• Title/Summary/Keyword: Visual Concept Map

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Driver Assistance System for Integration Interpretation of Driver's Gaze and Selective Attention Model (운전자 시선 및 선택적 주의 집중 모델 통합 해석을 통한 운전자 보조 시스템)

  • Kim, Jihun;Jo, Hyunrae;Jang, Giljin;Lee, Minho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.115-122
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    • 2016
  • This paper proposes a system to detect driver's cognitive state by internal and external information of vehicle. The proposed system can measure driver's eye gaze. This is done by concept of information delivery and mutual information measure. For this study, we set up two web-cameras at vehicles to obtain visual information of the driver and front of the vehicle. We propose Gestalt principle based selective attention model to define information quantity of road scene. The saliency map based on gestalt principle is prominently represented by stimulus such as traffic signals. The proposed system assumes driver's cognitive resource allocation on the front scene by gaze analysis and head pose direction information. Then we use several feature algorithms for detecting driver's characteristics in real time. Modified census transform (MCT) based Adaboost is used to detect driver's face and its component whereas POSIT algorithms are used for eye detection and 3D head pose estimation. Experimental results show that the proposed system works well in real environment and confirm its usability.

A Study on the Archaeological Landscape-painting of the 18th century: Focusing on the Capriccio of Giovanni Paolo Pannini (18세기 고고학적 풍경화에 대한 연구: 파니니의 카프리초를 중심으로)

  • Kim, Jung Rak
    • The Journal of Art Theory & Practice
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    • no.16
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    • pp.175-199
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    • 2013
  • Capriccio which has emersed in Italy of the 18th century is a new genre of the landscape painting. This genre represents reality, but it is very artificial product correspondingly its concept and character. It's birth place is distributed on various regions in Italy, but the main stage was Rome. Till the middle of the 18th century Rome was the Holy city of the Grand tour, the home of the Neo-Classicism and furthermore the field where archaeology and art history began to be instituted. On such historical situation the Capriccio came out and was recognized as the best popular genre in the visual art. It was favor of the art collection with the antiquity together and reflected the consciousness of the contemporary to the ancient. This study will examine the phenomena in the newly-developed archaeology and with few representative works of Giovanni Paolo Pannini as central term consider the Capriccio and the archaeological connotation. The systematical and institutional archeology which appeared at the age of the Enlightenment, on the contrary to the critical theories at the same time against capriccio, because it was regarded by them as paradoxical and too much sensitive, utilized it as a theoretical method very actively. Some among Historians and archaeologists did it, especially Francesco Bianchini distinguished the capriccio from simple imagination and made it a capacity of the knowledge. And through it he wanted to find out the historical truth. The visual art was influenced and encouraged by such attitude of the archaeology. However it's output spreaded out in various courses. While Giovanni Battista Piranesi, the best known Capriccist of the 18th century, tried to revive the antique through the epical value and his own imagination, Pannini gave priority to the strict historical research. In the such context Panni succeed Giovanni Battista Nolli who made the great map of the city Rome. Their Capriccio profited motive and was inspired by the historians and archaeologists such as Bianchini and Muratori. The Capriccio reflects not only the academic and popular interest for the antique, but also influenced on the upcoming scientific archaeology vice versa. It caused by their reasonable Interpretation and restoration of the antique through the visual medium. Finally as archaeological landscape Pannini's Capriccio is a historical case, in that the Capriccio applied the theoretical method of the archaeology to make art. It served as a momentum for the connotation to the archaeological thought.

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Story-based Information Retrieval (스토리 기반의 정보 검색 연구)

