• 제목/요약/키워드: Visual Expressions

검색결과 235건 처리시간 0.023초

유·아동복 브랜드 구성요소의 특성 (Characteristics of Components in Infant and Children's Clothing Brand)

  • 나수임
    • 한국의상디자인학회지
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    • 제13권1호
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    • pp.135-146
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    • 2011
  • Despite the recession that has affected people's consumption of clothing, the 'Gold Kids' market shows steady growth. This study analyzed the characteristics of components that make up infant and children's wear brands. Firstly, this study found the linguistic features of infant and children's clothing brands. Most brand names have common characteristics such as idiomatic expressions, combination and separation of vocabulary, and more than 6 syllables. Also, when they formative brand quality, they frequently used words like 'girl', 'kid' and 'baby' to clarify the category of the brand product. Also it is meant to present a clear brand concept to the target consumer to offer their brand information and product characteristics. Moreover, English is widely used in the brand names, and they used appropriate symbol graphics that fit the titles and qualities of the brands. Second, to strengthen their brand identity and inherent concepts, infant and children's clothing brands normally use their own particular brand colors wich makes special and strong visual impressions on the target consumer. Also, they mainly use applied sans serif typeface showing the softer brand quality. Brand logos have different visual expressions depending on their brand value and the target consumer. The word type of the logos presents clear brand identity and information to the target consumer. Through the study, we found that infant and children's clothing brands tend to use written brand names for the logo type more than graphic symbol logo patterns. This indicates that infant and children's clothing brands tend to emphasize information transfer rather than visual graphic symbols when they organize brand logos.

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Cloning and Spatiotemporal Expression Analysis of Bombyx mori elav, an Embryonic Lethal Abnormal Visual Gene

  • Wang, Geng-Xian;Liu, Ying;Sim, Yang-Hu;Zhang, Sheng-Xiang;Xu, Shi-Qing
    • International Journal of Industrial Entomology and Biomaterials
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    • 제18권2호
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    • pp.113-120
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    • 2009
  • Embryonic lethal abnormal visual (elav) is a lethal gene in Drosophila inducing the abnormal development and function of nervous system. We cloned a Bm-elav gene by bioinformatics and biological experiment, based on sequence of ELAV protein and dbEST of Bombyx mori. The full-length of Bm-elav cDNA is 1498 bp, contains a 906 bp open read frame (ORF) encoding a precursor of 301 amino acid residues with a calculated molecular weight of 34 kDa and pI of 8.99. Bm-ELAV protein precursor contains three RNA recognition motifs (RRM) in $24{\sim}91$, $110{\sim}177$ and $222{\sim}295$ bit amino acid residues respectively, and belongs to RNA-binding protein family. Bm-ELAV shared varying positives, ranging from 56% to 60% (Identities from 41% to 45%), with RRM from other species of Xenopus tropicalis, Apis mellifera, Tribolium castaneum, Branchiostoma belcheri and Drosophila. Gene localization indicated that Bm-elav is a single-copy gene, gene mapping within 12-chromosome from 7916.68 knt to 7918.16 knt region of nscaf2993. Spatiotemporal expressions pattern analysis revealed that Bm-elav expressed higher in most tested tissues and developmental stages in whole generation, such as silk gland, fat body, midgut, hemopoietic organ and ovary, but almost no expression in terminated diapause eggs. This suggested that the expression of Bm-elav in early developmental embryonic stages might induce abnormal development like in Drosophila. Cloning of the Bm-elav gene enables us to test its potential role in controlling pests by transferring the gene into field lepidopteran insects in the future.

줄리오 로마노의 만토바 저택: 메르쿠리우스로 표현된 화가의식 (The Facade Decoration of Julio Romano's House in Mantua: Ideas on Painting Expressed through Mercury)

  • 이한순
    • 미술이론과 현장
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    • 제14호
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    • pp.159-186
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    • 2012
  • Julio Romano decorated the facade of his house in Mantua with a statue of Mercury to give expressions to his ideas on painting. Hereby the painter from Rome could show his home to the world as that of a painter. To be concrete, Mercury was the planet god to which visual artists belonged, and so was basically related to visual arts. In his role to deliver diverse features of art works Mercury could also convey concepts and emotions expressed in a picture to the viewer. The power of a painting to arouse certain emotions or move the mind of the viewer was further connected to the role of Mercury as the guide of the human soul. This function again related the Roman god to the characteristic of a portrait to present absent persons to the viewer. Above the statue of Mercury, a Lucian head of the god is seen, so that they together form the central axis of the facade. This seems to emphasize that the theme of the facade decoration was the powerful persuasive forces of eloquence. The two masks on the left could then refer to sources of eloquence, I.e. various beautiful expressions of a language and its generative process. On the other hand, the masks on the right could represent consequences of eloquence, for instance, prudence, evil effects which come about to imprudent listeners, and other influences on listeners. Finally, it would be useful to remind us of a line from On Architecture by Leon Battista Alberti. According to the humanist architect parts of a building which are seen from the outside, like a facade, should be appropriately designed, since the decoration of a house could play a significant role to enhance the fame and honor of the family and its fatherland. This theory of Alberti could have provided the foundation to the facade decoration of the Casa Pippi which proudly presented the profession of painting to the public in visual form.

