• Title/Summary/Keyword: 영상표현

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A study on the expression of space and time by match cut in the image media -focusing on the movie, Bram Stoker's Dracula (1992)- (영상미디어에서 매치 컷을 통한 시·공간 표현 연구 -영화<드라큘라>(1992)를 중심으로-)

  • Lim, Yong-Seob
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.419-424
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    • 2018
  • Match cut is the montage technique that is widely used in the image media. This technique is versatile to generate the receivers a variety of meanings. In this article, the match cut shorts applied in the movie, Bram Stoker's Dracula, were analyzed based on the meanings occurred between the shorts. In addition, the analysis methods were based on the philosophical issues of Gilles Deleuze which had been analyzed focusing on the generation competency. Also, Francis Bacon's paintings, 'painting' (1946) and 'self-portrait' (1969) demonstrating similar meanings were compared to assist understanding. Upon the analyses of these two media, the meanings of 'becoming' that had the feature of nomadism between the shorts and occurred in the process of combined generation were analyzed. Therefore, match cut occurred in the image media was found to function to the receivers in a variety of ways and the degree of its utilization was not limited upon this analysis.

Color Application on Sign System Typography for Dynamic Expression (색채를 활용한 사인시스템 활자의 동적표현 연구)

  • Park, Seong-Hyeon;Kim, Young-Kook
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.250-258
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    • 2007
  • Typography is the combination of language of formative art. It is indeed the core means of human communication through understanding of language and formative values. Studies began on introduction of various techniques to overcome the phenomenon of the 'reaction of language', which appears as an impediment in delivery and sharing of information as the most fundamental roles. Successively, mobile printing types more readable and effective in delivering of meanings have been developed, thus widely distributed for general use. However, although such printing types might be easily used in image and digital media, such as in computer monitors, screens and mobile phone LCDs, etc., it is in fact difficult to use these printing types in printed surfaces, the traditional medium of information delivery, or in sign systems frequently encountered in our surrounding environment. As a solution for this, it is intended to create an effect of communication closer to dynamic typography expression by approaching visual message delivery system from the essence and substance of the color application, which corresponds to the visual spatial expression effect, the core element of expression in dynamic typography to possess significantly more powerful effect in terms of both message delivery capacity and readability than the conventional means of static typography.

A Study on Aerial Perspective on Painterly Rendering (회화적 렌더링에서의 대기원근법의 표현에 관한 연구)

  • Jang, Jae-Ni;Ryoo, Seung-Taek;Seo, Sang-Hyun;Lee, Ho-Chang;Yoon, Kyung-Hyun
    • Journal of Korea Multimedia Society
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    • v.13 no.10
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    • pp.1474-1486
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    • 2010
  • In this paper, we propose an algorithm which represents the distance depiction technique of real painting that named "Aerial Perspective" in painterly rendering. It is a painting technique that depicts the attenuations of light in the atmosphere, and the scattering effect is changed by the distance, altitude and density of atmospheres. For the reflection of these natures, we use the depth information corresponding to an input image and user-defined parameters, so that user changes the effect level. We calculate the distance and altitude of every pixel with the depth information and parameters about shot information, and control the scattering effects by expression parameters. Additionally, we accentuate the occluding edges detected by the depth information to clarify the sense of distance between fore and back-ground. We apply our algorithm on various landscape scenes, and generate the distance-emphasized results compared to existing works.

Effective Volume Rendering and Virtual Staining Framework for Visualizing 3D Cell Image Data (3차원 세포 영상 데이터의 효과적인 볼륨 렌더링 및 가상 염색 프레임워크)