  • You, Eun-Soon;Park, Seung-Bo
    • Journal of Intelligence and Information Systems
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    • v.19 no.4
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    • pp.81-96
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    • 2013
  • Video information retrieval has become a very important issue because of the explosive increase in video data from Web content development. Meanwhile, content-based video analysis using visual features has been the main source for video information retrieval and browsing. Content in video can be represented with content-based analysis techniques, which can extract various features from audio-visual data such as frames, shots, colors, texture, or shape. Moreover, similarity between videos can be measured through content-based analysis. However, a movie that is one of typical types of video data is organized by story as well as audio-visual data. This causes a semantic gap between significant information recognized by people and information resulting from content-based analysis, when content-based video analysis using only audio-visual data of low level is applied to information retrieval of movie. The reason for this semantic gap is that the story line for a movie is high level information, with relationships in the content that changes as the movie progresses. Information retrieval related to the story line of a movie cannot be executed by only content-based analysis techniques. A formal model is needed, which can determine relationships among movie contents, or track meaning changes, in order to accurately retrieve the story information. Recently, story-based video analysis techniques have emerged using a social network concept for story information retrieval. These approaches represent a story by using the relationships between characters in a movie, but these approaches have problems. First, they do not express dynamic changes in relationships between characters according to story development. Second, they miss profound information, such as emotions indicating the identities and psychological states of the characters. Emotion is essential to understanding a character's motivation, conflict, and resolution. Third, they do not take account of events and background that contribute to the story. As a result, this paper reviews the importance and weaknesses of previous video analysis methods ranging from content-based approaches to story analysis based on social network. Also, we suggest necessary elements, such as character, background, and events, based on narrative structures introduced in the literature. We extract characters' emotional words from the script of the movie Pretty Woman by using the hierarchical attribute of WordNet, which is an extensive English thesaurus. WordNet offers relationships between words (e.g., synonyms, hypernyms, hyponyms, antonyms). We present a method to visualize the emotional pattern of a character over time. Second, a character's inner nature must be predetermined in order to model a character arc that can depict the character's growth and development. To this end, we analyze the amount of the character's dialogue in the script and track the character's inner nature using social network concepts, such as in-degree (incoming links) and out-degree (outgoing links). Additionally, we propose a method that can track a character's inner nature by tracing indices such as degree, in-degree, and out-degree of the character network in a movie through its progression. Finally, the spatial background where characters meet and where events take place is an important element in the story. We take advantage of the movie script to extracting significant spatial background and suggest a scene map describing spatial arrangements and distances in the movie. Important places where main characters first meet or where they stay during long periods of time can be extracted through this scene map. In view of the aforementioned three elements (character, event, background), we extract a variety of information related to the story and evaluate the performance of the proposed method. We can track story information extracted over time and detect a change in the character's emotion or inner nature, spatial movement, and conflicts and resolutions in the story.

Producing True Orthophoto Using Multi-Dimensional Spatial Information (다차원공간정보를 이용한 실감정사영상 제작 방안)

  • Lee, Hyun-Jik
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.26 no.3
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    • pp.241-253
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    • 2008
  • Recently, it is appearing that new paradigm of urban planning that ubiquitous concept such as the u-City, uECO-City is introduced while is rising necessity about third dimensional geo-spatial information of high quality for urban area. Orthophoto can manufacture by expense and time that is less easily than digital map using personal computer even if is not highly technician and according as position relation between manmade feature and natural feature is equal, can get information of distance, angle, horizontal and vertical position coordinate of topographic, area etc.. directly through orthophoto. Also, visual effect is good that orthophoto is expressed by image and interpretation is easy to detailed part of topographic. Manufacture and practical use are consisting in various field, for it is having advantage that can recognize information effectively than digital map. Therefore, this study presents a way of generating a detailed DSM for producing a true-orthphoto of the urban area, and this study also presents a way to produce an optimum true-orthophoto for an urban area by investigating through experiment the optimum variable for the geometric and radiometric correction of the orthophoto. This study also examined the potentials of the thesis by building a 3-dimensional city model of the model region with the above thesis on optimum generating method.

Reconstruction Of Photo-Realistic 3D Assets For Actual Objects Combining Photogrammetry And Computer Graphics (사진측량과 컴퓨터 그래픽의 결합을 통한 실제 물체의 사실적인 3D 에셋 재건)

  • Yan, Yong
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.147-161
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    • 2021
  • Through photogrammetry techniques, what current researches can achieve at present is rough 3D mesh and color map of objects, rather than usable photo-realistic 3D assets. This research aims to propose a new method to create photo-realistic 3D assets that can be used in the field of visualization applications. The new method combines photogrammetry with computer graphics modeling. Through the description of the production process of three objects in the real world - "Bullet Box", "Gun" and "Metal Beverage Bottle," it introduces in details the concept, functions, operating skills and software packages used in the steps including the photograph object, white balance, reconstruction, cleanup reconstruction, retopology, UV unwrapping, projection, texture baking, De-Lighting and Create Material Maps. In order to increase the flexibility of the method, alternatives to the software packages are also recommended for each step. In this research, 3D assets are produced that are accurate in shape, correct in color, easy to render and can be physically interacted with dynamic lighting in texture. The new method can obtain more realistic visual effects at a faster speed. It does not require large-scale teams, expensive equipment and software packages, therefore it is suitable for small studios and independent artists and educational institutions.