• Title/Summary/Keyword: 영상 표현

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A Study on Convergence Appeared in the Work of Wim Vandekeybus Blush (유럽현대무용에 나타난 융복합 작품 연구 : 빔 반데키부스(Wim Vandekeybus)작품 <블러쉬 Blush> 중심으로)

  • WOO, Hyejoo
    • Trans-
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    • v.2
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    • pp.191-210
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    • 2017
  • The purpose of this study is verifying whether convergence does its role as a transfer medium in dance expression or not, finding the effect of convergence characteristics and confirming whether it would bring change and new creation in performance art or not. This study suggests that studies on convergence in dance are required in accordance with the trend of time. This study believes that convergence is a modern art expression method, which can maximize the artistic expression in dance work and it will play an important role in the advance of dance works. There are ongoing studies on convergence art genre by many creators; however, still academic study this matter is not sufficient. Therefore, it is believed that more studies on convergence genre from the viewpoint of human studies are required. Accordingly, this study took Blush, the dance art works of Wim Vandekeybus, as the subject of study because convergence is clearly visible in these works. It is possible to draw convergence from these works because the works attempt new creation and utilize image by accommodating other genre art in dance art. The convergence in these works maximizes the originality of choreography and expands the time and space of stage through various effects. In other words, it is possible to see that Wim Vandekeybus is doing new attempts in his dance works by experimental elements, which escaped from simple movement, and convergence appears in the works.

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A Study on Visual Mise-en-Scene of VR Animation (VR 애니메이션 의 시각적 미장센 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.407-413
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    • 2017
  • Mis-en-Scene is a direction method of image aesthetics for constructing screen and space. Mis-en-Scene is important factor not only in plays and movies, but also in animations, and it is a strong method to induce audience to immerse in the works and to continue the immersion. This study examined animation's Mis-en-Scene based on theories of Mis-en-Scene in movies, how Mis-en-Scene is directed and expressed in virtual spaces, and what factors and characteristics induce audience to immerse in the works and continue the immersion through analysis on visual Mis-en-Scene factors of a specific case, VR animation . It was found that as visual Mis-en-Scene factors, character and props, background, unique quality and friendliness of character, natural movement and acting, symbolism and utilization, and variety and consistency of background induce and sustain immersion. It is thought that this study would helpful for related areas based on the findings which suggest that there is a need for differentiated measure and method to catch audience's eyes and sustain immersion utilizing characteristics of vidual Mis-en-Scene factors in VR animation in the future.

An Efficient Walkthrough from Two Images using Spidery Mesh Interface and View Morphing (Spidery 매쉬 인터페이스와 뷰 모핑을 이용한 두 이미지로부터의 효율적인 3차원 애니메이션)

  • Cho, Hang-Shin;Kim, Chang-Hun
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.2
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    • pp.132-140
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    • 2001
  • This paper proposes an efficient walktlu-ough animation from two images of the same scene. To make animation easily and fast, Tour Into the Picture(TIP) enables walkthrough animation from single image but lacks the reality of its foreground object when the viewpoint moves from side to side, and view morphing uses only 2D transition between two images but restricts its camera path on the line between two views. By combining advantages of these two image-based techniques, this paper suggests a new virtual navigation technique which enable natural scene transformation when the viewpoint changes in the side-to-side direction as well as in the depth direction. In our method, view morphing is employed only in foreground objects , and background scene which is perceived carelessly is mapped into cube-like 3D model as in TIP, so as to save laborious 3D reconstruction costs and improve visual realism simultaneously. To do this, we newly define a camera transformation between two images from the relationship of the spidery mesh transformation and its corresponding 3D view change. The result animation shows that our method creates a realistic 3D virtual navigation using a simple interface.

