• Title/Summary/Keyword: visual cubic effect

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Depth perception enhancement based on chromostereopsis in a 3D display

  • Hong, JiYoung;Lee, HoYoung;Park, DuSik;Kim, ChangYeong
    • Journal of Information Display
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    • v.13 no.3
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    • pp.101-106
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    • 2012
  • This study was conducted to enhance the cubic effect by representing an image with a sense of three-dimensional (3D) depth, using chromostereopsis, among the characteristics of human visual perception. An algorithm that enhances the cubic effect, based on the theory that the cubic effect of the chromostereoptic effect and the chromostereoptic reversal effect depends on the lightness of the background, classifies the layers of the 3D image input into the foreground, middle, and background layers according to the depth of the image input. It suits the characteristics of human visual perception because it controls the color factor that was adaptively detected through experiments on each layer; and it can achieve an enhanced cubic effect that is suitable for the characteristics of the image input.

A Study on the Application of Visual Depth In Aspects of the Spatial Organization of Architecture (건축공간(建築空間) 구성(構成)에 있어서 시각적(視覺的) 깊이의 활용(活用)에 관(關)한 연구(硏究))

  • Baek, Min-Seok
    • Journal of The Korean Digital Architecture Interior Association
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    • v.3 no.1
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    • pp.1-8
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    • 2003
  • Perceiving the depth of space in the spatial organization of architecture is perceiving spaces as well three dimensions as the fourth dimensions -perceive the time-. Physical depth in architectural space differs from perceptional depth in aspects of not only dimension but also perceptional effects. In this study, the perceptional depth is defined as visual depth and physical depth is depth of space. These purposes of this study are classifying the perceptional effects of visual depth -visual access, sense of variety, dynamic and cubic effect... - and the methods of spatial composition which causes visual depth in architectural space.

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A Study on the Dance Costume in Picasso's Cubic Works (피카소의 입체주의적 작품에 나타난 무용의상에 관한 연구)

  • 정옥임;김경희
    • Journal of the Korean Society of Costume
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    • v.52 no.3
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    • pp.49-60
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    • 2002
  • This study is to study the peculiar world of work that endeavored the stage setting and costume production in Ballet-russe centered around one of 20th representative artist Pablo Picasso and Diaghilev. Picasso worked four pieces ballets such as parade, Le Tricorne, Puchnella, and Le train bleu with Diaghilev. The originality of costume was well represented without losing the whole work's sense of unity. and designed foreasy movement as well as visual effect. As cubic is most common in parade especially, cubic stave costume were introduced at dancing costume of Paris manager and New York manager flrst time in Ballet's history. Picasso used the Cubism for dancer's beautiful appearance and primary color and decoration for oriental feeling. Picasso pursued the beauty and action at the same tome, and tried to represent the stage setting, impersonation and costume towards units, so the Importance of his work has still been referring.

A Study on Sensibility of Formative Properties in Clothing Design (의복디자인의 조형적 특성에 따른 감성연구)

  • 김유진;이경희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.24 no.7
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    • pp.976-986
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    • 2000
  • The purpose of this study is to clarify the relationship between the visual sensibility and the decorative design of clothing. 41 kinds of costume samples have been selected from photographs in fashion magazines under detail and trimming, and divided into three types according to line, shape, and form. I have measured these images by using Semantic Differential method. The obtained data were analyzed by factor analysis ANOVA, discriminant analysis, regression analysis and MDS. The results of analysis are as follow; 1. Factor analysis has extracted five factors which consist of decorative design sensibility. These factors are Attractiveness, Hardness and Softness, Rhythm, Decorativeness, Cuteness. 2. There were significant differences in visual evaluation of decorative design and demographics 3. The discrimination among formative designs was closely related to decorative image, especially between line and form. 4. The Image effect on Preference, Buying needs, Riches and Pleasant was consist of complicated sensibility. 5. Evaluative dimensions of decorative design were identified by Simple-Complicated, Cubic -Plane perceptive image differed in degree of similarity in spite of same formative design.

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A Study on Art Nouveau Style Fashion Design -Focusing on Flower Pattern-

  • Kim, Mi-Young;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.7 no.6
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    • pp.1-9
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    • 2003
  • This study has as its primary aims the following: to create a fashion design based on the aesthetic value of Art Nouveau which flourished from the end of 19 century to the beginning of 20 century. In this thesis, two themes, Rose Aroma and Iris Memory are selected among the flower patterns and are used to create two works. First, the Rose Aroma theme is for an evening dress of S-curve style made with Silk Jacquard based on rose image of Art Nouveau. For decoration, artificial rose and its stem, and leaves are used to highlight hip line. By such design associated with a flower garden, cubic effects are expressed as a design point. Second, the Iris Memory theme is for a wedding dress made with tulle based on Iris image of Art Nouveau. This dress has a special point in its top bra, underwear used like an outer garment, involving spangle, beads, pearl, and cubic in order to enhance its visual effect. These works are significant in presenting the development possibilities of various fashion designs by introducing Art Nouveau style into diverse modern fashions.

