• Title/Summary/Keyword: Visual representation

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A Study on the Visual Representation of TREC Text Documents in the Construction of Digital Library (디지털도서관 구축과정에서 TREC 텍스트 문서의 시각적 표현에 관한 연구)

  • Jeong, Ki-Tai;Park, Il-Jong
    • Journal of the Korean Society for information Management
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    • v.21 no.3
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    • pp.1-14
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    • 2004
  • Visualization of documents will help users when they do search similar documents. and all research in information retrieval addresses itself to the problem of a user with an information need facing a data source containing an acceptable solution to that need. In various contexts. adequate solutions to this problem have included alphabetized cubbyholes housing papyrus rolls. microfilm registers. card catalogs and inverted files coded onto discs. Many information retrieval systems rely on the use of a document surrogate. Though they might be surprise to discover it. nearly every information seeker uses an array of document surrogates. Summaries. tables of contents. abstracts. reviews, and MARC recordsthese are all document surrogates. That is, they stand infor a document allowing a user to make some decision regarding it. whether to retrieve a book from the stacks, whether to read an entire article, etc. In this paper another type of document surrogate is investigated using a grouping method of term list. lising Multidimensional Scaling Method (MDS) those surrogates are visualized on two-dimensional graph. The distances between dots on the two-dimensional graph can be represented as the similarity of the documents. More close the distance. more similar the documents.

Study on the Visual Characteristics and Subjectivity in the Live Action Based Virtual Reality (실사기반 가상현실 영상의 특징과 주체 구성에 대한 연구)

  • Jeon, Gyongran
    • Cartoon and Animation Studies
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    • s.48
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    • pp.117-139
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    • 2017
  • The possibility of interactivity of digital media environment is adopted in human expression system and integrates the dynamic aspect of digital technology with expressive structure, thereby transforming the paradigm of image acceptance as well as image expression range. Virtual reality images have an important meaning in that they are changing the one-way mechanism of production and acceptance of images that lead to producers-video-audiences beyond the problem of verisimilitude such as how vividly they simulate reality. First of all, the virtual reality image is not one-sided but interactive image composed by the user. Viewing a virtual reality image does not just see the camera shine, but it gets the same view as in the real world. Therefore, the image that was controlled through framing changes to be configured positively by the user. This implies a change in the paradigm of image acceptance as well as a change in the existing form of the image itself. In addition, the narrative structure of the image and the subjects that are formed in the process are also required to be discussed. In the virtual reality image, the user 's gaze is a fusion of the gaze inside the image and the gaze outside the image. This is because the position of the user as the subject of the gaze in the virtual reality image is continuously restricted by the device of the discourse such as the editing and the narration of the shot. The significance of the virtual reality image is not aesthetically perfect but it is reconstructed according to the user to reflect the existence of the user positively and engage the user in the image.

Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.

Development of GIS-based Integrated DB Management System for the Analysis of Climate Environment Change (기후.환경 변화 분석을 위한 GIS기반의 통합DB 관리시스템 개발)

  • Kim, Na-Young;Kim, Kye-Hyun;Park, Yong-Gil
    • Spatial Information Research
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    • v.19 no.6
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    • pp.101-109
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    • 2011
  • Climate change affects all components of the global environment system and, in turn, all components mutually interact and affect climate change through non-linear feedback processes. It is thus necessary to study the interaction between the climate and the environment, in order to comprehensively understand and predict climate and environment change. However, current relevant systems are limited to particular areas and do not sufficiently support the mutual linking of research studies. Therefore, this study develops prototype a GIS based integrated DB management system for supporting the climate and environment data storage, management and distribution. The integrated DB management system was developed using VB.NET languages and ArcObjects component. First, considering the demands of climate environment experts, the study areas are selected and the methods of data management and utilization were defined. In addition, a location-based GIS DB was created in order to aid in understanding climate change through visual representation. Finally, the integrated DB management system provides an efficient data management and distribution data and it creates synergistic effect on climate and environment study. It also contributes significantly to the comprehensive diagnosis and prediction of climate change and environment systems.