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Micro-crack Detection in Polycrystalline Solar Cells using Improved Anisotropic Diffusion Model (개선된 비등방 확산 모델을 이용한 다결정형 솔라셀의 마이크로 크랙 검출)

  • Ko, JinSeok;Rheem, JaeYeol
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.5
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    • pp.183-190
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    • 2013
  • In this paper, we propose an improved anisotropic diffusion model for micro-crack detection in heterogeneously textured surface of polycrystalline solar wafers. Due to the nature of the image sensor, the gray-level of the diagonal micro-crack is non-uniform. Thus, the conventional algorithms can't fully detect diagonal micro-cracks when the number of iteration is not enough. However, the increasing of the iteration number leads to increase computation time and detects micro-crack thicker than the original micro-crack. In order to overcome this drawback, we use the gradient of north, south, east, and west directions as well as extended directions. To calculate the diffusion coefficients, we compare the gradients of conventional directions and extended directions and apply the larger gradient values to the coefficient function. This is because the proposed method reflects the information of diagonal micro-crack. Comparing to Tsai et al.'s and Ko and Rheem's, the proposed algorithm shows superior efficiency in detecting the diagonal micro-cracks with less iterations in the images of polycrystalline solar wafers. In addition, it also shows that the thickness of segmented micro-crack is similar to the orignal micro-crack.

Recommender System using Association Rule and Collaborative Filtering (연관 규칙과 협력적 여과 방식을 이용한 추천 시스템)

  • 이기현;고병진;조근식
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2002.05a
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    • pp.265-272
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    • 2002
  • 기존의 인터넷 웹사이트에서는 사용자의 만족을 극대화시키기 위하여 사용자별로 개인화 된 서비스를 제공하는 협력적 필터링 방식을 적용하고 있다 협력적 여과 기술은 비슷한 선호도를 가지는 사용자들과의 상관관계를 기반으로 취향에 맞는 아이템을 예측하여 특정 사용자에게 추천하여준다. 그러나 협력적 필터링은 추천을 받기 위해서 특정 수 이상의 아이템에 대한 평가를 요구하며, 또한 전체 사용자에 대해 단지 비슷한 선호도를 가지는 일부 사용자 정보에 의지하여 추천함으로써 나머지 사용자 정보를 무시하는 경향이 있다. 그러나 나머지 사용자 정보에도 추천을 위한 유용한 정보가 숨겨져 있다. 우리는 이러한 숨겨진 유용한 추천 정보를 발견하기 위하여 본 논문에서는 협력적 여과 방식과 함께 데이터 마이닝(Data Mining)에서 사용되는 연관 규칙(Association Rule)을 추천에 사용한다. 연관 규칙은 한 항목 그룹과 다른 항목 그룹 사이에 존재하는 연관성을 규칙(Rule)의 형태로 표현한 것이다. 이와 같이 생성된 연관 규칙은 개인 구매도 분석, 상품의 교차 매매(Cross-Marketing), 카탈로그 디자인, 염가 매출품(Loss Leader)분석, 상품 진열, 구매 성향에 따른 고객 분류 다양하게 사용되고 있다. 그러나 이런 연관 규칙은 추천 시스템에서 잘 응용되지 못하고 있는 실정이다. 본 논문에서 우리는 연관 규칙을 추천 시스템에 적용해, 항목 그룹 사이에 연관성을 유도함으로써 추천에 효율적으로 사용할 수 있음을 보였다. 즉 전체 사용자의 히스토리(History) 정보를 기반으로 아이템 사이의 연관 규칙을 유도하고 협력적 여과 방식과 함께 보조적으로 연관 규칙을 추천을 위해 사용함으로써 추천 시스템에 효율성을 높였다. 구축, 각종 전자문서 생성, 전자 결제, 온라인 보험 가입, 해운 선용품 판매 및 관련 정보 제공 등 해운 거래를 위한 종합적인 서비스가 제공되어야 한다. 이를 위해, 본문에서는 e-Marketplace의 효율적인 연계 방안에 대해 해운 관련 업종별로 제시하고 있다. 리스트 제공형, 중개형, 협력형, 보완형, 정보 연계형 등이 있는데, 이는 해운 분야에서 사이버 해운 거래가 가지는 문제점들을 보완하고 업종간 협업체제를 이루어 원활한 거래를 유도할 것이다. 그리하여 우리나라가 동북아 지역뿐만 아니라 세계적인 해운 국가 및 물류 ·정보 중심지로 성장할 수 있는 여건을 구축하는데 기여할 것이다. 나타내었다.약 1주일간의 포르말린 고정이 끝난 소장 및 대장을 부위별, 별 종양개수 및 분포를 자동영상분석기(Kontron Co. Ltd., Germany)로 분석하였다. 체의 변화, 장기무게, 사료소비량 및 마리당 종양의 개수에 대한 통계학적 유의성 검증을 위하여 Duncan's t-test로 통계처리 하였고, 종양 발생빈도에 대하여는 Likelihood ration Chi-square test로 유의성을 검증하였다. C57BL/6J-Apc$^{min/+}$계 수컷 이형접합체 형질전환 마우스에 AIN-76A 정제사료만을 투여한 대조군의 대장선종의 발생률은 84%(Group 3; 21/25례)로써 I3C 100ppm 및 300ppm을 투여한 경우에 있어서는 각군 모두 60%(Group 1; 12/20 례, Group 2; 15/25 례)로 감소하는 경향을 나타내었다. 대장선종의 마리당 발생개수에 있어서는 C57BL/6J-Apc$^{min/+}$계 수컷 이형접합체 형질전환 마우스에 AIN-76A 정제사료

