• Title/Summary/Keyword: 시각화/청각화

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Digital Image Watermarking using Inner Product and Adaptive Quantization (내적과 적응성 양자화를 이용한 디지털 영상의 워터마킹 방법)

  • 이승욱;김진호;호요성
    • Journal of Broadcast Engineering
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    • v.6 no.1
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    • pp.50-57
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    • 2001
  • A digital watermarking is a newly developed scheme to embed invisible or inaudible information Into the host data in order to insist the copyright of the owner or the creator. This paper describes a robust data embedding scheme that employs inner product and adaptive quantization. Compared to the previous works for digital watermarking, our proposed scheme can embed relatively large amount of Information, since a secrete key Is not directly relaxed to the watermark data. A secret key is used for the design of random direction vectors. which are taken Inner product with the DCT transformed feature set data. In odder to achieve robustness against malicious attacks. we exploit the Properties of human visual system In designing the random direction vectors which behave as embedded noises. Experimental results show that we can recover the embedded information without utilizing the original host data. We also demonstrate that the ownership assertion is possible even though The watermarked data may undergo common signal processing operations, such as JPEG compression. clopping. and filtering.

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The delay effect on reality in visual and haptic presentation (시-촉각 지연이 실감도에 미치는 영향)

  • Kim, Jong-Hwa;Whang, Min-Cheol;Kim, Young-Joo
    • Science of Emotion and Sensibility
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    • v.11 no.2
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    • pp.227-234
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    • 2008
  • Graphic and sounds are mainly used for presenting digital content as general. It has been reported that the reality of digital contents was improved by adding haptic factor to the contents of graphic and sounds. Therefore, various haptic system have recently been developed for implementing haptic sensation into digital contents. However, the delay of haptic display sometimes happens due to low hardware performance and causes to deteriorate reality of digital contents. The delay effect on reality has been important to be determined for presenting digital contents with haptic system. Therefore, this study is to find the effect on user's cognition of digital contents evoking both visual and haptic sensation. Eight university students performed 4 repetitive tasks of pushing cube under the two conditions of visual and haptic delay. The delay time of each condition were set 0.5, 1.0, 2.0 and 4.0 second. As the result, both haptic and visual delay were negatively influenced user's recognition while visual delay showed more dominant effect on user's recognition than haptic delay.

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Effects of Preference for Science and Self-Directed Learning Ability of the Science Puppet Show Program Developed as a STEAM Education Model (융합인재교육 모델로서 과학인형극 프로그램의 과학선호도와 자기주도적 학습능력에 대한 효과)

  • Ha, Ju Il;Kim, Kyoung Soo
    • Korea Science and Art Forum
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    • v.21
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    • pp.437-449
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    • 2015
  • The research aims to verify the effects of preference for science and self-directed learning ability of the science puppet show program that the researcher has developed as a STEAM education model. The results for conducting the survey with the same questionnaire before and after the program targeting the students showed that the science puppet show had effects on increasing the science related assignment performance will of the behavioral will among the three sub-dimensions including emotional respond, value cognition and behavioral will, but there was no effect on overall aspects of science preference. It can be interpreted as reflecting the characteristics of the scientific talents who already have a high level of preference for science. In addition, the three sub-dimensions including the cognitive regulation, motivational regulation and behavioral regulation had effects on the self-directed learning ability. Especially it had great effects on the directed learning ability of cognitive regulation, learning motivation of motivational regulation, tool application of behavioral regulation, and cooperation capacity which were greater for female students than male students. It is judged that the three-staged science puppet show program including the 'content integrating stage' that the students integrate the curriculum contents, 'integrated mission stage' of solving the visualization, auralization and performance missions by themselves, and 'process integration stage' of making the stage piece all together.

