• Title/Summary/Keyword: 시각 비교

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Video Coding Method Using Visual Perception Model based on Motion Analysis (움직임 분석 기반의 시각인지 모델을 이용한 비디오 코딩 방법)

  • Oh, Hyung-Suk;Kim, Won-Ha
    • Journal of Broadcast Engineering
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    • v.17 no.2
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    • pp.223-236
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    • 2012
  • We develop a video processing method that allows the more advanced human perception oriented video coding. The proposed method necessarily reflects all influences by the rate-distortion based optimization and the human visual perception that is affected by the visual saliency, the limited space-time resolution and the regional moving history. For reflecting the human perceptual effects, we devise an online moving pattern classifier using the Hedge algorithm. Then, we embed the existing visual saliency into the proposed moving patterns so as to establish a human visual perception model. In order to realize the proposed human visual perception model, we extend the conventional foveation filtering method. Compared to the conventional foveation filter only smoothing less stimulus video signals, the developed foveation filter can locally smooth and enhance signals according to the human visual perception without causing any artifacts. Due to signal enhancement, the developed foveation filter more efficiently transfers the bandwidth saved at smoothed signals to the enhanced signals. Performance evaluation verifies that the proposed video processing method satisfies the overall video quality, while improving the perceptual quality by 12%~44%.

A Study on Technique for Synchronization Error Calibration of Standard frequency & Time Signal Dissemination System via KoreaSAT (무궁화 위성을 이용한 표준 시각/주파수 전송 시스템의 동기오차 보정 기술)

  • 이기훈;윤재철;신관호;진봉철;서종수
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.26 no.11B
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    • pp.1573-1582
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    • 2001
  • In this paper we analyze the main resources of error in GEO-satellite STFS(Standard Time & frequency Signal) dissemination system. For the case of small countries like Korea, we compare GEO-satellite STFS dissemination technique with the terrestrial network or with the GPS using LEO-satellites, and analyze its advantages over the forementioned systems. We also introduce the GEO-satellite STFS dissemination systems which are being developed or in service. Particularly, we put much efforts to develop the synchronization error calibration technique required to provide a highly accurate STFS service via KoreaSAT. We then propose the differential mode technique as the most effective and efficient calibration technique for mitigating errors in GEO-satellite STFS dissemination systems, and analyze its performance via computer simulation. We also analyze the relation between time accuracy and frequency accuracy. Our experimental results show that the time accuracy is better than 100 ns and the frequency accuracy is better than 10-13 over 7 days all around Korea peninsula. Finally, we propose methods to improve the performance of STFS dissemination system, and demonstrate that the proposed methods result in more accurate synchronization of GEO-satellite STFS.

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An Analytic Study on Characteristics of Conceptual maps for the Visualization of Storytelling (스토리텔링의 시각화를 위한 개념적 맵들의 특성분석)

  • Lee, Ji-Su;Jeong, Gyeo-Un;Lee, Kyung-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.364-369
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    • 2008
  • 이 연구는 정보와 지식을 효과적으로 시각화하기 위해 만들어진 개념적 맵(Conceptual map)들의 종류와 그 특성과 차이점을 분석하고 활용 방안으로서 디지털 스토리텔링으로의 적용 가능성과 방법에 대한 연구이다. 사회현상에 존재하는 다양한 정보에서 사용자가 원하는 정보를 검색하고 조직하기 위해 다이어그램, 그래프, 맵 등 정보시각화를 통한 여러 방법들이 사용되고 있다. 특히 이 중에서 맵을 이용한 시각화에 주목하는 이유는 수많은 정보와 지식을 기반으로 만들어진 개념적 지도가 정보와 지식을 표현해 줄 뿐만 아니라, 이들 사이의 관계를 조직해주는 데에도 효율적으로 사용되고 있기 때문이다. 이러한 정보시각화는 대량의 정보 속에서 사용자들이 찾고자 하는 정보를 빠르고 용이하게 찾을 수 있도록 도와준다. 또한, 일련의 스토리 라인을 갖고 있는 책의 시각화의 경우 등장인물과 그들 주변에서 일어나는 사건들의 관계를 형상화할 수 있다. 이러한 과정을 통해 만들어진 개념적 맵에서는 개개인이 알고 있는 이야기와 그에 관한 정보를 다른 사람들과 의사소통하며 그 정보와 지식들이 확장될 수도 있어, 이는 지식시각화의 좋은 활용사례가 될 수 있을 것이다. 본 연구에서는 대표적인 개념적 맵의 세 가지 종류인 개념맵(Concept map), 지식맵(Knowledge map), 토픽맵(Topic map)의 정의와 특성들을 살펴보고, 각각의 구성요소의 차이점을 비교하여 시각화 방법론을 제안하였다. 또한, 각 맵의 특성과 차이점을 이용해 루이스 캐롤(Lewis Carroll)의 <이상한 나라의 엘리스>의 이야기 요소들을 각각의 개념적 맵들로 구성해봄으로써, 그 효과를 확인해보았다. 스토리텔링을 개념적 맵을 이용하여 표현할 경우, 사용자들은 스토리텔링을 효과적으로 접근할 수 있으며, 이러한 분석은 개념적 맵을 제작할 때 가이드라인으로 활용될 수 있을 것이다.

