• Title/Summary/Keyword: Visual representation

Search Result 495, Processing Time 0.026 seconds

A Critical Path Search and The Project Activities Scheduling (임계경로 탐색과 프로젝트 활동 일정 수립)

  • Lee, Sang-Un
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.12 no.1
    • /
    • pp.141-150
    • /
    • 2012
  • This paper suggests a critical path search algorithm that can easily draw PERT/GANTT chart which manages and plans a project schedule. In order to evaluate a critical path that determines the project schedule, Critical Path Method (CPM) is generally utilized. However, CPM undergoes 5 stages to calculate the critical path for a network diagram that is previously designed according to correlative relationship and execution period of project execution activities. And it may not correctly evaluate $T_E$ (The Earliest Time), since it does not suggest the way how to determine the sequence of the nodes activities that calculate the $T_E$. Also, the sequence of the network diagram activities obtained from CPM cannot be visually represented, and hence Lucko suggested an algorithm which undergoes 9 stages. On the other hand, the suggested algorithm, first of all, decides the sequence in advance, by reallocating the nodes into levels after Breadth-First Search of the network diagram that is previously designed. Next, it randomly chooses nodes of each level and immediately determines the critical path only after calculation of $T_E$. Finally, it enables the representation of the execution sequence of the project activity to be seen precisely visual by means of a small movement of $T_E$ of the nodes that are not belonging to the critical path, on basis of the $T_E$ of the nodes which belong to the critical path. The suggested algorithm has been proved its applicability to 10 real project data. It is able to get the critical path from all the projects, and precisely and visually represented the execution sequence of the activities. Also, this has advantages of, firstly, reducing 5 stages of CPM into 1, simplifying Lucko's 9 stages into 2 stages that are used to clearly express the execution sequence of the activities, and directly converting the representation into PERT/GANTT chart.

The Uncanny of Familiar, yet Foreign Gestures Focused on the Works of Brothers Quay (몸짓의 언캐니 연구 - 퀘이 형제의 작품을 중심으로 -)

  • Ko, Min-Jung
    • Cartoon and Animation Studies
    • /
    • s.33
    • /
    • pp.55-78
    • /
    • 2013
  • The issues on the representation of digital images, the uncanny is not considered aesthetically but must be overcome. It seems that the future of visual media using digital images, depends on the development and advancement of the digital technology. However, the Brothers Quay regarded as unique and experimental animators, focus their attention towards the past rather than the future. They trace back to the origin of the media, reproducing, manipulating, and representing gestures in oder to restore the shock and thrill delivered in film and animation. The Brothers Quay explore the uncanny of gestures through the mechanism of medium. They work in a wide range of genres, from animation, live action to dance film. The creaking spasms, which create the feeling that the movement does not belong to this world, and the strange gestures, reveals the flicker of the still projection and make audiences recognize gestures in the true meaning of the word. While they animate live actors and dead objects like automata, the hidden desires are revealed over screen. In this paper, focusing on the works of Brothers Quay, I tried to explore the uncanny of gesture based on Freud's and Jentsch' theory of uncanny.

Kinetic Typography study on TV Entertainment Programs - Focused on <2 Days & 1 Night>, , - (TV 예능 프로그램의 키네틱 타이포그래피 연구 - <1박2일>, <런닝맨>, <무한도전>을 중심으로 -)

  • Kim, Hyun-Ki;Bang, Yoon-Kyeong
    • Cartoon and Animation Studies
    • /
    • s.33
    • /
    • pp.363-382
    • /
    • 2013
  • Up until about ten years ago, the use of typography played only an auxiliary role on broadcast television programs, primarily by transmitting information in order to facilitate a basic understanding of content. Recently, however, kinetic typography has become an important component in broadcast production. In fact, kinetic typography has developed into a visual language and a means of artistic expression, one that is increasingly used in the production of entertainment programs on television. This paper analyzes six aspects of kinetic typography: manner of development, location, intent, expressive techniques, color and font selection. Particular attention is placed on their use in three highly rated television entertainment programs: "2 Days & 1 Night", "Running Man", and "Infinite Challenge". The development way consists of the technique : starts off with cut and ends with cut. While, other techniques show conversation and situation representation using Z axis : zoom-in, zoom-out in , X axis : pan in <2 Days & 1 Night>. and Y axis : tilt in . Typographic design elements, expression technique, color, font are shown up according to the feature of each program. The resulting analysis suggests new ways for motion arts designers and the broadcast media to use kinetic typography in the development of television programs.

