• Title/Summary/Keyword: visual language

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The Development and Application of Biotop Value Assessment Tool(B-VAT) Based on GIS to Measure Landscape Value of Biotop (GIS 기반 비오톱 경관가치 평가도구(B-VAT)의 개발 및 적용)

  • Cho, Hyun-Ju;Ra, Jung-Hwa;Kwon, Oh-Sung
    • Journal of Korean Society of Rural Planning
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    • v.18 no.4
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    • pp.13-26
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    • 2012
  • The purpose of this study is to select the study area, which will be formed into Daegu Science Park as an national industrial complex, and to assess the landscape value based on biotop classification with different polygon forms, and to develop and computerize Biotop Value Assessment Tool (B-VAT) based on GIS. The result is as follows. First, according to the result of biotop classification based on an advanced analysis on preliminary data, a field study, and a literature review, total 13 biotop groups such as forrest biotop groups and total 63 biotop types were classified. Second, based on the advanced research on landscape value assessment model of biotop, we development biotop value assessment tool by using visual basic programming language on the ArcGIS. The first application result with B-VAT showed that the first grade was classified into 19 types including riverside forest(BE), the second grade 12 types including artificial plantation(ED), and the third class, the fourth grade, and the fifth grade 12 types, 2 types, and 18 types respectively. Also, according to the second evaluation result with above results, we divided a total number of 31 areas and 34 areas, which had special meaning for landscape conservation(1a, 1b) and which had meaning for landscape conservation(2a, 2b, 2c). As such, biotop type classification and an landscape value evaluation, both of which were suggested from the result of the study, will help to scientifically understand a landscape value for a target land before undertaking reckless development. And it will serve to provide important preliminary data aimed to overcome damaged landscape due to developed and to manage a landscape planning in the future. In particular, we expect that B-VAT based on GIS will help overcome the limitations of applicability for of current value evaluation models, which are based on complicated algorithms, and will be a great contribution to an increase in convenience and popularity. In addition, this will save time and improve the accuracy for hand-counting. However, this study limited to aesthetic-visual part in biotop assessment. Therefore, it is certain that in the future research comprehensive assessment should be conducted with conservation and recreation view.

Consideration of Metaphors Appeared on Shaun Tan's 3D Short Animation, (숀 탠 (Shaun Tan)의 3D 애니메이션 에 나타난 은유적 표현에 대한 고찰)

  • Jang, Eun-Young
    • Cartoon and Animation Studies
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    • s.23
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    • pp.1-17
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    • 2011
  • The paper analyzed the metaphoric expressions appeared in whose cinematic quality has been subjectively recognized on the global stage by winning the Oscar for Best Animated Short Film. Many contents and visual effects of the film were expressed with metaphor. Story and sequence were analyzed through the language system-based 'Conceptual Metaphor Analysis Framework'. In addition, characters have been analyzed through the 'Visual Metaphor Analysis Framework'. The framework is to analyze visual dimensions which are derived when concepts are structuredin animation. This paper has attempted to investigate and reveal patterns how animation self-organizes or how animation self-realizes through linguistic objectives. That is, it is to reveal how animation communicates with the audience from the metaphoric perspective among many conventional ones. In an animated film, metaphor is a fundamental means to connect fragmented images, produce a holistic view and therefore induce creative communication with the audience. The essential motive of metaphor which is expressed in various styles in is modern people's feeling of loss and sense of missing something. Train, bottle top, food, lost-and-found center, in-between space and lost items have significance across the movie. According to an analysis, metaphor offers simplicity and freshness as an aesthetic function. In addition, the metaphor expresses lengthy contents and various meanings implicitly, delivering an economic function. With a creative function, metaphor is a tool to generate new meanings. In other words, an animated film is a medium to inspire and move the general public as a means of communication and thinking, not just an entertainment for young generations. After all, metaphoric expressions have been used to deliver diverse and deep meanings in animated films.

Design of a Deep Neural Network Model for Image Caption Generation (이미지 캡션 생성을 위한 심층 신경망 모델의 설계)

  • Kim, Dongha;Kim, Incheol
    • KIPS Transactions on Software and Data Engineering
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    • v.6 no.4
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    • pp.203-210
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    • 2017
  • In this paper, we propose an effective neural network model for image caption generation and model transfer. This model is a kind of multi-modal recurrent neural network models. It consists of five distinct layers: a convolution neural network layer for extracting visual information from images, an embedding layer for converting each word into a low dimensional feature, a recurrent neural network layer for learning caption sentence structure, and a multi-modal layer for combining visual and language information. In this model, the recurrent neural network layer is constructed by LSTM units, which are well known to be effective for learning and transferring sequence patterns. Moreover, this model has a unique structure in which the output of the convolution neural network layer is linked not only to the input of the initial state of the recurrent neural network layer but also to the input of the multimodal layer, in order to make use of visual information extracted from the image at each recurrent step for generating the corresponding textual caption. Through various comparative experiments using open data sets such as Flickr8k, Flickr30k, and MSCOCO, we demonstrated the proposed multimodal recurrent neural network model has high performance in terms of caption accuracy and model transfer effect.

