• Title/Summary/Keyword: 디지털 이미지 분석

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A Study on the Visual Effect of Super High Frame Rate Movie (초고속프레임 영화의 시각적 효과에 관한 연구)

  • Liu, Jing-dong;Choi, Won-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.93-94
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    • 2019
  • 초고속 프레임(Super High Frame Rate, HFR)은 관객에게 탁월한 이미지의 우월성을 전달한다. 그럼으로써 실제 눈으로 보지 못한 장면의 생생함을 통해 작품성에 기여하는 것이다. 이에 연구자는 영화에 나타난 초고속 프레임의 장면을 통해 시각적 효과를 분석하고자 한다. 특히 를 중심으로 초고속 프레임의 특징을 분석하여 향후의 작품제작에 기여하고자 한다.

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Improving the Functions of Digital Textbooks to Prepare for the post COVID-19 (포스트 코로나를 대비한 디지털교과서의 기능 개선)

  • Kim, Hong-sun;Jeong, Young-sik
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.283-288
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    • 2021
  • In the COVID-19 situation, digital textbooks have been used in many schools. In order for digital textbooks to become active even in the post COVID-19 era, the functions of digital textbooks must be improved. Digital textbooks are traditional book-type textbooks with glossaries, video materials, and evaluation questions added. Recently, they are being used usefully for practical education by providing realistic contents such as Augmented Reality, Virtual Reality, and 360 images. Therefore, in this study, in order to prepare for the post COVID-19, we found the functional problems of digital textbooks and suggested a way to improve them. First, the layout of digital textbooks should be developed as a responsive layout, deviating from the same form as a book-type textbook. Second, digital textbooks and learning management systems must be integrated. Third, by developing a digital textbook for teachers, teachers should be able to directly reorganize the contents or add external materials. Fourth, learning analysis should be possible using data recorded in digital textbooks. Fifth, in the 2022 revised curriculum, various subjects should be developed as digital textbooks.

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A Study on the Factors Affecting the Intention to Purchase Digital Items (디지털 아이템 구매의 영향요인 연구)

  • Byun, Wan Soo;Park, Seong-Taek;Kim, Tae Ung
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.243-251
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    • 2012
  • Digital items, considered as virtual assets, include avatars, accessories for the avatars, digital wallpapers, and game items, etc. The objective of this study is to examine the factors influencing the purchase of digital items. Factors, based upon Uses and Gratifications theory, including image making, self-expression, social awareness and fun-seeking, are introduced as salient variables for purchasing digital items. In addition, social identification and flow are also considered as key motivators. Statistical results indicates that social identification affects both flows and the intension to purchase digital items, and then flow next influences intension to purchase. It was also found that motives based upon Uses and Gratifications theory influences social identification, but have no impact on flow. As a conclusion, the academic and practical implications of these findings are also discussed.

A Suggestion for of a Digital Mirror which Draws Different User Interaction by Mirror-User Distance (사용자 거리에 따라 다른 형태의 정보를 제공하는 디지털 거울 제안)

  • Park, Ji-Eun;Lee, Seung-Eun;Hahn, Min-Soo;Hahm, Won-Sik;Jung, Ji-Hong
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.499-505
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    • 2006
  • 거울은 인간이 자신의 모습을 들여다 보기 위해 오랜 세월 동안 이용했던 친숙한 도구이다. 디지털 기술의 발달로 우리는 빛과 정보를 함께 반사해 주는 거울에 대한 여러가지 접근들을 보아 왔다. 전통적인 거울은 빛의 즉각적인 반사에 의해 일어나는 자동적인 시각적 피드백 덕분에 특별한 조작이 필요하지 않으나, 빛과 정보가 함께 반사되는 디지털 거울에서는 다른 형태의, 좀더 적극적인 사용자 인터랙션을 기대할 수 있다. 본 논문에서는 사용자와 거울간의 거리에 따른 행태 조사를 중심으로 인터랙션 유형의 사례 분류 및 사용자 조사 연구를 정리하였다. 이를 바탕으로 거리에 따라 다른 사용자 요구사항을 충족하는 디지털 거울에 적합한 조작 인터페이스를 제안하고, 초기 모델로 회전식 적외선 격자를 이용한 조작, 비젼 기반의 정면 이미지 획득 및 얼굴 확인, 그리고 적외선 위치확인을 통해 사용자와 인터랙션하는 거울을 설계하였다. 본 연구에서는 거울과의 인터랙션에서 나타나는 사용자의 요구사항을 토대로 여러 비접촉식 거울 인터페이스를 설계하고 시스템에 적용한 사례를 분석한다. 아울러 결과물의 초기모델에 대한 분석을 통해 더 개선된 형태의 '거울을 응용한 시스템'의 설계 가능성을 보일 수 있다.

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The Shopping Experience Values at Department Stores and Their Effects on the Brand Asset and the Store Loyalty (백화점 쇼핑경험 가치가 브랜드자산 및 점포충성도에 미치는 영향)

  • Kim, Jun-Whai
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.151-162
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    • 2014
  • One of the largest changes in retail business in Korea since the distribution market was opened in the mid 1990s is the appearance of foreign discount stores and the rapid growth of department stores. Discount stores and department stores have changed the structure of distribution business which has been primarily made up of traditional markets and supermarkets that have been the main retail markets in Korea. The retail business is changing from just a product purchasing place to a space where various values such as pleasure, happiness, etc. are provided. Therefore the purpose of this research is to grasp the effects that the shopping experience values at department stores have on the department brands, images, and awareness by means of theoretical and empirical research. Especially I classified the shopping experience values, an independent variable, into aesthetics, pleasures, consumers' interests, and services' excellence, and I verified whether they have a meaningful effects on the brand recognition and image, an endogenous variable, and the store royalty, a final various. A total of 235 questionnaires were used for analysis to test the research hypotheses. The positive analysis was done with SPSS 17.0K and AMOS 17.0 covariance structure analysis was performed. As a result, variables of the shopping experience values except consumers' interests seemed to have not only right influences on recognition and image, but also right influences on store royalty. Therefore this research shows that department store customers not only make use of department stores to buy products, but also visit department stores to get the values of pleasure and happiness, and that these aspects have a greater influence on the department store's image, recognition, or royalty in a sense.