Analytic study on Vertical Montage as expressed in Assoziation Montage -Focused on animation, Paprika- (연상 몽타주에서 나타난 수직적 몽타주 분석 -애니메이션 파프리카 중심으로-)

  • Lim, Woon-Joo
    • The Journal of the Korea Contents Association
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    • v.13 no.1
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    • pp.83-90
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    • 2013
  • This study attempts interpretation of vertical montage expressed in assoziation montage focused on animation, Paprika. Montage has been continuously studied by Pudovkin, Eisenstein, Jacques Aumont and others till now. However, existing studies focused on the visual image of montage. Image is made of visual element and aural element. These two interact with each other and maximize the effect. It is believed that the study subject can be approached in more depth, if aural elements would be analyzed based on the assoziation montage which analyzed visual image in previous studies. Accordingly, this study explores and analyzes how vertical montage has been used in logical montage and optical conflict montage and what meanings they generated. The analysis results suggested followings. In logical montage and optical conflict montage, vertical montage complemented visual image by natural concurrence as a whole. Vertical montage also showed linked relationship, which reflects overall emotion by melodious concurrence. In addition, when there was melodious concurrence at certain time, place or unclear space, the elements showed continuity which made them link with relationship. However, when the role that cuts that continuity, in other words, when the tonal element, which let audience partially immerse, would be properly used when the space and time would change or get reversed, the effect was maximized. It also expressed a turning point of an event and enhanced the concentration of audience on the characters.

The aesthetics of irony in repetition and the difference of Oh! Soojung (<오! 수정>의 아이러니 미학 - 반복과 차이의 구조를 중심으로)

  • Suh, MyungSoo
    • 기호학연구
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    • no.57
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    • pp.121-153
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    • 2018
  • In terms of the story told, we see that Oh! Soojung(Virgin Stripped Bare by Her Bachelors) is a film of the ideololgy of masculinity. However, from the point of view of the manner of presenting story, Oh! Soojung is a film that aims to devalue this ideology. How will it be possible? This is the principle of the irony that the speaker, by saying P, wants to make Q listen that devalues and contradicts P. Our study is tempted to explain the process of interpreting the irony in the film. The ideology of the film occurs when the presupposed contents have become the subject. For example Cendrion who tells a story of a girl married to a prince presupposes that the girl, Cendrion, is obedient. The subject of this story is that the presupposition: /the girls who want to be happy must be obedient/, which represents the ideology of masculinity. Presupposed content thus imposes on the public a collective and conservative value, as its enunciator belongs to the collective voice. Since ironisation occurs when the utterance itself is annulled, one must also deny or cancel the story told of Oh! Soojng: /Jeahun who is rich and Soojung who is obedient and virgin have become lovers/. Since there is no semantic mark within the utterance, irony is a voice that comes from without; this is how we understand irony in a purely pragmatic way. The outer voices are two things: the way to build the story: question of focusing, ocularization and auricularization, and the way to present the story: question the order, the frequency or the plot. Our study is focused on the question of frequency at Oh! Soojung which has a repetition structure in which the memory of Jeahun and that of Soojung are represented one after the other. Since the memories of two characters are not identical, the repetition is accompanied by differences. The differences at first allow the public to build their own story from the di?g?se of the film and then make the audience fall into confusion where we can not be certain of what we see and know in the di?g?se of the film, and finally make their knowledge questionable. About repetition, so that it can have validity in terms of the informativeness of the utterance, it must deny the existence of the previous repetition. This is how repetition cancels itself and consequently the utterance. We see that the irony of Oh! Soojung occurs by repetition with differences that cancels the story of the film.

The study on Quantitative Analysis of Emotional Reaction Related with Step and Sound (스텝과 사운드의 정량적 감성반응 분석에 관한 연구)

  • Jeong, Jae-Wook
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.211-218
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    • 2005
  • As digital Information equipment is new arrival, new paradigm such as 'function exist but form don't' is needed in the field of design. Therefore, the activity of design is focused on the relationship of human and machine against visual form. For that reason, it is involved emotional factor in the relationship and studied on new field, the emotional interlace. The goal of this paper is to suggest the way of emotional interface on searching multimedia data. The main target of paper is effect sound and human's step and the main way of research is visualization after measuring and analyzing numerically similarity level among emotion-words. This paper suggests the theoretical bad(ground such as personal opinion, the character of auditory information and human's step and case studies on the emotion research. The experimental content about sound is fueled from my previous research and the main experimental content about human's step is made with regression-expression to substitute Quantification method 1 for value about stimulation. The realistic prototype to apply the research result will is suggested on the next research after studying the search environment.

