• Title/Summary/Keyword: Visual Play

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Develop and Deliver Essential Information Literacy Programs

  • Eisenderg, Michael B.
    • Journal of the Korean Society for Library and Information Science
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    • v.45 no.2
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    • pp.5-21
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    • 2011
  • There is an explosion of talk about crucial, new literacies for the 21st Century, for example critical thinking, problem-solving, media literacy, technology literacy, digital literacy, visual literacy. The other day, there was even an article about "gaming literacy!" How does one make sense of it all? The common factor in all these literacies is "information" - information seeking, information use, information processing, information presentation, and information evaluation. And, these "information" elements come together in information literacy: the ability to engage in effective and efficient information problem-solving. Information literacy is the overarching and unifying literacy, and all libraries have a unique and essential role to play in delivering meaningful information literacy programs to people of all ages. In this keynote paper and address, Professor and Dean Emeritus Mike Eisenberg will define the concept and structure of library-based information literacy programs and offer strategies for developing and implementing information literacy programs that are comprehensive(reaching all users), predictable (consistent over time), and accountable(measured and reported).

A Study on the Cafe' Fantasy Ice Cream Shop Planning (카페 환타지 아이스크림 샾 계획안 연구)

  • Chang, Kyung-Soo
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.05a
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    • pp.283-286
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    • 2005
  • A design of Ice Cream Shop is an intended creation activity to increase the sales and profits by planning the space creativity and effectively. Accordingly, it should give the aesthetic and psychological satisfaction by making the space formative as a visual space expressed by a unique identity with a functional convenience. The design of Ice Cream Shop should reflect the changing demands and patterns of a consumption life as a result. Therefore a design plan is required to predict the living and culture. The design process can be divided into a basic planning, basic design and implementation design in large. The details are as follows. When a designer is assigned to the design from a client, he should start his work from surveying the site and arrangement, After arrangement, he sets up basic guidlines, which are called as a basic planning.

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Distributed and Real-time Integrated Simulation System on Avionics

  • Zhou, Yaoming;Liu, Yaolong;Li, Shaowei;Jia, Yuhong
    • International Journal of Aeronautical and Space Sciences
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    • v.18 no.3
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    • pp.574-578
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    • 2017
  • In order to achieve iterative design in early R&D period, a Distributed and Real-time Integrated Simulation System for avionics based on a Model-Based Systems Engineering (MBSE) method is proposed. The proposed simulation system includes driver, simulation model, monitor, flight visual model and aircraft external model.The effect of this simulation system in iterative design and system verification is testified by several use cases. The result shows that the simulation system, which can play an important role in iterative design and system verification, can reduce project costs and shorten the entire R&D period.

A Study on the Color Change in a Union Fabric simulated using a 3-dimensional CAD Software and Image Analysis

  • Kim, Jong-Jun
    • Journal of Fashion Business
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    • v.10 no.6
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    • pp.9-15
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    • 2006
  • Colors of textile products or fashionable clothing play one of the most important roles. From the point of visual cues, the realism of an image is the result of a good interaction of local light scattering or transmittance model applied. A 3-dimensional CAD software was used to construct a solid plain fabric model. In order to simulate a union fabric with different warp and filling colors, rendering was performed on the fabric model. It was demonstrated that the iridescent effect, pearl effect, or superficial color change effect of the union fabric during wearer's movement could be explained using the fabric models at inclined fabric positions during viewer's observation.

