• Title/Summary/Keyword: 얼굴 이미지

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The Expression of Divinity and Humanity of Christ through His Body and Clothes in the Medieval Paintings, Transfiguration (중세 '변형' 도상에 나타난 그리스도의 신성과 인성)

  • Choi, Sun Young
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.359-369
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    • 2018
  • When expressing Christ visually in the medieval Christian painting, the most important issue was how to express the divinity as Son of God and the humanity as attribute of human in a balanced manner. The purpose of the study is to examine both formative and symbolic characters of divinity and humanity on the Christ's body and clothes in the Medieval paintings, Transfiguration of Christ. In the paintings, Christ's body is definite evidence to show both his divinity and humanity. In connection with the body, the clothes reveal Christ's humanity and divinity as well. Through this research, the study found that the divinity and humanity on the Christ's clothes in the Transfiguration of Christ were as follows: Blue, gold, purple, white and bleaching effect are the emblem of divinity, and red and color contrast effect with a high chroma stand for humanity of Christ. In addition, unstructured wrinkles of clothes reveal Christ's divinity, on the other hand, structured drapery shows his humanity through emphasizing volume of the body. Finally, divinity of Christ is shown on the gold clavus and red clavus intensify his humanity. Medieval Christian paintings are products planned out to express Christ's dual nature. There is a significance that the paintings represent the profession of painter's faith and the dogma of the era. Furthermore, they suggest the importance of the image to deliver the abstract concepts by visualizing.

Implementation of Character and Object Metadata Generation System for Media Archive Construction (미디어 아카이브 구축을 위한 등장인물, 사물 메타데이터 생성 시스템 구현)

  • Cho, Sungman;Lee, Seungju;Lee, Jaehyeon;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.1076-1084
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    • 2019
  • In this paper, we introduced a system that extracts metadata by recognizing characters and objects in media using deep learning technology. In the field of broadcasting, multimedia contents such as video, audio, image, and text have been converted to digital contents for a long time, but the unconverted resources still remain vast. Building media archives requires a lot of manual work, which is time consuming and costly. Therefore, by implementing a deep learning-based metadata generation system, it is possible to save time and cost in constructing media archives. The whole system consists of four elements: training data generation module, object recognition module, character recognition module, and API server. The deep learning network module and the face recognition module are implemented to recognize characters and objects from the media and describe them as metadata. The training data generation module was designed separately to facilitate the construction of data for training neural network, and the functions of face recognition and object recognition were configured as an API server. We trained the two neural-networks using 1500 persons and 80 kinds of object data and confirmed that the accuracy is 98% in the character test data and 42% in the object data.

Memory-Free Skin-Detection Algorithm and Implementation of Hardware Design for Small-Sized Display Device (소형 DISPLAY 장치를 위한 비 메모리 피부 검출 알고리즘 및 HARDWARE 구현)

  • Im, Jeong-Uk;Song, Jin-Gun;Ha, Joo-Young;Kang, Bong-Soon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.8
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    • pp.1456-1464
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    • 2007
  • The research of skin-tone detection has been conducting continuously to enlarge the importance in security, surveillance and administration of the information and 'Password Control System' for using face and skin recognition in airports, harbors and general companies. As well as tile rapid diffusion of the application range in image communications and an electron transaction using wide range of communication network, the importance of the accurate detection of skin color has been augmenting recently. In this paper, it will set up the boundaries of skin colors using the information of Cb and Cr in YCbCr color model of human skin color which is from hundreds compiled portrait images for each race, and suggest a efficient yet simple structure about the skin detection which has been followed by whether the comprehension of the boundaries of skin or not with adaptive skin-range set. With the possibility of the 1D Processes which does not use any memory, it is able to be applied to relatively small-sized hardware and system such as mobile apparatuses. To add the selective mode, it is not only available the improvement of tie skin detection, but also showing the correspondent results about previous face recognition technologies using complicated algorithm.

