• Title/Summary/Keyword: visual representation

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ViStoryNet: Neural Networks with Successive Event Order Embedding and BiLSTMs for Video Story Regeneration (ViStoryNet: 비디오 스토리 재현을 위한 연속 이벤트 임베딩 및 BiLSTM 기반 신경망)

  • Heo, Min-Oh;Kim, Kyung-Min;Zhang, Byoung-Tak
    • KIISE Transactions on Computing Practices
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    • v.24 no.3
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    • pp.138-144
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    • 2018
  • A video is a vivid medium similar to human's visual-linguistic experiences, since it can inculcate a sequence of situations, actions or dialogues that can be told as a story. In this study, we propose story learning/regeneration frameworks from videos with successive event order supervision for contextual coherence. The supervision induces each episode to have a form of trajectory in the latent space, which constructs a composite representation of ordering and semantics. In this study, we incorporated the use of kids videos as a training data. Some of the advantages associated with the kids videos include omnibus style, simple/explicit storyline in short, chronological narrative order, and relatively limited number of characters and spatial environments. We build the encoder-decoder structure with successive event order embedding, and train bi-directional LSTMs as sequence models considering multi-step sequence prediction. Using a series of approximately 200 episodes of kids videos named 'Pororo the Little Penguin', we give empirical results for story regeneration tasks and SEOE. In addition, each episode shows a trajectory-like shape on the latent space of the model, which gives the geometric information for the sequence models.

New motion - induced- blindness (운동자극에 의해 유발된 정지자극의 의식에서의 소멸)

  • 이형철
    • Korean Journal of Cognitive Science
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    • v.14 no.4
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    • pp.9-19
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    • 2003
  • Bonneh, Cooperman and Sagi (2001) reported that when a global moving pattern was superimposed on high-contrast stationary stimuli, the latter disappeared and reappeared alternatively for periods of several seconds. They named this as motion-induced-blindness. In present research a rotating transparent cylinder composed of white dots was superimposed on a stationary green dots. When observers watched these stimuli wearing a red filter on his/her right eye, the stationary green dots disappeared or reappeared as did in Bonneh et al. The new MIB was observed only when the cylinder rotated and observers weared a red filter. As the luminance contrast of the green dots and that of white dots against the background reduced, and as the number of green dots and white dots decreased, the duration of MIB reduced. Also, the relative depth of the rotating cylinder and the stationary green dots affected the duration of MIB. These results imply that the new MIB is different from the MIB which was observed by Bonneh et al and that the new MIB cannot be explained by binocular rivalry. Further more, the results imply that the later stage of visual information processing is involved in the new MIB.

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Extraction and Comprehension of Objects for Class Components Reuse (클래스 부품의 재사용을 위한 객체의 추출과 이해)

  • Han, Jeong-Su;Song, Yeong-Jae
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.4
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    • pp.941-951
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    • 1999
  • Class components in a repository require exact information representation by reason of insufficiency of various visual information through search and extraction. In this paper, we have described syntax-analysis method and viewer facilities about class components. In the components analysis, we extracted class information which consists of class_names, methods, attributes, class inheritance relationship, and graphic information. viewer represents extracted class information and creates a new class. Also, it provides facilities of reuse, insertion, and deletion. Not only Viewer represents class hierarchy diagram, and shows detail information about each class, but also it creates new classes. In this paper, we implemented a Viewer using the components, inheritance, diagram information and process. And we enhanced understanding of programs through viewer, and supported prototype for class creation.

