• Title/Summary/Keyword: Visual analysis

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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.

Case Study of Animation Production using 'MetaHuman'

  • Choi, Chul Young
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.150-156
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    • 2022
  • Recently, the use of Unreal Engine for animation production is increasing. In this situation, Unreal Engine's 'MetaHuman Creator' helps make it easier to apply realistic characters to animation. In this regard, we tried to produce animations using 'MetaHuman' and verify the effectiveness and differences from the animation production process using only Maya software. To increase the efficiency of the production process, the animation process was made with Maya software. We tried to import animation data from Unreal Engine and go through the process of making animations, and try to find out if there are any problems. And we tried to compare animations made with realistic 'MetaHuman' characters and animation works using cartoon-type characters. The use of the same camera lens in realistic character animations and cartoon character animations produced based on the same scenario was judged to be the cause of the lack of realistic animation screen composition. The analysis revealed that a different approach from the existing animation camera lens selection is required for the selection of the camera lens in the production of realistic animation.

A Study on Formative Characteristics of Digital Images: Focused on NFT Arts (디지털 이미지의 조형적 특성 연구: NFT 예술작품을 중심으로)

  • Kim, Hyesung
    • Journal of Information Technology Applications and Management
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    • v.29 no.2
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    • pp.1-15
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    • 2022
  • Image has more power in the 21st century than ever before. With the advance in technology and media, image is either made or received more easily and promptly using digital technology. Because of that, it has been hard for digital images to gain value as a work of art. But after NFT technology was developed and then applied to digital images, we have come to distinguish the original from the copy of it. People are trying various ways to allow digital images to be acknowledged as art, and changing the nature of digital images that makes new paradigms in the history of art. Through NFT artworks rising as a new style, this paper analyzed and investigated the new properties and changing characteristics of digital images in order to anticipate the characteristics of artworks that the public produces, enjoys, and consumes. This study is grounded on experimental analysis methods, and this author expects that it can contribute to figuring out which kinds of visual culture and artworks digital image is influencing currently from various perspectives.

A Study on the Speed of Message Output for Smooth Cummunication for Chat Platform between Idol and Fandom (팬덤과 아이돌의 상호 채팅 플랫폼에서 원활한 커뮤니케이션을 위한 메시지 출력 속도에 관한 연구)

  • Jungha Kim
    • Smart Media Journal
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    • v.12 no.7
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    • pp.68-75
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    • 2023
  • In this study, I would like to conduct a study on the design of chat UX between fandom and idol. The 1:多 form of message exposure method between idols and fandom was studied and the optimal exposure form and speed were tested. Based on the results of the experiment, 30 sentences were selected per second among various options, and based on this, the results were applied to the actual Universe platform to facilitate communication between idols and fans.

Automatic Detection of Forgery in Cell phone Images using Analysis of CFA Pattern Characteristics in Imaging Sensor (휴대폰의 CFA 패턴특성을 이용한 사진 위변조 탐지)

  • Shim, Jae-Youen;Kim, Seong-Whan
    • Annual Conference of KIPS
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    • 2010.11a
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    • pp.1118-1121
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    • 2010
  • With the advent of cell phone digital cameras, and sophisticated photo editing software, digital images can be easily manipulated and altered. Although good forgeries may leave no visual clues of having been tampered with, they may, nevertheless, alter the underlying statistics of an image. Most digital camera equipped in cell phones employ a single image sensor in conjunction with a color filter array (CFA), and then interpolates the missing color samples to obtain a three channel color image. This interpolation introduces specific correlations which are likely to be destroyed when tampering with an image. We quantify the specific correlations introduced by CFA interpolation, and describe how these correlations, or lack thereof, can be automatically detected in any portion of an image. We show the efficacy of this approach in revealing traces of digital tampering in lossless and lossy compressed color images interpolated with several different CFA algorithms in test cell phones.

A Case Study on the Healing Forest Development Plan of Kangwon Province (강원도 치유의 숲 조성 기본계획 수립에 관한 연구)

  • Kim, Myeong-Jun;Lee, Joon-Woo;Cha, Du-Song
    • Journal of Forest and Environmental Science
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    • v.26 no.1
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    • pp.53-63
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    • 2010
  • This study carried out to establish a master plan about healing forest in Gangwon-do focusing on healing road and visitor center. The site of this study was approximately 721 ha of mountain in Imgye-myeon, Gangwon-do, and the master plan was established through analysis of humanities-social and natural environments. The healing forest was developed 6 healing trails(10.5 km), devided by 3 steps, and each healing trail was designed to make rest area, wooden bridge, and open space. Also, visitor center, the core place of healing forest, was devided to several spaces as health measurement room, AV room, etc. and was planed for audio-visual education room for visitors.