Information Visualization Process for Spatial Big Data (공간빅데이터를 위한 정보 시각화 방법)

  • Seo, Yang Mo;Kim, Won Kyun
    • Spatial Information Research
    • /
    • v.23 no.6
    • /
    • pp.109-116
    • /
    • 2015
  • In this study, define the concept of spatial big data and special feature of spatial big data, examine information visualization methodology for increase the insight into the data. Also presented problems and solutions in the visualization process. Spatial big data is defined as a result of quantitative expansion from spatial information and qualitative expansion from big data. Characteristics of spatial big data id defined as 6V (Volume, Variety, Velocity, Value, Veracity, Visualization), As the utilization and service aspects of spatial big data at issue, visualization of spatial big data has received attention for provide insight into the spatial big data to improve the data value. Methods of information visualization is organized in a variety of ways through Matthias, Ben, information design textbook, etc, but visualization of the spatial big data will go through the process of organizing data in the target because of the vast amounts of raw data, need to extract information from data for want delivered to user. The extracted information is used efficient visual representation of the characteristic, The large amounts of data representing visually can not provide accurate information to user, need to data reduction methods such as filtering, sampling, data binning, clustering.

Evaluation on Development Performances of E-Commerce for 50 Major Cities in China (중국 주요 50개 도시의 전자상거래 발전성과에 대한 평가)

  • Jeong, Dong-Bin;Wang, Qiang
    • Journal of Distribution Science
    • /
    • v.14 no.1
    • /
    • pp.67-74
    • /
    • 2016
  • Purpose - In this paper, the degree of similarity and dissimilarity between pairs of 50 major cities in China can be shown on the basis of three evaluation variables(internet businessman index, internet shopping index and e-commerce development index). Dissimilarity distance matrix is used to analyze both similarity and dissimilarity between each fifty city in China by calculating dissimilarity as distance. Higher value signifies higher degree of dissimilarity between two cities. Cluster analysis is exploited to classify 50 cities into a number of different groups such that similar cities are placed in the same group. In addition, multidimensional scaling(MDS) technique can obtain visual representation for exploring the pattern of proximities among 50 major cities in China based on three development performance attributes. Research design, data, and methodology - This research is performed by the 2013 report provided with AliResearch in China(1/1/2013~11/30/2013) and utilized multivariate methods such as dissimilarity distance matrix, cluster analysis and MDS by using CLUSTER, KMEANS, PROXIMITIES and ALSCAL procedures in SPSS 21.0. Results - This research applies two types of cluster analysis and MDS on three development performances based on the 2013 report of Aliresearch. As a result, it is confirmed that grouping is possible by categorizing the types into four clusters which share similar characteristics. MDS is exploited to carry out positioning of both grouped locations of cluster and 50 major cities belonging to each cluster. Since all the values corresponding to Shenzhen, Guangzhou and Hangzhou(which belong to cluster 1 among 50 major cities) are very large, these cities are superior to other cities in all three evaluation attributes. Twelve cities(Beijing, ShangHai, Jinghua, ZhuHai, XiaMen, SuZhou, NanJing, DongWan, ZhangShan, JiaXing, NingBo and FoShan), which belong to cluster 3, are inferior to those of cluster 1 in terms of all three attributes, but they can be expected to be the next e-commerce revolution. The rest of major cities, in particular, which belong to cluster 4 are relatively inferior in all three attributes, so that this automatically evokes creative innovation, which leads to e-commerce development as a whole in China. In terms of internet businessman index, on the other hand, Tainan, Taizhong, and Gaoxiong(which belong to cluster 2) are situated superior to others. However, these three cities are inferior to others in an internet shopping index sense. The rest of major cities, in particular, which belong to cluster 4 are relatively inferior in all three evaluation attributes, so that this automatically evokes innovation and entrepreneurship, which leads to e-commerce development as a whole in China. Conclusions - This study suggests the implications to help e-governmental officers and companies make strategies in both Korea and China. This is expected to give some useful information in understanding the recent situation of e-commerce in China, by looking over development performances of 50 major cities. Therefore, we should develop marketing, branding and communication relevant to online Chinese consumers. One of these efforts will be incentives like loyalty points and coupons that can encourage consumers and building in-house logistics networks.

