• 제목/요약/키워드: Visual Communication Efficiency

검색결과 80건 처리시간 0.041초

신문.잡지광고에 있어서 헤드라인 서체의 활용에 따른 비교 연구 (A Study on Headline Typography in Newspaper & Magazine Advertisement)

  • 문영만
    • 디자인학연구
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    • 제21권
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    • pp.77-86
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    • 1997
  • 현대사회는 매스미디어에 의한 이미지의 시대이다. 광고매체는 이러한 현대사회의 일상생활에서의 각종 시각정보전달 매체 물을 통한 수용자의 이미지의 접촉과 반도에 지대한 자극과 영향을 준다. 신문, 잡지광고 텍스트 제작에 있어서 서체(typeface)선택의 활용에 따른 시각이미지(시심상, visual image)의 비교 연구를 통하여 볼 때, 헤드라인 서체의 선택은 광고카피의 중요성 못지 않게, 광고 컨셉에 맞는 발신자(광고주, client)와 수용자(소비자, consumer)의 관계에서 보다 효율적인 대 소비자를 향한 광고효과의 증대를 위해 중시되어져야 한다. 한편 이러한 헤드라인 서체의 시각이미지(시심상, visual image)는 다른 시각화상정보 전달요소(그림, 시진 등)들과 '심리적 조화의 일치' 라는 관점에서 행하여져야 한다. 이는 모든 인간들이 각자의 얼굴을 지니고, 각기 맡은바 역할에 맞추어 살아가는 것과 같이, 서체(typeface)도 각기 서체가 갖는 이미지의 '심리적 조화의 일치'하에 활용될 때 서체의 개성과 역할이 배가되어지기 때문이다.

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영상정보를 이용한 이동로봇의 무선 전력전송 자동충전에 관한 연구 (A Study on Mobile Robot Auto Recharging System Based on Wireless Power Transmission and Visual Information)

  • 김재오;이경중;안현식;문찬우
    • 한국인터넷방송통신학회논문지
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    • 제11권5호
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    • pp.35-40
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    • 2011
  • 본 논문에서는, 무선 전력전송 방식을 이용한 이동로봇의 자동 충전 시스템을 개발한다. 기존 이동로봇의 자동 충전이 기구적 접촉에 의해 이루어졌던 것에 비해, 무선 전력전송을 이용한 충전 방법은 전자기 유도 방식에 의한 비접촉 충전시스템이다. 이 방식은 송수신 코일이 바른 위치에 정렬되어야만 효율적인 충전이 가능하다. 이 문제를 해결하기 위하여, 영상정보를 통해 충전시스템의 원형 송신 코일의 변형률을 인식하여, 효율적인 자동충전이 가능하도록 이동로봇의 자세를 제어한다.

Robust Face Detection Based on Knowledge-Directed Specification of Bottom-Up Saliency

  • Lee, Yu-Bu;Lee, Suk-Han
    • ETRI Journal
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    • 제33권4호
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    • pp.600-610
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    • 2011
  • This paper presents a novel approach to face detection by localizing faces as the goal-specific saliencies in a scene, using the framework of selective visual attention of a human with a particular goal in mind. The proposed approach aims at achieving human-like robustness as well as efficiency in face detection under large scene variations. The key is to establish how the specific knowledge relevant to the goal interacts with the bottom-up process of external visual stimuli for saliency detection. We propose a direct incorporation of the goal-related knowledge into the specification and/or modification of the internal process of a general bottom-up saliency detection framework. More specifically, prior knowledge of the human face, such as its size, skin color, and shape, is directly set to the window size and color signature for computing the center of difference, as well as to modify the importance weight, as a means of transforming into a goal-specific saliency detection. The experimental evaluation shows that the proposed method reaches a detection rate of 93.4% with a false positive rate of 7.1%, indicating the robustness against a wide variation of scale and rotation.

