• Title/Summary/Keyword: visual language

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Understanding the Mapping Principle of One Syllable One Character as a Predictor of Word Reading Development in Chinese

  • Lin, Dan;Shiu, Ling-Po;Liu, Yingyi
    • Child Studies in Asia-Pacific Contexts
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    • v.6 no.2
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    • pp.73-85
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    • 2016
  • Speech-print mapping awareness is defined as the awareness of the principles underpinning how speech sound is matched to print symbols. Chinese is unique in that it follows the one syllable one character mapping principle. The present study examined the predictive power of speech-print mapping awareness in young children's word reading. Seventy-four Hong Kong children from the first and second kindergarten years were tested with phonological awareness, visual skills, syllable-level mapping awareness, and Chinese reading ability at Time 1. Chinese reading abilities were tested again 1 year later. It was found that syllable-level mapping awareness predicted Chinese word reading abilities 12 months later. Further, it seemed that the link of syllable mapping to Chinese reading is particularly significant for beginning readers. The findings suggest that understanding the language-specific speech-print mapping principle is critical for reading acquisition at the early stage of reading development.

Analysis of the Utility of Emoticons as a Communication Tool (커뮤니케이션 수단으로써 이모티콘이 가지는 효용성 분석)

  • Park, Chanik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.2
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    • pp.71-76
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    • 2017
  • In this study, we learned about the emergence of on-line communications originating from peoseuteol Computer Communications, the limitations of online communication, and the definition, traits and development of emoticons that serve as complementary roles, such as emotion and status. After analyzing various literacture and references, it was found that the emoticons functioned as a function of communicating the visual language of the digital era and communicating more sensitively to emotional factors. In a multimedia environment, emoticons are developed at a more advanced stage as the users' own icons due to a stronger tendency to pursue particularity and uniqueness. It is expected that eomotions added with multimedia functions will be more popular and vary in type. However, although the diversification of emotions as a commercial tool is already actively progressing, there appears a reverse effect in which an excessive use of emoticons is considered insincere in online communications. In such a background, research should be conducted that can support a systematic and effective development of emoticons through visual research rather than producing multimedia emoticons indiscreetly.

User's Gaze Analysis for Improving Map Label Readability in Way-finding Situation

  • Moon, Seonggook;Hwang, Chul Sue
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.37 no.5
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    • pp.343-350
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    • 2019
  • Map labels are the most recognizable map elements using the human visual system because they are essentially a natural language. In this study, an experiment was conducted using an eye-tracker to objectively record and analyze the response of subjects regarding visual attention to map labels. A primary building object was identified by analyzing visit counts, average visit duration, fixation counts, and the average fixation duration of a subject's gaze for an area of interest acquired using the eye-tracker. The unmarked rate of map labels in Google map, Naver map, and Daum map was calculated. As a result, this rate exceeded fifty-one percent, with the lowest rate recorded for Google map. It is expected that the results of this study will contribute to an increase in the diversity of research in terms of the spatial cognition approach for map labels, which is more helpful to users than the existing body of work on methods of expression for labels.

Exploring the Convergence and Innovation of AI Technology in Short Dramas Production

  • Jiayuan Liang;Xinyi Shan;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.13 no.3
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    • pp.199-204
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    • 2024
  • In the context of exploring how Artificial Intelligence(AI) can revolutionize the entertainment industry, more and more film and television productions have begun to try to intervene AI technology in various aspects of content creation. However, despite the fact that AI can generate a large amount of textual content and dynamic visual effects, it still faces challenges in terms of plot expression and delivery. This thesis explores the strengths and weaknesses, innovations, and future developments of AI technology in plot production by analyzing existing film and television productions and production practices generated using AI technology. The study proves that as AI technology continues to improve, its use in short-form production will become more and more prevalent in the future, helping human creators become more efficient and even able to produce Short Dramas in full flow.

Mobile Augmented Reality Application for Early Childhood Language Education (유아 언어 교육을 위한 모바일 증강현실 어플리케이션)

  • Kang, Sanghoon;Shin, Minwoo;Kim, Minji;Park, Hanhoon
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.914-924
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    • 2018
  • In this paper, we implement an Android application for infant language education using marker-based augmented reality. Combining animal word markers (noun), size/color word markers (adjective), and action word markers (verb) in puzzle form to make a simple sentence, the application shows virtual contents related to the content of the sentence. For example, when an animal marker is showed up on a camera, the corresponding animal appears. Additionally, when the motion markers are combined, the animal's appearance changes into an animation in which it acts. When a user touched a marker, user can hear the sound of the word, which gives an auditory effect, and by adding the rotation function, user can see the animation in any direction. Our goal is to increase infants' interest in learning language and also increase the effectiveness of education on the meaning of words and the structure of simple sentences, by encouraging them to actively participate in language learning through visual and auditory stimuli.

The effect of animation software interface on design thinking process - Protocol analysis of Alice and KidsPlay - (애니메이션 소프트웨어 인터페이스가 디자인 사고 과정에 미치는 영향 - Alice와 KidsPlay 프로그램 프로토콜 분석을 중심으로 -)

  • Jin, Yan;Lee, Hyun Kyung;Lee, Sang Won
    • Design Convergence Study
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    • v.15 no.1
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    • pp.37-48
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    • 2016
  • Nowadays, CAD has became an essential tool for designers due to its easy edition and manipulation as well as the capability of communication between designers. Differences between design tool interfaces can cause gaps when visualize designer's ideas. This study is about the differences between various levels of metaphor interface language which is based on the theory of the Hutchins that high-level language interface can reduce the steps of process to visualize the idea of the designers than low-level language interface. This research is based on the assumption that high-level language interface will less interrupt the flow of the design thinking and make more various visual outcomes than the low-level language interface. We verified the hypothesis by analyzing differences of design thinking flow between user groups who used two different animation software. Hopefully, the verification of the hypothesis in this study can be able to guide the use pattern of the CAD tools.

