• Title/Summary/Keyword: Visual Image Content

Search Result 283, Processing Time 0.032 seconds

A Case Study on Application of Realistic Content to Space Design (실감형콘텐츠의 공간디자인 적용사례연구)

  • Kang, Jae-Shin
    • Journal of Digital Convergence
    • /
    • v.15 no.6
    • /
    • pp.369-376
    • /
    • 2017
  • In a digital multimedia environment with various experiences and communication, We live in an age where it is possible to experience from imagination to reality realizable by imagination. The remarkable technology based on ICT has been attracting attention as next generation video service technology from 3DTV, UHD TV, and hologram. These media, combined with space design, are able to offer us amazing and diverse experiences. In addition, now, there is a demand for more differentiated contents using human five senses recognition technology. We analyzed the application of realistic contents to space design. As a result, we have come to the conclusion that creative production which can express more fun and convenient will be an important issue.

Korean Men's Interests in Muscle Building and Their Body Satisfaction (한국 남성의 근육 만들기에 대한 관심과 신체만족도에 관한 연구)

  • Lee, Yoon-Jung;Kim, Young-Mi;Kwon, Soon-Jang
    • Journal of the Korean Home Economics Association
    • /
    • v.48 no.4
    • /
    • pp.43-55
    • /
    • 2010
  • With the sex role changes in the post-modern society, men are becoming increasingly interested in appearance and their bodies. Male muscles in particular, which also is a visual manifestation of masculine strengths, has become the focal interest for those men who care about appearance management. The purpose of this study was to identify the extent to which Korean culture emphasizes muscles in defining masculine body, and to understand Korean men's perception of muscle building and their bodies. For this purpose, a content analysis and a survey were conducted. The content analysis aimed at identifying the ideal masculine image represented in the ads featured in male fashion magazines. For the purpose of comparison, U.S. magazines were also examined. The result showed that male models' images shown in Korean magazines were not significantly different from the male images in American magazines in terms of the body size, muscularity, and the nudity of the models. A survey to 339 men aged between 20 to 50 living in Seoul area was conducted to explore the motives of muscle building, the criteria men use to evaluate muscled bodies, and the influence of muscle building on body satisfaction. Factor analysis and analyses of variances followed by Scheffe multiple comparisons were conducted for data analysis. The results showed that physical appearance improvement is one of the motives of muscle building especially for younger men. Muscle building in general is found to contribute positively to men's body satisfaction.

An Analysis on the Newspaper's Layout of the News Stand in NAVER -Focusing on the Websites of 10 dependent Online Newspapers (네이버 뉴스스탠드의 신문지면에 대한 비교분석 -10개 종속형 온라인 신문의 홈페이지를 중심으로)

  • Park, Kwang Soon
    • Journal of Digital Convergence
    • /
    • v.16 no.9
    • /
    • pp.365-374
    • /
    • 2018
  • This study aims at understanding the components of on-line newspaper and how each newspaper's layout configuration is differentiated through the analysis on the websites of 10 general daily newspapers in the news stand of NAVER. The collection of data was implemented twice, and One-Way ANOVA was used as an analyzing way. The content of the analysis was carried out based on the types of visual images, the number of photo-based articles and title-based articles, the size of image for the main story, etc. As a result of analysis, the rate of news articles with the audios, videos, cards and slides differentiated from paper-based newspaper was low, and also the news articles using the informative graphics and the graphic sources were very small in number. As a whole, the newspapers in the news stand of NAVER showed that they attempt to make a distinction of their newspaper layout by using a variety of editorial techniques. The significance of this paper is to offer a basic clue to the editing formation to promote the news consumption of newspapers. Under the circumstance that the ecology of media is rapidly being reformed by new media technology, the continuous study of how the newspaper layout should be changed will be needed.

A Study on the Present E-mail Marketing Status and Its Effective Utilization Methods on Local Internet Shopping Malls (국내(國內) 인터넷 패션 쇼핑몰의 E-mail 마케팅 현황(現況)과 효율적(效率的) 활용방안(活用方案)에 관(關)한 연구(硏究))

  • Jung, Yun-Kyoung;Kim, Il
    • Journal of Fashion Business
    • /
    • v.7 no.1
    • /
    • pp.38-54
    • /
    • 2003
  • This study looked into the present status of e-mail marketing, which is conducted in local Internet fashion shopping malls and is being used as a one-to-one marketing method in the e-CRM concept so as to establish an effective e-mail marketing policy by grasping problems based on the current status and by presenting solutions to the problems. This study analyzed the e-mail letters received during a certain period of time by 30 professional Internet fashion shopping malls of with famous goods, brands and non-brands. Four individuals subscribed to shopping mall through the procedure for membership applying for e-mail services. The analysis showed that there were no shopping malls that were doing a differentiated e-mail marketing among Internet shopping malls. As for time factor, they were sending e-mail letters irregularly regardless of a certain cycle. And as for visual factor, they didnt have any standard for the content of the mail. As for content factor, the contents of their mail were not differentiated and all the same. The comparison of fashion malls showed that the brand shopping malls were the most active in e-mail marketing. On the basis of the problems, the direction for the effective e-mail marketing of Internet shopping malls are presented as follows: First, individualized contents fitting for customers should be developed, and differentiated mailing services should be provided thereby. Second, each shopping mall should make periodic tests of mailing to find out the optimal time and day to provide e-mail services to the customers at the designated time. Third, e-mail should be differentiated fitting for the website according to a certain on a certain standard for visual effects and the identity of shopping mall should be established. Firth, in the contents of e-mail, the image and message elements should be properly harmonized and creative policies should be made with interactive or recreational elements. Fifth, a homepage policy which can satisfy customers demand for information when the e-mail is clicked on..

