• Title/Summary/Keyword: Visual

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A Study of Changes in Production by Domestic Broadcasters Using Virtual Studio

  • Lee, Jun-Sang;Park, Sung-Dae;Kim, Chee-Yong
    • Journal of information and communication convergence engineering
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    • v.9 no.1
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    • pp.117-123
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    • 2011
  • This paper is for investigation and analysis of how a visual studio is widely used by domestic broadcasting companies and broadcasting companies' production environment. The history of a visual studio goes back to start of computer graphic. A visual studio is a way to produce a program using graphic sets created by a computer rather than actual setting, and it allows to express beyond limitations of actual studio settings and various imagery visual effects can be created by a computer. A visual studio can create 3-dimensional graphic and these graphics can be inter-locked with actual camera images to make visual spaces for various programs. These flows are aiming to achieve very natural image which is hard to distinguish it is artificially created rather than just to produce programs with simple image synthesis, and this paper analyzes the producing changes of domestic broadcasting visual studios as well as its usage and suggests the idealist direction for developing the production.

A Study on the Fashion Illustration of Humor Images Using 2D Graphics (2D 그래픽스를 활용한 유머 이미지의 패션일러스트레이션 연구)

  • Kim, Hye-Ran;Kim, Soo-Kyong
    • Journal of the Korean Society of Costume
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    • v.58 no.9
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    • pp.81-98
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    • 2008
  • This research aims to analyze humorous images expressed in 2D graphics fashion illustrations and to propose application of 2D graphics in humorous images for fashion illustrations to suggest a more creative and relevant fashion illustration for contemporary culture. The result of this research were as follows: First, theories on reaction of humor can be classified into Incongruity theory, Superiority theory and Arousal and Relief theory. Humor in visual arts are classified in Visual Parody, Visual Pun, Visual Paradox and Visual Satire. Second, Visual Pun, Visual Parody, and Visual Satire are used for visualizing fashion illustration, and the foundations for many humor images were simple-colored, imaginative, and unreal settings. And it was also found out that the physical proportion of the models generally was 1(head):7(entire body), 1:8, 1:15 and the models were usually laughing and smiling. Tone was usually pastel and vivid, and posture was usually standing-position or sitting-position. Third, based on such results, fashion illustration works of humor image using 2D graphics were created. To concretize the humor image, 'gift' as a concept was chosen. Humor alleviates the tension and stress. It also brings laughter and pleasure to people's lives. Therefore humor image will be an effective way of expanding creativity in modern fashion illustration.

Silhouette Changes in Bell Bottom Pants and Visual Evaluation (벨보텀 팬츠의 실루엣 변화와 시각적 평가)

  • Cho, Eunhye;Lee, Young ju
    • Journal of the Korea Fashion and Costume Design Association
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    • v.19 no.1
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    • pp.91-105
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    • 2017
  • A literature review and survey were conducted regarding the silhouette changes in bell bottom pants and the overall visual evaluation in accordance with the changes. The survey was disseminated from December 2015 to January 2016 to 245 women in their 20s living in Busan. The variables used for the silhouette changes in bell bottom pants were the volume of flare and the flare's starting point, and 20 pairs of terms were selected for visual evaluation. The results of the study are as follows: 1. Visual evaluations according to the volume of flare in bell bottoms indicated that females in their 20s appraised pants with a flare volume of 54 cm close to a straight silhouette and flare volume of 62 cm (recognized clearly as characteristic of bell bottom pants) to be more attractive and sophisticated than pants with flare volumes of 70 cm and 78 cm. 2.Visual evaluations according to the starting point of the flare in bell bottom pants showed that women appraised their legs as looking thinner when the flare started near the thighs. In a vertical visual evaluation, women appraised that their legs looked longer when the flare started near the knees and pants fit tightly around them. 3.The analysis of silhouette factors affecting the visual evaluation of bell bottom pants indicated that the volume of flare has more effect visually than the starting point of the flare.

