• Title/Summary/Keyword: 시각적 깊이

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Daesoonjinrihoe from both Superficial Religious Perspectives and Deep Religious Perspectives : Focused on Religious Experience (표층과 심층의 시각에서 바라본 대순진리회 - 종교적 경험의 관점에서 -)

  • Lee, Eun-hui
    • Journal of the Daesoon Academy of Sciences
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    • v.27
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    • pp.245-282
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    • 2016
  • Currently, the whole world is being swept away by spiritual movements seeking divinity in oneself. Yet there are terror attacks, religious disputes and other conflicts continuously taking place on larger and larger scales as well as expanding further and further throughout the world. Interreligious harmony seems like a distant ideal. What is the ultimate cause of religious conflicts? Is interreligious communication truly that difficult? Even among different cultures, said cultures' varieties of ritual expressions, and various religious doctrines, there are points of general common to be appreciated if a deep perspective is adopted. When we find the common ground and understand each other's difference, it will be easier to communicate since everyone will be learning from each other. What could serve as common ground for different religions? Many scholars speak about the state of 'oneness' that is claimed by mysticism throughout a large array of religions. This state of oneness is typically not achieved overnight, but it serves as a prospective state which is pluralistically inclusive. This "religion of enlightenment" emphasizes the process of reaching comprehensive interreligious agreement would be characterized by a deep religious perspective. If superficial religious perspectives focuses only on faith to attain blessings and engage in blind belief, then, by contrast, deep religious perspectives emphasize inner divinity, the true self, orthe higher self. The words, 'superficial religious perspective' and 'deep religious perspective' were defined for personal convenience by O Gang-nam, a scholar of comparative religion. Consequently, this classification is a relative binary concept lacking hard and fast rules with regards to distinctions. But the concept of superficial religious perspectives and deep religious perspectives has its advantage in allowing clearer and easier discussion about religions because it could embrace all aspects of religious life and the development of various religious sentiment. In this way, the terms surface religious perspectives and deep religious perspectives will be used in limited framework. I both borrow this concept and reconsider it by referring to other scholars' methods of classification. From that point, I explore and these views in relation to religious experience. How does religiosity develop, maturity of religious faith take place, deep awareness of truth reveal itself, or an attitude of open-mindedness arise? After these states are realized, is interreligious agreement possible? Most religious studies scholars point out 'religious experience.' They say people could develop their faith from superficial religious beliefs into a more mature and deeper faith through religious experience while continuously aspiring towards enlightenment and practicing their religion in daily life. This study will try to examine aspects of superficial religious perspectives and deep religious perspectives represented in each religion and also explore criticism of each religion. With this view of superficial religious perspectives and deep religious perspectives, some cases documenting the religious experience of Daesoonjinrihoe disciples will be analyzed to see how their religiosity develops from superficial religious perspectives into deep religious perspectives through certain religious experiences. The characteristics of those experiences will also be investigated.

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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A Study of Improvement of Dalsung Park Total Design in Daegu City (대구 달성공원의 통합디자인 개선에 관한 연구)

  • 송재은;박규현
    • Archives of design research
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    • v.16 no.4
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    • pp.471-480
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    • 2003
  • Well designed idealistic zoo requires basically a condition that the zoo is much ecologically considered for the exhibited animals, and secondly where they offer leisure for the visitors' convenience and pleasure. But it is not easy to find a zoo where they have actualized these both-sided purposes. We cannot but discuss the problem of design caused by a lack of plan-ability that is necessary when the zoo is designed. It is because every elements are not wholly unified and those diversified contents aren't mutually harmonized. Therefore, a zoo has to meet the requirement of the pleasure, study, inspection and leisure deserves a special emphasis. The zoo requires a synthesized speculation of design which the elements-Identity Program, Furniture System, animal's ecological environment, animal's showroom, cage and facilities etc., - are mutually harmonized. This study is a combined-design research on the Daegu Dal-sung Park in this concept. 1 have newly analyzed the Dal-sung Park's utilizing form in order to harmonize both visual and ecological environments.

