• 제목/요약/키워드: 영상표현

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A Study on the Issues on the Right of Portrait for Performing Arts Archives (공연예술기록의 초상권에 관한 연구)

  • Lee, Ho-Sin
    • Journal of Korean Library and Information Science Society
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    • v.44 no.1
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    • pp.333-355
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    • 2013
  • This paper is to examine the issues of the right of portrait and to suppose practical guideline for performing arts archives. The right of portrait protects external looks of the human beings based on the constitutional human dignity, privacy of a secret and freedom. But sometimes these rights are limited in case of the right to know of the public shall have precedence to the interests of the privacy of individuals. It is hard to regard Performing Arts as a private life in two respects: first, Performing Arts is just one of societal expressions, two, performers are conducting a given role as a performing character. Producing database with the photos and videos under the reasonable agreement from the performers and making it available as a service can be disclaimers of the right of portrait. It is hard to be acknowledged, however, as disclaimers in case of being undermined sameness in the course of using the portraits of the performers.

A Study on an Efficient Web Interface Design for Improving Education Effects on Cyber Spaces (사이버 교육효과 향상을 위한 효과적인 웹 인터페이스 디자인 방안 연구)

  • Park, Eun-Young;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.8 no.3
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    • pp.289-300
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    • 2007
  • Recently, the number of People who want to study by online has been gradually increased. In addition, people's desire is increasing that represents their special knowledge and personality with new paradigm of UCC(User Created Contents). Most of the educational web-sites offer currently boring and unified educational contents without interesting objects. Therefore I want to solve these problems of existing online educational web-sites and I strongly propose the method of design to make the place educational and useful that everyone can enjoy and manifest the user's dispositions. On this study, it's possible to make pleasant environment and improve educational effects on cyber space by designing it in accordance with the individual tastes which have various design elements, beauties and facilities by the customized design method. As a result, this study proposes the model of online educational web-site having various interfaces and focusing on the customized design.

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The study on metareality expressed in digital fashion film (디지털 패션필름에 표현된 메타리얼리티)

  • Kim, Sejin;Ha, Jisoo
    • The Research Journal of the Costume Culture
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    • v.23 no.4
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    • pp.554-568
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    • 2015
  • Technological change leads to a value shift in human society. Various cultural experiences through the digital paradigm influence the expression of fashion. This article considers fashion film as a new form for presenting fashion and explores the distinctiveness of expression in digital fashion film. For the methodology, a literature review was conducted to examine the concepts and features of digital fashion film and metareality. Empirical research was also performed by drawing from Nick Knight's digital films, "Sans Couture", "#asif", and "The Elegant Universe" and by specifically analyzing the classification of the themes, visuals, and auditory expression. The results are as follows. The proliferation of fashion film has accelerated in the internet environment. New media in the digital era allows images to become more realistic and variable through immaterial conversion. Metareality is the notion of a reality beyond existence. A metarealistic image maintains the metaphysical nature of an object and transcends empirical appearance. It possesses immaterial, transboundary, and multidimensional features, and the image is realized by digital technology. The expression analysis identifies the metareality expressed in contemporary fashion film appearing as atypical forms, irrational combinations, and the playfulness of motion. It shows a positive attitude, transcending the immaterial limit of reality toward fashion. This study indicates how fashion as products challenges the metaphysical transformation in the digital era. The exploration of metareality in digital fashion film promotes a wider perspective and understanding of the concept of fashion.

A Study on the Adaptation of Culture and Art Based on PIE for North Korean Adolescents (PIE에 기반한 탈북청소년의 문화예술 적응에 대한 연구)

  • Kim, Soonim;Jeong, Gyoungyoul;Lee, Youngdae
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.4
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    • pp.117-122
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    • 2017
  • North Korean youth is a youth aged 6 to 18 who lives in a South Korean society after having left North Korea. In this study, photo-in-education (PIE) provides North Korean youths with opportunities for cultural and arts education, and to help them adjust themselves to South Korean society. As a result, they, as young people who are exploring a new life in South Korea, have been able to express their own inner world through photos, videos, and writings. Also, young people have developed a bright and clear mind, and enhanced an expressive power and logical power that helps grow healthily and intelligently. Further, it is the aim of this education to help them to have a positive feeling for society and to do their best to become a healthy member of society, who will be able to contribute to society. Through PIE, it was found that North Korean defectors were able to see themselves positively and express their own inner self positively, despite that they are still in the negative and shady side of life.