Effects of the Schema-Based Instructional Program on Word Problem Representation and Solving Ability (시각적 스키마 프로그램이 문장제 표상과 문제해결력에 미치는 효과)

  • Kim, Jong-Baeg;Lee, Sung-Won
    • School Mathematics
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    • v.13 no.1
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    • pp.155-173
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    • 2011
  • Problem representation is a key aspect in solving word problems. The purpose of this study was to investigate the effects of instructional program based on visual schema representing five types of word problems(Marshall, 1995). Two second grade classes of an elementary school located in Seoul were participated in this study. In experimental class, an instructional program including schema tools were suggested and administered and the other comparison group did have regular classes using diagrams and tables. Pre and post test including 15 word problems each were utilized to test students' problem solving ability. In addition, test scores on students' language ability were used to control the effects of word comprehension level on problem solving. The result revealed that experimental group showed higher problem representation and solving scores after controling the effects of pre-test. In addition, there was significant positive correlation between the ability to apply exact problem schema and problem solving results. The correlation was .58. This study showed even in the early developmental stage young students can get benefits from having instructions of word problem schema.

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A Study of Seymour Chwast Focusing on his creative (시뮤와 크워스트(Seymour Chwast)의 작품세계에 대한 연구-독창적인 캐리커쳐(Caricature)를 중심으로-)

  • Moon, Chul
    • Archives of design research
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    • v.11 no.1
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    • pp.219-228
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    • 1998
  • Seymour Chwast, who has worked in various fields as in illustrator, graphic designer, and art director since 1950's, opened a new possibility in the field of visual design. Pushpin Graphics, founded by Chwast and his collegues, played a vital role in experimentation based on their creativity and courage. Amazingly enough his field covers Illustration, graphic design, poster, typography, and publication. His works, in which he sa tired people or events severely using his own lanb'Uage styit', appeals public powerfully and is remembered for a long time. He gives various forms to his creative ideas throughout many fields he deals with including caricature, giving all designers fresh and b'Teat inspiration. The fact that Chwast dose not limit himself to anyone style but uses various styles freely indicates his creative thinking process. The Creative Thinking, which is embedded in all his works, is so interesting and tactful that it may fulfill the requirement of the times, which wants to see something new and epochmaking. The aim of this study is to find creativity of Chwast's new visual language and its meaning through the analysis of unique caricatures among his works based on his philosophy, creative work process, and, particularly, creative thinking.

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Speech Animation Synthesis based on a Korean Co-articulation Model (한국어 동시조음 모델에 기반한 스피치 애니메이션 생성)

  • Jang, Minjung;Jung, Sunjin;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.49-59
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    • 2020
  • In this paper, we propose a speech animation synthesis specialized in Korean through a rule-based co-articulation model. Speech animation has been widely used in the cultural industry, such as movies, animations, and games that require natural and realistic motion. Because the technique for audio driven speech animation has been mainly developed for English, however, the animation results for domestic content are often visually very unnatural. For example, dubbing of a voice actor is played with no mouth motion at all or with an unsynchronized looping of simple mouth shapes at best. Although there are language-independent speech animation models, which are not specialized in Korean, they are yet to ensure the quality to be utilized in a domestic content production. Therefore, we propose a natural speech animation synthesis method that reflects the linguistic characteristics of Korean driven by an input audio and text. Reflecting the features that vowels mostly determine the mouth shape in Korean, a coarticulation model separating lips and the tongue has been defined to solve the previous problem of lip distortion and occasional missing of some phoneme characteristics. Our model also reflects the differences in prosodic features for improved dynamics in speech animation. Through user studies, we verify that the proposed model can synthesize natural speech animation.

