• Title/Summary/Keyword: Visual Complexity

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Mathematics and Arts of Renaissance on the Chaotic Perspective (카오스의 관점에서 본 르네상스의 수학과 미술)

  • Kye Young-Hee;Oh Jin-Kyoug
    • Journal for History of Mathematics
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    • v.19 no.2
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    • pp.59-76
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    • 2006
  • This research focuses on the relationship between mathematics and visual art from a perspective of chaos theory which emerged under the influence of post-modernism. Culture and history, which transform dynamically with the passing of time, are models of complexity. Especially, when the three periods of Medieval, Renaissance, and 17-18 Centuries are observed, the Renaissance period is phase transition phenomenon era between Medieval and 17-18 Centuries. The transition stage between the late Medieval times and the Renaissance; and the stage between the Renaissance and the Modern times are also phase transitions. These phenomena closely resemble similarity in Fractal theory, which includes the whole in a partial structure. Phase transition must be preceded by fluctuation. In addition to the pioneers' prominent act of creation in the fields of mathematics and visual an serving as drive behind change, other socio-cultural factors also served as motivations, influencing the transformation of the society through interdependency. In particular, this research focuses on the fact that scientific minds of artists in the Renaissance stimulated the birth of Perspective Geometry.

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Volume Haptic Rendering Algorithm for Realistic Modeling (실감형 모델링을 위한 볼륨 햅틱 렌더링 알고리즘)

  • Jung, Ji-Chan;Park, Joon-Young
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.2
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    • pp.136-143
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    • 2010
  • Realistic Modeling is to maximize the reality of the environment in which perception is made by virtual environment or remote control using two or more senses of human. Especially, the field of haptic rendering, which provides reality through interaction of visual and tactual sense in realistic model, has brought attention. Haptic rendering calculates the force caused by model deformation during interaction with a virtual model and returns it to the user. Deformable model in the haptic rendering has more complexity than a rigid body because the deformation is calculated inside as well as the outside the model. For this model, Gibson suggested the 3D ChainMail algorithm using volumetric data. However, in case of the deformable model with non-homogeneous materials, there were some discordances between visual and tactual sense information when calculating the force-feedback in real time. Therefore, we propose an algorithm for the Volume Haptic Rendering of non-homogeneous deformable object that reflects the force-feedback consistently in real time, depending on visual information (the amount of deformation), without any post-processing.

Determination of the Optimal Design Parameters for Search Task with VDT Screen Written in Korean (탐색작업에서 한글 VDT를 화면의 최적설계 모수의 결정)

  • 황우상;이동춘
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.20 no.42
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    • pp.39-47
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    • 1997
  • There are four parameters (i.e. overall density, local density, grouping, layout complexity) to consider in designing screen of a visual display terminal. Among these, only the optimum level of overall density is known to be about 25~30% by some studies. Therefore, the present experiment is conducted to define the optimum levels of the other parameters to achieve the user's best performance in visual search task. The results are as follows; (1) The function related to the levels of local density and user's search times is shown to be U -shaped. When the level of local density is about 40%, the search time is shorter than those of any other levels. (2) In the experiment of grouping, user's performance is best when the number of group is 5, and the size of group does not exceed visual angle $5^{\circ}$ (0,088rad). (3) The user performance is improved as the layout becomes less complex.

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Visual User Defined Schema Integration at Multimedia Database Environment (멀티미디어 데이터베이스 환경에서 시각화된 사용자 정의 스키마 통합)

  • 이현창
    • Journal of the Korea Society of Computer and Information
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    • v.9 no.2
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    • pp.57-62
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    • 2004
  • In these days, application systems for processing information using database is increasing. Enterprises holding a lot of data do not possess needed data but instead include unrelated, independent and individual data. As a result, it only contains disparate data. Disparate data is ambiguous and it does not support current integrated information. In response to the above problems, data warehouse may provide a solution. Building a data warehouse needs a systematic design because of its complexity. This paper describes an efficient design methodology using visual environment for data warehouse to cope with the requirements of end users. Also, the system is able to process existential SQL query.

