• 제목/요약/키워드: Picture Combination

검색결과 51건 처리시간 0.029초

아동영문어휘책에 제시된 그림과 문자의 사용에 대한 분석 (Analysis on the Use of Picture and Letter Used in the Books of English Vocabulary for Children)

  • 이미영
    • 한국콘텐츠학회논문지
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    • 제14권1호
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    • pp.150-157
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    • 2014
  • 본 논문은 현재 출간된 아동영문어휘책의 현황분석을 통해 그림과 문자의 관계적 속성을 이해하고 사용자인 아동을 고려해 시각적 심상을 얼마나 잘 활용하고 있는가를 파악하고자 하였다. 이에 아동영문어휘책에 사용된 그림의 유형과 그림의 활용도, 그림과 문자의 결합 형태, 그림과 문자와의 의미일치도 정도를 살펴보았다. 분석결과 그림의 활용도는 일러스트, 만화, 일러스트와 만화의 혼용 순으로 전반적으로 높은 것으로 나타났다. 그림과 문자의 결합 형태에서는 그림+어휘형, 일러스트가 없는 문자형, 그림문자형 순으로 나타났다. 특히나 그림과 문자의 의미일치도가 높을수록 학습에 효과적인데 반해 의미일치도는 전반적으로 낮게 나타났다. 의미일치도가 높게 나타난 5개의 그룹 중 그림문자형이 가장 높은 결합형태 빈도를 보이고 있었다. 따라서 현재 출간된 아동영문어휘책에 나타난 그림과 문자의 제시형태는 비슷한 형태로 출판사별로 출간되고 있음을 알 수 있었고 아동의 다양한 수준을 바탕으로 한 효과적인 디자인연구가 필요하다고 보아진다.

Analysis of the Design Elements for the Children's Picture Books Based on VR

  • Lu, Kai;Cho, Dong Min
    • 한국멀티미디어학회논문지
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    • 제24권7호
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    • pp.953-965
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    • 2021
  • The research of combining virtual reality technology with the design elements of children's picture book education is a relatively new topic in virtual reality technology in recent years. Based on the combination of picture book design elements with virtual reality technology and the development of a children's picture book teaching game, this article analyzes the effectiveness of the application of virtual reality technology in children's teaching, and explores the usability of picture book design elements in teaching [1]. Through literature research methods, practical research methods and investigation research methods, this paper lucubrates the application of virtual reality technology in the design elements of children's picture book education so as to provide adequate theoretical and practical support for the research theme. The spatial positioning, vision, sound, and functional requirements of children's picture book games play a leading role in teaching. Practical statistics have proved that it is easier to promote children's mastery of teaching knowledge in a virtual environment. Moreover, use VR's game management function and setting function to solve the boringness of traditional education methods and the limitations of the teaching environment. The feasibility of game operation provides a virtual teaching platform system for children's education, and the teaching effect is remarkable.

의복, 배경의 조합에 따른 시각적 이미지 연구(제2보) (A Study on the Visual Evaluation for the combination of 'Clothing and Ground')

  • 주소현;이경희
    • 한국의류학회지
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    • 제23권2호
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    • pp.196-207
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    • 1999
  • The purpose of this study was to investigate the differences of the visual evaluation for the Picture image combination of Clothing and Ground. The major finding were as follows ; 1) For the visual evaluation of the Picture image as Clothing variation there were significant differences in all factors 2) For the visual evaluation of the Picture image as Ground variation there were significant differences in Attractiveness Hardness and softness Cuteness Attention Cool and Warm factor 3) For the visual evaluation of the Picture image as Percentage of Clothing there were significant differences in Attractiveness cool and Warm factor. It will Percentage of Clothing there were significant differences in Attractiveness Cool and Warm factor. It will aid in choosing the most beneficial background for any clothing brand. It will enhance the picture images to their full potential in any advertising medium 4) As a result of Regression analysis image effecting on " Preference" is refined-country like harmonious-inharmonious comfortable-uncomfortable beautiful-ugly splendid-dull stable-uneasy live-gentle 5) For the Image effecting on "Harmony" according to clothing image there were significant differences. the results analyzed according to the change of background are as follows. Mdern and strong images formed charming urban and cool visual images with urban and neat artificial backgrounds. Mature images were created with romantic and static artificial backgrounds. Mannish straight and conservative images created charming and rigid visual images in urban and formatted artificial background. Using a white natural background for the urban style created a cool visual image. The use of an interior background lead to warmer images and more defination lines Causal images created a rural and warm image which expressed charm and a soft visual while using a rural and natural background. A most unharmonious and hard image was created when using an urban and formatted artificial background. The coolest visual image was created with a cool and natural background. Feminine and flawless images created urban and neat visual image using an urban and formatted artificial background. The coolest visual image was fresh created with a cool and natural background. natural background.

