• Title/Summary/Keyword: 영상 언어

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Enhancement of Petrolglyphs image (암각화 영상 향상)

  • 최호형;김기석
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2004.06a
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    • pp.73-76
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    • 2004
  • 인류 문화 발달에 있어 언어의 발달과 함께 이루어진 가장 초기 단계의 의사소통 수단은 몸짓이며, 또 다른 정보 교류 방법은 그림이다. 그런 점에서 구석기 시대의 동굴 암각화에서 볼 수 있는 들소, 사슴, 큰 새 등은 단순히 대상물을 묘사한 개별적 그림으로 가정하기 보다는 오히려 종교적 제의 양상을 알려주는 상징으로 이해하는 것이 바람직하다. 그러나 잦은 풍화 작용과 침식 작용으로 인하여 암각화의 인식에는 한계가 있다. 이에 디지털영상처리 기법을 기반으로 인간시각에 더 잘 보이도록 영상을 향상시키면서 더 짧은 연구기간에 더 않은 암각화를 올바로 인식하고, 더 정확하게 문명의 흐름을 밝혀 낼 수 있다. 본 논문에서 디지털 영상처리 기법을 신축적으로 적용시켜 암각화 인식에 거슬리는 불필요한 영상 잡음들을 제거하고 영상을 더 선명하게 보이게 하는 알고리듬을 제안한다.

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Implementation of Sketch Effect of CMOS Image Sensor (CMOS 이미지 센서용 스케치 효과 구현)

  • Song Hyung-Don;Sohn Seung-Il;Kim Hyung-Gyo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.882-885
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    • 2006
  • 일반인이 많이 사용하는 이미지 편집 도구는 영상 처리 기술을 가장 많이 활용하는 프로그램으로 아주 간단한 영상 치리의 조합으로 영상이나 그림에 특별한 효과를 주어 극적인 영상을 만들어낸다. 컴퓨터를 이용하여 영상을 가공하는 기법은 많이 개발되어 왔지만 인간 중심의 사고와 휴먼터치(human touch) 기술의 중요성이 점차 대두됨에 따라 사람이 작업한 것과 같은 느낌을 주는 컴퓨터 영상 처리 기술이 새롭게 부각되고 있다. 본 논문에서는 취도 성분을 가지고 사람이 작업한 것 같은 스케치 효과 알고리즘을 제안하고 소프트웨어로 전처리하여 이미지 결과를 확인한 후, 최적화된 알고리즘를 적용하여 VHDL설계언어를 이용한 하드웨어 설계 후, ModelSim 6.0a를 이용하여 데이터를 검증한다.

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Production of Media Art using OpenCV (OpenCV를 이용한 미디어 아트 제작)

  • Lee, MyounJae
    • Journal of the Korea Convergence Society
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    • v.7 no.4
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    • pp.173-180
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    • 2016
  • OpenCV is a programming language used in digital image processing and computer vision. In this study, look at media arts made using OpenCV programming language and find out about the utilization possibilities. To this end, the first, look at OpenCV functions that are frequently used in media art, the examples of utilizing the functions. The second, discuss media arts using OpenCV. focused on the OpenCV functions, programming language for an production of media art. The third, analyze features of media arts using OpenCV, mainly focused on the functions and programming languages. The study may provide guidance to the artists to produce a media art using the OpenCV or programming language.

A Study for Image Segmentation Using Java (Java를 이용한 영상분할에 관한 연구)

  • 신민화;최길환;배상현
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.11a
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    • pp.804-807
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    • 2002
  • Edge of image have a many information about input image. There is a many applications to using a edge detection and uses by variable special effect. Edge detection is a field of image analysis, image segmentation using a pixel make the one field for decision of image construction. In this paper, image segmentation through many ways of edge detection for image segmentation. First of all, it analyze feature of image and extract by feature of each image, to adopt way of edge detection to selective. It realize edge detection efficiently, consider to feature of language through using a java image segmentation.

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Cinematic Language for Novel Adaptations : A Case Study of (소설의 영화화를 위한 영상 언어 연구 : <키리시마가 동아리활동 그만둔대>를 중심으로)

  • Hwang, Woo-Hyun
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.634-661
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    • 2017
  • This study examines the procedure of successful novel adaptation. It is well known from precedent studies that narrative structure of novels should change forms to suit the media characteristics of films. But, the changing forms of narrative structure is not a sufficient condition of successful novel adaptation, but a necessary condition. A successful adaptation could be completed with filmic expressions on the presented narrative structure. The core of filmic expression is cinematic language which means the composition and array of image and sound. The novel, Kirishma Thing deals with everyday life of high school students and it consists of six stories which are narrated by one student each in first person point of view. The film, Kirishma Thing implemented a different strategy. It reveals the same events several times to show many characters over in each person's point of view in the first half. In the second half, all the characters gathers at the rooftop of the school to have an unilinear narrative structure over one event. This film utilize all kinds of cinematic language to achieve these structures including the widescreen aspect ratio which exposes as many characters as possible in one shot, picture composition which shows the same event in a different point of view, contrast in lighting and music which differentiates and empowers the last sequence of the film.

