• Title/Summary/Keyword: Photographic paper

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Studies on the Application of Remote Sensing Technique to Forestry (임업(林業)에 있어서 원격탐사술(遠隔探査術)의 적용방법(適用方法)에 관(關)한 연구(硏究))

  • Kim, Kap Duk
    • Journal of Korean Society of Forest Science
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    • v.76 no.1
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    • pp.41-50
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    • 1987
  • The various conditions of photographs, especially kinds of films, combinated filters and seasons are important factors for forestry purpose aerial photography. In this paper the variations of tones were compared between color and color infrared, panchromatic black and white and infrared black and white, and among false color photographic images created by using 3 kinds of filters when prints are made. Color infrared film was good for identifying tree species, for its spectral signatures had a greater range of tones and hues than color signatures. In that case taken in May were more effective than taken April. False color photographs were not so good as color photographs because they were mostly dark and indistinct. Infrared black and white film with medium red filter showed potential for separating broad-leaved forests from conifers. MSS composed photographs, when composed with proper bands and densities, were proved useful for distinguishing land use types but not applicable to more detailed practices such as forest type separation and tree species identification.

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A Study on the Learning Effect of Multimedia Literacy Education (멀티미디어 리터러시 교육의 학습효과 연구)

  • Jeong, Gyoung Youl
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.63-68
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    • 2020
  • The need for literal education, matching the rapid changes in the media has been increasing in recent years. However, it is true that not enough research has been done on the efficiency of literacy compared to the increasing need. For example, empirical approaches such as studies on the effects of integrated media literacy on youth learning. Thus, this paper took multimedia education, which is different from existing image education, as a subject of research and studied the results of education that fused text and video and sound to teenagers in terms of learning effectiveness. It is an academic quest to see if multimedia education really has positive ㄷ effect for teenagers' learning. As a result of both quantitative and qualitative research as a method of research, multimedia education was concluded to be meaningful in improving learning ability, and based on this, it presented a practical-oriented learner participation education while expanding appearance such as language education through multimedia education. The suggestions for these various education policies will spread to the confidence that multimedia education can be the center of all learning activities as the core of education that achieves an all-round personality, not just an aid to existing education.

3D Digital Restoration of Koguryo Ceremonial Flag "Jeol" (고구려 의장기 절(節)의 3D 디지털 복원)

  • KONG, Jeonyoung;KONG, Seokkoo
    • Korean Journal of Heritage: History & Science
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    • v.55 no.3
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    • pp.6-20
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    • 2022
  • The restoration of cultural heritage materials is an important research theme. This study improved the existing cultural heritage restoration method and attempted to establish a restoration system for cultural heritage data based on historical documents and visual materials. Recognizing the limitations of existing studies, this paper attempted to restore cultural heritage data through interdisciplinary research. In addition, 3D restoration was carried out after restoration in 2D form based on literature documents rather than existing visual sources. The object of restoration that was selected was "Jeol," which represents the power of the king of Koguryo. Koguryo's Jeol is a type of flag. Jeol appears in the mural in Anak Tomb No. 3. Rather than using only photographic materials of murals, the restoration was carried out through cross-validation of literature data and materials on archaeological art history. This is important in that the restoration carried out in this study is an accurate restoration with a historical understanding based on the literature of the relevant cultural heritage. In this study, a restoration process based on historical records was established. A 3D restoration process was performed by adding and applying visual materials after the object was first shaped based on the literature data. Restoration based on literature and visual materials was carried out based on interdisciplinary research. Therefore, this study aims to build a digital restoration system for cultural heritages and to contribute to spreading the 3D digital restoration research of cultural heritages that can be applied to various platforms.

