• Title/Summary/Keyword: Visual analysis

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Development of Digital Photogrammetric Systems for Three-Dimensional Topographic Information Analysis (3차원 지형정보분석을 위한 수치사진측량시스템 개발)

  • 유환희;안충현;오성남;성민규
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.17 no.1
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    • pp.11-19
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    • 1999
  • Lately, with the development of the fields of computer and photogrammetry, Digital Photogrammetric Systems are widely used for the generation of GIS basemap, the acquisition of topographic information and DEM, the formation of digital orthophoto, three-dimensional viewing and so on. According as the demand for the systems is rapidly increasing, we suggest keenly the necessity of domestic technical development, because all of these systems depend on foreign technology until now. In this study, by using digital photogrammetry method, with Visual C++ language, we have developed Digital Photogrammetric Systems for Windows which is able to get three-dimensional coordinates through interior orientation, exterior orientation, epipolar line, image matching from a pair of aerial photos taken with metric camera. This system consists of not only a module which can revise digital map that is being made at National Geographic Institute as a part of data construction project of National Geographic Information System, but also a module which can view three-dimensional image on the screen monitor by using anaglyph for three-dimensional analysis. The digital photogrammetry modules developed in this study are expected to be used as primary modules for the effective management of the urban as well as main modules in developing professional digital photogrammetric systems.

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Analysis of Requirements Using Quality Function Deployment (QFD) in Virtual Reality(VR) (가상현실(VR)에서 품질기능전개(QFD)를 활용한 요구사항 분석)

  • Park, Jihye;Kim, Mincheol
    • Journal of Distribution Science
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    • v.17 no.2
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    • pp.101-107
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    • 2019
  • Purpose - The purpose of this study is to analyze the user requirements and developer requirements in virtual reality(VR), and suggest ways to increase the satisfaction of users who experience virtual reality. Specifically, focused on experience store of VR as a distribution retailer, user requirements were analyzed according to the results of previous research that the characteristics of Affordance, Presence, and Head Mounted Display (HMD) affect user satisfaction. Research, design, data, and methodology - Based on previous studies, in this study, we analyzed the importance of immerse, interaction, perception, and presence for the satisfaction of the user through the questionnaire, and the user experiences virtual reality (VR) The importance of HMD, Presence, Affordance, and experience satisfaction were analyzed. Based on this, we analyzed the user requirements and the developer requirements based on the questionnaires and interviews of the experts, starting from the user's desire or preference using QFD technique. Results - As a result of the analysis, the development factors that occupied a big part in the virtual reality field appeared to be visual. In detail, this showed that there was a lack of sense of presence for users. This should be improved. This paper shows that the requirements for visual, auditory, and tactile development are necessary. For the satisfaction of the users of virtual reality (VR) users, it is necessary to develop them according to their priority in consideration of importance and difficulty in the future. Conclusions - In this study, it was suggested that development according to priority should be considered, considering the difficulty level. Based on the results of this study, the following suggestions are made. First, we tried to search the list of user requirements as much as possible, but it is likely to change due to the development of VR technology. Therefore, it is necessary for developers to continually supplement user requirements with recent research literature. Second, development priorities according to difficulty level should be considered. This aspect should be considered in the actual VR development process, so if the numerical value of the difficulty is calculated, it should be presented in the research.

A Study of U.S. Animation University Curriculum Focus on the Required Courses, Liberal Arts at AAU, CalArts, RCAD, RSID, SVA (미국 대학 애니메이션학과 교육과정에 관한 연구 AAU, CalArts, RCAD, RSID, SVA 전공, 교양 교육과정 중심으로)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.614-622
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    • 2016
  • As media become diversified, animation fields are being expanded. Various types of animations which were not seen in the past have appeared and the fields which did not have a suffix of "animation" now use the words of animation like motion graphic-animation or interactive-animation. This thesis is a comparative analysis study of U.S. animation education. This study collected and reviewed respective curricula of total 5 universities such as Academy of Art University, California Art of Institute), Ringling College of Art and Design, Rhode Island School of Design, and School of Visual Arts which have led U.S. animation education since animation education was first introduced in 1961. Based on the result drawn from the analysis on the classification of animation curricula into a required subject, an elective subject, liberal arts, a theory subject and a practical subject, it intends to consider improvements of Korean animation curriculum.