  • Kim, Taeho;Park, Jinah
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.1
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    • pp.9-16
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    • 2018
  • In this paper, we introduce a visualization framework for cell image data obtained from optical diffraction tomography (ODT), including a method for representing cell morphology in 3D virtual environment and a color mapping protocol. Unlike commonly known volume data sets, such as CT images of human organ or industrial machinery, that have solid structural information, the cell image data have rather vague information with much morphological variations on the boundaries. Therefore, it is difficult to come up with consistent representation of cell structure for visualization results. To obtain desired visual representation of cellular structures, we propose an interactive visualization technique for the ODT data. In visualization of 3D shape of the cell, we adopt a volume rendering technique which is generally applied to volume data visualization and improve the quality of volume rendering result by using empty space jittering method. Furthermore, we provide a layer-based independent rendering method for multiple transfer functions to represent two or more cellular structures in unified render window. In the experiment, we examined effectiveness of proposed method by visualizing various type of the cell obtained from the microscope which can capture ODT image and fluorescence image together.

An Automated Procedure for Word Balloon Placement in Cinema Comics ("영화 만화" 생성을 위한 말풍선 자동 배치 기법)

  • Hwang, Won-Il;Chun, Bong-Kyung;Ryu, Dong-Sung;Cho, Hwan-Gue
    • Journal of the Korea Computer Graphics Society
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    • v.12 no.1
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    • pp.27-36
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    • 2006
  • 영화와 같은 사실적인 영상은 너무 많은 정보를 포함하고 있어서 때로는 사용자에게 제작자의 의도를 쉽게 전달하기 어려울 수 있다. 이와 달리 만화와 같은 비사실적인 영상은 중요하지 않은 부분을 아주 간단하게 표현하거나 혹은 중요한 부분만을 강조해서, 작가의 의도를 직관적으로 훨씬 잘 전달해 준다. 만화는 스피드라인, 말풍선, 배경 텍스쳐 등과 같은 만화 고유의 표현 기법들을 통하여 일반 정지영상들보다 많은 부가적인 정보를 전달해 준다. 특히, 말풍선은 장면 내의 인물들의 대사를 전달하는 매체로, 올바른 내용 전달을 위해 읽기순서(reading order)에 따른 말풍선간의 관계 및 말풍선과 인물간의 관계를 고려하여 적절한 위치에 배치 되어야 한다. 본 논문에서는 비디오 영상에서 추출된 장면의 만화적 변환을 위한 기법들 중에서 말풍선 자동 배치 방법을 제안한다. 제안한 방법은 지도에서 지명을 배치할 때 흔히 사용하는 특징점 라벨 배치(Point-Feature Label Placement) 방법에 기반하였다. 또한, 본 논문에서는 말풍선 배치가 얼마나 잘 되었는가를 평가하기 위한 객관적인 평가 함수를 제안하였다. "Love Actually", "살인의 추억"등의 다양한 영화 장면들을 이용하여 실험한 결과, 제안한 방법의 말풍선 배치 결과가 사람이 수작업으로 배치한 것과 비교해 크게 부족함이 없는 것을 알 수 있었다.

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Pointillistic Rendering Based on The Juxtaposition of Colors (보색 병치혼합에 기반한 점묘화 렌더링)

  • Seo, Sang-Hyun;Yoon, Kyung-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.12 no.1
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    • pp.9-15
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    • 2006
  • 본 논문에서는 점묘화를 생성하기 위한 회화적 렌더링 기법을 제안한다. 신인상파(Neo-Impressionist) 화가 쇠라는 캔버스위의 독립 색채들은 망막위에서 재조직된다는 이론을 바탕으로 점묘화를 제안한다. 이는 색의 병치혼합과 보색대비를 이용해 빛의 가산혼합이 회화작품에 적용될 수 있도록 하기위해 브러시 스트로크로 작은 점을 이용한다. 이러한 점묘화를 표현하기위해서 쇠라의 작품과 동시대의 색이론 분석을 통해 색의 분할과 병치혼합의 이론적 배경을 알아보고 이를 통해 점묘 스트로크의 색상, 모양, 방향등을 결정할 수 있는 알고리즘을 소개한다. 먼저 신인상파의 팔레트 분석을 통해 칼라모델을 설계한다. 그리고 입력영상을 영상분할 기법을 이용해 공간적 구도를 잡고 각 분할 영역의 관계를 고려해 색상을 할당한다. 각 할당된 색은 보색과 함께 정의된다. 각 분할영역은 해당영역에서 표현될 수 있는 색상의 작은 점묘 브러시 스트로크로 렌더링이 된다. 이때 입력영상의 밝기정보를 유지할 수 있도록 점묘 스트로크는 색상이 결정된다. 점묘 스트로크의 방향은 입력영상의 에지방향을 따르도록 보간법을 이용해 계산한다.