Building Living Lab for Acquiring Behavioral Data for Early Screening of Developmental Disorders

  • Kim, Jung-Jun;Kwon, Yong-Seop;Kim, Min-Gyu;Kim, Eun-Soo;Kim, Kyung-Ho;Sohn, Dong-Seop
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.8
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    • pp.47-54
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    • 2020
  • Developmental disorders are impairments of brain and/or central nervous system and refer to a disorder of brain function that affects languages, communication skills, perception, sociality and so on. In diagnosis of developmental disorders, behavioral response such as expressing emotions in proper situation is one of observable indicators that tells whether or not individual has the disorders. However, diagnosis by observation can allow subjective evaluation that leads erroneous conclusion. This research presents the technological environment and data acquisition system for AI based screening of autism disorder. The environment was built considering activities for two screening protocols, namely Autism Diagnostic Observation Schedule (ADOS) and Behavior Development Screening for Toddler (BeDevel). The activities between therapist and baby during the screening are fully recorded. The proposed software in this research was designed to support recording, monitoring and data tagging for learning AI algorithms.

A Study on the effectiveness of computers and mobile devices on learning foreign languages

  • Chi-Woon Joo
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.5
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    • pp.189-196
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    • 2023
  • This study aims to show that "Computer-assisted language learning (CALL)" and "Mobile-based language learning (MALL)" actually influence education, deviating from the traditional "drill and practice" method in foreign language education and learning due to the development of information and communication technology (IT). Specifically, for first-year college students who have relatively poor English skills and do not feel enough motivation for English learning, I will produce educational video content using multimedia authoring tools and upload it to the e-learning system. Video content is configured to be accessed and utilized through various media such as computers, smartphones, tablets, laptops, etc. Ultimately, an exploration of educational value behind the utilization of IT devices in English language Teaching(ELT) and the Second Language Acquisition (SLA) theory behind effective instructional use of such technology are presented. That is to say, the effectiveness of language learning using information and communication technology (IT) is introduced. The article closes by suggesting how to use computers and mobile media for 'Flipped Learning'.

Functional MRI of Language: Difference of its Activated Areas and Lateralization according to the Input Modality (언어의 기능적 자기공명영상: 자극방법에 따른 활성화와 편재화의 차이)

  • Ryoo, Jae-Wook;Cho, Jae-Min;Choi, Ho-Chul;Park, Mi-Jung;Choi, Hye-Young;Kim, Ji-Eun;Han, Heon;Kim, Sam-Soo;Jeon, Yong-Hwan;Khang, Hyun-Soo
    • Investigative Magnetic Resonance Imaging
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    • v.15 no.2
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    • pp.130-138
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    • 2011
  • Purpose : To compare fMRIs of visual and auditory word generation tasks, and to evaluate the difference of its activated areas and lateralization according to the mode of stimuli. Materials and Methods : Eight male normal volunteers were included and all were right handed. Functional maps were obtained during auditory and visual word generation tasks in all. Normalized group analysis were performed in each task and the threshold for significance was set at p<0.05. Activated areas in each task were compared visually and statistically. Results : In both tasks, left dominant activations were demonstrated and were more lateralized in visual task. Both frontal lobes (Broca's area, premotor area, and SMA) and left posterior middle temporal gyrus were activated in both tasks. Extensive bilateral temporal activations were noted in auditory task. Both occipital and parietal activations were demonstrated in visual task. Conclusion : Modality independent areas could be interpreted as a core area of language function. Modality specific areas may be associated with processing of stimuli. Visual task induced more lateralized activation and could be a more useful in language study than auditory task.

A Finger Counting Method for Gesture Recognition (제스처 인식을 위한 손가락 개수 인식 방법)

  • Lee, DoYeob;Shin, DongKyoo;Shin, DongIl
    • Journal of Internet Computing and Services
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    • v.17 no.2
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    • pp.29-37
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    • 2016
  • Humans develop and maintain relationship through communication. Communication is largely divided into verbal communication and non-verbal communication. Verbal communication involves the use of a language or characters, while non-verbal communication utilizes body language. We use gestures with language together in conversations of everyday life. Gestures belong to non-verbal communication, and can be offered using a variety of shapes and movements to deliver an opinion. For this reason, gestures are spotlighted as a means of implementing an NUI/NUX in the fields of HCI and HRI. In this paper, using Kinect and the geometric features of the hand, we propose a method for recognizing the number of fingers and detecting the hand area. A Kinect depth image can be used to detect the hand region, with the finger number identified by comparing the distance of outline and the central point of a hand. Average recognition rate for recognizing the number of fingers is 98.5%, from the proposed method, The proposed method would help enhancing the functionality of the human computer interaction by increasing the expression range of gestures.

Study on Visual Rhetoric (영상의 수사적 표현 연구)

  • 안상혁
    • Archives of design research
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    • v.16 no.4
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    • pp.207-214
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    • 2003
  • The reason why rhetoric is important to a moving image is that a moving image communicates through non-verbal communication language. At first, rhetoric in a moving image functions to be persuasive in the story of a moving image. Second, rhetoric works to enhance an aesthetic value for a moving image. Thus we feel good when we are watching a moving image with well embeded rhetoric. On the other hand, we see extened rhetoric to enhance an imaginary because of a hollywood movie with visual effect and a digital movie. Visual images now formed using more signigier compared to signified for signification. Also we see that every signifier structured metaphorically to function as a sign. In this paper, 1 am going to explain the principles of rhetoric applied to a moving image so that we can better understand a signification on visual image.

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