• Title/Summary/Keyword: 한국 영상 매체

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A Study on Stroke Based Rendering Using Painting Media Profile (페인팅 매체 프로파일을 이용한 스트로크 기반 렌더링에 관한 연구)

  • Seo, Sang-Hyun;Yoon, Kyung-Hyun
    • Journal of Korea Multimedia Society
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    • v.12 no.11
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    • pp.1640-1651
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    • 2009
  • In this paper we introduce a new approach to stroke based rendering using brush stroke profile. Our proposed method, based on image retrieval method, is a simple but flexible and scalable method to create various painting styles, for which scalable database constructed with the collection of real stroke data is used. Input image is reproduced with combinations of brush stoke in the database, when a search process to determinate appropriate brush stroke and a judgment process to decide whether to draw the retrieved brush stroke on the canvas or not are presented. In addition, this paper suggests a new brush stroke model and a depiction technique in order to utilize effective height information which allows natural texture depiction, or good visual effect, without carrying out physical simulation. Our method is able to create diverse variations of painting by controling various user parameters. It also provides scalable framework that can produce various painting styles with different artistic media by changing the stroke combinations of stroke database.

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Effects of Politics Channels of YouTube on Political Socialization (유튜브 정치·시사 채널 이용이 정치사회화에 미치는 영향)

  • Park, Sang-Hyun;Kim, Sung-Hoon;Joung, Seung-Hwa
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.224-237
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    • 2020
  • This study is about motivations of using YouTube channels related to politics and its effects on political socialization. Information acquisition from the political channels of YouTube was analyzed from the perspective of uses and gratifications theory. Then, the effects of the variable factors which can influence the perception-attitude-action of political socializations were reviewed. To understand aforesaid aspects, online survey was conducted targeting male and female adults between 20 to 50-year-old. There were four factors observed for the motivations of using YouTube channels of politics, which were 'entertainment of political satire', 'mental stability', 'convenience of the media', and 'pursuit of information'. The impacts on political socialization were verified with path analysis. Among the various motivations of using YouTube channels, 'convenience of the media' and 'pursuit of information' were the factors that positively affected the acquirement of political knowledges. Political knowledges had meaningful influences on increasing people's interest in politics, and their sense of political efficacy. Increased interest in politics led to higher level of sensing political efficacy, then higher political efficacy positively motivated people to participate in politics. The theoretical and practical implications of the study were also discussed based on the findings.

WBI Courseware Design and Implementation for Learning of Problem Solving on the Subject Science in the Elementary (초등학교 사회교과 문제 해결 학습을 위한 웹 기반 코스웨어의 설계 및 구현)

  • Suh Seung-Hee;Lee Young-Wook
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.2 s.34
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    • pp.31-38
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    • 2005
  • The web is expected to cause the lot of its utilizing as a means of computer instructed learning and recently the applying instance on the web is more increasing in the education. From educational perspectives. the web-based instruction is much superior to any other medium in the view of interaction and greater to the amount of transmitted information. The various learning contents of WBI program can make students feel more excited and interested in learning activities. Also the creative talent and application abilities of the learner are able to be developed by mixing various sorts of multimedia materials up such as moving pictures. graphics and sounds. In this study, a WBI courseware learning program for the problem solving was designed and Proposed on the base of the theory of constructivism for the subject of social science in the 6th grade of elementary school. The experimental results showed that the learning accomplishment of an experimental class was much better than that of an existent class.

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A Study on the Characteristics of Colour Perception According to Light and Dark Mode in the Digital Media Environment (디지털 미디어 환경에서 사용자 환경 모드에 따른 색채 인지 특성 연구)

  • Ji-Young Hong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.65-70
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    • 2023
  • In recent years, the digital media environment has begun to diversify, with a greater focus being placed on user-centric design. With the development of digital technology, the digital media environment has formed a vast network of information, which supports interactive communication between people, creating a need for user-centric research. Mobile displays, as a representation of the digital media environment, have the advantage of mobility through the use of thin screen displays and low-performance image sensors, which allow for miniaturization and power saving. However, this results in reduced colour accuracy compared to large displays. This study investigates users' colour perception when using dark and light mode mobile displays. Colour perception was measured using a psycho-physical experiment, which controls each colour attribute based on the 12 colours of KS. The results were analysed to determine whether there is a difference in colour perception between dark mode and light mode, and if the difference was statistically significant. Future research directions based on the results are then discussed.