Virtual Reality Using X3DOM (X3DOM을 이용한 가상현실)

  • Chheang, Vuthea;Ryu, Ga-Ae;Jeong, Sangkwon;Lee, Gookhwan;Yoo, Kwan-Hee
    • Journal of the Institute of Electronics and Information Engineers
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    • v.54 no.1
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    • pp.165-170
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    • 2017
  • Web 3D technology can be used to simulate the experiments of scientific, medical, engineering and multimedia visualization. On the web environment, 3D virtual reality can be accessed well without strictly on operating system, location and time. Virtual Reality (VR) is used to depict a three-dimensional, computer generated realistic images, sound and other sensations to replicated a real environment or an imaginary setting which can be explored and interacted with by a person. That person is immersed within virtual environment and is able to manipulate objects or perform a series of action. Virtual environment can be created with X3D which is the ISO standard for defining 3D interactive, web-based 3D content and integrating with multimedia. In this paper, we discuss about X3D VR stereo rendering scene and propose new X3D nodes for the HMD VR (head mounted display virtual reality). The proposed nodes are visualized by the web browser X3DOM of X3D.

A Study on the discomfortable feeling's appraisals of driver for the instant brightness fluctuation of the Vehicle's Headlamps (전조등의 순간적 밝기 변동에 대한 운전자의 불쾌감 평가 연구)

  • Lee, Chang-Mo;Lim, Tae-Young;Min, Jea-Woong;Lim, Jun-Chae;An, Ok-Hee;Kim, Hyun-Ji;Kim, Hoon
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2007.11a
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    • pp.17-22
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    • 2007
  • 차량에서 전조등의 밝기 변화가 운전자의 장애물 인식능력을 저하시키고, 운전자에게 불쾌감과 스트레스를 제공한다면 운전자 및 보행자의 안전에 위협이 될 수 있다. 그러므로 차량 전조등의 밝기변화 패턴에 영향을 미치는 전조등의 전압과 시간을 변수로 하여, 순간적으로 밝기변동이 발생하였을 경우, 연령대별(20/60대)로 운전자가 느끼는 심리적인 반응(불쾌감)이 어떠한 경향을 갖는지를 파악하는 것이 중요하다. 따라서 본 논문에서는 운전자의 야간 주행시 전조등의 밝기변동에 대한 경향을 파악하기 위해 전조등의 밝기변동 영상을 제작한 다양한 전조등의 밝기패턴(전압패턴 A/B)을 제공하여 본 시험을 위한 1차 예비 시험을 실시하였다. 예비시험 결과, 전압패턴 A에 대해서는 전압과 시간변이 대해서 모두 영향을 받는 것으로 나타났으며, 반면, 전압패턴 B의 경우에 있어서는 시간변이 보다 전압변이가 더 큰 요소로 작용하는 것으로 나타났다. 또한 불쾌감을 느끼는 것을 수치적으로 표현하였을 경우에, 전압패턴 A보다 B패턴에서 더 많은 불쾌감을 느끼는 것으로 파악되었다. 현재, 본 연구는 진행중에 있으며, 앞으로, 2차/3차 예비시험을 통해, 연령대별 시인능력평가 및 심리적 반응 평가, 도로조명의 유무에 따른 운전자의 시인능력 평가, 그리고 전조등의 밝기변동 빈도 수에 대한 심리적 반응을 모의시험하고 경향을 파악하고 있으며, 이를 통해서 본 시험을 준비중에 있다.

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Application and Technology of Voice Synthesis Engine for Music Production (음악제작을 위한 음성합성엔진의 활용과 기술)

  • Park, Byung-Kyu
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.235-242
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    • 2010
  • Differently from instruments which synthesized sounds and tones in the past, voice synthesis engine for music production has reached to the level of creating music as if actual artists were singing. It uses the samples of human voices naturally connected to the different levels of phoneme within the frequency range. Voice synthesis engine is not simply limited to the music production but it is changing cultural paradigm through the second creations of new music type including character music concerts, media productions, albums, and mobile services. Currently, voice synthesis engine technology makes it possible that users input pitch, lyrics, and musical expression parameters through the score editor and they mix and connect voice samples brought from the database to sing. New music types derived from such a development of computer music has sparked a big impact culturally. Accordingly, this paper attempts to examine the specific case studies and the synthesis technologies for users to understand the voice synthesis engine more easily, and it will contribute to their variety of music production.