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A Thin Film Transistor LCD Module with Novel OverDriving Timing Controller

  • Yu, Hong-Tien;Huang, Juin-Ying;Tseng, Wen-Tse;Wen, Harchson
    • 한국정보디스플레이학회:학술대회논문집
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    • 한국정보디스플레이학회 2004년도 Asia Display / IMID 04
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    • pp.1053-1056
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    • 2004
  • Chunghwa Picture Tubes, LTD. (CPT) has developed a Novel TFT-LCD Driving Techniquel. This new technique is developed in combination with other state-of-the-art image processing solutions such as image compression / decompression, motion detection, and noise reduction. By applying the Novel Driving Technique to the high resolution TFT-LCD, it was found that the response time can be effectively reduced with a lower overall system cost by smaller frame memory requirement, lower EMI by less memory band-width. Likewise, higher display quality can also be achieved in that the unexpected noises generated by over-drive can be eliminated. The Novel TFT-LCD Driving Technique has been successfully implemented to the 30 inch WXGA (1280${\times}$768) resolution TFT LCD commercial TV module. It was found that the quality of moving picture was better improved compared with that of the conventional fast response driving method.

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AR·QR 그림책 애니메이션의 시지각 확장성 연구: 그림책 <여기가 어디지?>의 설계적 특징을 중심으로 (A Study on Visual Perception Scalability of AR/QR Picture Book Animation: Focusing on the Design Characteristics of the Picture Book 〈Where is this?〉)

  • 박성원;박재윤
    • Journal of Information Technology Applications and Management
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    • 제30권1호
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    • pp.21-32
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    • 2023
  • This study presents a way to design picture books that allow children to experience indirectly through realistic media at home and educational institutions for children whose direct experiences and activities are reduced offline in the post-COVID-19 era. The development and popularization of realistic media such as AR continues to be grafted and developed in the picture book field, and the advantage of this picture book is that children at the stage before learning letters can feel the story and character situation of the book through the experience of AR and QR animation in the picture book. In this process, you can get access to imaginary areas that can not be experienced in flat-panel illustrations with spatial animation to help improve the scalability and literacy of the story contained on the page. Children's education through realistic animation can increase the learning effect and needs to continue after COVID-19. Therefore, by presenting the process of viewing and experiencing picture books using AR and QR, the result of the study suggests that the design process of realistic picture books is not just a combination of technology, but a process of expanding children's perception and imagination. This study aims to find out how visual perception is designed differently by analyzing the differences and characteristics of each animation design, focusing on the AR and QR picture book "Where am I?" published by the researcher, and to contribute to the active introduction and development of realistic animation in the field of children's picture books and education.

On the "Virtual and Real" and Blankness in Chinese Landscape Painting

  • Dongqi, Liu
    • International Journal of Advanced Culture Technology
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    • 제10권3호
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    • pp.174-183
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    • 2022
  • The abstract should summarize the contents of the paper and written below the author information. Use the word "Abstract" as the title, in 12-point Times New Roman, boldface type, italicized, centered relative to the column, initially capitalized, fixed-spacing at 13 pt., 12 pt. spacing before the text and 6 pt. after. The abstract content is to be in 11-point, italicized, single spaced type. Leave one blank line after the abstract, and then begin the keywords. All manuscripts must be in English. When it comes to the issue of "virtual and real" in traditional Chinese painting, the first impression is to describe the problems of painting strokes and ink, layout of pictures, etc., but it runs through the initial conception of the work, creation in the middle and aesthetic appreciation of the work. It exists in the whole process of artistic creation and appreciation. In essence, it is a problem of aesthetic thinking and philosophical thinking. Because the traditional Chinese painting theory is influenced by Taoism, when the concept of "virtual and real" is implemented in the specific picture of Chinese painting, it is contained in the specific shape of "physics", that is, the painting theory research of "blank space" in the picture. Based on the traditional Taoist philosophy of China, this paper takes the "virtual and real" view in Lao Zhuang's thought as the research object, deeply analyzes and compares its relationship with the "virtual and real" in Chinese landscape painting, and finds out their artistic spirit, essential characteristics and how to present them. This paper mainly discusses the internal relationship between Taoist philosophy and "virtual and real" in Chinese landscape painting from the following aspects. The introduction expounds the origin, purpose, significance, innovation and research methods of the topic. This paper analyzes the philosophical thoughts about landscape in the philosophical thoughts represented by Lao Tzu and Zhuangzi. The development of Chinese traditional aesthetics theory is closely related to Taoist philosophy, which has laid the foundation and pointed out the direction for the development of Chinese painting theory since ancient times. It also discusses the influence of the Taoist philosophy of "the combination of the virtual and real" on the emergence and development of the artistic conception of landscape painting. Firstly, through the analysis of the artistic conception of landscape painting and its constituent factors, it is pointed out that the artistic conception is affected by the personality and the painting artistic conception. Secondly, through the Taoist thought of "the combination of the virtual and real" in landscape painting, so as to reflect that it is the source of the artistic conception of Chinese landscape painting. It is the unique spiritual concept of "Yin and Yang" and "virtual and real" that creates the unique "blank space" aesthetic realm of Chinese painting in the composition of the picture. Finally, it focuses on the "nothingness" in Taoist philosophy and the "blank space" in Chinese landscape painting. The connotation of the "blank space" in Chinese painting exceeds its own expressive significance, which makes the picture form the aesthetic principle of emotional blending, virtual and real combination and dynamic and static integration. Through the "blank space", it deepens the artistic characteristics of the picture and sublimates the expression of "form" in Chinese painting.

