• Title/Summary/Keyword: Visual Components

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Comparison of Fusion Methods for Generating 250m MODIS Image

  • Kim, Sun-Hwa;Kang, Sung-Jin;Lee, Kyu-Sung
    • Korean Journal of Remote Sensing
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    • v.26 no.3
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    • pp.305-316
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    • 2010
  • The MODerate Resolution Imaging Spectroradiometer (MODIS) sensor has 36 bands at 250m, 500m, 1km spatial resolution. However, 500m or 1km MODIS data exhibits a few limitations when low resolution data is applied at small areas that possess complex land cover types. In this study, we produce seven 250m spectral bands by fusing two MODIS 250m bands into five 500m bands. In order to recommend the best fusion method by which one acquires MODIS data, we compare seven fusion methods including the Brovey transform, principle components algorithm (PCA) fusion method, the Gram-Schmidt fusion method, the least mean and variance matching method, the least square fusion method, the discrete wavelet fusion method, and the wavelet-PCA fusion method. Results of the above fusion methods are compared using various evaluation indicators such as correlation, relative difference of mean, relative variation, deviation index, peak signal-to-noise ratio index and universal image quality index, as well as visual interpretation method. Among various fusion methods, the local mean and variance matching method provides the best fusion result for the visual interpretation and the evaluation indicators. The fusion algorithm of 250m MODIS data may be used to effectively improve the accuracy of various MODIS land products.

A Study on the Interaction Elements and Emotional Design of Art Museum Applications: Focusing on Application Art Keys (미술관 애플리케이션의 인터랙션 요소 및 감성디자인에 관한 연구: 애플리케이션 아트키를 중심으로)

  • Hu, Chen Yuan;An, Byung Jin;Lee, Byoung Gook
    • Journal of Korea Multimedia Society
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    • v.24 no.5
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    • pp.727-735
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    • 2021
  • The purpose of this study is to evaluate visual arts in interactive technology in art museum applications and to analyze the impact relationship between interactive technology and the five senses. This study was conducted to survey respondents who had used art museum applications. The results are as follows. First, this study evaluates the differences in perception of art museum applications according to the general characteristics of the respondents. They show that there are differences in gender, marital status, age, and social income. Second, this study identifies the impact of five senses and synesthesia on interaction design among emotional design elements. They reveal that visual, auditory, tactile components, and synesthesia have significant effects on interactive design. This study reveals that emotional design elements of art museum applications affect interaction design. Also, it suggests that research on interaction design reflecting five senses is continuously needed to improve audience satisfaction and revitalize art museum applications.

Comparative Analysis of Visual Presentation and User Acceptability of Virtual/Augmented Reality Application for Architectural Design Review (설계검토를 위한 가상현실·증강현실 기술의 활용 효과 비교 분석)

  • Lee, Jin-Gang;Choi, Min-Ji;Lim, Yun-Ji;Seo, Joon-Oh
    • Journal of KIBIM
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    • v.9 no.4
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    • pp.1-9
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    • 2019
  • Visualized information platforms through building information modeling (BIM) such as virtual reality (VR) and augmented reality (AR) improves the efficiency of architectural information exchange. Despite that, less effort has been directed to evaluate the effectiveness of different BIM visualization platforms for architectural design review. This study fills these gaps and compares three BIM visualization tools for reviewing diverse architectural review factors and technology acceptance degree. Three main BIM visualization tools, which are desktop-based, virtual reality-based and augmented reality-based, were employed and different architectural review factors and user's technology acceptance degree was measured. As a result, VR and AR environment showed better visual presentation than desktop environment during design review. In terms of the technology acceptance level, VR and AR environments have received higher ratings compared to desktop environments. The detailed findings provide guidelines for participants and researchers involved in design review process to selectively adopt VR and AR system to various architectural design review components.