Study on Relationship between Elderly Group Lifestyle and Selection Attributes in the Health Functional Foods (실버층 라이프스타일에 따른 건강기능식품 선택속성에 관한 연구)

  • Lee, Myung Sook;Kim, Sook Eung
    • Korean Journal of Clinical Pharmacy
    • /
    • v.25 no.4
    • /
    • pp.286-295
    • /
    • 2015
  • Objective: This experiment is to study how elderly group and their various lifestyles interact with health functional foods, according to their selection behavior. Different lifestyles will be observed closely, as well as how different health conditions and consumer involvements will affect critical decision making in selecting health functional foods. Method: Theories and discoveries from original advanced research were compared parallel to the new study. Results: First, cluster analysis and exploratory analysis were performed amongst different elder lifestyles. Lifestyle exploratory analysis was used for healthy, unique, leisure, and economical-style elders. Cluster analysis was used for material trend oriented, health oriented, complacent oriented-style elders. Health Functional Foods' selection trait Exploratory Factor Analysis showed that product's originality (function, uniqueness, specialty, compatibility, distributor, expiration date), quality (amount, daily dose, visual representation, accessibility, portability, natural ingredients), and popularity (product container, brand image, taste and smell, advertised product, domestic or import, well-known function) were the three main causes. Secondly, the amount of benefits for the elderly group health lifestyle were affected by 'Interest in health', 'Notability of the health functional food', and 'Functionality approved mark'. Specifically, the importance of, 'Interest in health', 'Notability of health functional food', and 'Functionality approved mark' were noticeably high within health oriented elders. Lastly, after examining the data from elder lifestyle's relationship with health functional food selection trait, all three different results showed equal importance. If you closely examine material trend oriented elderly group, selection trait showed distinctively high regards in 'Fundamental Attribute', 'Typical Attribute', and 'Cognitive Attribute'. Health oriented elders showed their distinctively high regards in 'Natural Attribute', and less consideration in 'Typical Attribute' and 'Cognitive Attribute'. Complacent oriented-style elderly group showed less focus on 'Fundamental Attribute', and even less in 'Typical Attribute', and 'Cognitive Attribute'. Health oriented elderly group concluded with above data from the fact that they showed most importance and involvement in health beneficial products that are scientifically proven. Material trend oriented elderly group showed balanced traits in their concluded data, showing that they prefer function, safety, as well as the brand image and their reputation. Also, they consider the products' outer elements, such as design and product name, in order to sense inner functions. Conclusion: So, Silver Business corporations must develop products to fulfill the market demands, and strategize marketing plans to better target the correct audience.

The Characteristics of Visualizing Hierarchical Information and their Applications in Multimedia Design (멀티미디어디자인에서 정보위계 표출방식과 그 활용에 관한 연구)

  • You, Si-Cheon
    • Science of Emotion and Sensibility
    • /
    • v.9 no.spc3
    • /
    • pp.209-224
    • /
    • 2006
  • Hierarchy which is often named as the tree-structure is used to reduce complexity and show primitive structures of complicated information. This paper aims at explaining information-visualization methods using hierarchies in multimedia domains and prospecting the possible applications by examining how they affect the user's tasks involved in information-seeking activities. As a result, four types of information visualization methods named Treemap, Hyperbolic, Cone Tree and DOI Tree employed in multimedia domain, are presented and pros and cons of each method are explained in this paper. Another important part is defining the core tasks and other related-tasks in information-seeking activities, such as, overview, zoom, filter, details-on-demand, relate, history, and extract. Followings are major findings. Treemap uses 'overview' as the core task, which makes user to gain a overall meaning of the whole information cluster. Hyperbolic and DOI Tree apply 'Boom' task through the function of focus+context or by the function of meaningful scaling to magnify or downsize each node. Cone Tree, also, makes the information organizer to classify the patterns of information acquired in the process of users' information-seeking activities by using 'extract' task. Through this study, it is finally found out that the information-visualization methods using hierarchies in multimedia domains should incorporate the wide variety of functional needs related to users' information-seeking behaviors beyond the visual representation of information.