A Research on Efficient Skeleton Retargeting Method Suitable for MetaHuman

  • Shijie Sun;Ki-Hong Kim;David-Junesok Lee
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.47-54
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    • 2024
  • With the rapid development of 3D animation, MetaHuman is widely used in film production, game development and VR production as a virtual human creation platform.In the animation production of virtual humans, motion capture is usually used.Since different motion capture solutions use different skeletons for motion recording, when the skeleton level of recorded animation data is different from that of MetaHuman, the animation data recorded by motion capture cannot be directly used on MetaHuman. This requires Reorient the skeletons of both.This study explores an efficient skeleton reorientation method that can maintain the accuracy of animation data by reducing the number of bone chains.In the experiment, three skeleton structures, Rokoko, Mixamo and Xsens were used for efficient redirection experiments, to compare and analyze the adaptability of different skeleton structures to the MetaHuman skeleton, and to explore which skeleton structure has the highest compatibility with the MetaHuman skeleton.This research provides an efficient skeleton reorientation idea for the production team of 3D animated video content, which can significantly reduce time costs and improve work efficiency.

Study of Character Animation to improve Production Efficiency

  • Choi, Chulyoung
    • International journal of advanced smart convergence
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    • 제9권2호
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    • pp.179-184
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    • 2020
  • Recently, webtoons-based animations have been expanding in Korea, where the role of mobile devices is growing, and media videos such as "YouTube" and "Tik-Tok," which have shorter screening and production cycles than traditional feature films, dramas, and animations, are attracting attention and being enjoyed by public. In order to produce animation content that fits the trend of this shortening video and production cycle, efficiency must be increased not only in story but also in production. Production methods and production technologies need changes to increase efficiency. Animation using motion capture, which is highly production-efficient, is widely used in movies that shows realistic movements, but still has little use in producing cartoon-style animations with exaggerated movements. We analyzed the production method of 2D animation and CG animation and applied the result to CG animation to increase the efficiency of production and production. The methods of production through such experiments are expected to help improve the efficiency of producing animation content that is suitable for the latest trends such as webtoon animation.

DEA와 로지스틱 회귀분석을 이용한 정보화촉진기금 융자사업의 효율성 분석 (Data Envelopment and Classification Model for Efficiency Analysis of Information Technology Promotion Fund)

  • 지유나;문태희;손소영
    • 기술혁신연구
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    • 제12권1호
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    • pp.25-48
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    • 2004
  • The relative efficiency of loan projects of information technology promotion fund is measured using Data Envelopment Analysis. Information technology promotion project is supervised by the Ministry of Information and Communication and is managed by the Institute of Information Technology Assessment. Among all the projects of information technology supported by this fund, this study deals with the themes that have been completed from 2000 to 2002. With multiple input and output data including the amount of fund, the period of study, the rate of increase in revenue, the increase in the amount of export and the increase in the number of patent, the relative efficiency scores of all the 119 subjects were calculated in CCR and BCC models of DEA. From the reference sets of some inefficient Decision Making Units, the causes of their inefficiency were analyzed. To compare the relative efficiencies among various DMUs, Super-Efficiency Ranking Method and Logistic Regression Model were used. As the result of this study, it was shown that W promotion funds in the fields related to mobile technology, visual equipment and communication device were used most efficiently.

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모션그래픽을 이용한 타이틀디자인의 활용 사례 연구;KBS, tvN 뉴스프로그램 타이틀 중심으로 (A Case Study of Title Design using Motion Graphic;Focused on KBS and tvN News Program Title)

  • 김성재
    • 한국콘텐츠학회논문지
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    • 제8권7호
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    • pp.146-152
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    • 2008
  • 현대사회에는 수많은 영상미디어의 홍수 속에서 영상미디어는 급속도로 발전하고 있다. 송신자와 수신자 사이의 효과적인 커뮤니케이션 수단으로 영상표현 기법의 한 분야인 모션그래픽이 대두되고 있는 실정이다. 모션그래픽은 수신자에게 정보를 보다 쉽고 정확하게 전달하기 위해 시각정보의 명확성을 부여하고 이미지의 전달과 정보전달의 효과를 높이기 위하여 커뮤니케이션 과정의 효과를 증대한다. 본 연구에서 논자는 사례를 통하여 최근 관심이 커지고 있는 모션그래픽의 한 분야인 타이틀 디자인이라는 짧지만 함축적인 정보의 전달로 강력한 시각전달로 모션그래픽의 표현방법상의 연구와 구조를 분석하여 실무제작에 있어 보다 낳은 방향으로 커뮤니케이션의 편리성과 효율성을 향상시키기 위한 모션그래픽의 제작방법을 조명해보고자 한다.