Development of Collaborative Robot Control Training Medium to Improve Worker Safety and Work Convenience Using Image Processing and Machine Learning-Based Hand Signal Recognition (작업자의 안전과 작업 편리성 향상을 위한 영상처리 및 기계학습 기반 수신호 인식 협동로봇 제어 교육 매체 개발)

  • Jin-heork Jung;Hun Jeong;Gyeong-geun Park;Gi-ju Lee;Hee-seok Park;Chae-hun An
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.543-553
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    • 2022
  • A collaborative robot(Cobot) is one of the production systems presented in the 4th industrial revolution and are systems that can maximize efficiency by combining the exquisite hand skills of workers and the ability of simple repetitive tasks of robots. Also, research on the development of an efficient interface method between the worker and the robot is continuously progressing along with the solution to the safety problem arising from the sharing of the workspace. In this study, a method for controlling the robot by recognizing the worker's hand signal was presented to enhance the convenience and concentration of the worker, and the safety of the worker was secured by introducing the concept of a safety zone. Various technologies such as robot control, PLC, image processing, machine learning, and ROS were used to implement this. In addition, the roles and interface methods of the proposed technologies were defined and presented for using educational media. Students can build and adjust the educational media system by linking the introduced various technologies. Therefore, there is an excellent advantage in recognizing the necessity of the technology required in the field and inducing in-depth learning about it. In addition, presenting a problem and then seeking a way to solve it on their own can lead to self-directed learning. Through this, students can learn key technologies of the 4th industrial revolution and improve their ability to solve various problems.

Parameter Analysis for Time Reduction in Extracting SIFT Keypoints in the Aspect of Image Stitching (영상 스티칭 관점에서 SIFT 특징점 추출시간 감소를 위한 파라미터 분석)

  • Moon, Won-Jun;Seo, Young-Ho;Kim, Dong-Wook
    • Journal of Broadcast Engineering
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    • v.23 no.4
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    • pp.559-573
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    • 2018
  • Recently, one of the most actively applied image media in the most fields such as virtual reality (VR) is omni-directional or panorama image. This image is generated by stitching images obtained by various methods. In this process, it takes the most time to extract keypoints necessary for stitching. In this paper, we analyze the parameters involved in the extraction of SIFT keypoints with the aim of reducing the computation time for extracting the most widely used SIFT keypoints. The parameters considered in this paper are the initial standard deviation of the Gaussian kernel used for Gaussian filtering, the number of gaussian difference image sets for extracting local extrema, and the number of octaves. As the SIFT algorithm, the Lowe scheme, the originally proposed one, and the Hess scheme which is a convolution cascade scheme, are considered. First, the effect of each parameter value on the computation time is analyzed, and the effect of each parameter on the stitching performance is analyzed by performing actual stitching experiments. Finally, based on the results of the two analyses, we extract parameter value set that minimize computation time without degrading.

A study for varieties of image design-With the credits of cinema in 1990s- (영상 디자인의 다양성에 관한 연구-1990년대 국내외 영화 크레딧을 중심으로-)

  • 김인철
    • Archives of design research
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    • v.20
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    • pp.253-262
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    • 1997
  • The era of film has begun as a few media critics had anticipated already. The interestings of visual designers has asked to being with images in the processing and changing of varied image culture are different from the era of print media. It is reason to being with images that are generalizing of video culture. Now the film of images that made from popular advertisings and goods influenced by films has come. At first to being with image to visual designers need to understand films and to join making films. In films, visual designers make strengthen in part of credit titles. Credit titles are elements in films with the form of text to help understanding in the beginning and closing part of films. Credit title design has begun first by American visual designer Saul Bass as p pioneer position and have made to be varied film credit technics of computer. The advanced of technics have to think aspects of meaning of titles in the film of '007' movie series through 60s &70s. In 80s more technics have developed to being varied credits to films. And after all, in 90s there are films with almost varied titles. In Korean films ars less varied than that of Amenrican's and of French, in this study I hope to develope more varied Korean credit titles in near future.

