• 제목/요약/키워드: 영상 언어

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Research on Cross-border Practice and Communication of Dance Art in the New Media Environment (뉴미디어 환경에서 무용예술의 크로스오버 실현과 전파에 대한 연구)

  • Zhang, Mengni;Zhang, Yi
    • Journal of Korea Entertainment Industry Association
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    • 제13권1호
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    • pp.47-57
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    • 2019
  • The end of the 20th century, along with the popularity of new media technology and the rise of new media art, dance as a visual art, and body language art, has the features of more and more rich and changeful. In today's Internet booming new media environment, many different fields, such as film and theater, computer technology, digital art, etc.) with its commonness and characteristics of all kinds of interaction between the creation, produced a new interdisciplinary research with theoretical model. When cross-border interactions between various areas become a hot topic at the same time, the traditional form of dance performances are also seeking new breakthrough. Canada's famous social psychologist McLuhan believes that modern is retrieving lost over a long period of time "overall" feel, return to a feeling of equilibrium. The audience how to have the characteristics of focus on details of visual art back to the "overall" feel worthy of study. At the same time, the new media in today's digital dance teaching in colleges and universities dancing education remains to be perfect and popular, if continue to use the precept of the traditional teaching way blindly, so it is difficult to get from the development of the current domestic dance overall demand. In this paper, the main body is divided into two parts, the first chapter is the study of image device dance performance art, the second chapter is the research of digital dance teaching application system, thus further perspective of media technology to explore dance art crossover practice under the new media environment and mode of transmission.

A Study on the Children's Perspective in Iranian Films - Focus on the films by Director Majid Majidi (이란 영화 속에 나타난 어린이 시각에 관한 연구 - 마지드 마지디 감독 작품을 중심으로)

  • JIAYI WAN;Daniel H. Byun
    • Trans-
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    • 제14권
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    • pp.93-122
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    • 2023
  • Children's films can be found by country and region within the scope of world films, but children's films have different definitions depending on the country and region. For example, American children's films represented by Disney are mainly aimed at satisfying the joys of children and families.Chinese children's films place more importance on the educational role of children. Although the purpose is different, children's films in the general sense are films that main audiences are children and are created for children. Children's films in Iran differ greatly from ordinary children's films. It indirectly expresses the creator's intention by reflecting reality while looking at the adult world through the eyes of children. This special function is a children's visual language that indirectly conveys the creator's thoughts. The use of children's perspective is a kind of special strategy, paving the way for Iranian films to survive in a special creative environment, and creating unique characteristics of Iranian films. Among the numerous Iranian directors who make children's films, Majid Majidi is one of the representative directors with personal characteristics. Of his nine Iranian films written and directed, five are children's films.At the same time, in his other Iranian films, we can more or less see the traces of children and children's perspective of the narrative and performance.Looking at the use of children's vision in Iranian films, the use of children's vision in Iranian films began with children's films and developed in Iranian children's films and other genres of Iranian films.

Digital Library Interface Research Based on EEG, Eye-Tracking, and Artificial Intelligence Technologies: Focusing on the Utilization of Implicit Relevance Feedback (뇌파, 시선추적 및 인공지능 기술에 기반한 디지털 도서관 인터페이스 연구: 암묵적 적합성 피드백 활용을 중심으로)

  • Hyun-Hee Kim;Yong-Ho Kim
    • Journal of the Korean Society for information Management
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    • 제41권1호
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    • pp.261-282
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    • 2024
  • This study proposed and evaluated electroencephalography (EEG)-based and eye-tracking-based methods to determine relevance by utilizing users' implicit relevance feedback while navigating content in a digital library. For this, EEG/eye-tracking experiments were conducted on 32 participants using video, image, and text data. To assess the usefulness of the proposed methods, deep learning-based artificial intelligence (AI) techniques were used as a competitive benchmark. The evaluation results showed that EEG component-based methods (av_P600 and f_P3b components) demonstrated high classification accuracy in selecting relevant videos and images (faces/emotions). In contrast, AI-based methods, specifically object recognition and natural language processing, showed high classification accuracy for selecting images (objects) and texts (newspaper articles). Finally, guidelines for implementing a digital library interface based on EEG, eye-tracking, and artificial intelligence technologies have been proposed. Specifically, a system model based on implicit relevance feedback has been presented. Moreover, to enhance classification accuracy, methods suitable for each media type have been suggested, including EEG-based, eye-tracking-based, and AI-based approaches.

