• Title/Summary/Keyword: 시각재현

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A Study on the Meaning of Plant Material in the 2016 Korea Garden Show Designer's Garden (2016년 코리아가든쇼 작가정원의 식물 의미에 관한 연구)

  • Lee, Chung-Hee;Jin, Hye-Young;Lee, You-Mi;Song, Yu-Jin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.3
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    • pp.41-53
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    • 2017
  • This study was performed to determine what the plant material were selected to reflect in the 2016 Korea Garden Show designer's garden. It was analyzed that plant material was used to display the theme of the garden and to create a specific space. Under the given theme of 'K-Garden, Shinhallyu Garden(new style garden culture) with the most Korean taste', the plants were used to highlight the theme in two types: 'representation' and 'expression'. There were two 'representation' gardens that imitate a particular space of Korean taste and four 'expression' gardens that showcase the designer's thoughts with abstract concepts and concrete objects. Three gardens included both types of garden. The way of revealing the subject with plants was used more for 'expression' than for 'representation'. There were eleven spaces for 'representation' of the Korean taste, a vegetable garden, faucet, pond, field, nature, a Hanok court garden, groves of bamboo, tile roof, stone wall, rock and backyard of a Hanok connected to the mountain. The planting material was used in two ways: reflecting only the ecological characteristics of the plant, and considering the ecological and visual characteristics together. Vegetation plantings reflecting the ecological characteristics were observed in all eleven spaces. Nine of the spaces reflected the growth environment of the plants, but the other two did not reflect the ecological characteristics of the plants, unlike the designer's intention. In the case of the four spaces that considered the ecological and visual characteristics together, color and size were considered visual characteristics. The plants in the seven spaces that included 'expression' as the theme were selected to reflect the visual characteristics in the order of color, shape, texture, and size, rather than reflecting ecological characteristics. A group planting method was applied. When the plants were used as materials for creating space, Norman(1989) analyzed three enclosure factors(overhead, vertical, ground plane). Only two deciduous trees were used in the overhead plane while five species of evergreen shrubs and thirty species of various deciduous plants were used in the vertical plane. There were forty-five species (nine trees and thirty-six herbaceous plants) forming the ground plane, and various herbaceous plants were utilized without duplication in each garden. The designer's garden of the Garden Show played a role in introducing new groundcover plants to the public. Three of the nine gardens did not include ornamental plants, and the use of decorative plants in other gardens was few compared to the number of plantings. In the Korea Garden Show designer's garden, most of the plants were being used with the intention of exposing the theme or architectural uses. In the 2016 Korea Garden Show designer's garden, many species of plants were used as materials for showcasing themes rather than for creating spaces. Also, the method of 'expression' was used more than the method of 'representation' in order to highlight the theme. This indicates that the planting materials reflect visual characteristics such as color, shape, texture, size rather than ecological characteristics.

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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The Impact of the Panorama on Contemporary Sculpture and Installation - The Panorama in the Development of the Perspective-

  • Halbherr, Bernd;Yoo, Jong Yoon
    • Cartoon and Animation Studies
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    • s.41
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    • pp.407-427
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    • 2015
  • This thesis is research about the development and application of the panorama image in contemporary artwork, focusing on sculpture and installation. The samples of artworks are a selection of representatives from numerous examples of works that cannot be introduced without exceeding a reasonable scope of the thesis. A brief outline of the historical concepts of the perspective will describe the development of the panorama in itself. Some technical explanations and the practical use of the panorama with its link to 3-dimensional applications should bridge the explanation gap between the 2nd and 3rd dimensional usage of the panorama in contemporary artwork. Furthermore, some philosophical statements are proposed in the discussion. One of the main interests and initial motivation of this study was my personal believe that there is always a relationship between social philosophical values and the way a society sees or encounters visual structures. In other words the contemporary understanding of space and perspective is mirroring the actual zeitgeist and creates an exemplary visual aesthetics.