QUANTITATIVE ANALYSES USING 4D MODELS - AN EXPLORATIVE STUDY

  • Rogier Jongeling;Jonghoon Kim;Claudio Mourgues;Martin Fischer;Thomas Olofsson
    • International conference on construction engineering and project management
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    • 2005.10a
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    • pp.830-835
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    • 2005
  • 4D models help construction planners to develop and evaluate construction plans. However, current analyses using 4D models are mainly visual and limit the quantitative comparison of construction alternatives. This paper explores the usefulness of extracting quantitative information from 4D models to support time-space analyses. We use two 4D models of an industry test case to illustrate how to analyze 4D content quantitatively (i.e., work space areas and distances between concurrent activities). This paper shows how these two types of 4D content can be extracted from 4D models to support 4D-based-analysis and novel presentation of construction planning information. We suggest further research to formalize the content of 4D models to enable comparative quantitative analyses of construction planning alternatives. Formalized 4D content will enable the development of reasoning mechanisms that automate 4D-model-based analyses and provide the information content for informative presentations of construction planning information.

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LANDSCAPE PREFERENCE EVALUATION TO THE BREAKWATERS OF FISHING HARBORS IN TAIWAN

  • Yi-Juin Kuan;Hsien-Kuo Chang;Yi-yu Kuo;Shao-Tsai Cheng
    • International conference on construction engineering and project management
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    • 2005.10a
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    • pp.615-620
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    • 2005
  • The aim of this study is to evaluate the public preference to the breakwaters of fishing harbors in Taiwan, so that the results could be applied to the successive study of breakwater landscape improvement. Among the breakwaters' photographs those took on the fishing harbors, this study picked up 4 photos for demonstration and 60 for questionnaire according to their spatial types configured with crest of breakwater, crown wall, and armoring blocks) and other landscape factors. The preference evaluation was conducted by questionnaire to the public, 385 effective questionnaires were taken into analysis. Results reveals: (1) the open, colorful, recreational and water-intimate breakwaters are preferred. (2) The combination types and visual elements (shapes, colors, textures, lines and scales) of breakwaters are also influence the public preference.

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Performance Analysis of 3DoF+ Video Coding Using V3C (V3C 기반 3DoF+ 비디오 부호화 성능 분석)

  • Lee, Ye-Jin;Yoon, Yong-Uk;Kim, Jae-Gon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.11a
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    • pp.166-168
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    • 2020
  • MPEG 비디오 그룹은 MPEG-I 표준의 일부로 포인트 클라우드(Point Cloud) 압축을 위한 비디오 기반 포인트 클라우드 부호화(V-PCC)와 몰입형(immersive) 비디오 압축을 위한 MPEG Immersive Video(MIV) 표준을 개발하고 있다. 최근에는 포인트 클라우드 및 몰입형 비디오와 같은 체적형(volumetric) 비디오를 모두 압축할 수 있도록 V-PCC 와 MIV 를 통합한 V3C(Visual Volumetric Video-based Coding) 표준화를 진행하고 있다. 본 논문에서는 V3C 코덱을 사용한 3DoF+(3 Degree of Freedom plus) 비디오 부호화 방안을 분석한다. 또한 V3C 코덱의 2D 코덱으로 기존 HEVC 대신 VVC 를 사용할 경우의 부호화 성능 향상을 분석한다.

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Reductions in the Cost and Risk of Interior Construction Using 3D CG Design (3차원 CG설계를 이용한 실내건축공사의 원가 및 리스크 절감)

  • Lee, Jun-Seob;Bang, Hong-Soon;Kim, Ok-Kyue
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2021.05a
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    • pp.285-286
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    • 2021
  • These days, interior construction is performed to prevent the deterioration of old building finishings or to make distinctive designs. In case of interior construction, a construction cost is estimated through basic 2D drawings in the design step. Accordingly, an efficient construction plan and direction is established according to budget. In such a case, construction is dependent on 2D drawings. At that time, a risk can occur easily. This study is aimed at reducing the cost and risk of interior construction by implementing 3D drawings with the use of the visual data of 2D drawings. For accurate analysis, 2D drawings were completed, and then 3D interior construction modeling for various buildings was conducted with the 3D modeling software 3D Max. According to the 3D modeling, it reduced the cost and risk more than 2D drawings based design, and influenced the improvement in the understanding of orderers and workers.

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