Implementation of Hand-Gesture Interface to manipulate a 3D Object of Augmented Reality (증강현실의 3D 객체 조작을 위한 핸드-제스쳐 인터페이스 구현)

  • Jang, Myeong-Soo;Lee, Woo-Beom
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • 제16권4호
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    • pp.117-123
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    • 2016
  • A hand-gesture interface to manipulate a 3D object of augmented reality is implemented by recognizing the user hand-gesture in this paper. Proposed method extracts the hand region from real image, and creates augmented object by hand marker recognized user hand-gesture. Also, 3D object manipulation corresponding to user hand-gesture is performed by analyzing a hand region ratio, a numbet of finger and a variation ratio of hand region center. In order to evaluate the performance of the our proposed method, after making a 3D object by using the OpenGL library, all processing tasks are implemented by using the Intel OpenCV library and C++ language. As a result, the proposed method showed the average 90% recognition ratio by the user command-modes successfully.

CHILDHOOD ONSET SCHIZOPHRENIA IN DEVELOPMENTAL ASPECT (소아 정신분열병의 발달학적 측면)

  • Lee, Young-Sik
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제16권2호
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    • pp.173-182
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    • 2005
  • This review is a clinical and research update of recent literature related to childhood onset schizophrenia (with an onset of psychosis by age 12). Childhood onset schizophrenia(COS) is a rare disorder, but that may represent a more homogeneous patient population in which to search for risk or etiologic factors of schizophrenia. These overview data show that COS shares the same clinical and neurobiological features as later onset forms of the disorder. Compared with later onset schizophrenia, however, this subgroup of patients appear to have more severe premorbid neurodevelopmental abnormalities, more cytogenic abnormalies, poor outcome, and potentially greater family histories of schizophrenia and associated spectrum disorders. Future studies of this subgroup may provide important clues as to the genetic basis for schizophrenia and how gene products influence certain feature of the disease, such as age of onset and mode of inheritance.

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Constructing 3-year-old classroom with role play areas based on field-trips (현장학습을 중심으로 구성해가는 만 3세 교실의 역할 놀이 영역)

  • Suh, Hye Jeong;Han, Ye Hee
    • Korean Journal of Childcare and Education
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    • 제6권2호
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    • pp.83-115
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    • 2010
  • The purpose of this study is to reveal the insights that teachers has learned through developing preschooler's classroom into field-trip-oriented ones with role play areas. The data of this study was collected from participatory observation and in-depth interviews, which included videos, photos, teachers' journal, descriptive questionnaire, and interview records. The whole process of organizing role-play oriented class was composed of four steps: activities before the trip, activities on-the-spot, activities after the trip, and its evaluation. Firstly, activities before the trip were making the lists of questions, deciding children who ask the questions, making rules on the trip, understanding the purpose of the trip. Secondly, on-the-spot activities included having a tour of the place and asking the questions. Thirdly, activities after the trip was constructing the classroom into small real world with various sections. This required the teachers to reflect the field trips, make plans how to construct, prepare for the data, and furnish the classroom with role-play areas. In the process of furnishing the classroom with small real world, the field trips played a big role as the learning opportunities for language development, and keeping public rules.

The implementation of the color component 2-D DWT Processor for the JPEG 2000 hard-wired encoder (JPEG 2000 Hard-wired Encoder를 위한 칼라 2-D DWT Processor의 구현)

  • Lee, Sung-Mok;Cho, Sung-Dae;Kang, Bong-Soon
    • Journal of the Institute of Convergence Signal Processing
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    • 제9권4호
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    • pp.321-328
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    • 2008
  • In this paper, we propose the hardware architecture of two-dimensional discrete wavelet transform (2D DWT) and quantization for using JPEG2000. Color 2-D DWT processor is proposed that is to apply to JPEG 2000 Hard-wired Encoder. JPEG 2000 DWT processor uses the Daubechies' (9,7) bi-orthogonal filter, and we design by minimizing error of the DWT transformer by ${\pm}1$ LSB during compression and decompression. We designed the DWT filters that using by using shift and adder structure instead of multiplier structure which raise the hardware complexity. It is improve the operation speed of filters and reduce the hardware complexity. The proposed system is designed by the hardware description language Verilog-HDL and verified by Synopsys Design Analyzer using TSMC 0.25${\mu}m$ ASIC library.