Visual Extensions on Brand Using Secondary Images of Animation - Focused on Disney's The Jungle Book and Alice in Wonderland (애니메이션의 2차 이미지를 활용한 브랜드의 시각적 확장 - 디즈니 정글북과 이상한 나라의 엘리스 사례를 중심으로)

  • Kim, Kyong-Ju
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.262-272
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    • 2017
  • This study will analyze a case that utilizes not just the characters, which are a primary licensing component in traditional animation licensing, however secondary images such as animation backgrounds, and one that has visually extended their brand. Secondary image plays an important role in developing the narration of the animation, and provides the space where the narrative takes place. It also gives important clues for the characters to be able to develop a narrative, through its chronological and geographical dimensions. This study distinguishes the components that can be used in the licensing process of an original animation into primary usage and secondary usage, and defines the scope of each. Focused on two collaboration cases, Disney's The Jungle Book & KENZO, and Disney's Alice in Wonderland & Marc by Marc Jacobs, It investigates the relationship of visual utilization between the expressive components related to secondary usage in the collaborative case of licensing, and the actual product. This study found the possibility of secondary images as a vehicle to deliver brand identity. As the spectrum of licensing elements is extended, it is necessary to develop an alternative licensing system for the new process of collaboration.

A Study on Image Representation of Bisexual Lighting (바이섹슈얼 라이팅(Bisexual Lighting)의 영상 표현 연구)

  • QIAO, YINA
    • Trans-
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    • v.11
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    • pp.119-142
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    • 2021
  • Video was a cultural practice based on image. The audience longs to experience new things, not everyday things through by video images. There are many components of the image, but among them, color, a visual representation, plays a big role. Since the advent of color films, color has constantly evolved as an important component of visual art and has become an important role in innovative visual art design. According to film history data, filmmakers were interested in color since the film was created in 1895, but in the early stages of film development, film colors were only black and white. Because these two colors no longer satisfy viewers, more natural colors began to emerge from the film as it was colored. However, with the development of historical paintings, the lack of artistic creation and the public's level increased, making people more active in using colors because simple reproduction of natural colors alone does not satisfy people. The colors in the video are both techniques of expression and can be understood by mind and thought. It is also an indication that colors do not just exist, but they work strongly on human psychology. Now people are so motivated by repetitive and unimportant information that they find that the human intuitive system simplifies the information they receive unconsciously that they have certain customs and characteristics when they see things. Color is part of the film language, or color language can express the film's ideological themes or portray vivid characters in the film, and people are receiving more intuitive messages. This study analyzed the basic color components of bisexual lighting, namely, pink, blue, and purple, and analyzed how human psychology is affected through color, combining the scenes from the video. The purpose of this paper is to explore what color language bisexual lighting is expressed using color properties in images and how bisexual lighting interacts with human psychology through color.

A Navigation Algorithm using a Locomotion Interface with Programmable Foot Platforms for Realistic Virtual Walking (실감의 가상 걸음을 위한 발판타입 이동인터페이스의 네비게이션 알고리즘)

  • Yoon, Jung-Won;Ryu, Je-Ha
    • Journal of KIISE:Computing Practices and Letters
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    • v.12 no.6
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    • pp.358-366
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    • 2006
  • This paper describes a novel navigation algorithm using a locomotion interface with two 6-DOF programmable foot platforms. When a human walks on the locomotion interface (LI), the walking motions of the human are recognized by several sensors. Then, the sensed information is used by the LI for generation of infinite surfaces for continuous walking and the virtual environments for scene update according to motions of the human walking. The suggested novel navigation system can induce user's real walking and generate realistic visual feedback during navigation. A novel navigation algorithm is suggested to allow natural navigation in virtual environments by utilizing conditions of normal gait analysis. For realistic visual feedback, the virtual environment is designed with three components; 3D object modeler for buildings and terrains, scene manager and communication manager component. From experiments, the subjects were satisfied with the reality of the suggested navigation algorithm using the locomotion interface. Therefore, the suggested navigation system can allow a user to explore into various virtual terrains with real walking and realistic visual feedback.

