• Title/Summary/Keyword: Digital Color and Texture

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A Study on the Fire Flame Region Extraction Using Block Homogeneity Segmentation (블록 동질성 분할을 이용한 화재불꽃 영역 추출에 관한 연구)

  • Park, Changmin
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.4
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    • pp.169-176
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    • 2018
  • In this study, we propose a new Fire Flame Region Extraction using Block Homogeneity Segmentation method of the Fire Image with irregular texture and various colors. It is generally assumed that fire flame extraction plays a very important role. The Color Image with fire flame is divided into blocks and edge strength for each block is computed by using modified color histogram intersection method that has been developed to differentiate object boundaries from irregular texture boundaries effectively. The block homogeneity is designed to have the higher value in the center of region with the homeogenous colors or texture while to have lower value near region boundaries. The image represented by the block homogeneity is gray scale image and watershed transformation technique is used to generate closed boundary for each region. As the watershed transform generally results in over-segmentation, region merging based on common boundary strength is followed. The proposed method can be applied quickly and effectively to the initial response of fire.

Design of Block-based Image Descriptor using Local Color and Texture (지역 칼라와 질감을 활용한 블록 기반 영상 검색 기술자 설계)

  • Park, Sung-Hyun;Lee, Yong-Hwan;Kim, Youngseop
    • Journal of the Semiconductor & Display Technology
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    • v.12 no.4
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    • pp.33-38
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    • 2013
  • Image retrieval is one of the most exciting and fastest growing research fields in the area of multimedia technology. As the amount of digital contents continues to grow users are experiencing increasing difficulty in finding specific images in their image libraries. This paper proposes an efficient image descriptor which uses a local color and texture in the non-overlapped block images. To evaluate the performance of the proposed method, we assessed the retrieval efficiency in terms of ANMRR with common image dataset. The experimental trials revealed that the proposed algorithm exhibited a significant improvement in ANMRR, compared to Dominant Color Descriptor and Edge Histogram Descriptor.

A Study on the Application of 3D Digital Technology to Producing Cyber Fashion Gallery (3D 디지털 기술을 활용한 패션 갤러리 제작에 관한 연구)

  • Kim, Ji-Eon
    • The Research Journal of the Costume Culture
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    • v.15 no.3 s.68
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    • pp.446-460
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    • 2007
  • This study shows that digital technology is adapted practical method in fashion design process and virtual simulation and cyber fashion gallery based on virtual reality are researched. This study is proposed the 3D fashion design simulation in the virtual space used on 3D studio max, poser, photoshop program according to fashion design process. The main design concept is "temporary bridge" from rainbow. This study is supposed six fashion design in accordance with three sub-theme under main concept by changing color and texture used on 3D simulation. The results of this study are as follows: 1. This study produced Cyber Fashion Gallery in virtual space to the form of CD Rom title and web title by Macromedia Director 8.5, Macromedia Flash, Sound Forge. And it is enlarged the field of expression in aspect of Fashion Exhibition, beyond restriction of time and space. 2. Clothes modelling tools is able to easily adapt to various textiles and patterns in 3D dynamic virtual mannequin before making clothes. Digital technology is able to express image changed color and texture, especially new material, multi-finishing material and brilliant material and so on. So this study is able to develop tools for study of fashion coordination. 3. Cyber Fashion Gallery consists of gallery, story, painting, symbolism, example, image, quit. This study is enlarged the range of clothing expression by digital technology and open to possibility customized-manufacture.

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Content-based Image Retrieval using Spatial-Color and Gabor Texture on A Mobile Device (모바일 디바이스상에서 공간-칼라와 가버 질감을 이용한 내용-기반 영상 검색)

  • Lee, Yong-Hwan;Lee, June-Hwan;Cho, Han-Jin;Kwon, Oh-Kin;Kim, Youngseop
    • Journal of the Semiconductor & Display Technology
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    • v.13 no.4
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    • pp.91-96
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    • 2014
  • Mobile image retrieval is one of the most exciting and fastest growing research fields in the area of multimedia technology. As the amount of digital contents continues to grow users are experiencing increasing difficulty in finding specific images in their image libraries. This paper proposes a new efficient and effective mobile image retrieval method that applies a weighted combination of color and texture utilizing spatial-color and second order statistics. The system for mobile image searches runs in real-time on an iPhone and can easily be used to find a specific image. To evaluate the performance of the new method, we assessed the iPhone simulations performance in terms of average precision and recall using several image databases and compare the results with those obtained using existing methods. Experimental trials revealed that the proposed descriptor exhibited a significant improvement of over 13% in retrieval effectiveness, compared to the best of the other descriptors.

Analysis of hair design formative factors in the women's one length hair style in the Imperial Japanese colonial period (일제 강점기 여성 단발의 헤어디자인 조형적 요소 분석)

  • Park, Jang-Soon
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.479-484
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    • 2018
  • This study is an attempt to analyze the changes and morphological analysis of the one length hair style of women in the Imperial Japanese colonial period, and the purpose of this study is to analyze the components of hair design such as shape, texture, and color based on the precedent and the book and to make possible various styles of one length hair style cut. From the results of this study, one length hair style showed the outline shape with no step height of cut length, natural hair texture and natural hair color in 1910s to 1920s. In the 1930s, the one length hair style showed a slight cut length step height and a slight discoloration using a diamond shape, a narrow wave of natural texture, hydrogen peroxide or oxygenated water. In the 1940s, one length hair style did not find any singularity to pursue brilliant beauty(美) in terms of form, texture, and color. This study may enable a deep and detailed follow up study on one length hair style, and will be a cornerstone for the development of basic data of hair beauty education and trend of new mode.

