• Title/Summary/Keyword: Object Representation

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Boundary Contraction for Wide-Angle Images on Monitor Screen: An Effect of Retention Interval (파지기간에 따른 모니터 화면상 광각이미지의 경계축소현상)

  • Jang, Phil-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.4
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    • pp.61-68
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    • 2007
  • Two experiments examined the visual memory distortion by presenting 170 subjects with wide-angle views of four scenes on monitor screen. Retention interval of 0, 1 and 48 hours tested in reproduction and recognition experiment. The results of reproduction showed that the subjects tend to magnify the foreground and background of scenes compared to the real input (scene) for all retention intervals. The viewers recognized mure wide-angle views for the same scenes at the retention interval of 1 and 48 hours. These results demonstrated boundary extension is not a robust and unidirectional phenomenon but boundary contraction can be occurred with wide-angle views. The results also suggested that boundary contraction is the product of the activation of a memory schema hypothesis: In memory the representation moves toward a prototypical view and prototypical object size.

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A Study on Modern Fake Fashion Based on Simulacre Concept of Baudrillard (보드리야르의 시뮬라크르 개념을 통한 현대 페이크 패션 연구)

  • Kim, Koh Woon;Chun, Jae Hoon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.4
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    • pp.600-614
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    • 2016
  • This study specifies the definition and characteristics of fake fashion by categorizing cases through an analytical framework that uses the concept of simulacre, which is one of the theories that explains the reproduction of images and symbols in a modern consumer society. The presentation stages of modern fake fashion based on Baudrillard's concept of simulacre are as follows: Stage 1 focuses on the realistic imitation of the original, Stage 2 maintains a similarity with the original while transforming through the distortion of shape or visual perception, Stage 3 is the reality of the original which has become significantly vague and actively involves the designer's creativity, and Stage 4 forms a new value and an independent aura beyond reproducing the original. The presentation techniques of modern fake fashion viewed in the concept of simulacre can be classified into optical illusions by reproduction, use of a fake object, use of unusual shapes, and re-signifying through borrowing. As a result of applying the collected cases to the analytical framework, image reproduction in Stage 1 with imitative nature is a counterfeit that cannot be regarded as fake fashion, and fake fashion in Stage 4 (that can be referred to as simulacre) is fashion with symbolic and multiple meanings with new and creative designs. Modern fake fashion analyzed in the concept of simulacre transforms or reproduces the preexisting original with the purpose of merely creating original designs as well as acts as a new symbolic signal that creates a new aura and sets a trend with a message.

On validation of fully coupled behavior of porous media using centrifuge test results

  • Tasiopoulou, Panagiota;Taiebat, Mahdi;Tafazzoli, Nima;Jeremic, Boris
    • Coupled systems mechanics
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    • v.4 no.1
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    • pp.37-65
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    • 2015
  • Modeling and simulation of mechanical response of infrastructure object, solids and structures, relies on the use of computational models to foretell the state of a physical system under conditions for which such computational model has not been validated. Verification and Validation (V&V) procedures are the primary means of assessing accuracy, building confidence and credibility in modeling and computational simulations of behavior of those infrastructure objects. Validation is the process of determining a degree to which a model is an accurate representation of the real world from the perspective of the intended uses of the model. It is mainly a physics issue and provides evidence that the correct model is solved (Oberkampf et al. 2002). Our primary interest is in modeling and simulating behavior of porous particulate media that is fully saturated with pore fluid, including cyclic mobility and liquefaction. Fully saturated soils undergoing dynamic shaking fall in this category. Verification modeling and simulation of fully saturated porous soils is addressed in more detail by (Tasiopoulou et al. 2014), and in this paper we address validation. A set of centrifuge experiments is used for this purpose. Discussion is provided assessing the effects of scaling laws on centrifuge experiments and their influence on the validation. Available validation test are reviewed in view of first and second order phenomena and their importance to validation. For example, dynamics behavior of the system, following the dynamic time, and dissipation of the pore fluid pressures, following diffusion time, are not happening in the same time scale and those discrepancies are discussed. Laboratory tests, performed on soil that is used in centrifuge experiments, were used to calibrate material models that are then used in a validation process. Number of physical and numerical examples are used for validation and to illustrate presented discussion. In particular, it is shown that for the most part, numerical prediction of behavior, using laboratory test data to calibrate soil material model, prior to centrifuge experiments, can be validated using scaled tests. There are, of course, discrepancies, sources of which are analyzed and discussed.

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.

Ontology-based Image Understanding Systems (온톨로지 기반 영상이해 시스템)

  • Lee, In-K.;Seo, Suk-T.;Jeong, Hye-C.;Son, Seo-H.;Kwon, Soon-H.
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.3
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    • pp.328-335
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    • 2007
  • Ontology is represented by the shared concepts and relations among those. Many studies have been actively working on sharing human's knowledge with that of systems by using it. For a typical example, there is the design and implementation of ontology system for image understanding. However conventional studies on ontology-based image understanding have proposed not concrete methods but conceptual idea. In this paper, we propose an ontology-based image understanding system with following four processes: i)knowledge representation of a specific domain by the ontology, ii)feature extraction of objects through image processing and image analysis, iii)image interpretation by object features, and iv)reduction of ambiguity existing in image interpretation by ontology reasoning. We implement an image understanding system based on the proposed processed, and show the effectiveness of the proposed system from experimental results in a specific domain.

