• 제목/요약/키워드: visual communication

검색결과 1,544건 처리시간 0.03초

Application of Virtual Studio Technology and Digital Human Monocular Motion Capture Technology -Based on <Beast Town> as an Example-

  • YuanZi Sang;KiHong Kim;JuneSok Lee;JiChu Tang;GaoHe Zhang;ZhengRan Liu;QianRu Liu;ShiJie Sun;YuTing Wang;KaiXing Wang
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.106-123
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    • 2024
  • This article takes the talk show "Beast Town" as an example to introduce the overall technical solution, technical difficulties and countermeasures for the combination of cartoon virtual characters and virtual studio technology, providing reference and experience for the multi-scenario application of digital humans. Compared with the live broadcast that combines reality and reality, we have further upgraded our virtual production technology and digital human-driven technology, adopted industry-leading real-time virtual production technology and monocular camera driving technology, and launched a virtual cartoon character talk show - "Beast Town" to achieve real Perfectly combined with virtuality, it further enhances program immersion and audio-visual experience, and expands infinite boundaries for virtual manufacturing. In the talk show, motion capture shooting technology is used for final picture synthesis. The virtual scene needs to present dynamic effects, and at the same time realize the driving of the digital human and the movement with the push, pull and pan of the overall picture. This puts forward very high requirements for multi-party data synchronization, real-time driving of digital people, and synthetic picture rendering. We focus on issues such as virtual and real data docking and monocular camera motion capture effects. We combine camera outward tracking, multi-scene picture perspective, multi-machine rendering and other solutions to effectively solve picture linkage and rendering quality problems in a deeply immersive space environment. , presenting users with visual effects of linkage between digital people and live guests.

WAVELET-BASED DIGITAL WATERMARKING USING HUMAN VISUAL SYSTEM FOR COPYRIGHT PROTECTION

  • Sombun, Anuwat;Pinngern, Quen;Kimpan, Chom
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2004년도 ICCAS
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    • pp.800-803
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    • 2004
  • This paper presents a wavelet-based digital watermarking technique for still images. The digital watermarking considering human visual system (HVS) to increase the robustness and perceptual invisibility of digital watermark. The watermarking embedding is modified discrete wavelet transform (DWT) coefficients of the subbands of the images. The human visual system is number of factors that effect the noise sensitivity of human eyes that is considered to increase the robustness and perceptual invisibility of digital watermark. The watermark detection is blind watermark ( original image is not required ). Experimental results successful against attacks by image processing such as add noise, cropping, filtering, JPEG and JPEG2000 compression.

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글자 시각자극에 의한 집중과 EEG신호의 상관성 (Relativity between Concentration by Letter Visual Stimulus and EEG Signal)

  • 장윤석;한재웅
    • 한국전자통신학회논문지
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    • 제9권11호
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    • pp.1277-1282
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    • 2014
  • 본 논문에서는 청소년의 집중과 관련된 EEG신호를 분석하는 것을 목적으로 하여 글자 시각자극 과제로 제시했을 때 유발되는 EEG신호를 분석한 결과를 제시한다. 시각자극 과제는 글 속에서 틀린 조사들을 찾는 것이다. 본 실험에서는 선행연구결과에 따라 EEG신호 중에서도 특히 SMR파와 중간 베타파를 분석하는데 초점을 맞추었다. 실험결과로서 피험자의 집중력과 상관성이 높은 채널의 위치와 중간 베타파 대역을 제시하였다.

A Study on Unreal Engine Lumen Lighting System for Visual Storytelling in Games

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권2호
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    • pp.75-80
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    • 2024
  • Research on the visual narrative impact of Unreal Engine's Lumen lighting system in games aims to delve into how Lumen's lighting technology plays a crucial role in game design and gameplay experience, thereby enhancing the visual storytelling of games. Lumen, Unreal Engine's dynamic global illumination solution, calculates lighting and shadows in real-time during gameplay, creating a more realistic and immersive environment. Analysis indicates that Lumen technology not only provides visually realistic and dynamic lighting effects but also significantly enriches the expressiveness and immersion of the game narrative through its changes in light and shadow.

교육과목에 나타난 시각디자인 교육의 변화 (A Study of Changes on the Visual Communication Design Education in Major Subjects)

  • 전성복
    • 디자인학연구
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    • 제12권2호
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    • pp.109-118
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    • 1999
  • 우리나라에 대학교육이 시작되고 지금의 발전된 대학들의 모습이 있기까지는 많은 변화가 있었다. 디자인 교육도 해방직전부터 시작하여 지금에 이르기까지 많은 변화 속에 다양한 전공들이 생겨났다. '도안과'라는 전공으로 시작되어 지금은 컴퓨터 정보화 시대를 반영이라도 하듯 멀티미디어디자인 전공까지 탄생하기에 이르는 맡은 변화를 가져온 것이다. 이러한 변화와 더불어 고과과정도 개정을 거듭하게 되었고 그 속의 교육과목 또한 그 시대를 반영하면서 변화 되어왔다. 시각디자인 전공도 그 예외는 아니었다. 특히 시각디자인 전공은 시각에 전달하고자 하는 모든 매체의 수용을 해야하는 전공의 특성상 컴퓨터라는 새로운 매체를 어떻게 수용하여 가르칠 것이냐 하는 문제가 매우 중요시되고 있는 시점이다. 기존의 교육과목과 컴퓨터그래픽디자인 교육과목을 적절히 수용하여 활용하는 대학교육이 하루 빨리 정착되어야 하기 때문이다.

