• Title/Summary/Keyword: emotion of color

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Study on the Application of Comic Panel Direction in VR Animation - Focusing on <Mescaformhill: Missing Five> (만화의 칸 연출을 적용한 VR 애니메이션 연구 - <Mescaformhill: Missing Five>를 중심으로)

  • Park Sukyung;Lee Taegu;Choi Suhyeon
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.253-258
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    • 2023
  • In comics, panels serve a variety of dramatic purposes, including controlling the flow of the story through the size, placement, and order of panels; directing the eye to where characters or specific actions take place; expressing the passage or sequence of time; and using backgrounds, lighting, and color to emphasize emotion and convey mood. When applied to VR animation, these comic panels can give users a more immersive experience of the cartoon world in the VR space. In the VR animation "Mescaformhill: Missing Five," produced in 2022, the comic panels directing is very important to guide the viewer's attention, and in the VR space, the camera angle can be freely changed to realize various visual effects, and the physical interaction brings the comic panels directing to life. This can open up new ways of storytelling in VR animation and contribute to its successful expansion into new mediums.

Developing application depend on emotion extraction from paintings (회화에서 감성 추출에 기반한 어플리케이션 개발 연구)

  • Lee, Taemin;Kang, Dongwann;Cho, Kyung-Ja;Park, SooJin;Yoon, Kyunghyun
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1033-1040
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    • 2017
  • Artists use artistic features of paintings to provide various emotions in paintings. These features may be simply color and texture, but they can move on to form a composition or a symmetry. Through these features, people can feel various emotions when enjoying paintings. Even though they are using these features, there are paintings that are not readily accessible to non-extractable experts. This is because the analysis of features is not intuitive. In this paper, we want to produce content that matches paintings and music. This helps user to understand painting easily with paintings and matched music.

A Study on Sensibility Evaluation of Ceramic Surface: Comparison between Tactility and Visual Tactility (세라믹 표면의 감성 평가 연구: 촉감과 시각적 촉감의 비교를 중심으로)

  • Kim, Jihyun;Song, Min Jeong
    • Science of Emotion and Sensibility
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    • v.19 no.2
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    • pp.101-112
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    • 2016
  • Selecting appropriate materials can be significantly important to make different image in the product and also give distinguished express to the users. A material for the ceramic product surface consists of the combination between a glaze and a body, and each attribution of materials and the way of the combination creates different texture and color. This study analyzes the difference between visually and tactually sensibility of ceramic surface to through the simulating both visual and tactual stimulation by verbal evaluation method. Totally 13 adjectives are selected from homepage of local and global ceramic product brand. And totally 12 ceramic samples are created with the consideration of color, glossiness and roughness. These 12 samples are the combination between four ceramic bodies (White porcelain, Celadon_c, Sancheong and Black soil) and three glazes (Transparent, Celadon_g, Black glaze). The respondents of first survey were asked to rub, touch and hold before evaluating the sensibility of ceramic surface and other respondents of second survey were asked to evaluate visual images of 9 samples which showed meaningfully difference from first survey. The surface which scored the highest sensibility with the first survey was 'pure' on a surface of White porcelain body with Transparent glaze, and the lowest was also 'pure' on a surface of Black soil body with Transparent glaze. The highest score in the second survey was the same result as the first survey, but the lowest scored 'casual' and the surface was Black soil body with Celadon glaze. By the comparison with two survey results, not every sensibility is same result shown as the first survey and the second survey, but the tactile sensibilities such as 'artistic', 'luxurious', 'sensuous', 'romantic' and 'mysterious' can be experienced by via visual materials of ceramic surfaces.

Image Quality Assessment Model of Natural Scene Based on Normal Distribution Analysis (일반 장면의 정규분포 분석을 기반으로 한 화질 측정 모형)

