• 제목/요약/키워드: Color experience

검색결과 307건 처리시간 0.029초

시청자 경험에 의한 TV장르별 화질 (Image Quality for TV Genre Depending on Viewers Experience)

  • 박영경
    • 방송공학회논문지
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    • 제26권3호
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    • pp.308-320
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    • 2021
  • 기존 정지 이미지를 활용한 화질 연구는 '자연스러움'에 초점을 맞추고 있으며 이는 기억색과 깊은 관련을 맺고 있다. 기억색은 주로 선경험이 있는 친숙한 대상에 대해 형성되며 이러한 기억색을 충실히 반영할수록 화면에 재현된 화질의 자연스러움이 증가한다. 특히 기억색의 밝기와 채도는 '자연스러움'뿐만 아니라 화질의 선호도를 증가시키는데 중요한 역할을 갖는다. 이에 기존의 화질 연구의 경우 기억색이 있는 자연물과 인물 중심으로 화질 특성을 연구한 바 있다. 본 연구에서는 TV 컨텐츠를 장르별로 분류하여 각 장르별 화질 특성을 도출하였다. 이를 위해 각 장르(스포츠, 다큐멘터리, 뉴스, 오락 및 음악, 영화)의 대표 이미지를 추출하고 각 이미지의 밝기, 대비, 채도를 조절한 후 인지된 화질을 평가하는 실험을 진행하였다. 실험 결과, TV 컨텐츠 장르를 상황적 맥락에 따라 근접 경험과 간접 경험의 두 가지 범주로 분류할 수 있었다. 근접 경험은 야외 스포츠, 드라마, 자연 다큐멘터리 컨텐츠를 포함하며 근접 경험 컨텐츠의 화질은 밝기와 대비와 밀접한 관련이 있었다. 간접 경험은 뉴스, 음악 쇼, SF/액션 영화 컨텐츠를 포함하며 해당 컨텐츠의 화질은 대조와 채도와 밀접하게 연관되었다. 이러한 결과에 따라 근접 경험으로 분류되는 컨텐츠의 경우 밝기와 대비 조절에 따라 최적 화질을 구현할 수 있으며, 간접 경험으로 분류되는 컨텐츠의 경우 대조와 채도 조절에 따라 최적 화질을 구현할 수 있다.

AR 디스플레이 연결을 통한 감각시각화에 대한 표현 검토 (Study on the Expression of Sensory Visualization through AR Display Connection - Focusing on Eye Tracking)

  • 마소위
    • 문화기술의 융합
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    • 제10권2호
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    • pp.357-363
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    • 2024
  • AR 디스플레이 가상기술이 대중 학습 생활에 광범위하게 들어오면서 현실과 가상이 연결을 하는 디자인 전달 방식도 변화하고 있다. 본 논문은 평면의 시각적방향 감각 정보 시각화 경험을 통하여 3D 연결 감각 정보 시각화 경험과 가상 현실적 증강 사이의 표현을 연구하는 데 목적이 있다. AR 디스플레이 대한 고찰과 평면 시각화 사례의 현재 적용과 비교하여 기본 설정하는 방법을 조사하여 분석된다. AR 디스플레이 연결 디자인에서 제스처 연결, 안구추적, 음성 연결 및 센서의 4가지 범주에서 안구 추적 기술을 중심으로 감각 시각화와의 관계를 통해 사용자가 더 나은 경험을 할 수 있도록 하는 것이 이 논문의 범위이다. AR 디스플레이 상호작용에 대한 고찰과 평면 시각화 사례의 현재 적용 및 비교 분석 과정을 통해 AR 디스플레이 상호작용을 통한 안구 추적 기술을 중심으로 감각 시각화의 요소 시각 도형의 기하학적 일관성, 빛과 색상의 일관성, 다감각 상호작용 방식의 조합, 합리적인 내용의 표시, 스마트 푸시는 가상현실에서의 감각 시각화를 보다 사실적이고 편리하게 표현하여 수용자에게 간단하고 편리한 감각 시각화 경험을 제공하였다.