복합 레진을 이용한 자연치 색상의 재현

  • 황인남
    • Proceedings of the KACD Conference
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    • 2004.05a
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    • pp.333-333
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    • 2004
  • 복합 레진을 이용한 심미 수복 시 접하게되는 어려움 중의 하나는 한정된 색상과 일정한 광학적 특성을 가진 복합 레진을 이용하여 각각 서로 다른 광학적 특성을 보이는 다양한 치아들의 색조를 재현하는 것이다. Shade matching을 시행하는 첫 과정부터 술자의 시각적 판단에 의존해야하고 판단에 사용하는 shade guide들도 이미 제공되고 있는 한정된 색상만 비색이 가능하기 때문에 shade guide에 존재하지 않은 색은 술자의 경험과 추측에 의해 결정되어 진다. 최근 컴퓨터나 측색기를 치과 영역에 도입하여 치아의 색을 측정하고자하는 시도가 계속되고 있다. 하지만 이러한 기기를 이용한 측색의 결과도 다양한 인자들의 영향을 받게되며, 비록 인간의 눈을 통해 이루어지는 비색보다는 일정한 결과를 나타낸다 하더라도 현재 치과계에서 사용하는 색상 표현 방법으로는 이렇게 기기를 이용해 측정된 결과값을 활용할 수 없게되는 문제점을 지닌다.(중략)

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Digital Camera Characterization Method under Multiple Illuminants (다중 광원에서의 디지털 카메라 특성화 방법)

  • Yoon, Chang-Rak;Cho, Maeng-Sub
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.10b
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    • pp.871-874
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    • 2000
  • 디지털 카메라(Digital Camera)와 같은 휴대형 영상 입력 장치(Portable Image Input Device)는 스캐너 (Scanner)와 달리 3 차원의 피사체(Object)를 디지털 영상으로 생성할 수 있고 다양한 조명 환경(Illuminant)에서 사용할 수 있다는 이유로 많은 응용 분야에서 활발하게 사용되고 있다. 그러나, 정확한 색 재현(Color Reproduction)을 위한 기존의 디지털 카메라 특성화 방법(Digital Camera Characterization Method)은 생성된 영상의 조명 정보를 고려하지 않은 상태에서 색 변환 행렬을 생성하므로 다양한 조명 환경 변화에 대해 적응적으로 대처하지 못하는 단점이 있다. 본 논문에서는 디지털 카메라가 생성하는 영상의 rgb 색도를 이용하여 색도 평면에 색도 다각형(Chromaticity Polygon)을 구성하고 각 색도 다각형들간의 포함 관계에 따라 조명 정보를 평가함으로써 조명색(Illuminant Color)의 변화에 따른 인간 시각 시스템(Human Visual System)의 색 불변성(Color Constancy)을 재현할 수 있는 디지털 카메라 특성화 방법을 제안한다.

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항로표지 시뮬레이터 가시화 연구

  • Lee, Yeong-Ju;Park, Se-Gil;O, Jae-Yong;Kim, A-Yeong
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2013.06a
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    • pp.41-43
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    • 2013
  • 항로표지 시뮬레이터는 항로표지 설계, 최적 배치계획 수립을 지원하는 시스템이다. 이 시스템에서 가시화는 사용자가 항로표지의 인지, 배치 결과 예측 및 평가를 하는데 중요하다고 할 수 있다. 본 논문에서는 항로표지 시뮬레이터 가시화의 핵심 요소 및 개발 방안 도출에 초점을 두고 연구를 수행하였다. 항로표지 시뮬레이터 개발을 위한 테스트베드로 사용 중인 선박운항 시뮬레이터를 활용하여 항만, 선박, 부표 등을 배치하고 시각(Time of day), 기상상태 등을 모사하여 해상 환경을 재현 하였다. 이를 통해 항로 표지의 운동 재현, 배후광을 고려한 야간 상황 가시화, 항로표지 및 등화의 종류에 따른 가시화 등의 항로표지 시뮬레이터 기능들에 대한 개발 방안을 수립하고 계획에 반영하였다.

