• Title/Summary/Keyword: 사실적 이미지

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An Integrated VR Platform for 3D and Image based Models: A Step toward Interactivity with Photo Realism (상호작용 및 사실감을 위한 3D/IBR 기반의 통합 VR환경)

  • Yoon, Jayoung;Kim, Gerard Jounghyun
    • Journal of the Korea Computer Graphics Society
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    • v.6 no.4
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    • pp.1-7
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    • 2000
  • Traditionally, three dimension model s have been used for building virtual worlds, and a data structure called the "scene graph" is often employed to organize these 3D objects in the virtual space. On the other hand, image-based rendering has recently been suggested as a probable alternative VR platform for its photo-realism, however, due to limited interactivity. it has only been used for simple navigation systems. To combine the merits of these two approaches to object/scene representations, this paper proposes for a scene graph structure in which both 3D models and various image-based scenes/objects can be defined. traversed, and rendered together. In fact, as suggested by Shade et al. [1]. these different representations can be used as different LOD's for a given object. For in stance, an object might be rendered using a 3D model at close range, a billboard at an intermediate range. and as part of an environment map at far range. The ultimate objective of this mixed platform is to breath more interactivity into the image based rendered VE's by employing 3D models as well. There are several technical challenges in devising such a platform : designing scene graph nodes for various types of image based techniques, establishing criteria for LOD/representation selection. handling their transition s. implementing appropriate interaction schemes. and correctly rendering the overall scene. Currently, we have extended the scene graph structure of the Sense8's WorldToolKit. to accommodate new node types for environment maps. billboards, moving textures and sprites, "Tour-into-the-Picture" structure, and view interpolated objects. As for choosing the right LOD level, the usual viewing distance and image space criteria are used, however, the switching between the image and 3D model occurs at a distance from the user where the user starts to perceive the object's internal depth. Also. during interaction, regardless of the viewing distance. a 3D representation would be used, if it exists. Finally. we carried out experiments to verify the theoretical derivation of the switching rule and obtained positive results.

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A Study on Expression of the Film (2019) : Focusing on Genre-Shifting Characters and Actors' Acting (영화 <기생충>(2019)의 표현성 연구 : 장르를 변주하는 캐릭터와 배우의 연기를 중심으로)

  • Lee, A-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.6
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    • pp.77-89
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    • 2020
  • The film "Parasite" portrays Korea's history and its present in a space that clearly represents the real world's hierarchy as a vertical structure. It demonstrates the problems of an insurmountable reality and the elements of various conflicts occurring below the surface of Korean society through a complex mix of human emotions and relationships. The most realistic yet unrealistic characters cross boundaries between being victims and perpetrators, defamiliarizing ordinary scenes from everyday life through their small mistakes, strange obsessions, bizarre behavior, anxious psychology, and desperate struggles. This study analyzes the expression of the film "Parasite" through its characters with the belief that the film expresses director Bong Joon-ho's consistent cinematic philosophy of taking reality beyond the traditional rules of film genres. By doing so, Bong creates a feature of the expression that shifts genres as the characters' personalities amplify related behaviors, conflicts and questions, and that this is the core of the unique nuance and distinct humor of this film. In addition, the personalities of the characters interact with all the film's elements (cinematic techniques, space, props, etc.), evoking effects of various meanings, which are transmitted through the actors'images and acting. In this respect, the study analyzes how the actors were cast in order to realistically reproduce the characters of the actors, how their acting was harmonized with the film's elements, and its features as well as how they were expressed.

Quantitative Analyses of Cells using Photoshop after the H&E Staining of the Synovia of Osteoarthritis and Rheumatoid Arthritis Patients (H&E 염색 이미지의 포토샵 분석을 이용한 골관절염과 류마티스 관절염 활막 세포의 정량 분석)

