• Title/Summary/Keyword: Visual Media

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A Study on the Illustration Content Used in Secondary School Textbooks : Focusing on the 'Society.Culture' Textbooks (중등학교 교과서에서 삽화 콘텐츠 활용 연구 : 고등학교 '사회.문화' 교과서를 중심으로)

  • Min, Il-Hong
    • Cartoon and Animation Studies
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    • s.18
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    • pp.57-72
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    • 2010
  • Textbooks used in Information Society need to use many illustrations and pictures which have positive effect in motivating and triggering students to study. "Pictures mean more than thousands of the word" says that it is significant to use media in class through visual materials. To meet the needs of the times, I examined one of the units, "IV Understanding Humans and Cultural Phenomena", among 7 authorized 'Society Culture' textbooks, so that there are 123 illustrations and 342 pictures that the percentage of them was 35.65% totally in the unit. On the examination of the frequency of using contents in each category, the illustrations are used 59 times (47.96%) in the research activity and the pictures 145 times (42.4%) in the context, which are most frequently used. Also on the examination into the actual states using contents among 'Society Culture' teachers by in-depth interviewing, they often use them when their class starts. And they require more increase in the illustrations than the pictures for easy and clear understanding and need more contents offering in the research activity to help students to study more interesting. Finally, on the result of the analysis of contents used in textbooks, exemplary cases were available to convey enough information without reading the context in the textbook because the proposed illustrations expressed the research activity's subject and the context's subject effectively. Even more, one illustration was able to indicate the sub-unit's subject while also presenting the content to be learned in the unit. However, improper cases included illustrations which are somewhat unrealistic or difficult to understand. Further, there are also some illustrations which are not related to the context. If these points are revised in the future, textbooks would be better.

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Study on the Visual Characteristics and Subjectivity in the Live Action Based Virtual Reality (실사기반 가상현실 영상의 특징과 주체 구성에 대한 연구)

  • Jeon, Gyongran
    • Cartoon and Animation Studies
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    • s.48
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    • pp.117-139
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    • 2017
  • The possibility of interactivity of digital media environment is adopted in human expression system and integrates the dynamic aspect of digital technology with expressive structure, thereby transforming the paradigm of image acceptance as well as image expression range. Virtual reality images have an important meaning in that they are changing the one-way mechanism of production and acceptance of images that lead to producers-video-audiences beyond the problem of verisimilitude such as how vividly they simulate reality. First of all, the virtual reality image is not one-sided but interactive image composed by the user. Viewing a virtual reality image does not just see the camera shine, but it gets the same view as in the real world. Therefore, the image that was controlled through framing changes to be configured positively by the user. This implies a change in the paradigm of image acceptance as well as a change in the existing form of the image itself. In addition, the narrative structure of the image and the subjects that are formed in the process are also required to be discussed. In the virtual reality image, the user 's gaze is a fusion of the gaze inside the image and the gaze outside the image. This is because the position of the user as the subject of the gaze in the virtual reality image is continuously restricted by the device of the discourse such as the editing and the narration of the shot. The significance of the virtual reality image is not aesthetically perfect but it is reconstructed according to the user to reflect the existence of the user positively and engage the user in the image.

Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.

Contrast enhancement of color images using modified error diffusion (변형된 오차확산을 이용한 컬러 영상의 콘트라스트 개선)

  • Lee, Ji-Won;Park, Rae-Hong
    • Journal of Broadcast Engineering
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    • v.13 no.5
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    • pp.651-661
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    • 2008
  • This paper proposes a novel contrast enhancement (CE) algorithm for color images using the modified error diffusion (ED). After conventional color histogram equalization (HE), artifacts such as false contours are produced in the contrast enhanced image. The proposed CE algorithm using the modified ED consists of two parts: CE and ED. In the first part, a low-contrast input image is enhanced by the conventional HE method. In the second part, we use the modified ED algorithm. The inputs of the second part are the average and scaled difference images of the original color input image and the HE image, in which the scaled color difference image is diffused by the ED algorithm. In the proposed algorithm, the modified ED algorithm reduces the artifacts produced in the HE image, and increases the number of color levels. Computer simulations with a number of low-contrast color images show the effectiveness of the proposed CE method in terms of the visual quality as well as the probability mass function. It can be used as a post-processing for CE with simultaneous artifact reduction in various display devices.

