• Title/Summary/Keyword: 영상 표현

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A Study on the Web-Based Representation of Thematic Maps Using GeoWeb Platform (GIS와 지오웹 플랫폼을 활용한 웹기반 주제도 표현에 관한 연구)

  • Kim, Nam-Shin;Jin, Shizhu
    • Journal of the Korean Association of Geographic Information Studies
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    • v.14 no.1
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    • pp.107-117
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    • 2011
  • This study aimed to inquire into possibilities of the web-based representation of thematic maps by geo-information mashup in the geoweb platform. In the Web2.0, Google platform leads the geoweb by offering effective mashup functions for geo-information. Geo-information mashup is opening a new horizon of map applications in fusion with a great of data in the Internet. Geo-information mashup by the available data method can be classified as two type; one is linkage of sources of platform itself(satellite images) and external data, the other is linkage of platform itself and user created contents. This study made heatmap, proportional map, and choropleth map based on Google satellite images by the linkage of platform itself and external data. As a result, thematic map of Google mashup expected to give us to a flexibility for difference interpretations of geographical distribution by representing overlap with satellite images.

Changes in the Emotion by the Expressive Definition of Visual Contents (영상콘텐츠의 표현밀도에 따른 감정의 변화)

  • Kim, Se-Hwa
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.192-201
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    • 2010
  • This research deals with expressive definition of visual contents by using the distance between a subject and a screen resolution, and what changes affect the emotion of those looking at the expressive definition. A visual image captured from a HDTV screen was shown to the 61 students attending a university in the Busan area and SAM evaluation method was used to measure 3 different emotions such as pleasant, arousal, and dominance. While comparing different resolution, looking at high resolution contents rather than low resolution resulted in a direction of pleasant, arousal, and dominance. Also showing a different resolution than consistently showing the same resolution had a more volatile emotional effect. Aftermath multiple comparison resulted in a tendency for emotions to become unpleasant and un-arousal when high resolution contents were shown and then switched to a low resolution contents. There was no result of any significance in the control variables. Also on the aftermath multiple comparison on short, medium and long distance between the subject and the screen resolution, short distance had a bigger pleasant, arousal, and dominance emotional numbers than the rest. In a multiple variable verification result, a resolution and the distance of happiness and excitement showed a positive correlation.

The Integration of Segmentation Based Environment Models from Multiple Images (다중 영상으로부터 생성된 분할 기반 환경 모델들의 통합)

  • 류승택;윤경현
    • Journal of Korea Multimedia Society
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    • v.6 no.7
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    • pp.1286-1301
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    • 2003
  • This paper introduces segmentation based environment modeling method and integration method using multiple environment map for constructing the realtime image-based panoramic navigation system. The segmentation-based environment modeling method is easy to implement on the environment map and can be used for environment modeling by extracting the depth value by the segmentation of the environment map. However, an environment model that is constructed using a single environment map has the problem of a blurring effect caused by the fixed resolution, and the stretching effect of the 3D model caused when information that does not exist on the environment map occurs due to the occlusion. In this paper, we suggest environment models integration method using multiple environment map to resolve the above problem. This method can express parallax effect and expand the environment model to express wide range of environment. The segmentation-based environment modeling method using multiple environment map can build a detail model with optimal resolution.

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The Edge Enhanced Error Diffusion Appling Edge Information Weights (에지 정보 가중치를 적용한 에지 강조 오차 확산 방법)

  • 곽내정;양운모;유창연;한재혁
    • The Journal of the Korea Contents Association
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    • v.3 no.3
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    • pp.11-18
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    • 2003
  • Error diffusion is a procedure for generating high quality bilevel images from continuous-tone images but blurs the edge information. To solve this problem, we propose the improved method appling edge enhanced weights based on local characteristic of the original images. We consider edge information as local characteristic. First, we produce edges by appling 3$\times$3 sobel operator to the original image. The edge is normalized from 0 to 1. Edge information weights are computed by using sinusoidal function and the normalized edge information. The edge enhanced weights are computed by using edge information weights multiplied input pixels. The proposed method is compared with conventional methods by measuring the edge correlation and quality of the recovered images from the halftoned images. The proposed method provides better quality than the conventional method due to the enhanced edge and represents efficiently the detail edge. Also, the proposed method is improved in edge representation than the conventional method.

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Depth Scaling Method of DirectX-based Stereoscopic Game Image (DirectX 기반 입체 게임 영상의 깊이감 조절 기법)

  • Kim, Jin-Mo;Cho, Hyung-Je
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.135-146
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    • 2010
  • The development of image technologies in such area as broadcasting and movies has recently increased our attention to 3D stereoscopic images. In addition, the development of stereoscopic image representation technologies in 3D contents becomes more active over time due to the representational limitations of 2D images. Without limitation to the above-mentioned area, stereoscopic image technologies have been developed and studied so that they can be widely accessed in diverse areas including medical services and education. Due to the refined production, however, required to represent a three dimensional effects and the fatigue caused by the perception of a three dimensional effects, the stereoscopic image technologies are not combined into real time systems such as games where environments change unforeseeably. In this study we design a technique to adjust the depth scaling that will enable efficient management of a three dimensional effects and to relieve fatigue through automatic view point interval adjustment in accordance with situations based on the geometrical structure of the DirectX SDK graphic pipeline. Through this, we would like to suggest a new alternative idea to activate the production of games combined with stereoscopic image technologies.