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Multi-Buffer Zone Analysis of Geo-Based Integrated Thematic Mappable Information by Using GIS (GIS를 이용한 지질자료 기반 통합 주제정보의 다중 버퍼 영역분석)

  • 이기원;박노욱;권병두
    • Spatial Information Research
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    • v.7 no.2
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    • pp.159-173
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    • 1999
  • GIS has been regarded as one of important tools or methodologies for various geoscience applications. Recently, spatial data integration schemes for site-specific or field-specific thematic mapping are newly developed and utilized. However, these kinds of approaches are somewhat insufficient quantitative assessment of integrated layers towards known targets in-detailed . Moreover, GIS analysis scheme is rarely extended to scientific approaches. In this study, simple approach of Multi-Buffer Zone Analysis , related to GIS analystical aspect, is addressed and an actual application for predicting or favorable mapping of mineral occurrences, one of GIS-based geoscientific approaches, is performed, As for geo-processing in GIS itself, this scheme can be regarded as extension or adaptiation of cell-based buffering or proximity analysis to geoscientific data interpretation. This study is based on rationale that surface geological pattern around primitives such as a point, a line, or a polygon in GIS, representing significant geological features, can be efficiently utilized to delineate complex geological behaviors or events, especially handling multiple dta sets originated from multiple sources such as airborne geophysical/radiometric exploration, field survey, and even a classified image of remote sensing. Conclusively, this methodology associated wit GIS is though to be helpful to analyze the spatial pattern of multiple data, pointing given sources, and is expected to effectively utilize for exploratory analysis of cell-based resultant layer integrated with complex or different data sources.

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Expression of image contents based on property of digital signage - Focuses on the Digital Signage in Public Transport (디지털 사이니지의 특성에 따른 영상콘텐츠의 변화 -버스와 지하철 내 디지털 사이니지를 중심으로)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.783-793
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    • 2015
  • TV display which existed only in house started to show up out of house around us and now it found naturally its place in everywhere like street, bus, subway and elevator. It is called digital signage which showed up through digitalization of sign, that is, sign board and bulletin board. The distinction of digital sign from existing signs is that the latter one should go through physical process like removal after installation every time its contents are changed but the former one can produce its various outputs flexibly once it is installed. Also existing sign may be static image or 2 or 3 pieces of image to express simple motion while digital sign can contain multi media contents luxurious in design and motion. This paper confined the range of contents in digital signage in bus and subway. It needs to analyze characteristics of mass transportation-people of use, consumer by place and time, accommodation environment for consumer etc and arrange planned contents along with time and place. Developments of dedicated contents suitable to those digital signages will harmonize with place and time and promote the realm of digital signage which provides variety of experience to consumer and with which communication is possible and which is distinctive. Furthermore we may expect the birth of smart signage as a new media, in which fun and art are combined.