A Study on Visual Attention Factors for Advertising Photographs (광고 사진을 위한 시각적 주의 기초요인 연구)

  • Kim, Dae-Wook
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.413-425
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    • 2019
  • We see many images every day, some of these images are stored in memory, and the majority are immersed in the unconscious world. Visual elements are seen by personal attention or by visual or biological attention factors. Specific and clear discovery of this visual attention has not yet been made. However, there is an interesting discussion of this visual attention in the fields of interior, design, visual perception, advertising, and psychology. Advertising photographers are expected to produce what their work will have on viewers and consumers. However, the adjustment of subject, exposure, color, or post-production, which could have a visual effect on the consumer, was determined only by the photographer's senses rather than the experimental verification. The advertisement photographs provide a specific image related to the object to be advertised and deliver a certain message. Therefore, it is necessary to understand the effect of the image in a certain visual way. According to previous studies, there are two major factors that affect the visual impression of the viewer. One is the factor depending on the type and content of the subject and the other is the factor about the density and color of the subject. The purpose of this study is to investigate the meaningful changes in the visual perception depending on the shape, content, color and tone of the subject, which can be called the main subject, And to analyze the effects of I will study some implications of visual elements through various analyzes.

The Study of Age-related Skin Pigmentation Changes in Korean Female (한국 여성의 연령에 따른 색소 침착 변화 연구)

  • Myeongryeol Lee;Yuchul Jung;Byung-Fhy Suh;Eunjoo Kim
    • Journal of the Society of Cosmetic Scientists of Korea
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    • v.49 no.2
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    • pp.177-182
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    • 2023
  • Since facial skin pigmentation is one of the visual characteristics of skin aging, it is important to evaluate skin pigmentation in the cosmetics and aesthetic fields. Several groups have investigated and developed the image analysis methods for skin pigmentation and some of the groups reported the age-related changes of the number and size of facial pigmented spots. However, they didn't show the changes of the number and size of pigment spots by defined size, and there is no report for Korean female regarding pigmentation. A total of 194 Korean females aged 20 ~ 79 (48.97 ± 17.11 years) were analyzed for the number, size, and intensity of pigmented spots using various filters such as large high-pass filter and median filter in their digital facial images. There were significant correlations between age and total pigmented spot number (No.), size, and intensity (I) (pearson's correlation coefficient r = 0.688, r = 0.645, r = -0.563), and significant correlations were also observed between the number and intensity of pigmented spots of different sizes. According to the ANOVA results, there were significant differences in the percentage of spot size of 2 ~ 4 mm2 and > 20 mm2 between 20's and 70's. In other words, with aging, pigmentation increases in the facial skin, and the large increase in pigmentation is particularly noticeable in Korean women.

A Study on the Visualization of Brand Personality by Utilizing the Avatar (아바타를 활용한 브랜드 개성의 시각화에 관한 연구)

  • Song, Min-Jeong;Chung, Kyung-Won
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.215-224
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    • 2006
  • As the competition becomes more severe, the importance of brand confidence is coming to the front mainly because there has been a tendency of the customer for choosing a product or service in conjunction with the confidence. The concept of brand personality has formed as a result of various efforts for establishing a differentiated and confident brand image. The brand personality is regarded a useful mean for meeting objectives of a corporation for establishing a distinctive brand identity as well as customers for expressing their self-image. In line with the growing importance of the brand personality, researchers have attempted to measure it by various methods. However, most of researches were based on verbal and quantitative methods which take a long period of time and lots of efforts to analyze their results. Such methods also have limitations for visualizing the results. In this vein, this study aims to develop a new visible brand personality measurement system by utilizing the purpose-designed avatar. Major findings of the study are as follows: Firstly, the avatar can be an effective mean for visualizing the brand personality. As the avatar can visualize the personalities of human-beings through facial expressions, clothing, attitudes and movements, a specially designed avatar can express the brand personality. Secondly, types of the brand personality can be segregated into distinctive seven classes and such classes are used as guidelines for developing specially designed brand personality avatars. Thirdly, the purpose-designed brand personality avatar can be an effective mean for measuring the brand personality as a result of various tests for the validity. In condusion, avatar can be a more powerful tool than language for measuring the brand personality.

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A Study on the Visual Expression of the Characters for the Narrative in Animation - A Focus on Skeleton Character in "Coco(2017)" by Pixar - (장편 애니메이션 내러티브를 위한 캐릭터의 시각적 표현에 관한 연구 -픽사(PIXAR) "코코(2017)"의 해골 캐릭터를 중심으로-)

  • Kim, Soong-Hyun
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.451-459
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    • 2019
  • This study is aims to examine how the skeleton character in Pixar's Animation is visualized for the narrative of the film and suggests the direction of attractive character development corresponding to the story. First of all, it was conducted the case studies on the narrative of animation, character design, character's emotion expression, and animations featuring skeleton character. Based on this study, it was derived the visual representation of the skeleton character featuring in and analyzed the role and function in the animation. As a result, the expressions by the skeleton's eyes, eyebrows, mouth, lips, and jaw played the most important role for the emotional expression and lines in , and the major characteristic for human facial expression was reflected in the design of the skeleton character. In addition, the various props were used to provide the detailed informations of the skeleton's character, and it was expressed the movement emphasizing its essential attribute. Finally, the skeleton's symbolic image was strengthened by composing and arranging the skeleton's image through Mise en scene. It is expected that this study will be used as a reference for the animation character related researchers and practitioners in the business and it helps develop attractive characters fir the narrative animation in the future.