A Study on Interior Design Process by approaching Typological Method (유형학적 접근방식에 의한 실내디자인 과정에 관한 연구 (II))

  • 한경희;이선민
    • Korean Institute of Interior Design Journal
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    • no.21
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    • pp.165-172
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    • 1999
  • For the useful method capable of modern expression on traditional residence architecture, a study was performed on the methodological establishment and possibility of typological method could be examinated to interior design process by typological method. First of all, through the establishment verbal of our Korean traditional architecture and further investigation of environmental and cultural idealogical facts, it could be extracted from natural instinct, duality, continuance, flexibility and transitiov. In second process, based on these results, it could be framed and described the individual typological language and, for the sake of drawing for visual and spatial typology, it was made by sketch in terms and view of possibile guidance of prototype, transforming and application method. from these results of investigated sketches, it cold be used for criteria of application method as the parts of visual and spatial typological elements to have an applicable expression of it/s traditionality. Based on above facts, for the subjects of spatial system, form & shape system, circulation system, order system, decoration system, color & material system in interior design fields, we cold propose the practical possibility through the consideration of application method for built-in meaning that could be adaptable for the interior design practices. These facts were extracted from the based on visual & spatial typology, as above mentiov. Also, through preparing and suggesting the criteria of evaluation and measurement of design quality , we could propose the applicable methodology for further & basically Korean traditional embodiment.

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Design and Implementation of Web Based Multimedia Courseware for Visual Basie Learning (Visual Basic 학습을 위한 웹기반 멀티미디어 코스웨어의 설계 및 구현)

  • Park, Sun-Young;Bang, Kee-Chun;Cha, Jae-Hyuk
    • Journal of Digital Contents Society
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    • v.1 no.1
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    • pp.111-124
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    • 2000
  • The coursewares available on the web are on active development by each country all over the world in accordance with web prevailing. Many Visual Basic language courseware is also into web-based education it is not improving the effect of learning. Hence through this study, in orer to be out of the said kind of approach, 1)by adding multimedia elements with making the best of web characteristics, 2)escalating the studying effect of learners' with experimental environment, and 3)providing proper feedbacks in assessment of learners' reactions 4)we invented web-based multimedia courseware with the technology of Real Encoder, Real Player, Active X etc. and tried adapting it to school education field on the basis of design model of professor-learning system.

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Automatic Visual Feature Extraction And Measurement of Mushroom (Lentinus Edodes L.)

  • Heon-Hwang;Lee, C.H.;Lee, Y.K.
    • Proceedings of the Korean Society for Agricultural Machinery Conference
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    • 1993.10a
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    • pp.1230-1242
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    • 1993
  • In a case of mushroom (Lentinus Edodes L.) , visual features are crucial for grading and the quantitative evaluation of the growth state. The extracted quantitative visual features can be used as a performance index for the drying process control or used for the automatic sorting and grading task. First, primary external features of the front and back sides of mushroom were analyzed. And computer vision based algorithm were developed for the extraction and measurement of those features. An automatic thresholding algorithm , which is the combined type of the window extension and maximum depth finding was developed. Freeman's chain coding was modified by gradually expanding the mask size from 3X3 to 9X9 to preserve the boundary connectivity. According to the side of mushroom determined from the automatic recognition algorithm size thickness, overall shape, and skin texture such as pattern, color (lightness) ,membrane state, and crack were quantified and measured. A portion of t e stalk was also identified and automatically removed , while reconstructing a new boundary using the Overhauser curve formulation . Algorithms applied and developed were coded using MS_C language Ver, 6.0, PC VISION Plus library functions, and VGA graphic function as a menu driven way.

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Automatic Extraction and Measurement of Visual Features of Mushroom (Lentinus edodes L.) (표고 외관 특징점의 자동 추출 및 측정)

  • Hwang, Heon;Lee, Yong-Guk
    • Journal of Bio-Environment Control
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    • v.1 no.1
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    • pp.37-51
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    • 1992
  • Quantizing and extracting visual features of mushroom(Lentinus edodes L.) are crucial to the sorting and grading automation, the growth state measurement, and the dried performance indexing. A computer image processing system was utilized for the extraction and measurement of visual features of front and back sides of the mushroom. The image processing system is composed of the IBM PC compatible 386DK, ITEX PCVISION Plus frame grabber, B/W CCD camera, VGA color graphic monitor, and image output RGB monitor. In this paper, an automatic thresholding algorithm was developed to yield the segmented binary image representing skin states of the front and back sides. An eight directional Freeman's chain coding was modified to solve the edge disconnectivity by gradually expanding the mask size of 3$\times$3 to 9$\times$9. A real scaled geometric quantity of the object was directly extracted from the 8-directional chain element. The external shape of the mushroom was analyzed and converted to the quantitative feature patterns. Efficient algorithms for the extraction of the selected feature patterns and the recognition of the front and back side were developed. The developed algorithms were coded in a menu driven way using MS_C language Ver.6.0, PC VISION PLUS library fuctions, and VGA graphic functions.

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