Mechanism study on DNA damage and Apoptosis induced by heak shock using Comet Assay

  • Seo, Young-Rok;Han, Sung-Sik;Kim, L. O′Neill;Ryu, Jae-Chun
    • Proceedings of the Korea Society of Environmental Toocicology Conference
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    • 1997.12a
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    • pp.101-101
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    • 1997
  • Comet assay, single cell gel electrophoresis has been known as useful, rapid, simple, visual, and sensitive technique for measuring the DNA breakage in mammalian ce1ls. For evaluation of DNA damage using comet assay, early studies reported a change in comet length and intensity with DNA damage using simple visual technique, such as fluorescence microscopy with eyespiece. In recent, some workers are observing and analyzing nucleotide of comets using quantitative fluorescence image analysis system to estimate 'tail moment', which is defined as the product of the tail length and the fraction of total DNA in tail. Our laboratory also adopted the image analysis software for qualification. In addition, many of the practical features of comet assay render it potentially attractive as useful tool for molecular toxicology and carcinogenesis, because the system is already showing considerable promise as rapid predictor in both in vitro and in vivo experimental designs. Recently, the comet assay becomes a attractive technique to study of apoptosis, because apoptotic fragmentation of nuclear DNA into nucleosomal sizes can be evaluated by the comet assay. So, we attempted to apply the comet assay to studying the effect of various stress on the apoptosis-sensitive cell lines. Particularly, focusing on the hyperthermic apoptosis, we could find that heat shock(44˚C for 60 minutes) was sufficient to induced apoptosis in these cell lines. But using the highly sensitive comet assay, we could not detect DNA breaks immediately after heat shock.

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The characteristics expressed in visual merchandising of Maison Hermès - Focused on the window displays - (메종 에르메스 비주얼 머천다이징에 나타난 특징 - 윈도우 디스플레이를 중심으로 -)

  • Heo, Seungyeun;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.21 no.1
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    • pp.17-30
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    • 2013
  • The purpose of this study is to consider and analyze the VM's characteristics of Maison Herm$\grave{e}$s which has tried continuously space presentations through the sensibility and differentiated strategy focusing on the flagship store window displays of Herm$\grave{e}$s. The framework for analysis of this study is established by related precedent studies. The results of this study were drawn through qualitative analysis of experts' group. The results of this study are as follows. Maison Herm$\grave{e}$s window displays have been unfolded a total of 57 times for 10 years, and have introduced a variety of themes by cooperating with 40 artists in various fields. Herm$\grave{e}$s set up eight types of themes in order to show the window displays, and these themes have been developed by the method of display presentation such as surrealistic, symbolic, mood, realistic, information. A majority of the participating artists was the Japanese. In addition, the display components such as the materials that can be easily accessible in everyday life, the object productions that were embodied the tangible and intangible image, the nostalgia, the child's world, good, colors, etc., were most frequently utilized for an effective display presentation of the themes that have been set according to each season. The most frequently used development techniques applied Herm$\grave{e}$s windows' VP were the 'd$\acute{e}$paysement', 'the descriptive narrative', and 'scene of dramatic contrast'. It turned out that a majority of the primary colors to make up Herm$\grave{e}$s window displays were analyzed by the red-orange and white color.

Brain Neuroadaptative Changes in Adolescents with Internet Addiction : An FDG-PET Study with Statistical Parametric Mapping Analysis

  • Koo, Young-Jin;Paeng, Jin-Chul;Joo, Eun-Jeong;Kang, Hye-Jin;Im, Youn-Seok;Seok, Ju-Won;Kang, Ung-Gu
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.19 no.1
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    • pp.13-18
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    • 2008
  • Objectives : Internet addiction or pathologic internet use is one of the major mental health problems in children and adolescents in Korea. Internet addiction is defined as uncontrollable, markedly time-consuming internet use, which lasts for a period of at least six months. Internet addiction results in poor academic performance and negative parent-child relationships. By using $^{18}F$-fluorodeoxyglucose-positron emission tomography (FDG-PET), we investigated the effects of internet addiction on functional changes occurring in the adolescent brain. Methods : Adolescent patients with an internet addiction (4 boys and 2 girls; $15.6{\pm}1.2$ years) participated in this study. Eight healthy young adults (5 males and 3 females; 18-30 years old) with no previous history of psychiatric illness also participated as normal controls. Brain FDG-PET data was obtained with the participants in the resting condition and with no addictive stimuli. Results : Statistic parametric mapping analysis of the brain FDG-PET data revealed hypometabolic changes in the visual information processing circuits and hypermetabolic changes in the prefrontal areas in the adolescents with internet addiction, as compared with normal controls (p<.001). Conclusion : These results suggest a neuronal adaptation to excessive visual stimulation and synaptic plasticity due to internet addiction.

