• Title/Summary/Keyword: Visual

Search Result 18,761, Processing Time 0.04 seconds

A Study on the Visual Simulation Methods : The Effects of Sounds and Videos (경관 시뮬레이션 기법에 관한 연구 - 현장음과 동화상의 효과를 중심으로 -)

  • 주신하;임승빈
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.26 no.3
    • /
    • pp.312-320
    • /
    • 1998
  • The purpose of this study is to investigate and compare the validity of various visual simulation methods with or without sounds and videos of the landscapes The landscape evaluation through such media as color slide, color slide with sounds, video and video without sounds are compared with on-site evaluaton of the landscape. The results are as follows : ·Video can generally convey the feelings for the real landscapes better than traditonal mathod, i.e., slide without sounds. ·When the sources of sounds are dominant in the view, there are great differences in responses among 4 different media and video can convey the feelings for real landscapes on site most successfully. ·There are slight differences by landscape types ; in mixed landscapes, there are higher correlations between the on-site estimaton and estimations through media ; in natural landscapes, video can reflect the feelings for real landscapes on site better. ·There is little difference between two shooting methods, fixed shot and pan shot. These results suggest that traditional visual simulation, with slides or photographs, could not reflect the real landscapes in certain situations and the visual simulation method with sounds and videos should be used in such situatios to represent the real landscape better. Especially, when the whole and comprehensive evaluatio of the landscape properties is important, the visual simulation with sounds and videos should be used. And simulation techniques with sounds and videos should be further developed for practial applications.

  • PDF

A Study on the Domestic Program Using Virtual Studio Production (가상스튜디오를 이용한 국내프로그램 활용사례에 관한 연구)

  • Lee, Jun-Sang;Lee, Joo-Shin;Kim, Chee-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2010.05a
    • /
    • pp.339-342
    • /
    • 2010
  • This thesis is the analysis of programing cases by which each broadcasting station generates visual studio. When the broadcasting stations make programs, they overcome the visual limitation of expression by using visual studio other than the real set. This trend is the progress toward more realistic and delicate image by almost perfect image expression, not just broadcasting production by mere synthesis operation. It suggests the development direction toward visual studio production by analyzing production cases using domestic visual studio.

  • PDF

Geometry Cutting Solution using Vector Dot Product (벡터 내적연산을 이용한 지오메트리 절삭 솔루션)

  • Hwang, Min Sik
    • Journal of Korea Multimedia Society
    • /
    • v.19 no.8
    • /
    • pp.1337-1344
    • /
    • 2016
  • As the visual effect frequently used in movies or animations, special effects are well suited for the creation of buildings or materials' destruction and collapse scenes. With the relevant programs developing technologically, the adoption of a real-time physically based-system makes it possible to realistically express dynamic simulations. In the large scale, the visual expression of such effects of destroying is satisfying enough, but most common programs of those effects fail to maximize visual effect generated with the cutting of small materials. Besides, to perform a heavy simulation process needs high-performance hardware and programs, where high costs would become a serious issue. For this reason, this paper suggests a solution optimized for the effect of small materials-cutting. The progress of each step shows technologies which trace movement with the state of the completion of the character's motions and then cut the material in real-time, finally led to the very realistic visual effect. Besides, using vector inner calculation to follow the motions of object and to realize cutting effect, this study provides an experiment that constructs visual effect for visualization from the basis of mathematical algorithm and it would be certainly as an educational material used for further researches.

