the substantiative study would be a help not only to the form expression which is based on an illustrator's personality and creativity, and also would be utilized in the effective expression method study and experiment of students who learns the illustration.

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'Media Influence' Discourses Articulated for Crowd Control in Colonial Korea (식민지 '미디어 효과론'의 구성 대중 통제 기술로서 미디어 '영향 담론')

  • Yoo, Sunyoung
    • Korean journal of communication and information
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    • v.77
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    • pp.137-163
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    • 2016
  • In the early 1900, photography, magic lantern and cinema were simultaneously introduced and experienced until the mid-1910s as mysterious and magical symbol of modern science and technology. The technology of vision, cinema in particular demonstrated its commercially expandable potentials through serial films in the mid-1910s, silent cinema in the 1920s and talkies in 1930s. I argue that a metaphor 'like a movie' which was would be spoken out by peoples as a cliche ever since the late 1910s whenever they encountered something uncanny, mysterious, and looking wholly new phenomena informs how cinematic technology worked in colonial society at the turning point to the early 20th century. Mass in colonial society accepted cinema and other visual technologies not only as an advanced science of the times but as texts of modernity that is the reason why cinema had so quickly taken cultural hegemony over the colony. Until the mid-1920s, discourse on cinema focused not on cinema itself, rather more on the theatre matters such as hygiene, facilities for public use, disturbance, quarrels and fights, theft, and etc. Since the mid-1920s and especially in wartime 1930s, discourses about negative influences and effects of cinema on behavior, mind and spirit of masses, bodily health, morality and crime were articulated and delivered by Japanese authorities and agencies like as police, newspapers and magazines, and collaborate Korean intellectuals. Theories and research reports stemming from disciplines of psychology, sociology, and mass-psychology that emphasized vulnerability and susceptibility of the crowd and mass consumers who would be exposed to visual images, spectacles and strong toxic stimulus in everyday lives. Those negative discourse on influences and effects of cinema was intimately associated with fear of the crowd and mass as well as new technology which does not allow clear understanding about how it works in future. The fact that cinema as a technology of vision could be used as an apparatus of ideology and propaganda stirred up doubts and pessimistic perspectives on cinema influence. Discourse on visual technology cinema constructed under colonial governance is doomed to be technology of mass control for empire's own sake.

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A Study on Fashion Design Using Geometric Pattern (기하학적 패턴을 활용한 패션디자인 연구)