A System Prototype for Remote Haptic Communication (원격 촉감 커뮤니케이션을 위한 시스템 프로토타입)

  • Cha, Jong-Eun;Lee, Jun-Hun;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.238-243
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    • 2006
  • 최근에는 통신기술과 인터넷의 발달로 원격의 사람과 전화, 이메일, 메신저 또는 화상회의 시스템 등을 통해서 쉽게 의사소통 할 수 있다. 이 시스템들은 주로 음성, 그림, 동영상 또는 문자 기반의 시청각 정보를 서로 주고 받으며 자신의 의사 및 감정을 전달하는 통로를 제공한다. 그러나 일상 생활에서 시청각 정보 외에 촉감 정보도 서로 의사소통 하는데 중요한 역할을 한다. 악수, 포옹 등의 촉감 상호작용은 사람 사이에서 친근감을 표시하는데 가장 직접적인 방법으로 자신의 감정을 전달하거나 느낌을 표현하는데 사용된다. 그럼에도 불구하고 촉감 상호작용을 가능케 하는 의사소통 시스템의 연구는 아직 폭넓게 진행되고 있지 않다. 본 논문에서는 일상에서와 같이 원격에서도 상대를 바라 볼 수 있고 자연스럽게 접촉할 수 있는 원격 촉감 커뮤니케이션 시스템을 제안한다. 이 시스템에서는 로컬 사용자가 손가락으로 상대의 몸 특정 부위를 만질 수 있고 서로 그 촉감을 실시간으로 느낄 수 있다. 이 시스템은 크게 AR 시스템, 그래픽 시스템, 햅틱 시스템, 택타일 시스템의 부시스템들로 나눌 수 있다. AR 시스템에서는 몸의 한 부위에 사각형의 AR 마커를 부착한 원격 사용자를 웹카메라로 촬영하고 ARToolKit 을 사용하여 마커의 위치를 측정한다. AR 마커의 바로 밑에는 택타일 장치가 장착되어 있으며 이 부위를 통하여 원격의 사용자는 로컬사용자가 자신의 팔을 만지는 느낌을 받게된다. 그래픽 시스템은 로컬사용자에게 촬영된 원격 사용자와 측정된 마커의 위치가 대표하는 원격 사용자의 가상 피부, 그리고 자신의 가상 손가락을 보여준다. 햅틱 시스템에서는 촉감 장치를 사용하여 로컬 사용자의 손가락 위치를 구하여 원격 사용자의 가상 피부와 접촉했을 때 그 충돌을 감지하고 접촉력을 계산하여 촉감 장치에 반영함으로써 그 접촉력을 느낄 수 있도록 한다. 택타일 시스템에서는 원격 사용자의 AR 마커 밑에 장착된 배열 타입의 진동 촉감 장치에 접촉 정보를 주어 로컬 사용자와 접촉 했을 때 접촉 부위에 진동을 줌으로써 촉감을 느끼도록 한다.

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Pictorial Model of Upper Body based Pose Recognition and Particle Filter Tracking (그림모델과 파티클필터를 이용한 인간 정면 상반신 포즈 인식)

  • Oh, Chi-Min;Islam, Md. Zahidul;Kim, Min-Wook;Lee, Chil-Woo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.186-192
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    • 2009
  • In this paper, we represent the recognition method for human frontal upper body pose. In HCI(Human Computer Interaction) and HRI(Human Robot Interaction) when a interaction is established the human has usually frontal direction to the robot or computer and use hand gestures then we decide to focus on human frontal upper-body pose, The two main difficulties are firstly human pose is consist of many parts which cause high DOF(Degree Of Freedom) then the modeling of human pose is difficult. Secondly the matching between image features and modeling information is difficult. Then using Pictorial Model we model the human main poses which are mainly took the space of frontal upper-body poses and we recognize the main poses by making main pose database. using determined main pose we used the model parameters for particle filter which predicts the posterior distribution for pose parameters and can determine more specific pose by updating model parameters from the particle having the maximum likelihood. Therefore based on recognizing main poses and tracking the specific pose we recognize the human frontal upper body poses.

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A Study on Spatio-temporal Features for Korean Vowel Lipreading (한국어 모음 입술독해를 위한 시공간적 특징에 관한 연구)

  • 오현화;김인철;김동수;진성일
    • The Journal of the Acoustical Society of Korea
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    • v.21 no.1
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    • pp.19-26
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    • 2002
  • This paper defines the visual basic speech units, visemes and investigates various visual features of a lip for the effective Korean lipreading. First, we analyzed the visual characteristics of the Korean vowels from the database of the lip image sequences obtained from the multi-speakers, thereby giving a definition of seven Korean vowel visemes. Various spatio-temporal features of a lip are extracted from the feature points located on both inner and outer lip contours of image sequences and their classification performances are evaluated by using a hidden Markov model based classifier for effective lipreading. The experimental results for recognizing the Korean visemes have demonstrated that the feature victor containing the information of inner and outer lip contours can be effectively applied to lipreading and also the direction and magnitude of the movement of a lip feature point over time is quite useful for Korean lipreading.