• Title/Summary/Keyword: 스타일변환

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XML Mapper System for Structural Document Translation (구조적 문서 변환을 위한 XML Mapper 시스템 설계 및 구현)

  • 성길용;강치원;정회경
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.04a
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    • pp.382-384
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    • 2001
  • 인터넷 문서 표준인 XML(eXtensible Markup Language)을 기반으로 한 전자문서의 교환과 처리가 다양한 시스템에 응용되고 사용범위가 넓어짐에 따라, 각 분야와 특성에 따른 XML문서의 표준이 정의되고 있다. 그러나 특정 단체나 플랫폼에 맞추어 정의된 XML문서 표준은 각기 다른 구조를 지니고 있기 때문에 이들간의 효율적인 문서의 교환과 처리를 위해서는 서로 다른 구조를 연결해 줄 수 있는 중재(Meditation) 역할의 처리가 요구된다. 이에 본 논문에서는 XML문서의 구조적 정보를 갖는 XML 스키마(Schema)를 통해, 데이터를 제공하는 원본(Source)측과 데이터를 처리하고자 하는 대상(Destination)측간의 연결규칙을 정의하고 이에 맞게 문서 구조를 변환하는 처리를 담당할 XSL(eXtensible Stylesheet Language)스타일 시트를 생성하는 XML 맵퍼(Mapper) 시스템을 설계 및 구현하였다.

Construction of Dynamic Image Animation Network for Style Transformation Using GAN, Keypoint and Local Affine (GAN 및 키포인트와 로컬 아핀 변환을 이용한 스타일 변환 동적인 이미지 애니메이션 네트워크 구축)

  • Jang, Jun-Bo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.497-500
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    • 2022
  • High-quality images and videos are being generated as technologies for deep learning-based image style translation and conversion of static images into dynamic images have developed. However, it takes a lot of time and resources to manually transform images, as well as professional knowledge due to the difficulty of natural image transformation. Therefore, in this paper, we study natural style mixing through a style conversion network using GAN and natural dynamic image generation using the First Order Motion Model network (FOMM).

Edge Based Dynamic Brush Stroke Generation for Painterly Rendering (회화적 렌더링을 위한 에지 기반 동적 브러시 스트로크 생성에 관한 연구)

  • Park Youngsup;Yoon Kyunghyun
    • Journal of Korea Multimedia Society
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    • v.8 no.2
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    • pp.164-173
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    • 2005
  • Painterly rendering may bring various results through the parameters that determine the characteristics of brush strokes such as, color, orientation, size, and shape. In this paper, we propose the most adaptive brush stroke generation for source images, using reference data. Our algorithm used Colors formed by actual palette colors from artists. To create the palette, we have referred mostly to colors used in Van Gogh's works and determined the color of brush strokes by transferring it to the most similar one, through comparing colors used in source images and the palette colors. Also, In order to emulate a brush stroke with dynamic properties like Van Gogh styles we have applied a brush stroke orientation that surrounds the edges by referring to the edge orientation of source images. The sizes were determined depending on the different sizes of the objects from wide to narrow brushes. Finally, we applied spline curve shapes to simulate curves and swirls like Van Gogh styles. The brush strokes created in such method, were applied separately according to its segmented images, and composed after rendering.

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Affective Effect of Video Playback Style and its Assessment Tool Development (영상의 재생 스타일에 따른 감성적 효과와 감성 평가 도구의 개발)

  • Jeong, Kyeong Ah;Suk, Hyeon-Jeong
    • Science of Emotion and Sensibility
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    • v.19 no.3
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    • pp.103-120
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    • 2016
  • This study investigated how video playback styles affect viewers' emotional responses to a video and then suggested emotion assessment tool for playback-edited videos. The study involved two in-lab experiments. In the first experiment, observers were asked to express their feelings while watching videos in both original playback and articulated playback simultaneously. By controlling the speed, direction, and continuity, total of twelve playback styles were created. Each of the twelve playback styles were applied to five kinds of original videos that contains happy, anger, sad, relaxed, and neutral emotion. Thirty college students participated and more than 3,800 words were collected. The collected words were comprised of 899 kinds of emotion terms, and these emotion terms were classified into 52 emotion categories. The second experiment was conducted to develop proper emotion assessment tool for playback-edited video. Total of 38 emotion terms, which were extracted from 899 emotion terms, were employed from the first experiment and used as a scales (given in Korean and scored on a 5-point Likert scale) to assess the affective quality of pre-made video materials. The total of eleven pre-made commercial videos which applied different playback styles were collected. The videos were transformed to initial (un-edited) condition, and participants were evaluated pre-made videos by comparing initial condition videos simultaneously. Thirty college students evaluated playback-edited video in the second study. Based on the judgements, four factors were extracted through the factor analysis, and they were labelled "Happy", "Sad", "Reflective" and "Weird (funny and at the same time weird)." Differently from conventional emotion framework, the positivity and negativity of the valence dimension were independently treated, while the arousal aspect was marginally recognized. With four factors from the second experiment, finally emotion assessment tool for playback-edited video was proposed. The practical value and application of emotion assessment tool were also discussed.