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Electromagnetic Vector Fields Simulation with Mathematica (전자기 벡터장 시각화를 위한 Mathematica 시뮬레이션)

  • Choi, Yong-Dae;Yun, Hee-Joong
    • Journal of the Korean Vacuum Society
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    • v.21 no.2
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    • pp.69-77
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    • 2012
  • Visualization of the electromagnetic vector fields are presented and examined with Mathematica. Vector fields may be used to represent a great of many physical quantities in various area of physics, including electromagnetism with vector differential operators. Because they deal with abstract, three-dimensional fields that are some times very difficult to visualize, electromagnetism can be conceptually rather difficult. Visual representation of such an abstract vector fields is invaluable to student or researchers working in this field and also helps teaching electromagnetism to physics or engineering students. Mathematica provides a wider range of graphical tools including plot of vector fields and vector analysis, which can be applied to visualization of electromagnetic system. We have visualized the most fundamental concepts of the electromagnetic vector $\vec{E}=-\vec{\nabla}_{\varphi}$, $\vec{D}={\epsilon}\vec{E}$, $\vec{\nabla}{\times}\vec{A}$, $\vec{B}={\mu}\vec{H}$, $\vec{B}={\mu}_0(\vec{H}+\vec{M})$, which are confirmed with vector calculations and valid graphically with some presentations.

Visualizing Geographical Contexts in Social Networks

  • Lee, Yang-Won;Kim, Hyung-Joo
    • Spatial Information Research
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    • v.14 no.4 s.39
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    • pp.391-401
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    • 2006
  • We propose a method for geographically enhanced representation of social networks and implement a Web-based 3D visualization of geographical contexts in social networks. A renovated social network graph is illustrated by using two key components: (i) GWCMs (geographically weighted centrality measures) that reflect the differences in interaction intensity and spatial proximity among nodes and (ii) MSNG (map-integrated social network graph) that incorporates the GWCMs and the geographically referenced arrangement of nodes on a choroplethic map. For the integrated 3D visualization of the renovated social network graph, we employ X3D (Extensible 3D), a standard 3D authoring tool for the Web. An experimental case study of regional R&D collaboration provides a visual clue to geographical contexts in social networks including how the social centralization relates to spatial centralization.

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A Study on the Convergence Expression in Traditional Ceramics -Focusing on the Symbolism of Plants- (한국 전통도자에 나타나는 의미창출을 위한 융합 표현 연구 -식물의 상징성을 중심으로-)

  • Yoon, Seung-Yeon;Park, Jung-won
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.449-457
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    • 2020
  • The visual representation of plants applied to traditional Korean ceramics is based on the consciousness and sentiment of the Korean people, and one can see the auspicious aspirations and exorcisms that people pursued at that time. These symbolic expressions have been extended in new and colorful meanings through the shapes and decorations of ceramics and their fusion. In this study, the phenomena of convergence expression seen in traditional Korean ceramics are divided into type and type, type and decoration, and their special meaning is analyzed. For this purpose, the shapes and decorations of plants used in traditional Korean pottery are considered based on the literature information. Chapter 2 gives a general analysis of plants that have meanings in their shapes and decorations and introduces their meanings. In Chapter 3, based on the characteristics and meanings of plants, it is divided into shapes and shapes, shapes and decorations, and the convergence of decorations and decorations, and presents newly manifested meanings through their fusions.

An Exercise to Explore Avatar Customization and Gender Swapping (게임 유저의 아바타 성별 선택의 측도(測度)에 관한 연구)

  • Scheck, Katherine;Lee, Dong Yeop;Kyung, Byung Pyo;Ryu, Seuc Ho;Lee, Dong Lyeor;Lee, Wan Bok
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.63-72
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    • 2015
  • Avatars are a visual representation of users in a virtual world such as an MMORPG. These avatars are often seen as representations or idealizations of the user's actual self. However, this view does not account for the prevalence of two behaviors: multiple avatars and 'gender swapping'. An exercise and questionnaire were created to study avatar customization practices across players outside the context of any particular game to understand better user motivations in creating their virtual selves. A preliminary trial of the exercise showed little correlation between age or gender and gender swapping. While those of non-traditional sexuality were more likely to gender swap, half of traditional sexuality also swapped. Finally, the personality trait, Openness to Experience, showed promising correlation with gender swapping.

