• 제목/요약/키워드: Visual Methodology

검색결과 364건 처리시간 0.03초

빅데이터를 활용한 영상콘텐츠 스토리 리모델링 프로세스 개발 (The Development of Remodeling Process for Visual Content's Story by Big Data)

  • 이혜원;박성원;김이경
    • Journal of Information Technology Applications and Management
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    • 제26권3호
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    • pp.121-134
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    • 2019
  • The Fourth Industrial Revolution has differentiated technologies such as artificial intelligence, IoT(Internet of things), big data, and mobile. As the civilization develops more and more, humanity enjoy the cultural activities more than economic activity for the food and shelter. The platform structure based on the advanced information technology of the present will expand the cultural contents area in a variety of ways. Cultural contents respond sensitively to changes in consumer and will be useful experiences of human activities. Therefore, it should be noted again that the contents industry should not be limited to the discussion of the application of the fourth technology, but should be produced with emphasis on useful experiences of human being. In other words, the discussion of human activities around cultural contents should be focused on how to apply beyond the use of fourth industrial technology. Therefore, it is necessary to analyze the basis of the successful storytelling of the planning stage to connect the fourth industrial technology and human useful experience as a method for developing cultural contents, and to build and propose a model as a strategic method. This study analyzes domestic and foreign cases made by using big data among the visual contents which show continuous increase of consumption among culture industry field, and draws success factors and limit points. Next, we extract what is the successful matching factor that influenced consumer 's consciousness, and find out that the structure of culture prototype has been applied in the long history of mankind, and presents it as a storytelling model. Through the above research, this study aims to present a new interpretation and creative activity of cultural contents by presenting a storytelling model as a methodology for connecting creative knowledge, away from the general interpretation of social phenomenon applied with big data.

페미니스트 잡지 표지 사진의 여성 이미지에 대한 시각 문법 분석 (Analysis on Visual Grammar of Female Images in Cover of Feminist Magazine Covers)

  • 주혜린;박수진
    • 한국융합학회논문지
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    • 제12권11호
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    • pp.275-284
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    • 2021
  • 본 연구는 페미니스트 잡지 표지 사진의 여성 이미지 특성을 분석한다. 페미니스트 잡지 표지 속 여성 이미지의 기초적 분석과 함께 사회기호학 연구의 방법론인 크레스와 리우웬(Kress & Leeuwen)의 시각 문법을 활용하여 여성 이미지를 조직한 기호의 구조와 구동 원리를 탐색한다. 분석 대상은 1960년대부터 2010년대까지 발행된 잡지 중, 200권의 표지로 설정하였다. 분석 결과, 첫째, 페미니스트 잡지 표지의 여성 이미지는 다양한 인종, 연령, 외모, 직업의 여성을 보여주며, 신체의 강조 정도가 낮고 자연스러운 모습으로 연출되었다. 둘째, 재현적(Representational) 메타기능과 상호작용적(Interactive) 메타기능을을 적극적으로 활용하여 자신감과 힘, 용기의 메시지가 주요하게 전달되었다. 셋째, 조직된 기호는 수신자가 이미지를 이해하고 해석하는 데 영향을 끼친다는 것을 확인할 수 있었다. 본 연구가 여성 이미지에 대한 표현 방법을 숙고하게 하고, 입체적이며 다양한 여성의 군상을 표현하는 데 도움이 되길 바란다.

AprilTag and Stereo Visual Inertial Odometry (A-SVIO) based Mobile Assets Localization at Indoor Construction Sites

  • Khalid, Rabia;Khan, Muhammad;Anjum, Sharjeel;Park, Junsung;Lee, Doyeop;Park, Chansik
    • 국제학술발표논문집
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    • The 9th International Conference on Construction Engineering and Project Management
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    • pp.344-352
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    • 2022
  • Accurate indoor localization of construction workers and mobile assets is essential in safety management. Existing positioning methods based on GPS, wireless, vision, or sensor based RTLS are erroneous or expensive in large-scale indoor environments. Tightly coupled sensor fusion mitigates these limitations. This research paper proposes a state-of-the-art positioning methodology, addressing the existing limitations, by integrating Stereo Visual Inertial Odometry (SVIO) with fiducial landmarks called AprilTags. SVIO determines the relative position of the moving assets or workers from the initial starting point. This relative position is transformed to an absolute position when AprilTag placed at various entry points is decoded. The proposed solution is tested on the NVIDIA ISAAC SIM virtual environment, where the trajectory of the indoor moving forklift is estimated. The results show accurate localization of the moving asset within any indoor or underground environment. The system can be utilized in various use cases to increase productivity and improve safety at construction sites, contributing towards 1) indoor monitoring of man machinery coactivity for collision avoidance and 2) precise real-time knowledge of who is doing what and where.

