• Title/Summary/Keyword: Feature representation

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Kinetic Typography study on TV Entertainment Programs - Focused on <2 Days & 1 Night>, , - (TV 예능 프로그램의 키네틱 타이포그래피 연구 - <1박2일>, <런닝맨>, <무한도전>을 중심으로 -)

  • Kim, Hyun-Ki;Bang, Yoon-Kyeong
    • Cartoon and Animation Studies
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    • s.33
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    • pp.363-382
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    • 2013
  • Up until about ten years ago, the use of typography played only an auxiliary role on broadcast television programs, primarily by transmitting information in order to facilitate a basic understanding of content. Recently, however, kinetic typography has become an important component in broadcast production. In fact, kinetic typography has developed into a visual language and a means of artistic expression, one that is increasingly used in the production of entertainment programs on television. This paper analyzes six aspects of kinetic typography: manner of development, location, intent, expressive techniques, color and font selection. Particular attention is placed on their use in three highly rated television entertainment programs: "2 Days & 1 Night", "Running Man", and "Infinite Challenge". The development way consists of the technique : starts off with cut and ends with cut. While, other techniques show conversation and situation representation using Z axis : zoom-in, zoom-out in , X axis : pan in <2 Days & 1 Night>. and Y axis : tilt in . Typographic design elements, expression technique, color, font are shown up according to the feature of each program. The resulting analysis suggests new ways for motion arts designers and the broadcast media to use kinetic typography in the development of television programs.

Information Visualization Process for Spatial Big Data (공간빅데이터를 위한 정보 시각화 방법)

  • Seo, Yang Mo;Kim, Won Kyun
    • Spatial Information Research
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    • v.23 no.6
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    • pp.109-116
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    • 2015
  • In this study, define the concept of spatial big data and special feature of spatial big data, examine information visualization methodology for increase the insight into the data. Also presented problems and solutions in the visualization process. Spatial big data is defined as a result of quantitative expansion from spatial information and qualitative expansion from big data. Characteristics of spatial big data id defined as 6V (Volume, Variety, Velocity, Value, Veracity, Visualization), As the utilization and service aspects of spatial big data at issue, visualization of spatial big data has received attention for provide insight into the spatial big data to improve the data value. Methods of information visualization is organized in a variety of ways through Matthias, Ben, information design textbook, etc, but visualization of the spatial big data will go through the process of organizing data in the target because of the vast amounts of raw data, need to extract information from data for want delivered to user. The extracted information is used efficient visual representation of the characteristic, The large amounts of data representing visually can not provide accurate information to user, need to data reduction methods such as filtering, sampling, data binning, clustering.

Real Life Emotions in Koreeda Hirokazu's Still Walking (사실적인 감정의 미학 : 고레에다 히로카즈의 <걸어도 걸어도>를 중심으로)

  • Min, Hwan-Ki;Nam, Yeon-Kyoung
    • Cartoon and Animation Studies
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    • s.27
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    • pp.199-219
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    • 2012
  • An innovative narrative film-making always came out of conflict and negotiation between reality and film form. A lesson we learn from their film-making is a certain reality is no more possible to be dealt with by conventional narrative. A dialectic between a real life and a representation drives a certain film-makers to make films. Kore-eda Hirokazu is internationally known as developing his own method of meshing of so-called real life and the artifice of film. As He began his career as a documentary film-maker, made several documentaries for TV and then turned to his feature film-making, documentary film-making defines the basic stance in all of his film-making. He in particular emphasized that he considered the fundamental ethical standpoint of documentary to be filming from the standpoint that one does not - or cannot - know the person one is filming. And therefore even in his fiction films he avoids subjective cinematic structures that offer easy access to the internal states of his characters. He makes his audience observe the internal states of his characters from the outside with his narrative strategy. This article will analyse two documentary films of Koreeda Hirokazu in such a way that his documentaries meshes a real life and the artifice of film and then explores such a fiction film like that changes its documentary methods into narrative strategy for the same effect on the audience.

Gameplay Experience as A Problem Solving - Towards The New Rule Spaces - (문제해결로서의 게임플레이 경험 - 새로운 법칙공간을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.25-41
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    • 2009
  • The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.

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A Hand Gesture Recognition System using 3D Tracking Volume Restriction Technique (3차원 추적영역 제한 기법을 이용한 손 동작 인식 시스템)

  • Kim, Kyung-Ho;Jung, Da-Un;Lee, Seok-Han;Choi, Jong-Soo
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.6
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    • pp.201-211
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    • 2013
  • In this paper, we propose a hand tracking and gesture recognition system. Our system employs a depth capture device to obtain 3D geometric information of user's bare hand. In particular, we build a flexible tracking volume and restrict the hand tracking area, so that we can avoid diverse problems caused by conventional object detection/tracking systems. The proposed system computes running average of the hand position, and tracking volume is actively adjusted according to the statistical information that is computed on the basis of uncertainty of the user's hand motion in the 3D space. Once the position of user's hand is obtained, then the system attempts to detect stretched fingers to recognize finger gesture of the user's hand. In order to test the proposed framework, we built a NUI system using the proposed technique, and verified that our system presents very stable performance even in the case that multiple objects exist simultaneously in the crowded environment, as well as in the situation that the scene is occluded temporarily. We also verified that our system ensures running speed of 24-30 frames per second throughout the experiments.

Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.

