• Title/Summary/Keyword: visual perspective

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A Study on the 21stCentury Digital Visuality Through Lacan's Notion of the Real Gaze - From an Aspect of Digital Frame Expension - (라깡의 시선도해를 통해서 본 21세기 디지털 시각성 변화 연구 - 디지털 프레임 확장의 관점에서 -)

  • Lim, Sang Guk;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.21 no.5
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    • pp.638-647
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    • 2018
  • This study aimed to identify visuality changes in the $21^{st}century$ digital visual media art through the expension of digital frames based on visuality represented by Cartesian perspectivalism in the modern age. The visuality of perspective, camera obscura and panorama, which are called modern visual systems, was analyzed to illustrate each characteristic from a viewpoint of a seeing subject. These characteristics of the visual systems were restructured to meet the visuality of the digital era through the illustrations of Lacan's gaze. In addition, the characteristics of frames found in the $21^{st}century$ digital visual media art were identified, and they were categorized into and illustrated from physical, convergent and interactional viewpoints. The outcomes were classified into the $21^{st}century$ digital frame types, and new $21^{st}$century digital visual illustrations were suggested based on the results.

A Study on the Scenographic and Perspective Space in the Palladio's Architecture (팔라디오 건축의 씨노그래피적 공간과 투시도적 공간에 관한 연구)

  • Jeon, Young-Hoon
    • Korean Institute of Interior Design Journal
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    • v.15 no.2 s.55
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    • pp.3-12
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    • 2006
  • The renaissance architects had considered perspective system as accurate tool for the visual representation, but Palladio did not agree with this belief and demonstrated that it is a system based on optical illusionism. On the base of this faith, he created another optical illusion system can be called 'scenographic space'. But the remainder of his works reveals many perspective installations mobilized as well as it. In this context, this study aimed to analyze the meaning and usage of these two space composition systems in the Palladio's architecture. For the purpose of it, a preliminary study examine the background of his idea and make a comparative analysis between the two systems, and then finally analyze the concrete works in compliance with the building types. And then, this study comes to the following conclusion. The scenographic space create the cognition of discontinuity which was produced by the perceptual mask perpendicular to the subject's eye. In opposition to it, the perspective techniques join the space between the subject and his outer world. In result, the viewer lost or attach his attention on the connection between the real and the virtual, the secular and the divine, and the inside and the outside. Palladio applied these two illusion systems to all types of his architecture. By means of it, he could achieve the desire of his patrons and reconstruct the classical architecture of the late renaissance age.

Introduction of the European Peep-box and Development of Visual Culture in the 18th Century Japan

  • LEE, Sang-Myon
    • Cross-Cultural Studies
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    • v.36
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    • pp.97-122
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    • 2014
  • During the Edo-period [江戶時代 1603-1867], Japan accepted the modern western science and culture while trading with Holland since 1609, and also through the influx of optical instruments in the $18^{th}$ century the culture of viewing pictures began to be developed. Especially, the peep-boxes and their pictures had been imported from China and Holland since the mid 1750s when they were flourished. The peep-box was rapidly and widely spread. Soon after, the peep-boxes and pictures had begun to be produced in Japan (megane [眼鏡] and megane-e [眼鏡繪]) since 1770s when the early visual culture settled down in Kyoto and Tokyo etc. The visual culture developed with the peep-box contains two remarkable factors in the cultural history of the $18^{th}$ century Japan. First, the peep-boxes became the popular device of visual entertainment, and opened the first phase of the modern visual culture before the advent of photography and cinema in the mid and end of the $19^{th}$ century. Secondly, the peep-box played a role of an educative media as a 'window to the unknown world' in the $18^{th}$ century Japan, by showing various pictures of many European cities. Through the peep-box pictures the 'western images' were spread and knowledges of Japanese about the west increased, although they were recognized just as 'Holland's images' without differentiation in each country.

