• Title/Summary/Keyword: Korean visual media

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Effect of Cysteamine on In Vitro Maturation, Fertilization and Culture of Porcine Oocytes

  • Yi, Y. J;Kim, M. Y.;Lee, S. H.;T. S. Min;D. I. Jin;Park, C. S.
    • Korean Journal of Animal Reproduction
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    • v.27 no.4
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    • pp.275-280
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    • 2003
  • This study was carried out to investigate the effect of cysteamine addition during in vitro maturation, fertilization and culture of porcine oocytes. Oocytes were matured for the first 22 h in mTCM -199 media supplemented with or without 150 $\mu$M cysteamine. They then were matured for an additional 22 h in mTCM-199 media without hormones supplemented with or without 150 $\mu$M cysteamine. When cumulus-oocyte complexes (COCs) were matured in the mTCM-199 media supplemented with cysteamine, the rates of GVBD and maturation (metaphase II) were enhanced as compared to the media without the addition of cysteamine. Also, when COCs were matured in the mTCM-199 media supplemented with cysteamine, the rates of sperm penetration, male pronucleus formation, cleavage and blastocyst formation after in vitro fertilization were enhanced as compared to the media without the addition of cysteamine. In conclusion, it was suggested that oocytes matured for the first 22 h in mTCM-199 media supplemented with 150 $\mu$M cysteamine increased the rates of metaphase II, sperm penetration, male pronucleus and blastocyst formation were higher as compared to the media without addition of cysteamine.

The types and characteristics of statistical big-data graphics with emphasis on the cognitive discouragements (빅데이터 통계그래픽스의 유형 및 특정 - 인지적 방해요소를 중심으로 -)

  • Sim, Mihee;You, Sicheon
    • Smart Media Journal
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    • v.3 no.3
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    • pp.26-35
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    • 2014
  • The statistical graphics is a design field focusing on the user perception aspects for the correct information delivery and the effective understanding, with the use of the quantitative data through the information analysis, extraction, visualization process. The statistical graphics with the big data composition factor is termed as the statistical big data graphics. In the statistical graphics the visual factors are used to reduce the errors in the perception part and to successfully deliver the information. However, in the statistical big data graphics the visual factors of the enormous data are causing the cognitive discouragements. The purpose of this study is to extract the cognitive discouragement factors from the big data statistical graphics, categorizing the types of the statistical big data graphics as 'network type', 'segment type', and 'mixed type', based on their compositional shapes, and explored the characteristics according to them. Especially, based on the visual main factors in the statistical big data graphics, We extracted the cognitive discouragement factors that appear in the high visualization as the four categories: 'multi-dimensional cases', 'various color', 'information overlap', and 'legibility of the writing'.

The Study on the Application of Monotone in Contemporary Moving Image (현대영상에서 모노톤 활용에 관한 연구)

  • Kim, Seog-Jun
    • Cartoon and Animation Studies
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    • s.35
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    • pp.255-270
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    • 2014
  • There is a dazzling display of colors used in contemporary visual media. The flood of color image in films leads to the application of partial colors onto the monotonous image, which is one of the reverse phenomena in this field of visual media. Nowadays, it became possible to revise the colors of moving images through computer graphics, and the excessive use of colors has a tendency to make visual impact uninteresting. The attempt is applied in a variety of ways from making video commercials and music videos as well as films. In particular, the application of partial color in the monotonous image in films such as Schindler's List(1993) and Sin City(2005) gave scores of audiences a fresh shock and added the depth of moving image. The purpose of this study is to examine how the principles and properties of the color affect us and how the application of monotone shows its effectiveness in moving images. By analyzing various case studies, this paper will propose and validate the progressive value toward the application of moving images in combination in the future.

The Visual Representation Methods based on natural objects in Information Design (자연물을 모티브로 활용한 정보디자인의 시각화 기법)

  • Jeong, Hyun-Jeong;You, Sichoen
    • Smart Media Journal
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    • v.3 no.2
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    • pp.20-28
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    • 2014
  • The issues of generation, delivery, and processing of information which have been treated importantly in information design field have evolved along with the evolution of the humankind. In the modern society, the vast amount of, complex, and artificial forms of information such as big-data is accounted for the majority and claims of interest focusing on how to effectively design those kinds of information are being increased. This study explored the visualization methods applied with the natural objects as motives as one of the ways for users to easily get their perception and cognition to the information. Nature has long influenced on the human figural activities. The natural objects take the optimum visual shapes and provide the diverse inspiration and emotion to the designers in the various design fields such as product design, architecture design, and so on. Through the literature studies, we suggested the compositional principles of natural objects and the principles for observing and analysing natural objects as a principle to use the natural objects for information design domain. We, also, suggested the information design approach model which is inspired the natural objects by linking those two kinds of principles to the information design's visual realization factors and explored the possibilities of utilizing of the approach model by the case studies.

Geometry Padding for Segmented Sphere Projection (SSP) in 360 Video (360 비디오의 SSP를 위한 기하학적 패딩)

  • Kim, Hyun-Ho;Myeong, Sang-Jin;Yoon, Yong-Uk;Kim, Jae-Gon
    • Journal of Broadcast Engineering
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    • v.24 no.1
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    • pp.25-31
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    • 2019
  • 360 video is attracting attention as immersive media, and is also considered in VVC (Versatile Video Coding), which is being developed in JVET (Joint Video Expert Team) as a new video coding standard of post-HEVC. A 2D image projected from 360 video for its compression may has discontinuities between the projected faces and inactive regions, and they may cause the visual artifacts in the reconstructed video as well as decrease of coding efficiency. In this paper, we propose a method of efficient geometric padding to reduce these discontinuities and inactive regions in the projection format of SSP (Segmented Sphere Projection). Experimental results show that the proposed method improves subjective quality compared to the existing padding of SSP that uses copy padding with minor loss of coding gain.

