• Title/Summary/Keyword: Visual Transformation

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Design of Information Appliances Based on User's Preference - in the Case of Information Retrieval Method for Pedestrians' Navigation - (정보기기 디자인에 있어서 사용자의 감성을 고려한 콘텐츠 개발방법 - 보행자의 이동지원을 목적으로 한 감성정보검색을 사례로 -)

  • Kim, Don-Han
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.203-214
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    • 2007
  • This study proposes an information retrieval method reflecting the user's preferences based on the fuzzy set theory to develop information contents which support pedestrian's navigation. Firstly, the research evaluated subjects' preferences on commercial spaces set to a hypothetical destination. Also it surveyed the causal relationship between the visual characteristics and the emotional characteristics to propose methods of Navigation Knowledge Base (NKB). The NKB was composed of three elements; 1. the correlation model between emotional characteristics, 2. the causal relationship between visual characteristics and emotional characteristics, 3. the transformation model between visual characteristics and the physical characteristics. Secondly, this study classified the pedestrian's destination search into 4 types with his or her preferences and the time conditions limited during navigation. For each type it presented the Destination Search Algorithm (DSA). Finally, the research simulated the destination search in 4 navigation types using NKB and DSA and verified the availability of the information retrieval method reflecting pedestrian's preferences. In conclusion, the proposed information search method will be applied to reflect the user's preferences to develop information appliances.

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Visual Feature Extraction for Image Retrieval using Wavelet Coefficient’s Fuzzy Homogeneity and High Frequency Energy (웨이브릿 계수의 퍼지 동질성과 고주파 에너지를 이용한 영상 검색용 특징벡터 추출)

  • 박원배;류은주;송영준
    • The Journal of the Korea Contents Association
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    • v.4 no.1
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    • pp.18-23
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    • 2004
  • In this paper, we propose a new visual feature extraction method for content-based image retrieval(CBIR) based on wavelet transform which has both spatial-frequency characteristic and multi-resolution characteristic. We extract visual features for each frequency band in wavelet transformation and use them to CBIR. The lowest frequency band involves spacial information of original image. We extract L feature vectors using fuzzy homogeneity in the wavelet domain, which consider both the wavelet coefficients and the spacial information of each coefficient. Also, we extract 3 feature vectors wing the energy values of high frequency bands, and store those to image database. As a query, we retrieve the most similar image from image database according to the 10 largest homograms(normalized fuzzy homogeneity vectors) and 3 energy values. Simulation results show that the proposed method has good accuracy in image retrieval using 90 texture images.

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Visual expression technique analysis of motion graphic by media for emotion communication (감성전달을 위한 매체별 모션그래픽의 시각적 표현기법 분석)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.921-926
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    • 2009
  • After the scientific development of human history, numerous images have been developed and expanded in digital media as a communication tools. Image digital media make communication closer between sender and receptor. The image digital media which has been developed with the change of technology and media transformation have shortened visual information transportation and the time as well by combining the sense of visual and audio. Motion graphic field has been emerged as the type of image digital media development. The development of motion graphic make possible for the expressive effect and dynamic image technique which is impossible by the existing media type. Especially, it is applied to various field such as the title of movie, TV program, and advertise or music video etc. These image expression techniques are stimulating acceptor's emotion to take a role of emotion communication function also. This study aims to find the characteristics motion graphic of which how influence as an effective communication tool as important role to the receptors, and the examine the effect and application of motion graphic to the receptors as a emotion communication tool by case study.

