• Title/Summary/Keyword: media images

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Study on Sexual Images on the Cover of Maxim Men's Magazine (남성잡지Maxim 표지모델에 나타난 섹슈얼이미지에 관한 연구)

  • Kim, Eun Jung;Kwak, Tai Gi
    • Journal of the Korean Society of Costume
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    • v.62 no.7
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    • pp.185-204
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    • 2012
  • There are lots of sexual images in the contemporary media, and this is due to many of the media formats, such as television, magazines, and the Internet, using these images to relay various messages to the people. The media uses these sexual images (i.e. woman in a bikini) in order to use sex and eroticism as a marketing tool to the audience. Unlike other men's magazines, which actually have many female readers, Maxim magazine's readers are made of mostly men, and because of this, their magazine covers are usually filled with sexy women celebrities, such as singers or actors; images that can attract the general men. This study puts its focus on evaluating Maxim magazine's marketing strategy. The strategy of targeting men in their 20's and 30's, who were not interested in reading, but were impulsive and visually oriented. The study looked at magazine covers from November 2002 (the start of the magazine) to October 2008 (the peak period of its sales), and a total of 72 images were analyzed. For each image, 5 things were recorded (model's occupation, clothing style, hairstyle, makeup, pose and gaze).

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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Modules of Directing Interactive Media Moving Images (인터랙티브미디어 영상의 쌍방향성 연출구조에 관한 연구)

  • Kim, Hyo-Yong;Kim, See-Eun
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.84-94
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    • 2012
  • The year 2011 witnessed interactive communication media and digital instrument experience a substantial growth in popularity within developed nations as well as developing nations in part due to the ongoing development of internet and information technology. The development of interactive media and technology have contributed to the increased progress of not only digital contents but also to the development of diverse interactive arts. This study will demonstrate how the direction of interactive media moving images through interactive media by utilizing the use of interactive art directing modules which will aid by expressing the theme and the directing concept of the art. To aid in the understanding of interaction directing module, two examples of art works are used as samples cases - "Room Two"(Mixing Lab in a museum; Interactive media art & Experimental mixing, Seoul Art Center, 2006) and a RPG(Role-playing game) style Game. Through these cases, this study intends to enhance the yet insufficient reference for interactive media art and assist artists attempting interactive media moving images through interactive media.

Comparison of the Differences in AI-Generated Images Using Midjourney and Stable Diffusion (Midjourney와 Stable Diffusion을 이용한 AI 생성 이미지의 차이 비교)

  • Linh Bui Duong Hoai;Kang-Hee Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.563-564
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    • 2023
  • Midjourney and Stable Diffusion are two popular AI-generated image programs nowadays. With AI's outstanding image-generation capabilities, everyone can create artistic paintings in just a few minutes. Therefore, "Comparison of differences between AI-generated images using Midjourney and Stable Diffusion" will help see each program's advantages and assist the users in identifying the tool suitable for their needs.

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Expressional Characteristics of Media Art in Hussein Chalayan's Fashion Works (후세인 살라얀의 패션 작품에 나타난 미디어 아트의 표현 특성)

  • JeKal, Mee;Na, In-Hwa;Lee, Youn-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.10 no.3
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    • pp.89-100
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    • 2008
  • This article aims to research and analyze expressional characteristics of media art in Hussein Chalayan's fashion works. Media technology has made rapid progress over every society, in which it enables multi-dimensional communication. Under this social background, media art can use a multiplicity of technologies and go public. Media art had great influences in fashion with the leading designer as Hussein Chalayan. His works has been selected from the 90s up until 2008 focusing on expressional characteristics of media art by a professional group of fashion design. By classifying and analyzing of Hussein Chalayan's fashion works, expressional characteristics of media art displayed from works of the late 90s, and in recent years, the use of various technologies has increased. Expressional characteristics of media art in his works have been re-classified as interactivity, transfonnation, visualization, and transparency. First, interactivity by the wearer's action and emotional change is effective on emotional express, body protection and the causing of interest. Second, transfonnation by the wearer's action, functioning, and emotional change is influenced by convenience, body protection, and causing concern. Third, immateriality in media art is divided into visualization and transparency, and in fashion structural and material characteristics. Visualization by internal luminous source and digital images influences immersion and expression on fantasy images. Fourth, transparency by immaterial characteristics and piled up images affects openness and camouflage. Development of material and technology paves the way for expressional characteristics of media art in fashion. The trend of Hussein Chalayan's works moves towards emotional high-tech design with technology.

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A Deep Learning Model for Predicting User Personality Using Social Media Profile Images

  • Kanchana, T.S.;Zoraida, B.S.E.
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.265-271
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    • 2022
  • Social media is a form of communication based on the internet to share information through content and images. Their choice of profile images and type of image they post can be closely connected to their personality. The user posted images are designated as personality traits. The objective of this study is to predict five factor model personality dimensions from profile images by using deep learning and neural networks. Developed a deep learning framework-based neural network for personality prediction. The personality types of the Big Five Factor model can be quantified from user profile images. To measure the effectiveness, proposed two models using convolution Neural Networks to classify each personality of the user. Done performance analysis among two different models for efficiently predict personality traits from profile image. It was found that VGG-69 CNN models are best performing models for producing the classification accuracy of 91% to predict user personality traits.