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사회사적 디자인사 연구를 위한 방법론 모색 (A Study on the Socio-Cultural Approach to Design History in Korea)

  • 강현주
    • 디자인학연구
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    • 제18권2호
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    • pp.233-242
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    • 2005
  • 본 연구는 디자인의 사회사가 한국디자인의 역사를 연구하고 교육하는데 있어서 하나의 유용한 방법론이 될 수 있는가 하는 문제의식에서 출발하였다. 디자인에 대한 사회사적 접근방식을 이해하기 위해 우선 제2장에서는 니콜라우스 페브스너 이래 지속되어 온 디자이너 중심의 디자인사 서술 방식과 이를 비판하며 사회사적 관점의 디자인사를 주장했던 에이드리언 포티의 디자인사 서술 방식을 비교하였다. 제3장에서는 한국 근현대기 일상문화와 시각문화에 대한 사회문화적 접근을 시도했던 <일상 기억 역사>, <캠페인을 보면 사회가 보인다>, <신화 없는 탄생: 한국 디자인 1910 - 1960> 등 세 개의 국내 전시회를 통해 한국디자인에 대한 사회사적 접근 방식의 사례를 찾아보고자 했다. 제4장에서는 디자인사 연구와 교육에 있어서 디자인의 사회사적 접근 방식이 갖는 의미와 특성 등을 고찰해보고 질적연구방법론 도입의 필요성에 대해서 논하였다.

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트리즈(TRIZ)이론에 의한 패션디자인의 적용 - 레이 가와쿠보의 패션디자인을 중심으로 - (Applying TRIZ Theory to Fashion Design - Focused on Rei Kawakubo's Fashion Design -)

  • 김승현;김민자
    • 복식
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    • 제62권7호
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    • pp.79-96
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    • 2012
  • Creativity is a rising topic in the current society. The emphasis on creativity is valued as a key factor for success in all areas including but not limited to politics, economy, culture, arts and design. The field of Fashion design is probably one of the few areas that talk about creativity as a necessary quality to survive. The purpose of this study is to introduce TRIZ(Teoriya Reshniya Izobretatelsskikh Sadatch) as a theoretical tool to generate creativity in fashion design. TRIZ is a creative method of problem solving based on data analysis of outcomes invented by engineering. The fundamental concept of TRIZ has been researched through documentary studies, and practical case studies of product designs are used. Fashion design cases from Comme des Garcons by Rei Kawakubo are used to apply TRIZ in fashion design. Rei Kawakubo's design philosophy has been studied through fashion writings and visual sources in books, exhibition catalog, www. style. com and online shopping mall sites. This study has selected four principles among forty inventive theories of TRIZ: segmentation; asymmetry; consolidation; and preliminary action to apply to Rei Kawakubo's fashion design. As a result, TRIZ can be applicable to fashion design as a creative thinking methodology. By using the four principles of TRIZ, this study shows how Rei Kawakubo's design enhanced its efficiency and aesthetics of the products and was distinguished from existing items. It is meaningful to demonstrate a possibility of adopting engineering based creative methodology in fashion design to widen the perspective and to raise a question for the need of interdisciplinary creative methodology with traditional aesthetic approach in fashion design.

A Novel Approach to COVID-19 Diagnosis Based on Mel Spectrogram Features and Artificial Intelligence Techniques

  • Alfaidi, Aseel;Alshahrani, Abdullah;Aljohani, Maha
    • International Journal of Computer Science & Network Security
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    • 제22권9호
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    • pp.195-207
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    • 2022
  • COVID-19 has remained one of the most serious health crises in recent history, resulting in the tragic loss of lives and significant economic impacts on the entire world. The difficulty of controlling COVID-19 poses a threat to the global health sector. Considering that Artificial Intelligence (AI) has contributed to improving research methods and solving problems facing diverse fields of study, AI algorithms have also proven effective in disease detection and early diagnosis. Specifically, acoustic features offer a promising prospect for the early detection of respiratory diseases. Motivated by these observations, this study conceptualized a speech-based diagnostic model to aid in COVID-19 diagnosis. The proposed methodology uses speech signals from confirmed positive and negative cases of COVID-19 to extract features through the pre-trained Visual Geometry Group (VGG-16) model based on Mel spectrogram images. This is used in addition to the K-means algorithm that determines effective features, followed by a Genetic Algorithm-Support Vector Machine (GA-SVM) classifier to classify cases. The experimental findings indicate the proposed methodology's capability to classify COVID-19 and NOT COVID-19 of varying ages and speaking different languages, as demonstrated in the simulations. The proposed methodology depends on deep features, followed by the dimension reduction technique for features to detect COVID-19. As a result, it produces better and more consistent performance than handcrafted features used in previous studies.