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Movement of Animation through Characteristics of Cinema (영화적 특성을 통한 애니메이션의 운동성)

  • Song, Shi-Hyeong
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.48-55
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    • 2014
  • A new relation between technological changes and arts is begins to create by the modernization of the West. Because the arts in the past that were enjoyed by specific individuals and small number of people are now massively produced via technological development, public acceptance of such arts is now possible. In this study, movement between each frame, which can be the core in animation, is investigated. We can see that the animation's cinematic movement cannot be identified with motions reproduced in live action films, let alone the motions in real world, no matter how the reproduced motions in animation are faithfully made. In the end, while crating the detailed expressions of movement of animation, along with cinema factors, and the continuity of such expressions, we can gradually exert the power of animation art form with enlivened reality that only animation has.

Meta-representation of Video Game through the Cross-media Storytelling: Focusing on the Animated Motion Picture Game Over (크로스미디어 스토리텔링을 통한 비디오 게임의 메타적 재현 : 애니메이션 <게임오버>를 중심으로)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.25-36
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    • 2012
  • Cross-Media Storytelling(CMS) is the new method of media representation. It picks the features and the elements in one media, and uses them in another media. 'Remediation' in digital era uses the content of old media in new form based on new technology. But 'CMS' represents the basic elements of the media experience in each unique style of media. It changes the focus from the technology to experience. So CMS is the new strategy of the media not based on the new technology. Adam PESapane's (2006) is a example for this strategy. It takes the game media as a subject matter. But it expresses the meta-representation of game experience in the "stop motion animation" Especially it emphasizes the narrative chain between the usual phenomenon and the visual imagination. And it shows the possibility of representation of new media experience in the old media genre. So it suggests the conditions of CMS.

The study of Right Portrait Exposure Setting in Digital Cameras;Focusing on the Cognitive Preference in Representation of Skin Tones (인물 촬영을 위한 디지털 카메라의 적정 노출 설정 연구;피부톤 재현 선호도를 중심으로)

  • Noh, Yeon-Sook;Har, Dong-Hwan
    • The Journal of the Korea Contents Association
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    • v.8 no.8
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    • pp.111-118
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    • 2008
  • Nowadays, people get images from various media like TV, magazines, newspaper, internet. Such images directly influence people's thoughts and lives, either consciously or unconsciously. In the past, reproduction devices have been mainly used in reproducing an original scene accurately. Lately, the cognitive preference became a key value in the scene reproduction, and it was affected by the surrounding media. Recently, the most commonly used device in reproducing an original scene is the camera. The core of an image is the light, in other words, the exposure. Most digital cameras are set to adjust exposure automatically in order to reproduce a scene physically as identical as possible. However, physically right exposure does not always give images that people prefers. Numbers of tests were done to find the exposure value that makes an image cognitively more preferred. Skin tones which are highly sensitive to color and changes in density has been used in the tests. A male and a female model have been used to classify changes in cognitive preference due to gender differences.

Characterization and Color Reproduction Based on Average Picture Level if PDP Displays (평균화면밝기에 기반한 PDP 디스플레이의 특성화 및 색 재현)

  • Kwon, Oh-Seol;Ko, Kyung-Woo;Ha, Yeong-Ho
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.45 no.5
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    • pp.9-17
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    • 2008
  • This paper proposes a method of color reproduction considering the viewing conditions of a PDP TV. Because of a change of peripheral environments by a temporal and spatial location of observers, the ambient lightings should be considered in the process of color reproduction of displays. A conventional method enhances the contrast and saturation of images by controlling voltage gains in each channel, so that there is a limit to implementing the phenomenon of human adaptation. This method also faces difficulties in reproducing the perceived colors under a variety of viewing conditions. Accordingly, in order to solve this problem, we first characterize the device by considering the brightness and the flare effect. The chromatic adaptation is finally applied to reproduce colors in a PDP TV using the information from the viewing conditions by the sensor. The images reproduced by the proposed method are visually more superior to those reproduced by a conventional method in the experiments.