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An Analysis on The Visual Configuration of an Exhibition Space in Art Museum - Focusing on an Exhibition space Room-to-room - (미술관 전시공간의 시각구조 분석 - 개실형 전시공간의 분석을 중심으로 -)

  • Lee, Jong-Sook;Lim, Che-Zinn
    • Korean Institute of Interior Design Journal
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    • v.16 no.6
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    • pp.197-204
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    • 2007
  • In the spatial configuration of room-to-room art museums, openings and walls are important physical factors, and openings are a medium for connecting spaces. Also, by spatially composing walls and openings, spaces can be connected visually and physically, and movements and directions may vary depending on the location or size of walls and openings. In this study, 5 museums are investigated: Sainsbury Wing in London, Gemaldegalerie In Berlin, Alte Pinakotkek in Munich, Neue Pinakothek in Munich, and Staatsgalerie Stuttgart in Stuttgart. Using DepthMap program, the characteristics of visual-spatial composition of each museum are derived by comparing the Connectivity, Visual integration, and Isovist maximum radial. From an analysis of spatial distribution, a relationship with visibility is investigated. The results of this study showed that the combination of visual axial lines affect the spatial configuration of the room-to-room museums. Depending on the location of opening, the museums can be classified as follows: 1) Museums with the 1st visual axial line and the 2nd and 3rd auxiliary visual axial lines ; 2) museums with several equal visual axial lines; and 3) museums with only center axial line.

EFFICIENT IMAGE SEGMENTATION FOR MANIFESTING VISUAL OBJECTS

  • Park, Hyun-Sang;Lim, Jung-Eun;Ra, Jong-Beom
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.159-164
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    • 1999
  • Homogeneous but distinct visual objects having low-contrast boundaries are usually merged in most of the segmentation algorithms. To alleviate this problem, an efficient image segmentation algorithm based on a bottom-up approach is proposed by using spatial domain information only. For initial image segmentation, we adopt an efficient marker extraction algorithm conforming to the human visual system. Then, two region-merging algorithms are successively applied so that homogeneous visual objects can be represented as simple as possible without destroying low-contrast real boundaries among them. The resultant segmentation describes homogeneous visual objects with few regions while preserving semantic object shapes well. Finally, a size-based region decision procedure may be applied to represent complex visual objects simpler, if their precise semantic contents are not necessary. Experimental results show that the proposed image segmentation algorithm represents homogeneous visual objects with a few regions and describes complex visual objects with a marginal number of regions with well-preserved semantic object shapes.

Visual Impairment Description for MPEG-21 Digital Item Adaptation (MPEG-21 디지털아이템적응변환을 위한 시각 장애 서술자에 관한 연구)

  • ;Truong Cong Thang
    • Journal of Broadcast Engineering
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    • v.8 no.4
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    • pp.351-364
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    • 2003
  • In this paper, we propose visual Impairment descriptions for MPEG-21 digital item adaptation. The proposed visual impairment descriptions include low vision impairment and color vision deficiency. It is symptom-based description so that the description is systematic enough to sufficiently describe user's any kind of visual impairment characteristics and easy enough to describe for any user with visual impairment. In this paper, we performed some experiments with the proposed description in MPEG-21 digital item adaptation. The experiments showed that the proposed description Is effective to adapt visual resources In digital item for users with visual impairment and to give enhanced visual accessibility to them.

The Effects of the Proprioceptive Control and Visual Feedback for the Limits of Stability in Patients with Chronic Hemiplegia (고유수용성 조절과 시각적 피드백이 만성 편마비 환자의 안정성 한계에 미치는 영향)

