• Title/Summary/Keyword: Visual Communication Language

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A Visual Effect Retrieval System Design for Communication in Film-production - Focused on the Effect Using Computer Graphics Technology - (영화 비주얼 이펙트 제작의 커뮤니케이션을 위한 자료검색 시스템 제안 - 컴퓨터 그래픽 기술을 이용한 이펙트를 중심으로 -)

  • Jo, Kook-Jung;Suk, Hae-Jung
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.92-103
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    • 2009
  • With the help of computer graphics technologies, the visual effects techniques using these technologies replaced most of special effects techniques which had been used for early films. For these changes, directors and visual effects creators make an effect in a scene through their mutual agreement in contemporary films. However, they undergo a lot of trial-and-error while making a visual effects scene because they cannot perfectly communicate their ideas due to the director's narrative language, and also because of the visual effect creator's language of computer graphics technology. This research suggests the design of a visual effects data retrieval system for efficient communication between directors and visual effects creators. This application provides the means to search a database analyzing visual effects scenes extracted from 14 remarkable movies in visual effect history by narrative and visual effects technique. They can search visual effects scenes using this application. also, this data can foster communication with directors and creators so they can make an efficient production pipeline.

A Study on the Construction of a Real-time Sign-language Communication System between Korean and Japanese Using 3D Model on the Internet (인터넷상에 3차원 모델을 이용한 한-일간 실시간 수화 통신 시스템의 구축을 위한 기초적인 검토)

  • Kim, Sang-Woon;Oh, Ji-Young;Aoki, Yoshinao
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.36S no.7
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    • pp.71-80
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    • 1999
  • Sign-language communication can be a useful way of exchanging message between people who using different languages. In this paper, we report an experimental survey on the construction of a Korean-Japanese sign-language communication system using 3D model. For real-time communication, we introduced an intelligent communication method and built the system as a client-server architecture on the Internet. A character model is stored previously in the clients and a series of animation parameters are sent instead of real image data. The input-sentence is converted into a series of parameters of Korean sign language or Japanese sign language at server. The parameters are transmitted to clients and used for generating the animation. We also employ the emotional expressions, variable frames allocation method, and a cubic spline interpolation for the purpose of enhancing the reality of animation. The proposed system is implemented with Visual $C^{++}$ and Open Inventor library on Windows platform. Experimental results show a possibility that the system could be used as a non-verbal communication means beyond the linguistic barrier.

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Typography Media(Emoticon) for the Public Service and Communication (타이포그래피 미디어(이모티콘)의 소통과 공공성)

  • Kim, Young-Kook
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.197-204
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    • 2011
  • In line with the development of Media, the use of character has been developed in various ways. Specially, it has been emerged the functions of written language of visualization and delivery of emotion in the digitalized environment due to speedy growth of internet and Mobile. The emoticons emerged as a tool for the convenience of communication proved to have taken effective role in the part of communication culture. Particularly, Hangul emoticons which contains the meaning of communication and sharing in tandem with the principle of Hangul invention, provides convenience in combination & use due to its structural and design characteristic for which it plays a significant role of visual element. Hangul emoticon is definitely a part of Hangul culture and in view of globalization of visual language in connection with media development, there is a huge potential being to be used as a international communication tool. In this study, it will be reviewed on the increased utilization of Hangul emoticons and related public issues as being a part of typography media, in view of the generalization of private media as well as change of subjective user.

Gesture Communications Between Different Avatar Models Using A FBML (FBML을 이용한 서로 다른 아바타 모델간의 제스처 통신)

  • 이용후;김상운;아오끼요시나오
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.41 no.5
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    • pp.41-49
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    • 2004
  • As a means of overcoming the linguistic barrier between different languages in the Internet cyberspace, a sign-language communication system has been proposed. However, the system supports avatars having the same model structure so that it is difficult to communicate between different avatar models. Therefore, in this paper, we propose a new gesture communication system in which different avatars models can communicate with each other by using a FBML (Facial Body Markup Language). Using the FBML, we define a standard document format that contains the messages to be transferred between models, where the document includes the action units of facial expression and the joint angles of gesture animation. The proposed system is implemented with Visual C++ and Open Inventor on Windows platforms. The experimental results demonstrate a possibility that the method could be used as an efficient means to overcome the linguistic problem.

A Study of Software Development Method with Visual Presentation Language - Case Study Architecture Total Solutional Software (시각적 언어를 사용한 소프트웨어 개발 프로세스에 관한 연구 - 건축 통합 솔루션 소프트웨어 개발을 중심으로)

  • 김성곤
    • Archives of design research
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    • v.15 no.3
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    • pp.103-114
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    • 2002
  • Recently, it is more important to do part of software designers for developing user-centered software. They produce visual document for helping communication between developers and visual diagram for analyzing user need factors based on user scenario. Case study of architecture real dispatch service can show developing samples. It is important to produce visual document for one combined opinion between developers in process of defining of development boundary, main concept development, selecting of development system. And visual document process with visual language by software designer is step for recognizing of user need factors before developing interface design in process of collecting design factors of user and environment and analyzing design factor by user scenario. Also, in process of interface and prototype development, it need visual document for peaceful and concord process between developers. Those visual documents with visual language could help to define developers role and duty, user-centered concept development and various interface development proposal during software developing.