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표정 HMM과 사후 확률을 이용한 얼굴 표정 인식 프레임워크 (A Recognition Framework for Facial Expression by Expression HMM and Posterior Probability)

  • 김진옥
    • 한국정보과학회논문지:컴퓨팅의 실제 및 레터
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    • 제11권3호
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    • pp.284-291
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    • 2005
  • 본 연구에서는 학습한 표정 패턴을 기반으로 비디오에서 사람의 얼굴을 검출하고 표정을 분석하여 분류하는 프레임워크를 제안한다. 제안 프레임워크는 얼굴 표정을 인식하는데 있어 공간적 정보 외시간에 따라 변하는 표정의 패턴을 표현하기 위해 표정 특성을 공간적으로 분석한 PCA와 시공간적으로 분석한 Hidden Markov Model(HMM) 기반의 표정 HMM을 이용한다. 표정의 공간적 특징 추출은 시간적 분석 과정과 밀접하게 연관되어 있기 때문에 다양하게 변화하는 표정을 검출하여 추적하고 분류하는데 HMM의 시공간적 접근 방식을 적용하면 효과적이기 때문이다. 제안 인식 프레임워크는 현재의 시각적 관측치와 이전 시각적 결과간의 사후 확률 방법에 의해 완성된다. 결과적으로 제안 프레임워크는 대표적인 6개 표정뿐만 아니라 표정의 정도가 약한 프레임에 대해서도 정확하고 강건한 표정 인식 결과를 보인다. 제안 프레임 워크를 이용하면 표정 인식, HCI, 키프레임 추출과 같은 응용 분야 구현에 효과적이다

톰 브라운 패션디자인에 나타난 풍자적 표현 (Satirical expression in Thom Browne's fashion design)

  • 김연주;이연희
    • 복식문화연구
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    • 제29권2호
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    • pp.252-271
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    • 2021
  • The purpose of this study is to expand satirical expressions that appear in a wide range of arts into fashion and to analyse and present satirical expressions that appear in contemporary fashion through the collections of Thom Browne. Theoretical examination of satirical concepts were made of domestic and foreign academic theses, dissertations, precious studies, and publications related to satire. Analysis was conducted on cases in which satirical expressions were applied in literature, painting, sculpture, and fashion. Based on these studies, analysis was conducted on satirical expressions appearing in Thom Browne's work. Material was gathered from collection reviews, interview articles, professional books, and internet photo material from professional fashion magazines encompassing 16 years of Thom Browne's collections officially recorded in the international fashion magazine 'Vogue', ranging from the 2006 S/S collection to the 2021 S/S collection. From this, a total of 1,753 photos were collected as data. Characteristics of satirical expression were analyzed and the results were as follows. A fluid reconstruction of 'gender fluid', dual meanings of metaphorical allegories, playful expressions of visual wit, constructions made of overlapped disassembled material, and borrowing of morphological distortion were all identified. Accordingly, satirical approaches as social aspects and objects in the flow of modern thought appear as positive forms based in humor that hope to be improved. This study anticipate the concept of satire will expand into a positive form as a new direction of fashion.

이미지를 활용한 오디오-비쥬얼 시스템 구성 (Configuration of Audio-Visual System using Visual Image)

  • 서준석;홍성대;박진완
    • 한국콘텐츠학회논문지
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    • 제8권6호
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    • pp.121-129
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    • 2008
  • 소리를 이용한 정보의 표현 방법은 무형의 특징을 가진 매체를 이용하여 어떠한 방법을 통하여 구체적인 형태를 이끌어 내는가에 대한 문제에서 시작된다. 이 과정에서 소리를 매개체로 이용하여 구성되는 오디오-비쥬얼 시스템은 청각적 소재를 이용한 시각적 표현이라는 방법적 측면에서 감각 기관의 연계에 대한 역할을 맡고 있는 부분에서 청각의 시각화라는 비 구체적 감각에 대한 구체화라는 변형의 의미를 갖는다. 오디오-비쥬얼 시스템 형태를 통한 작품을 표현하는데 있어 기존에 사용되던 프로그래밍을 통한 비규칙적 프로시쥬얼(Procedure)적 동적(動的) 이미지 또는 비동적(非動的) 이미지를 사용한 표현 방법에서 시각적 출력 방법의 제한으로 인한 표현 방법의 제한이 생겨날 수 있는 부분에 있어 동적 이미지를 이용한 오디오-비쥬얼 시스템을 통하여 소리를 매체로 한 다양한 표현 결과물을 이끌어낼 수 있다. 본 논문에서는 동적 이미지를 사용한 오디오-비쥬얼 시스템을 통해 다양한 청각적 소재의 시각화 방법 및 소리를 이용한 애니메이션 표현법의 새로운 대안을 제시한다.