Postfilic Metamorphorsis and Renaimation: On the Technical and Aesthetic Genealogies of 'Pervasive Animation' (포스트필름 변신과 리애니메이션: '편재하는 애니메이션'의 기법적, 미학적 계보들)

  • Kim, Ji-Hoon
    • Cartoon and Animation Studies
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    • s.37
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    • pp.509-537
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    • 2014
  • This paper proposes 'postfilimc metamorphosis' and 'reanimation' as two concepts that aim at giving account to the aesthtetic tendencies and genealogies of what Suzanne Buchan calls 'pervasive animation', a category that refers to the unprecedented expansion of animation's formal, technological and experiential boundaries. Buchan's term calls for an interdisciplinary approach to animation by highlighting a range of phenomena that signal the growing embracement of the images and media that transcend the traditional definition of animation, including the lens-based live-action image as the longstanding counterpart of the animation image, and the increasing uses of computer-generated imagery, and the ubiquity of various animated images dispersed across other media and platforms outside the movie theatre. While Buchan's view suggests the impacts of digital technology as a determining factor for opening this interdisciplinary, hybrid fields of 'pervasive animation', I elaborate upon the two concepts in order to argue that the various forms of metamorphorsis and motion found in these fields have their historical roots. That is, 'postfilmic metamorphosis' means that the transformative image in postfimic media such as video and the computer differs from that in traditional celluloid-based animation materially and technically, which demands a refashioned investigation into the history of the 'image-processing' video art which was categorized as experimental animation but largely marginalized. Likewise, 'reanimation' cne be defined as animating the still images (the photographic and the painterly images) or suspending the originally inscribed movement in the moving image and endowing it with a neewly created movement, and both technical procedues, developed in experimental filmmaking and now enabled by a variety of moving image installations in contemporary art, aim at reconsidering the borders between stillness and movement, and between film and photography. By discussing a group of contemporary moving image artworks (including those by Takeshi Murata, David Claerbout, and Ken Jacobs) that present the aesthetic features of 'postfilmic metamorphosis' and 'reanimation' in relation to their precursors, this paper argues that the aesthetic implications of the works that pertain to 'pervasive animation' lie in their challenging the tradition dichotomies of the graphic/the live-action images and stillness/movement. The two concepts, then, respond to a revisionist approach to reconfigure the history and ontology of other media images outside the traditional boundaries of animation as a way of offering a refasioned understanding of 'pervasive animation'.

Study on Features of Software Cyborg in the Virtual Game -PS4 ocusing Game- (가상게임에 나타나는 소프트웨어 사이보그특징에 대한 고찰 -PS4 <언틸던> 게임을 중심으로-)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.41
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    • pp.279-306
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    • 2015
  • This paper is a study of the changing nature of software for virtual Cyborg self and the virtual body that occur in the game from a philosophical point of view. Looking broadly, the cyborg concept refers to the combination of man and machine. Specifically, there is a hardware cyborg organism to combine human and restoration of machine In addition, there is software cyborg by electronic the human brain of converting a virtual body. Virtual games are cases software-Cyborg applied. In the game , There seems to have characteristics of virtual body and ego that different from general cyborg meaning. To analyze the features, I applied the concept of software-cyborg of Hans morabek and the multiple selves in cyberspace properties of Kim Sun-Hee. generally, software cyborg cloning the brain type tended to invalidate the body due to the nature of the virtual world. But If you look at third-person's view and the game character that made from real actors, it is pursuing the realism of photographic images and it stressed the need for a virtual body in order to maintain the psychological identity of the player. And, The game player crosses the eight characters to choose while completing the mission. This is a big role in the reality ego leads to the desired final ending with the selection and experience to be experienced as self-replication to multiple. These cyber multi-ego looks for an active and positive features compared to the multi-ego in the real world and highlights the advantages of the software cyborg. Game The characteristics of the final result varies depending on the selection of the player. The life and death of a friend is determined by the relationship between the characters friendship. In this case, the virtual self is empirically through trial and error, moral, and try to select the desired setting the standard for intuitive and self own choice. Also It can be fused to the knowledge of multiple selves as one step is formed by a high spiritual introspection. This process is a positive interpretation of the world and their own forms of mental reflection through self-overcoming human, Nietzsche is said that the process is Wibeomenswi.