Analysis of Visual Art Elements of Game Characters Illustrated by the Case of Glory of Kings

  • He, Yangyang;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
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    • 제12권3호
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    • pp.213-219
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    • 2020
  • Visual art elements can most intuitively express the information expressed by a game character and play an important role in shaping a successful game character. We compares and analyzes the role design in the skins of the "Five Tiger-like Generals" series in Glory of Kings in terms of color, line, graphic and other visual elements. Different visual elements form different visual impacts and influences, which brings people different psychological feelings and presents different emotional colors. The reasonable use of visual elements gives people a refined visual experience and a comfortable psychological feeling, adding more influencing factors to the "immersion" of the game. It not only can strongly attract the attention and love of players, but also spreads traditional culture of the nation and the country. Therefore, whether the visual art elements of a game character can be appropriately used is an important part of the success of the game work. The analysis of visual art elements of game characters has important learning and research value.

심미치료의 진단을 부탁해 (Diagnosis of Esthetic treament)

  • 백장현
    • 대한치과의사협회지
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    • 제54권1호
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    • pp.8-15
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    • 2016
  • To improve esthetics and gain beautiful smile, the maxillary anterior dentition is crucial. Through alteration of height, arrangement or color of the maxillary incisor, we can rehabilitate the esthetic smile. The perception of dental esthetics is highly subjective. Personal perceptions or judgement of dental esthetics is highly related with each individual's experience and social and cultural environment. However, there have been many efforts to establish the criteria for generally accepted esthetic norm, in order to increase the predictability of restorative treatment. For maxillary anterior restoration, not only a single tooth, but also the compositions around tooth such as facial form, lips and gum and their relationships have to be considered to create harmonious smile. It can be determined as esthetic restorations when in consonance with facial form and structures that frame the restorations. In this review article, several guidelines that are generally accepted and useful to assess the esthetics and communicate with patients and technicians will be discussed.

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보령화력발전소 홍보관 계획 (Boryeong Fire Plant Museum Project)

  • 이무상;정도균
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2007년도 춘계학술대회 논문집
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    • pp.77-78
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    • 2007
  • This project has been designed for people to experience and understand the process, importance and benefit of coal fire plants. As the biggest and first typical Korean fire plant using coal, Boryeong fire plant has had important roll for the Korean industries. Even so, people has had wrong prejudice for the fire plant in terms of environmental protection. To do these kind of rolls, this museum has been designed with theme, "Boryeong fire plant mating symbiotic relationship between nature, human and technologies." The space was zoned with five major themes: i. circulation of energy in nature, ii. electric power and eco-fire plant, iii. future energy, iv roll for future of environment, v. Korea as the leading energy industry. The design has been developed focused on spatial experiences to make 'Design Sequence' with linear circulations haying several important destinations. The interior has been finished with minimal color and materials projected by big sized movie and various LED movie system. Concept of appordance has been used to make interactive experiences between exhibits and visitors.

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지역지리정보를 활용한 CDMA 교육 콘텐츠 (A CDMA Education Content Utilizing Regional GIS Information)

  • 이영대;연상호
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2003년도 춘계종합학술대회논문집
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    • pp.245-250
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    • 2003
  • Of all wireless technologies for personal communications, CDMA(Code Devision Multiple Access) offers the best combination of good signal quality, high security and system reliability. CDMA2000 provides Internet and internet services for variable multimedia aplications. However, good educational CDMA web contents, which focus on the easy understability and good readability, are rare dute to the difficulties and the broad range of CDMA technologies. This content is developed based upon the following two aspects. First, a basic CDMA communication theoy, which contains much color figures and animation, is introduced combing the experimental results and corresponding explanations utilizing the information obtained by the TIMS CDMA equitments. It can improve the understabiliy virtual experience of the site visitors interested in the CDMA. Secondly, the recent CDMA coverage prediction and engineering technology is introduced using the RF plan tool C24 combined for the CDMA engineers