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1970년 이후의 건축표현변용방식에 관한 연구 (A Study on the Transformal Usage of Architecture Expression Since 1970s)

  • 김용규;박영호
    • 한국실내디자인학회논문집
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    • 제19권1호
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    • pp.75-84
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    • 2010
  • This study will establish the transformal characteristics of architectural visual information by investigating: how contemporary architects perceive and process multifaceted architectural information via the expression media since 1970s. The purposes and results of this study are summarized as follows: This study established the contemporary transformal characteristics by comparing the expression methods of traditional architects with the transformal characteristics of visual information derived from the contemporary architectural expression media. In a pluralistic information society, the expression methods of the past, which recognize space as a stationary, unidimensional visual point on a drawing surface, is now changing to the mixed, multidimensional expression methods that connect various visual points on a limited drawing surface. Furthermore, the rapid advancement of digital media is changing, from a method which simply arranges visual information, to a flexible visual tool which can process architecture sequentially and simultaneously. As the communication structure of architecture is moving toward an individual-centered two-way communication type, the information delivery method is used to visualize conceptual, inferential information, rather than visualizing realistic information which simply records facts. In the past, multidimensional, non-linear forms could not be processed by the conventional design processes and sketch work, but now they can be expressed via digital media.

화장품 패키지의 시각기호학적 분석을 통한 패션 명품 브랜드의 시각적 정체성 연구 - 입생로랑과 조르지오 아르마니의 사례를 중심으로 - (A Study of Prestige Fashion Brands' Visual Identities on Visual Semiotic Analysis of Cosmetic Products' Packaging -Focused on Yves Saint Laurent and Giorgio Armani-)

  • 이미진;전형연
    • 커뮤니케이션디자인학연구
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    • 제64권
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    • pp.64-75
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    • 2018
  • 고가의 의류, 가방, 신발 등의 시장을 장악해온 명품 패션브랜드들이 최근 본격적으로 화장품 시장에 뛰어드는 행보를 보이고 있다. 본 연구는 명품 패션브랜드가 화장품브랜드로 확장을 진행하면서 자사의 브랜드 정체성을 화장품브랜드에 어떻게 표출하고 있는지, 화장품 패키지 디자인의 조형적 기호를 분석하고 준상징적 체계를 도출하는 시각적 정체성 분석 방식을 통해 살펴보고자 하였다. 따라서 본 연구에서는 최근 화장품브랜드로 명성이 높은 입생로랑과 아르마니 같은 패션 명품브랜드의 대표적 인기 제품군인 쿠션 팩트와 립틴트의 패키지 디자인의 시각기호학적 분석을 시도하였다. 연구분석 결과, 본 연구는 입생로랑과 아르마니 패키지의 조형적 요소가 표출하는 의미론적 자질들을 파악하였으며, 이 자질들이 입생로랑이 지향하는 '고전주의'적 정체성과 아르마니가 지향하는 '바로크'적 정체성의 추구를 드러내는 시각기호로서 활용되고 있음을 발견하였다. 이 연구결과를 토대로 본 연구는 입생로랑의 경우 패션브랜드로서의 브랜드 정체성을 화장품 브랜드의 시각적 정체성에 전이하지 못하고 있는 반면, 아르마니는 패션브랜드로서의 브랜드 정체성을 화장품 브랜드의 시각적 정체성에 효과적으로 전이하는 시각커뮤니케이션 전략을 활용하고 있음을 파악하였다. 이와 같은 두 브랜드의 서로 다른 결과를 통해 본 연구는 명품 패션브랜드들은 물론 국내 패션브랜드들도 화장품 시장으로 영역을 확장하는 과정에서 기존의 브랜드 정체성을 잘 파악하고, 이를 화장품 브랜드의 커뮤니케이션 전략에도 효과적으로 활용하고 있는지를 검토해봐야 할 필요가 있음을 제시하였다.

An OS Platform Independent Architecture of Web-based Teleoperation for mobile robot

  • Ko, Deok-Hyeon;Lee, Soon-Geul
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2004년도 ICCAS
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    • pp.346-349
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    • 2004
  • The teleoperation system applies all of the industrial fields due to the development of the network infrastructure. It is one of the indispensable elements for controlling the robot at a remote sight and monitoring the limit or unknown environment. The common teleoperation robot system is what has the visual module to supply the network system and realistic UI to the existed robot system. Therefore, remarked that the fusion between modules and transmission of visual data the remarked the important element to improve the robot application in the various environments. Delay of development time by robot platform and noneffective communication among developers are also problem to approach. In this paper we propose the independent teleoperation system. The main application language is JAVA in this system, which is applied JAVA API like JNI and JMF to construct the effective teleoperation system. The system has the both side communication system between sever and client as a basic structure. The visual data that is attached the robot at a remote sight is captured by JMF API and then is transmitted to the web browser called client by RTR protocol. JNI is used to connect between JAVA and the lower part application (sensor fusion, motion control.) of the robot programmed by various Native languages. The proposed system is the application that can perform the elements, for instance transmission of visual data, the fusion of various native application modules and the effective network communication, with any platform.

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A study on the expansibility of sound-responsive visual art contents

  • Jiang, Qianqian;Chung, Jean-Hun
    • International journal of advanced smart convergence
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    • 제11권2호
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    • pp.88-94
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    • 2022
  • The relationship between sound and vision was experimentally confirmed by physicist Ernst Florens Friedrich Chladni as early as the 18th century and formally entered into systematic research. With the development of emerging media technology, sound reactive type visual content is not limited to a single visual interaction based on the vibration of sound, and its visual content shows a diversified and scalable development trend according to different purposes in many fields. This study analyzes the development and changes of sound visual art contents from early stage to modernization, and analyzes the development characteristic of sound visual art content in different fields and scene environments influence by interactive media, new media technologies and devices by means of case analysis. Through this research, it is expected that the sound reactive type visual art content can continue to develop and extend in the existing fields, while explore the scalability of the application of sound reactive type visual art content in more fields.