Public Opinion on the Duterte Administration's COVID-19 Period through Editorial Cartoons on Facebook

  • Bantugan, Brian Saludes
    • Asian Journal for Public Opinion Research
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    • v.8 no.4
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    • pp.409-431
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    • 2020
  • This study explores the images and ideas presented by the editorial cartoons that have appeared in the author's Facebook timeline during Duterte's enhanced community quarantine (ECQ). The study analyzed 70 editorial cartoons posted between March 14, 2020, when Duterte declared ECQ in the National Capital Region of the Philippines, and June 22, 2020, a few days before the emergency powers of Duterte expired. This study used (visual-verbal) textual analysis as the research method to surface discourses embedded in the selected editorial cartoons. The editorial cartoons were clustered according to the roles the powerful people play in the images, and the details of each image were compared and contrasted to surface nuances in representation. The 70 editorial cartoons were classified into seven categories: (1) invisible (non-suffering) persons, (2) front liners, (3) privileged homeowners, (4) priority clients, (5) judges, (6) gatekeepers, and (7) dysfunctional public officials. They gravitated towards the tragic realities that call for acts of social justice and equity, and underscore specific contexts that need to be fixed by those in power.

Spatiotemporal Patched Frames for Human Abnormal Behavior Classification in Low-Light Environment (저조도 환경 감시 영상에서 시공간 패치 프레임을 이용한 이상행동 분류)

  • Widia A. Samosir;Seong G. Kong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.634-636
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    • 2023
  • Surveillance systems play a pivotal role in ensuring the safety and security of various environments, including public spaces, critical infrastructure, and private properties. However, detecting abnormal human behavior in lowlight conditions is a critical yet challenging task due to the inherent limitations of visual data acquisition in such scenarios. This paper introduces a spatiotemporal framework designed to address the unique challenges posed by low-light environments, enhancing the accuracy and efficiency of human abnormality detection in surveillance camera systems. We proposed the pre-processing using lightweight exposure correction, patched frames pose estimation, and optical flow to extract the human behavior flow through t-seconds of frames. After that, we train the estimated-action-flow into autoencoder for abnormal behavior classification to get normal loss as metrics decision for normal/abnormal behavior.

A Nobel Video Quality Degradation Monitoring Schemes Over an IPTV Service with Packet Loss (IPTV 서비스에서 패킷손실에 의한 비디오품질 열화 모니터링 방법)

  • Kwon, Jae-Cheol;Oh, Seoung-Jun;Suh, Chang-Ryul;Chin, Young-Min
    • Journal of Broadcast Engineering
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    • v.14 no.5
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    • pp.573-588
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    • 2009
  • In this paper, we propose a novel video quality degradation monitoring scheme titled VR-VQMS(Visual Rhythm based Video Quality Monitoring Scheme) over an IPTV service prone to packet losses during network transmission. Proposed scheme quantifies the amount of quality degradation due to packet losses, and can be classified into a RR(reduced-reference) based quality measurement scheme exploiting visual rhythm data of H.264-encoded video frames at a media server and reconstructed ones at an Set-top Box as feature information. Two scenarios, On-line and Off-line VR-VQMS, are proposed as the practical solutions. We define the NPSNR(Networked Peak-to-peak Signal-to-Noise Ratio) modified by the well-known PSNR as a new objective quality metric, and several additional objective and subjective metrics based on it to obtain the statistics on timing, duration, occurrence, and amount of quality degradation. Simulation results show that the proposed method closely approximates the results from 2D video frames and gives good estimation of subjective quality(i.e.,MOS(mean opinion score)) performed by 10 test observers. We expect that the proposed scheme can play a role as a practical solution to monitor the video quality experienced by individual customers in a commercial IPTV service, and be implemented as a small and light agent program running on a resource-limited set-top box.

The Change of Accommodative Function by the Direction of Eye Movements During Computer Game (컴퓨터 게임 시 안구운동의 방향에 따른 조절기능의 변화)