  • PDF

An Analysis of the Infographics Features according to the Scinece Content's Domains in Middle School Science Textbooks (중학교 과학 교과서에서 과학 내용 영역에 따른 인포그래픽의 특징 분석)

  • Noh, Sang Mi;Yang, Soon Young;Kim, Yong-Jin
    • Journal of Science Education
    • /
    • v.41 no.3
    • /
    • pp.462-479
    • /
    • 2017
  • This study classified the visualization's materials presented in two types of middle school science textbooks to data visualization and infographics, thereafter characteristics of infographics according to science content's domains were analyzed using an analytical framework for infopraphics. The results of this study are as follows : First, visualization materials in middle school science textbooks had more data visualization (23.2%) than infographics (76.8%). Second, there were many differences in information content's category among the science subject's domains. The relationship type of information content in the domain of energy and matter, the function type in life domain, and the location type in the earth domain were prominent. In visual representation's category, the illustration type and comparative analysis type were the most dominant in the all science domains. The horizontal type in layout category occupied the largest proportion in all science domains. Therefore, it is necessary to present the visualization materials with the infographics conveying many informations than the data visualization in middle school science textbooks. And the infographics need to be developed and distributed in various formats in each science domain.

A Space-Time Cluster of Foot-and-Mouth Disease Outbreaks in South Korea, 2010~2011 (구제역의 시.공간 군집 분석 - 2010~2011 한국에서 발생한 구제역을 사례로 -)

  • Pak, Son Il;Bae, Sun Hak
    • Journal of the Korean association of regional geographers
    • /
    • v.18 no.4
    • /
    • pp.464-472
    • /
    • 2012
  • To assess the space-time clustering of FMD(Foot-and-Mouth Disease) epidemic occurred in Korea between November 2010 to April 2011, geographical information system (GIS)-based spatial analysis technique was used. Farm address and geographic data obtained from a commercial portal site were integrated into GIS software, which we used to map out the color-shading geographic features of the outbreaks through a process called thematic mapping, and to produce a visual representation of the relationship between epidemic course and time throughout the country. FMD cases reported in northern area of Gyounggi province were clustered in space and time within small geographic areas due to the environmental characteristics which livestock population density is high enough to ease transmit FMD virus to the neighboring farm, whereas FMD cases were clustered in space but not in time for southern and eastern area of Gyounggi province. When analyzing the data for 7-day interval, the mean radius of the spatial-time clustering was 25km with minimum 5.4km and maximum 74km. In addition, the radius of clustering was relatively small in the early stage of FMD epidemic, but the size was geographically expanded over the epidemic course. Prior to implementing control measures during the outbreak period, assessment of geographic units potentially affected and identification of risky areas which are subsequently be targeted for specific intervention measures is recommended.

  • PDF

A Study on Ontology of Digital Photo Image Focused on a Simulacre Concept of Deleuze & Baudrillard (디지털 사진 이미지의 존재론에 관한 연구 -들뢰즈와 보드리야르의 시뮬라크르 개념을 중심으로)

  • Gwon, Oh-sang
    • Cartoon and Animation Studies
    • /
    • s.51
    • /
    • pp.391-411
    • /
    • 2018
  • The purpose of this thesis is to examine ontology of digital photo image based on a Simulacre concept of Gilles Deleuze & Jean Baudrillard. Traditionally, analog image follows the logic of reproduction with a similarity with original target. Therefore, visual reality of analog image is illuminated, interpreted, and described in a subjective viewpoint, but does not deviate from the interpreted reality. However, digital image does not exist physically but exists as information that is made of mathematical data, a digital algorithm. This digital image is that newness of every reproduction, that is, essence of subject 'once existing there' does not exist anymore, and does not instruct or reproduce an outside target. Therefore, digital image does not have the similarity and does not keep the index instruction ability anymore. It means that this digital image is converted into a virtual area, and this is not reproduction of already existing but display of not existing yet. This not-being of digital image changes understanding of reality, existence, and imagination. Now, dividing it into reality and imagination itself is meaningless, and this does not make digital image with technical improvement but is a new image that is basically completely different from existing image. Eventually, digital image of the day passes step to visualize an existent target, nonexistent things have been visualized, and reality operates virtually. It means that digital image does not reproduce our reality but reproduces other reality realistically. In other words, it is a virtual reproduction producing an image that is not related to a target, that is to say Simulacre. In the virtually simulated world, reality has an infinite possibility, and it is not a picture of the past and present and has a possibility as the infinite virtual that is not fixed, is infinitely mutable, and is not actualized yet.