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A Study for Depth-map Generation using Vanishing Point (소실점을 이용한 Depth-map 생성에 관한 연구)

  • Kim, Jong-Chan;Ban, Kyeong-Jin;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.329-338
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    • 2011
  • Recent augmentation reality demands more realistic multimedia data with the mixture of various media. High-technology for multimedia data which combines existing media data with various media such as audio and video dominates entire media industries. In particular, there is a growing need to serve augmentation reality, 3-dimensional contents and realtime interaction system development which are communication method and visualization tool in Internet. The existing services do not correspond to generate depth value for 3-dimensional space structure recovery which is to form solidity in existing contents. Therefore, it requires research for effective depth-map generation using 2-dimensional video. Complementing shortcomings of existing depth-map generation method using 2-dimensional video, this paper proposes an enhanced depth-map generation method that defines the depth direction in regard to loss location in a video in which none of existing algorithms has defined.

Stereoscopic Imaging and Interpretation of the three Dimensional Seismic Data by Numerical Projection (뉴메리컬 프로젝션에 의한 3차원 탄성파 데이터의 영상화 및 해석)

  • 정성종;김태균
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.13 no.6
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    • pp.490-500
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    • 1988
  • In recent years the acquisition, processing and interpretation of three dimensional seisimic data, for the purpose of locating gas and reservoirs, have become practical. This paper exlores one way in which the volume data can be searched and visualized, which may aid the interpreter. The illusion of looking at a three dimensional volume can be obrained by fusing a stereoscopic pair of pictures. Each picture can be made by projecting each data point of the volume into a plane from a point where the eye is placed. The data valuse along any projection line can be summed to form the picture, or only a segment along the line can be selected. By selective projection, the volume can be searched and obscuring layers removed. The stereoscopic pictures show the physical models in there ture spatial positions. Projection of the envelope function of the seismic traces is shown to give improved depth perception compared with projection of the position amplitudes.

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A Study on the Coastal Forest Landscape Management Considering Parallax Effect in Gangneung (패럴랙스 효과를 고려한 강릉 해안림의 경관 관리에 관한 연구)

  • Seo, Mi-Ryeong;Kim, Choong-Sik;An, Kyoung-Jin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.40 no.4
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    • pp.18-27
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    • 2012
  • This paper proposes a management method for a coastal black pine forest landscape considering the parallax effect. For the study, 10 coastal black pine forests in Gangneung were investigated about the average width of the coastal forests, the average diameters, and the intervals of the pines. Categorizations were realized for the 3 types of scene(sea, field, mountain, residential area, commercial area), diameter(16cm, 22cm, 28cm) and interval(5m, 7m, 10m) to produce a total of 45 scenic simulations. An investigation was made on the scenic preferences using 45 simulation images with S.D, and Likert Scales. The results were as follows: According the comparison of scenic preferences, natural landscapes(sea, field, and mountain) ranked high among preferences, with fabricated landscapes(residential area, commercial area) ranked low. The highest scenic preferences were shown with the seascape and an interval of 7m between the trees. On the contrary, the interrelationship was very low between the visual quantity of the scenic's elements(green, sky, building, road etc.) and the scenic preferences. As the results of the factor analysis, the 3 sense factors of "Depth(78.0%)" "Diversity(l5.6%)" and "Spatiality(6.4%)" explained coastal scenic preferences. "Spatiality" showed significant differences at intervals of 5~7m, and 10m between trees. This shows coastal forest management based on the interval of 10m standard affecting scenic preference.

Lightness Compensation for Anaglyph Images to Reduce Retinal Rivalry (Anaglyph 영상의 망막경합 최소화를 위한 밝기 보상)