A Study on the Tailored Jacket Design adapting Dart Manipulation (Dart Manipulation을 활용한 재킷 디자인 연구)

  • Lee, Jean Youn
    • Journal of Fashion Business
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    • v.19 no.2
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    • pp.182-199
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    • 2015
  • This research aims to design a new style jacket by developing patterns with dart manipulation, to achieve a tailored jacket which has been familiar to us, but with a more creative design. Tailored jackets has been widely worn both by women and men, and used to create various fashion styles. Generally the classic design with a basic lapel and collar is worn the most, and this shows demonstrates an importance of its design. Giacomo Manzu's work of relief art inspired for a creative design of tailored jackets. As a result of the analysis on the visual properties of the relief sculptures, it was found that an omissions of line for cubic effect and dramatized expression give an illusion effect. Based on the illusion effect shown in the case of a relief design, it was patterned and designed with dart manipulation. Through dart manipulation, the shape of a lapel was designed to meet the rear collar, which corresponds to a background plane, by making it like a sculpture at the front background pattern. Then it was found through dart manipulation could be extensively applied for various designs, as well as used to generate massing. Hopefully this creative pattern and design development would be helpful not only in diversification of consumer's needs, but also in the educational field for pattern and development of the fashion design industry.

Evaluation of a Dielectric Barrier Discharge Plasma System for Inactivating Pathogens on Cheese Slices

  • Lee, Hyun-Jung;Jung, Samooel;Jung, Hee-Soo;Park, Sang-Hoo;Choe, Won-Ho;Ham, Jun-Sang;Jo, Cheorun
    • Journal of Animal Science and Technology
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    • v.54 no.3
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    • pp.191-198
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    • 2012
  • The objective of this study was to evaluate the potential use of a dielectric barrier discharge (DBD) plasma system to improve microbial safety of sliced cheese. The atmospheric pressure plasma (APP) effect on visual appearance and a sensory evaluation were also carried out. The number of Escherichia coli inoculated on cheese slices decreased by 0.09, 0.47, 1.16 and 1.47 log cycles with helium (4 liters/min [lpm]) and 0.05, 0.87, 1.89 and 1.98 log cycles with He/$O_2$ mixture (4 lpm/15 standard cubic centimeters per minute), after being treated with plasma for 1, 5, 10, and 15 min, respectively. Significant reductions were also observed in Staphylococcus aureus inoculated onto cheese slices ranging from 0.05 to 0.45 log cycles with He and from 0.08 to 0.91 log cycles with He/$O_2$-treated samples, respectively. Adding oxygen resulted in a significant increase in inactivation of both pathogens. No visible change in the plasma-treated cheese slices was observed even though the instrumental analysis showed a significant decrease in the $L^*$-value and an increase in the $b^*$-value. The cheese slices were damaged after 10 and 15 min of plasma treatment. In addition, significant reductions in sensory quality including flavor, odor, and acceptability of plasma-treated cheese slices were observed. The results indicate that the DBD plasma system has potential for use in sanitizing food products, although the effect was limited. Further development of the APP system is necessary for industrial use.

The study of stereoscopic editing process with applying depth information (깊이정보를 활용한 입체 편집 프로세스 연구)

  • Baek, Kwang-Ho;Kim, Min-Seo;Han, Myung-Hee
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.225-233
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    • 2012
  • The 3D stereoscopic image contents have been emerging as the blue chip of the contents market of the next generation since the . However, all the 3D contents created commercially in the country have failed to enter box office. It is because the quality of Korean 3D contents is much lower than that of overseas contents and also current 3D post production process is based on 2D. Considering all these facts, the 3D editing process has connection with the quality of contents. The current 3D editing processes of the production case of are using the way that edits with the system on basis of 2D, followed by checking with 3D display system and modifying, if there are any problems. In order to improve those conditions, I suggest that the 3D editing process contain more objectivity by visualizing the depth data applied in some composition work such as Disparity map, Depth map, and the current 3D editing process. The proposed process has been used in the music drama , comparing with those of the film . The 3D values could be checked among cuts which have been changed a lot since those of , while the 3D value of drew an equal result in general. Since the current process is based on an artist's subjective sense of 3D, it could be changed according to the condition and state of the artist. Furthermore, it is impossible for us to predict the positive range, so it is apprehended that the cubic effect of space might be perverted by showing each different 3D value according to cuts in the same space or a limited space. On the other hand, the objective 3D editing by applying the visualization of depth data can adjust itself to the cubic effect of the same space and the whole content equally, which will enrich the 3D contents. It will even be able to solve some problems such as distortion of cubic effect and visual fatigue, etc.