Introduction of the European Peep-box and Development of Visual Culture in the 18th Century Japan

  • LEE, Sang-Myon
    • Cross-Cultural Studies
    • /
    • v.36
    • /
    • pp.97-122
    • /
    • 2014
  • During the Edo-period [江戶時代 1603-1867], Japan accepted the modern western science and culture while trading with Holland since 1609, and also through the influx of optical instruments in the $18^{th}$ century the culture of viewing pictures began to be developed. Especially, the peep-boxes and their pictures had been imported from China and Holland since the mid 1750s when they were flourished. The peep-box was rapidly and widely spread. Soon after, the peep-boxes and pictures had begun to be produced in Japan (megane [眼鏡] and megane-e [眼鏡繪]) since 1770s when the early visual culture settled down in Kyoto and Tokyo etc. The visual culture developed with the peep-box contains two remarkable factors in the cultural history of the $18^{th}$ century Japan. First, the peep-boxes became the popular device of visual entertainment, and opened the first phase of the modern visual culture before the advent of photography and cinema in the mid and end of the $19^{th}$ century. Secondly, the peep-box played a role of an educative media as a 'window to the unknown world' in the $18^{th}$ century Japan, by showing various pictures of many European cities. Through the peep-box pictures the 'western images' were spread and knowledges of Japanese about the west increased, although they were recognized just as 'Holland's images' without differentiation in each country.

Adaptive Processing for Feature Extraction: Application of Two-Dimensional Gabor Function

  • Lee, Dong-Cheon
    • Korean Journal of Remote Sensing
    • /
    • v.17 no.4
    • /
    • pp.319-334
    • /
    • 2001
  • Extracting primitives from imagery plays an important task in visual information processing since the primitives provide useful information about characteristics of the objects and patterns. The human visual system utilizes features without difficulty for image interpretation, scene analysis and object recognition. However, to extract and to analyze feature are difficult processing. The ultimate goal of digital image processing is to extract information and reconstruct objects automatically. The objective of this study is to develop robust method to achieve the goal of the image processing. In this study, an adaptive strategy was developed by implementing Gabor filters in order to extract feature information and to segment images. The Gabor filters are conceived as hypothetical structures of the retinal receptive fields in human vision system. Therefore, to develop a method which resembles the performance of human visual perception is possible using the Gabor filters. A method to compute appropriate parameters of the Gabor filters without human visual inspection is proposed. The entire framework is based on the theory of human visual perception. Digital images were used to evaluate the performance of the proposed strategy. The results show that the proposed adaptive approach improves performance of the Gabor filters for feature extraction and segmentation.

Clinical Study on Predisposing Factors of Visual Acuity Decrease in the View of Oriental Medicine (편시력저하요인에 관한 한의학적 임상고찰)

  • Woo, Young-Min;Nam, Young
    • The Journal of Korean Medicine Ophthalmology and Otolaryngology and Dermatology
    • /
    • v.15 no.2
    • /
    • pp.200-209
    • /
    • 2002
  • Visual acuity Decrease is one of the most common symptoms of adolescents. Acupuncture method has been used for improvement of visual acuity from ancient period. But it is not sufficent to recognize underlying causes and predisposing factors of visual acuity decrease. So we investigate the common causes and factors on myopia outpatients group. We researched 992 outpatients who were treated at Department of Acupuncture & Moxibustion, National Medical Center from June 2001 to May 2002. The outpatients were classified into several groups according to visual acuity and age. Common predisposing factors of visual acuity decrease were assessed through questionnaires based on the Classics of the traditional oriental medical bibliography. The results are as follows; age distribution is 52.9$\%$ for female, 47.1$\%$ for male. The predisposing factors were ranked as poor posture(66.9$\%$), unbalanced diet(57.2$\%$), heredity(53.8$\%$), irregular diet habit(51.3$\%$) and so on. These results playa role as preliminary data in recongnition of myopia in the view of oriental medicine.

  • PDF

The effects of the 4-weeks visual biofeedback training in individuals with hyperextended knee

  • Jung, Sung-hoon;Choi, Sil-ah;Ha, Sung-min
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.5
    • /
    • pp.55-60
    • /
    • 2021
  • This study aims to investigate the effects of 4 weeks visual biofeedback training on the knee joint angle and muscle activities of lower extremity. The participants in this study were 15 volunteers with hyperextended knee. To improve the hyperextended knee, visual biofeedback training was used during 4 weeks. The training is an exercise to maintain the balance between the anterior weight bearing and posterior weight bearing of the plantar foot. The knee joint angle significantly increased and the muscle activity of tibialis anterior was significantly decreased after visual biofeedback training. It was confirmed that visual biofeedback training of correcting hyperextended knee through the information on the plantar pressure distribution has a therapeutic effect.

