• Title/Summary/Keyword: 영상 표현

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Handheld Shot Detection Technique based on LSTM (LSTM 기반의 Handheld 샷 검출)

  • Park, Se-Hee;Park, Ji-Young;Son, Jung-Eui;Park, Seung-Bo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.193-194
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    • 2021
  • 영화, 드라마 등과 같은 콘텐츠에서 표현되는 감정은 등장인물의 대화와 표정뿐만이 아니라, 영상이 표현하는 다양한 정보 중 하나인 촬영기법, 장면의 배경 등을 통해서도 표현된다. 특히 핸드헬드 샷은 불안정하지만 현장감과 자유분방한 감정을 관객에게 전달하며 긴장감, 공포 등 배우들의 감정선을 따라가게 하는 효과가 있다. 따라서 영상 콘텐츠에서 감정 정보를 분석하기 위해서는 핸드헬드 샷을 검출하는 것은 기초적인 작업에 해당한다. 본 논문에서는 핸드헬드 샷을 양방향 LSTM을 활용하여 구별하는 방법을 제안한다. 제안된 방법으로 인식한 핸드헬드의 인식 정확도는 97%였다.

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Sketch Style Effect using Spatial Filter (공간 필터를 이용한 스케치 스타일 효과)

  • Kim, Seung-Wan;Gwun, Ou-Bong
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.86-93
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    • 2009
  • In this paper, we propose a method that generates a sketch likely to be drawn by a human from a real image(a computer generated image or a photo image). The method can create human friendly images with pen strokes by using image processing techniques such as spatial filters. In order to create the human friendly image, first, we made the tiny unnecessary contours. Second, we made the second image by inverting the first image and performed a processing similar to the first processing. Last, we subtracted the second image from the first image and added a hatch to it. The sequence of processing enables us to generate a human friendly image with line shading, likely to be sketched by water pen compared to the past method(pencil hatching and sketch effects). Also the proposed method can represent the sketch effects more effectively with applying different hatch to the shading area of a input image.

The Practical Application Strategy of Video Production for Recording an Archeology (고고학 기록을 위한 영상제작 활용 방안)

  • Park Soon-Hong;Jeon Byeong-Ho
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.45-55
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    • 2006
  • The video production, as a recording data about the archeological survey, has advantages to be visualized in actuality and historical fact presented objects with elements such as moving images, audio(voice) and text(subtitle). While the report with text and images such as photographs and drawings does not present exactly, the video production can record a concrete excavation process to be difficult of represent with former media. To make a practical use the video production in archeological surveys, the use dimension should be expanded to the entire archeological excavations and the shooting and editing work should be done by those video production-specialized staffs. Ultimately, when this video production device is used but also for the survey purposes but also for the education, exhibition, and even commercial purposes, it can have the substantial meaning as a survey tool.

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Implementation of High Quality Indexed Image utilizing Common Color Map(Codebook) (공용 컬러맵(코드북)을 이용한 고화질 인덱스 영상의 구현)

  • Choi, YongSoo;Lee, DalHo
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.12
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    • pp.91-97
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    • 2013
  • Image and it's processing techniques are widely applied and very important in the recent IT environment. In this paper, we try to reconstruct original BMP(Bitmap) image into indexed image and codebook utilizing vector quantization and represent high quality image only with same pixel depth of previous indexed image like JPEG etc. That is, By adopting common map method onto index image with $2^n$ color codebook, image can be represented as high quality as $2^{n+1}$ color codebook. When proposed output image is compared with original BMP image, it provides as much around 2dB as higher PSNR than conventional 8 bit index image(normal JPEG). Furthermore, this improvement(2 dB higher PSNR) could be provided when using the 9 bit indexed image.

Fast Geometric Transformations of 3D Images Represented by an Octree (8진트리로 표현된 3차원 영상의 빠른 기학학적 변환)

  • Heo, Yeong-Nam;Park, Seung-Jin;Kim, Eung-Gon
    • The Transactions of the Korea Information Processing Society
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    • v.2 no.6
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    • pp.831-838
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    • 1995
  • Geometric transformations require many operations in displaying moving 3D objects on the screen and a fast computation is a important problem in CAD or animation applications. The general method to compute the transformation coordinates of an object represented by an octree must perform the operations on every node. This paper proposes an efficient method that computes the rectangular coordinates of the vertices of the octree nodes into the coordinates of the universe space using the basicvectors in order to compute quickly geometric transformations of 3D images represented by an octree. The coordinates of the vertices of each octant are computed by using the formula presented here, which requies additions and multiplications by powers of 2. This method has a very fast execution time and is compared with the general computation method.