Data Hiding using Improving Hamming Code (성능을 개선한 해밍 코드 기법을 이용한 데이터 은닉)

  • Kim, Cheonshik
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.8
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    • pp.180-186
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    • 2013
  • The primary goal of attack on steganographic images, termed steganalysis, is to detect the presence of hidden data by finding statistical abnormality of a stego-media caused by data embedding. This paper proposes a novel steganographic scheme based on improving the (7, 4) Hamming code for digital images. The proposed scheme embeds a segment of six secret bits into a group of nine cover pixels at a time. The experimental results show that the proposed scheme achieves a 0.67bpp embedding payload and a slightly higher visual quality of stego images compared with the previous arts.

XCRAB : A Content and Annotation-based Multimedia Indexing and Retrieval System (XCRAB :내용 및 주석 기반의 멀티미디어 인덱싱과 검색 시스템)

  • Lee, Soo-Chelo;Rho, Seung-Min;Hwang, Een-Jun
    • The KIPS Transactions:PartB
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    • v.11B no.5
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    • pp.587-596
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    • 2004
  • During recent years, a new framework, which aims to bring a unified and global approach in indexing, browsing and querying various digital multimedia data such as audio, video and image has been developed. This new system partitions each media stream into smaller units based on actual physical events. These physical events within oath media stream can then be effectively indexed for retrieval. In this paper, we present a new approach that exploits audio, image and video features to segment and analyze the audio-visual data. Integration of audio and visual analysis can overcome the weakness of previous approach that was based on the image or video analysis only. We Implement a web-based multi media data retrieval system called XCRAB and report on its experiment result.

Application of Digital Photogrammetry to Dinosaur Tracks from the Namhae Gain-ri Tracksite (남해 가인리 공룡발자국 화석에 대한 디지털 사진 측량 기법의 활용)

  • Kong, Dal-Yong;Lim, Jong-Deock;Kim, Jeong-Yul;Kim, Kyung Soo
    • Journal of the Korean earth science society
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    • v.31 no.2
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    • pp.129-138
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    • 2010
  • A number of dinosaur tracksites located at southern coast of the Korean Peninsula have continuously been damaged by sea-waves and weathering. To protect the dinosaur tracksites from the damage permanently and safely, we need to develop conservation programs as well as to collect data documenting the sites. We specifically applied digital photogrammetry to extensively record and document dinosaur tracks in the Namhae Gain-ri tracksite (Natural Monument No. 499) and were able to obtain 3D images data with it. The data of 3D images enable us to produce permanent documentation and preservation of the morphology of dinosaur tracks and tracksites. Moreover the weathering rate on time can be numerically analyzed by periodic measurements of the dinosaur tracksite and comparison of those measurements. The 3D modeling techniques also can be used in various ways including analyzing morphology of tracks, duplicating replicas for museum exhibitions, and posting the results on the Internet homepage.

Types of Video Content for SMEs' Digital Marketing (중소기업 디지털 마케팅을 위한 영상 콘텐츠 유형 연구)

  • Jung, Hoe-Kyung;Lee, Sung-Mi
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.441-446
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    • 2018
  • The purpose of this study is to investigate the digital media strategies for small business branding. To understand the effective strategies for promoting small business through digital content marketing, we conducted in-depth interview with small business managers. The results of in-depth interview revealed that it is critical for small businesses to start creating and including video marketing as part of their entire content strategy. Especially, small business managers considered that video that provides rich media content can boost consumer engagement and increase the time spent on a branded contents. From a managerial perspective, this study provides guide on what small businesses should consider when developing and implementing digital strategies. For future research, this study provides the guide to investigate the effects of digital contents on the brand equity of small business.

Effects of Smart Phone's Brand Images on Customer's Satisfaction and Loyalty: Focused on Galaxy and iPhone User Groups (스마트폰의 브랜드 이미지가 고객만족과 충성도에 미치는 영향: 갤럭시와 아이폰 사용자 집단을 중심으로)

  • Kim, Seong-Yoon;Lee, Sang-Jun
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.223-233
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    • 2014
  • Even though the features of the products are almost identical, customers' reactions to each product are quite different depending on the brand image. The purpose of this study is to verify the effects of smart phone's brand images on customer's satisfaction and loyalty and compare the differences between user groups of the Galaxy and iPhone, two representative brands of smart phone. In order to do this, their brand images were classified into functional, symbolic and experiential brand images, and customer's loyalty was also classified into attitudinal and behavioral ones to empirically confirm the influence of those factors. The findings showed that functional and experiential brand images had a positive effect on their level of satisfaction, while symbolic brand images did not have a significant effect on it. Furthermore, it was found that the satisfaction level had a significant effect on attitudinal and behavioral loyalty, and attitudinal loyalty also had a significant effect on behavioral loyalty. Finally, a multiple group analysis of the user groups of Galaxy and iPhone determined that there was a statistically significant difference in the channel between customer satisfaction and attitudinal loyalty.