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A Photomontage Expression and an Effect in Fashion Illustration (패션일러스트레이션에서의 포토몽타주 표현방법과 효과)

  • Kwon Ji-Young;Yoo Young-Sun
    • Journal of the Korean Society of Costume
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    • v.54 no.8
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    • pp.49-58
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    • 2004
  • The purpose of this study is to develop a photomontage expression in order to express a characteristic personality and creativity of artists of effectively in fashion illustration. The results of this study were as follows : 1) Because of a fashion and a human body were the major subjects in fashion illustration, human body transformation and composition between a human body and heterogeneous objects by photomontage appeared with a lot of works. 2) Photomontage appeared with a parody in a truth recurrence differ from a visual art, a parody seemed to be a humor with recurrence image of the original and it appeared with the general public image and it is effective in message delivery. 3) It was a stopped screen. but photomontage was expressed through overlapping and reiteration was characteristic, and it appeared with movement. a direction, a speed and rhythm effectively. 4) One screen of general chapter was only to express limited meaning, but after screen of a lot of chapter, it was able to express that was borrowed and reconstructive with a lot of contents or different contents are more than before. 5) It is changed, and composited images have a multiple point of time, and it extend a space-time limit, visual limit and an expression enabled a multidimensional space-time. Moreover, photomontage neglects unique sincerity and fact of a photo by development and utilization of computer graphic. and it can get a screen effect to spread in the virtual world as abstraction and hyper-reality. Therefore, if various photomontage expression apply to fashion illustration works, it can overcome a limit of a visual expression. and it is able to become an important way for expanding a filed of expression and enhancement of a practical function gradually in fashion illustration

Animated characters of Disney animation using the transformation and alter ego of fantasy (변신과 분신의 환상을 활용한 디즈니애니메이션의 인물표현)

  • Lee, Hye-Won
    • Cartoon and Animation Studies
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    • s.44
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    • pp.117-141
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    • 2016
  • The various representations are receiving attention in modern society that has so many contents. Among them, the fantasy shows that you can not see in reality. But the intention of these fantasies is not giving a visual fun. The fantasy show the reality through stories that are not in reality. The fantasy that allows readers to continue to make the suspect between the real and the imagination and that suspect arises from the desire of real life. If the desire break the community, the social ideology will collapses. Conversely, if the desire is overturned by community, the social will be maintained. The goal of the fantasy which has the relationships of society is revealed through the various expressions of existence. They are divided into the subject and the other show the inner side of the main character. The subject shows the inner side of the main character by the transformation, alter ego and the other exists. The other shows the desire of the subject by the transformation, alter ego and the strangers. Disney animation studios select the target audience and the message in relation with the society. They choose the original like the fairy tale, myth and change them to satisfy the middle class. The characters of Disney animation says that messages by the expression of fantasy. The subject go through the transformation by twice. The first transformation is antisocial and the second transformation is social. The second shows a complete transformation. The other characters personified show the many kinds of the main character. The other as the alter ego of the main character represents the desire of the subject. They are described as an object of fear and exclusion. They expresses as a dark and menacing looks and hinders the complete transformation of the subject. But they were overthrown by the subject at the end of the story and it strengthen the social ideology. As a result, Disney highlights the value and the moral message of the society by using the representation of fantasy.

A Study on the Orientation and Mean of Anamorphosis in Architectural Perspective (투시도법에서 왜상(Anamorphosis)의 의미와 위상에 관한 연구)

  • 이승우;정례화
    • Korean Institute of Interior Design Journal
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    • no.21
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    • pp.94-100
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    • 1999
  • After fifteenth century artists sought for a method on representation of nature through perspectiva artificialis. Perspectiva artificialis is become a tool for establishment of their theory and value. This study aim to study Orientation and mean of Anamorphosis in Architectural Perspective and transitional procedure of perspective in appealing the will of Architects. Initially, the concern of perspective is begun with optics in the Middle Ages. In Renaissance Ages perspective are presented a scientific and real world to a transformation of non-scientific world with visual cone, vanish oint and anamorphosis. In artists anamorphosis specially is a effective means to emphasize a affect of mannerism. Accordingly, perspective is discoursed to approached between art and technique. After renaissance perspective is become the driving force of the representation in spirit of scientific investigation ; while anamorphosis such a manneristic present in art is motived to prevent from obtaining its universe and implicity through their methodology.