The Effect of Visual Deprivation on Trunk and Lower Extremity Muscle Activity on an Unstable Surface (불안정면에서 시각차단이 체간과 하지의 근활성도에 미치는 영향)

  • Han, Jin-Tae
    • PNF and Movement
    • /
    • v.16 no.3
    • /
    • pp.433-439
    • /
    • 2018
  • Purpose: Visual information is one of the most important factors for postural balance. The purpose of this study was to investigate the effect of visual deprivation on the lower extremities and trunk muscle activity on an unstable surface during quiet standing. Methods: Fifteen healthy males from a university population participated in this study. Surface electromyography of the rectus abdominis, the erector spinalis, the vastus femoris oblique, the semitendinosis, the tibialis anterior, and the medial gastrocnemius was measured using EMG equipment (Telemyo 2400, Noraxon, USA). The participants were asked to maintain postural balance on an unstable surface (Balance pad, Airex, USA) for 30 seconds with eyes open and with eyes closed during quiet standing. The Wilcoxon test was used to compare the muscle activity of the lower extremities and the trunk between open and closed eyes on an unstable surface. Results: The muscle activity of the trunk and the lower extremities was increased more with eyes closed than with eyes open on the unstable surface during quiet standing. Conclusion: The findings from this study suggest that visual information could alter lower extremity and trunk muscle activity. Therefore, visual deprivation can be used as a method to improve postural balance.

The effects of hands-only cardiopulmonary resuscitation education for undergraduates with severe visual impairment (중증시각장애 대학생을 대상으로 한 가슴압박소생술 교육효과)

  • Jung, Hwa-Yoon;Choi, Eun-Sook
    • The Korean Journal of Emergency Medical Services
    • /
    • v.22 no.3
    • /
    • pp.163-176
    • /
    • 2018
  • Purpose: The purpose of this study was to determine the effectiveness of hands-only CPR education according to the American Heart Association (2015) guideline for undergraduates with severe visual impairment, to provide basic data for expanding the subject of hands-only CPR education among the visually impaired. Methods: Twenty-one students attending four universities in C Province, aged 19 years or older, were enrolled in this study. These students had severe visual impairment and no other disabilities and have never received hands-only CPR education. This study data were collected from December 1, 2017 to January 11, 2018. The accuracy of the participants' technique was measured using Brayden Pro CPR manikin. The data were analyzed using SPSS version 24.0. Results: Hands-only CPR education was effective in increasing confidence and accuracy of chest compression among undergraduates with severe visual impairment. Conclusion: These findings suggest that individuals with severe visual impairment should be given more educational opportunities. Additionally, subsequent studies should develop equipment that helps increase accuracy by using video aids with commentary or other auditory components for the visually impaired.

Patterning of Visual Environmental Elements and Player Reactions in Game Space of Adventure Games (어드벤처 게임공간에서 시각적 환경요소와 플레이어 반응의 패턴화)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
    • /
    • v.21 no.1
    • /
    • pp.139-148
    • /
    • 2021
  • In a game, the visual environment element is a means of expressing the intention of the developer, and is mediums that enable the player to gain to play experience of interaction. In this paper, the player's reaction to the visual environmental elements of the adventure game was patterned with a collection and analysis process by empirical experiments. The data collected through the experiment were about 10,000, and as a result of the analysis, 24 types of player reaction patterns were found in total. This can be used as a guideline for game space design by matching the properties of visual environment elements and the reactions against players occurring in the game play process to examine the play experience.