Texture mapping of 3D game graphics - characteristics of hand painted texture (3D게임그래픽의 텍스쳐 매핑-손맵의 특징)

  • Sohn, Jong-Nam;Han, Tae-Woo
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.331-336
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    • 2015
  • The texture mapping used for the low-polygon models is one of the important workflows in the graphical representation of the 3D game. Only one hand painted texture is mapped on the surface of the 3D model and represents the color of the material and visual sense of touching by itself in that process. In the 3D game graphics, it is very important to visualize the textile sensation such as protruding and denting. It can be interpreted by the Gestalt Law to recognize a plane as a 3D sense of volume. Moreover, the concept of Affordance is necessary to recognize and perceive the textile sensation. It means visual recognizing of that relationship in the learning process. In this paper, The questionnaire survey targeting 3D game graphic designers is carried out. By analyzing the survey results, we suggest the important characteristic in the process of making hand painted texture.

A study of parametric design methodology for 3D modeling parameters of biomorphic clothing sculpture (파라메트릭 디자인 방법론을 적용한 바이오모픽 의상조각 모델링 프로세스와 구성요소 분석)

  • Yoo, Young-Sun;Cho, Min-Jin
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.2
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    • pp.109-122
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    • 2019
  • The purpose of this study is to examine the clothing component information and attributes as the control parameters for the 3D modeling process of the biomorphic clothing sculpture using a parametric methodology. The 3D modeling parameters of biomorphic clothing sculpture were identified as exaggerated silhouette, surface texture, and digital color. The types of exaggerated silhouettes were shoulder and hip exaggeration, shoulder exaggeration, hip exaggeration, vertical exaggeration, and horizontal exaggeration. The types of surface texture were embossed, lacy, furry, and complex textures. The types of digital color were chrome, blur, blend, and acid colors. The characteristics of morphological representation due to the attributes of these control variables were identified as morphological variation, organic morphology, organizational morphology, and realistic morphology. As a result, it was found that the parameter attributes were applied to the biomorphic clothing sculpture parametric design process and developed into various shapes.

Researching Visual Immersion Elements in VR Game <Half-Life: Alyx>

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.181-186
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    • 2023
  • With the development of VR technology, the visual immersion of VR games has been greatly enhanced nowadays. There has been an issue that has been troubling players in previous VR games, which is motion sickness. Therefore, VR games have been limited in terms of game mechanics, game duration, and game scale, greatly reducing the immersive experience of visual immersion. However, <Half-Life: Alyx> is different from previous VR games in that players can actually perform spatial displacement in the game scene, rather than being fixed in one place for 360-degree observation and interaction. At the same time, compared to traditional games, VR games no longer need to rely on screens, and the complete visual immersion enhances the fun and playability of the game. This research focuses on the VR game <Half-Life: Alyx> to explore its immersive factors in terms of visual perception. Through in-depth analysis of elements such as color, texture mapping, lighting, etc. in VR games, it was found that the game creates a strong sense of visual immersion in these aspects. Through analysis, it is helpful to gain a deeper understanding of the factors that contribute to visual immersion in VR games, which has certain reference value for game developers and related professionals.

A Study on the Generation and Application of Photometric Data for Lighting Simulation (조명 시뮬레이션을 위한 측광데이터의 생성과 적용)

  • Hong, Sung-De
    • Journal of The Korean Digital Architecture Interior Association
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    • v.6 no.2
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    • pp.25-30
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    • 2006
  • The purpose of this study was to investigate how student felt the strengths and shortness of presentation methods for formation of interior spaces. For this study, the process of the interior architecture design class was divided into three stages: the programming. the design development, and the design completion. In the design development stage, students used presentation methods: hand sketch, scale model, computer modeling, and virtual realty. The strengths of hand sketch was that quick expression. Models provided three-dimensional feelings. Computer modelling provide realistic color and texture. Virtual reality provided three-dimensional immersion and real scale. It is effective that students collect brain storm images using quick hand sketch in the beginning of design development stage. After that, they compose interior spaces in study models with small scale. Watching the models, they design details of spaces by using hand sketch and computer modelling. Using virtual reality, they can check the scale and circulation. Finally, they complete computer modelling by texture mapping and check the final design in virtual reality.

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A Study on Presentation Methods for Formation Ideas of Interior Spaces (실내 공간 형상화를 위한 아이디어 표현 방법에 관한 연구)

  • Lee, Jong-Ran
    • Journal of The Korean Digital Architecture Interior Association
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    • v.6 no.2
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    • pp.17-23
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    • 2006
  • The purpose of this study was to investigate how student felt the strengths and shortness of presentation methods for formation of interior spaces. For this study, the process of the interior architecture design class was divided into three stages: the programming. the design development, and the design completion. In the design development stage, students used presentation methods: hand sketch, scale model, computer modeling, and virtual realty. The strengths of hand sketch was that quick expression. Models provided three-dimensional feelings. Computer modelling provide realistic color and texture. Virtual reality provided three-dimensional immersion and real scale. It is effective that students collect brain storm images using quick hand sketch in the beginning of design development stage. After that, they compose interior spaces in study models with small scale. Watching the models, they design details of spaces by using hand sketch and computer modelling. Using virtual reality, they can check the scale and circulation. Finally, they complete computer modelling by texture mapping and check the final design in virtual reality.

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