  • Hwang, Byong-Yong
    • The Journal of Korean Physical Therapy
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    • v.19 no.6
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    • pp.37-41
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    • 2007
  • Purpose: Hemiplegic patients usually present with difficulties in maintaining their balance. Balance retraining is a major component of a rehabilitation program for patients with neurological impairments. This study compared the effects of prorpioceptive exercise and visual feedback program on the limits of stability (LOS) in chronic hemiplegia patients. Methods: Thirty subjects (mean age $57.0{\pm}9.8$) were recruited. The subjects were divided into a proprioceptive group and a visual group. The subjects for the proprioceptive group participated in the proprioceptive exercise program for 4 weeks, and the visual group were treated with visual feedback training using a Balance Master. Results: At the 4 week follow-up test, the LOS in the proprioceptive group improved significantly in all directions (p<0.05). However, improvement was only observed in the forward direction in the visual feedback group. Therefore, the proprioceptive control approach improves the LOS in chronic hemiplegia patients. Conclusion: These results suggest that compared with physical therapy alone using a proprioceptive control approach to hemiplegia, there was no additional benefit of visual feedback training, such as Balance Master, when administrated in combination with other physical therapy interventions.

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A Visual Weighting-Based Bit Allocation Algorithm for H.264 Scalable Extension(SE) (H.264 스케일러블 확장을 위한 시각적 가중치 기반 비트 할당 알고리즘)

  • Quan, Shan Guo;Ha, Ho-Jin
    • Journal of Korea Multimedia Society
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    • v.14 no.5
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    • pp.650-657
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    • 2011
  • This paper proposes a novel bit allocation algorithm for H.264 scalable extension(SE) based on a human visual system (HVS) to improve the coding efficiency. The proposed algorithm is consist of two stages: visual weighting model and visual weighting-based bit allocation algorithm. In the first stage, the visual weighting for each macroblock (MB) is analyzed according to the region of interests. Then the adaptation of the visual weighting into the bit allocation routine for each quality layer is performed for improving the visual quality. In the simulation results, it is observed that the proposed scheme can improve the subjective and objective video quality in the same bit rate, compared to the previous scalable video coding in H.264.

Eye Movement-based Visual Discomfort Analysis from Watching Stereoscopic 3D Contents Regarding Brightness and Viewing Distance (눈 움직임을 이용한 밝기와 시청거리에 따른 3D 콘텐츠 피로도 분석)

  • Kim, Yong-Woo;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.19 no.9
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    • pp.1723-1737
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    • 2016
  • When watching 3D contents, people often experience various visual discomforts like tiredness, dryness, headaches, and dizziness. Previous researches on visual discomfort analyzed and concluded vergence-accommodation conflict, viewing distance, and brightness changes to be the causes of visual discomfort. Yet it is necessary to systematically analyze the visual discomfort due to the changes in object, background brightness and viewing distance. In this paper, we produce four videos that have four different background brightness and two different viewing distances to solve analyze the visual discomfort from watching 3D contents. We measure and analyze eye-blink and saccadic movement, saccadic latency, Nearest Point of Convergence (NPC), and participant survey for amore accurate result compared to previous researches. Our results show that the eye-blink rate and saccadic latency increase when the background is bright and viewing distance is close while the saccadic movement decreases in the same environment. However, NPC only changes when the background brightness changes. We confirm that the bright background and near viewing distance create greater visual discomfort and decrease depth perception abilities.

Runway visual range prediction using Convolutional Neural Network with Weather information

  • Ku, SungKwan;Kim, Seungsu;Hong, Seokmin
    • International Journal of Advanced Culture Technology
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    • v.6 no.4
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    • pp.190-194
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    • 2018
  • The runway visual range is one of the important factors that decide the possibility of taking offs and landings of the airplane at local airports. The runway visual range is affected by weather conditions like fog, wind, etc. The pilots and aviation related workers check a local weather forecast such as runway visual range for safe flight. However there are several local airfields at which no other forecasting functions are provided due to realistic problems like the deterioration, breakdown, expensive purchasing cost of the measurement equipment. To this end, this study proposes a prediction model of runway visual range for a local airport by applying convolutional neural network that has been most commonly used for image/video recognition, image classification, natural language processing and so on to the prediction of runway visual range. For constituting the prediction model, we use the previous time series data of wind speed, humidity, temperature and runway visibility. This paper shows the usefulness of the proposed prediction model of runway visual range by comparing with the measured data.