  • 김신우;금기숙
    • Journal of the Korean Society of Costume
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    • v.52 no.1
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    • pp.53-67
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    • 2002
  • 자연을 분석함으로써, 얻어진 기하학적 패턴은 이미 자연의 질서를 포함하고 있는 논리적이고 합리적인 기본형이기 때문에 간결하며 시각적으로 명쾌감을 준다. 이러한 기하학적 패턴은 복식 디자인에 있어서 20 세기 이후 여러 디자이너의 작품을 통해 재구성되어 현대적 이미지를 나타내는 중요한 모티브가 되고 있으며, 다양한 기법과 재료로 형성화하여 도입되고 있다. 이에 본 연구는 복식의 문양, 실루엣, 디테일에 사용되고 있는 기하학적 패턴을 연구함으로써 기하학적 패턴의 새로운 조형가치를 고찰하였다. 먼저 기하학의 용어 정의를 하였고 기하학적 패턴의 유형과 표현 기법을 분석하고 정리하여 현대 패션에 나타난 기하학적 패턴의 조형미와 그것을 바탕으로 패션 이미지를 추론해 보았다. 현대 패션에 나타난 기하학 패턴을 분석해 보면 유형으로는 첫째, 기하하적 문양으로 복식디자인에 있어서 주로 평면적인 형태로 많이 나타나지만, 크기가 다르고 동일한 기하학적 패턴을 조합시킴으로서 평면적인 형태에 공간감을 부여하기도 하며, 같은 기하학적 패턴의 표면이라도 배치구조에 의해 직선 혹은 사선으로 지각되므로 전혀 다른 이미지를 주었다. 또한 현대 패션에 나타난 기하학적 패턴이 종류는 세로 스트라이프, 가로 스트라이프, 격자 문양, 원, 사선 스트라이프, 마름모, 사각형, 삼각형 등의 순서로 많이 나타났다. 둘째, 색채는 단색의 복식에 강한 대비가 이루어지는 색상으로 표현되어 역동감과 유연한 운동감을 나타났다. 셋째, 기하학적 실루엣으로 단순한 라인의 형태를 나타내거나 입체적이고 부조적인 형태로 구성되어 전체적인 실루엣으로 사용되어 강한 조형감각을 보여주는데 원형을 이용한 실루엣이 가장 많았으며 사각형을 이용한 실루엣, 삼각형을 이용한 실루엣 순서로 나타났다. 넷째, 기하학적인 디테일로 복식의 어느 한 부분에 장식적으로 사용되거나 입체적 형태로 부출 되어 부조적인 느낌을 주는데 소매에 가장 많이 나타났으며 앞여밈, 칼라, 밑단, 주머니 순서로 장식되었다. 다섯째, 현대 패션에 표현된 기하학적 패턴의 표현기법으로는 프린팅, 퀼팅, piece기법, 패치워크, 엮기, 꼴라쥬, 아플리케 순서로 많이 나타났다. 위의 분석을 토대로 기하학 패턴을 활용한 디자인에 내재된 조형의지는 다음과 같이 정리되었다. 첫째, 기하학적 패턴이 지닌 단순성과 경직성을 완화하기 위하여 여러 가지 패브릭을 조합시켜 입체적인 표면효과로 시각적인 착시효과를 극대화하였다. 둘째, 표현기법은 입체파적 표현주의의 특성의 하나로 복시에 사용되는 소재의 왜곡으로 설명할 수 있으며, 새롭고 실험적인 소재의 도입으로 인해 의외성과 부조화를 유발시키는 통시에 유희직인 일면도 지니는 일종의 그로테스크를 나타냈다. 이상에서 정립된 조형의지를 바탕으로 현대 패션에 나타란 기하학 패턴은 절제된 단순함과 명확성으로 단순미가 유추되었고 강한 색상대비로 인한 시각적 집중효과로 주목성을 가지며 재현이 가능하므로 반복성이 유추되었다. 그리고 표준영역이 없는 창의적 표현으로 풍부한 독창성을 보여주고 있다. 또한 내재된 패션 이미지를 분석해 보면 정확함과 차가움의 의미를 지닌 이지적 이미지와 우주의 질서를 반영하는 상징적 이미지, 복잡한 자연으로부터 간결한 형태로의 경향성이 이루어낸 인공적 이미지를 느낄 수 있었으며, 미래적 이미지와 전통적 이미지의 상반된 개념의 이미지를 같이 내포하고 있음을 추론할 수 있었다. 이와 같이 현대 패션에 표현된 기하학적 패턴은 복식을 조형예술 분야로 확실히 인식시키고 발전시키는 데 중요한 촉매제 역할을 담당하고 있으며 또한 많은 디자이너들에게 창조적 욕구를 불러일으키고 영감을 주는데 중요한 모티브를 제공하고 있다.

Understanding the Selective Attention and Animation Induction Device According to the Visual Capture of Audience (관객의 시각포획현상에 따른 선택적 주의집중과 애니메이션 유도장치의 이해)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.41
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    • pp.133-152
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    • 2015
  • Some artists and scientists in physics and animation originating from research on its form of expression thanks to the rapid development of the example in the late 20th century image production technology integrating existing media feature, perform a re-creation and pop culture content has been recognized as a key factor. animation of the modern emphasis is also commercial and artistic activities as show whether the artist can not be excluded that also target audience. The audience does not want only to receive offers simply 'seeing' and 'hearing' in the animation requires a more indirect mental met. the other side, the director should lead the audience to immerse myself in work as intended mystification induce the world. where a conflict occurs between the audience and the director and The director needs to have its troubleshooting point to 'Technology of the communication'. Which is reduced to 'How will tell,' is technology communication technologies that are abbreviated representations of animation director is accessible to the audience and it is a close relationship between the psychological aspect of audience. Because, the audience is reproduced in a limited space, but he called on the board of directors and the same time the screen, the audience located at reception and the director located at provide. It is given. led force is given to the director. for this reason, The director needs to pay attention to the psychological aspect of audience this can be explained based on psychoanalytic theory. In this paper, "How can you lie to the audience and the director is the same line?" put down logic that is the animation audience under the logic that takes place visually capture phenomenon "selective attention" and sub-concept of "goal-directed selection' and 'stimulus-driven capturel' for theory of psychology. also, Induction device to elicit selective attention of the audience accordingly, let's consider whether and how they apply in animation.