Evaluation of usefulness of multi directional angles oblique scan method in optic nerve MRI (시각신경 MR 검사 시 다중 각도 스캔 기법의 유용성 평가)

  • Cho, Moo-Seong;Cho, Jae-Hwan;Bae, Jae-Yeong;Kim, Jeong-Soo;Kim, Kyeong-Keun
    • Journal of the Korean Society of Radiology
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    • v.5 no.4
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    • pp.161-169
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    • 2011
  • This research experimented on the change of the multiple colleague scan angle facing one scan object facet to many directions of the form of 3D about the visual angle nervous system forming the cubic distribution with the gradient magnetic field of the mri system and considered the existing basic angle oblique direction test coverage and comparison. MR system can freely select various pulse sequence and image slice. To oblique imaging for optic nerve viewing, we have studied the variation of scan angle between typical oblique scan method (sagittal-coronal plane) and multi directional angles oblique scan method (sagittal-coronal-axial plane) using gradient of MR system. In this study, the subjects of the experiment were normal adults in our country. As a result, we confirmed that multi directional angles oblique scan method can display anatomical information of more wider area than typical oblique scan method. In addition, to clearly display optic nerve, we also confirmed that image slice thickness and pulse sequence have effect on it.

Study of Animation 3-Dimensional Motion Picture (애니메이션 입체 영화에 대한 연구)

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.9
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    • pp.127-142
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    • 2005
  • Not only in Korea but throughout the entire world millions of people are in contact with images. Images have become a medium through which to transmit anything from simple visualizations of moving images to knowledge and information. The age of the internet has arisen thanks to scientific development, and the internet generation's acquisition of information is continuously becoming faster. The spectators, ufo must choose amongst the excessive amount of available information, are changing along with it just as quickly. The method of visual transmission has changed to match the demands of the fast-changing pace of the new generation. In order to receive an instantaneous selection amongst much information, the primary requisite is attracting one's attention, and then presenting a corresponding feeling of satisfaction. The early stages of film arose from the desire to capture one's actual situation as it realty is. Unsatisfied with the still picture, people developed the motion picture. Research has succeeded in reproducing 3-dimensional images more realistic than the actual image we perceive as a result of the difference in visual perspective of both eyes and their response to rays of light From color film to 3-dimensional pictures, people enjoy the magnificent results of this. All fields within the category of film are continuously studying the human desire to pursue their visual side, namely the pursuit of visual images with a maximum sense of reality. The images that millions of people around the world see now are flat. The screen's depth and optical illusions effectively give a sense of reality while conveying information. However, although the flat screen is able to create a sense of depth using the different visual perspective of each eye for the realization of a cubic effect, there are limitations. Entering the 21s1 century, there is a quickly-arising branch within the field of image media which seeks to overcome these limitations Although 3-dimensional images began in films, entering the latter half of the 20th century, due to development of 3-dimensional images using the mediums of the animation field, cellular phones, advertisement screens, television etc., without restriction is designated as 'image.'. With research having started around 1900 and continuing for over 100 years, we are now able to witness the popularization of 3-dimensional films happening before our very eyes. Within our own country, we can frequently see them at amusement parks and museums. In the future, through the popularization of HDTV etc., there is a good outlook for practical use of 3-dimensional images in televisions with advanced picture qualify as well as in other areas. Together with the international current, research on 3-dimensional films has been activated in Korea and is rising as a main current in the film industry. Within this context, the contents and understanding of 3-dimensional images must keep in step with the pace of technical advancements. In order to accelerate of development of film contents to keep in pace with technical developments, this dissertation presents the techniques and technical aspects of future developments, and shows the need to prepare in advance to make the field grow- and thereby avoid having a lack of experts and being conquered by other nations in the field - rather than only advancing the technical aspects and importing the contents. This dissertation aims to stimulate interest and continual research by progressive-thinking people related to the film industry. Part II looks into the definition and types of 3-dimensional motion pictures, the terminology, the fundamentals of image formation, current market fluctuations, and looks into 3-dimensional techniques which can be borrowed and introduced in 3-dimensional animations. Part III concerns 3-dimensional animated films. It analyzes 3-dimensional production techniques while using the introduction of specific animation techniques in the 2004 production Lee Sun Shin and Nelson - Naval Heroes 3-dimensional animation produced in 2004 by Clay & Puppet Stop-Motion Animation & Computer Graphic. Original Korean title: 해전영웅 이순신과 넬슨. as an example, and it also looks into how current film techniques used in animations can be applied in 3-dimensional films. Additionally, the actual stages of the various fields of 3-dimensional animations are presented. Given the current direction and advancement of 3-dimensional films making use of animations and the possible realization of this field, the author plans to weigh the development of this yet unexploited new market Not looking at the current progress of the field, but rather the direction of the hypothetical types of animation techniques, the author predicts the marketability and possibility of development of each area.

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