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Detection of Fingerprint Ridge Direction Based on the Run-Length and Chain Codes (런길이 및 체인코드를 이용한 지문 융선의 방향 검출)

  • Lee Jeong-Hwan;Park Se-Hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.8
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    • pp.1740-1747
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    • 2004
  • In this paper, we proposed an effective method for detecting fingerprint ridge direction based on the run-length and chain codes. First, a fingerprint image is normalized, and it is thresholded to obtain binary image with foreground and background regions. The foreground regions is composed of fingerprint ridges, and the ridges is encoded with the run-length and chain codes. To detect directional information, the boundary of ridge codes is traced, and curvature is calculated at ecah point of boundary. And the detected direction value is smoothed with appropriate window locally. The proposed method is applied to NIST and FVC2002 fingerprint database to evaluate performance. By the experimental results, the proposed method can be used to obtain ridge direction value in fingerprint image.

Feature Matching Algorithm Robust To Noise (잡음에 강인한 특징점 정합 기법)

  • Jung, Hyunjo;Yoo, Jisang
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.07a
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    • pp.9-12
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    • 2015
  • In this paper, we propose a new feature matching algorithm by modifying and combining the FAST(Features from Accelerated Segment Test) feature detector and SURF feature descriptor which is robust to the distortion of the given image. Scale space is generated to consider the variation of the scale and determine the candidate of features in the image robust to the noise. The original FAST algorithm results in many feature points along edges. To solve this problem, we apply the principal curvatures for refining it. We also use SURF descriptor to make it robust against the variations in the image by rotation. Through the experiments, it is shown that the proposed algorithm has better performance than the conventional feature matching algorithms even though it has much less computational load. Especially, it shows a strength for noisy images.

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Implementation of System Retrieving Multi-Object Image Using Property of Moments (모멘트 특성을 이용한 다중 객체 이미지 검색 시스템 구현)

  • 안광일;안재형
    • Journal of Korea Multimedia Society
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    • v.3 no.5
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    • pp.454-460
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    • 2000
  • To retrieve complex data such as images, the content-based retrieval method rather than keyword based method is required. In this paper, we implemented a content-based image retrieval system which retrieves object of user query effectively using invariant moments which have invariant properties about linear transformation like position transition, rotation and scaling. To extract the shape feature of objects in an image, we propose a labeling algorithm that extracts objects from an image and apply invariant moments to each object. Hashing method is also applied to reduce a retrieval time and index images effectively. The experimental results demonstrate the high retrieval efficiency i.e precision 85%, recall 23%. Consequently, our retrieval system shows better performance than the conventional system that cannot express the shale of objects exactly.

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A Study of Multiple Video Players as Media Art -Focusing on (다중 동영상 플레이어를 이용한 미디어아트로써의 확장성 연구 -작품 <희로애락(喜怒哀樂)>을 중심으로)

  • Na, Jung-Jo;Lee, Jee-Hee;Song, Pil-Jae;Lee, Myung-Hak;Fan, Bai;Kim, Kyu-Jung
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.115-120
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    • 2008
  • It provides technical analyze and conceptual idea by oneself through Media Art One's feeling expresses multiple video players by using 3 dimensional graphic techniques Multiple video players work in interlocking. Spectators join in clicking mouse on the screen and the working of multiplevideo players realize with computer software. It has a chance, which spectators get a sensitive stimulation. Each player express human's facial expression - happiness, anger, sadness, excitement. Players are able to accelerateaccording to computer system. It seems that artistic messages send through cooperation and connection of multiple players.

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