  • Park, Hyung-Ju;Har, Dong-Hwan
    • Science of Emotion and Sensibility
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    • v.16 no.3
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    • pp.373-386
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    • 2013
  • In this research, we specify the image consumers' preferred image quality ranges based on objective image quality evaluation factors and follow a method which measures preference of the natural image scenes. In other words, according to No-Reference, we select dynamic range, color, and contrast as factors of image quality measurements. For collecting sample images, we choose the preferred 200 landscapes which have over 30 recommendations by image consumers on the internet photo gallery. According to the scores of three objective factors of image quality measurements, the final expected score which means the image quality preference is measured and its total score is 100 points. In the main test, the actual image sample shows dynamic range 10 stop, LAB mean value L:54.7, A:2.96, B:-15.84, and RSC contrast 376.9. Total 200 image samples' normal distribution z value represents in dynamic range 0.21, LAB mean value L:0.15, A:0.38, B:0.13, and RSC contrast 0.08. In the standard normal distribution table, we can convert the z value as a percentage; dynamic range is 8.32%, LAB mean value is L:5.96%, A:14.8%, B:5.17%, and RSC contrast is 3.19%. And then, we convert the percentage values into the scores of 100; dynamic range is 91.68, LAB mean value is 91.36, and RSC contrast is 96.81. Therefore, we can conclude that the sample image's total mean score is 94.99 based on three objective image quality factors. Throughout our proposed image quality assessment model, we can measure the preference value of natural scenes. Also, we can specify the preferred image quality representation ranges and measure the expected image quality preference.

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Story-based Information Retrieval (스토리 기반의 정보 검색 연구)

  • You, Eun-Soon;Park, Seung-Bo
    • Journal of Intelligence and Information Systems
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    • v.19 no.4
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    • pp.81-96
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    • 2013
  • Video information retrieval has become a very important issue because of the explosive increase in video data from Web content development. Meanwhile, content-based video analysis using visual features has been the main source for video information retrieval and browsing. Content in video can be represented with content-based analysis techniques, which can extract various features from audio-visual data such as frames, shots, colors, texture, or shape. Moreover, similarity between videos can be measured through content-based analysis. However, a movie that is one of typical types of video data is organized by story as well as audio-visual data. This causes a semantic gap between significant information recognized by people and information resulting from content-based analysis, when content-based video analysis using only audio-visual data of low level is applied to information retrieval of movie. The reason for this semantic gap is that the story line for a movie is high level information, with relationships in the content that changes as the movie progresses. Information retrieval related to the story line of a movie cannot be executed by only content-based analysis techniques. A formal model is needed, which can determine relationships among movie contents, or track meaning changes, in order to accurately retrieve the story information. Recently, story-based video analysis techniques have emerged using a social network concept for story information retrieval. These approaches represent a story by using the relationships between characters in a movie, but these approaches have problems. First, they do not express dynamic changes in relationships between characters according to story development. Second, they miss profound information, such as emotions indicating the identities and psychological states of the characters. Emotion is essential to understanding a character's motivation, conflict, and resolution. Third, they do not take account of events and background that contribute to the story. As a result, this paper reviews the importance and weaknesses of previous video analysis methods ranging from content-based approaches to story analysis based on social network. Also, we suggest necessary elements, such as character, background, and events, based on narrative structures introduced in the literature. We extract characters' emotional words from the script of the movie Pretty Woman by using the hierarchical attribute of WordNet, which is an extensive English thesaurus. WordNet offers relationships between words (e.g., synonyms, hypernyms, hyponyms, antonyms). We present a method to visualize the emotional pattern of a character over time. Second, a character's inner nature must be predetermined in order to model a character arc that can depict the character's growth and development. To this end, we analyze the amount of the character's dialogue in the script and track the character's inner nature using social network concepts, such as in-degree (incoming links) and out-degree (outgoing links). Additionally, we propose a method that can track a character's inner nature by tracing indices such as degree, in-degree, and out-degree of the character network in a movie through its progression. Finally, the spatial background where characters meet and where events take place is an important element in the story. We take advantage of the movie script to extracting significant spatial background and suggest a scene map describing spatial arrangements and distances in the movie. Important places where main characters first meet or where they stay during long periods of time can be extracted through this scene map. In view of the aforementioned three elements (character, event, background), we extract a variety of information related to the story and evaluate the performance of the proposed method. We can track story information extracted over time and detect a change in the character's emotion or inner nature, spatial movement, and conflicts and resolutions in the story.