  • Park, Jin-Ah;Kim, Keun-Cheol
    • Journal of Life Science
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    • v.22 no.8
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    • pp.1034-1040
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    • 2012
  • Synovium is the soft tissue that lines the non-cartilaginous surfaces within joints. It has been reported that synovial cells are activated during the pathogenesis of rheumatoid arthritis. In this study, we quantitate and compare the cellular composition of synovia derived from individuals with non-inflammatory osteoarthritis (OA) and those with inflammatory rheumatoid arthritis (RA). Synovia from OA (n=8) and RA (n=5) patients were used for hematoxylin and eosin (H&E) staining. A light microscopic examination has shown that RA synovia were morphologically thickened and hypertrophied as compared to OA synovia. We also performed an immunohistochemistry (IHC) analysis to classify cell types in the synovia using CD68, CD90, or PGP9.5 markers. As a result, we obtained quantitative data regarding the cell populations, which are macrophages in the lining layer and FLSs in the subintimal layer of the synovium. Further Photoshop analyses of the H&E images could allow the counting of the number and layer of the cells in the synovium. The number and layers of the macrophage cells were increased in the lining layer of the RA synovia as compared to the OA synovia. FLS cells also were increased in the subintimal layer of RA synovia. Therefore, quantification of the H&E stained images via Photoshop is a possible analysis protocol for synovium study. This quantitation also supports the idea that the increases in cell number and cell activation are important processes for RA pathogenesis.

Modernist painting style in Disney animation (디즈니 애니메이션에 나타난 모더니즘 회화스타일 : 색, 형태, 공간을 중심으로)

  • Moon, Jae-Cheol;Kim, Yu-Mi
    • Cartoon and Animation Studies
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    • s.33
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    • pp.31-53
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    • 2013
  • In the early twentieth century, history of animation began by modern artists, they produced various experimental images with the newly invented film and cameras. Artists in the field of movie, photography, paintings and others manipulated images in motion. But as some animated movies won industrial success and popularity, they became the trend but experimental style of early animation preserved by so-called non-mainstreamers or experimental animators, counteracting commercialism. Disney animation also followed the trend by applying realistic Hollywood film style, the worse critics placed a low value on the animation and it tarnished the image, although it was profitable investment from a business standpoint. To make images realistic, they opened a drawing class that animators developed skills to imitate motions and forms from subjects in real life. Also some techniques and gizmos were used to mimic and simulate three dimensional objects and spaces, multiplane camera and compositing 3D CG images with 2D drawings. Moreover, they brought animation stories from fairly tales or folk tales, and Walt's personal interest in live-action movies, they applied Hollywood-film-like narratives and realistic visual, and harsh criticism ensued. On the surface early disney animations' potential seems to be weakened, but in reality it still exists by simplifying and exaggerating forms and color as modern arts. Disney animation employs concepts of the modernism paintings such as simplified shapes and colors to a character design, when their characters are placed together in a scene, that visual elements cause mental reaction. This modification gives a new internal experience to audiences. As conceptual colors in abstract paintings make images appeared to be flat, coloring characters with no shading make them look flat and comparing to them, background images are also appeared to be flat. On top of that, multi-perspective at background images recalls modernist paintings. This essay goes in details with the animation pioneers' works and how Disney animation developed its techniques to emulate real life and analyses color schemes, forms, and spaces in Disney animation compared with modern artists' works, in that the visual language of Disney animation reminds of impression from abstract paintings in the beginning of the twentieth centuries.

2.5D Mapping Module and 3D Cloth Simulation System (2.5D Mapping 모듈과 3D 의복 시뮬레이션 시스템)

  • Kim Ju-Ri;Kim Young-Un;Joung Suck-Tae;Jung Sung-Tae
    • The KIPS Transactions:PartA
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    • v.13A no.4 s.101
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    • pp.371-380
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    • 2006
  • This paper utilizing model picture of finished clothes in fashion design field various material (textile fabrics) doing Draping directly can invent new design, and do not produce direction sample or poetic theme width and confirm clothes work to simulation. Also, construct database about model and material image and embodied system that can confirm Mapping result by real time. And propose clothes simulation system to dress to 3D human body model of imagination because using several cloth pieces first by process to do so that can do simulation dressing abstracted poetic theme width to 3D model here. Proposed system creates 3D model who put clothes by physical simulation that do fetters to mass-spring model after read 3D human body model file and 2D foundation pattern file. System of this treatise examines collision between triangle that compose human body model for realistic simulation and triangle that compose clothes and achieved reaction processing. Because number of triangle to compose human body is very much, this collision examination and reaction processing need much times. To solve this problem, treatise that see could create realistic picture by method to diminish collision public prosecutor and reaction processing number, and could dress clothes to imagination human body model within water plant taking advantage of Octree space sharing techniques.

