• Title/Summary/Keyword: Visual analysis

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Study on Chinese Character Borrowing in Korean Language (우리말 중 한자차용 실태 고찰 - 중국어의 한자차용 사례와의 비교를 중심으로)

  • PARK, SEOK HONG
    • Cross-Cultural Studies
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    • v.33
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    • pp.359-384
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    • 2013
  • There is linguistic phenomenon that Korean syllable, morpheme and word are substituted with Chinese Character. These phenomenon is called Chinese Character Borrowing, the Chinese character used here is called Borrowed Chinese Character. Whereas borrowing Chinese character in Chinese is used for borrowing only sound for different word, borrowing Chinese character in Korean is used for assigning new meaning. Hence, by borrowing Chinese character in Korean, a syllable which had no meaning originally get new meaning, morpheme and word meaning has changed. At advertisement and campaign, Chinese Character Borrowing has lots of linguistical advantage such as visual immediacy, effectiveness of meaning expression. However, there are number of cases found that violate grammar rule and word constitution practice by Chinese Character Borrowing. For this reason, Chinese Character Borrowing has the problem polluting Korean along with another foreign words. Thus, this paper focus on study Chinese Character Borrowing phenomenon in Korean, and analysis its effectiveness and impact in Korean. In addition, analysis the problem of Borrowed chinese Character, and suggestion several alternative for right use of Korean is followed.

Performance Analysis on View Synthesis of 360 Video for Omnidirectional 6DoF

  • Kim, Hyun-Ho;Lee, Ye-Jin;Kim, Jae-Gon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.11a
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    • pp.22-24
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    • 2018
  • MPEG-I Visual group is actively working on enhancing immersive experiences with up to six degree of freedom (6DoF). In virtual space of omnidirectional 6DoF, which is defined as a case of degree of freedom providing 6DoF in a restricted area, looking at the scene from another viewpoint (another position in space) requires rendering additional viewpoints called virtual omnidirectional viewpoints. This paper presents the performance analysis on view synthesis, which is done as the exploration experiment (EE) in MPEG-I, from a set of 360 videos providing omnidirectional 6DoF in various ways with different distances, directions, and number of input views. In addition, we compared the subjective quality between synthesized images with one input view and two input views.

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Surface Model and Scattering Analysis for Realistic Game Character

  • Kim, Seongdong;Lee, Myounjae
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.109-116
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    • 2021
  • In this paper, we considered that recently 3D game characters have been almost alike realistic expression because of a great mathematical computation and efficient techniques on GPU hardware. We presented the rendering technique and analysis for 3D game characters to simulate and render mathematical approach model from recent researches to perform the game engine for the surface reflection of lighting model. We compare our approach with the existing variant rendering techniques here using Open GL shader language on game engine. The experimental result will be provided the view-dependent visual appearance of variant and effective modeling characters for realistic expression using existing methods on the GPU for effective simulations and rendering process. Since there are many operations that are used redundantly while performing mathematical operations, the necessary functions and requirements have been to compute in advance.

Exploring the Introduction of Fractions in Germany, Singapore, and South Korea Mathematics Textbooks

  • Lee, Mi Yeon;Choy, Ban Heng;Mizzi, Angel
    • Research in Mathematical Education
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    • v.24 no.2
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    • pp.111-130
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    • 2021
  • This exploratory study focuses on analyzing three mathematics textbooks in Germany, Singapore and South Korea to reveal similarities and differences in their introductions of fraction concepts. Findings reveal that all three countries' textbooks introduce fraction concepts predominantly by using pictorial representations such as area models, but the introductions of multiple fraction constructs vary. The Singaporean and South Korean textbooks predominantly used a part-whole construct to introduce fractional concepts while the German textbook introduced various constructs sequentially in the first pages using several scenarios from different real-life situations. The findings were represented using visual representations, which we called textbook signatures. The textbook signatures provided configurations of the textbook features across the three countries. At the end of paper, we share insights and limitations about the use of textbook signatures in the research on textbook analysis.

A Quantitative Approach for Data Visualization in Human Resource Management

  • Bandar Abdullah AlMobark
    • International Journal of Computer Science & Network Security
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    • v.23 no.2
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    • pp.133-139
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    • 2023
  • As the old saying goes "a picture is worth a thousand words" data visualization is essential in almost every industry. Companies make Data-driven decisions and gain insights from visual data. However, there is a need to investigate the role of data visualization in human resource management. This review aims to highlight the power of data visualization in the field of human resources. In addition, visualize the latest trends in the research area of human resource and data visualization by conducting a quantitative method for analysis. The study adopted a literature review on recent publications from 2017 to 2022 to address research questions.