The Effect of Virtual Human Lecturer's Human Likeness on Educational Content Satisfaction: Focused on the Theory of Experiential Economy (가상 휴먼 강사의 인간 유사도가 교육 콘텐츠 만족감에 미치는 영향: 체험경제이론을 중심으로)

  • Gong, Li;Bae, Sujin;Kwon, Ohbyung
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.524-539
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    • 2022
  • With the advent of generative artificial intelligence technology, it became possible to create a virtual human, and produce a lecture video only with textual information. It is expected that the virtual human will enhance the efficient production of educational contents and the student's entertainment experience and satisfaction. However, there have been still few studies that have demonstrated the process of how virtual human technology reaches students' satisfaction. Therefore, the purpose of this study is to empirically examine whether the human likeness, which is the main characteristic of a virtual human based on Uncanny Valley theory, affects human experience and satisfaction. In particular, human likeness of the Uncanny Valley theory was subdivided into human likeness in the visual and verbal dimensions, and the process of reaching satisfaction was understood based on the experience economy model. In particular, human similarity in Uncanny Valley theory was classified as similarity in the visual and language levels, and the process of reaching satisfaction based on the experiential economic model was analyzed with a partial least squares structure model equation (PLS-SEM). The survey was conducted online for a panel of office workers at a specialized research institution in China. The results indicate that both the visual and verbal human likeness had a positive effect on experience economy factors (education, entertainment, esthetic, escape), and then these experiential factors had a significant effect on satisfaction. The results also provide some suggestions to consider when designing educational contents by virtual human.

Examining the Perceptual Learning Style Preferences of Korean EFL Middle School Students

  • Suh, Emily;Kim, Kyung Ja
    • English Language & Literature Teaching
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    • v.18 no.1
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    • pp.217-235
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    • 2012
  • The purpose of this study was to identify the perceptual learning style preferences of 97 Korean EFL students in middle school. Furthermore, it examined if students' learning styles varied in terms of gender and grade level. Data was collected by using Reid's (1987) PLSPQ and a personal background questionnaire and was analyzed by using descriptive statistics, MANOVA, ANOVA, and t-test. The results revealed that subjects had all six major learning styles but among them, auditory, group, and visual styles were the most preferred by them. The results found in this study, presented that Korean EFL middle school students favored learning English through listening, reading and working in groups and that younger students preferred learning through physical involvement and practicum. The findings of this study provide a number of useful insights for EFL and ESL educators and instructors in Korea. The current study suggests that a great number of variables such as culture, learning situation of the target country, age, and grade level can all play important roles in shaping the learning preferences and the learning styles of students. Considering these variables and promoting a curriculum that is interesting, appealing and successful may help maximize student L2 learning.

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Visual Component Assembly and Tool Support Based on System Architecture

  • Lee, Seung-Yun;Kwon, Oh-Cheon;Shin, Gyu-Sang
    • ETRI Journal
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    • v.25 no.6
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    • pp.464-474
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    • 2003
  • Component-based development leverages software reusability and reduces development costs. Enterprise JavaBeans (EJB) is a component model developed to reduce the complexity of software development and to facilitate reuse of components. However, EJB does not support component assembly by a plug-and-play technique due to the hard-wired composition at the code level. To cope with this problem, an architecture for EJB component assembly is defined at the abstract level and the inconsistency between the system architecture and its implementation must be eliminated at the implementation level. We propose a component-based application development tool named the COBALT assembler that supports the design and implementation of EJB component assembly by a plug-and-play technique based on the architecture style. The system architecture is first defined by the Architecture Description Language (ADL). The wrapper code and glue code are then generated for the assembly. After the consistency between the architecture and its implementation is checked, the assembled EJB components are deployed in an application server as a new composite component. We use the COBALT assembler for a shopping mall system and demonstrate that it can promote component reuse and leverage the system maintainability.

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Youth Social Networking Service (SNS) Behavior in Indonesian Culinary Activity

  • SAVILLE, Ramadhona;SATRIA, Hardika Widi;HAHIDUMARDJO, Harsono;ANSORI, Mukhlas
    • Journal of Distribution Science
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    • v.18 no.4
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    • pp.87-96
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    • 2020
  • Purpose: In this paper, we provide an illustration of Indonesian youth Social Networking Service (SNS) behavior and its relation to their culinary activity. Specifically, their behavior of culinary activity preferences and also the factors affecting their action of spending their money. Data and methodology: We gathered primary data from stratified random questionnaire survey (406 youth). The gathered data was analyzed using text data mining and statistics using R statistical computing language. Results: 1) We found out why our respondents are interested in following the accounts of SNS food influencers: i.e. visually attracted to the posts, as their reference to find places to dine out, as their reference to try new food menu and to get nostalgic feeling about the food. 2) The respondents decide to actually go to the recommended culinary places because of several factors, specifically, its description (visual and text), location, word of mouth (WoM), the experience of being to that place and price. 3) Important factors affecting culinary spent are income, number of following food influencer account, SNS usage time and their interest when looking at WoM. Conclusions: SNS behavior influences Indonesian youth culinary activity preferences and spent.