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A Study on Auditory Data Visualization Design for Multimedia Contents (멀티미디어 컨텐츠를 위한 청각데이터의 시각화 디자인에 관한 연구)

  • Hong, Sung-Dae;Park, Jin-Wan
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.195-204
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    • 2005
  • Due to the of evolution of digital technology, trends are moving toward personalization and customization in design (art), media, science. Existing mass media has been broadcasting to the general public due to technical and economic limitation and art works also communicate one-sidedly with spectators in the gallery or stage. But nowaday, it is possible for spectators to participate directly. We can make different products depending on the tastes of individuals who demand media or art. The essence of technology which makes it possible is 'interactive technology'. A goal of this research is to find out the true nature of the interactive design in multimedia contents and find the course of interactive communication design research. In this paper, we pass through two stages to solve this kind of problem. At first, we studied the concept of multimedia contents from the aspect of information revolution. Next, we decided our research topic to be 'visual reacting with audio' and made audio-visual art work as graphic designers. Through this research we can find the possibility to promote 'communication' in a broad sense, with appropriate interactive design.

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Study of GUI design convergence guideline for the users of aged generation (고령화 세대의 스마트폰 사용자를 위한 GUI 디자인 융복합 가이드라인 연구)

  • Jeon, In-Kyu;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.323-331
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    • 2015
  • 21st Century is getting into Super aging society worldwide basis. Among those population, silver(aged) generation users' physical condition, such as sight, hearing and body, is getting older, especially sight ability which processes 80% of input data, it requires us studying new smartphone GUI designs convergence for the elderly. In light of this social phenomenon, this study suggests smartphone GUI designs convergence guideline for the silver generation through the research of text, icon which are basic elements of smartphone GUI with proper visual attributes. I had inferred UX designs, expert group and evaluation categories from existing papers, related books and designed some displays for the survey. I also offered this guideline with the deep survey of 101 people over 65 years old.

Color and Brightness Calibration Convergence Technology for 5D Virtual Reality Attractions (5D 가상현실 어트랙션을 위한 색상 및 밝기 보정 융합 기술)

  • Han, Jung-Soo
    • Journal of the Korea Convergence Society
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    • v.7 no.1
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    • pp.25-30
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    • 2016
  • Virtual reality items are increased take-all type of markets like Universal, such as the United States as a leader in the virtual reality technology. Multi-user have to get direct experiences with the whole body like visual, tactile, hearing, sense of movement, and it must be developed new forms of content platform to enjoy immerse deeply into the content. Visitors are not to enjoy the content passively but rather to enjoy the content actively. So it like that should develope content to maximize the immersion. It need the development of new forms of mixed 5D virtual reality Attraction content with all of factors like $360^{\circ}$ circle vision, stereoscopic images, interaction, simulator, and the environmental effect. We proposes how to make the color and brightness calibration technology for this purpose.

A Study on the Interactive acoustic Method of 3D(Three-dimensional)signage Image Contents on Multipurpose stage (공간상의 입체사이니지 영상 콘텐츠 연동형 음향연출기법 연구)

  • Park, Cheon-Il;Yang, Seungyoun;Cha, Jae-Sang
    • Journal of Satellite, Information and Communications
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    • v.12 no.1
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    • pp.107-113
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    • 2017
  • Recently, digital signage is various changes and converging media. It is common to exhibit and guide focusing on information transfer by using the display. Such a method can not express variously changing digital signage. Therefore, we have to find a way to solve the problem of place and structure. In this paper, we experimented the new direction technique. Finally, we are going to propose acoustic direction technique using a microphone to maximize digital signage and intention of delivery by adding an sound reinforcement method to the visual representation.