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Development of an edge-based point correlation algorithm for fast and stable visual inspection system (고속 검사자동화를 위한 에지기반 점 상관 알고리즘의 개발)

  • 강동중;노태정
    • Journal of Institute of Control, Robotics and Systems
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    • v.9 no.8
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    • pp.640-646
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    • 2003
  • We presents an edge-based point correlation algorithm for fast and stable visual inspection system. Conventional algorithms based on NGC(normalized gray-level correlation) have to overcome some difficulties in applying automated inspection systems to real factory environment. First of all, NGC algorithms involve highly complex computation and thus require high performance hardware for realtime process. In addition, lighting condition in realistic factory environments is not stable and therefore intensity variation from uncontrolled lights gives many troubles for applying NGC directly as pattern matching algorithm. We propose an algorithm to solve these problems, using thinned and binarized edge data, which are obtained from the original image. A point correlation algorithm with the thinned edges is introduced with image pyramid technique to reduce the computational complexity. Matching edges instead of using original gray-level image pixels overcomes problems in NGC method and pyramid of edges also provides fast and stable processing. All proposed methods are proved by the experiments using real images.

Assessing Landscape Impacts of Apartment Complex on Suburban Hilly Openspace; Multilateral Approach by Analysis of Physical Landscape Variables and Eye Fixation Movements (도시주변 능선녹지를 배경으로 하는 아파트 경관의 시각적 영향 - 물리적 경관변수 및 와시점분석에 의한 다각적 접근-)

  • Choi, Yun;Cho, Tong-Buhm
    • Journal of the Korean Institute of Landscape Architecture
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    • v.22 no.2
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    • pp.81-103
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    • 1994
  • In recent years, the visual characteristics of natural open space and greenbelt surrounding the urban landscapes have been changed with sprawling of residential areas and highrised residential buildings. Since these natural areas being the background element of residential areas are topographically sloped mountains in many cities. It is easy to be seen in the distance and it is important to preserve these areas as a visual infrastructure of the urban landscape. The purposes of this study are to extract the factors of landscape impact evaluation for these areas and to clarify the physical landscape variables representing these factors, and to infer the visual-perceptional relationships between image and landscape variables. As results, conceptional three factors were extracted with semantic differential evaluation to classified 18 landscape slide, and three regression models were established with factor score of landscapes and physical variables measured in photographs. On the basis of these relationships, visual-perceptional characteristics were discussed by analyzing the data form eye-movement recording to each of landscapes. The factors of "spatial unfolding of backdropped hilly greenspace", "horizontal quence of residential buildings", and "landscape complexity" prove to be important. And it prove important variables of "skyline of mountainous ridge" and "visual edge of building structure" in regression models and eye fixation movements.

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Visual Landscape Plan for Shinan Province with Ecological Landscape Resources (생태경관자원 활용을 고려한 신안군 경관기본계획)

  • Joo, Shin-Ha;Yun, Hui-Jae
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.12 no.1
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    • pp.32-43
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    • 2009
  • The purpose of this study is to suggest the visual landscape plan for Shinan province with ecological landscape resources, which is comprised of more than 1,000 islands. The plan was done by the order of image plan, landscape structure plan and detained landscape plan. The image of Shinan province was elicited as 'nature', 'complexity' and 'connectivity', by the aspects of planning, cognitive and strategic sides. The landscape zones are planned, such as leisure zone, rural & marine ecological zone and marine tourism zone, and the landscape axes are also set, such as marine axis, ecological axis and circular axis. Especially to conserve the ecological resources, some conservation zones are proposed and design guidelines for each landscape type are also provided, which are not commonly included in the urban landscape plan. Consequently, the landscape plan and ecological environmental plan were complementary to each other. In the detailed landscape plan, more specific plans and design guidelines are suggested for coastal scenery, village and forest scenery, historical and cultural landscape management and promotion. To improve the visual landscape in terms of planning and administrative aspects, the visual landscape plan has become increasingly important for the local governments. The establishment of visual landscape plan may hopefully help to make Shinan province more beautiful and attractive. The landscape plan and ecological environment plan should be integrated, and the further discussion and research are necessary.