Technical Training on Automated Visual Inspection System for Factory Automation Quality Assurance (공장 자동화 품질관리를 위한 자동 시각 검사 시스템의 기술 훈련)

  • Ko, JinSeok;Rheem, JaeYeol
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.2
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    • pp.91-97
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    • 2012
  • The automated visual inspection system (machine vision system) for quality assurance is an important factory automation equipment in the manufacturing industries, such as display, semiconductor, etc. The world market of the machine vision components is expected 18 billon dollars in 2015. Therefore, there is a lot of demand for the machine vision engineers. However, there are no technical training courses for machine vision technologies in vocational schools, colleges and universities. In this paper, we propose a technical training program for the machine vision technology. The total time of training is 30 to 60 hours and the training program can operate flexibly by student's major, a priori knowledge and education level.

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A Comparision of Disinfection Efficacy for RGP Lens by Using Multi-purpose Solution and Cleaner (다목적 용액 및 세척제를 이용한 RGP 렌즈 소독방법의 비교)

  • Park, Mijung;Gwak, Jea-Sook;Park, Sang-Min
    • Journal of Korean Ophthalmic Optics Society
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    • v.12 no.4
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    • pp.37-41
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    • 2007
  • The aim of this study is to establish RGP lens care system using RGP lens multi-purpose solution(MPS) and cleaner. Each RGP lens was incubated in Pseudomonas aeruginosa standard strain, and the numbers of P. aeruginosa colony remaining after treatment by using MPS and/or cleaner including surface activating components were estimated. Soaking only in MPS for 30 min reduced the number of P. aeruginosa up to 50%. 95% of P. aeruginosa was eliminated at RGP lenses soaked in MPS for 4 hr, but P. aeruginosa was not detected at RGP lenses soaked for 6 hr. When only cleaner was used for RGP lens care, 70% of P. aeruginosa was eliminated. This result showed that using cleaner had more effective at removing P. aeruginosa than soaking in MPS for 30 min. When soaking in MPS for 30 min after using cleaner reduced the number of P. aeruginosa up to 36% of that which soaking only in MPS for 30 min. This result suggested that using cleaner could be helpful to improve the disinfection efficacy of short time soaking in MPS.

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Object-Oriented Retrieval Framework to Construct the Reuse-Supporting Systems (재사용 시스템 개발을 위한 객체지향 검식 프레임워크)

  • Kim, Jung-A;Moon, Chung-Ryeal;Kim, Seung-Tae
    • The Transactions of the Korea Information Processing Society
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    • v.2 no.5
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    • pp.711-720
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    • 1995
  • This paper describes in object-oriented retrieval framework that is generally designed to store and retrieve the reusable components from the library regardless of the underlying representation of the library. We propose a retrieval framework on visual space so that reuser can identify their location at the library without any previous information of library structure. They can decide the directions of retrieval with the results displayed on the visual space and interact with the library using the defined simple retrieval operation that can assess the library information object. For doing this, 4I model was proposed. Librarian as well as reuser can easily construct the new library on the visual environment. It is the process to give the semantic of the information object. This paper discusses the basic concepts of our 4I model and explains each constituent of our model and shows a simple example of the system.

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Effects of Situation Awareness and Decision Making on Safety, Workload and Trust in Autonomous Vehicle Take-over Situations (자율주행 자동차의 제어권 전환상황에서 상황인식 및 의사결정 정보 제공이 운전자에게 미치는 영향)

  • Kim, Jihyun;Lee, Kahyun;Byun, Youngsi
    • Journal of the HCI Society of Korea
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    • v.14 no.2
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    • pp.21-29
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    • 2019
  • Take-over requests in semi-autonomous cars must be handled properly in the case of road obstacles or curved roads in order to avoid accidents. In these situations, situation awareness and appropriate decision making are essential for distracted drivers. This study used a driving simulator to investigate the components of auditory-visual information systems that affect safety, workload, and trust. Auditory information consisted of either voice guidance providing situation awareness for the take-over or a beep sound that only alerted the driver. Visual information consisted of either a screen showing how to maneuver the vehicle or only an icon indicating a take-over situation. By providing auditory information that increased situation awareness and visual information that aided decision making, trust and safety increased, while workload decreased. These results suggest that the levels of situation awareness and decision making ability affect trust, safety, and workload for drivers.