공간구문론을 이용한 근린공원 시각적 접근기회 분석- 청주시를 중심으로 - (Visual Access Opportunity Analysis of Neighborhood Park Users using Space Syntax Theory - Focused on Cheongju City -)

  • 이태호;반영운;유남훈
    • 한국조경학회지
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    • 제39권4호
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    • pp.28-38
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    • 2011
  • 본 연구의 목적은 도시 근린공원을 대상으로 주변 공간의 가로망 형태에 따른 공원의 시각적 접근기회를 분석하는 것이다. 분석을 위해 도보로 이용이 가능한 도보권 및 근린 생활권 공원 27곳을 최종 선정하였다. 공원을 중심으로 각 유치거리에 따라 GIS를 이용하여 영향권을 설정(buffering)하였으며, 설정된 구역에서의 공간배열 특성을 가로망 중심으로 파악하고 공간구문론을 이용하여 분석하였다. 본 연구수행을 위해 Arcview 기반의 Axwoman Ver3.0프로그램을 활용하였다. 공간구문론에서 제시하는 연결도, 통합도 등의 지수를 통해 공원의 접근기회를 파악하였으며, 정량적 수치들이 가지는 의미는 관련 문헌고찰을 통해 해석하였다. 연구 결과는 공원 유치거리에 따른 공간의 전체적인 배열 특성에 대해서는 통합도, 명료도 값을 활용하였으며, 각 공원의 주출입구 공간은 연결도, 통합도 값을 이용해 분석했다. 분석 결과, 전체공간에서는 대부분의 통합도 값이 2보다 낮았으나, 명료도의 경우 0.7이상의 값을 가진 공원이 10곳으로 나타났다. 공원의 주출입구 공간에 대한 접근기회는 주출입구 공간의 통합도를 중심으로 살펴봤으며, 도보권 공원에서는 사직 2공원이, 생활권 근린공원에서는 중앙공원과 발산공원 등이 상대적으로 접근기회가 높은 것으로 분석되었다. 본 연구는 기존의 공원 접근성에 관한 연구가 시점과 종점간의 물리적 거리 및 환경에 초점이 맞춰져 있는데 반해, 공원을 둘러싼 공간 배열 특성을 고려한 접근성 분석이 이루어졌다는데 의의가 있다. 이러한 결과는 도시공원의 입지계획에 있어 합리적 근거를 부분적으로 제공해 줄 것으로 기대된다.

온라인 커뮤니케이션에서 집단극화 현상에 영향을 미치는 요인에 관한 연구: 익명성 관점에서 (A Study of Factors Affecting Group Polarization in Online Communication : Based on Anonymity)

  • 서응교
    • 유통과학연구
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    • 제13권2호
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    • pp.75-83
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    • 2015
  • Purpose - This study aims to identify the effects of communication cues, anonymity, and social presence on group polarization in computer-mediated communication (CMC) settings. Extant literature has introduced some theoretical backgrounds of social presence and SIDE (Social Identity model of Deindividuation Effects) to explain the effects of communication cues and anonymity. The concept of social presence emphasized the mediating role on communication cues and anonymity. However, most literature did not measure social presence and compare group polarization of all condition groups. This does not sufficiently explain the result of group polarization. Research design, data, and methodology - We believe that the direct impact of anonymity on group polarization can provide a more admissible and clearer explanation for the results. In addition, this study categorizes anonymity into two levels, as anonymity of group and anonymity of self. To justify the anonymity view, a laboratory experiment was conducted. The experiment was conducted in communication cues settings (visual cue; without visual cue) and anonymity settings (identified; anonymous). Each of the four settings has 10 groups consisting of five subjects each (total 200 subjects). The subjects are undergraduates from a large university, majoring in business. All experimental procedures and calculations of choice shift and preference change follow the literature. Results - First, the removal of visual cues does not produce a significant impact on group polarization, which cannot be explained by the social presence view. Second, the anonymous condition does not significantly affect group polarization, which also cannot be explained by the social presence view. However, the anonymous condition directly affects group polarization. Specifically, anonymity of self has a stronger effect on group polarization than anonymity of group. The result explains about the leading factor affecting group polarization. This study examines another view of how computer-mediated communication may be associated with group polarization. The process and outcome data from the experiment reveal that group polarization is not affected by level of social presence, but by level of anonymity. Group discussions conducted with visual cue CMC setting and identified CMC setting result in weaker group polarization. Conversely, group discussions conducted without visual cue CMC setting and anonymous CMC setting lead to stronger group polarization. The results of the study have the following implications. First, they provide clues for business organizations to design the most appropriate media conditions and preemptive social conditions to implement when making group decisions through CMC, to maximize achievements, generate amicable agreements, or actively share information. Second, this study can be useful in analyzing different adverse effects generated through Internet use. Conclusions - This research can help explain discussions and decision-making actions on Internet forums, which have recently increased, as well as providing a foundational basis in newly establishing policies for the forums. Finally, it should be noted that many other factors such as group size, topics, and group history may affect group polarization. These should be examined in future studies.