The Influence of the Ratio of Greenery on the Visual Preference in interior Landscape (실내조경에 있어서 식물의 시각량이 시각선호에 미치는 영향)

  • 이남현;방광자
    • Journal of the Korean Institute of Landscape Architecture
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    • v.24 no.2
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    • pp.13-24
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    • 1996
  • The purpose of this study is to suggest optimum level of the Ratio of Greenery within the frame of vision in the interior landscape design through the analysis of visual character and preference of the interior landscape. The concept of the RG was defined as the ratio of projected area of plants higher than 1.2M against background wall from eye level. 5 photography of Interior landscape space -- 10,20,30,40 and 50% of the RG-- were constructed by computer graphic techinques. Likert scale and semantic differential scale were used to analyse visual character and preference of the interior landscape space. The analysis results are as follows : 1. Factors that compose of the image of the interior landscape have been found to be the "evaluation ", "complexity". The mean value of semantic differential scale showed a significant difference according to RG. When the RG was 20~30%, "Harmony" and "stability" was strongly recognized than the other factors and the interior landscape made the interior space natural and intimate. But at the RG 40!50%, users felt "stuffy" and "too complex" by many plants, so it was not efficient the Interior Landscape. 2. The visual preference was significantly different according to RG. The mean value of the visual preference was increased as the RG was higher, it was the highest at the RG 30%. But over the RG 30%, the preference level was declined. 3. Based on these results, this study suggests that the optimum level of RG in the Interior Landscape is 30%.at the optimum level of RG in the Interior Landscape is 30%.

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Implementation of Stereoscopic 3D Video Player System Having Less Visual Fatigue and Its Computational Complexity Analysis for Real-Time Processing (시청피로 저감형 S3D 영상 재생 시스템 구현 및 실시간 처리를 위한 알고리즘 연산량 분석)

  • Lee, Jaesung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.12
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    • pp.2865-2874
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    • 2013
  • Recently, most of movies top-ranked in the box office are screening in Stereoscopic 3D, and the world's leading electronics companies such as Samsung and LG are getting the hots for 3DTV sales. However, each person has different binocular disparity and different viewing distance, and thus he or she feels the severe visual fatigue and headaches if he or she is watching 3D content with the same binocular disparity, which is very different from things he or she feels in the real world. To solve this problem, this paper proposes and implement a 3D rendering system that correct the disparity of 3D content by reflecting binocular distance and viewing distance. Then, the computational complexity is analyzed. Optical-flow and Warping algorithms turn out to consume 732 seconds and 5.7 seconds per frame, respectively. Therefore, a dedicated chip-set for both blocks is strongly required for real-time HD 3D display.

Time Complexity Analysis of SPIHT(Set Partitioning in Hierarchy Trees) Image Coding Algorithm (SPIHT 영상코딩 알고리즘의 시간복잡도 해석)

  • 박영석
    • Journal of the Institute of Convergence Signal Processing
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    • v.4 no.1
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    • pp.36-40
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    • 2003
  • A number of embedded wavelet image coding methods have been Proposed since the introduction of EZW(Embedded Zerotree Wavelet) algorithm. A common characteristic of these methods is that they use fundamental ideas found in the EZW algorithm. Especially, one of these methods is the SPIHT(Set Partitioning in Hierarchy Trees) algorithm, which became very popular since it was able to achieve equal or better performance than EZW without having to use an arithmetic encoder. The SPIHT algorithm is computationally very simple, but even so it provides excellent numerical and visual results. But the evaluation of its time complexity is no more than the relative result of experimental comparisons and the strict time complexity analysis wasn't taken until now. In this paper, we analyze strictly the processing time complexity of SPIHT algorithm and prove that the time complexity for one bit-plane processing is O( nlog $_2$n) in worst case.

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