• 제목/요약/키워드: Image Creation

검색결과 562건 처리시간 0.026초

우리나라 놀이 문화가 대학생 패션에 미친 영향 (Effect of Korea's Entertainment Culture on the Fashion of the College Students)

  • 양아랑;이효진
    • 복식문화연구
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    • 제16권1호
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    • pp.70-87
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    • 2008
  • The purpose of this study is to examine how the entertainment culture has influenced the fashion of the college students since the year 2000, and to analyze the fashion trends of those who enjoy their entertainment culture. The entertainment culture is, therefore, perceived in the most sensitive way by the college students, who belong to the latter period of their adolescence, while influencing them. Especially recently, the entertainment culture of the college students has emerged as a new symbol of the overall fashion. And its effect on the fashion has become conspicuous. The 21st entertainment culture is comprised of "club culture", which is an off-line fad, and "on-line game culture". The result of this study is as follows: Firstly, the formative way that the so-called "club culture" influenced the fashion of the college students shows that their overall fashion trends are characterized by a 'caports image' and a 'childlike-amusing image'. Secondly, the formative fashion style, influenced by the so-called "on-line game culture", presents a 'post- structural image' by using heterogeneous material in order to introduce a new point of view, and by transforming the creation style and design. And it also presents a 'homosexual image' by crossing the attractiveness of both genders. This study is baseds on the documents study.

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패밀리 레스토랑의 지각된 서비스 품질, 이미지, 고객 만족과의 관계 및 감정의 조절 효과 검증 (The Effects of Perceived Service Quality, Image, Customer Satisfaction and Moderating Emotions on Family Restaurants)

  • 김학재
    • 한국조리학회지
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    • 제13권3호
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    • pp.115-126
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    • 2007
  • Previous studies have focused on service quality by examining customer satisfaction and retention. Little, if any work has been conducted exploring the emotional state of customers and that state in con-nection to perceived service quality. The objective of this study was to explore and determine how a customer's emotions perceive and respond to service quality within family restaurants. It was found that within a positive emotional field, product and personal service quality showed a high correlation to the positive image while customers experiencing negative emotions had the perception of poorer product and personal service quality as well as a worse impression of cleanliness. Cleanliness was not connected to the issue of customer satisfaction but each of these three factors, whether positive or negative, led to the creation and mediation of an image which in itself directly resulted in customer satisfaction. Customer emotional fields are not merely the by-product of quality issues, or satisfaction but in fact the foundation by which all other factors must be considered and analyzed. Family restaurateurs need to focus on the customer's emotional well-being to create customer satisfaction.

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현대패션에 나타난 건축 공간을 활용한 이미지 구축현상 고찰 - 아르마니 그룹, 프라다, 콤므 데 가르송을 중심으로 - (An Observation on Phenomenon of Image Construction Using Architecture Space in Contemporary Fashion)

  • 박신미
    • 복식
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    • 제62권7호
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    • pp.150-169
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    • 2012
  • Contemporary fashion broadens its image in relation with architecture and incorporates architecture in its creative field. The aim of this research is to investigate the characteristics of 'architecture for fashion' in a social context and to verify the collaborative characteristics of post-1990s fashion and architecture. This paper describes architecture as a means of expressing contemporary style and identifies social consequences resulting from this. While high fashion in the early to mid-twentieth century followed a similar trend evident in architecture to directly apply architectural elements into the creativity of the works, high fashion from 1990 extended its creative field by using architecture to symbolically represent its image and style. In line with the possibility for fashion shows to be considered as a performance art, the potential of collaboration between architecture and fashion as an installation with audience participation is discussed. Architecture, for fashion, provides significant grounds for fashion to be recognized as a parallel, independent sphere of art. Contemporary fashion, either by itself or through collaboration with architecture, comprehends space in its zone of creation. The collaborative characteristics of post-1990s fashion and architecture is verified through case studies of the three fashion houses, 'Armani Group', 'PRADA' and 'Comme des Garςcons.'

실사 다면영상 촬영에서의 카메라 축 간격에 대한 연구 (A Study on the Spacing of the Camera Axis of the Video Shooting Multi-planar live-action)

  • 백승호;최원호
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2014년도 춘계학술대회
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    • pp.529-530
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    • 2014
  • 다면영상은 광고, 전시, 홍보 등 여러 분야에서 활용되고 있으나, 그 속에 적용되는 콘텐츠는 합성, 그래픽 등의 영상이 대부분이다. 바로 실사 영상으로 다면을 촬영하기가 매우 어려울 뿐만 아니라 촬영단계에서의 문제점들을 후반작업에서도 보완하기 어렵기 때문이다. 이에 본 연구에서는 촬영과 후반작업에서의 문제점을 파악한 후, 개선방안을 실험하여 검증하고자 한다. 구체적인 연구방법으로는 카메라 간 거리에 따라 변화하는 영상의 가장자리에서 발생하는 왜곡을 최소화하기 위한 거리를 구하는 실험을 진행하고자 한다. 이를 토대로 다면영상의 매체적 탁월성을 보다 효과적으로 활용할 수 있는 실사기반의 콘텐츠 생산에 기여하고자 한다.

