• Title/Summary/Keyword: Visual analysis

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An Analysis of the Characteristics of Elementary Science Gifted Students' Problem Solving through Model Eliciting Activity(MEA) (Model Eliciting Activity(MEA)를 통한 초등 과학영재들의 문제해결 특성 분석)

  • Yoon, Jin-A;Han, Gum-ju;Nam, Younkyeng
    • Journal of the Korean Society of Earth Science Education
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    • v.12 no.1
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    • pp.64-81
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    • 2019
  • The purpose of this study is to analyze elementary science gifted students' characteristics of the thinking in the problem solving process through a MEA(Model Eliciting Activity)activity. The subjects of this study are 40 elementary science gifted students who passed the first screen for the admission to the science gifted education institute in P university in 2018. The MEA activity was 'Coffee cup challenge', which is to find the best way to place cup side and bottom to save paper in a given material. Three drawings from each student and explanations of each drawing through out the design process were collected as the main data source. The data were analyzed by statistically (correlation coefficient) and qualitatively to find the relationship between; 1) the intuitive thinking and visual representation and 2) analytical thinking ability and communication skills that reflect MEA activities. In conclusion, first, intuitive thinking plays an important role in the ability of visual representation through pictures and the whole problem solving process. Second, the analytical thinking and elaboration process which are reflected through reflection on the arrangement of the drawings have a great influence on the communication skills. Therefore, this study investigated that MEA activities are useful activities to stimulate both intuitive and analytical thinking in elementary science gifted students, and to develop communication ability, by organizing their own ideas and providing learning opportunities for various solutions.

A Study on Realistic Interface Elements for Improving the Flow in Screen Golf (스크린골프의 몰입 향상을 위한 실감 인터페이스 요소 연구)

  • Doo, Kyungil
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.71-77
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    • 2021
  • Screen Golf provides a more realistic interface to users by implementing sophisticated sensors and 3D graphics so that they can play golf in an environment almost identical to the actual golf course, to provide a sense of reality that goes beyond simply enjoying golf indoors. In addition, users who experienced this interface environment showed a tendency to feel the fun of golf more and become more immersed in golf. Therefore, it is most important to provide an effective realistic interface in screen golf. In this study, the meaning of screen golf as a tangible sport and various interface elements embodied in screen golf were summarized. Also the factors that enable users to feel reality and fun of actual golf to make users more immersed in screen golf were identified. For this, interface elements based on sensory elements were arranged in terms of visual, auditory, and tactile sense, and improvement plans and directions for providing effective sensory interfaces for screen golf were suggested through user FGI, targeting regular customers of Golfzone and KakaoVX screen golf, and in-depth interviews with experts. As a result of the analysis, it was confirmed that the course information including the yardage and the play situation-directed graphic are elements that make immersion in the visual aspect. In terms of tactile aspect, the fact that users actually use golf equipment, as well as the sense of existence of a physical interface that embodies various course environments and course setting appeared to be an important factor. In particular, in the auditory aspect, it was confirmed that providing customized services for each user through AI caddy implemented to resemble a actual caddy is the most effective way to immerse users in screen golf with greater fun and realism.

Research on the Color Design by Building Use for the Classification of Tourism and Residential Areas - On Example of Building Color of Huinnyeoul Culture Village in Busan, Korea (관광 및 주거지역 구분을 위한 건축용도별 색채 디자인에 관한 연구 - 한국 부산 흰여울문화마을의 건축 색채를 중심으로)

  • Zhang, Ning;Yang, Ziqi;Zhou, Ying
    • Journal of the Korea Convergence Society
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    • v.12 no.1
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    • pp.153-161
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    • 2021
  • The exterior color of the building reflects its style. With the advancement of the 'Village Art' project in South Korea, many villages have gradually developed into tourist attractions. Therefore, it is also important to distinguish between residents' lifestyles and tourist needs through architectural color design. This article first investigates the literature and analyzes the use function of the building and the role of the exterior color in the villages. Secondly, the four types of buildings in Huinnyeoul Culture Village: residential, commercial, leisure, and public toilets are investigated as the research objects. Analyze through the KSCA color measurement analysis system and questionnaire survey, and propose a color plan for the exterior of the building. Research results: First, the main color area of the outer wall of the residential building should be the largest, with a tendency of high brightness and low saturation. Second, small buildings with high chroma in the recreation area can be used as visual guidance.Third, the buildings in the commercial area are mainly of high brightness, high chroma, and multi-hue. Fourth, the main color of the bathroom is the main color of the residential area and the leisure area, which can provide a sense of visual stability.