Accelerating GPU-based Volume Ray-casting Using Brick Vertex (브릭 정점을 이용한 GPU 기반 볼륨 광선투사법 가속화)

  • Chae, Su-Pyeong;Shin, Byeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.3
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    • pp.1-7
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    • 2011
  • Recently, various researches have been proposed to accelerate GPU-based volume ray-casting. However, those researches may cause several problems such as bottleneck of data transmission between CPU and GPU, requirement of additional video memory for hierarchical structure and increase of processing time whenever opacity transfer function changes. In this paper, we propose an efficient GPU-based empty space skipping technique to solve these problems. We store maximum density in a brick of volume dataset on a vertex element. Then we delete vertices regarded as transparent one by opacity transfer function in geometry shader. Remaining vertices are used to generate bounding boxes of non-transparent area that helps the ray to traverse efficiently. Although these vertices are independent on viewing condition they need to be reproduced when opacity transfer function changes. Our technique provides fast generation of opaque vertices for interactive processing since the generation stage of the opaque vertices is running in GPU pipeline. The rendering results of our algorithm are identical to the that of general GPU ray-casting, but the performance can be up to more than 10 times faster.

Filtering & Cridding Algorithms for Multibeam Echo Sounder Data based on Bathymetry (수심에 기반한 멀티빔 음향 측심 필터와 격자 대표값 선정 알고리즘)