Image Watermarking for Copyright Protection of Images on Shopping Mall (쇼핑몰 이미지 저작권보호를 위한 영상 워터마킹)

  • Bae, Kyoung-Yul
    • Journal of Intelligence and Information Systems
    • /
    • v.19 no.4
    • /
    • pp.147-157
    • /
    • 2013
  • With the advent of the digital environment that can be accessed anytime, anywhere with the introduction of high-speed network, the free distribution and use of digital content were made possible. Ironically this environment is raising a variety of copyright infringement, and product images used in the online shopping mall are pirated frequently. There are many controversial issues whether shopping mall images are creative works or not. According to Supreme Court's decision in 2001, to ad pictures taken with ham products is simply a clone of the appearance of objects to deliver nothing but the decision was not only creative expression. But for the photographer's losses recognized in the advertising photo shoot takes the typical cost was estimated damages. According to Seoul District Court precedents in 2003, if there are the photographer's personality and creativity in the selection of the subject, the composition of the set, the direction and amount of light control, set the angle of the camera, shutter speed, shutter chance, other shooting methods for capturing, developing and printing process, the works should be protected by copyright law by the Court's sentence. In order to receive copyright protection of the shopping mall images by the law, it is simply not to convey the status of the product, the photographer's personality and creativity can be recognized that it requires effort. Accordingly, the cost of making the mall image increases, and the necessity for copyright protection becomes higher. The product images of the online shopping mall have a very unique configuration unlike the general pictures such as portraits and landscape photos and, therefore, the general image watermarking technique can not satisfy the requirements of the image watermarking. Because background of product images commonly used in shopping malls is white or black, or gray scale (gradient) color, it is difficult to utilize the space to embed a watermark and the area is very sensitive even a slight change. In this paper, the characteristics of images used in shopping malls are analyzed and a watermarking technology which is suitable to the shopping mall images is proposed. The proposed image watermarking technology divide a product image into smaller blocks, and the corresponding blocks are transformed by DCT (Discrete Cosine Transform), and then the watermark information was inserted into images using quantization of DCT coefficients. Because uniform treatment of the DCT coefficients for quantization cause visual blocking artifacts, the proposed algorithm used weighted mask which quantizes finely the coefficients located block boundaries and coarsely the coefficients located center area of the block. This mask improves subjective visual quality as well as the objective quality of the images. In addition, in order to improve the safety of the algorithm, the blocks which is embedded the watermark are randomly selected and the turbo code is used to reduce the BER when extracting the watermark. The PSNR(Peak Signal to Noise Ratio) of the shopping mall image watermarked by the proposed algorithm is 40.7~48.5[dB] and BER(Bit Error Rate) after JPEG with QF = 70 is 0. This means the watermarked image is high quality and the algorithm is robust to JPEG compression that is used generally at the online shopping malls. Also, for 40% change in size and 40 degrees of rotation, the BER is 0. In general, the shopping malls are used compressed images with QF which is higher than 90. Because the pirated image is used to replicate from original image, the proposed algorithm can identify the copyright infringement in the most cases. As shown the experimental results, the proposed algorithm is suitable to the shopping mall images with simple background. However, the future study should be carried out to enhance the robustness of the proposed algorithm because the robustness loss is occurred after mask process.

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-
    • /
    • v.15
    • /
    • pp.25-56
    • /
    • 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.

Exploring the Potential of Podcasts in Flower Design Industry (플라워디자인 산업 활성화를 위한 팟캐스트 콘텐츠의 가능성 연구)

  • Yang, Dongbok
    • Journal of the Korean Society of Floral Art and Design
    • /
    • no.44
    • /
    • pp.75-100
    • /
    • 2021
  • The purpose of this study is to explore ways in which the flower design industry can utilize podcasts that are rapidly growing in recent years. I selected foreign flower podcasts that are ranked on the global podcast chart, and examined the genre, content, components, show hosts and etc. By analyzing the characteristics of the podcast, the type of communication between the host and the audience, the audience interaction, the industry connection, and the media expansion strategy, I tried to derive the possibility of the flower podcast in Korea. As a result of analyzing foreign flower podcasts, podcasters built listener communities based on their rich experience and knowledge through podcasts and used them for education and marketing. They acted as leaders in the industry or led public opinion such as the sustainable flower industry. Podcast shows were repurposed as various content and used to spread flower design culture. In Korea, flower podcasts can be the basis for the formation of a community related to the flower design industry. Flower design experts can use podcasts as a source asset for various content. Listeners within the industry can get hands-on knowledge about the business from flower podcasts. The popular flower podcast will contribute to the vitalization of flower design culture and industry. Flower podcasts can be a starting point to actively cope with the era of personal media.