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An implementation of sign language communication sytem between korean and japanese using 3D model (3차원 모델을 이용한 한-일 수화 영상통신 시스템의 구현)

  • ;;Yoshinao Aoki
    • Proceedings of the IEEK Conference
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    • 1998.06a
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    • pp.925-928
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    • 1998
  • In this paper, we implemented a sign language communication system between korean and japanese using 3D model. Unitl now, we have developed the system through 2D image. The system, however, has some drawbacks base don the limitations of 2D model. Especially it is not comprehensive in the sign language gesture including forward or backward movements becasue it can only display a front view. Therefore, we employed a 3D model for the representation of sign language. The proposed communication system si implemented with windows 95 visual C++ 5.0 imported open inventor library on pentium 233 system. Experimented results show that the 3D system can solve the problems in 2D representation.

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Multimodal Discourse: A Visual Design Analysis of Two Advertising Images

  • Ly, Tan Hai;Jung, Chae Kwan
    • International Journal of Contents
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    • v.11 no.2
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    • pp.50-56
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    • 2015
  • The area of discourse analysis has long neglected the value of images as a semiotic resource in communication. This paper suggests that like language, images are rich in meaning potential and are governed by visual grammar structures which can be utilized to decode the meanings of images. Employing a theoretical framework in visual communication, two digital images are examined for their representational and interactive dimensions and the dimensions' relation to the magazine advertisement genre. The results show that the framework identified narrative and conceptual processes, relations between participants and viewers, and symbolic attributes of the images, which all contribute to the sociological interpretations of the images. The identities and relationships between viewers and participants suggested in the images signify desirable qualities that may be associated to the product of the advertiser. The findings support the theory of visual grammar and highlight the potential of images to convey multi-layered meanings.

Imaging a scene from experience given verbal experssions

  • Sakai, Y.;Kitazawa, M.;Takahashi, S.
    • 제어로봇시스템학회:학술대회논문집
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    • 1995.10a
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    • pp.307-310
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    • 1995
  • In the conventional systems, a human must have knowledge of machines and of their special language in communicating with machines. In one side, it is desirable for a human but in another side, it is true that achieving it is very elaborate and is also a significant cause of human error. To reduce this sort of human load, an intelligent man-machine interface is desirable to exist between a human operator and machines to be operated. In the ordinary human communication, not only linguistic information but also visual information is effective, compensating for each others defect. From this viewpoint, problem of translating verbal expressions to some visual image is discussed here in this paper. The location relation between any two objects in a visual scene is a key in translating verbal information to visual information, as is the case in Fig.l. The present translation system advances in knowledge with experience. It consists of Japanese Language processing, image processing, and Japanese-scene translation functions.

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Landscape Drawing as a Text: Practical and Theoretical Approach (텍스트로서의 조경드로잉 - 읽기의 틀과 실제 -)

  • 이광빈;조정송
    • Journal of the Korean Institute of Landscape Architecture
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    • v.27 no.1
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    • pp.54-63
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    • 1999
  • The Landscape drawing is used as main media in landscape design process like the language in daily life for human. Designers input many intentions and meaningful words in design process through landscape drawing. The common purpose of landscape drawing is to represent reality effectively, even though it has variable visual forms and materiality. The representation in landscape drawing in metaphorical as well as visual and functional. But current tendency is inclined to use landscape drawing in a functional aspect for visual representation and the landscape drawing is utilized straight-forwardly rather than metaphorically for clear communication. Such recognition on landscape drawing results from the difficulty to accept the symbolic aspect of the drawing. The difficulty makes the utilization and the interpretation of landscape drawing stay at conventional level in following visible factors. For the sake of solving the difficulty this study considers landscape drawing as the text that contains readable objects and symbolic words. This study presents layer-methods for reading a landscape drawing as a text; situational and contextural reading, iconological reading and reading the subject of drawing.

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SPACIAL POEM: A New Type of Experimental Visual Interaction in 3D Virtual Environment

  • Choi, Jin-Young
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.405-410
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    • 2008
  • There is always a rhythm in our language and speech. As soon as we speech out, even just simple words and voice we make are edited as various emotions and information. Through this process we succeed or fail in our communication, and it becomes a fun communication or a monotonous delivery. Even with the same music, impression of the play can be different according to each musician' s emotion and their understanding. We 'play' our language in the same way as that. However, I think, people are used to the variety, which is, in fact, the variation of a set format covered with hollow variety. People might have been living loosing or limiting their own creative way to express themselves by that hollow variety. SPACIAL POEM started from this point. This is a new type of 'real-time visual interaction' expressing our own creative narrative as real-time visual by playing a musical instrument which is an emotional human behavior. Producing many kinds of sound by playing musical instruments is the same behavior with which we express our emotions through. There are sensors on each hole on the surface of the musical instrument. When you play it, sensors recognize that you have covered the holes. All sensors are connected to a keyboard, which means your playing behavior becomes a typing action on the keyboard. And I programmed the visual of your words to spread out in a virtual 3D space when you play the musical instrument. The behavior when you blow the instrument, to make sounds, changes into the energy that makes you walk ahead continuously in a virtual space. I used a microphone sensor for this. After all by playing musical instrument, we get back the emotion we forgot so far, and my voice is expressed with my own visual language in virtual space.

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