Bio: Eui-Jee Hah is an academic researcher. The author has an hindex of 1, co-authored 1 publications receiving 5 citations.
01 Jan 2008
TL;DR: In this paper, the authors identify which aspects of film craft show the most promise by systematically examining the use of cinematographic techniques in animations and their effects on viewers' evaluations.
Abstract: Computer-generated animations have become a commonly employed medium to communicate architectural designs and projects. Because designers of animations are not constrained by real-world conditions and do not share the rich history of film, they do not readily benefit from the body of cinematographic techniques that filmmakers can draw upon. Specialists argue that this results in unappealing, lackluster animations that could be vastly improved by the application of filmmakers’ craft knowledge. The aim of this study was to identify which aspects of film craft show the most promise by systematically examining the use of cinematographic techniques in animations and their effects on viewers’ evaluations. Our analysis of award-winning architectural animations established average shot length as a reliable and valid predictor for determining participants’ judgments of salience, vividness, and diversity. A shorter average shot length resulted in more favorable ratings, while longer shot rates led to the opposite outcome. We consider these findings from a broader filmic perspective and discuss them in light of their usefulness for designers and the field.
07 Aug 2014
TL;DR: De Souza e Silva et al. as mentioned in this paper proposed a toolbox for the "Programmable City" and an ICT "Toolbox" for urban planning. But the toolbox is limited to the use of mobile devices.
Abstract: Introduction: Moving Towards Adjacent Possibles Adriana de Souza e Silva & Mimi Sheller Part I: Re-thinking Cohesion, Coordination, and Navigation 1. Mobile Phones and Digital Gemeinschaft: Social Cohesion in the Era of Cars, Clocks and Mobile Phones Rich Ling 2. Walking in the Hybrid City: From Micro-Coordination to Chance Orchestration Robbin van der Akker 3. Direct Video Observation of the uses of Smartphones on the Move: Reconceptualizing Mobile Multi-Activity Christian Licoppe & Julien Figeac 4. Rerouting Borders: Politics of Mobility and the Transborder Immigrant Tool Fernanda Duarte Part II: Performing Location, Place-Making, and Mobile Gaming 5. Online Place Attachment: Exploring Technological Ties to Physical Places Raz Schwartz 6. Location as a Sense Of Place: Everyday Life, Mobile and Spatial Practices in Urban Spaces Didem OEzkul 7. Performing City Transit Taien Ng Chan 8. Location-Based Gaming Apps and the Commercialization of Locative Media Dale Leorke 9. Houses in motion: An Overview of Gamification in the Context of Mobile Interfaces Nathan Hulsey Part III: Mobile Cities: Mapping, Architecture and Planning 10. Exploring Locative Media for Cultural Mapping Peter Hemmersam, Jonny Aspen, Andrew Morrison, Idunn Sem, & Martin Havnor 11. Designing for Mobile Activities: Wifi Hotspots, Users and the Relational Programming of Place Michael Doyle 12.The Power of Place and Perspective: Sensory Media and Situated Simulations in Urban Design Gunnar Liestol & Andrew Morrison 13. The Will to Connection: A Research Agenda for the "Programmable City" and an ICT "Toolbox" for Urban Planning Ole B. Jensen Epilogue 14. Restless: Locative Media as Generative Displacement Teri Rueb
TL;DR: The effectiveness of the proposed method for identifying NDVCs is on par with or better than the effectiveness of three state-of-the-art NDVC detection methods either making use of temporal ordinal measurement, features computed using the Scale-Invariant Feature Transform (SIFT), or bag- of-visual-words (BoVW).
Abstract: The detection of near-duplicate video clips (NDVCs) is an area of current research interest and intense development. Most NDVC detection methods represent video clips with a unique set of low-level visual features, typically describing color or texture information. However, low-level visual features are sensitive to transformations of the video content. Given the observation that transformations tend to preserve the semantic information conveyed by the video content, we propose a novel approach for identifying NDVCs, making use of both low-level visual features (this is, MPEG-7 visual features) and high-level semantic features (this is, 32 semantic concepts detected using trained classifiers). Experimental results obtained for the publicly available MUSCLE-VCD-2007 and TRECVID 2008 video sets show that bimodal fusion of visual and semantic features facilitates robust NDVC detection. In particular, the proposed method is able to identify NDVCs with a low missed detection rate (3% on average) and a low false alarm rate (2% on average). In addition, the combined use of visual and semantic features outperforms the separate use of either of them in terms of NDVC detection effectiveness. Further, we demonstrate that the effectiveness of the proposed method is on par with or better than the effectiveness of three state-of-the-art NDVC detection methods either making use of temporal ordinal measurement, features computed using the Scale-Invariant Feature Transform (SIFT), or bag-of-visual-words (BoVW). We also show that the influence of the effectiveness of semantic concept detection on the effectiveness of NDVC detection is limited, as long as the mean average precision (MAP) of the semantic concept detectors used is higher than 0.3. Finally, we illustrate that the computational complexity of our NDVC detection method is competitive with the computational complexity of the three aforementioned NDVC detection methods.
24 Aug 2015
TL;DR: In this article, the authors present a virtual-reconstruction of the 1883 Krakatau volcanic eruption and tsunami, which is composed of multiple segments of 3D animations, digital computer animations, and short field-filmed clips, which are then assembled into one single documentary presenting both a virtual reconstructing of the event whilst giving a variety of information concerning the subject.
Abstract: The Eastern side of the Sunda Strait coastal line is an area which faces directly towards the source of the disaster . Mount Krakatau’s explosion causes m ajor eruptions and destructive tsunami waves back in 1883, causing severe damages to the area and a death-count reaching 30,000 people. Learning from past, it is important to convey the understanding of natural hazards to the public. Spreading knowledge of the threat needs to be done by using methods that can easily be accepted, understood and implemented by any kind of communit ies . This preliminary research compels that the general population does not have sufficient understanding on this natural disaster . They are also oblivious to what procedure should be taken when such a tragedy occur. The research also illustrates that the audio-visual media is the most appropriate and favored method of gaining knowledge by the community. The media is constituted of multiple segments of 3D animations, digital computer animations, and short field-filmed clips, which are then assembled into one single documentary presenting both a virtual-reconstruction of the event whilst giving a variety of information concerning the subject. The content of the documentary will provide information about the Krakatau tsunami, the current condition of Mount Anak Krakatau, the signs leading to a volcanic eruption and a tsunami, and the necessary steps that they will have to follow in response to such threat . This documentary movie will hopefully become an educational tool to expand people's knowledge and awareness at the event of an eruption and a tsunami.