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Volume Visualization System Using an Analytical Ray Casting (분석적 광선 추적법을 이용한 체적시각화 시스템)

  • Park, Hyun-Woo;Paik, Doo-Won;Jung, Moon-Ryul
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.2
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    • pp.477-487
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    • 2000
  • When volume data is visualized by the ray casting method, the color value of each pixel in the image is obtained by composing the color contributions of the sample points that lie on the ray cast from the pixel point. In most ray tracing methods including Levoy's classical method, the color composition is formulated as a summation of the color contributions of the discrete sample points. However, the more precise color composition is formulated as differential equations over the color contributions of the continuous sample points. The discrete formulation is used, because analytical solutions to the continuous formulations are hard to find. In this paper, however, we have discovered a semi-analytical solution to the continuous formulation of a typical ray tracing of volume data. We have applied both Levoy's method and ours to the same set of data, and compared the visual quality of both results. The comparison shows that our method produces a more fine-grained visualization of volume data.

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An Analysis of Domestic Research Trend on Walking and Positioning : Focusing on Comparative Analysis between the Visually Impaired and the Non-disabled (보행 및 위치에 관한 국내 연구 동향 분석 : 시각장애인과 비장애인의 비교 분석을 중심으로)

  • Bae, Sun-Young
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.611-622
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    • 2018
  • In this study, I was to investigate the trends in research on walking and positioning in Korea and to compare the results of researches on the Visually Impaired and the Non-disabled. I selected 113 papers in order to know the current status of the study for the visually impaired and to suggest future research directions. This study analyzed the general features (publication year, academic journals, number of authors, keywords, research methods, research types, implementation methods, research support, references) and research themes and contents of domestic research on walking and positioning. As a result, there was no an upward trend in number of publications by the Visually Impaired compared to the Non-disabled. In addition, in the case of the non-disabled, Research topics, types of research, implementation include various attempts of location-related technologies, and system development, improvement, stabilization, and accuracy, whereas in the case of the visually impaired, there were focused on development of systems, portable or attachable devices that reflect the characteristics of the visually impaired. There were not many studies on system improvement. Research support also showed that the non-disabled received various research support. Therefore, I suggested the need to continuously develop and improve the research, to diversify research topics and research types, to expand the research scope, to improvement feasibility for the visually impaired.

Emotion Recognition in Children With Autism Spectrum Disorder: A Comparison of Musical and Visual Cues (음악 단서와 시각 단서 조건에 따른 학령기 자폐스펙트럼장애 아동과 일반아동의 정서 인식 비교)

  • Yoon, Yea-Un
    • Journal of Music and Human Behavior
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    • v.19 no.1
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    • pp.1-20
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    • 2022
  • The purpose of this study was to evaluate how accurately children with autism spectrum disorder (ASD; n = 9) recognized four basic emotions (i.e., happiness, sadness, anger, and fear) following musical or visual cues. Their performance was compared to that of typically developing children (TD; n = 14). All of the participants were between the ages of 7 and 13 years. Four musical cues and four visual cues for each emotion were presented to evaluate the participants' ability to recognize the four basic emotions. The results indicated that there were significant differences between the two groups between the musical and visual cues. In particular, the ASD group demonstrated significantly less accurate recognition of the four emotions compared to the TD group. However, the emotion recognition of both groups was more accurate following the musical cues compared to the visual cues. Finally, for both groups, their greatest recognition accuracy was for happiness following the musical cues. In terms of the visual cues, the ASD group exhibited the greatest recognition accuracy for anger. This initial study support that musical cues can facilitate emotion recognition in children with ASD. Further research is needed to improve our understanding of the mechanisms involved in emotion recognition and the role of sensory cues play in emotion recognition for children with ASD.