Emoticon by Emotions: The Development of an Emoticon Recommendation System Based on Consumer Emotions (Emoticon by Emotions: 소비자 감성 기반 이모티콘 추천 시스템 개발)

  • Kim, Keon-Woo;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.24 no.1
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    • pp.227-252
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    • 2018
  • The evolution of instant communication has mirrored the development of the Internet and messenger applications are among the most representative manifestations of instant communication technologies. In messenger applications, senders use emoticons to supplement the emotions conveyed in the text of their messages. The fact that communication via messenger applications is not face-to-face makes it difficult for senders to communicate their emotions to message recipients. Emoticons have long been used as symbols that indicate the moods of speakers. However, at present, emoticon-use is evolving into a means of conveying the psychological states of consumers who want to express individual characteristics and personality quirks while communicating their emotions to others. The fact that companies like KakaoTalk, Line, Apple, etc. have begun conducting emoticon business and sales of related content are expected to gradually increase testifies to the significance of this phenomenon. Nevertheless, despite the development of emoticons themselves and the growth of the emoticon market, no suitable emoticon recommendation system has yet been developed. Even KakaoTalk, a messenger application that commands more than 90% of domestic market share in South Korea, just grouped in to popularity, most recent, or brief category. This means consumers face the inconvenience of constantly scrolling around to locate the emoticons they want. The creation of an emoticon recommendation system would improve consumer convenience and satisfaction and increase the sales revenue of companies the sell emoticons. To recommend appropriate emoticons, it is necessary to quantify the emotions that the consumer sees and emotions. Such quantification will enable us to analyze the characteristics and emotions felt by consumers who used similar emoticons, which, in turn, will facilitate our emoticon recommendations for consumers. One way to quantify emoticons use is metadata-ization. Metadata-ization is a means of structuring or organizing unstructured and semi-structured data to extract meaning. By structuring unstructured emoticon data through metadata-ization, we can easily classify emoticons based on the emotions consumers want to express. To determine emoticons' precise emotions, we had to consider sub-detail expressions-not only the seven common emotional adjectives but also the metaphorical expressions that appear only in South Korean proved by previous studies related to emotion focusing on the emoticon's characteristics. We therefore collected the sub-detail expressions of emotion based on the "Shape", "Color" and "Adumbration". Moreover, to design a highly accurate recommendation system, we considered both emotion-technical indexes and emoticon-emotional indexes. We then identified 14 features of emoticon-technical indexes and selected 36 emotional adjectives. The 36 emotional adjectives consisted of contrasting adjectives, which we reduced to 18, and we measured the 18 emotional adjectives using 40 emoticon sets randomly selected from the top-ranked emoticons in the KakaoTalk shop. We surveyed 277 consumers in their mid-twenties who had experience purchasing emoticons; we recruited them online and asked them to evaluate five different emoticon sets. After data acquisition, we conducted a factor analysis of emoticon-emotional factors. We extracted four factors that we named "Comic", Softness", "Modernity" and "Transparency". We analyzed both the relationship between indexes and consumer attitude and the relationship between emoticon-technical indexes and emoticon-emotional factors. Through this process, we confirmed that the emoticon-technical indexes did not directly affect consumer attitudes but had a mediating effect on consumer attitudes through emoticon-emotional factors. The results of the analysis revealed the mechanism consumers use to evaluate emoticons; the results also showed that consumers' emoticon-technical indexes affected emoticon-emotional factors and that the emoticon-emotional factors affected consumer satisfaction. We therefore designed the emoticon recommendation system using only four emoticon-emotional factors; we created a recommendation method to calculate the Euclidean distance from each factors' emotion. In an attempt to increase the accuracy of the emoticon recommendation system, we compared the emotional patterns of selected emoticons with the recommended emoticons. The emotional patterns corresponded in principle. We verified the emoticon recommendation system by testing prediction accuracy; the predictions were 81.02% accurate in the first result, 76.64% accurate in the second, and 81.63% accurate in the third. This study developed a methodology that can be used in various fields academically and practically. We expect that the novel emoticon recommendation system we designed will increase emoticon sales for companies who conduct business in this domain and make consumer experiences more convenient. In addition, this study served as an important first step in the development of an intelligent emoticon recommendation system. The emotional factors proposed in this study could be collected in an emotional library that could serve as an emotion index for evaluation when new emoticons are released. Moreover, by combining the accumulated emotional library with company sales data, sales information, and consumer data, companies could develop hybrid recommendation systems that would bolster convenience for consumers and serve as intellectual assets that companies could strategically deploy.