  • Jang, Woo-Heon;Lee, Tae-Hyoung;Kim, Dae-Chul;Lee, Cheol-Hee;Ha, Yeong-Ho
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.49 no.1
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    • pp.88-96
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    • 2012
  • According to development of technology for media, observers try to watch the realities from images, as follows, 3D imaging has been extremely developed. 3D image gives depth in the image, observers feel in nature. Different image perception from left and right eyes make the 3D image. Anaglyph which is one of the ways to make an image of three dimensions is for obtaining an image of three dimensions by using color filter glasses. Anaglyph has a little amount of calculation and is easy to make, and it has a good point that anaglyph can be used in more wide field because it can create an image of three dimensions to the output of print like printed matter. However, the phenomenon of retinal rivalry can cause a feeling of fatigue because a difference of brightness of the left image and the right image happen. The way to reduce this problem is made by cutting down a difference of brightness. In the result, retinal rivalry can be reduced. We reduced a difference of the brightness of the left and the right image by utilizing the brightness and average of the original image to reduce retinal rivalry and we made better colors of anaglyph by using the way that we keep the hue caused by a change of brightness and supplement saturation about color distortion which is created at that time.

Visual quality enhancement of three-dimensional photon-counting integral imaging using background noise removal algorithm (배경 잡음 제거 알고리즘을 적용한 3차원 광자 계수 집적 영상의 화질 향상)

  • Cho, Ki-Ok;Kim, Young jun;Kim, Cheolsu;Cho, Myungjin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.7
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    • pp.1376-1382
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    • 2016
  • In this paper, we present a visual quality enhancement technique for conventional three-dimensional (3D) photon counting integral imaging using background noise removal algorithm. Photon counting imaging can detect a few photons from desired objects and visualize them under severely photon-starved conditions such as low light level environment. However, when a lot of photons are generated from background, it is difficult to detect photons from desired objects. Thus, the visual quality of the reconstructed image may be degraded. Therefore, in this paper, we propose a new photon counting imaging method that removes unnecessary background noise and detects photons from only desired objects. In addition, integral imaging can be used to obtain 3D information and visualize the 3D image by statistical estimations such as maximum likelihood estimation. To prove and evaluate our proposed method, we implement the optical experiment and calculate mean square error.

Elementary Math Textbooks and Real Life Comparative Analysis of Representations for Length and Time (초등 수학 교과서와 실생활에서 나타나는 길이와 시간에 대한 표현 비교 분석)

  • Kang, Yunji
    • Education of Primary School Mathematics
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    • v.25 no.3
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    • pp.233-249
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    • 2022
  • Measurement plays an important role in both school mathematics and real life. Among the measurement areas, length is the first to learn and is the basis for measurement. Time is measured in its own way and is characterized by being the most abstract. This study attempted to analyze elementary mathematics textbooks and representations in real life to examine how the length and time of learning in school mathematics differ from those represented in real life. Based on this, we tried to derive implications for the direction of measurement education and elementary math textbooks. As a result of the analysis, the concept of length was used the same in real life and school mathematics. However, terms such as distance, depth, and height were not defined, and the representation of the approximate value was presented in a fragmentary form. In addition, there were parts where students were likely to feel confused in school mathematics and real life, such as the same units such as 'minutes and seconds' were used in time. Therefore, considering these differences, it is necessary to consider the direction of composition of math textbooks and teaching and learning so that students can connect school mathematics and real life and understand widely about measurement concepts.

Simulation of Sensor Measurements for Location Estimation of an Underwater Vehicle (수중 운반체 위치 추정 센서의 측정 시뮬레이션)

  • Han, Jun Hee;Ko, Nak Yong;Choi, Hyun Taek;Lee, Chong Moo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.26 no.3
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    • pp.208-217
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    • 2016
  • This paper describes a simulation method to generate sensor measurements for location estimation of an underwater robot. Field trial of a navigation method of an underwater robot takes much time and expenses and it is difficult to change the environment of the field trial as desired to test the method in various situations. Therefore, test and verification of a navigation method through simulation is inevitable for underwater environment. This paper proposes a method to generate sensor measurements of range, depth, velocity, and attitude taking the uncertainties of measurements into account through simulation. The uncertainties are Gaussian noise, outlier, and correlation between the measurement noise. Also, the method implements uncertainty in sampling time of measurements. The method is tested and verified by comparing the uncertainty parameters calculated statistically from the generated measurements with the designed uncertainty parameters. The practical feasibility of the measurement data is shown by applying the measurement data for location estimation of an underwater robot.