A Comparative Study of Spatial Composition in East Asian Hanging Scrolls and Contemporary Digital Vertical Videos (동양의 전통 족자와 현대의 디지털 세로 영상의 공간 구성 비교 연구)

  • Sun Ling;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.289-298
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    • 2024
  • As digital mobile technology has advanced, vertical videos have emerged as a prominent format in the contemporary media field, presenting a new visual language that challenges traditional horizontal-centric aesthetic norms. This study delves into the visual and structural parallels and distinctions between traditional East Asian Hanging scrolls and contemporary vertical videos by applying traditional spatial composition techniques such as the 'Three Distances', 'One River, Two Banks', 'Intended Blank', and 'Unity of Poetry, Calligraphy, and Painting' to the creation of modern vertical videos. Through this comparative analysis, the research examines how vertical layouts enhance depth and layering of the screen, deepen emotional expression, and offer creators new avenues for expression. By juxtaposing the spatial compositions of traditional East Asian Hanging scrolls with those prevalent in today's digital vertical videos, this study seeks to uncover new visual languages and aesthetic values within the evolving media field.

A study on the expression of space and time by match cut in the image media -focusing on the movie, Bram Stoker's Dracula (1992)- (영상미디어에서 매치 컷을 통한 시·공간 표현 연구 -영화<드라큘라>(1992)를 중심으로-)

  • Lim, Yong-Seob
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.419-424
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    • 2018
  • Match cut is the montage technique that is widely used in the image media. This technique is versatile to generate the receivers a variety of meanings. In this article, the match cut shorts applied in the movie, Bram Stoker's Dracula, were analyzed based on the meanings occurred between the shorts. In addition, the analysis methods were based on the philosophical issues of Gilles Deleuze which had been analyzed focusing on the generation competency. Also, Francis Bacon's paintings, 'painting' (1946) and 'self-portrait' (1969) demonstrating similar meanings were compared to assist understanding. Upon the analyses of these two media, the meanings of 'becoming' that had the feature of nomadism between the shorts and occurred in the process of combined generation were analyzed. Therefore, match cut occurred in the image media was found to function to the receivers in a variety of ways and the degree of its utilization was not limited upon this analysis.

Color Application on Sign System Typography for Dynamic Expression (색채를 활용한 사인시스템 활자의 동적표현 연구)

  • Park, Seong-Hyeon;Kim, Young-Kook
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.250-258
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    • 2007
  • Typography is the combination of language of formative art. It is indeed the core means of human communication through understanding of language and formative values. Studies began on introduction of various techniques to overcome the phenomenon of the 'reaction of language', which appears as an impediment in delivery and sharing of information as the most fundamental roles. Successively, mobile printing types more readable and effective in delivering of meanings have been developed, thus widely distributed for general use. However, although such printing types might be easily used in image and digital media, such as in computer monitors, screens and mobile phone LCDs, etc., it is in fact difficult to use these printing types in printed surfaces, the traditional medium of information delivery, or in sign systems frequently encountered in our surrounding environment. As a solution for this, it is intended to create an effect of communication closer to dynamic typography expression by approaching visual message delivery system from the essence and substance of the color application, which corresponds to the visual spatial expression effect, the core element of expression in dynamic typography to possess significantly more powerful effect in terms of both message delivery capacity and readability than the conventional means of static typography.

A Study on Aerial Perspective on Painterly Rendering (회화적 렌더링에서의 대기원근법의 표현에 관한 연구)

  • Jang, Jae-Ni;Ryoo, Seung-Taek;Seo, Sang-Hyun;Lee, Ho-Chang;Yoon, Kyung-Hyun
    • Journal of Korea Multimedia Society
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    • v.13 no.10
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    • pp.1474-1486
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    • 2010
  • In this paper, we propose an algorithm which represents the distance depiction technique of real painting that named "Aerial Perspective" in painterly rendering. It is a painting technique that depicts the attenuations of light in the atmosphere, and the scattering effect is changed by the distance, altitude and density of atmospheres. For the reflection of these natures, we use the depth information corresponding to an input image and user-defined parameters, so that user changes the effect level. We calculate the distance and altitude of every pixel with the depth information and parameters about shot information, and control the scattering effects by expression parameters. Additionally, we accentuate the occluding edges detected by the depth information to clarify the sense of distance between fore and back-ground. We apply our algorithm on various landscape scenes, and generate the distance-emphasized results compared to existing works.

Effective Volume Rendering and Virtual Staining Framework for Visualizing 3D Cell Image Data (3차원 세포 영상 데이터의 효과적인 볼륨 렌더링 및 가상 염색 프레임워크)

  • Kim, Taeho;Park, Jinah
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.1
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    • pp.9-16
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    • 2018
  • In this paper, we introduce a visualization framework for cell image data obtained from optical diffraction tomography (ODT), including a method for representing cell morphology in 3D virtual environment and a color mapping protocol. Unlike commonly known volume data sets, such as CT images of human organ or industrial machinery, that have solid structural information, the cell image data have rather vague information with much morphological variations on the boundaries. Therefore, it is difficult to come up with consistent representation of cell structure for visualization results. To obtain desired visual representation of cellular structures, we propose an interactive visualization technique for the ODT data. In visualization of 3D shape of the cell, we adopt a volume rendering technique which is generally applied to volume data visualization and improve the quality of volume rendering result by using empty space jittering method. Furthermore, we provide a layer-based independent rendering method for multiple transfer functions to represent two or more cellular structures in unified render window. In the experiment, we examined effectiveness of proposed method by visualizing various type of the cell obtained from the microscope which can capture ODT image and fluorescence image together.