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가상현실 모델하우스 활용 특성에 관한 연구 (A Study on the characteristics of model house designs applying a virtual reality technique)

  • 윤재은;이준규
    • 한국실내디자인학회논문집
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    • 제33호
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    • pp.106-114
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    • 2002
  • Through the computer simulation of virtual reality techniques, prospective clients can experience the surroundings such as the view, traffic and convenience facilities in advance. Also, consumers can reflect their own tastes in the real apartment Interior construction through their own work in relation to furniture arrangement, color choices, etc. inside the apartments. The virtual model house not only replaces the function of the existing model house but it can also provide some services that could not be provided easily due to some restrictions under real conditions. More, it can provide a precise view of the outside appearance and surrounding environment as well as inside the house, as virtual structures on the computer. Consumers can search for the information through the Web in advance and consumer-satisfaction type of apartments can be built. For this purpose, smooth communications among the designers, server managers, and consumers should be achieved as a prerequisite to the delivery of the necessary information.

메탈 할라이드 램프 외관의 최적 봉착조건에 관한 연구 (A Study for Optimal filling Condition in Outer Enclosure of Metal Halide Lamp)

  • 지철근;이성진
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 1987년도 정기총회 및 창립40주년기념 학술대회 학회본부
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    • pp.296-299
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    • 1987
  • The purpose of this paper is to increase the lamp efficacy by filling the optimal Nitrogen gas pressure in the outer enclosure of metal halide lamp. This study presents a new model of Langmuir in the outer enclosure of discharge lamp. In this paper, in the first place, the diameter of Langmuir sheath and the total gab loss were calculated. Secondly, the each gas loss was computed if the arbitrary gas pressure is filled, With the calculated data, flash over which affects the lamp efficacy, lamp life and color rendering was considered. In case of the established discharge lamp, the gab pressure has been filled by experience only roughly. The gas loss is converted into the radiation output. Therefore, the lamp efficacy is improved by reducing the gas loss.

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소비자 정보의 요구에 관한연구 (A Study on Consumer Information Needs)

  • Lee, Eun-Hui;Rhee, Gi-Chun
    • 가정과삶의질연구
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    • 제14권2호
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    • pp.139-156
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    • 1996
  • This study attempts to explore urban married women's consumer information needs through assessing their demand level for information. In addition the causality of consumer information needs and related variables is investigated, Major findings are the following: (1) Respondent's needs for consumer information on the color television set and the tryply-pan are in very high level. (2) Among several relevant characteristics respondents' product involvement and perception on the quality differences is strongly related to information needs, (3) Respondents' self-confidence in the product evaluation respondents' perception of the price dispersion and product complexity show a positive effects on the level of information needs. (4) Respondents' age educational level purchasing experience show a negative effects on the level of information needs.

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Noninvasive Hematocrit Monitoring Based on Parameter-optimization of a LED Finger Probe

  • Yoon, Gil-Won;Jeon, Kye-Jin
    • Journal of the Optical Society of Korea
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    • 제9권3호
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    • pp.107-110
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    • 2005
  • An optical method of measuring hematocrit noninvasively is presented. An LED Light with multiple wavelengths was irradiated on fingernail and transmitted light from the finger was measured to predict hematocrit. A finger probe contained an LED array and detector. Our previous experience showed that prediction accuracy was sensitive to reliability of the finger probe hardware and we optimized the finger probe parameters such as the internal color, detector area and the emission area of a light source based on Design of Experiment. Using the optimized finger probe, we developed a hematocrit monitoring system and tested with 549 persons. For the calibration model with 368 persons, a regression coefficient of 0.74 and a standard deviation of 3.67 and the mean percent error of $8\%$ were obtained. Hematocrits for 181 persons were predicted. We achieved a mean percent error of $8.2\%$ where the regression coefficient was 0.68 and the standard deviation was 3.69.