Convergence Point Adjustment Methods for Minimizing Visual Discomfort Due to a Stereoscopic Camera

  • Ha, Jong-Soo;Kim, Dae-Woong;Kim, Dong Hyun
    • Journal of information and communication convergence engineering
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    • 제12권4호
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    • pp.246-251
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    • 2014
  • The recent rise of the three-dimensional television (3DTV) industry has led to a wide exploitation of the dual-lens stereoscopic camera. However, when the zoom-in function is used, it is possible that a camera object is magnified only with a fixed convergence point, thereby leading to visual discomfort. In this paper, we propose several methods based on which a convergence point can be adjusted to prevent visual discomfort during zoom-in for a dual-lens stereoscopic camera. Further, we produce 3D contents by applying the proposed methods to certain cases and at certain distances and conduct a subjective evaluation. On the subjective evaluation, 48 subjects watch the 3D contents created by the proposed methods and score the stages of the visual comfort. The result of the subjective evaluation shows that some of the proposed methods are more efficient than the others. We hope that these proposed high-efficiency methods can be applied to produce a dual-lens stereoscopic camera that allows convenient stereoscopic photography.

Multiple Description Coding Using Directional Discrete Cosine Transform

  • Lama, Ramesh Kumar;Kwon, Goo-Rak
    • Journal of information and communication convergence engineering
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    • 제11권4호
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    • pp.293-297
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    • 2013
  • Delivery of high quality video over a wide area network with large number of users poses great challenges for the video communication system. To ensure video quality, multiple descriptions have recently attracted various attention as a way of encoding and visual information delivery over wireless network. We propose a new efficient multiple description coding (MDC) technique. Quincunx lattice sub-sampling is used for generating multiple descriptions of an image. In this paper, we propose the application of a directional discrete cosine transform (DCT) to a sub-sampled quincunx lattice to create an MDC representation. On the decoder side, the image is decoded from the received side information. If all the descriptions arrive successfully, the image is reconstructed by combining the descriptions. However, if only one side description is received, decoding is executed using an interpolation process. The experimental results show that such the directional DCT can achieve a better coding gain as well as energy packing efficiency than the conventional DCT with re-alignment.

A study on the Performance of Hybrid Normal Mapping Techniques for Real-time Rendering

  • ZhengRan Liu;KiHong Kim;YuanZi Sang
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.361-369
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    • 2023
  • Achieving realistic visual quality while maintaining optimal real-time rendering performance is a major challenge in evolving computer graphics and interactive 3D applications. Normal mapping, as a core technology in 3D, has matured through continuous optimization and iteration. Hybrid normal mapping as a new mapping model has also made significant progress and has been applied in the 3D asset production pipeline. This study comprehensively explores the hybrid normal techniques, analyzing Linear Blending, Overlay Blending, Whiteout Blending, UDN Blending, and Reoriented Normal Mapping, and focuses on how the various hybrid normal techniques can be used to achieve rendering performance and visual fidelity. performance and visual fidelity. Under the consideration of computational efficiency, visual coherence, and adaptability in different 3D production scenes, we design comparative experiments to explore the optimal solutions of the hybrid normal techniques by analyzing and researching the code, the performance of different hybrid normal mapping in the engine, and analyzing and comparing the data. The purpose of the research and summary of the hybrid normal technology is to find out the most suitable choice for the mainstream workflow based on the objective reality. Provide an understanding of the hybrid normal mapping technique, so that practitioners can choose how to apply different hybrid normal techniques to the corresponding projects. The purpose of our research and summary of mixed normal technology is to find the most suitable choice for mainstream workflows based on objective reality. We summarized the hybrid normal mapping technology and experimentally obtained the advantages and disadvantages of different technologies, so that practitioners can choose to apply different hybrid normal mapping technologies to corresponding projects in a reasonable manner.