The Expressional Characteristics of Interior Space for Brand Lifestyle Shop - Focused on Lifestyle Shops Opened in Seoul - (브랜드 라이프스타일 샵의 실내공간 표현특성 연구 - 서울시에 오픈한 라이프스타일 샵을 중심으로 -)

  • Lui, Run;Nam, Kyeong Sook
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.202-209
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    • 2017
  • In 21 Century, people's living standards and material requirements have been continuously improved with the development of society. The demand for commercial space is not merely content with purchases. What's more, the consumers want to experience some activities offered by the brand while shopping. In this paper, we mainly research the spatial structure and the spatial expressional characteristics of brand lifestyle shop of Korean brands built in Seoul area. First, through the documentary research, we get the four characteristics of interior space performance of brand lifestyle shop, which are, interaction, proximity, symbolism and compound. Secondly, we select 8 brand lifestyle shops in the Seoul area as the object of this study, and analyze the actual application of the four characteristics in these cases. Thirdly, through the analysis of case study, we make a concrete analysis of the expressional characteristics of Korea's brand lifestyle shop. Finally, we reach the conclusions: First, the brand lifestyle shop provides space for both brands and consumers to communicate with each other. Second, in brand lifestyle shop there is a special space which is different from the other commercial space. The existence of this special space makes brand lifestyle shop more personalized and more specialized, and makes the customers have more interesting when they are shopping. Third, compared with the sales space, the non-sales space accounts for a larger proportion. Fourth, in spatial representation, interaction plays a role in connecting brands with consumers. Fifth, brand lifestyle shop has the same spatial concept, but it has different application and embodiment in each case. Each brand lifestyle shop has its own unique features. This is the economic strategy used by brand sustainable development and expansion.

A Development of GVP for Hierarchical POI Information Visualization based on GML (GML 기반 계층적 POI 정보 가시화를 위한 GVP 개발)

  • Song, Eun-Ha;Park, Yong-Jin;Jeong, Young-Sik
    • The KIPS Transactions:PartD
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    • v.15D no.4
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    • pp.541-548
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    • 2008
  • Today, GIS service requires not only a simple map visualization but also geographical information of each object. However, POI service provides simply geographical naming service only because of lacking in geographical information of objects. In addition, geographical space data representation functioning that is the basis for most GIS has not been standardized yet. In this paper, it is designed that POI DB that is hierarchical and user-oriented and it is constructed that GVP(GML Viewer POI) that is the basis of GML specification to overcome difference and incompatibility of map visualization. GVP adds POI DB in a 3-Layer structure to dBase file managing the information of SHP file attributes. Therefore, POI visualization enables hierarchical search, by providing POI information in directory-type grouping. Consisting of map visualization and POI visualization, GVP regenerates attributes in the form of individual objects and responds to user events immediately.

Semantic-based Scene Retrieval Using Ontologies for Video Server (비디오 서버에서 온톨로지를 이용한 의미기반 장면 검색)

  • Jung, Min-Young;Park, Sung-Han
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.5
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    • pp.32-37
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    • 2008
  • To ensure access to rapidly growing video collection, video indexing is becoming more and more important. In this paper, video ontology system for retrieving a video data based on a scene unit is proposed. The proposed system creates a semantic scene as a basic unit of video retrieval, and limits a domain of retrieval through a subject of that scene. The content of semantic scene is defined using the relationship between object and event included in the key frame of shots. The semantic gap between the low level feature and the high level feature is solved through the scene ontology to ensure the semantic-based retrieval.

Augmented Reality Framework for Archeological Site Tours (유적지 투어 지원을 위한 증강 현실기반 프레임워크)

  • Kim, Eunseok;Woo, Woontack
    • Journal of the HCI Society of Korea
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    • v.10 no.2
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    • pp.35-43
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    • 2015
  • As augmented reality (AR) technology has been utilized to enhance the user experience, several AR applications have been developed in the cultural heritage domain. Although there has been significant progress in this area, naive augmentation representation becomes an obstacle to provide an enhanced user experience and there has been little research on an effective AR experience methodology that reflects the characteristics of AR technology. Furthermore, the development of temporary content that comes from the absence of the authoring framework restrains the content ecosystem, which is an essential requisite for sustainable service. To resolve these issues, we propose a space-driven AR experience methodology, Spacetelling, to extend established object-oriented augmentation trends and Storyscape that generates spatio-temporal related contents for the spacetelling and supports sustainable service. Moreover, we present the wrap-up system framework covering both features mentioned above for the archeological site tour. Finally, we present our work-in-progress project, K-Culture Time Machine Project, to investigate the practical feasibility of our proposals. Through these proposals, we expect that sustainable AR applications with improved user experience will be possible in the cultural heritage domain.

Dynamic Hand Gesture Recognition Using CNN Model and FMM Neural Networks (CNN 모델과 FMM 신경망을 이용한 동적 수신호 인식 기법)

  • Kim, Ho-Joon
    • Journal of Intelligence and Information Systems
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    • v.16 no.2
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    • pp.95-108
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    • 2010
  • In this paper, we present a hybrid neural network model for dynamic hand gesture recognition. The model consists of two modules, feature extraction module and pattern classification module. We first propose a modified CNN(convolutional Neural Network) a pattern recognition model for the feature extraction module. Then we introduce a weighted fuzzy min-max(WFMM) neural network for the pattern classification module. The data representation proposed in this research is a spatiotemporal template which is based on the motion information of the target object. To minimize the influence caused by the spatial and temporal variation of the feature points, we extend the receptive field of the CNN model to a three-dimensional structure. We discuss the learning capability of the WFMM neural networks in which the weight concept is added to represent the frequency factor in training pattern set. The model can overcome the performance degradation which may be caused by the hyperbox contraction process of conventional FMM neural networks. From the experimental results of human action recognition and dynamic hand gesture recognition for remote-control electric home appliances, the validity of the proposed models is discussed.