Adaptive Data Hiding Techniques for Secure Communication of Images (영상 보안통신을 위한 적응적인 데이터 은닉 기술)

  • 서영호;김수민;김동욱
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.29 no.5C
    • /
    • pp.664-672
    • /
    • 2004
  • Widespread popularity of wireless data communication devices, coupled with the availability of higher bandwidths, has led to an increased user demand for content-rich media such as images and videos. Since such content often tends to be private, sensitive, or paid for, there exists a requirement for securing such communication. However, solutions that rely only on traditional compute-intensive security mechanisms are unsuitable for resource-constrained wireless and embedded devices. In this paper, we propose a selective partial image encryption scheme for image data hiding , which enables highly efficient secure communication of image data to and from resource constrained wireless devices. The encryption scheme is invoked during the image compression process, with the encryption being performed between the quantizer and the entropy coder stages. Three data selection schemes are proposed: subband selection, data bit selection and random selection. We show that these schemes make secure communication of images feasible for constrained embed-ded devices. In addition we demonstrate how these schemes can be dynamically configured to trade-off the amount of ded devices. In addition we demonstrate how these schemes can be dynamically configured to trade-off the amount of data hiding achieved with the computation requirements imposed on the wireless devices. Experiments conducted on over 500 test images reveal that, by using our techniques, the fraction of data to be encrypted with our scheme varies between 0.0244% and 0.39% of the original image size. The peak signal to noise ratios (PSNR) of the encrypted image were observed to vary between about 9.5㏈ to 7.5㏈. In addition, visual test indicate that our schemes are capable of providing a high degree of data hiding with much lower computational costs.

A study of using physical body in Contemporary Painting (현대회화에서 신체성의 활용에 관한 연구)

  • Park Ki-Woong
    • Journal of Science of Art and Design
    • /
    • v.6
    • /
    • pp.140-202
    • /
    • 2004
  • Body means 1)the whole structure and substance of a man, animal, or plant 2) the trunk or torso of a man or animal 3) part of garment that covers the trunk 4) the fresh or material substance, as opposed to the spirit. Human body could be distinguished as fresh and spirit. Body has the meaning of physicality. Physical means the bodily and constitution, but in the meaning of constitution there is the content of spirituality. Physicality means the appearing or arising of trace or image or nuance of body. The paintings which are using bodies are 1) directly draw bodies 2) twisting or transformation or nuance of the body and highly upgrade the physical emotion or fantastic bodily nuance 3) directly rubbing artist's body on the surface of painting with pigments to elect tactile specification. These physical art have appeared broadly by various artists, mainly with the social aspects of sex, drug, psycho sexual issues. In case of Joel peter Whitkin, the reason of strong physicality in the art is from the mind of the rejection and resistance of real world which is targeting top, perfect and beauty. Further explanation, being the world which is separated top and under, men and women, beauty and ugly; further in the situation, the hierarchy, terror and pressure began and many difficult problems has derived. The contents of attacking feminists's art works are very obscene to reveal female and male's phallus strongly. Sometime, it is strongly related in the political issues. The physical paintings have strong meanings in the action by hands and feet. It supports that it could reveal the humanity with smell, breath, and traces of bodies. In the bodies, the origin of life begins which gives human life by blood lines and water. Sometime, the physical paintings are made by the blood and urine to stick the physicality for special nuance. The physical paintings are made by the image of penis and clitoris which are related in the image of urinating, ejaculation and sometime is symbolized as pens and candles to drop liquid. The selected painters who are related in physical painting are Jackson Pollock, Andrea Serano, Eve Klein, Francis Bacon, Francesco Clemente, Lichard Long, Jakes & Dinos Chapman, Anselm Kiefer, Kiki Smith and Park, Ki Woong. Francis Bacon's style is destructive in representing human shapes which give us special message about the unbearable activity of men politician, high brain, wealthy and religious people. Francesco Clemente's method is to use throat, ear hole, mouse, clitoris, belly nostrils and every holes of body to transmute human physical body. Lichard Long uses directly his body in drawing the surface of painting by using liquid of mud Jakes & Dinos Chapman destroys or transforms the bodies of human. It sometime appears wrong location of the bodies that the penis and vulva is in between human faces or nose of women, Anselm Kiefer uses human hair for representing the human decaying martyrs, and indirectly using straw, he gives special ritual action to repent the Nazi's fault. From 2002 to 2003, Park KI Woong used women womb images to intermingle the smoke shape of <9.11 terror, 2001> in New York to reveal the painful situation of the time(*).

  • PDF

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
    • /
    • s.45
    • /
    • pp.197-214
    • /
    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.