A Study of Authors' Moral Rights Infringements Regarding Cinematographic Works and Other Visual Works (음악·영상저작물의 동일성유지권 침해관련 연구)

  • Kang, Sang-Gu
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.228-236
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    • 2021
  • This research investigates the causes of infringements related to authors' moral rights which has most conflict among moral rights of authorship, through analysis of judicial precedents and compare whether there subsists any differences in viewpoints between judicial precedent trend and those on behind the scene of broadcast production. Copyright is divided into intellectual property and moral rights of authorship. Right to the integrity of the work is part of moral rights of authorship and produce one content and used in various media. When the edit is needed to fit the organization and advertisement time, advanced consultation from the rightful owner or written consent is needed. However, under the time pressure or ignorance of copyright, the arbitrary edits are made and content is used. This infringes the right of the integrity of the work. When we produce and use cinematographic works and other audiovisual works, there are considerable variablilies stemming from authorship, production cost and program staff. Therefore, prior conscent is needed to acquire and use the copyright in a proper manner. However, due to production-oriented environment and low understanding of the copyright protection, we usually depend on the users' work practices rhather than insufficiency of copyright laws in dealing with the infringement of right to the industry. In conclusion, we need to provide meticulous work manual and to focus on systematic eduction of professional copyright manpower.

Directing User's Eye Gaze Movement in an Interactive VR Animation (인터랙티브 VR 애니메이션의 시선 유도를 위한 연출)

  • Ahn, Chan-Je;Lee, Tae-gu
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.103-113
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    • 2021
  • Rather than a directing method of existing animations, VR animation needs a different method of direction. Existing animations were displayed on a screen in movie theaters. But using an existing direction method for the 360° perspective in a VR animation makes it difficult for the user's gaze to move in a way the directors have intended. I analyzed 3 VR animations with a theoretical background of Rudolf Arnheim's visual perception theory and Bruce Block's visual factors that bring high attention. In the process of perception of space, focus on the gaze, movement of the gaze, the 'movement' factor was used most often to attract the gaze. An interactive VR animation attracts user's gaze by allowing users to participate in important points of the story. With an analysis of the animation, it proposed a gaze attraction through the movement of the character with an interaction directing method for reducing motion sickness. Also, it proposed intuitively attracting gaze movement by using GUI and attracting user's participation by using an interactive event with an interaction directing method of storytelling comprehension. With two types of directing proposal, we expect it to be utilized as a basic research method for attracting users to be immersed in storytelling while reducing cyber motion sickness, which is a problem in VR animation.

How do Formats of Health Related Facebook Posts Effect on Eye Movements and Cognitive Outcomes? (페이스북 건강정보 게시물 형식이 시각적 주의와 인지결과에 미치는 영향)

  • Yoon, JungWon;Syn, Sue Yeon
    • Journal of the Korean Society for Library and Information Science
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    • v.55 no.3
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    • pp.219-237
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    • 2021
  • Visual information is widely used to deliver health information more effectively on social media, but there is lack of research on how effectively visual information delivers health information on social media. This study reports Facebook users' reading patterns and cognitive tests (recall and recognition tests) results using health-related Facebook posts. For this study, 21 college students participated in online questionnaire, eye tracking experiment, and recall and recognition tests. First, users paid their attention to the area that contains information (i.e., users focused on the main text rather than photos that do not contain information). Second, in the case of Facebook posts containing infographics, users paid their attention on the infographics, but the recall and recognition test results of the posts with infographics were lower than the posts containing photos. Particularly, when the infographics are in a complex collage format, recall and recognition tests result lower scores. Third, regarding the length of the text, the Facebook posts with short text resulted in higher recall and recognition test scores than the posts with medium or long texts. This study suggested to Facebook health information providers and distributors how to design Facebook posts for delivering health information more effectively.

The Effects of the Extracorporeal Shock Wave Therapy on Complex Pain Scales of Neck-Shoulder in 20s Adults with VDT Syndrome due to prolonged Smartphone Use (장시간 스마트폰 사용으로 VDT증후군을 가진 20대 성인의 체외충격파적용이 목-어깨의 복합적 통증지수에 대한 효과)

  • Seo, Kyo-Chul;Park, Seung-Hwan;Cho, Mi-Suk
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.135-142
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    • 2021
  • The purpose of this study was to determine the effect of extracorporeal shock wave therapy for the neck-shouler muscles of complex pain scales of the 20s adults with VDT Syndrome to prolonged smartphone use. Twenty subjects with neck pain due to VDT syndrome participated in the experiment. They were randomly divided into 10 experimental groups and 10 control groups. Experimental subjects were conducted for 4 weeks, 5 days a week. The experimental group was subjected to extracorporeal shock wave therapy 2000 times at an intensity of 5 Hz and 2.0 bar once, and the control group performed self-stretching exercise for 30 minutes once. Subjects measured and compared neck-shoulder pain with VAS and PPT before and after the experiment. Data analysis was performed with SPSS win 18.0, and correspondence comparison was performed to analyze the results of the experimental group and the control group before and after the experiment. After the experiment, the experimental group decreased more in VAS and PPT of the neck-shoulder muscle. but the control group was no difference. Though these results, extracorporeal shock wave therapy was showed a reduction in pain after treatment than before treatment but there are no difference in the pain reduction after self-stretching exercise. Thus, extracorporeal shock wave therapy is expected to be used as a variety of treatments to reduce neck-shoulder pain as a cause of VDT syndrome.

