• Title/Summary/Keyword: visual attribute

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A Semiotic Approach on the Political UCC Contents Focused on Video UCC, (정치적 UCC 콘텐츠에 대한 기호학적 연구 동영상 UCC, 을 중심으로)

  • Mha, Joung-Mee;Kang, Ki-Ho
    • Korean journal of communication and information
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    • v.46
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    • pp.245-279
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    • 2009
  • UCC, an abbreviation for User Created Contents, is not only a symbol of desire but also a product of creativity that a producer contains his or her subjective disposition. More and more UCC tend to have significantly increased in Web 2.0 environment. However, the research on the contents as a creative product has rarely been processed. It may be fairly said that this results in the indifference of researchers in the special field like the political contents since UCC is usually produced by amateurs. Producers' various desire is unlikely revealed, which leads to the flow of users into open media such as the Internet. It could also be available to represent the property, of plural visual language signs in a field. Moreover, UCC has the attribute of re-mediation in effective communication, so the differences between the semiotic properties in the Internet contents could be a significant material for researches. This could contribute to establish a theoretical system for the visual communication. Therefore, this study aims to analyse the signification of the political video UCC, . To develop this analysis, I apply Greimas' Generative Trajectory of Signification Theory to the text, or the UCC. He classifies it as three structures: deep structure, superficial structure, and discourse structure. As a result, the text shows meaningful contents delivering core political messages. In addition, this approach could exam that 'Obama Syndrome' in American recent presidential campaigns is caused by web 2.0 based on Internet campaigns including video UCC.

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Types of Concept Figuration in Landscape Design based on Memory (기억에 기반한 조경설계의 개념 형상화 유형)

  • An, Seung-Hong
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.6
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    • pp.171-184
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    • 2017
  • The designers pursue the thoughtful and wide thinking through the accumulation of knowledge and cultivation of insights for making use of high-level design philosophy and language. The purpose of this study is to investigate characteristics of concept figuration types based on designer's 'memory' in landscape design. The results of this study are as follows. First, the design idea starts to be based on the language and image memory of the designer. The figuration types are composed of the verbal and visual view which are representative communication means. Second, the verbal concept figuration of landscape design consists of two types. The symbolic language of the title as a design theme can be a 'phrase', and it should have a hierarchial balance between the master and the sub. 'Descriptive shape of conceptual scenario' is a text that expresses the concept narratively in order that the reader virtually experiences designed landscapes. Third, visual concept figuration of landscape design is divided into three types. 'Simple visualization of a diagram' is easily embodied through a simple graphic using symbols, comments, images and key words. 'Concept sketch and shape of core idea' is useful to grasp the core of the idea such as physical element, form attribute of space and spatial relation at the initial phase of the concept. 'A collage and montage that create a new shape with a combination of images' are a collection of materials and images that provide a new perspective. These are tools to depict them in a compressed way after recording landscapes phenomenon.

On the study of 'Theater State' in Daehan Empire of the Emperor Gochung -analyzing the cultural performance with the visual spectacles- (대한제국기 극장국가(theater state) 연구(2) -스펙터클의 문화사회사적 분석을 통한 문화적 퍼포먼스 고찰의 한 방법-)

  • Kim, Kiran
    • Journal of Korean Theatre Studies Association
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    • no.40
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    • pp.125-162
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    • 2010
  • This is the study on the 'Theater State' in the Daehan Empire of the Emperor Gochung in the late 1900 with the theatrical concepts of cultural performance theory which has been useful for investigating historical, social, and cultural collective memories and their transformation mechanism in the society. The performance theory is based in the notion, '$Performativit{\ddot{a}}t$', by which the performance can contain vary performance forms. $Performativit{\ddot{a}}t$ is the notion which points up the certain process that can cause the perceptional emotion communication to the performers and audiences in the performance. The spectacle of a society is also understood and presupposed by the $Performativit{\ddot{a}}t$. Generally speaking, the spectacle has been used of explaining the visual cultural experiences in society. Fundamentally, spectacle had resulted from the latin 'spectaculum', which was used to designate theatrical representation in France. In the case of movie, spectacle was the grand show with showy technological attractions. The spectacle have been to show the political and socio-historical relationships in a society. But in my study, I want to start the premise that the cultural performance planed by the Emperor Gochung in the Daehan Empire has the attribute of 'theater state', which can awaken the certain collective emotion to connect the Emperor and his people in the Daehan Empire period of the Emperor Gochung of the late 1900. In addition to it, I search for the historical collective memories of the Daehan Empire. The government of the Daehan Empire was continuing with its efforts to enforce and recollect the imperial images and authority of the Emperor and his Empire to get the approval of the people and international society. The effect of spectacle consisting of theater state was the concrete effort to establish the collective memories of the Daehan Empire by remodelling and rebuilding the Seoul, the capital of the Empire and performing the national ceremony such as the korean pagent(Gae-Dung거둥) and parade to set the portrait of the Emperor(A-Jin어진), the geo-body of the Empire.