Multi-view Image Generation using Grid-mesh based Image Domain Warping and Occlusion Region Information (차폐영역 정보와 그리드 메쉬 기반의 영상 워핑을 이용한 다시점 영상 생성)

  • Lim, Jong-Myeong;Um, Gi-Mun;Shin, Hong-Chang;Lee, Gwangsoon;Hur, Namho;Yoo, Jisang
    • Journal of Broadcast Engineering
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    • v.18 no.6
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    • pp.859-871
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    • 2013
  • In this paper, we propose an algorithm that generates multi-view images by grid-mesh based image domain warping using occlusion mask and various image features obtained from the stereoscopic images. In the proposed algorithm, we first extract image saliency map, line segments and disparity saliency map from stereo images and then get them through a process that improves the quality of extracted features. This process is accomplished in two steps. In the first step, reliability of disparity saliency map on object boundary regions is enhanced by using occlusion information. And in the second step, we enhance the quality of image features in terms of temporal consistency by using temporal consistency information for stereo images. With these enhanced features, multi-view images are generated by grid-mesh based image domain warping technique. Experimental results show that the proposed algorithm performs better than existing algorithms in terms of visual quality.

Human Visual Perception-Based Quantization For Efficiency HEVC Encoder (HEVC 부호화기 고효율 압축을 위한 인지시각 특징기반 양자화 방법)

  • Kim, Young-Woong;Ahn, Yong-Jo;Sim, Donggyu
    • Journal of Broadcast Engineering
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    • v.22 no.1
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    • pp.28-41
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    • 2017
  • In this paper, the fast encoding algorithm in High Efficiency Video Coding (HEVC) encoder was studied. For the encoding efficiency, the current HEVC reference software is divided the input image into Coding Tree Unit (CTU). then, it should be re-divided into CU up to maximum depth in form of quad-tree for RDO (Rate-Distortion Optimization) in encoding precess. But, it is one of the reason why complexity is high in the encoding precess. In this paper, to reduce the high complexity in the encoding process, it proposed the method by determining the maximum depth of the CU using a hierarchical clustering at the pre-processing. The hierarchical clustering results represented an average combination of motion vectors (MV) on neighboring blocks. Experimental results showed that the proposed method could achieve an average of 16% time saving with minimal BD-rate loss at 1080p video resolution. When combined the previous fast algorithm, the proposed method could achieve an average 45.13% time saving with 1.84% BD-rate loss.

A refinement of customer satisfactory factors in multimedia contentware evaluation process - focused on company website design - (멀티미디어 컨텐트웨어 상품에 대한 소비자 감성 평가 요소(문화성 인자)추출에 관한 연구 - 기업 웹사이트를 중심으로 -)

  • 이종호;김명석;이현이;김태균
    • Archives of design research
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    • v.11 no.1
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    • pp.291-302
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    • 1998
  • This paper covers the development process of multimedia evaluation system, especially focused on customer satisfactory factors while customers navigating net-based Interactive multimedia system. Customers usually experience new level of interaction cased by newly developed web-based technology In ordinary multimedia system. However, if it gives customers satisfactory experience is a matter of question. To find out the relationship between customer satisfaction and interactivity factors exposed by multimedia system, a model has been developed which describes the structure of web-based multimedia system and its relation to customer satisfactory factors. Five different experiments, including 'semantic differential', 'focus group interview', and 'expert review', has been conducted and four customer satisfactory factors were identified. Those are 'customery value', 'structural perfectness', 'visual perfectness', and 'contemporaneity'. With these factors and newly delveoped evaluation system, 7 different web-site has been evaluated and analyzed at the end of this report.

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The Effects of 'MEETING WITH SCIENTISTS' Program on the Fifth Graders' Physical Images of Scientists ('과학자와의 만남' 프로그램 적용이 초등학생의 과학자에 대한 신체적 이미지에 미치는 효과)

  • Kim, Sung-Kwan;Jang, Myoung-Duk;Jeong, Jin-Woo
    • Journal of The Korean Association For Science Education
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    • v.22 no.3
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    • pp.490-498
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    • 2002
  • This study investigated the effects of the 'Meeting With Scientists' program on children's stereotypical images of scientist. To do those, 36 children of a fifth grade class participated in the program for one month. The program consisted of two main activities:(l) participating in scientists' lectures and exchanging e-mail with them; and (2) visiting web sites about scientist and science, and exchanging e-mail with scientists at the sites. The results of the study can be summarized as follows: First, after participating in the program, children showed the significant decrease of several stereotypical items, such as facial growth of hair(bald hair beard), symbols of research, and age of the scientist. Second, the most popular source of the images was the visual media at the pretest but the source was changed to the visiting and participating scientist's lecture, and internet at the posttest. The latter items appeared a significant difference between the pretest and the posttest, The results indicate that the program is effective to decrease of children's stereotypical physical image of scientist.