  • 박요섭;김학일
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 1999.11a
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    • pp.260-265
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    • 1999
  • 멀티빔 음향측심기(Multibeam Echo Sounder)는 기존의 단빔 음향측심기(Singlebeam Echo Sounder)와 달리 탐사선 진행방향의 수직(Crosstrack)으로 해저면을 주사(Swath)하여, 한 번의 송수신(Ping)으로 다중의 빔 자료 - 수심, 후방산란된 음압(Backscattered Amplitude), 사이드 스캔 소나(Side Scan Sonar) 자료 - 를 취득하는 장비이다. 멀티빔 음향 측심기를 이용한 해저면 탐사의 경우, 수심이 변함에 따라 주사폭(Swath width)이 변화하고, 각 빔의 수평 해상도(Footprint)는 수심과 더불어 빔폭(Beam width)에 의하여 동적으로 변화한다. 멀티빔 음향 측심기는 해저면을 전역탐사 할 수 있을 뿐만 아니라, 연속된 음향 탐사를 통하여 이웃한 핑 사이에 발생하는 전방중첩영역(Endlap)과 이웃 측선(Trackline)을 따라 겹쳐지는 측방중첩영역(Sidelap)의 자료들을 이용하여 멀티 뎀 자료들의 전반적인 정확도 및 신뢰도를 평가할 수 있다. 본 논문은 수로 측량(Hydrographic Survey)에서 사용되는 멀티빔 음향 측심기를 운영하여 얻어진 측심 자료를 처리하는 알고리즘 개발에 관한 연구이다. 본 논문에서는 L3사의 Sea Beam 2100 벌티빔 음향 측심기를 대상으로, 멀티빔의 측심 원리와 해저 지형에 대한 일반적 이해를 통하여 획득된 측심 자료의 통계적 특성을 파악하고, 오측심된 수심 자료를 제거하는 방법을 제안하며, 측심 구간의 대표격자 크기를 결정하는 기준을 제시한다. 또한, 항공원격탐사에서 고도 추정시 사용되고 있는, 평균보간법, 가중평균 보간법과, 본 논문에서 제안하는 격자 대표값 선정 알고리즘(Gridding Algorithms)의 결과를 비교하고, 최종적으로 얻어지는 해저 수치지형모델(DEM, Digital Elevation Model)과 후방산란 영상을 제시한다. 빠른 한지형잔디들이 지표면을 피복하도록 하고 여름의 고온기와 장마시기에는 뿌리전단력이 우수한 이러한 초종들로 지표면이 피복되도록 하는 것이 이상적이라 생각된다. 4. 혼파처리간의 토사유출량을 비교한 결과 토사 유출 억제효과는 한지형과 나지형잔디들의 혼합형(MixtureIII)과 자생처리구(MixtureV), Italian ryegrass와 자생식물의 혼합형(MixtureIV)등에서 비교적 낮은 수치를 토사유출량을 기록하였다. 이러한 결과는 자생식물들이 비록 초기생육속도는 외래도입초종에 떨어지지만 토사유출의 억제효과면에서는 이들 외래초종에 필적할 수 있음을 나타낸다고 할 수 있겠다.중량이 약 115kg/$m^2$정도로 나타났다.소 들(환경의 의미, 사람의 목적과 지식)보다 미학적 경험에 주는 영향이 큰 것으로 나타났으며, 모든 사람들에게 비슷한 미학적 경험을 발생시키는 것 이 밝혀졌다. 다시 말하면 모든 사람들은 그들의 문화적인 국적과 사회적 인 직업의 차이, 목적의 차이, 또한 환경의 의미의 차이에 상관없이 아름다 운 경관(High-beauty landscape)을 주거지나 나들이 장소로서 선호했으며, 아름답다고 평가했다. 반면에, 사람들이 갖고 있는 문화의 차이, 직업의 차 이, 목적의 차이, 그리고 환경의 의미의 차이에 따라 경관의 미학적 평가가 달라진 것으로 나타났다.corner$적 의도에 의한 경관구성의 일면을 확인할수 있지만 엄밀히 생각하여 보면 이러한 예의 경우도 최락의 총체적인 외형은 마찬가지로 $\ulcorner$순응$\lrcorner$의 범위를 벗어나지 않는다. 그렇기 때문에도 $\ulcorner$순응$\lrcorner$$\ulcorner$표현$\lrcorner$의 성격과 형태를 외형상으로 더욱이 공간상에서는 뚜렷하게 경계

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A Study on the Change of Landscape in Korean Rural Village - From Chosun Dyansty to Olympic Games(1988) - (농촌(農村) 향토(鄕土)마을 경관(景觀)의 변화(變化) - 조선 말기부터 올림픽개최 전(1988)까지 -)

  • Lee, Shi-Young;Jang, Min;Shim, Joon-Young;Heo, Jun
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.28 no.4
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    • pp.112-119
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    • 2010
  • This study aims at interpreting Korean Rural Landscape by applying the analytical tool thus developed to the lifestyles of ordinary people found in their permanent dwellings both before and after Korea first opened its door to the world in 1896. By so doing, this study hopes to contribute to building a framework with which to understand the tradition of ordinary people by exploring the uniqueness and basic characteristics of Korean Rural Landscape. This study relies primarily on field studies and publications including, without limitation, the televised documentaries, as well as newspapers and scholastic writings and relating to, the agrarian and residential landscapes changed over time. In the Vernacular world, the present does not passively inherit the past. Rather, it is re-born each time, reflecting the society and history of the period. It does not change, but is shaped by the necessities of the period. This may be the reason why there are different Korean Rural Landscapes over a rather short period of time. For instance, the pre-modern Korean Rural Landscape tends to be shaped almost entirely by the nature, while the intention of people begins to find much more expressions in the modern Korean Rural Landscape. As the commodities become more readily available to people thanks to industrialization, such ready availability has brought about changes in the materials used in, as well as functions of, Rural Landscape.