• Title/Summary/Keyword: Dynamic Visual Interactive Analysis

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Quick Decision Making Using Visual Dynamic Mining Tool;Spotfire (비쥬얼 다이나믹 마이닝 툴을 이용한 신속한 의사결정;Spotfire)

  • Kim, Seong-Ki
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2008.04a
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    • pp.89-91
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    • 2008
  • 엄청나게 쏟아져 나오는 데이터 홍수 속에서 오늘날의 업체와 연구기관에서는 신속하게 의사 결정을 해야 한다. 당면한 문제점들을 해결하기 위하여 접근할 수 있는 수많은 다양한 데이터 속에서 정확하게 경향을 파악하고 그 근본 원인을 찾아내어 신속하고 action을 행하는 것은 어떠한 회사에서도 성공에 있어서 가장 중요한 인자들 중의 하나이다. 초기 아이디어 도출, 연구 개발에서부터 제품의 생산, 판매 및 서비스에 이르기까지 모든 팀원들은 아주 빠르게 고도의 정확성으로 중요한 결정을 할 필요가 있다. 오늘날의 경쟁 시장에서 기업의 성공은 다른 경쟁자들보다 더 빠르게 결정을 할 수 있는 능력에 달려 있다. 이에 Sporfire에서는 사용자가 쉽고 빠르게 데이터를 분석하여 의사 결정을 할 수 있도록 다양한 기능을 제공하고 있다. 사용자가 SQL같은 전문 언어를 사용하지 않고도 다양한 데이터 source에서 쉽게 데이터를 가져오도록 Information Library를 이용할 수 있으며, 데이터베이스에 들어 있는 숫자들의 집합체를 다양한 차트와 도표들을 이용, 그래픽 적으로 제공해 줌으로써 데이터에 대하여 직관적으로 파악하여 신속하게 대응할 수 있도록 도와준다. 또한 그 결과물들을 MS 파워포인트, 엑셀시트, xml 등으로 저장하여 다른 용도로 사용할 수 있도록 하고 있다.

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Analysis on Visual Grammar of Female Images in Cover of Feminist Magazine Covers (페미니스트 잡지 표지 사진의 여성 이미지에 대한 시각 문법 분석)

  • Joo, Hae-Rin;Park, Soo-Jin
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.275-284
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    • 2021
  • This study analyzes the characteristics regarding the image of women in feminist magazine covers. Along with fundamental analysis of the female image that appeared on the covers of feminist magazines and the grammar of visual design by Kress and van Leeuwen, a methodology of socio semiotic research, this study explores the structure and driving principles of symbols that have organized female images. The subject of analysis is set to 200 covers of magazines published from the 1960s to the 2010s. Through analysis, first, female images represented in the covers of feminist magazines showed women of various races, age groups, appearances, and occupations, and the degree od emphasis on the physique was fewer and natural-looking. Second, the study confirms that feminist magazines actively utilize representational and interactive metafunctions to deliver symbolic information such as messages of confidence, strength, and courage. Third, the organized symbols affected the recipient's understanding and interpretation of images. I hope this study helps to contemplate ways to express female images and the dynamic and diverse aspects of women.

A Study on Audio-Visual Interactive Art interacting with Sound -Focused on 21C Boogie Woogie (사운드에 반응하는 시청각적인 인터랙티브 아트에 관한 연구)

  • Son, Jin-Seok;Yang, Jee-Hyun;Kim, Kyu-Jung
    • Cartoon and Animation Studies
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    • s.35
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    • pp.329-346
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    • 2014
  • Art is the product from the combination of politics, economy, and social and cultural aspects. Recent development of digital media has affected on the expansion of visual expression in art. Digital media allow artists to use sound and physical interaction as well as image as an plastic element for making a work of art. Also, digital media help artists create an interactive, synaesthetic and visual perceptive environment by combining viewers' physical interaction with the reconstruction of image, sound, light, and among other plastic elements. This research was focused on the analysis of the relationship between images in art work and the viewer and data visualization using sound from the perspective of visual perception. This research also aimed to develop an interactive art by visualizing physical data with sound generating from outer stimulus or the viewer. Physical data generating from outer sound can be analyzed in various aspects. For example, Sound data can be analyzed and sampled within pitch, volume, frequency, and etc. This researcher implemented a new form of media art through the visual experiment of LED light triggered by sound frequency generating from viewers' voice or outer physical stimulus. Also, this researcher explored the possibility of various visual image expression generating from the viewer's reaction to illusionary characteristics of light(LED), which can be transformed within external physical data in real time. As the result, this researcher used a motif from Piet Mondrian's Broadway Boogie Woogie in order to implement a visual perceptive interactive work reacting with sound. Mondrian tried to approach at the essence of visual object by eliminating unnecessary representation elements and simplifying them in painting and making them into abstraction consisting of color, vertical and horizontal lines. This researcher utilized Modrian's simplified visual composition as a representation metaphor in oder to transform external sound stimulus into the element of light(LED), and implemented an environment inducing viewers' participation, which is a dynamic composition maximizing a synaesthetic expression, differing from Modrian's static composition.

Dynamic Reconfiguration of Qis Visualization Spreadsheet (동적 재구성이 가능한 Qis Visualization Spreadsheet)

  • Jee, Sung-Hyun;Kwon, Young-Hee;Youn, Kil-Joong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.42 no.5
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    • pp.79-86
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    • 2005
  • The Qis visualizational spreadsheet environment is shown to be extremely effective in supporting the organized visualization of multi-dimensional data sets. The Qis consists of the reconfigurative 2D arrangement of spreadsheet elements at run time and each spreadsheet element has a novel framestack. As the feature, it supports 3D data structure of each element on the Qis. It enables the visualization spreadsheet to effectively manage, rapidly organize, and compactly encapsulate multi-dimensional data sets for visualization. Using several experiments with scientific users, the Qis has been demonstrated to be a highly interactive visual browsing tool for the analysis of multidimensional data, displaying 2D and 3D graphics, and rendering in each frame of the spreadsheet.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.

Procedural Animation Method for Realistic Behavior Control of Artificial Fish (절차적 애니메이션 방법을 이용한 인공물고기의 사실적 행동제어)

  • Kim, Chong Han;Youn, Jae Hong;Kim, Byung Ki
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.11
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    • pp.801-808
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    • 2013
  • In the virtual space with the interactive 3D contents, the degree of mental satisfaction is determined by how fully it reflect the real world. There are a few factors for getting the high completeness of virtual space. The first is the modeling technique with high-polygons and high-resolution textures which can heighten an visual effect. The second is the functionality. It is about how realistic represents dynamic actions between the virtual space and the user or the system. Although the studies on the techniques for animating and controlling the virtual characters have been continued, there are problems such that the long production time, the high cost, and the animation without expected behaviors. This paper suggest a method of behavior control of animation by designing the optimized skeleton which produces the movement of character and applying the procedural technique using physical law and mathematical analysis. The proposed method is free from the constraint on one-to-one correspondence rules, and reduce the production time by controlling the simple parameters, and to increase the degree of visual satisfaction.