  • Kwon, Ki-Il;Woo, Ji Yeon;Park, Mijung;Kim, So Ra
    • Journal of Korean Ophthalmic Optics Society
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    • v.17 no.2
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    • pp.177-184
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    • 2012
  • Purpose: In this study, the effect of the eye movement direction on visual function related to accommodation was investigated when playing computer games for a certain period of time. Methods: Total 60 subjects in 20s who had the visual acuity of 1.0 or higher without any ocular disease and accommodative dysfunction were asked to play computer games separately in horizontal and vertical directions for 40 and 90 minutes and then measured their accommodative amplitude, accommodative facility, accommodative lag and relative accommodations. Thevisual function when not doing the computer game was regarded as a control value, and further compared and analyzed. Results: The accommodative amplitude, accommodative facility, accommodative lag and relative accommodations showed the tendency of decrease after the computer game for 40 minutes, and more reduced values of the visual functions were shown when the computer game extended up to 90 minutes except positive relative accommodation. Positive relative accommodation had a tendency to increase slightly after the computer game for 90 minutes. Meanwhile, the change of the visual functions was primarily influenced by the eye movement in horizontal direction rather than by the eye movement in vertical direction during computer game when analyzed by the direction of eye movement. Conclusions: Over all accommodative functions tended to decrease with the extended VDT working time by computer game, and the frequent eye movement in horizontal direction during VDT tasks could be the main cause of eyestrain since the eye movement in horizontal direction rather than vertical direction significantly affected the change of accommodative function.

3D Visual Attention Model and its Application to No-reference Stereoscopic Video Quality Assessment (3차원 시각 주의 모델과 이를 이용한 무참조 스테레오스코픽 비디오 화질 측정 방법)

  • Kim, Donghyun;Sohn, Kwanghoon
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.4
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    • pp.110-122
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    • 2014
  • As multimedia technologies develop, three-dimensional (3D) technologies are attracting increasing attention from researchers. In particular, video quality assessment (VQA) has become a critical issue in stereoscopic image/video processing applications. Furthermore, a human visual system (HVS) could play an important role in the measurement of stereoscopic video quality, yet existing VQA methods have done little to develop a HVS for stereoscopic video. We seek to amend this by proposing a 3D visual attention (3DVA) model which simulates the HVS for stereoscopic video by combining multiple perceptual stimuli such as depth, motion, color, intensity, and orientation contrast. We utilize this 3DVA model for pooling on significant regions of very poor video quality, and we propose no-reference (NR) stereoscopic VQA (SVQA) method. We validated the proposed SVQA method using subjective test scores from our results and those reported by others. Our approach yields high correlation with the measured mean opinion score (MOS) as well as consistent performance in asymmetric coding conditions. Additionally, the 3DVA model is used to extract information for the region-of-interest (ROI). Subjective evaluations of the extracted ROI indicate that the 3DVA-based ROI extraction outperforms the other compared extraction methods using spatial or/and temporal terms.

A Study on the Quantitative Analysis for the Forest Landscape (삼림경관에 관한 계량적 분석에 관한 연구)

  • 서주환
    • Journal of the Korean Institute of Landscape Architecture
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    • v.15 no.1
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    • pp.39-67
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    • 1987
  • The purpose of this thesis is to suggest objective basic data for the environmental design through the quantitative analysis of the visual quality included in the physical environment of forest landscape. For this, landscape values of forest landscape have been evaluated by using the Iverson method, the images structure of forest landscape's main utilizing space have been analysed by the factor analysis algorithm, degree of visual preferences have been pleasured mainly by questionnaries and SBE method, and finally these thesis can be summarized as fallow LCP with high values of Iverson factors I and IV yield high landscape value. Specifically, Iverson factor IV has been found to play the dominant. For all experimental points, significant seasonal variations in S.D. scale values have been observed. In natural parks, where artificial structures are complementary to the natural landscape, main factors of image are S.D. scales such as the visual sequence, the formal simplicity of structures, the emphasis, the unification of heterogeneous factors and the assimilation. Factors covering the spatial image of natural parks have been found to be the overall evaluation, the individual characteristics, the tidiness, the potentiality, the dignity, the intimacy and the space volume. For all seasons, factors such as the individual characteristics, the dignity, the tidiness, the potentiality, yield high factor scores. As for factors determining the degree of visual preference, variables such as the summit, the skyline, rocks, the water and the degree of natural destruction by artificial structures yield high values for all seasons.

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