A Content Analysis of the Trends in Vision Research With Focus on Visual Search, Eye Movement, and Eye Track

  • Rhie, Ye Lim;Lim, Ji Hyoun;Yun, Myung Hwan
    • 대한인간공학회지
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    • 제33권1호
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    • pp.69-76
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    • 2014
  • Objective: This study aims to present literature providing researchers with insights on specific fields of research and highlighting the major issues in the research topics. A systematic review is suggested using content analysis on literatures regarding "visual search", "eye movement", and "eye track". Background: Literature review can be classified as "narrative" or "systematic" depending on its approach in structuring the content of the research. Narrative review is a traditional approach that describes the current state of a study field and discusses relevant topics. However, since literatures on specific area cover a broad range, reviewers inherently give subjective weight on specific issues. On the contrary, systematic review applies explicit structured methodology to observe the study trends quantitatively. Method: We collected meta-data of journal papers using three search keywords: visual search, eye movement, and eye track. The collected information contains an unstructured data set including many natural languages which compose titles and abstracts, while the keyword of the journal paper is the only structured one. Based on the collected terms, seven categories were evaluated by inductive categorization and quantitative analysis from the chronological trend of the research area. Results: Unstructured information contains heavier content on "stimuli" and "condition" categories as compared with structured information. Studies on visual search cover a wide range of cognitive area whereas studies on eye movement and eye track are closely related to the physiological aspect. In addition, experimental studies show an increasing trend as opposed to the theoretical studies. Conclusion: By systematic review, we could quantitatively identify the characteristic of the research keyword which presented specific research topics. We also found out that the structured information was more suitable to observe the aim of the research. Chronological analysis on the structured keyword data showed that studies on "physical eye movement" and "cognitive process" were jointly studied in increasing fashion. Application: While conventional narrative literature reviews were largely dependent on authors' instinct, quantitative approach enabled more objective and macroscopic views. Moreover, the characteristics of information type were specified by comparing unstructured and structured information. Systematic literature review also could be used to support the authors' instinct in narrative literature reviews.

영화 <이미테이션 게임>에 나타난 청각적·시각적 의미의 연합 (The Association of Auditive and Visual Meanings in )

  • 안수환
    • 한국콘텐츠학회논문지
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    • 제21권7호
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    • pp.83-92
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    • 2021
  • 본 연구의 목적은 영화 <이미테이션 게임>에서 사용되는 작곡가 데스플라(Alexandre Desplat)의 음악(청각적 정보)과 틸덤(Morten Tyldum)감독의 연출에 의하여 표현되는 영상(시각적 정보)이 연합하여 생성하는 의미를 살펴보는 것이다. 본 연구자는 영화에서 나타나는 청각적·시각적 정보가 어떻게 연합하는지를 연구하기 위하여 즈비코프스키(Lawrence Zwikowski)의 개념적 혼성이론을 방법론으로 채택하였다. 즈비코프스키는 포코니에(Golles Fauconnier)와 터너(Mark Turner)가 고안한 개념적 혼성 망(Conceptual Integration Networks, CIN)을 사용하여 청각적·시각적 정보의 연합에 의해 생성되는 의미를 분석하였다. 따라서 본 연구자는 <이미테이션 게임>에서 나타나는 음악과 영상의 조합을 연구하기 위해 음악과 영상에 의한 CIN분석을 연구 방법으로 적용하였다. 작곡가 데스플라는 에올리아 선법을 사용하여 조성적 선율 진행에 의한 익숙함을 교묘하게 피하여 주인공을 표현하였다. 또한 이 에올리아 선법은 영상을 통하여 나타나는 내러티브와 효과적인 연합을 위해 다양한 변형을 취하고 있다. 먼저 변박자와 단조 코드의 활용은 등장인물들의 불안정한 감정을 대변하는 반면, 간간히 활용되는 클리셰한 선율 진행과 장조 코드는 영상의 안정적인 분위기와 연합한다. 또한 데스플라는 긍정적 또는 부정적 반응을 만들기 위해 악기의 변형을 통한 다양한 음색변화와 기복이 심한 음량변화를 활용하였다. 본 연구자는 이러한 음악 및 음색 변화로 생성되는 청각적 신호의 의미가 영상에 의한 시각적 정보와 연합하여 영화가 내포하는 의미를 강화하고 있음을 확인하였다.