Classification of Behavioral Lexicon and Definition of Upper, Lower Body Structures in Animation Character

  • Hongsik Pak;Suhyeon Choi;Taegu Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.103-117
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    • 2023
  • This study focuses on the behavioural lexical classification for extracting animation character actions and the analysis of the character's upper and lower body movements. The behaviour and state of characters in the animation industry are crucial, and digital technology is enhancing the industry's value. However, research on animation motion application technology and behavioural lexical classification is still lacking. Therefore, this study aims to classify the predicates enabling animation motion, differentiate the upper and lower body movements of characters, and apply the behavioural lexicon's motion data. The necessity of this research lies in the potential contributions of advanced character motion technology to various industrial fields, and the use of the behavioural lexicon to elucidate and repurpose character motion. The research method applies a grammatical, behavioural, and semantic predicate classification and behavioural motion analysis based on the character's upper and lower body movements.

Analysis of MODIS cloud masking algorithm using direct broadcast data over Korea and its improvement

  • Lee, H.J.;Chung, C.Y.;Ahn, M.H.;Nam, J.C.
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.461-463
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    • 2003
  • The information on the cloud presence within a instantaneous field of view is the first step toward the derivation of many other geophysical parameters. Here, we first applied the current MODIS cloud detection algorithm developed by University of Wisconsin and compared the results to a visual interpretation of composite data, especially during the daytime. Most of cases, the detection algorithm performs very well, except a few cases with over-detection. One of the reasons for the false detection is due to the time independent use of land information which affects the threshold values of visible channel test. In the presentation, we show detailed analysis of the current cloud detection algorithm and suggest possible way to overcome the current shortfall.

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Analysis of the Effectiveness of Conversion of Three-dimensional Puzzles into Immersive Media based on Play Theory for Children's Experience

  • Tae-Eun Lee
    • Journal of information and communication convergence engineering
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    • v.21 no.2
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    • pp.145-151
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    • 2023
  • This study aimed to determine whether there is a significant difference in play properties in the case of media conversion through the combination of analog three-dimensional puzzles and immersive media in children's experience. Based on Roger Caillois' play theory and the contents of previous research, an experience was conducted on an experimental group and control group, and a questionnaire was prepared. The results of the correlation and paired t-test analysis showed that the play properties were higher and more evenly distributed in the media conversion immersive experience. This implies that an increase in children's fun during the immersive experience further increases their immersion, suggesting that the use of immersive media may have a positive effect on children who achieve holistic development through play and experience. We hope that this study will help recognize the difference in effectiveness through conversion into immersive media and will be referenced in various media studies that consider double-play properties.

Unraveling the relationship between the dimensions of user experience and user satisfaction in metaverse: A Mixed-methods Approach (메타버스 이용자 경험요인이 만족도에 미치는 영향: 텍스트 마이닝과 계량 분석 혼합방법론)

  • Jeong, Da Hyeon;Kim, Hee Woong;Yoon, Sang Hyeak
    • The Journal of Information Systems
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    • v.32 no.3
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    • pp.19-39
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    • 2023
  • Purpose This study aims to identify user experience factors that can enhance both metaverse utilization and satisfaction based on the honeycomb model. For this we presented two research questions: first, what are the experience factors of metaverse users? Second, do metaverse user experience factors impact satisfaction? Design/methodology/approach To address these questions, a mixed-methodology approach is employed, including text mining techniques to analyze online reviews and quantitative econometric analysis to reveal the relationship between user experience factors and satisfaction. A total of 69,880 reviews and ratings data were collected. Findings The analysis revealed eight metaverse user experience factors: entertainment, operability, virtual reality, immersion, economic activity, visual performance, avatar, and sociality, all of which were found to have a positive impact on user satisfaction.

Practical visualization of discontinuity distribution in subsurface using borehole image analysis (시추공영상분석을 이용한 지하 불연속면 분포의 가시화 실용연구)

  • 송무영;박찬석
    • The Journal of Engineering Geology
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    • v.12 no.1
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    • pp.23-34
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    • 2002
  • Borehole image analysis has been carried out to obtain the detailed geological data by approach of direct observation. Direct application of borehole image analysis inevitably gives rise to a few of restriction of data acquisition due to the limited information within narrow borehole space. Considering the apparent dip of discontinuity surface depending upon the direction, the visualized program of two-dimensional subsurface discontinuities is coded. Borehole image analysis can compensate the distribution of subsurface discontinuity extending into the expected area of investigation. In order to draw subsurface profile in the proposed area of subsurface construction, visualized program is coded as a window GUI (Graphic User Interface) using Fortran and Visual Basic Programming languages. It is to open publicly for the usage of whoever is in want. Discontinuity distribution map is visualized along the Proposed line of tunnel in the Janggye-ri area, Jangsu-gun. Using the visualized program, the limited information from borehole spatially applies into analysis of overall subsurface structures, and the distributional characteristics of discontinuity anticipate at the proposed area. In addition, spacing and extension of joint and depth of discontinuity effecting tunnel safety can be visualized along the direction of the proposed tunnel. These lines of visualization apply design and construction of fundanmental structures.