A Study on the Creation of Digital Self-portrait with Intertextuality (상호텍스트성을 활용한 디지털 자화상 창작)

  • Lim, Sooyeon
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.427-434
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    • 2022
  • The purpose of this study is to create a self-portrait that provides an immersive experience that immerses the viewer into the problem of self-awareness. We propose a method to implement an interactive self-portrait by using audio and image information obtained from viewers. The viewer's voice information is converted into text and visualized. In this case, the viewer's face image is used as pixel information composing the text. Text is the result of a mixture of one's own emotions, imaginations, and intentions based on personal experiences and memories. People have different interpretations of certain texts in different ways.The proposed digital self-portrait not only reproduces the viewer's self-consciousness in the inner aspect by utilizing the intertextuality of the text, but also expands the meanings inherent in the text. Intertextuality in a broad sense refers to the totality of all knowledge that occurs between text and text, and between subject and subject. Therefore, the self-portrait expressed in text expands and derives various relationships between the viewer and the text, the viewer and the viewer, and the text and the text. In addition, this study shows that the proposed self-portrait can confirm the formativeness of text and re-create spatial and temporality in the external aspect. This dynamic self-portrait reflects the interests of viewers in real time, and has the characteristic of being updated and created.

Gaze and Gender Dynamics of Portrait of a Lady on Fire (<타오르는 여인의 초상>의 시선과 젠더의 동학)

  • Kwon, Eunsun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.399-404
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    • 2022
  • Céline Sciamma is a leading female director of her time. She is constantly making works on the subject of women. It can be said that it has pioneered a 'female narrative'. In particular, it shows a unique perspective in dealing with the complexities surrounding the formation of a girl's sexual identity and the influence of peer culture on individuals. In Portrait of a Lady on Fire, 'The Handmaiden', 'The Painter', and 'The Maid' show the solidarity of women without hierarchies in a liberated space where the patriarch is absent, showing a feminist interpretation of classics and a self-reflecting consciousness of women's historical records. Based on the setting of drawing, this film explores the genderization of gaze, gaze and objectification, issues of seeing and power, etc. constructed throughout the history of visual arts. The portrait work of Heloise and Marianne in the film deconstructs the formula of 'a male painter as a viewer and a female model who gazes at herself through the male gaze' and turns the gaze into an interactive process of giving and receiving. The process of exchanging gazes is sealed with a nude painting in which Marianne's face is superimposed on Heloise's body. This overturns the nude painting as the dominant form of engraving the male audience's position in the image through the stylization of the viewing method in the history of Western painting with the erotic gaze of a lesbian in an instant.

A Study on the Formative Characteristics of Character Design : Focusing on Body Proportion (캐릭터 디자인의 조형적 특성에 관한 연구 -신체비례를 중심으로-)

  • Jung, Hye Kyungg
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.45-59
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    • 2019
  • The characters that could be connected to diverse cultural contents have formed diverse platforms with the development of digital technology, and the size of the relevant industry and market is rapidly growing. Recently, the utilization of character emoticons for smartphone messenger has been rapidly increased, so that the characters are settled down as a tool for non-verbal communication, on top of drawing attention as an independent area. With the expansion of character market, the importance of design that could give interest and familiarity to consumers is more emphasized. The body proportion of characters includes the implicative and symbolic meanings that could express diverse personalities. Thus, this study examined the body proportion of the characters with the high consumers' preference, and then analyzed the characteristics of formative elements of character design in accordance with the body proportion. In the results of the analysis, the exaggerated form of SD characters in two or three-head figure, and the realistic Real characters in seven or eight-head figure were preferred. For the SD characters, the colors with a high chroma showing the cute and cheerful image were used. For the Real characters, the cubic effect was expressed through the colors with active images and the light and shade of color. Even though the SD characters have limited motions due to the omitted body parts, the facial movements of animation characters are exaggerated while the Real characters describe the realistic and dynamic motions.