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A Study on 3D-Coordinate Extraction of Structure by Using The Digital Camera (디지털 카메라를 이용한 구조물의 3차원 좌표 추출에 관한 연구)

  • Kim, Kam-Lae;Kim, Hak-Joon;Park, Yong
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2003.10a
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    • pp.219-224
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    • 2003
  • Recently, the number of the use of Digital Photogrammetry is increasing, the Digital Photogrammetry is used for the acquisition of images, remote sensing and three dimension location. Especially, the three dimension location is more activated to use digital camera for the Digital Photogrammetry. The reason is that it is cheap and easy to use and also it has high confidence. Using non-metric digital camera not metric camera, in this research, to get images and apply the images to the Direct Liner Transformation which is one of the techniques in Digital Photogrammetry to get three dimensional location of a point. Ⅰ programmed the procedure with Visual C++ to get the position of points speedly and I tested possibility whether it can analyze the displacement and the existence of structure with measurement system which is structured by a inexpensive non-metric digital camera.

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Deformation Image Expressed in the Modern Art to Wear (현대 예술의상에 표현된 데포르마숑 이미지)

  • Seo Seung-Mi
    • Journal of the Korean Society of Costume
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    • v.55 no.7 s.98
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    • pp.38-50
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    • 2005
  • The purpose of this study is first, to see through the aesthetic essence of the clothing as art, through theoretical consideration of cultural feature and body style in Postmodern Feminism. Also, this study will examine the aesthetic value in artistic meaning regarding a Deformational body image in visual an. Second, this study will analysis the formative character of Modern Art to wear which expressed unfixed body style, followed by the change of Postmodern Feminity, as a Deformation image. This character will be categorized by Expansion, Grotesque, Pleasure, and Virtuality. The following is the result of this study. Expansion expressed in modern Art to wear created intentional structure of the form, and intentionally presented refusal of body existence through disembodied. Grotesque expressed refusal and deviation of women's ideal body style, which is defined by mannish discourse, very grotesquely. Pleasure pleasantly presented free emotion through an intentional transformation like distortion or imbalance of the body By paradoxically reproducing women's virtual body as other unfixed female identity was expressed visually through virtuality to embody post-gender.

A Design of a Verification System for a 3D Graphic Geometry Engine (3D 그래픽 가속기를 위한 검증시스템의 설계 및 구현)

  • Song, In-Seok;Ha, Jin-Seok;Kim, Myung-Hwan;Lee, Kwang-Yeob;Jo, Tae-Hyun
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.663-666
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    • 2005
  • The geometry stage, which performs the transformation and lighting operations of vertices, became the critical part in 3D graphics pipeline. In this paper, we have planned and designed the Geometry Processor for the better and more efficient way to process the real-time 3D using the floating point unit. We also designed a verification system for Geometry engine. It is implemented with Xilinx-Virtex2 and Visual C++.NET. In the Synopsis, we confirmed 100 MHz performance and 137107 cell area of Geometry Engine.

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Transformation Based Walking Speed Normalization for Gait Recognition

  • Kovac, Jure;Peer, Peter
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.11
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    • pp.2690-2701
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    • 2013
  • Humans are able to recognize small number of people they know well by the way they walk. This ability represents basic motivation for using human gait as the means for biometric identification. Such biometric can be captured at public places from a distance without subject's collaboration, awareness or even consent. Although current approaches give encouraging results, we are still far from effective use in practical applications. In general, methods set various constraints to circumvent the influence factors like changes of view, walking speed, capture environment, clothing, footwear, object carrying, that have negative impact on recognition results. In this paper we investigate the influence of walking speed variation to different visual based gait recognition approaches and propose normalization based on geometric transformations, which mitigates its influence on recognition results. With the evaluation on MoBo gait dataset we demonstrate the benefits of using such normalization in combination with different types of gait recognition approaches.