The Trend of Textile Design in the 1980s and Its Meaning in Historical Perspective (1980년대의 직물디자인 경향 및 그 사적 의미)

  • Park, Nam-Sung
    • Archives of design research
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    • v.17 no.4
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    • pp.211-222
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    • 2004
  • During the 1980s, Textile design achieved a remarkable growth in creating aesthetic effect and in establishing its standing by responding to demands of the time effectively and seeking changes proactively. This was a period when Textile design constructed its modern concept as it was attempting a qualitative improvement through advanced technology, high class, and differentiation. The advent of advanced materials through the development of textile engineering, employment of craft techniques to further cultural and artistic orientation, and restoration of decorativeness in pursuit of sensitivity, all these developments of the 1980s contributed to the rise of above characteristics. In this study, attempts are made to grasp the new trend of Textile design during the 1980s and to review diverse methods of aesthetic creation and plastic possibility which this trend presented for the Textile, and thus to recognize the role of Textile design and its importance in a new light. The new trend of Textile design during the 1980s can be summarized as follows: 1) An appreciation of the creative aspect of the Textile. As attempts are made to emphasize visual and sensitive aspects of the medium, Textile tended to become an object of art itself. 2) A new awareness of the representative and plastic capacity of the fiber material. As attempts are made to develope the creative potential of the Textile, representation of the material tended to become more diversified. 3) A recognition of the Textile as a proper means to deliver the spirit of the time. As the medium accommodates and fuses diverse cultures including traditional culture, more emphasis was place on cultural contents of the Textile. In the process of pursuing these changes, Textile design of the 1980s has also contributed to the creation of new values, laying the groundwork for its emergence as an advanced high value-added industry.

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The Study of Usability Evaluation in the GUI of Mobile Computing - Based on Benchmark Testing in the interface design of WIPI (Mobile Computing의 GUI 개발에 있어 사용성 평가 연구 - WIPI 인터페이스 디자인을 위한 Benchmark Testing을 중심으로 -)

  • 정봉금;송연승
    • Archives of design research
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    • v.17 no.1
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    • pp.49-62
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    • 2004
  • Due to the recent surge of wireless Internet and concurrent development of the end user terminal devices having standardized graphical user interface(GUI) and unified operation mechanism for better interactivity in information representation and ease of use, various efforts on the improvement of GUI is widely recognized as one of the key factors that will usher in the next stages of the wireless Internet for the users. Especially, improved usability along with unique visual effect are considered to be the key elements for GUI considering the rapid improvement of the resolution and color on the end user handset devices; thus, the study and research on the subject of GUI is expected to increase along with the wireless Internet using smart phones. User interface of the wires Internet end user handsets will have a definite and significant effect on the user interaction as well as productivity. Domestically, wireless Internet service providers and GUI design companies are making various efforts in producing a common GUI models for standardized operation scheme and improved graphical display capabilities of the hand phones, PDAs and smart phones. In the study, Nokia 3650 model and Microsoft Orange SPV model were chosen as test devices for usability comparison and data collection to collect directional benchmark data in developing next generation smart phone user interface integrating PDAs and phones. The mail purpose of this study is to achieve the most efficient user accessibility to WAP menu through intensive focus on developing WIPI WAP menu having most effective usability for the users in their twenties and thirties. The result of this study can also be used as the base research materials for WAP service development, VM browser development and PDA browser development. The result of this study along with the evaluation model is expected to provide effective analysis materials on the subject of user interface to the developers of the wireless Internet user devices, GUI designers and service planners while short listing key factors to consider in developing smart phones therefore serving as the GUI guideline of WIPI phones.

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Spatial Estimation of Point Observed Environmental Variables: A Case Study for Producing Rainfall Acidity Map (점관측 환경 인자의 공간 추정 - 남한 지역의 강우 산도 분포도 작성)

  • 이규성
    • Korean Journal of Remote Sensing
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    • v.11 no.3
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    • pp.33-47
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    • 1995
  • The representation of point-observed environmental variables in Geographic Information Systems(GIS) has often been inadequate to meet the need of regional-scale ecological and environmental applications. To create a map of continuous surface that would represent more reliable spatial variations for these applications, I present three spatial estimation methods. Using a secondary variable of the proximity to coast line together with rainfall acidity data collected at the 63 acid rain monitoring stations in Korea, average rainfall acidity map was cteated using co-kriging. For comparison, two other commonly used interpolation methods (inverse distance weighting and kriging) were also applied to rainfall acidity data without reference to the secondary variable. These estimation methods were evaluated by both visual assessments of the output maps and the quantitative comparison of error measures that were obtained from cross validation. The co-kriging method produced a rainfall acidity map that showed noticeable improvement in repoducing the inherent spatial pattern as well as provided lower statistical error as compared to the methods using only the primary variable.