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The Cultural Meanings of the first optical insturment, Camera obscura, in the pre-modern Age (최초의 영상기구, 카메라 옵스쿠라의 문화사적 의미)

  • LEE, Sang-Myon
    • Korean Association for Visual Culture
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    • v.16
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    • pp.131-161
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    • 2010
  • This thesis investigates the cultural meanings of the first optical instrument, Camera obscura, in the pre-modern age, while it explains the development as well as the use of the Camera obscura in Europe and Korea. For this purpose the thesis traces the significant phases of the historical developments of the Camera obscura from L. da Vinci, G. B. della Porta, D. Barbaro, A. Kircher to J. Zahn etc. The Camera obscura was not only the symbolic instrument of the modernism in the sense that human being wanted to observe the outer world by himself and to be freed from the viewpoint of the christianity, but also was the forerunner of the modern visual culture, because it first time reproduced the artificial image of the natural world. Since the second half of the 17th century the box-type reflex Camera obscura had been produced, it began to be used as aid to drawing for painters like J. Vermeer, A. Canaletto and J. Reynolds etc. throughout Europe. It tells the evidence of the close relation between art and technology in the pre-modern age. Around the end of the 18th century the Camera obscura was brought to Korea, the closed country of the Fareast, by the scholars of the so-called 'Realist school' (Silhak-pa) who went to Beijing to acquire knowledges on the Western science from the European priests. In 1780s Yak-yong JUNG, one of the representative scholars of the Realist school, experimented the Camera obscura, and then, it was used for sketches of higher aristocrats' portraits by the supreme portrait painter of that time, Myoung-ki LEE. Those were possible only under the reign of the culturally liberal and reformative King, Jung-jo (ruled 1776-1800), and after his retreatment the inquiry of the Camera obscura had been dimished. It is not a historical coincidence that the Camera obscura could be examined and used in the period of the Enlightment both in Europe and Korea.

Correlation of Jacques Lacan's Mirror Stage and the process of Remediation on Image Media (쟈크 라캉의 거울단계와 영상미디어의 매개과정과의 연관성)

  • Ahn, Sang-Hyuk
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.147-154
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    • 2005
  • In this paper, I am going to analyze a correlation of Jacques Lacan's Mirror Stage and the process of remediation on image media. It is because the remediation process of various digital media is letting people pass through one time of mirror stage again. Remediation for the Internet of traditional media, conflict with the virtual world and real world, identification that a virtual image changes a practical image is for it to be caused a remediation process by mutual link of various image media. The Narcissism which occurs in the relation a self with a idealized self searches a new own expression and forms a skillful mania culture. Reflexivity of active mania culture same as a Jacques Lacan's Mirror Stage is to be the possibility becoming the feature of media culture of today. However, if digital media culture generation spends extremely wasting time from the image media, these image media generations cannot grow into new future-type man. According to this, it is necessory to have a study on Visual Literacy that it is related to a Jacques Lacan's Mirror Stage.

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The Modeling of the Optimal Data Format for JPEG2000 CODEC on the Fixed Compression Ratio (고정 압축률에서의 JPEG2000 코덱을 위한 최적의 데이터 형식 모델링)

  • Seo, Choon-Weon
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.19 no.6
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    • pp.109-116
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    • 2005
  • Recently, images/videos have been preferred as the communication media because of their information-implication and easy recognizability. But the amount of their data is so large that it has been the major research area to compress their data. This paper is related to optimization in th image data format, which can make a great effect in performance of data compression and is based on the wavelet transform and JPEG2000. This paper established a criterion to decide the data format to be used in wavelet transform, which is on the bases of the data errors in frequency transform and quantization. This criterion has been used to extract the optimal data format experimentally. The result were(1, 9) of 10-bit fixed-point format for filter coefficients and (9, 7) of 16-bit fixed-point data dormat for wavelet coefficients and their optimality was confirmed.