System Design of High-Definition Media Transceiver based on Power Line Communication and Its Performance Analysis (전력선 통신 기반 HD급 미디어 전송 시스템 설계 및 성능 분석)

  • Kim, Ji-Hyoung;Kim, Kwan-Woong;Kim, Yong-K.
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.59 no.1
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    • pp.192-196
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    • 2010
  • Due to a development of a modem technology as Power Line Communication(PLC) over 200 Mbps, the high-speed multi-media data trasmission could be currently possible. The strength of the PLC has no more additional wiring work. PLC has also possible to high quality data transmission with currently electrical cable. It has a various strong point campare with existing wire and wireless communication technologies. In This paper we develop a high quality media transmitter-receiver based on merging the HomePlug AV, which is 200 Mbps class PLC technology and HDMI Interface technology. The video function was used for the VEDEO TEST GENERATOR in order to a property valuation. Smart Live 6 software were used for the assessment of audio property. As the result of measurement of the HD class images by capturing from the receiver of the PLC, the quality of images couldn't be confirm any deterioration, which has compared with original reflections. In case of audio part as the result of confirmation of the Phase, Magnitude, it has been confirmed that over 90% of nomal transmition and receiving of acoustic signal. It can be possible to have HD class Media service through the PLC.

A theoretical Study on the Motive of Movement in Animation (애니메이션의 Movement 동인(動因)에 대한 이론적 고찰)

  • Lee Sang-Won
    • Journal of Science of Art and Design
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    • v.3
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    • pp.62-86
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    • 2001
  • This study is based on theoretical background about movements of visual communication highlighted in digital age. Such movements are variously expressed in animation with the advancement of media, and their expression has great effect on visual art. Artists' concern and endeavor about movement expression techniques have been continued by impressionism, expressionism, futurism, cubism closely related with the birth of movie from late 19th century to early 20th century. At that time, stationary 2D space in plane screen couldn't express movement or time directly. Later, artists and designers have attempted to approach illusions in pictures or 4 dimension and movements by 2D or 3D computer graphics. The visual image in present digital age is to see, to hear, to feel by timing, so it is necessary for the most efficient way of message communication. And then, it is the time to start new, scientific, and creative study about production techniques of animation and expression of movements, since domestic animation productions are rapidly changed from cell to digital. The aim of this study is to clarify the motive of movement by theoretical inquiry of animation. Various aspects of animation as synthetic art have been examined by mathematical, scientific, and philosophical viewpoint. The results will be useful to the expression of motions for maximization of emotional effect in animation production or basic data of virtual simulation about certain situation. Therefore, such study should be managed as multidisciplinary research in the rapidly changing visual culture paradigm. namely, animation includes much more imaginative & creative power than simple function or techniques, so it has to be recognized as special synthetic art(visual art) constructing an area, the formative art with philosophical viewpoint and scientific principles.

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Video Highlight Prediction Using GAN and Multiple Time-Interval Information of Audio and Image (오디오와 이미지의 다중 시구간 정보와 GAN을 이용한 영상의 하이라이트 예측 알고리즘)

  • Lee, Hansol;Lee, Gyemin
    • Journal of Broadcast Engineering
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    • v.25 no.2
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    • pp.143-150
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    • 2020
  • Huge amounts of contents are being uploaded every day on various streaming platforms. Among those videos, game and sports videos account for a great portion. The broadcasting companies sometimes create and provide highlight videos. However, these tasks are time-consuming and costly. In this paper, we propose models that automatically predict highlights in games and sports matches. While most previous approaches use visual information exclusively, our models use both audio and visual information, and present a way to understand short term and long term flows of videos. We also describe models that combine GAN to find better highlight features. The proposed models are evaluated on e-sports and baseball videos.

Authoring Personal Virtual Studio Using Tangible Augmented Reality (탠저블 증강현실을 활용한 개인용 가상스튜디오 저작)

  • Rhee, Gue-Won;Lee, Jae-Yeol;Nam, Ji-Seung;Hong, Sung-Hoon
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.2
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    • pp.77-88
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    • 2008
  • Nowadays personal users create a variety of multi-media contents and share them with others through various devices over the Internet since the concept of user created content (UCC) has been widely accepted as a new paradigm in today's multi-media market, which has broken the boundary of contents providers and consumers. This paradigm shift has also introduced a new business model that makes it possible for them to create their own multi-media contents for commercial purpose. This paper proposes a tangible virtual studio using augmented reality to author multi-media contents easily and intuitively for personal broadcasting and personal content generation. It provides a set of tangible interfaces and devices such as visual markers, cameras, movable and rotatable arms carrying cameras, and miniaturized set. They can offer an easy-to-use interface in an immersive environment and an easy switching mechanism between tangible environment and virtual environment. This paper also discusses how to remove inconsistency between real objects and virtual objects during the AR-enabled visualization with a context-adaptable tracking method. The context-adaptable tracking method not only adjusts the locations of invisible markers by interpolating the locations of existing reference markers, but also removes a jumping effect of movable virtual objects when their references are changed from one marker to another.

A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media - (사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.48-56
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    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

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