Cartoon-Style Video Generation Using Physical Motion Analysis (물리적 모션 분석을 이용한 만화 스타일의 비디오 생성)

  • Lee, Sun-Young;Yoon, Jong-Chul;Lee, In-Kwon
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.5
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    • pp.522-526
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    • 2008
  • In this paper, we propose a system to convert a video motion into cartoon-style animation automatically. Our system is a new video cartoon stylization method that can apply natural transformation with satisfying physical constraints. It applies physically reasonable transformation to a selected video object with considering physical information such as momentum, movement direction and force. We construct several deformation scenarios which correspond with traditional animation techniques, then a scenario can be easily selected to apply the effects. Finally, this system gene-rates a dynamic cartoon-style video by timing control and a cartoon rendering technique.

A Study on the producing of Non-realistic 3D Character Animation with the style of 2D Animation (비사실적 3D 캐릭터 애니메이션의 효과적인 2D 애니메이션 스타일 연출 연구)

  • Kim, Sungrae
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.894-898
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    • 2007
  • Now a day, lots of the animations include TV series Animations are made by the technique of 3D Animation. However, 3D Animation obstructs visual elements and deteriorates an acquaintance with the limit of unfamiliar material methods and dispersion of light. For this reason, a large of number of 3D Animations are repacked with the style of 2D Animation. Most of previous studies for the conversion of output 3D Animation to the style of 2D Animation are analysis for 2D rendering techniques. In case of Non-realistic 3D Character Animation, first and foremost it needs investigation of the basic producing method for the 2D Animation is different with the realistic expression way of the one for the 3D animation. For a case study, expression methods for the non-realistic and the non-actuality 2D Character Animation come with impossible ways in the real life. This study for the 3D Animation with the style of 2D Animation is to investigate on the keynote for effective expression methods, when we turn 3D Animation into the style of 2D Animation.

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UFO2xMF system for generating Korean and Roman characters based on Metafont (한글과 로마자를 메타폰트로 생성하기 위한 UFO2xMF 시스템)

  • Noh, Shinhyon;Choi, Jaeyoung
    • KIISE Transactions on Computing Practices
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    • v.24 no.2
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    • pp.88-92
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    • 2018
  • 'UFO2MF' and 'Korean MetaFont Generator' have been developed to convert UFO codes to the corresponding Metafont codes by using outline editing methods. However, 'UFO2MF' cannot express smooth curves because it use only reference points without using control points. And 'Korean MetaFont Generator' can easily design the curve of characters, and supports Hangul characters, but this system does not support Roman characters. In this paper, we propose a UFO2xMF system, which can convert both Korean and Roman characters from outline text information into Metafont codes. UFO2xMF can apply attribute values which can change the shape of letters during the conversion of Metafont code. It is also a highly compatible system that can convert the characters of various languages not only Korean characters but also Roman and other characters into Metafont codes by applying letters with baseline and centerline of gravity.

Web Font Supporting Method by Using Image2PDF Technology (Image2PDF를 통한 웹 폰트의 인쇄물 적용 방안)

  • Yu, So-Ra;Huang, Xiao;Kang, Min-Jae;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.233-235
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    • 2011
  • Because of various style-sheet and Korean-Fonts, converting from WYSIWYG types of HTML data to forms of PDF has many limitations. In print-work areas, for printing specific fonts, it has to use CMYK colors instead of RGB colors. This paper describes about the process to make web font to printing PDF files, which is high resolution image captured document based on HTML, by using COM component feature of hardware.

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A Study on the Direction of Commercial Space Plan through Change of Purchasing - Focused on the Discount Store and Department Store and Multiplux - (구매패턴변화에 따른 상업공간의 시설변환 방향에 대한 고찰 - 할인점과 백화점 및 멀티플렉스를 중심으로 -)

  • Kim, Oh-Sung;Lee, Myung-Sik
    • Korean Institute of Interior Design Journal
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    • v.19 no.3
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    • pp.154-161
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    • 2010
  • Domestic distribution environment in Korea has rapidly and qualitatively been developed due to the open of distribution market. However, the function of commercial establishment goes beyond the place value that simple transaction of capacity takes place, and it is recognized as life groove space enhancing the satisfaction of costumers' purchasing pattern. For this reason, there has been the need to change the purchasing environment of commercial space. The change factors of commercial space contributed to the establishment of consumption identity formed by change of consumers' lifestyle and the purchasing pattern. It is necessary to see the change factors of the purchasing pattern as the conversion of distribution environment in terms of supplier and as the change of consumers' lifestyle in terms of consumers. In reality, however, the commercial facility ill-imitated the advanced model and qualitatively was developed. In this situation, the change of the purchasing pattern according to the conversion of facility is needed as an early stage. The purpose of this study is to analyze the overflow supply of commercial facility. Also It will discuss the plan characteristics of commercial space conversion of facility conforming to the change of the purchasing pattern that is predicted in the lifestyle on a conversion stage of facility.

Printmaking Style Effect using Image Processing Techniques (영상처리 기법을 이용한 판화 스타일 효과)

  • Kim, Seung-Wan;Gwun, Ou-Bong
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.76-83
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    • 2010
  • In this paper, we propose a method that converts a inputted real image to a image feeling like printmaking. That is, this method converts a inputted real image to man made rubber printmaking style image using image processing techniques such as spatial filters, image bit-block transfer, etc. The process is as follows. First, after detecting edges in source image, we get the first image by deleting noise lines and points, then by sharpening. Secondly, we get second image using the similar method to the first image. Finally, we blend the first and the second image by logical AND operation This processing enables us to represent rubber panel and knife effects. Also, the proposed method shows that double edge detecting is effective in enhancing line-width and removing the tiny lines.