• Title/Summary/Keyword: Visual Media

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Nonverbal Expressions in New Media Art -Case Studies about Facial Expressions and Sound (뉴미디어 아트에 나타난 비언어적 표현 -표정과 소리의 사례연구를 중심으로)

  • Yoo, Mi;An, KyoungHee
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.146-156
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    • 2019
  • New media art moves out of place and time constraints, sublimates the benefits of technology into art, and presents a new way of communication with the audience. This paper analyses the tendency of nonverbal communication methods by analysing examples of facial expressions and sound used in new media art from early times. As a result, it can be seen that the digital paradigm in the new media art has a nonlinear thinking, which makes a perceptual reduction of immersion and dispersion. The facial expression in new media art made it possible not only to overcome the limit of space and time of various expressions through 'visual distortions, enlargement, and virtualisation', but also to enable new ways of communication to display facial parts combined or separated in the digital environment. The sound in new media art does not stay in auditory sense, but pursues multi-sensory and synesthesia by cooperating with visual and tactile, evolves by revealing characteristics of space expansion and sensibility and interaction of audience.

Representation of Disabled Community in Mainstream Media

  • Teng, Chan Eang;Joo, Tang Mui
    • International Journal of Knowledge Content Development & Technology
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    • v.10 no.2
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    • pp.19-37
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    • 2020
  • There are limited research questioning the relationship between the disabled community and media, particularly in Malaysia. The lack of awareness and common assumption of specialty towards the disabled community have caused a small amount of local disability researches that question the relationship between the disabled community and the media. This research aims to find out the types of representation of disability in the Malaysian mainstream media, particularly press. Interview with visual disabled personnel and content analysis from news coverage of mainstream press are deployed in the study. The findings indicated the invalidity of disability culture as the misrepresentation of disabled community in Malaysia is not as severe as depicted by scholars because the news coverage focusing on them is getting more positive. Besides that, disabled people are not defensive towards the terms used to refer them as long as media practitioners do not over amplify their disability. The application of charity approach is still common in news coverage to portray the disabled community as victim, and therefore they are partially marginalized due to the misrepresentation in Malaysian mainstream press.

A Study on Audio-Visual Interactive Art interacting with Sound -Focused on 21C Boogie Woogie (사운드에 반응하는 시청각적인 인터랙티브 아트에 관한 연구)

  • Son, Jin-Seok;Yang, Jee-Hyun;Kim, Kyu-Jung
    • Cartoon and Animation Studies
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    • s.35
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    • pp.329-346
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    • 2014
  • Art is the product from the combination of politics, economy, and social and cultural aspects. Recent development of digital media has affected on the expansion of visual expression in art. Digital media allow artists to use sound and physical interaction as well as image as an plastic element for making a work of art. Also, digital media help artists create an interactive, synaesthetic and visual perceptive environment by combining viewers' physical interaction with the reconstruction of image, sound, light, and among other plastic elements. This research was focused on the analysis of the relationship between images in art work and the viewer and data visualization using sound from the perspective of visual perception. This research also aimed to develop an interactive art by visualizing physical data with sound generating from outer stimulus or the viewer. Physical data generating from outer sound can be analyzed in various aspects. For example, Sound data can be analyzed and sampled within pitch, volume, frequency, and etc. This researcher implemented a new form of media art through the visual experiment of LED light triggered by sound frequency generating from viewers' voice or outer physical stimulus. Also, this researcher explored the possibility of various visual image expression generating from the viewer's reaction to illusionary characteristics of light(LED), which can be transformed within external physical data in real time. As the result, this researcher used a motif from Piet Mondrian's Broadway Boogie Woogie in order to implement a visual perceptive interactive work reacting with sound. Mondrian tried to approach at the essence of visual object by eliminating unnecessary representation elements and simplifying them in painting and making them into abstraction consisting of color, vertical and horizontal lines. This researcher utilized Modrian's simplified visual composition as a representation metaphor in oder to transform external sound stimulus into the element of light(LED), and implemented an environment inducing viewers' participation, which is a dynamic composition maximizing a synaesthetic expression, differing from Modrian's static composition.

A Selective Protection Scheme for Scalable Video Coding Based on Dependency Graph Model

  • Hendry, Hendry;Kim, Munchurl
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.11a
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    • pp.78-81
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    • 2010
  • In this paper, we propose an efficient and effective selective protection scheme to SVC that exploit the propagation of protection effect by protecting significant frames that can give the maximum visual quality degradation. We model SVC dependency coding structure as a directed acyclic graph which is characterized with an estimated visual quality value as the attribute at each node. The estimated visual quality is calculated by using our model based on the proportions of intra- and inter-predicted MBs, amounts of residual, and estimated visual quality of reference frames. The proposed selective protection scheme traverses the graph to find optimal protection paths that can give maximum visual quality degradation. Experimental results show that the proposed selective protection scheme reduces the required number of frames to be protected by 46.02% compared to the whole protection scheme and 27.56% compared to the layered protection scheme.

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Study on the Movement and Structural Axis in Exhibition Space (전시공간의 구성축과 관람순로에 관한 기초적 연구)

  • 정수영;차소란;임채진
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2003.05a
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    • pp.44-49
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    • 2003
  • Exhibition can be a type of mass-communication since it should contains some 'meaning' or 'message' that is to be delivered. The purpose of visiting museum is to view exhibits. Thus, factors, such as exhibits, exhibition media, show-case, direction signs, and gates, form visual perception, which means there exists homogeneity between visual perception and action. Visitors acquire knowledge by the space interaction when one can acknowledge the consecutive time flow while moving along the exhibition space. Visitors' movements can be formed by visual and perceptive experience that follows environmental stimulus and individual desire. Therefore, museum visitors experience certain shift flow with visual perception caused by the continuity of space. Thus, the research on development of focus in continuity is required. In addition, if the quality of exhibition space and organized continuity with visual diversity can be improved in exhibition design, it would expand the function of communication in exhibitions.