CREATING JOYFUL DIGESTS BY EXPLOITING SMILE/LAUGHTER FACIAL EXPRESSIONS PRESENT IN VIDEO

  • Kowalik, Uwe;Hidaka, Kota;Irie, Go;Kojima, Akira
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2009년도 IWAIT
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    • pp.267-272
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    • 2009
  • Video digests provide an effective way of confirming a video content rapidly due to their very compact form. By watching a digest, users can easily check whether a specific content is worth seeing in full. The impression created by the digest greatly influences the user's choice in selecting video contents. We propose a novel method of automatic digest creation that evokes a joyful impression through the created digest by exploiting smile/laughter facial expressions as emotional cues of joy from video. We assume that a digest presenting smiling/laughing faces appeals to the user since he/she is assured that the smile/laughter expression is caused by joyful events inside the video. For detecting smile/laughter faces we have developed a neural network based method for classifying facial expressions. Video segmentation is performed by automatic shot detection. For creating joyful digests, appropriate shots are automatically selected by shot ranking based on the smile/laughter detection result. We report the results of user trials conducted for assessing the visual impression with automatically created 'joyful' digests produced by our system. The results show that users tend to prefer emotional digests containing laughter faces. This result suggests that the attractiveness of automatically created video digests can be improved by extracting emotional cues of the contents through automatic facial expression analysis as proposed in this paper.

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구라마타시로와 르네마그리트의 작품에서 나타나는 비일상적 표현에 관한 연구 (A Study on the Non-daily Expressions of Shiro Kuramata and Rene Maggritte' Work)

  • 김미숙
    • 한국실내디자인학회논문집
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    • 제15권3호
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    • pp.40-47
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    • 2006
  • This study examined concepts and expressional relations with Rene Maggritte works that had influence upon design expressions of Shiro Kuramata who brought name of things to the extreme to give new values and functions at the end. Rene Maggritte who was a representative surrealism painter in Belgium had a lot of influence and inspiration on the art world including pop art and conceptual art in the middle of the 20th century and so many modern artists. Rene Maggritte unreasonably placed object of ordinary things that people could know to combine them and to make people's thought be free from ideas. Shiro Kuramata worked at wide areas including the space, lighting, furniture and products to be well known as a designer who could create concepts. Shiro Kuramata designed indoor space and furniture not by making forms but by being free from customary names and concepts of things to examine substance and to discover unlimited possibility and to create new visual functions. And, such a thing made people be free from names and concepts that they cognized for a long time, and it brought freedom to things. This study investigated correlations of work concepts and expressions of Rene Maggritte and Shiro Kuramata to bring new inspiration and expansion to people's thought methods and design methodology regarding concepts of things.

네트워킹 미디어 플랫폼의 대리적 감정 경험과 크리에이티브의 수사적 표현 방식에 따른 수용자 반응 효과 (The audience's reaction effect based on vicarious emotional experiences and creative rhetorical expressions of the networking media platforms)

  • 최혁수
    • 한국융합학회논문지
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    • 제12권4호
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    • pp.113-123
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    • 2021
  • 이 논문은 SNS 광고의 수사학적 표현 유형에 대한 실험 자극을 통해 커뮤니케이션 효과를 밝혀보는데 목적을 두었다. 간접적인 감정적 반응 수준과 SNS 매체의 크리에이티브 단서들을 통한 참여자의 역동적인 커뮤니케이션 반응을 실험을 통해 분석하였다. 참여자는 실험의 목적을 충분히 이해하고 있는 대학생들로 제한하였다. SNS 미디어 플랫폼에 대한 대리적 감정 경험은 수용자의 반응에 유의적인 영향을 미치는 것으로 밝혀졌다. 네트워킹 미디어 플랫폼에 대한 대리적 감정경험이 높을수록 더 긍정적인 결과가 나타났다. 수용자의 대리적 감정경험과 수사적 크리에이티브 유형 간에도 유의적인 상호작용효과가 발생하였다.

표정 인식을 이용한 3D 감정 아바타 생성 및 애니메이션 (3D Emotional Avatar Creation and Animation using Facial Expression Recognition)

  • 조태훈;정중필;최수미
    • 한국멀티미디어학회논문지
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    • 제17권9호
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    • pp.1076-1083
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    • 2014
  • We propose an emotional facial avatar that portrays the user's facial expressions with an emotional emphasis, while achieving visual and behavioral realism. This is achieved by unifying automatic analysis of facial expressions and animation of realistic 3D faces with details such as facial hair and hairstyles. To augment facial appearance according to the user's emotions, we use emotional templates representing typical emotions in an artistic way, which can be easily combined with the skin texture of the 3D face at runtime. Hence, our interface gives the user vision-based control over facial animation of the emotional avatar, easily changing its moods.