• Title/Summary/Keyword: visual character

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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.

An Observation of the Visual Language and the Visual Technology according to the Media Technology (미디어테크놀로지의 발전에 따른 시각언어와 시각테크놀로지의 고찰)

  • 신청우
    • Archives of design research
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    • v.17 no.2
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    • pp.15-22
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    • 2004
  • Recent complex visual culture is the visual world widely magnified according to the images like image, graphics, photograph, movie, and television, etc. by the development of digital technology. Because it conveys meanings and contents inserting sound and letters, it may have multimedia character conveying and communicating information beyond general language and letters. The vision for various images at that time is inseparably connected with language. And imaginative order of image and vision are composed of special way in culture and history. Language is different in society, culture, and history. Accordingly, if visual experience is communicated with language partially, it is difficult to have university. So, role of linguistic order plays an important role in forming and defining the social and cultural differences among the visual systems. Historically various visual and optical devices with this visual language have influenced a lot. These visual technologies are concrete and physical practice determining a way to get together with the subject and the visible object in the visible world. The visual language is connected with dimension like these symbols of images and the dimension like visual technologies to series of historical physical and institutional practices. It determines social visual mode toward object world in one of visual system. Accordingly, this study is to understand visual language with social and historical character according to the changed concept and characters as development of media technology. And it is to explain it in view of visual language as a dimension of symbol and visual technology of institutional and physical practice. After all, it cannot explain the effect on the function and visual mode of visual technology as its technical element only. It also cannot separate with the practice with coherent discourse and the physical and institutional practice. The possibility, technical element of technology contains, does not realize as it is but the effect is always communicated in the social veins and realized with a restriction.

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A Modern Interpretation of Parents' Character Virtues for the Rearing of Childern through the (『사소절(士小節)』에 나타난 부모인성덕목에 대한 현대적 해석)

  • Ju, Young-Ae
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.521-534
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    • 2018
  • This study discusses about virtues and character of good parents for the rearing of children through the written by Lee, Deok-Moo treating traditional education in late Chosun Dynasty. The study is conducted by answering the two questions for inquiry. First, what is the virtues and character of parents discussed in ? Second, what is the modern meaning of character of the parents? Father's character is expressed as 'stability and warmth', 'trust and moderation' and 'understanding and consideration'. And Mother's character includes 'politeness and harmony', 'responsibility' and 'understanding and consideration'. These results present three important implications from a modern perspective. First, children inherit character and virtues of parents through visual learning. Second, character and virtues of parents are expressed as language and behavior. Third, it is emphasized as ethics of family. Fourth, it is closely linked to the core virtues of character within the [Character Education Promotion Law]. Therefore, parents need to do self-reflection and effort to improve their own characters for character education of next generation.

A Study on Character Fashion - Concentrating on the Motive of the Character Appeared on Apparel - (캐릭터 패션에 관한 연구(硏究) - 캐릭터 모티프의 의복(衣服)을 중심(中心)으로 -)

  • Kim, Sung-Hee;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.1 no.2
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    • pp.31-45
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    • 1997
  • The purpose of this study is to examine the state of the character fashion which is worn everyday by people regardless of their sex, class, and age after the 1960's, and to look at its significance. Under the influence of mass media, TV, film, comic and popular music exercised its power over the modern living after the 1960's. Such culture has its character in youth, aspiration of wide spread and overflow of the visual image. While active life style and increase of time spent on sports and leisure created the casual trend in fashion. In addition to Pop Art leads to the usage of sign and symbol on clothes, and this created a trend called 'character fashion'. Character fashion can be divided into 'motive' and 'expression'. Motive then is segmented by the 'person' that includes an impersonated figure and 'symbol' of picture or figure with a special meaning. However, expression can be classified by 'one's belonging' which can be a sports team, school or a group. Also, by the 'message' of the phrase or letter. The meaning contained in character fashion by the various motive and expression can be classified as unisex, ego screaming, and escapism.

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A Study on Proportion Distort System for Idea generator (아이디어 산출을 위한 자율 비례 변형 시스템에 관한 연구 - 3Dimension Character 중심으로)

  • 조동민;최원재
    • Archives of design research
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    • v.14 no.3
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    • pp.155-164
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    • 2001
  • Under the ambiguous situation that Id character design aim is not defined, this study would help designers with 1. overcoming the limitation of character form generation ability by establishing visual application system, 2. accepting users'opinions by generating character images dynamically, analysing and giving information on the preferred ones on the web on real time, 3. identifying tendency of preference so that they can generate preferred colors and images in future by updating image combination and dropping low-preferred ones. this system would play a role as an idea or character form generation application in the 3d character design development process

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A Study on MMORPG Factors in Game User's Motivation : A Game User's Desire Perspective (MMORPG 사용자의 동기유발에 영향을 미치는 요소 : 게임사용자의 욕구 관점에서)

  • Yun, Jae-Sun;Lim, Chan
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.47-56
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    • 2010
  • This study analyzes MMORPG in user's desire perspective and tried to find specific motivation factors. In research result, character has been separated in user character, another user character, boss monster and support character. And character's factor analysis yielded three factors: visual attraction, psychological propensity and competence. The result of the regression analysis about character's motivation factor show that it is significantly different that motivation level and motivation factors from each character. This finding implies that specific motivation factors can serve to make strategy for motivate user's game playing.

