• Title/Summary/Keyword: Visual Information Design

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Design of Fuzzy Logic System for Mobile Robot based on Visual Servoing

  • Song, Un-Ji;Yoo, Seog-Hwan;Choi, Byung-Jae
    • Proceedings of the Korea Society of Information Technology Applications Conference
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    • 2005.11a
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    • pp.113-117
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    • 2005
  • This paper describes a visual control scheme, fuzzy logic system for visual servoing of an autonomous mobile robot. An existing communication autonomous mobile robot always needs to keep the object in image to detect the moving object. This is a problem in an autonomous mobile robot for spontaneous activity. To solve it, some features for an object are taken from an image and then use in the design of fuzzy logic system for decision of moving location and direction of visual servoing contrivance(apparatus). So continuous tracking is possible by moving the visual servoing contrivance. We present some simulation results and further studies in the Section of Simulation and Concluding Remarks.

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Local and Global Information Exchange for Enhancing Object Detection and Tracking

  • Lee, Jin-Seok;Cho, Shung-Han;Oh, Seong-Jun;Hong, Sang-Jin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.5
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    • pp.1400-1420
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    • 2012
  • Object detection and tracking using visual sensors is a critical component of surveillance systems, which presents many challenges. This paper addresses the enhancement of object detection and tracking via the combination of multiple visual sensors. The enhancement method we introduce compensates for missed object detection based on the partial detection of objects by multiple visual sensors. When one detects an object or more visual sensors, the detected object's local positions transformed into a global object position. Local and global information exchange allows a missed local object's position to recover. However, the exchange of the information may degrade the detection and tracking performance by incorrectly recovering the local object position, which propagated by false object detection. Furthermore, local object positions corresponding to an identical object can transformed into nonequivalent global object positions because of detection uncertainty such as shadows or other artifacts. We improved the performance by preventing the propagation of false object detection. In addition, we present an evaluation method for the final global object position. The proposed method analyzed and evaluated using case studies.

Analysis of Dynamic Chinese character Typography Design in Motion Graphics (모션그래픽에서 다이내한 중국문자의 타이포그래되에 대한분석)

  • Fujialun, Fujialun;Kim, Hav-Yoon
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.329-330
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    • 2014
  • The continuous development of information technology had led people into the era of new media. New technologies, in its rapid development, have also produced impacts on traditional visual communication design. As an integral element in traditional visual communication design, Chinese characters have no longer confined to traditional paper media but turned to dynamic video space. In light of the changing globalization tendency, dynamic Chinese characters are producing increasing influences in motion graphics. It is an inevitable trend in character typography design that visual communication will make a breakthrough in the traditional expression boundary. This paper analyzes the influence of dynamic Chinese characters upon motion graphics in view of typography and style, and puts forward with the typography design that can conform to the development of the time, spread information and express emotions in a better way.

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Developing Visual Complexity Metrics for Automotive Human-Machine Interfaces

  • Kim, Ji Man;Hwangbo, Hwan;Ji, Yong Gu
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.3
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    • pp.235-245
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    • 2015
  • Objective: The purpose of this study is to develop visual complexity metrics based on theoretical bases. Background: With the development of IT technologies, drivers process a large amount of information caused by automotive human-machine interface (HMI), such as a cluster, a head-up display, and a center-fascia. In other words, these systems are becoming more complex and dynamic than traditional driving systems. Especially, these changes can lead to the increase of visual demands. Thus, a concept and tool is required to evaluate the complicated systems. Method: We reviewed prior studies in order to analyze the visual complexity. Based on complexity studies and human perceptual characteristics, the dimensions characterizing the visual complexity were determined and defined. Results: Based on a framework and complexity dimensions, a set of metrics for quantifying the visual complexity was developed. Conclusion: We suggest metrics in terms of perceived visual complexity that can evaluate the in-vehicle displays. Application: This study can provide the theoretical bases in order to evaluate complicated systems. In addition, it can quantitatively measure the visual complexity of In-vehicle information system and be helpful to design in terms of preventing risks, such as human error and distraction.

Study on Social Media Business Model Design through Visual Thinking (시각적 사고를 통한 소셜미디어 비즈니스모델 설계에 대한 연구)

  • Park, Sang Hyeok;Sung, Haeng Nam;Cho, Hyun Dal
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.4
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    • pp.289-297
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    • 2012
  • It is a recent trend to utilize a variety of visual tools(process map, mindmap, ERD) to create, when we create the design of information system or business models. Theses visual tool is standardized tools as process map or BPMN, on the other hand, there is also a non-standardized tools as mindmap. The utilization of the non-standardized tools as mindmap in startups is a increasing trend, because of the order the release of creative thinking to design new business model. Mindmaps can be divided into pen-based mindmap(of hand-written) and computer-based mindmap. This study was conducted under the premise of a different thinking pattern, when you take advantage of pen-based mindmap and computer-based mindmap. In other words, the pen-based mindmap is a tool for deductive reasoning and the computer-based mindmap is a tool would be more appropriate for inductive thinking. The purpose of this study is to investigate these relationships through experiments. In this study propose guidelines how visual tools, when designing a social media business models.

