• Title/Summary/Keyword: Visual representation

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Analysis on the Backgrounds Expression for 3D Animation (3D 애니메이션의 배경 표현에 관한 분석)

  • Park, Sung-Dae;Jung, Yee-Ji;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.18 no.2
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    • pp.268-276
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    • 2015
  • This article analyzes the background representation of 3D animation and look at what its proper background expression. With the development of computer graphics technology, the background of the 3D animations can be expressed as The actual background. In contrast, "The Smurfs" which was released recently was created to take the actual background. However, 3D animation with real background is not appropriate in terms of creative expression space in the main role of the animation. In this Study, we analyze the character and background of the animation made in 3D graphics. Based on this, we propose a correct representation of 3D animation background.

A Visualization of the Solution of Truncated Series (절적(截積) 해법의 시각화)

  • Lee, Kyung Eon
    • Journal for History of Mathematics
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    • v.28 no.4
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    • pp.167-179
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    • 2015
  • We study the solution of truncated series of Lee Sang-hyeog with the aspect of visualization. Lee Sang-hyeog solved a problem of truncated series by 4 ways: Shen Kuo' series method, splitting method, difference sequence method, and Ban Chu Cha method. As the structure and solution of truncated series in tertiary number is already clarified with algebraic symbols in some previous research, we express and explain it by visual representation. The explanation and proof of algebraic symbols about truncated series is clear in mathematical aspects; however, it has a lot of difficulties in the aspects of understanding. In other words, it is more effective in the educational situations to provide algebraic symbols after the intuitive understanding of structure and solution of truncated series with visual representation.

Multidimensional Model for Spatiotemporal Data Analysis and Its Visual Representation (시공간데이터 분석을 위한 다차원 모델과 시각적 표현에 관한 연구)

  • Cho Jae-Hee;Seo Il-Jung
    • Journal of Information Technology Applications and Management
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    • v.13 no.1
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    • pp.137-147
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    • 2006
  • Spatiotemporal data are records of the spatial changes of moving objects over time. Most data in corporate databases have a spatiotemporal nature, but they are typically treated as merely descriptive semantic data without considering their potential visual (or cartographic) representation. Businesses such as geographical CRM, location-based services, and technologies like GPS and RFID depend on the storage and analysis of spatiotemporal data. Effectively handling the data analysis process may be accomplished through spatiotemporal data warehouse and spatial OLAP. This paper proposes a multidimensional model for spatiotemporal data analysis, and cartographically represents the results of the analysis.

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A Cognitive Study on the Diagrammatic Representation of Hierarchical Structure (도형을 이용한 계층구조 표현 방식에 대한 실증적 연구)

  • Kim, Jin-Woo;Mok, Jin-Hee
    • Asia pacific journal of information systems
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    • v.9 no.1
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    • pp.193-209
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    • 1999
  • Developing Information Systems is a process of decomposing the entire systems into sub systems and identifying a hierarchical structure among the sub systems. Diagrammatic representation of hierarchy is an essential part of systems development since the identified hierarchical structures are usually presented in diagrams. The main goal of this research is to identify the most effective ways of representing system structures using diagrams. In order to achieve the main goal, this study performed three phases of research. In the first step, a theoretical model was constructed to conceptually explain users' comprehension on diagrams. Then visual factors of diagrammatic representations were identified based on the diagrams used in systems development. Finally, three consecutive experiments were conducted to identify the impacts of visual factors on the level of users' comprehension. The results indicate that familiarity and affordance of diagrams affect the degree of comprehension about the diagrams, which is in turn influenced by the complexity of tasks and the types of hierarchies. This paper concludes with the limitations of the study results and implications in the development of information systems.

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The Iconography of Femininity in Pre-Raphaelite Painting

  • Choe, Jian
    • English & American cultural studies
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    • v.14 no.1
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    • pp.269-286
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    • 2014
  • The Pre-Raphaelite oeuvre abounds in the image of women, which indicates the impact of gender question on contemporary visual culture. The representation of women in their art tends to evince the entrenched myth of womanhood, marked by a stereotyped dichotomy in the apprehension of femininity. Yet there are a significant number of pictures which attest to the point that their iconography of womanhood cannot be fully elucidated by exploring the dichotomy alone. They falsify the dyadic model, defying the attempt to accommodate them in a clean-cut category. The curious blend of the mystical, the sensual, and the domestic that characterizes these images suggests that they are open to multiple interpretations. In sum, the Pre-Raphaelite representation of women both endorses and challenges the ideal of femininity, indicating that it was shaped by and shaped contemporary perceptions of women at a time when gender relations were shifting and the traditional institution of patriarchy revealed a sign of strain.

