• Title/Summary/Keyword: 시각적 서술

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Visualizing Korean economic statistics (우리나라 경제통계 시각화의 현황과 과제)

  • Lee, Geung-Hee
    • Journal of the Korean Data and Information Science Society
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    • v.28 no.6
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    • pp.1313-1325
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    • 2017
  • Economic statistics such as GDP, consumer prices, balance of payments, and unemployment rates are regularly measured over time. One of the best way to understand economic statistics is to visualize economic statistics as a picture. This makes it easier to grasp patterns of economic statistics and to communicate with users. The web technologies and the visualization tools make it possible to create dynamic and interactive visualization of economic statistics. Statistics Korea and the Bank of Korea provide various data visualization relating to official statistics such as infographics and dynamic charts. This paper presents an overview of visualization of Statistics Korea and the Bank of Korea. It also discusses a future direction to explore the visualization of Korean economic statistics.

A study on the characteristics of brain image and yeongsang expression in the digital information environment (디지털 정보환경에 있어 뇌내 이미지와 영상표현의 특성에 관한 연구)

  • 이규옥
    • Archives of design research
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    • v.16 no.2
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    • pp.323-334
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    • 2003
  • This study is focused on subjective images that are produced before visualization in the digital information environment and on characteristics of objective, dynamic image expression that specifies the subjective images. In this study, the visual world that works in the action of "see"is expanded into vision of eyes, vision of brain, and vision of camera. Also we have redefined the definitions of image and its materialized image, yeongsang. It is defined that image contains a strong meaning of consciousness and mind, and that yeongsang involves vision in which constantly changing information of light is created and reproduced by physical processes. We made it clear that image expression in the 21 st century is becoming more generalized, simplified, and concentrated, by the digital technology, from existing specific non-real images to "informationalized" non-real images. This means that there exists an intrinsic difference in the expressional form of the modern analog environment and that of the recent digital environment in the area of yeongsang communication. Along with development of technology, image information raises plastic reality through indirect experience in the virtual space by expanding the sensual faculty of human. However, there also is a tendency for humans to rely more on technology instead of utilizing their creative faculty. Image expression by“the digital information environment” in the 21st century will pursue two sides; one is to shift from external expression of the human body in the cyber space to internal expression, and the other is to internalize the image world and make it connected worldwide. Further research is necessary in these fields.ary in these fields.

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Calibration of Active Binocular Vision Systems (능동 양안시 장치의 보정)

  • 도용태
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2000.11a
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    • pp.432-435
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    • 2000
  • 로봇의 지능적 작업을 위해서는 3차원 공간에 대한 감각기능이 필수적이며, 이러한 목적으로 시각장치가 사용되었을 경우 보정은 여타 절차에 선행하게 된다. 실제 보정 과정중 중요한 것은 제어점들과 그들의 영상점을 획득하는 일과 이를 이용한 광학적, 기하학적 카메라의 파라메터 결정에 있다. 본 논문에서는 빔프로젝터와 컴퓨터에 의해 제어되는 양안시 장치를 활용하여 많은 수의 3차원 제어점들과 이들의 영상좌표값들을 간편하게 획득하는 방법을 서술한다. 또, 위치가 고정된 카메라의 경우와 달리 능동 카메라 장치는 그 파라메터의 일부가 변수가 되는데, 이 경우에 유용한 선형의 보정 기법을 제안한다.

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Development of GIS Application Technology for Environment - friendly Construction (친환경 건설을 위한 GIS 활용기술 개발)

  • 우제윤;구지희;김태훈;홍창희
    • Proceedings of the Korean Association of Geographic Inforamtion Studies Conference
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    • 2004.03a
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    • pp.117-123
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    • 2004
  • 우리나라에서는 그동안 급속한 경제발전과 함께 많은 SOC 건설공사가 이루어졌으나 환경성의 고려와 보존에는 미흡하였다. 그러나 경제가 발전되고 국민의 의식수준이 향상됨에 따라 환경에 대한 관심과 중요성이 높아졌으며, 친환경적인 건설의 요구가 증대되고 있다. 이러한 추세에 따라 친환경 건설을 위한 많은 연구와 노력들이 진행되고 있지만, 타 분야에 비해 정보화 및 전산화, 특히 GIS의 활용은 많이 미흡한 실정이다. 따라서 본 연구에서는 초기 건설계획 및 설계분야에 최신 GIS 기술을 접목ㆍ활용함으로써 환경성이 고려된 국토개발을 지원하고자 하였다. 이를 위해 도로건설분야를 대상으로 하여 다양한 대안노선들의 환경성을 비교ㆍ검토하여 최적의 노선선정을 지원하고, 선정된 노선에 대하여 영향평가분석을 수행할 수 있도록 시범시스템을 개발하였다. 기존의 환경성 검토ㆍ평가방법이 종이도면과 서술적인 기술에 의지했던 반면, 본 시스템은 수치지도 및 위성영상을 활용한 다양한 GIS 공간분석결과를 2차원 또는 3차원적으로 디스플레이하여 객관성과 효율성을 향상시키면서 시각적 효과를 높여줄 수 있다는 장점이 있다.