The Visual Representation Methods based on natural objects in Information Design (자연물을 모티브로 활용한 정보디자인의 시각화 기법)

  • Jeong, Hyun-Jeong;You, Sichoen
    • Smart Media Journal
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    • v.3 no.2
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    • pp.20-28
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    • 2014
  • The issues of generation, delivery, and processing of information which have been treated importantly in information design field have evolved along with the evolution of the humankind. In the modern society, the vast amount of, complex, and artificial forms of information such as big-data is accounted for the majority and claims of interest focusing on how to effectively design those kinds of information are being increased. This study explored the visualization methods applied with the natural objects as motives as one of the ways for users to easily get their perception and cognition to the information. Nature has long influenced on the human figural activities. The natural objects take the optimum visual shapes and provide the diverse inspiration and emotion to the designers in the various design fields such as product design, architecture design, and so on. Through the literature studies, we suggested the compositional principles of natural objects and the principles for observing and analysing natural objects as a principle to use the natural objects for information design domain. We, also, suggested the information design approach model which is inspired the natural objects by linking those two kinds of principles to the information design's visual realization factors and explored the possibilities of utilizing of the approach model by the case studies.

The effectiveness of HMD-based virtual environments through 3D camera for hotel room tour

  • Kim, Ki Han;Lee, Junsoo;Koo, Choongwan;Cha, Seung Hyun
    • International conference on construction engineering and project management
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    • 2020.12a
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    • pp.117-121
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    • 2020
  • Many of hotel customers obtain information from hotel websites to find the best alternative. One of the crucial information for the choice is spatial/visual information of hotel rooms. However, hotel website provides photographs only showing representative room features that may not be sufficient to give a full understanding of hotel room to customers. HMD-based 3D virtual environments (HVE) created by 3D camera could improve customers' experiences of hotel rooms by providing full virtual tours of hotel rooms. However, to the best of our knowledge, whether HVE can adequately provide similar customers' perception on spatial/visual information remains unproven as physical hotel rooms. The present study thus aims to verify how similar and reliable information on physical hotel room HVE provides to hotel customers in comparison with hotel website with 2D photograph and display-based 3D virtual environment. For this purpose, this study conducted a comparative experiment to investigate perception of three environments. As a result, the study found that HVE is more effective to provide spatial/visual information as similar as an actual hotel room. In addition, HVE increases customers' perceptions towards the reliability of information, the quality of hotel room and intention to book.

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Research on Improving Memory of VR Game based on Visual Thinking

  • Lu, Kai;Cho, Dong Min;Zou, Jia Xing
    • Journal of Korea Multimedia Society
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    • v.25 no.5
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    • pp.730-738
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    • 2022
  • Based on visual Thinking theory, VR(virtual reality) game changes the traditional form of memory and maps the content into game elements to realize the immersive spatial memory mode. This paper analyzes the influencing factors of game design and system function construction. This paper proposes a hypothesis: with the help of visual thinking theory, VR game is helpful to improve learners' visual memory, and carries out research. The experiment sets different levels of game through empirical research and case analysis of memory flip game. For example, when judging two random cards. If the pictures are the same, it will be judged as the correct combination; if they are different, the two cards will be restored to the original state. The results are analyzed by descriptive statistical analysis and AMOS data analysis. The results show that game content using the concept of "Memory Palace", which can improve the accuracy of memory. We conclude that the use of spatial localization characteristics in flip games combining visual thinking can improve users' memory by helping users memorize and organize information in a Virtual environment, which means VR games have strong feasibility and effectiveness in improving memory.

A Study on Stage Background Image Design utilizing the Motion Graphics (모션그래픽을 활용한 배경영상디자인 연구)

  • Choi, Ji-Hye;Kim, Chee-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.365-368
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    • 2011
  • Image is the one of the media that satisfy the wants of people. A motion graphics is a new media stimulating not only a visual but also a hearing of people, and has gained attention by an important emotion communication way that communicates the sound and the visual messages to the audience. In this paper we study on what feelings the motion graphics used on the stage background communicates to the audience, and what its effects and efficiencies are. Because it is not generalized to apply the motion graphics to the stage background, the range of the study can't help being limited. However, recently during two or three years, the use of the motion graphics is increasing more and more, and we expect that its utilization is more expanded.

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