3D Stereoscopic Image Production Techniques in accordance with moving Virtual Camera (가상카메라 이동에 따른 3차원 입체영상 제작에 관한 연구)

  • Lee, Jun-Sang;Lee, Im-Geun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.2
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    • pp.337-343
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    • 2012
  • The techniques of implementing 3D movie have been developed by stereoscopic representation methods of the scene based on human visual experience. Recently, though various novel approaches for stereo movies are proposed to produce realistic 3D image, more study have to be done for compensating keystone distortion which is generated by moving virtual camera. In this paper we propose a novel production technique which minimizes keystone distortion based on analyzing pixel distance, and is easily implemented on popular graphics environment. First, in graphics environment we categorize each objects as individual layers, and extract image data to produce 3D image. The comparison between each animation sequences from proposed and conventional production methods shows that our production technique well compensate the distortion.

Molecular Imaging in the Age of Genomic Medicine

  • Byun, Jong-Hoe
    • Genomics & Informatics
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    • v.5 no.2
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    • pp.46-55
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    • 2007
  • The convergence of molecular and genetic disciplines with non-invasive imaging technologies has provided an opportunity for earlier detection of disease processes which begin with molecular and cellular abnormalities. This emerging field, known as molecular imaging, is a relatively new discipline that has been rapidly developed over the past decade. It endeavors to construct a visual representation, characterization, and quantification of biological processes at the molecular and cellular level within living organisms. One of the goals of molecular imaging is to translate our expanding knowledge of molecular biology and genomic sciences into good patient care. The practice of molecular imaging is still largely experimental, and only limited clinical success has been achieved. However, it is anticipated that molecular imaging will move increasingly out of the research laboratory and into the clinic over the next decade. Non-invasive in vivo molecular imaging makes use of nuclear, magnetic resonance, and in vivo optical imaging systems. Recently, an interest in Positron Emission Tomography (PET) has been revived, and along with optical imaging systems PET is assuming new, important roles in molecular genetic imaging studies. Current PET molecular imaging strategies mostly rely on the detection of probe accumulation directly related to the physiology or the level of reporter gene expression. PET imaging of both endogenous and exogenous gene expression can be achieved in animals using reporter constructs and radio-labeled probes. As increasing numbers of genetic markers become available for imaging targets, it is anticipated that a better understanding of genomics will contribute to the advancement of the molecular genetic imaging field. In this report, the principles of non-invasive molecular genetic imaging, its applications and future directions are discussed.

A Study on the Surrealism Expressed in Fashion Illustrations (패션일러스트레이션에 나타난 초현실주의 표현에 관한 연구)

  • Kim Soo-Kyong
    • Journal of the Korea Fashion and Costume Design Association
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    • v.6 no.3
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    • pp.123-138
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    • 2004
  • The objective of this study is to review the expressive effect of fashion illustrations and to enlarge its expressive range by analysing the correlations between fashion illustrations and surrealistic expressive characteristics. The results are as follows. The surrealistic expressive methods of fashion illustration such as depaysement and automatism have been used by many foreign and domestic fashion illustrators. I think that these methods reinforce the subjective aspect of expressive effects and enlarge the transmitting function of fashion message. The elements of expression are divided into color, texture, shape/form and space. Subjective colors rather than natural colors are used for the surrealistic expressive effect of color in fashion illustrations, and illusion of space is expressed by the change of brightness. The surrealistic expressive effect in fashion illustrations distorted the experience of factual texture and disturbed the visual texture. The use of tactile texture presented strange effects perspectively. The objects of shape in fashion illustrations were mainly human body. The form of human body presents reconstituted and reinterpreted figure by transformation or distortion according to the intention of the artist rather than realistic and physical form. In fashion illustration, the transformation of the human body itself whose body parts get separated, superposition of exterior material and human body, and the distortion of human body by the change are done. Space is where background and shapes are inter-penetrated because they are ambiguous and untransparent, and where all are in disorder and unbalance. The method of projection uses distance perspective, multiple perspective and amplified perspective representation, and forms a psychological space feeling. And I think the use of surrealistic expressive methods are very useful for the subjective sensitiveness and the transmission of a fashion message, and presents a possibility to develop a new expressive method.

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