• Title/Summary/Keyword: Hair-style Simulation

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A Study of the Adaptation of 2-Dimensional Hair-Style Computer Simulation and Prospects of the 3D System (2D 헤어스타일 시뮬레이션 현황과 3D 시스템 도입방향에 관한 연구)

  • HwangBo, Yun;Ha, Kyu-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.7
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    • pp.221-229
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    • 2008
  • The development of computer and multimedia brought out new technology, that is, virtual reality. Computer simulation adaptation among the technologies of the virtual reality is spreaded into air service, motor vehicle, medical science, sports, education, even fashion industry. This study look into 2-dimensional hair-style computer simulation system which is started to common use nowadays and the 3-dimensional system which is under the development. And this study proposed several problems such as heavy 3D system booth and the low price but low qualified camera in order to commercialize the 3D system. This study also suggest several alternative, for instance, the change from object photography method to panoramic photography method, the substitute by middle or high end and high qualified camera.

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The Male Perceiver's Image Evaluation and Preference of Women's Hairstyle (여성 헤어스타일에 대한 남성 지각자의 이미지 평가 및 선호도 연구)

  • Lee, Myoung-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.9 no.2
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    • pp.127-138
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    • 2007
  • The purpose of this study was to investigate the male perceiver's image evaluation on women's hairstyle and hair color, and to disclose the preference of the hairstyle and hair color. The experimental design was $2{\times}3{\times}3$ (hair $wave{\times}hair\;length{\times}hair$ color) factorial design by 3 independent variables. The stimuli were 18 women's upper body photographs which were output by computer simulation. The hairstyles were straight hair and wavy hair, and the types of the hair length were long, medium, and short hair. The hair colors were black, dark brown, and bright brown. Subjects were 154 men living in Seoul. The data were analyzed by using factor analysis, Cronbach's ${\alpha}$ reliability coefficient, three-way ANOVA, one-way ANOVA, and Duncan's multiple range test. The results of this study were as follows. Four image dimensions were derived by factor analysis. These were individuality, elegance, potency, and attractiveness. Male perceivers evaluated the women's long hairstyles to be more elegant than the short and the medium length hairs. The women's short hairstyles were perceived more potent than the long and the medium length hairs. The straight hairs were evaluated more elegant than the permed hairs, and the permed hairs were evaluated higher in individuality and attractiveness. The black hairs were perceived lowest in attractiveness, and the bright colors were perceived low in elegance. Male preferred the long brown straight hair first. They liked women's long hairs better than the short and the medium length hairs. Teenaged males preferred various hair colors more than those in their 20's and 30's did.

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Recurrence and Non-recurrence Appearing in Contemporary Hairstyles (현대 헤어스타일에 나타난 재현성과 비재현성)

  • Lee, Young-Mi;Kim, Sung-Nam
    • Journal of Fashion Business
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    • v.13 no.5
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    • pp.149-160
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    • 2009
  • The purpose of this research is to analyze how contemporary hairstyles are expressed based on the recurrence and non-recurrence of simulation. The results of this study can be summarized as follows : 1) Recurrence appeared as imitation which re-expresses the image of past hairstyles, change which borrows unordinary objects from previous hairstyles, and expansion which extends the volume in hairstyles. 2) For nonrecurrence, there were an absence of hairstyles which rid reality, a sub-culture as a disband of fixed perceptions, a combination with other genres, an ambiguity of hairstyles appearing as a fusion effect and a Kitsch phenomenon, an ambiguity of hairstyles where a totally different third image appears through dichotomy concepts combined.

Design and Implementation of Web-based Virtual Makeup Simulation System (웹 상에서의 가상 메이크업 시뮬레이션 시스템 설계 및 구현)

  • Shon, Hyung-Do;Lee, Jae-Hyub
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.2
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    • pp.167-173
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    • 2002
  • The VMSS(Virtual Makeup Simulation System) is a virtual simulation system which can apply makeup, hair style, accessory to user's own face image through internee connection. The simulation result can be stored to server side DB and also can be printed out on client side printer. It is implemented using Java so, clients don't need any other client program to run the VMSS except Web browser and Java Plug-in installed on browser. IIS (Internet Information Server) Web server of Window 2000 and MS-SQL 7 are used to develop the overall system. Commercial JDBC Driver Type 4 is used to connect the applet and DB. It suggests a new direction of Web-based contents service development and can be applied to many other areas.

Comparison of Acting Style Between 2D Hand-drawn Animation and 3D Computer Animation : Focused on Expression of Emotion by Using Close-up (2D 핸드 드로운 애니메이션과 3D 컴퓨터 애니메이션에서의 액팅(acting) 스타일 비교 -클로즈-업을 이용한 감정표현을 중심으로-)

  • Moon, Jaecheol;Kim, Yumi
    • Cartoon and Animation Studies
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    • s.36
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    • pp.147-165
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    • 2014
  • Around the turn of 21st century, there has been a major technological shift in the animation industry. With development of reality-based computer graphics, major American animation studios replaced hand-drawn method with the new 3D computer graphics. Traditional animation was known for its simplified shapes such as circles and triangle that makes characters' movements distinctive from non-animated feature films. Computer-generated animation has largely replaced it, but is under continuous criticism that automated movements and reality-like graphics devaluate the aesthetics of animation. Although hand-drawn animation is still produced, 3D computer graphics have taken commercial lead and there has been many changes to acting of animated characters, which calls for detailed investigation. Firstly, the changes in acting of 3D characters can be traced from looking at human-like rigging method that mimics humanistic moving mechanism. Also, if hair and clothing was part of hand-drawn characters' acting, it has now been hidden inside mathematical simulation of 3D graphics, leaving only the body to be used in acting. Secondly, looking at "Stretch and Squash" method, which represents the distinctive movements of animation, through the lens of media, a paradox arises. Hand-drawn animation are produced frame-by-frame, and a subtle change would make animated frames shiver. This slight shivering acts as an aesthetic distinction of animated feature films, but can also require exaggerated movements to hide the shivering. On the contrary, acting of 3D animation make use of calculated movements that may seem exaggerated compared to human acting, but seem much more moderate and static compared to hand-drawn acting. Moreover, 3D computer graphics add the third dimension that allows more intuitive movements - maybe animators no longer need fine drawing skills; what they now need is directing skills to animate characters in 3D space intuitively. On the assumption that technological advancement and change of artistic expressionism are inseparable, this paper compares acting of 3D animation studio Pixar and classical drawing studio Disney to investigate character acting style and movements.