Perspectives on NFT art and art market (NFT 아트와 미술시장 유통의 변화에 대한 전망)

  • Kwon, Eun Yong
    • Trans-
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    • v.13
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    • pp.1-16
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    • 2022
  • Recently, the method of contacting and purchasing NFT art has been popularly evolving, and various prospects and predictions for NFT art have emerged. The discussion of NFT art is mainly a hot topic in terms of market size, profit, and sustainability. As the transition to digital accelerated after COVID-19, almost all genres of culture and arts faced a forced transition with the topic of combining digital and technology, but in terms of profitability, it was generally difficult to guarantee positive continuity. On the other hand, the combination of art and blockchain, and the new distribution method called NFT, attracted a lot of attention by causing fundamental changes that lead to technological transformation, continuity through profit creation, and even genre expansion of visual art. The discourse on NFT and the art market is a recent phenomenon and is being discussed focusing on statistics and numerical reports through data from newspapers and art-related research institutes rather than academic analysis or research. However, discussions related to NFT art should be considered in various aspects, such as the incorporation of technology and art, changes in distribution methods, and changes in creative methods according to media changes, not just short stories of phenomena such as high prices and winning bids. In this paper, we would like to examine the impact of changes in creators and distribution methods.

Research on the Creative Style of DreamWorks' Animated Film Script (드림웍스 애니메이션 영화 시나리오의 창작 스타일에 관한 연구)

  • Yan, Liu
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.97-106
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    • 2020
  • The mainstream of cinema animated film in today's world is the animated film produced by film companies such as Disney, DreamWorks, and 20th Century Fox. These animated films are influenced by Hollywood blockbusters, high cost, and big-budget, which have brought a gorgeous and splendid audio-visual feast to the global audience. DreamWorks Studios founded in 1994 has become noted in just over ten years. It has produced many high-quality animated works which are well-known all over the world. This achievement is no doubt inseparable from its superior external animation industry environment, and benefited from the American animation industry which commercially operated for almost 100 years. However, in addition to these external environmental factors, DreamWorks' achievements have also come from the extraordinary and superior creation of the animated film scripts, strong narrative script ensures the logic and appeal of animated films. This article takes Kung Fu Panda series, Shrek series, The Prince of Egypt, The Croods, Chicken Run, Megamind and other representative films produced by DreamWorks as key analysis object, using Jean Baudrillard's simulation and imaging theory, Syd Field's screenwriting skills, and Hegel's aesthetic point of view, explores the Creative Style of DreamWorks' Animated Film Script which contains the following four aspects. The script is exaggerated and novel, and the subject matter is rich and targeted. The script creation is very imaginative and can fully express the visual beauty. The structure of the story is well controlled, the space comes from reality but full of imagination. The characters have distinctive personality and the dialogue is moderated but forceful.

Training Performance Analysis of Semantic Segmentation Deep Learning Model by Progressive Combining Multi-modal Spatial Information Datasets (다중 공간정보 데이터의 점진적 조합에 의한 의미적 분류 딥러닝 모델 학습 성능 분석)

  • Lee, Dae-Geon;Shin, Young-Ha;Lee, Dong-Cheon
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.40 no.2
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    • pp.91-108
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    • 2022
  • In most cases, optical images have been used as training data of DL (Deep Learning) models for object detection, recognition, identification, classification, semantic segmentation, and instance segmentation. However, properties of 3D objects in the real-world could not be fully explored with 2D images. One of the major sources of the 3D geospatial information is DSM (Digital Surface Model). In this matter, characteristic information derived from DSM would be effective to analyze 3D terrain features. Especially, man-made objects such as buildings having geometrically unique shape could be described by geometric elements that are obtained from 3D geospatial data. The background and motivation of this paper were drawn from concept of the intrinsic image that is involved in high-level visual information processing. This paper aims to extract buildings after classifying terrain features by training DL model with DSM-derived information including slope, aspect, and SRI (Shaded Relief Image). The experiments were carried out using DSM and label dataset provided by ISPRS (International Society for Photogrammetry and Remote Sensing) for CNN-based SegNet model. In particular, experiments focus on combining multi-source information to improve training performance and synergistic effect of the DL model. The results demonstrate that buildings were effectively classified and extracted by the proposed approach.