A Study on Painterly Representation in the Animated Film , Focusing on Visual Representation and Narrative Features (애니메이션 <아버지와 딸>의 회화적 표현에 관한 연구 - 시각적 표현 및 서사적 특징을 중심으로)

  • Kim, Min-kyu
    • Cartoon and Animation Studies
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    • s.51
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    • pp.59-82
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    • 2018
  • This study notes that the concept of painterliness, as defined by Heinrich $W{\ddot{o}}lfflin$, can apply to represent features in $Micha{\ddot{e}}l$, Dudok de Wit's animated short film Father and Daughter. It intends to examine the animated film's visual representation and narrative features in terms of painterliness. Comparing the Renaissance art style of the 16th century to the Baroque art style of the 17th century, $W{\ddot{o}}lfflin$ conceptualized the features of painterly style. In respect to this animated film, the images drawn by drawing tools are represented are represented by irregular and ambiguous shapes and meet $W{\ddot{o}}lfflin^{\prime}s$ conditions for painterly representation. Such a representation method in this animated film effectively functions as a double entendre or ambiguous narrative, while playing a key role in representing lyricism. In this animated film, painterliness contrasts with clarity, which commercial animated films provide, and plays a critical role in the representation methods utilized by auteurist animation directors. Painterliness in animated films is an element that should be highlighted, especially in the contemporary world where the forms of representation are becoming increasingly monolithic due to digital techniques. Continued research is greatly needed on this subject matter. Based on Father and Daughter, this study aims to examine the method of painterly representation that can be used in animation films, to explore its meaning and to underscore the importance of diversity in the forms of representation in animated films.

A Study on Visual Expression Characteristics of Motion Poster (모션 포스터의 시각적 표현 특징 연구)

  • Chun, Christine Hyeyeon
    • Journal of Korea Multimedia Society
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    • v.23 no.1
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    • pp.67-73
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    • 2020
  • This paper analyzed the characteristics of Motion Poster (Moster) and discussed the visual expression methods. To this end, the existing literature on motion posters was organized. The visual representation of motion posters was analyzed by dividing into 'Main Visual', 'Mode of Movement', 'Playtime' and 'Sound'. The analysis results were as follows. As motion posters are kind of movie posters, they are made from the original movie poster images, characters, or scenes of the movie. Graphical representations used either photo-realism or computer realism. The movement methods are 'simple movement of visual elements(movement, gesture and rotation, appear or disappear)+fixed camera movement' or' camera movement (zoom in/out, rotate, move) + fixed visual element movement'. Playback time ranged from about 10 seconds to over 1 minute of video, and the longer the video, the higher the probability of including sound.

On the Visual Representation of Linear Programming Problem by a Projection Method (투영법에 의한 성형계획문제의 시각적 표현에 관하여)

  • 김우제;박순달
    • Journal of the Korean Operations Research and Management Science Society
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    • v.18 no.3
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    • pp.101-111
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    • 1993
  • The purpose of this paper is to show the graphic representation of a linear programming problem by a projection method. First, we develop a projection method which conserves the optimality in the projected space, and next we introduce an algorithm to visualize the feasible solution set and the solution process by the projection method. Finally, we give an example to represent a 4-dimensional linear programming problem graphically.

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The Neighborhood Effect in Korean Visual Word Recognition (한국어 시각단어재인에서 나타나는 이웃효과)

  • Kwon, You-An;Cho, Hyae-Suk;Kim, Choong-Myung;Nam, Ki-Chun
    • MALSORI
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    • no.60
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    • pp.29-45
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    • 2006
  • We investigated whether the first syllable plays an important role in lexical access in Korean visual word recognition. To do so, one lexical decision task (LDT) and two form primed LDT experiments examined the nature of the syllabic neighborhood effect. In Experiment 1, the syllabic neighborhood density and the syllabic neighborhood frequency was manipulated. The results showed that lexical decision latencies were only influenced by the syllabic neighborhood frequency. The purpose of experiment 2 was to confirm the results of experiment 1 with form-primed LDT task. The lexical decision latency was slower in form-related condition compared to form-unrelated condition. The effect of syllabic neighborhood density was significant only in form-related condition. This means that the first syllable plays an important role in the sub-lexical process. In Experiment 3, we conducted another form-primed LDT task manipulating the number of syllabic neighbors in words with higher frequency neighborhood. The interaction of syllabic neighborhood density and form relation was significant. This result confirmed that the words with higher frequency neighborhood are more inhibited by neighbors sharing the first syllable than words with no higher frequency neighborhood in the lexical level. These findings suggest that the first syllable is the unit of neighborhood and the unit of representation in sub-lexical representation is syllable in Korea.

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A Survey of Representation Methods of Game Rules in Game Design (게임디자인에서 게임규칙 표현방법 조사연구)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.39-45
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    • 2006
  • In game developments, the design results are often modified not only in the design phase but also in the implementation and test phases. The results of game design are consisted of the results of game rule design and the results of game contend design. The results of game rule design should be correctly understood to all the participants, be efficiently managed by the given configuration controls, and be accurately verified. In this study, we carry out a survey of representation methods of game rules in game design. We have the comparison analysis of the written representation, the UML representation, the Petri net representation, and script-language representation methods about the suitability of the representation method for game rule designs. The comparison analysis is about the representation scope, the visual representation, the automated verification, and the configuration management. The analysis results show that the UML representation is the best method but it needs more convenient automated verification method.

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