A Study on the Perspective Expression in Art and Architecture of the Early Renaissance (초기 르네상스 건축과 예술의 원근표현기법에 관한 연구)

  • Nam, Ho-Hyun;Park, Eon-Kon
    • Journal of architectural history
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    • v.1 no.2 s.2
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    • pp.159-171
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    • 1992
  • Renaissance Age is called the Period of Discovery because of great development of the economy and the science, and is known the Period of scientific analysis of Man and of interest of Nature out of a blind obedience in the Middle ages. Especially in visual art architecture, painting and sculpture, the rational spirit of Renaissance actually and distinctly communicates the meaning of Work through the scientific and mathematical expression after a finding Perspective by Brunelleschi. So the puropse of this study is to clarify the substancial meaning of Renaissance Art by investigating the expression applied Perspective to the works of Brunelleschi's architecture, Donatello's sculpture and Masaccio's painting.

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The Visual Quality in Environmental Cognition and Its Effect on Human Behavior - From the Perspective of Empirical Aesthetics - (환경인지의 시각적 질과 그 효과에 관한 연구 - 경험미학적 관점 -)

  • 김주미
    • Archives of design research
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    • v.11 no.1
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    • pp.173-184
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    • 1998
  • This study deals with the visual quality in the future urban landscape and architectural environment, and as such, aims to identify a scientific and objective aesthetic and visual quality from the perspective of empirical aesthetics. The empirical aesthetics provides a framework that can be utilized in understanding human perception, consciousness, and behavior and a way to categorize the visual quality and to explain and predict its effect. The study examines various theories on environmental perception, cognition, and some new approaches to environmental aesthetics, and tries to present aesthetic properties that can be applied to environmental design. First, the aesthetic experience in visual perception can be defined as a combined effect of psychobiological properties and human activity, i.e. an interaction between the formal and symbolic signs in environment and the conceptual framework of man. The effect of visual quality differs and varies a great deal, depending on the sociocultural, personal and collective value system, so it is hard to define it in absolute terms. Second, the impact of visual quality and its aesthetic effect has to do with pleasure, preference, the aptitude for survival, and self regulation. Third, aesthetics is one of the areas that can benefit a great deal from an interdisciplinary approach. and an empirical study such as this can be used as a basis for design, planning, and evaluation.

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A Study on the Production of Perspective Images using Drone (드론을 이용한 다시점 투영 이미지 제작 연구)

  • Choi, Ki-chang;Kwon, Soon-chul;Lee, Seung-hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.953-958
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    • 2022
  • Holographic Stereogram can provide the depth perception without the visual fatigue and dizziness because it use multiple images acquired from the multiple viewpoints. In order to produce a holographic stereogram, it is necessary to obtain perspective images of a live object and record it on film using a digital hologram printer. when acquiring perspective images, the hologram without distortion can be produced only when the perspective images with a constant distance between the camera and the target is obtained. If the target is small, it is possible to keep the constant distance from the camera to object. but if it is large, this is difficult to keep the constant distance. In this study, we photograph the large object using the POI (Point of Interest) function which is one of the smart flight modes of drone to produce perspective images required for the hologram production. after that, problems such as the unexpected shakings and distance change between camera and object is corrected in post production. as a result, we produce the perspective images.

Application of Virtual Studio Technology and Digital Human Monocular Motion Capture Technology -Based on <Beast Town> as an Example-

  • YuanZi Sang;KiHong Kim;JuneSok Lee;JiChu Tang;GaoHe Zhang;ZhengRan Liu;QianRu Liu;ShiJie Sun;YuTing Wang;KaiXing Wang
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.106-123
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    • 2024
  • This article takes the talk show "Beast Town" as an example to introduce the overall technical solution, technical difficulties and countermeasures for the combination of cartoon virtual characters and virtual studio technology, providing reference and experience for the multi-scenario application of digital humans. Compared with the live broadcast that combines reality and reality, we have further upgraded our virtual production technology and digital human-driven technology, adopted industry-leading real-time virtual production technology and monocular camera driving technology, and launched a virtual cartoon character talk show - "Beast Town" to achieve real Perfectly combined with virtuality, it further enhances program immersion and audio-visual experience, and expands infinite boundaries for virtual manufacturing. In the talk show, motion capture shooting technology is used for final picture synthesis. The virtual scene needs to present dynamic effects, and at the same time realize the driving of the digital human and the movement with the push, pull and pan of the overall picture. This puts forward very high requirements for multi-party data synchronization, real-time driving of digital people, and synthetic picture rendering. We focus on issues such as virtual and real data docking and monocular camera motion capture effects. We combine camera outward tracking, multi-scene picture perspective, multi-machine rendering and other solutions to effectively solve picture linkage and rendering quality problems in a deeply immersive space environment. , presenting users with visual effects of linkage between digital people and live guests.