View Synthesis Using OpenGL for Multi-viewpoint 3D TV (다시점 3차원 방송을 위한 OpenGL을 이용하는 중간영상 생성)

  • Lee, Hyun-Jung;Hur, Nam-Ho;Seo, Yong-Duek
    • Journal of Broadcast Engineering
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    • v.11 no.4 s.33
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    • pp.507-520
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    • 2006
  • In this paper, we propose an application of OpenGL functions for novel view synthesis from multi-view images and depth maps. While image based rendering has been meant to generate synthetic images by processing the camera view with a graphic engine, little has been known about how to apply the given images and depth information to the graphic engine and render the scene. This paper presents an efficient way of constructing a 3D space with camera parameters, reconstructing the 3D scene with color and depth images, and synthesizing virtual views in real-time as well as their depth images.

Measurement and Analysis of Arousal While Experiencing Light-Field Display Device

  • Choi, Hyun-Jun;Kim, Noo-Ree;Park, Hyun-Rin
    • Journal of information and communication convergence engineering
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    • v.18 no.3
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    • pp.188-193
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    • 2020
  • In this paper, we examine whether the 3D image experience through a light-field display device showed the difference in the arousal of the user compared with the 2D image experience. For our experiment, the Looking GlassTM (LG) was used as a lightfield display device that provided 3D images, and 2D images were provided by digital and printed images. The subject's facial behavior during each media experience was recorded for analysis and the degree of arousal was measured by FaceReaderTM. As a result, the first image presented in the first order among the three kinds of images showed that there was a statistical difference in the degree of arousal between the three media. However, no significant differences were found between the three media in the other images. This may be because the arousal did not increase from the experience of the second image through the LG, owing to habituation. In conclusion, the 3D imaging experience may appear in the beginning, but does not continue.

View synthesis with sparse light field for 6DoF immersive video

  • Kwak, Sangwoon;Yun, Joungil;Jeong, Jun-Young;Kim, Youngwook;Ihm, Insung;Cheong, Won-Sik;Seo, Jeongil
    • ETRI Journal
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    • v.44 no.1
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    • pp.24-37
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    • 2022
  • Virtual view synthesis, which generates novel views similar to the characteristics of actually acquired images, is an essential technical component for delivering an immersive video with realistic binocular disparity and smooth motion parallax. This is typically achieved in sequence by warping the given images to the designated viewing position, blending warped images, and filling the remaining holes. When considering 6DoF use cases with huge motion, the warping method in patch unit is more preferable than other conventional methods running in pixel unit. Regarding the prior case, the quality of synthesized image is highly relevant to the means of blending. Based on such aspect, we proposed a novel blending architecture that exploits the similarity of the directions of rays and the distribution of depth values. By further employing the proposed method, results showed that more enhanced view was synthesized compared with the well-designed synthesizers used within moving picture expert group (MPEG-I). Moreover, we explained the GPU-based implementation synthesizing and rendering views in the level of real time by considering the applicability for immersive video service.

B-mode ultrasound images of the carotid artery wall: correlation of ultrasound with histological measurements

  • Gamble G.;Beaumont B.;Smith H.;Zorn J.;Sanders G.;Merrilees M.;MacMahon S.;Sharpe N.
    • 대한예방의학회:학술대회논문집
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    • 1994.02b
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    • pp.169-179
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    • 1994
  • B-mode ultrasound is being used to assess carotid atherosclerosis in epidemiological studies and clinical trials. Recently the interpretation of measurements made from ultrasound images has been questioned. This study examines the anatomical correlates of B-mode ultrasound of carotid arteries in vitro and in situ in cadavers. Twenty-seven segments of human carotid artery were collected at autopsy. pressure perfusion fixed in buffered 2.5% gluteraldehyde and 4% paraformaldehyde and imaged using an ATL UM-8 (10 MHz single crystal mechanical probe). Each artery was then frozen, sectioned and stained with van Gieson or elastin van Gieson. The thickness of the intima. media and adventitia were measured 'to an accuracy of 0.01 mm from histological sections using a calibrated eye graticule on a light microscope. Shrinkage artifact induced by histological preparation was determined to be 7.8%. Digitised ultra sound images of the artery wall were analysed off-line. The distance from the leading edge of the first interface ($LE_{1}$) to the leading edge of the second interface ($LE_2$) was measured using a dedicated programme. $LE_{1}$-$LE_{2}$ measurements were correlated against histological measurements corrected for shrinkage. Mean values for the far wall were: ultra sound $LE_{1}$-$LE_{2}$ (0.97 mm, S.D. 0.26), total wall thickness (1.05 mm, S.D. 0.37), adventitia (0.35 mm, S.D. 0.16), media (0.61 mm, S.D. 0.18). intima (0.09 mm, S.D. 0.13). Ultrasound measurements corresponded best with total wall thickness, rather than elastin or the intima-media complex. Excision of part of the intima plus media or removal of the adventitia resulted in a corresponding decrease in the $LE_{1}$-$LE_{2}$ distance of the B-mode image. Furthermore. increased wall thickness due to intimal atherosclerotic thickening correlated well with $LE_{1}$-$LE_{2}$ distance of the B-mode images. B-mode images obtained from the carotid arteries in situ in four cadavers also corresponded best with total wall thickness measured from histological sections and not with the thickness of the intima plus media. In conclusion, the $LE_{1}$-$LE_{2}$ distance measured on B-mode images of the carotid artery best represents total wall thickness of intima plus media plus adventitia and not intima plus media alone.

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