A Visual Image Analysis of Byungsan-seowon by an Attribute of View (조망지향 속성에 따른 병산서원의 경관이미지 특성)

  • Huh, Joon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.37 no.4
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    • pp.86-93
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    • 2009
  • This study analyzes the systematic visual images and factors in and outside of the main courtyard in Byungsan-seowon. The results are as follows; In terms of space distribution, Ip-kyo-dang is located at an elevation of 85m and the distance to Byung-san is 365m. Byung-san with the mean gradient over $50^{\circ}$ looked so stiff, and the east side of that cliff is higher than west. In terms of the angle of elevation relationship between Man-dae-ru and Byung-san draw 10.5 degree and it suits with human scale. The D/H ratio of 1:3 makes the given place very spacious but the linear stiff shape of Byung-san may cause the feeling of closeness. The results of the visual image analysis of the main yard facing Byung-san is very positive with a score of 1.70 in openness, 1.78 in wideness, 1.96 in beauty, 1.96 in harmony for the spacious arrangement which overall, makes the seowon beautiful with many open spaces. There are 4 main implicated factors analyzed which are uniqueness, aesthetic, openness and nature. Out of the total variables, these factors' descriptive ability is 55.90% and the remaining 44.10% is error and peculiarities variables. The factor which contributed most to Byungsan-seowon's main yard's visual preference was the 'aesthetic' with B-values of 0.661 and 0.455 in the nature category.

Story-based Information Retrieval (스토리 기반의 정보 검색 연구)

  • You, Eun-Soon;Park, Seung-Bo
    • Journal of Intelligence and Information Systems
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    • v.19 no.4
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    • pp.81-96
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    • 2013
  • Video information retrieval has become a very important issue because of the explosive increase in video data from Web content development. Meanwhile, content-based video analysis using visual features has been the main source for video information retrieval and browsing. Content in video can be represented with content-based analysis techniques, which can extract various features from audio-visual data such as frames, shots, colors, texture, or shape. Moreover, similarity between videos can be measured through content-based analysis. However, a movie that is one of typical types of video data is organized by story as well as audio-visual data. This causes a semantic gap between significant information recognized by people and information resulting from content-based analysis, when content-based video analysis using only audio-visual data of low level is applied to information retrieval of movie. The reason for this semantic gap is that the story line for a movie is high level information, with relationships in the content that changes as the movie progresses. Information retrieval related to the story line of a movie cannot be executed by only content-based analysis techniques. A formal model is needed, which can determine relationships among movie contents, or track meaning changes, in order to accurately retrieve the story information. Recently, story-based video analysis techniques have emerged using a social network concept for story information retrieval. These approaches represent a story by using the relationships between characters in a movie, but these approaches have problems. First, they do not express dynamic changes in relationships between characters according to story development. Second, they miss profound information, such as emotions indicating the identities and psychological states of the characters. Emotion is essential to understanding a character's motivation, conflict, and resolution. Third, they do not take account of events and background that contribute to the story. As a result, this paper reviews the importance and weaknesses of previous video analysis methods ranging from content-based approaches to story analysis based on social network. Also, we suggest necessary elements, such as character, background, and events, based on narrative structures introduced in the literature. We extract characters' emotional words from the script of the movie Pretty Woman by using the hierarchical attribute of WordNet, which is an extensive English thesaurus. WordNet offers relationships between words (e.g., synonyms, hypernyms, hyponyms, antonyms). We present a method to visualize the emotional pattern of a character over time. Second, a character's inner nature must be predetermined in order to model a character arc that can depict the character's growth and development. To this end, we analyze the amount of the character's dialogue in the script and track the character's inner nature using social network concepts, such as in-degree (incoming links) and out-degree (outgoing links). Additionally, we propose a method that can track a character's inner nature by tracing indices such as degree, in-degree, and out-degree of the character network in a movie through its progression. Finally, the spatial background where characters meet and where events take place is an important element in the story. We take advantage of the movie script to extracting significant spatial background and suggest a scene map describing spatial arrangements and distances in the movie. Important places where main characters first meet or where they stay during long periods of time can be extracted through this scene map. In view of the aforementioned three elements (character, event, background), we extract a variety of information related to the story and evaluate the performance of the proposed method. We can track story information extracted over time and detect a change in the character's emotion or inner nature, spatial movement, and conflicts and resolutions in the story.