The Expressionism on the Modern costume (20세기 현대복식에 나타난 표현주의)

  • 채금석;양숙희
    • Journal of the Korean Society of Costume
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    • v.24
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    • pp.121-142
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    • 1995
  • The Expressionism took shape in the early twentieth century, so called as the time of change and innovation which intermediated between the time of extreme prosperity and peace and the time of disruption. This study is based on the wide sense of Expressionism out of various concepts of Expressionism. The afore-mentioned phenomenon was emphasized all the more in the French Expressionism and it is the most important and substantial object in the Art to make a direct transference of emotion , feeling and thought and it could be regarded as one of characteristics of the French Expressionism . In Addition, the Expressionism produced " Aesthetics on Ugliness "Aesthetics des H lichen )" in creating work of art. It was an expression of the Existentialism based on Humanism for modern people who lived at time of nihility and such artistic movement accepted polarity and ambivalance concepts claimed by Nietzsche into three specific fields in accordance with thought and technique in the work of art and those are the Intuitional Expressionism. Cubistic Expressionism and Fantastic Expressionism. This study makes a close analysis of costume style trends on the basis of the categorized Expressionism enumerated as above. The characteristics of Intuitional Expressionism is that poverty and a sense of alienation dominated all society and thus the social reality brought a trend of social participation . This social reality effected significantly modern costume style and a reformative costume turned up at last . This reformative costume was classified into Gar onne look, Military look and Lingerie look by characteristics of style in order to make a close examination for the relationship between social reality and the reformative structure. Cubistic Expressionism effected costume forming and changed costume style through " Deformation " and " Distortion" in forming technique , and also it has developed geometrical style of costume, which could be symbolized by mechanism. And on the other hand, this Cubistic Expressionism has emphasized exaggerated expression ability to produce rigid and stiff style of costume. Fantastic Expression pursued basic artistic worth from the primitive and ethnic customs and accepted fantastic oriental Exoticism . This Fantastic Expressionism effected costume style of twentieh century and such designers as Lon Bakst, Paul Poiret, Elsa Schiapareli adopted intentive primary color. It also applied " Depaysment" to modern costume style , which introduced avant-garde design to give an impact through destruction of the existing traditional concept. This study also analized seven major representative costume designers of the early twentieth century. They are L on Bakst, Paul Poiret, Madeline Vionnet, JeanPatou, Gabriel Chanel and Elsa Schiaparelli. These designers deployed creative costume design work with peculiar expression technique based on the French expressionism. The costume study related to art history was so far made mostly to approach costume forming but only a few study is found to have approached idealistic background of art history in connection with creating costume. From that point of view, it is profoundly significant for this study to analize idealistic background and characteristics of Expressionism and relationship between costume and expressionism and to examine modern costume of twntieth century in conjunction with technical characteristics and spiritual sense of Expresionism.eristics and spiritual sense of Expresionism.

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Inquiry on Post Surgery Induced Consumption in HyungSang Medicine View (각종 수술 후 유발되는 허로(虛勞)의 형상의학적 고찰)

  • Kim, Jong-Won;Ji, Gyu-Yong;Kim, Kyung-Chul;Lee, In-Sun;Kim, Hyung-Gyu;Lee, Yong-Tae
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.22 no.4
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    • pp.930-942
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    • 2008
  • Following conclusions were derived from researching various consumption caused after surgical operation. The meaning of surgery in HyungSang medical point of view is a big flaw of the original configuration. Therefore meaning, the loss of container to store something. Changes of the body after surgery can be formation of stagnated blood and abnormal cyst of the removed part and entangled undigested food and stagnant blood. After surgery when the symptoms become chronic or the patients develop side effects as they age, consumption and aging process begins. HyungSang medical treatments of consumption caused after surgery are the followings. We should prevent aging of the framework by using appropriate medication to make up for faults in Gall Bladder, Bladder type and six meridian type by considering its form, color, pulse and symptoms. Stability of emotion that can endure various mental stimulation is needed. Prevent stagnation, indigestion, obstruction and numbness by smoothing up the constructive energy and the defensive energy in the operated part. The Heart and Kidney should be under control and Stomach and Spleen should be reinforced so that food intake is accelerated and produce vital substances and Ki and blood. Eum blood and Yang Ki should circulate around the body well. Examine daily life and if small changes in skin complexion, appetite, sleep and excretion occur, also difference in adaptation of external stimulation and mental health occurs immediate treatment and care is necessary. Treatment of side-effects caused from both aging process and post-surgery in HyungSang's view point is considered better than other ways of treatment and will contribute in expanding the field of medical science.