Pre-visualization of Interaction on Game Character's Quest Play : Towards of Narrative Structure (내러티브 구조 관점에서 본 게임 캐릭터의 퀘스트 플레이에 대한 인터랙션 사전 시각화)

  • Kim, Mi-Jin;Woo, Kim-Sang
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.3-11
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    • 2011
  • A game designer is the initial design of the quest based on narrative. It is important that to predict game character of play experience to establish these static content. This paper deal with player's affective interaction distinguishing among game characters are perform quest-play based on their characteristic status. To achieve this, First of all, previous studies regarding pre-visualization of narrative structure for other visual media are reviewed. Secondly, it is specified that quest-play experience and player's cognitive behavior. At last, these features of status by character were pre-visualized with QUG(Quest Unit Graph), which could be represented differences in precess of quest-play through analysis on world of warcarft game. Previous research is about of numerical balance in terms of character's achievement, whereas this study is meaningful that is proposed that visual model of quest-play interaction focused on narrative structure to predict game designer's architecture of quest experience.

Visual Attention on Subtitles of CATV Entertainment Program : Focused on tvN (케이블방송 예능프로그램 자막의 시각적 주의 : tvN <꽃보다 할배>를 중심으로)

  • Kang, Mi-Young;Kang, Seung-Mook
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.64-75
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    • 2014
  • This study has attempted to explore the audience's visual attention about the subtitles types of CATV entertainment program. To achieve this, this research has measured the dwell time and average fixation data through the eye-tracking test and analysed the reason of particular visual attention by in-depth interview. According to the eye-tracking research findings, four types of subtitles(character metaphor, character metonymy, event metaphor, event metonymy) were measured the highest dwell time and average fixation time. Also, according to in-depth interview, visual attention was clearly turned up that event metonymy constructs the conflicts between characters and overstates the trip place romantically. This results means that staffs of intensify the reality and visual pleasure through event metonymic subtitles.

APP campaigning: How presidential candidates present themselves by LINE and the responses of voters in the 2016 Taiwanese presidential election

  • Chen, Chi-Ying;Chang, Shao-Liang
    • International Journal of Internet, Broadcasting and Communication
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    • v.9 no.1
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    • pp.51-55
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    • 2017
  • LINE, an instant message App with a powerful capability of transmitting various forms of data, has been overwhelmed in Asia since launched in 2011. Due to its popularity, LINE was first used in the 2016 Taiwanese presidential election. This research utilized a functional approach of campaign communication discourse and political visual images to analyze how candidates managed and presented themselves by textual and visual information on LINE. Regarding the textual information, results revealed their strategy inclined to reverse gender stereotype because the female candidate emphasized policy over character, while the male emphasized character over policy. Both candidates did not fully employ ten image functions because they utilized mostly the emotional and image building functions. The female candidate message achieved the largest total amount of 'like' and 'share'. This study probes into the App campaigning and improve the feasibility and practicability to share knowledge of political communication by new media.

Analysis of Relationship between Structure and Acoustic Character of Natural Waterfall (자연폭포의 강조와 청각적 특성의 관계분석)

  • 정성관;박정길
    • Journal of the Korean Institute of Landscape Architecture
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    • v.18 no.1
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    • pp.19-32
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    • 1990
  • The perception of landscape structure can he formed mode clearly, with including an auditory stimulus to a visual aspect. The waterfall, as an landscape element, will be considered of not only it's function and structure in landscape architecture designing but also harmony with environment which it has been situated, and contribution to the public goad. The purpose of this study was to establish more 7rational and practical design theory for the construction of waterfall. The number of subjects investigated were 47 of waterfall located in Mt. Palgong. In this study, the acoustic character of the waterfalls were investigated as an excellent effect to mask easily sensible noises. The correlations between the structure of waterfalls and water 1a17ing sound, which were useful for waterfall design and construction, were examined. It was discovered that the position of double distance of waterfall height From the waterfall is significant in the visual and acoustic perception of waterfall.

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