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Reproducibility of Hemispheric Language Dominance by Noun, Verb, Adjective and Adverb Generation Paradigms in Functional Magnetic Resonance Imaging of Normal Volunteers (정상성인의 뇌기능적 자기공명영상에서 명사, 동사, 형용사 그리고 부사 만들기 과제들에 대한 언어영역편재화의 재현성에 관한 연구)

  • In Chan Song;Kee Hyun Chang;Chun Kee Chung;Sang Hyun Lee;Moon Hee Han
    • Investigative Magnetic Resonance Imaging
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    • 제5권1호
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    • pp.24-32
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    • 2001
  • Purpose : We investigated the reproducibility of language lateralization by 4 different word generation paradigms or the rest contents in each paradigm using functional magnetic resonance imaging in normal volunteers Materials and Methods Nine normal volunteers with left-handedness (mean age: 25 yrs) were examined on a 1.57 MR unit using a single-shot gradient echo epibold sequence. Four different word generation paradigms of noun, verb, adjective and adverb were used in each normal volunteer for investigating language system. In each paradigm, two different rest contents consisted of only seeing the " +" symbol or reading the meaningless letters. Each task consisted of 96 phases including 3 activations and 6 rests of 2 different contents. Two activation maps in one task were obtained under two different rest contents using the correlation method. We evaluated the detection rates of Broca and Wernicke areas and the differences of language lateralization among four different word generation paradigms, or between the rest contents. Results : The detection rates of Broca and Wernicke areas were over 67 % in 4 different language paradigms and there was no significant difference of them among language paradigms, or between two different rest contents. Language dominances, in all 4 different language paradigms, were shown to be consistent in 66 %, but were contrary with language paradigms in some subjects. The rest contents made no significant effect on dominant language dominance determination, but the success rates of the dominant language dominances determined from 4 language paradigms were higher in reading the meaningless letter (100%, n=9) than in only seeing "+" on screen at the rest task (78%, n=7).

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Programming Learning Using Image Detection and Tracking Devices (영상 감지 및 추적장치를 이용한 프로그래밍 학습)

  • Song, Young-A;Kim, Young-Chul
    • Journal of Practical Engineering Education
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    • 제7권1호
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    • pp.17-23
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    • 2015
  • Growing worldwide interest in software and spread awareness of the need for education. A software-driven society realization strategy will achieve mandatory training on software. This policy will be applied from middle school students in 2015. Students who are interested in computers, like many positive responses, student learning may seem hard to have a negative reaction. Thus, the present obligation as simple in practice education only and discarded before actually lost interest awarded a systematic education does not work properly, but rather that education could happen to entirely discard turn our attention. Accordingly, what you need is to have a systematic training from the basics that I need to worry about software that can recognize easy and fun. In this paper, we propose a hardware and basic software that allows you to proceed software training more easy and efficient as it can be modified and applied to the program in the production unit to learn programming tools and programming languages.

Humanoid Robot Performance System for Performing in Public Places (공공장소에서 공연을 위한 휴머노이드 로봇 공연 시스템)

  • Hwang, Heesoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • 제17권3호
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    • pp.190-196
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    • 2016
  • This paper proposes a humanoid robot performance system for performing in public places, such as an event, exhibition, or street performance. The system of modular structures can be moved easily, and can be played by a module or a combination of modules. The system developed with open source-based software and hardware is easy to adapt and improve. The robot performance control program for controlling robots, displays, audios, videos, and performance instruments was developed using the open source language, Processing. The performance instruments were developed using the open source hardware, Arduino. The contents of the robot performance were composed of scene-specific image, background audio, computer graphics, and videos. For their control and synchronization, the performance control program communicates with the humanoid robots and the performance instruments. In addition, performance accessories required to represent the performance concepts are produced by 3D modeling and printing. In a public place, the robot performance is performed with the theme of celebrating a Halloween day.