011-line Visual Feedback Control of Industrial Robot Manipulator (산업용 로봇 매니퓰레이터의 오프라인 영상피드백 제어)

  • 신행봉;정동연;김용태;이종두;이강두
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
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    • 2002.04a
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    • pp.567-572
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    • 2002
  • The equipment of industrial robot in manufacturing and assembly lines has rapidly increased. In order to achieve high productivity and flexibility, it becomes very important to develop the visual feedback control system with Off-Line Programming System(OLPS ). We can save much efforts and time in adjusting robots to newly defined workcells by using Off-Line Programming System. A proposed visual calibration scheme is based on position-based visual feedback. The visual calibration system is composed of a personal computer, an image processing board, a video monitor, and one camera. The calibration program firstly generates predicted images of objects in an assumed end-effector position. The process to generate predicted images consists of projection to screen-coordinates, visible range test, and construction of simple silhouette figures. Then, camera images acquired are compared with predicted ones for updating position and orientation data. Computation of error is very simple because the scheme is based on perspective projection, which can be also expanded to experimental results. Computation time can be extremely reduced because the proposed method does not require the precise calculation of tree-dimensional object data and image Jacobian.

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Off-line Visual Feedback Control of Robot Manipulator (로봇 매니퓰레이터의 오프라인 영상피드백 제어)

  • 신행봉;정동연;이종두;이강두;한성현
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
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    • 2001.10a
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    • pp.140-145
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    • 2001
  • The equipment of industrial robot in manufacturing and assembly lines has rapidly increased. In order to achieve high productivity and flexibility, it becomes very important to develop the visual feedback control system with Off-Line Programming System(OLPS). We can save much efforts and time in adjusting robots to newly defined workcells by using Off-Line Programming System. A proposed visual calibration scheme is based on position-based visual feedback. The visual calibration system is composed of a personal computer, an image processing board, a video monitor, and one camera. The calibration program firstly generates predicted images of objects in an assumed end-effector position. The process to generate predicted images consists of projection to screen-coordinates, visible range test, and construction of simple silhouette figures. Then, camera images acquired are compared with predicted ones for updating position and orientation data. Computation of error is very simple because the scheme is based on perspective projection, which can be also expanded to experimental results. Computation time can be extremely reduced because the proposed method does not require the precise calculation of tree-dimensional object data and image Jacobian.

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A Study of Selecting Sequential Viewpoint and Examining the Effectiveness of Omni-directional Angle Image Information in Grasping the Characteristics of Landscape (경관 특성 파악에 있어서의 시퀀스적 시점장 선정과 전방위 화상정보의 유효성 검증에 관한 연구)

  • Kim, Heung Man;Lee, In Hee
    • KIEAE Journal
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    • v.9 no.2
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    • pp.81-90
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    • 2009
  • Relating to grasping sequential landscape characteristics in consideration of the behavioral characteristics of the subject experiencing visual perception, this study was made on the subject of main walking line section for visitors of three treasures of Buddhist temples. Especially, as a method of obtaining data for grasping sequential visual perception landscape, the researcher employed [momentum sequential viewpoint setup] according to [the interval of pointers arbitrarily] and fisheye-lens-camera photography using the obtained omni-directional angle visual perception information. As a result, in terms of viewpoint selection, factors like approach road form, change in circulation axis, change in the ground surface level, appearance of objects, etc. were verified to make effect, and among these, approach road form and circulation axis change turned out to be the greatest influences. In addition, as a result of reviewing the effectiveness via the subjects, for the sake of qualitative evaluation of landscape components using the VR picture image obtained in the process of acquiring omni-directional angle visual perception information, a positive result over certain values was earned in terms of panoramic vision, scene reproduction, three-dimensional perspective, etc. This convinces us of the possibility to activate the qualitative evaluation of omni-directional angle picture information and the study of landscape through it henceforth.