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An Analysis of the Learning Materials in the Elementary School Science According to the 7th Curriculum (제7차 교육과정에 따른 초등학교 과학과 학습자료의 분석)

  • 최도성;김명호;김정길;김석중;송판섭;한광래
    • Journal of Korean Elementary Science Education
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    • v.23 no.4
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    • pp.305-317
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    • 2004
  • The learning materials in elementary school science textbooks should include all kinds of materials being used by both teachers and students in the science teaching. The major purpose of this research is to analysis textbooks and teacher's guidebooks prepared for the science teaching of 3-6 grade students. To clarify this research, we listed whole of the learning materials of science teaching for each grade and counted numbers being used for whole of the lessons of science. And according to the characteristics and the methods of its preparation of materials, the types of learning materials can be divided into 10 categories such as teaching equipments for science, test materials, consumables, audio-visual aids, teaching equipments in general, collecting' recycling materials, field studies' collected data, breeding' cultivation materials, manufacture materials, and etc. At the result of this research, the 7th national science curriculum needs total 844 items of learning materials for science education. They could be separated into ten types of categories such as 159 items of teaching equipments for science, 65 items of test materials, 116 items of consumables, 198 items of audio-visual aids, 64 items teaching equipments in general, 31 items of collecting' recycling materials, 38 items of field studies (collecting) materials, 17 items of breeding-cultivation materials, 58 items of manufacturing materials, 105 items of other materials. And we found out that there were 332 items of materials for the 3rd grade, 303 items for the 4th grade, 324 items for the 5th grade, and 254 items for the 6th grade. The result of this research could be useful for classroom activities for science teaching.

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A study on VMD(Visual Merchandising) cognition difference of the VMD operation systems (VMD(Visual Merchandising) 운영체계에 따른 VMD 인지에 관한 연구)

  • Kim, Minyoung;Lee, Jinhwa;Kim, Saehee
    • Journal of the Korean Society of Costume
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    • v.64 no.5
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    • pp.62-75
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    • 2014
  • The importance of VMD operation strategies in fashion business is growing, and this study analyzed the difference in consumers' VMD cognition of the two VMD operation systems: VMD specialist employment system and VMD outsourcing system. Two SPA brands were selected as the representative cases of the two VMD operation systems. A statistical analysis was performed using data collected from a total of 206 university and graduate students from an experimental study. Paired t-test and independent t-test were used for the analysis. The results are as follow: First, consumers' VMD cognition of the two VMD operating systems were different, and the VMD specialist employment system was valued higher than the VMD outsourcing system in all cognition dimensions. Second, the VMD specialist employment system was valued generally higher than the VMD outsourcing system regardless of gender, clothing involvement, and VMD interest of consumers. Third, the VMD specialist employment system was valued higher than the VMD outsourcing system in the following aesthetic aspects: harmony, attractiveness, and fashionable dimensions by the male, low involvement, and the VMD interested consumers. Fourth, the VMD outsourcing system was valued higher than the VMD specialist employment system in the appropriateness and the functionality dimensions by females and the high-involvement consumers, It also scored higher in the fashionable and attractive dimensions by the VMD interested consumers.

Production of an Interactive Artwork through Analysis on the Expression Method for Subject Area on Screen (Focused on Color, Face and Brightness) (화면의 주제영역 표현방법 분석을 통한 인터랙티브 아트 제작(색상, 면수, 명도를 중심으로))

  • Kim, Kyoung-Nam;Lim, Yang-Mi
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.439-449
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    • 2012
  • Recently, many interactive artworks produce through convergence of art and scientific technology. Artists or designers should cooperate with other areas for analysis in order to share database. According to these requirements, In this study, we analyze Kandinsky's works which are more emphasis on subject area than the emphasis to background area by using a number of colors, faces, and brightness levels. Due to this approach, it determines how to represent for stable screen composition attracting viewer's eyes. As a result, the subject area has more a number of colors, faces, and brightness levels than the background area. In addition, we produce the interactive artwork based on the analyzed data. According to the requirement of convergence and collaboration in the historical background, this study will be able to contribute to make the collaboration by sharing common information between artists and professionals in other areas. In addition, it is expected that other production makers who do not have the background of arts education will be able to configure the visual screen.

Research on Application of Service Design Methodology in IOT Environment

  • Kim, Byung-Taek;Cho, Yun-Sung
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.3
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    • pp.53-60
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    • 2017
  • The purpose of this study is to provide empirical and quantitative analysis on user's perceived privacy, security, and user satisfaction when providing visualization information about objects and service provider behaviors that users can not perceive in internet service process. Through previous research, we have examined the importance of privacy and security factors as a key factor to be considered for the characteristics of the Internet of things and the Internet of things. In addition, service blueprint, which is one of the service design methodologies to examine the flow of service usage in providing Internet service of things, was examined. In the flow of things internet service utilization, it is found that the things that are out of the user's cognitive area and the behavior of the service provider take up a large part. Therefore, the hypothesis that the trust of the Internet service security and the satisfaction of the user experience can be improved by providing the security visualization information about the behavior of the object and the invisible service provider in the non-contact aspect of the user and the object. In order to verify the hypothesis, we conducted experiments and questionnaires on the use of virtual objects' internet environment and conducted statistical analysis based on them. As a result, it was analyzed that visual information feedback on non - contact and invisible objects and service provider's behaviors had a positive effect on user's perceived privacy, security, and satisfaction. In addition, we conclude that it can be used as a service design evaluation tool to eliminate psychological anxiety about security and to improve satisfaction in internet service design. We hope that this research will be a great help for the research on application method of service design method in Internet environment of objects.