Introduction of Satellite Remote Sensing Technologies to Korea Coast Guard (해양경찰청 위성활용 방안)

  • Yang, Chan-Su;Oh, Jeong-Hwan
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2011.11a
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    • pp.154-155
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    • 2011
  • 2010년 천리안위성의 성공적인 발사에 따라 인공위성의 활용에 대한 기대가 커지고 있다. 천리안 해양관측위성(GOCI)이외에 아리랑 2호가 현재 운용중인 우리나라 위성들이다. 가까운 시기에 아리랑 5호(2011년 말), 아리랑 3호(2012년), 아리랑 3A호(2013년)가 발사될 예정이다. 즉, 해양적용을 위한 위성환경은 이제부터 준비되고 있다고 볼 수 있다. 대외적으로 보면, 인공위성 자원은 아주 많다. 문제는 이와 같은 자원을 어떻게 활용할 것인가 인데 이의 활용 기술 개발적 측면에서는 많이 소홀한 것이 사실이다. 전세계적으로 이 시스템 개발을 위한 치열한 경쟁이 진행 중에 있다. 이미 소말리아 주변 감시체계는 많은 부분을 위성에 의지하고 있다. 우리나라에서 최초로 위성활용 가능성을 보여준 사건이 허베이스피리트호 원유유출 사고이다. 이 사고는 2007년 12월7일 아침 7시6분경 서해안 만리포 북서쪽 10km 해상에서 크레인을 적재한 1만1800t급 바지선이 정박 중인 홍콩 선적 유조선 허베이 스피리트호(14만6000t급)와 부딪치면서 발생했다. 이와 같은 기름 유출 사고의 경우, 유출 범위를 정확하게 이해하는 것이 중요하다. 거의 준비된 상태가 아님에도 불구하고 12월 8일 아침 최초로 유출된 기름을 모습을 보여주는 위성이미지(광학위성)가 얻어졌다. 하지만 이와 같은 자료가 관련 전문가가 이용할 수 있기까지 많은 시간이 소용되었고, 이 정보를 전달할 수 있는 방법도 없었다. 사실 단순한 이미지가 아니라 지리정보체계를 가진 오염정보를 제공할 방법도 준비도 되어 있지 못한 상황이었다. 본 발표를 통하여, 허베이스피리트호 사고뿐만 아니라, 2011년 6월부터 수개월간 지속된 발해만 오염사고 적용 등 다양한 사례 소개를 하고, 이를 기반으로 해양경찰청에서 업무활용을 위한 방안을 제시한다. 먼저, 해경청의 주요 임무인, 경비, 수색구조, 오염대응 분야별로 현황 분석을 수행하였다. 또한 국외사례에 대한 조사를 한 후, 최종 인공위성 원격탐사기술의 해경청 도입방안에 대한 설계를 실시하였다. 국제적으로 인공위성을 이용한 해양 경비, 수색구조, 오염 모니터링기술 개발이 이루어지고 있으며, 유럽 국가는 시범도입을 진행 중에 있다. 유럽해사안전국(EMSA)은 해양경비 및 수색구조를 위한 선박통항 및 보고 서비스와 오염대비대응(Pollution Preparedness and Response, PPR) 위성 서비스를 회원국에 제공하고 있다. 해양경찰청 임무 수행뿐만 아니라, 해양영토 관리적 측면에서 첨단 위성장비 활용, 선진국형 해상경비 패러다임의 전환 필요성이 크다고 할 수 있다.

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Meaning of 'Writing of Picture' in the Digital Era (디지털 시대 '사진쓰기'의 의미)

  • Kim, Ji-Young
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.156-163
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    • 2012
  • In 2011, in the Olympus advertisement appeared a copy of 'Writing of Picture'. Usually, the verb of 'Shoot' is commonly attached behind the picture, but a new sentence was made connecting 'writing' into the picture in the advertisement. With entrance of the digital era, the digital devices became popular, and the behaviors people post messages and pictures together on the internet site also became popular. Whether we first take a picture and then make a writing later, or whether we first make a writing and then take a picture later, the meaning of 'writing' and 'shooting' is actually alike in the digital era. People now use various images and writings, at the same time, of the pictures in expressing their own selves positively. This soon means not only that the pictures are helpful for writings, but also that the delivery of the meaning is not carried out only by characters. To the digital natives who have grown within many images, this atmosphere is a natural thing. In the field of Korean language education, the study of making use of the pictures and media for writings is in progress.