Automatic Tagging Scheme for Plural Faces (다중 얼굴 태깅 자동화)

  • Lee, Chung-Yeon;Lee, Jae-Dong;Chin, Seong-Ah
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.3
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    • pp.11-21
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    • 2010
  • To aim at improving performance and reflecting user's needs of retrieval, the number of researches has been actively conducted in recent year as the quantity of information and generation of the web pages exceedingly increase. One of alternative approaches can be a tagging system. It makes users be able to provide a representation of metadata including writings, pictures, and movies etc. called tag and be convenient in use of retrieval of internet resources. Tags similar to keywords play a critical role in maintaining target pages. However, they still needs time consuming labors to annotate tags, which sometimes are found to be a hinderance caused by overuse of tagging. In this paper, we present an automatic tagging scheme for a solution of current tagging system conveying drawbacks and inconveniences. To realize the approach, face recognition-based tagging system on SNS is proposed by building a face area detection procedure, linear-based classification and boosting algorithm. The proposed novel approach of tagging service can increase possibilities that utilized SNS more efficiently. Experimental results and performance analysis are shown as well.

Linguistic Theory in India and Panini (인도의 언어이론과 파니니)

  • 김형엽
    • Lingua Humanitatis
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    • v.1 no.2
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    • pp.123-139
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    • 2001
  • In the history of linguistics in the world the scholars in India could be regarded as the representative linguists, who had provided the cornerstone of the academic development at linguistics. Without looking into the contents of Indian linguistic theories devised and developed in the past it would be almost impossible to account for the origin of descriptive linguistics and historical linguistics. These linguistics trends became full-fledged in 19 and 20 century and are still accepted by a lot of researchers in order to analyze newly revealed languages and train students only coming up the toddling level of linguistic studies. In this paper I will show how far the influence of Indian linguistics has colored the flow of linguistic growth historically. Especially through the analysis of Panini grammar I will prove the intimate relationship between the Indian linguistic theory and the generative grammar - it is the most active theory at present. The methods that Panini applied to constitute the rules like sutra include lots of information, that also could be discovered at the rules postulated in the generative grammar. One of the common features found at both linguistic theories is the simplicity of rule representation. At the generative grammar a rule has to be established without any redundancy. When certain number of sounds like p, b, m show the same phonological. change relevant to lips (labial in linguistic term) different rules need not to be given for each sound separately. It is better to find a way of putting the sounds together in a rule with grouping the 3 sounds with the shared phonetic feature 'labial'. In Panini grammar the form of a rule was decided based on the simplicity, too. For example, sutra 6.1.77 shows the phonological connection between the vowels i, u r 1 and the semi-vowels y, v, r, 1. However, it does not require to postulate 4 individual rules respectively. Instead a rule in which the vowels and the semi-vowels are involved is suggested, and linguistically the rule make it clear that the more simpler the rules will be the better they can reflect the efficiency of human language acquisition. Although the systems introduced at Panini grammar have some sense of distance from the language education itself we cannot deny the fact that the grammar formulates the a turning point of linguistic development. It is essential for us to think over the grammar from the view point of the modem linguistic theories to understand their root and trunk more thoroughly. It will also help us to predict in which way linguistic tendency will proceed to in future.

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Visualization of Korean Speech Based on the Distance of Acoustic Features (음성특징의 거리에 기반한 한국어 발음의 시각화)

  • Pok, Gou-Chol
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.13 no.3
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    • pp.197-205
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    • 2020
  • Korean language has the characteristics that the pronunciation of phoneme units such as vowels and consonants are fixed and the pronunciation associated with a notation does not change, so that foreign learners can approach rather easily Korean language. However, when one pronounces words, phrases, or sentences, the pronunciation changes in a manner of a wide variation and complexity at the boundaries of syllables, and the association of notation and pronunciation does not hold any more. Consequently, it is very difficult for foreign learners to study Korean standard pronunciations. Despite these difficulties, it is believed that systematic analysis of pronunciation errors for Korean words is possible according to the advantageous observations that the relationship between Korean notations and pronunciations can be described as a set of firm rules without exceptions unlike other languages including English. In this paper, we propose a visualization framework which shows the differences between standard pronunciations and erratic ones as quantitative measures on the computer screen. Previous researches only show color representation and 3D graphics of speech properties, or an animated view of changing shapes of lips and mouth cavity. Moreover, the features used in the analysis are only point data such as the average of a speech range. In this study, we propose a method which can directly use the time-series data instead of using summary or distorted data. This was realized by using the deep learning-based technique which combines Self-organizing map, variational autoencoder model, and Markov model, and we achieved a superior performance enhancement compared to the method using the point-based data.

Application of GIS-based Probabilistic Empirical and Parametric Models for Landslide Susceptibility Analysis (산사태 취약성 분석을 위한 GIS 기반 확률론적 추정 모델과 모수적 모델의 적용)

  • Park, No-Wook;Chi, Kwang-Hoon;Chung, Chang-Jo F.;Kwon, Byung-Doo
    • Economic and Environmental Geology
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    • v.38 no.1
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    • pp.45-55
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    • 2005
  • Traditional GIS-based probabilistic spatial data integration models for landslide susceptibility analysis have failed to provide the theoretical backgrounds and effective methods for integration of different types of spatial data such as categorical and continuous data. This paper applies two spatial data integration models including non-parametric empirical estimation and parametric predictive discriminant analysis models that can directly use the original continuous data within a likelihood ratio framework. Similarity rates and a prediction rate curve are computed to quantitatively compare those two models. To illustrate the proposed models, two case studies from the Jangheung and Boeun areas were carried out and analyzed. As a result of the Jangheung case study, two models showed similar prediction capabilities. On the other hand, in the Boeun area, the parametric predictive discriminant analysis model showed the better prediction capability than that from the non-parametric empirical estimation model. In conclusion, the proposed models could effectively integrate the continuous data for landslide susceptibility analysis and more case studies should be carried out to support the results from the case studies, since each model has a distinctive feature in continuous data representation.