Application of Virtual Studio Technology and Digital Human Monocular Motion Capture Technology -Based on <Beast Town> as an Example-

  • YuanZi Sang;KiHong Kim;JuneSok Lee;JiChu Tang;GaoHe Zhang;ZhengRan Liu;QianRu Liu;ShiJie Sun;YuTing Wang;KaiXing Wang
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.106-123
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    • 2024
  • This article takes the talk show "Beast Town" as an example to introduce the overall technical solution, technical difficulties and countermeasures for the combination of cartoon virtual characters and virtual studio technology, providing reference and experience for the multi-scenario application of digital humans. Compared with the live broadcast that combines reality and reality, we have further upgraded our virtual production technology and digital human-driven technology, adopted industry-leading real-time virtual production technology and monocular camera driving technology, and launched a virtual cartoon character talk show - "Beast Town" to achieve real Perfectly combined with virtuality, it further enhances program immersion and audio-visual experience, and expands infinite boundaries for virtual manufacturing. In the talk show, motion capture shooting technology is used for final picture synthesis. The virtual scene needs to present dynamic effects, and at the same time realize the driving of the digital human and the movement with the push, pull and pan of the overall picture. This puts forward very high requirements for multi-party data synchronization, real-time driving of digital people, and synthetic picture rendering. We focus on issues such as virtual and real data docking and monocular camera motion capture effects. We combine camera outward tracking, multi-scene picture perspective, multi-machine rendering and other solutions to effectively solve picture linkage and rendering quality problems in a deeply immersive space environment. , presenting users with visual effects of linkage between digital people and live guests.

칼라 STN Decode의 최적화를 위한 다분할적 설계 (Design of Multidivision for the Fittest of Color STN Decode)

  • 류치국;정동호;권성열;배종일;이동철
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2002년도 하계학술대회 논문집 D
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    • pp.2617-2618
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    • 2002
  • The key point of this design can offer good picture resolution and a high-speed color STN decode. We maximize a combination processing of the color signal. Therefore, there is a color implementation at the natural. The age of the multimedia comes, so the color is considered important and wide. To be necessary a color implementation have become the importance which picture resolution is clean and low price of the liquid display TFT occupied greater part of the liquid display. But TFT could not consist low price realization. This research is a color implementation of STN at low price, design good picture resolution decode for optimum an limit of upside with frequency range maximizing and can reply in the high-speed by multidivision method. As a result, we design optimum of the STN decode.

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모바일 장치에서 반사 잔상 제거 알고리즘 구현 (Implementation of Reflection Removal Algorithm on Mobile Device)

  • 이유경;이용환
    • 반도체디스플레이기술학회지
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    • 제20권1호
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    • pp.108-112
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    • 2021
  • Undesired reflection removal from an image captured through glass window is widely needed with the prevalence of camera. In this paper, we present and implement a reflection removal algorithm, which is specially designed for smart devices. Our implementation requires smart phone application to take two input pictures of the same target, one with flash light on and another with flash light off. Then, we find a flash spot in the picture, match the features to align the input pictures, transform the color space, and finally combine the pictures. As the result, we get a resulting image with removed reflection, achieving the visually pleasant.

유전적 알고리즘을 이용한 동화상의 영역분할 부호화 방법 (A Moving Picture Coding Method Based on Region Segmentation Using Genetic Algorithm)

  • 정남채
    • 융합신호처리학회논문지
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    • 제10권1호
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    • pp.32-39
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    • 2009
  • 동화상의 부호화 효율향상을 위하여 유전적 알고리즘(Genetic Algorithm: GA)을 이용하여 영역 분할하는 방법을 제안한다. 유전적 알고리즘은 함수치만을 이용하여 큰 탐색공간으로부터 최적의 조합을 축차적으로 찾아내는 방법이다. 이동추정과 영역분할을 동시에 진행함으로써, 이동 벡터를 화면내의 작은 블록이나 화소의 각각에 할당하고, 그것을 부호화 정보량과 신호 대 잡음비의 관계로부터 최적화 문제로 변환할 수 있다. 즉, 이동보상예측 부호화에는 영역분할과 이동 추정은 서로 밀접하게 관계되어 있다. 이것은 부호량과 S/N비를 최적화하는 것으로서 화면 속의 각 블록에서 이동 벡타를 최적의 상태로 배치하는 것이다. 그러므로, 본 논문에서는 최적인 영역분할 결과를 얻기 위하여 GA의 데이터형과 그 데이터의 처리 방법에 대해서 검토하였다. 또한, 테스트 화상을 이용한 컴퓨터시뮬레이션을 통하여 제안 방법의 유효성을 확인하였다.

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