A Study on the Current Status of High School Students' Exposure to Pornographic Materials (고등학생들의 음란 영상매체 접촉 실태)

  • Kim Han Sook
    • Journal of Korean Public Health Nursing
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    • v.16 no.1
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    • pp.45-63
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    • 2002
  • The purpose of this study is to understand the current status of high school students' exposure to pornographic materials as well as to provide basic data to develop sex education programs. This study was conducted through a self-administered questionnaire survey of 774 students of six high schools in Seoul, three boys' and three girls' respectively, from August 22 to August 25, 2000. This study shows that high school students' exposure to pornographic materials such as CD-ROMs, internet, video tapes and adult movies has become very serious. The results of this study are as follows. 1. Among the students surveyed, $23.5\%$ of them currently has opposite-sex friends, while $42.2\%$ used to have and $34.2\%$ has never had opposite-sex friends. 2. $55.3\%$ of the students pick up their sexual knowledge from their friends, followed by mass media $(47.5\%),\;school (21.1\%),\;adult\; magazines (17.1\%)\;, internet (14.1\%)$, pornography visual $materials (11.5\%),\; sexual\; books (3.6\%)$ and pornography printed $materials (2.4\%).$ 3. Regarding the frequency of sexual education taken in school, $54.2\%$ of the students answered 'often', while $37.6\%$ answered 'almost none', 'several times' $(4.4\%)$, 'never' $(2.9\%)$ and 'frequently' $(0.9\%)$, respectively. Regarding sexual education at home, $42.2\%$ answered 'almost none', followed by 'never' $(36.3\%)$, 'often' $(16.3\%)$, 'several times' $(3.3\%)$ and 'frequently' $(1.8\%)$, respectively. 4. $68.2\%$ of the students have been exposed to adult movies, followed by pornography videos $(60.1\%)$, internet chatting $(50.2\%)$ and pornography computer diskettes $(38.0\%)$. 5. The degree of exposure to pornographic materials of boy students is much higher than that of girl students. 6. It appears that there is an interrelation between the kind of schools and the degree of the students' exposure to pornographic materials. 7. The higher the students' grade is. the more they have been exposed to pornographic materials. 8. It shows that there is an interrelation between the students' academic performance and the degree of their exposure to pornographic materials. 9. There is also an interrelation between the amount of students' pocket money and the degree of their exposure to pornographic materials. 10. There is an interrelation between the degree of their adaptation to school life and the degree of their exposure to pornographic materials. 11. It appears that there is an interrelation between their parents' relations with them and the degree of the students' exposure to pornographic materials. 12. There is a significant difference in the degree of their exposure to pornographic materials in accordance with their residential area. 13. There is also a significant difference in the degree of their exposure to pornographic materials in accordance with the average income of their families. 14. There is also a significant difference in the degree of their exposure to pornographic materials in accordance with the mean sexual education at home.

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Traffic Data Calculation Solution for Moving Vehicles using Vision Tracking (Vision Tracking을 이용한 주행 차량의 교통정보 산출 기법)

  • Park, Young ki;Im, Sang il;Jo, Ik hyeon;Cha, Jae sang
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.19 no.5
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    • pp.97-105
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    • 2020
  • Recently, for a smart city, there is a demand for a technology for acquiring traffic information using an intelligent road infrastructure and managing it. In the meantime, various technologies such as loop detectors, ultrasonic detectors, and image detectors have been used to analyze road traffic information but these have difficulty in collecting various informations, such as traffic density and length of a queue required for building a traffic information DB for moving vehicles. Therefore, in this paper, assuming a smart city built on the basis of a camera infrastructure such as intelligent CCTV on the road, a solution for calculating the traffic DB of moving vehicles using Vision Tracking of road CCTV cameras is presented. Simulation and verification of basic performance were conducted and solution can be usefully utilized in related fields as a new intelligent traffic DB calculation solution that reflects the environment of road-mounted CCTV cameras and moving vehicles in a variable smart city road environment. It is expected to be there.