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The Exquisite Automatic Segmentation of Liver and Spleen with Gray Value Portion (명암값 분포를 이용한 자동화된 간과 비장의 정교한 추출)

  • Yu, Seung-Hwa;Seong, Yun-Chang;Jo, Jun-Sik;No, Seung-Mu;Sin, Gyeong-Suk;Park, Jong-Won
    • Journal of KIISE:Computer Systems and Theory
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    • v.28 no.1_2
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    • pp.20-32
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    • 2001
  • 각 장기는 고유한 명암값의 범위와 각 명암값에 대한 서로 다른 비율을 지니고 있으므로 제안된 연구에서는 이러한 명암값의 비율을 이용하여 장기의 영역과 노이즈를 구분할 수 있도록 하였다. 장기의 영역을 세 종류의 메쉬영상으로 표현하여 이들의 유니온 영상으로 장기의 전반적인 형태인 템플리트를 생성하였다. 템플리트 방식은 기존의 방식에서 명암값의 범위가 같은 노이즈의 제거가 어려운 단점을 해결하여 장기의 영역만을 분리할 수 있었다. 장기의 위치를 탐색하기 위한 위치탐색과정에서는 장기의 존재여부의 파악과 함께 분리된 장기까지 추적할 수 있도록 하였다. 외곽선 표현을 위해서는 템플리트로 이진영상에서 서브트랙션(subtraction)하는 방법을 사용하여 장기의 말단부위까지 세밀하게 표현하였다. 제안된 연구에서 사용된 오프닝과 클로징 방법으로 기존의 structuring element를 사용하는 방법에 비해 처리속도를 단축시킬 수 있었다. 추출된 장기의 면적을 토대로 체적계산을 시행하였고 동물실험을 통하여 임상 실험치를 제시하였다.

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Expression of Cartoon Rendering Method in Image Contents (영상 콘텐츠에서 카툰 렌더링기법의 활용)

  • Kim, Jong-Seo;Kwak, Hoon-Sung
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.142-151
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    • 2007
  • The rapid development of 3D computer graphics makes traditional cell-animations expressed by several digital techniques and makes traditional cell-animations expand their own area through several continuous tries. There are two types in rendering method. The one is Photorealistic rendering to realize accurate images like photos and the other is Non-photorealistic rendering to realize human's flair and artistry. This paper examines applications of cartoon rendering techniques among several Non-photorealistic rendering techniques. This paper analyzes production cases and examines features of cartoon rendering techniques in the latest movies, games and advertisements of image contents. And this paper will be able to help making more sensual, familiar and in-depth products, as understanding applications, merits and demerits of the latest cartoon rendering techniques through these investigations.

A Study on The Korean Sign Language platform base on DirectX (DirectX 기반의 KSL 실행 플랫폼의 개발과 구현)

  • Ku, Ja-Hyo;Ryoo, Yun-Kyoo
    • Journal of the Korea society of information convergence
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    • v.1 no.1
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    • pp.25-32
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    • 2008
  • The developments of digital and multimedia have been increasing the demand of humans desiring the acquisition of real and intuitive information and diversified expressions and the use of animation characters are continually increasing in mass media. With the development of graphic techniques, these expressions of animation characters have become enabled of real and smooth representations. Although, in general, even fine movements of the hair of characters can be expressed using diverse data input devices, the studies on the multimedia technologies for disabled persons are quite insufficient. In this paper, Directness it extracts the data which it move sign language and It propose the method which creates a Korea sign language platform.

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Face Recognition using Non-negative Matrix Factorization and Learning Vector Quantization (비음수 행렬 분해와 학습 벡터 양자화를 이용한 얼굴 인식)

  • Jin, Donghan;Kang, Hyunchul
    • Journal of the Institute of Electronics and Information Engineers
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    • v.54 no.3
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    • pp.55-62
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    • 2017
  • Non-negative matrix factorization (NMF) is one of the typical parts-based representation in which images are expressed as a linear combination of basis vectors that show the lcoal features or objects in the images. In this paper, we represent face images using various NMF methods and recognize their face identities based on extracted features using a learning vector quantization. We analyzed the various NMF methods by comparing extracted basis vectors. Also we confirmed the availability of NMF to the face recognition by verification of recognition rate of the various NMF methods.

Registration of Video Avatar by Comparing Real and Synthetic Images (실제와 합성영상의 비교에 의한 비디오 아바타의 정합)

  • Park Moon-Ho;Ko Hee-Dong;Byun Hye-Ran
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.8
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    • pp.477-485
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    • 2006
  • In this paper, video avatar, made from live video streams captured from a real participant, was used to represent a virtual participant. By using video avatar to represent participants, the sense of reality for participants can be increased, but the correct registration is also an important issue. We configured the real and virtual cameras to have the same characteristics in order to register the video avatar. Comparing real and synthetic images, which is possible because of the similarities between real and virtual cameras, resolved registration between video avatar captured from real environment and virtual environment. The degree of incorrect registration was represented as energy, and the energy was then minimized to produce seamless registration. Experimental results show the proposed method can be used effectively for registration of video avatar.