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Design of Content-based Image Database Using XML (XML을 이용한 내용기반 이미지 데이타베이스의 설계)

  • 박선영;용환승
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10a
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    • pp.90-92
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    • 1999
  • 내용기반 이미지 검색을 하기 위해서는 이미지에 대한 메타데이타(metadata)가 필요하며, 이러한 메타데이타 간에는 상호연관성이 존재한다. XML(eXtensible Markup Language)은 메타데이타의 상호연관성을 표현하기에 적절하므로 본 논문에서는 이미지 메타데이타를 구조화하기 위한 방법으로 XML을 사용하였다. 또한 이미지는 객체의 시간적인 특징과 함께 이미지 전체가 내포하는 서술적인 의미도 갖는다. 이러한 이미지의 특성에 따라 메타데이타도 객체의 시각적 특징을 중심으로 한 구조 설계와 의미 중심의 구조 설계로 구분하여 XML 구조를 모델링 하였다. 마지막으로 구조화된 모델들 간의 객체 지향 특성을 이용하여 XML DBMS에 통합하고, 이를 XQL(XML Query Language)에 의하여 질의 해 냄으로서 검색 구간에 제약을 가하고 이를 통하여 더욱 효과적인 검색을 지원하도록 한다.

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Rithy Panh's Practices on Archive Images and Methods of Historiography in La France est notre patrie (리티 판의 다큐멘터리 <우리의 모국 프랑스>에 나타난 아카이브 활용 양상과 역사서술 방식)

  • Yoo, Jisu Klaire
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.209-221
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    • 2019
  • A found-footage film La France est notre patrie is a documentary, in which archive images are juxtaposed with intertitles, non-diegetic music and foley, by borrowing an audiovisual strategy of silent films. The filmmaker Rithy Panh has excavated the images, which had been taken during the same period as the film history of the end of the 19th and early 20th centuries in Southeast Asia and Africa under French colonial rule. This paper examines the filmmaker's methods of historiography when utilizing archive images in order to represent the past by referring to Walter Benjamin's concept of historical montage and dialectical image. As the analysis illustrates the singularity of constructive methods, which include multi-layer viewpoints and montage styles of compilation and collage, it reveals how La France est notre patrie elicits the essay film modes through its self-reflexivity, leads audience to the threshold of critical thinking about time and history and creates a discourse of counter-memory.

A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.83-91
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    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.

Book Genre Visualization based on Genre Identification Algorithm (장르 판별 알고리즘을 이용한 책 장르 시각화)

  • Kim, Hyo-Young;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.52-61
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    • 2012
  • Text visualization is one of sectors in data visualization. This study is on methods to visually represent text's contents, structure, and form aspects based on various analytic techniques about wide range of text data. In this study -as a text visualization study-, 1) a method to find out the characteristics of a book's genre using words in the text of the book was looked into, 2) elements of visualization of a book's genre based on verification through an experiment were drew, and 3) the ways to intuitionally and efficiently visualize this were explained. According to visualization suggested by this study, first, actual genre of a book can be understood based on words used in the book. Second, with which genre is closed to the book can be found out with one glance through images of visualization. Moreover, the characteristics of complicated genres included in a book can be understood. Furthermore, the level of closeness (similarity) of a genre -which is found to be a representative genre using the number of dots, curvature of a curve, and brightness in the image- can be assumed. Finally, the outcome of this study can be used for a variety of fields including book customizing service such as a book recommendation system that provides images of personal preference books or genres through application of books favored by individual customers.

A Study on the Creation Virtual Space using 2D Images based on Unreal Engine (언리얼 엔진(Unreal Engine) 기반의 2D 이미지를 이용한 가상공간 제작 연구)

  • Minjeong Oh;Yongdeuk Seo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.11a
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    • pp.175-176
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    • 2022
  • 최근의 코로나 팬데믹과 같은 사회적 요구로 주목을 받고 있는 가상공간은 가상의 환경에서 사용자에게 존재하지 않지만 존재한 것처럼 믿게 만드는 시각적 공간이라 할 수 있다. 본 연구는 언리얼 엔진의 'HDRI backdrop'과 'Paper 2D' 기능을 활용하여 2D 이미지들로 가상공간을 제작한 작품을 서술한 글이다. 작품에서 배경은 HDRI backdrop을 이용하여 4K HDR 사진 이미지를 3D 공간에 설정하여 제작하고 캐릭터는 Paper 2D를 활용하여 책 표지에 등장하는 캐릭터 이미지를 포토샵 편집 후 스프라이트로 변환하여 배치하였다. 2D 이미지를 활용하여 가상공간을 제작한 작품을 계기로 2D 콘텐츠와 3D 가상공간의 융합으로 새로운 방향의 활용가능성을 발견하고 다양한 표현방식과 아이디어로 발전할 수 있을 것이다.

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CIM Interface Technique for a Collage Promotion in the Age of Smart - Focusing on Smart Web - (스마트시대의 대학 홍보를 위한 CIM 인터페이스 기법 - 스마트 웹 중심 -)

  • Jang, Seung-Young
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.3
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    • pp.597-606
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    • 2012
  • The description of this paper was made putting the emphasis on CIM Interface configuration with a college policy program as the center whether it is suitable or not for a college promotion. CIM Interface technique for a college promotion is an expression method by visual requirements. Alternatives to a college promotion turned up which are depending on Contents, Image, Marketing strategies by visual elements. The application of consumer contents to give users information did the role of a channel inducing the users to join. Besides, an information designing enabled the information structure to be a visual expression by being grafted on content consistency. First above all, the implementation policy of such systematical formation could be found through University Identity Program-IMC useful as a branding strategy of a college promotion. Like this, a methodology which is able to increase the efficiency of college promotion through a process and a connection was established.