Visual Narrative Strategy of Game Promotion: Comparative Analysis of Dead Island and Dead Island 2 Trailers (게임 프로모션 시각 내러티브 전략: <데드 아일랜드>와 <데드 아일랜드 2> 예고편 비교 분석)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.249-269
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    • 2017
  • Promotion and marketing, which are essential to lower the investment risk and maximize commercial profit in the video game market. Game developers and publishers set up public relations strategies to encourage potential consumers' needs. Considering characteristics of video game, the trailer, which is the animated image advertisement material, could occupy a key position in its promotion and marketing plan. Cinematic spectacles and attractive narratives are essential ingredients for game trailers, which are usually produced in 3D animation. Dead Island is an open world first person shooters (FPS) game released in 2011. When launched, it grabbed a great attention with a trailer, awarded the Golden Lion Prize for the best internet film at the Cannes Lions International Festival of Creativity. The game was a commercial success and several spin-offs were producted. In 2014, its publisher, Deep Silver showed the official trailer of Dead Island 2 at Electronic Entertainment Expo, the world's largest game show. Dead Island 2 was scheduled to be released in 2016, but has been now delayed until 2018. This study compares and analyzes two trailers of Dead Island 1 and Dead Island 2. We examine the narrative structure of the trailer for the sequel promotion of a successful game. The differences between the two could be useful for building a promotion strategy of other game series.

Analysis on the Use of Visualization Materials in Free Inquiry Reports for Scientifically-Gifted Elementary School Students Focusing on Infographics (초등 과학영재 학생의 자유탐구 보고서의 시각화 자료 활용 실태 분석 - 인포그래픽을 중심으로 -)

  • Jeong, Kyeong Du;Kang, Hunsik
    • Journal of Korean Elementary Science Education
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    • v.40 no.2
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    • pp.253-266
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    • 2021
  • This study analyzed the use of visualization materials in "free inquiry" reports for scientifically-gifted elementary school students focusing on infographics. From 2017 to 2019, 78 students in grades 4~6 at a gifted science education institutes in Seoul were selected. The visualization materials in the reports (n=60) of "free inquiry" submitted by the students were analyzed from the viewpoint of using infographics. The analysis of the results showed that the visualization materials were mostly general illustrations, and infographics were very few. In addition, there were more cases of citing the existing infographics than the case of constructing the infographic. Looking at each stage of inquiry, general illustrations or infographics composed by the students appeared in 'inquiry method' or 'inquiry result' stage, but the existing infographics appeared in 'theoretical background' stage. Among the infographic types by 'expression type', 'structural type' and 'process type' were the most frequent and 'statistical type' or 'comparative/analytic type' was used frequently. Among the infographic types by 'construction level', 'simple reorganization', 'simple layout', and 'reorganization' appeared relatively more. Educational implications of these findings are discussed.

Quantitative Comparison of Packing States of Various Press Scraps (다양한 생압고철 충전 상태의 정량적 비교)

  • Sang-Hwan Lee
    • Journal of Korea Foundry Society
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    • v.42 no.6
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    • pp.358-368
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    • 2022
  • In this study, visual simulations were performed on the packing behaviors of various press scraps. The packing states after the initial charging step were quantitatively compared. The comparison targets were 300mm cubic press scraps, customized cubic press scraps, customized octagonal prism press scraps and customized cylinder press scraps. The customized press scraps were designed in customized sizes for furnaces with melting capacities of 1, 1.5, 2, 3, 4, 5 and 6t/h. The packing states such as the initial charging number, the additional charging weight percentage, the packing density and the gap volume percentage were comparatively evaluated.