The Impact of Brightness, Polarity, and Hue Difference on Legibility and Emotional Effect of Word in Visual Display (시각디스플레이에서 단어와 배경간의 밝기, 대비부호, 색상차이에 따른 가독성 및 감성효과)

  • Jung, Hye-Heon;Cho, Kyung-Ja;Han, Kwang-Hee
    • Korean Journal of Cognitive Science
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    • v.17 no.4
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    • pp.337-356
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    • 2006
  • This research was conducted to see the impact of brightness, polarity, and hue diference on legibility and emotional effcts of the word. In the experiment 1, stimuli with three levels of brightness difference and two-typed polarity were used. The results showed that legibility, aesthetics, and preference increased with increasing brightness difference. In the experiment 2, the same stimuli if experiment 1 included four hues: red, green, blue, yellow. As a result, the effects of brightness and polarity and the interaction effect of brightness and polarity on legibility were significant. Also, the effects of brightness, polarity, and hue and the interaction effect of brightness and hue on aesthetics and preference were significant. These results showed that legibility, aesthetics, and preference increased with increasing brightness difference of word and background and positive polarity was better than negative. Aesthetics and preference rating increased according to the following order: red, blue, green, yellow. In addition, the interaction effect of brightness and polarity on legibility was because reaction time of negative polarity was longer than positive at the small brightness difference condition. The interaction effect of brightness and hue on aesthetics and preference ws because the aesthetics rating of hue at the large brightness difference condition had significant difference compared with small brightness difference. In the experiment 3, participants rated text designs and simple color stimuli with 18 emotional adjectives to see the similarity of their emotion. The conclusion was that to reflect the subjective feelings of a rotor on the text design, it would be appropriate to use the rotor on background of the text design.

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A literatual studies on the Ong-Jeo in the special consideration of etiology and pathologic mechanism (癰疽에 대한 文獻的 考察;(病因.病機를 중심으로))

  • Roh, Hyun-Chan;Roh, Seok-Seon
    • The Journal of Korean Medicine Ophthalmology and Otolaryngology and Dermatology
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    • v.13 no.2
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    • pp.20-50
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    • 2000
  • This paper was written into condsideration records about the definition of "Ong-Jeo", the difference between "Ong" and "Jeo", the Western medical approach to "Ong-Jeo", and the etiology and pathologic mechanism of "Ong-Jeo". After this study, I report the following results from it. 1. "Ong" is an acute diapyesis disease which is found is in our skin and muscle and flesh. The chrateristics of this disease is that the affacted site is shine, no head, and the size is 3-4 chon. The prossess of the diesease shows that it is very quick, and very easily swell, and becomes pus easily, easily become to ulcer, easily converge. But this don't damage to the muscle and bone. 2. "Jeo" is the disease which damages bone-skeleton, muscle and flesh, and even destroy the stationary tissue. Jeo can be divided into two. One is called "Yudujeo" and it is acute diapydesis disease. The characteriscs of this disease is the miliary abscess, swell, has fever, and has an ache which is feeled spaned. And this is diffused into periphrey tissue and is diffused into deep site. After the ulcer, this becomes to shape the cellula. The size is more than 3-4 chon and this disease goes into chuk if this is serious. The other one is called "Mudujeo" and this disease is the ulcerative one in our joint and skeleton. The characteristic of this disease shows that the color of skin be not changed, and swell diffusely, and is not easily vanished, not easily becomes ulcerative, and not easily becomes converged. 3. "Ong-Jeo" is caused by the bacteriunm named by the "Golden and Yeollw Staphylococcus" in the Western medicine. "Ong" can be applicable to the carbuncle, acute diapyesis lymphadenitis, and some of cellulitis. "Jeo" can belong to cellulitis, and Mudujeo can belong to suppurative arthritis, suppurative osteomyelitis, tuberculous arthritis and osteomyelitis, and tuberculous lymphadenitis. 4. The etiologies of "Ong-Jeo" can be divided three, which are internal, external and other etiology which can not be clasiffied by two etiologies above. The internal etiology is seven emotion, and the external etiology is the six eumsa, unki, chunhang and so on. Other etiology is inadequate absorption of food, and excessive bang-sa. 5. The etiology of "Ong" is suppurative one which is choked between our skin and muscle and flesh, and is congested, become to hot, and finally erodes the muscle and flesh because of the inbalance of cirrculation in the enegy and blood. "Jeo" is the same as the Ong, but this is the suppurative disease which damages the muscle, flesh, and skeleton, and even damages into five Zang, the internal intestine.

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