Exploring Progression Levels for Science Metamodeling Knowledge of the Science Gifted (과학영재 학생들의 과학 메타모델링 지식 발달 단계 탐구)

  • Kim, Sungki;Kim, Jung-Eun;Paik, Seoung-Hey
    • Journal of the Korean Chemical Society
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    • v.63 no.2
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    • pp.102-110
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    • 2019
  • The purpose of this study was to explore the progression levels of science metamodeling knowledge through using questionnaires for 97 students of the gifted in G science academy. As a result of the Rasch model analysis, it was confirmed that the progression levels of the scientific metamodeling knowledge is suitable for the person reliability of 0.71 and the item reliability of 0.96. The progression levels of students' science metamodeling knowledge were classified into 4 stages. First and second levels were considered model to be objective and the third and fourth stages were perceived as subjective. The first level is to view the model as a visual representation of a phenomenon as it is, and the second level is to think that the model corresponds to objective knowledge or theory and is a tool for explanation. The Third level looks at the model as a scientist's exploration tool and fourth level is to think that the model is provisional one and multiple models can coexist in one phenomenon. The progression levels of science metamodeling knowledge of science high school students derived from this study is expected to be used as a reference when constructing a curriculum for science modeling and modeling for gifted students.

Analysis of Satellite Visibility and High Elevation Satellite using GPS and Beidou in Korea (한국지역에서 GPS와 Beidou의 위성 가시성 및 고앙각 위성 분석)

  • Jang, JinHyeok;Kim, HongPyo;Ahn, Jongsun;Heo, Moon-Beom;Sung, Sangkyung;Lee, Young Jae
    • Journal of Advanced Navigation Technology
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    • v.22 no.6
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    • pp.610-615
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    • 2018
  • Globally, global navigation satellite system (GNSS) is being developed and operated in advanced countries. China's Beidou is developing rapidly, starting with global positioning system (GPS), which is the most representative system. In this paper, we analyze the visibility of Beidou satellite in Korea at present time to utilize rapidly changing Beidou. In this analysis, it is compared with GPS which is stable service. The results of the visibility analysis are based on the results of the mask angle (the low elevation satellite exclusion angle) and the result of the skyplot (a visual representation of the position of the satellite at the user location). Visibility analysis shows that the high elevation angle of Beidou satellite is higher than that of GPS satellite in Korea. In addition, GPS and Beidou's availability and positioning accuracy analysis are performed to confirm the effect of increasing elevation angle satellites. According to the results, Beidou is more effective than GPS in using high elevation satellites in Korea.

A Method of User-Friendly Design Fiction Applying Affordances (어포던스를 활용한 사용자 친화적 디자인 픽션 방법론)

  • Lee, Ji-Hye
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.129-138
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    • 2021
  • This study suggests user-friendly design fiction method applying user-centered design process. Design fiction is a method that predicts futures from design perspective with critical discourses and physical representation. It has been regarded importantly in HCI and interaction design realms as aesthetical and experiential approaches, yet not firmly established. Especially, it has not been considered from user-centered perspective which considers users and related problems. Anticipatory design based on current problems which predicts futures and defines design-oriented scenario is becoming significant. Therefore, this study regards design fiction method in relation to prior design also should consider user-centered perspective, not just experimental approaches. In this regards, this study tries to apply user-centered process, specifically affordances which lead more intuitive and direct impact on users into conventional design fiction process. This study led junior students in visual communication major into design fiction process with specific topics and the Design with Intent Toolkit amongst practices of creating affordances so as to develop new design fiction process with its diverse outcomes. Throughout the process, this study aims to suggest alternative user-friendly design fiction method beyond its critical and experiential approaches.