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A Suggestion of an Efficient Communication Method of Automobile Internet Banner Advertisements

  • Park, Sang-Jin
    • International Journal of Contents
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    • v.9 no.4
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    • pp.30-34
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    • 2013
  • Internet banner advertisement has become recognized as an important media, and its influence has been increasing. The merits of Internet banner advertisement are diversity and consumer immersion. Especially, by using various types and visual expression methods, the automobile Internet banner advertisement has evolved into what attracts curiosity and interest of potential consumers. Thus, to find efficient communication method for automobile Internet banner advertisement, this study, by comprehensively analyzing various advertisement methods in previous researches, suggested an advertisement type and a visual expression method suitable to automobile Internet banner advertisement. Four types of automobile Internet banner advertisement are production form, production purpose, expression form, and advertisement area. Four visual expression methods are action form, image, change form, and moving form. And, through case analysis, this study also examined the value of the newly suggested method.

A Study on Improving Watching Digital-Broadcasting Devices Environment by Analyzing Visual Perception of Character Graphic (문자그래픽 시각인지도 분석 기반 디지털매체 시청환경 개선 연구)

  • Lee, Kook-Se;Moon, Nam-Mee
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
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    • v.8 no.2
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    • pp.72-77
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    • 2009
  • A number of new DTV technologies have been introduced to provide crystal clear picture and enhanced sound. HDTV, in particular has four times resolution of conventional TV along with 16:9 aspect ratio. Also the introduction of the new technologies offered a valuable basis for character graphics which was only an assistant method to deliver visual images effectively. Various sizes of displays for different applications such as high definition TV and mobile multimedia services have created demands for additional features of character graphics including proper letter fonts, colors, moving effects as much. This article analyzes in what way the visual elements above can affect uses' visual perception. New CG formats designed for OSMU, one source multi use, are also suggested available to each media. For the research three groups of CG designers, art directors and productions/distribution groups are established according to production process by two Delphi surveys of TV production staff.

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Construction of 21st Century Visual Algorithm in 5G-based VR/AR/MR/Hologram (5G기반 VR/AR/MR/Hologram의 공간에서 나타나는 21세기형 시각 알고리즘 구축)

  • Lim, Sang Guk
    • Journal of Korea Multimedia Society
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    • v.22 no.10
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    • pp.1208-1214
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    • 2019
  • 4th industrial age! 5G-based video content has changed rapidly. How do you view and understand VR/AR/MR/holograms in the age of convergent technology media represented by digital convergence in the 21st century beyond the modern visual system of Descartes? It predicts extension to an interactive visual system. This study proposes a methodology to visualize the Lacanian visual acuity after applying it to the L-System and to understand the visual system of the 21st century.

Visual Narrative Technique in Modern Fashion Photography - Focusing on Philip-Lorca diCorcia's Stranger in Paradise - (현대패션에 나타난 시각적 내러티브 기법 - 필립-로르카 디코르시아의 Stranger in Paradise를 중심으로 -)

  • Yun Young;Yang Sook-Hi
    • The Research Journal of the Costume Culture
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    • v.12 no.6 s.53
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    • pp.918-932
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    • 2004
  • Fashion is a product of form expressing the socio-cultural mood and aesthetic value of an age. Owing to development of the mass media and diversification of arts under the influence of post-modernism in the 20th century, fashion has been more briskly expressed to be presented to the people. With such basic conceptions in mind, this study was aimed at reviewing the fashion photography as visual medium. To this end, visual narrative techniques were analyzed and thereupon, Philip-Lorca diCorcia's fashion photography was examined. This study reviews such visual narrative techniques by dividing into visual and non-visual elements and thereby, examines the three-fold aspects of fashion photography expressions : Representative Level, Ground Level and Context Level. Also this study focuses on Philip-Lorca diCorcia's fashion photography in 'W magazine' which features portfolio form. This study analyzed the visual narratives shown in fashion photography and thereby, expand in diverse ways the fixed images of the conventional fashion photography commercials featuring beautiful models and exquisite costumes, and additionally, determined that fashion photography must be a kind of expression tool which could express not only the simple fashion but also the socio-psychological elements inherent in fashion.

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A Study of Changes in Production by Domestic Broadcasters Using Virtual Studio

  • Lee, Jun-Sang;Park, Sung-Dae;Kim, Chee-Yong
    • Journal of information and communication convergence engineering
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    • v.9 no.1
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    • pp.117-123
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    • 2011
  • This paper is for investigation and analysis of how a visual studio is widely used by domestic broadcasting companies and broadcasting companies' production environment. The history of a visual studio goes back to start of computer graphic. A visual studio is a way to produce a program using graphic sets created by a computer rather than actual setting, and it allows to express beyond limitations of actual studio settings and various imagery visual effects can be created by a computer. A visual studio can create 3-dimensional graphic and these graphics can be inter-locked with actual camera images to make visual spaces for various programs. These flows are aiming to achieve very natural image which is hard to distinguish it is artificially created rather than just to produce programs with simple image synthesis, and this paper analyzes the producing changes of domestic broadcasting visual studios as well as its usage and suggests the idealist direction for developing the production.