Validity Evaluation of Real Time Mobile GIS combined with PDA in University Building Facility Management (대학시설물 관리W떠 PDA기반의 실시간 Mobile GIS 도입 타당성 평가)

  • 정지훈;엄정섭
    • Spatial Information Research
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    • v.11 no.1
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    • pp.41-60
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    • 2003
  • It is noted that the paper mapping system for University Building Facility has many limitations in terms of data maintenance, real-time GIS data acquisition, and economic efficiency. The aim of this research was to evaluate an operational potential of an on site real-time mobile GIS technique to resolve the problem faced in the university. The idea is based upon the recent trends in the field of 'Telecommunication and Information Technology' that uses a PDA (personal Digital Assistants), wireless network computing, mobile computing, etc. A real time mobile GIS approach has been adopted, in which a PDA is linked to a wireless internet and field workers record data on the computer at the site and analyse data on site. While there should be a considerable number and variety of factors associated with real-time mobile GIS quality, this research focuses on three criteria that are identified as fundamental to customer requirements; (1) data quarry (2) spatial analysis (3) real-time GIS database building. 'Art--empirical study for a case study facility has been conducted to confirm the validity for the system. The system has been checked experimentally, enabled the field users to quarry the data required simply and execute spatial analysis (buffer, overlay etc.,) accommodating versatile alternatives on the site. Detailed visual maps can be generated over large areas quickly and easily. The PDA interface, in particular, were ideally suited for field users to interactively displaying positional information with attribute data. This system has shown to be quite convenient to maintaining a highly reliable database since it could playa crucial role in documenting at real-time basis temporal and spatial changes occurred in the facilities. It is anticipated that this research output will greatly serve to introduce the reliable and cost-effective facility mapping system in the university by overcoming serious constraints suffered from the past non-real time mobile GIS approach.

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Building a Web-Based Undesignated Cultural Heritages Management Information System - A Case Study of the Namsan Area in Kyeongju - (웹을 이용한 비지정 문화재 관리 시스템 구축 - 경주 남산 지역을 중심으로 -)

  • Jo, Myung-Hee;Jang, Sung-Hyun;Kim, Hyoung-Sub
    • Journal of the Korean Association of Geographic Information Studies
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    • v.15 no.4
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    • pp.151-161
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    • 2012
  • The purpose of this study was to build a web-server for culture heritages management information system in order to efficiently manage and safely preserve undesignated cultural properties in the Namsan area in Kyeongju, which have been neglected so far. In order to achieve this purpose, data were collected on the basis of undesignated cultural properties in the study area. To acquire the location and range GPS were used and spatial data including geographic coordinates, visual materials and structured interviews were conducted through field survey. In addition, in order to obtained reliable and accurate locations of undesignated cultural properties which are scattered, DGPS(Differential Global Positioning System) were used. The spatial database was constructed based on the standard of cultural properties and attribute data was linked to geo-spatial information(digital map and aerial photographs). This system was built in a web-server environment. The result shows detailed description on the selected output for selected location and property information can be located on the map. In particular, a database to search for the status and modification of cultural properties will provide information to the users.