Image-Based Machine Learning Model for Malware Detection on LLVM IR (LLVM IR 대상 악성코드 탐지를 위한 이미지 기반 머신러닝 모델)

  • Kyung-bin Park;Yo-seob Yoon;Baasantogtokh Duulga;Kang-bin Yim
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.34 no.1
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    • pp.31-40
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    • 2024
  • Recently, static analysis-based signature and pattern detection technologies have limitations due to the advanced IT technologies. Moreover, It is a compatibility problem of multiple architectures and an inherent problem of signature and pattern detection. Malicious codes use obfuscation and packing techniques to hide their identity, and they also avoid existing static analysis-based signature and pattern detection techniques such as code rearrangement, register modification, and branching statement addition. In this paper, We propose an LLVM IR image-based automated static analysis of malicious code technology using machine learning to solve the problems mentioned above. Whether binary is obfuscated or packed, it's decompiled into LLVM IR, which is an intermediate representation dedicated to static analysis and optimization. "Therefore, the LLVM IR code is converted into an image before being fed to the CNN-based transfer learning algorithm ResNet50v2 supported by Keras". As a result, we present a model for image-based detection of malicious code.

Seamless Superimposition Technique of Virtual Objects for AR System of Excavator Based on Image Processing (굴삭기 AR 시스템을 위한 이미지 프로세싱 기반 가상 이미지 중첩 기술)

  • Lee, Kanghyeok;Park, Joohwan;Kang, Hojun;Shin, Dohyoung
    • Korean Journal of Construction Engineering and Management
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    • v.18 no.2
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    • pp.21-29
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    • 2017
  • Recently, with having a great interest of the general public for the AR (Augmented Reality) technology, there have been lots of study to improve efficiency of a construction equipment with applying the AR technology to a construction equipment. The clear extrinsic calibration is essential to applying AR technology at the construction site without any error which came from superimposition between 'Real world' and 'Virtual world'. However, on the construction site, the clear extrinsic calibration is not possible, because of lack of time and budget for the specific survey, also, the huge error of the outdoor tracking system such as gyro, GPS system and so on. In this study, we do research about seamless superposition with unclear extrinsic calibration and the image process method for making AR navigator operating in the excavator. Based on this study, we figure that we can fully develop the AR navigator for the excavator. Furthermore, thereby operating AR navigator at many construction sites, we expect that the efficiency of the excavator will be improved. In addition, we can develop AR navigator for not only a excavator but all about construction equipment.

A Study on the Development of Storytelling of Co-Brand for Regional Agricultural Products : Focusing on the case of 'Geudae Ginger' in Andong (지역농산물 공동브랜드의 스토리텔링 개발 : 안동 '그대생강'의 사례를 중심으로)

  • Kang, Mihye;Kim, Gongsook
    • 지역과문화
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    • v.7 no.1
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    • pp.153-182
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    • 2020
  • Andong is the place where the most ginger is produced in Korea. The article is based on a study on the development of storytelling of a co-brand of local agricultural products, focusing on the case of 'The Geudae Ginger,' a co-brand of ginger in Andong. This study aims to develop a brand storytelling of Andong Ginger's co-branded 'Geudae Ginger' to build an image as a local specialty and help revitalize the Andong ginger's industry. The process of developing storytelling to activate 'Geudae Ginger' brand is as follows. In the first step, I collected storytelling materials through data research. Ginger, which has long been used as a medicine for mankind, has more historical and cultural stories than anything else. In the second step, story resources were extracted based on data research. By analyzing the story properties of Andong ginger, we made its list. As a result, the image of the nobility, rigidity and chastity of ginger, which is used to benefit all over, could be associated with the image of Andong, the capital of Korean spiritual culture. Storytelling was developed in the third step. The main theme was 'Andong ginger with anther level ' and the main story was 'The Story of Andong's Ginger Teacher'. The scenario developed is as follows: 1. Introducing Andong's Ginger Teacher, 2. The birth of Dosan Thirteen Tea, 3. 'Geudae Ginger' that bridges love. In the last fourth step, I proposed ways to utilize storytelling. I presented the spread methods of consumer-participated storytelling using images of 'Geudae Ginger' and a new-tro event with teachers highlighting the image of 'Ginger Teacher' and others as a local business program for storytelling expansion.