A Study on the Five Colors Appearing in the Traditional Korean Bojaki of the Era of Chosun Dynasty (조선시대 보자기에 나타나는 오방색에 관한 고찰)

  • Noh Eun-Hee
    • Journal of Science of Art and Design
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    • v.6
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    • pp.81-99
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    • 2004
  • For making something to use as a tool since the emergence of mankind, the initial pragmatic purpose has transformed into a new genre of art over time. Things defined like this have rooted in our culture as tradition so far. In the midst of today's various trends, a reflection of tradition and a modern search for tradition by re-creating it are much more needed. To any people in any time, a new trend would undeniably develop on the basis of its previous tradition in any form. The colors appearing in such artwork are also an expression of each people's unconscious potentiality as essential grounds for human aesthetic. The traditional Korean Bojaki, which was made out of women's pragmatic mind trying to recycle trashy pieces of cloth in the 19th century of Chosun Dynasty, appears as a symbolization of our nation's original form in unconsciousness. It includes Confucianism, Buddhism, Zen and the Yin-Yang and Five Elements thought, which have been together with naturalism. The five colors appearing in the Yin-Yang and Five Elements are the basis. Fourteen selected samples around the five colors seen in the color scheme of the Chosun era's Bojaki were measured and their color values were found by analyzing them based on HCV(Hue, Chroma, Value)of the five primary colors as well as the five secondary colors. After choosing a few colors with bare eyes close to traditional Primary Colors and Secondary Colors amongst 14 pieces of data which particularly used traditional Five Colors and examining them using spectrophotometer(JX777), the following conclusions were drawn. Comparing only colors in Primary Colors, the result was red 7.11R 4.59/10.69, blue 6.71PB 3.18/6.45, yellow 3.91Y 7.56/6.12, respectively. With regard to Secondary Colors, it was reported that red 7.96RP 5.42/10.3, blue 7.8B 5.16/5.53, green 8.03GY 6.05/4.34, yellow 2.73Y 7.47/4.07, purple 2.39RP 4.69/4.56, respectively. (diagram) As a result, the standard of Five Colors can be used in modern fiber color. There are differences in dyeing material, methods and kinds of fiber of that time, but women of Chosun Dynasty combined and made fabric which was circulated. Consequently, an applicable attribute of the aye-color values was considered.

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TYME: Interactive Typography for a poetic expression in Multimedia Environment (TYME: 멀티미디어 환경에서 시적 표현을 위한 인터랙티브 타이포그래피)

  • Hwang, Sh-Mong
    • Archives of design research
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    • v.19 no.6 s.68
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    • pp.27-32
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    • 2006
  • TYME is an interactive typography program based on the ephemeral nature of time. It is a text based poetic tool, built with Processing. This project is presented as a performance that utilizes a computer with a display screen, a projector, and speakers. As the user types, white characters appear, flow on the score on the screen and trigger jazz sounds, then characters disappear into black space in several seconds on the screen like smoke. Typography from this invented instrument is evocative and wistful, and allows the user to associate with ephemeral time. While typing the characters as though playing an instrument at intervals of time, the user can freeze the motion and print out or save otherwise fleeting moment with a button. I intend to contain both characteristics: the amorphous shape of smoke and the elusive attribute of smoke for the expression of intangible and ephemeral time. Every alphabetic shape is derived from the video dips that I shot of smoke. The resulting alphabetic images are then programmed using the Processing scripting language and which can then be typed on the screen with a keyboard. TYME could be a model as a project that reflects the unfixed quality of digital typography, and as a design approach for interactive expressive typography by scripting code. This project also represents the characteristics of typographic play, which can be realized in an computational environment like this model.

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A New Approach to Naturalness for Still Images-Depending On TV Genre (TV화질에 있어서 자연스러움의 새로운 접근-TV장르)

  • Park, Yung-Kyung
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.251-258
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    • 2010
  • 'Naturalness' is the important "ness" which is a key factor in image quality assessment. 'Naturalness' is a representive factor depending on the context of the image which arouses different emotions. The Image Quality Circle was split into two steps. The first step is predicting the visual perceptual attribute which are lightness, colourfulness, hue and contrast. The next step is SSE which is dependent to image contents. In this study the image contents are grouped in genres. The images were rendered using four different colour attributes which are lightness, contrast, colourfulness and hue. Using a scale, the score of image quality and SSE was asked to each participant for all rendered images. A seven-point category scale of increasing amount of "ness" is used as a quantitative adjectives sequence. The image quality model was built by combining the SSEs for each scene. The SSEs, where vividness is common, are considered as independent variables to predict the image quality score. Then the vividness model was built using colour attributes as variables to predict the vividness of each scene (genre). Vividness is an important factor of naturalness which the meaning is different for all scenes that links the naturalness and image quality. The vividness meaning was different for each scene (genre). Therefore, the colour attributes that express the vividness would depend on the image content.

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