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가상 환경에서의 딥러닝 기반 폐색영역 검출을 위한 데이터베이스 구축 (Construction of Database for Deep Learning-based Occlusion Area Detection in the Virtual Environment)

  • 김경수;이재인;곽석우;강원율;신대영;황성호
    • 드라이브 ㆍ 컨트롤
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    • 제19권3호
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    • pp.9-15
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    • 2022
  • This paper proposes a method for constructing and verifying datasets used in deep learning technology, to prevent safety accidents in automated construction machinery or autonomous vehicles. Although open datasets for developing image recognition technologies are challenging to meet requirements desired by users, this study proposes the interface of virtual simulators to facilitate the creation of training datasets desired by users. The pixel-level training image dataset was verified by creating scenarios, including various road types and objects in a virtual environment. Detecting an object from an image may interfere with the accurate path determination due to occlusion areas covered by another object. Thus, we construct a database, for developing an occlusion area detection algorithm in a virtual environment. Additionally, we present the possibility of its use as a deep learning dataset to calculate a grid map, that enables path search considering occlusion areas. Custom datasets are built using the RDBMS system.

Malware Classification using Dynamic Analysis with Deep Learning

  • Asad Amin;Muhammad Nauman Durrani;Nadeem Kafi;Fahad Samad;Abdul Aziz
    • International Journal of Computer Science & Network Security
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    • 제23권8호
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    • pp.49-62
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    • 2023
  • There has been a rapid increase in the creation and alteration of new malware samples which is a huge financial risk for many organizations. There is a huge demand for improvement in classification and detection mechanisms available today, as some of the old strategies like classification using mac learning algorithms were proved to be useful but cannot perform well in the scalable auto feature extraction scenario. To overcome this there must be a mechanism to automatically analyze malware based on the automatic feature extraction process. For this purpose, the dynamic analysis of real malware executable files has been done to extract useful features like API call sequence and opcode sequence. The use of different hashing techniques has been analyzed to further generate images and convert them into image representable form which will allow us to use more advanced classification approaches to classify huge amounts of images using deep learning approaches. The use of deep learning algorithms like convolutional neural networks enables the classification of malware by converting it into images. These images when fed into the CNN after being converted into the grayscale image will perform comparatively well in case of dynamic changes in malware code as image samples will be changed by few pixels when classified based on a greyscale image. In this work, we used VGG-16 architecture of CNN for experimentation.

PC 모니터를 이용한 3차원 영상 구현기법 (Technology on the 3D Image Creation Using PC Monitor)

  • 김현라;김창경;임정빈
    • 대한자원환경지질학회:학술대회논문집
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    • 대한자원환경지질학회 2001년도 춘계 공동학술발표회 논문집
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    • pp.94-101
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    • 2001
  • 이 연구에서는, PC 모니터와 3차원 가시화 장치인 Shutter Glasses를 이용하여 실시간 (real time)으로 3차원 영상을 구현할 수 있는 방법을 개발하였다. VRML (Virtual Reality Model Language)을 이용하여 간단한 입체 게임을 구성한 후, 3명의 학생을 대상으로 인터넷을 통하여 실시간으로 실험한 결과, PC에서 동기화 이 중 가시화 방식으로 생성한 3차원 입체영상은 모니터의 전후 방향으로 돌출되거나 함몰되는 현상을 나타냈다. 따라서, 실시간으로 3차원 영상을 구현할 수 있는 기초 이론과 방법을 개발할 수 있었다.

영상기반 모델링 도구에서의 대화형 3차원 그래픽 객체 생성 (Interactive 3D Graphic Object Creation in Image-based Modeling Tool)

  • 이민석;구본기;박종승;오광만
    • 한국멀티미디어학회:학술대회논문집
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    • 한국멀티미디어학회 2000년도 추계학술발표논문집
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    • pp.187-190
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    • 2000
  • Web상에서 구현되는 대부분의 3차원 그래픽 객체는 특정한 사용자의 요구에 따라 원하는 행동을 수행하지 못한다. 단순히 물체에 대한 3차원적인 모습만 보일 뿐, 물체의 기능 등을 web상에서 보이는 데는 한계가 있다. 본 논문에서는 실제 영상으로부터 직접 3차원 모델을 손쉽게 구축하기 위한 영상기반 모델링 도구에서, 사용자의 입력에 따라 설정된 애니메이션 등 3차원 그래픽 객체에 대한 사용자 interaction을 지원할 수 있는 메커니즘 및 개발 방법에 대하여 소개한다.

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가상공간에서의 3차원 입체영상과 입체음향 생성에 관한 연구 (A Study on the Creation of Stereoscopic Image and Three-Dimensional Sound in a Virtual Space)

  • 김현라;이규동;임정빈
    • 한국항해항만학회:학술대회논문집
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    • 한국항해항만학회 2002년도 추계공동학술대회논문집
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    • pp.71-74
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    • 2002
  • 이 연구에서는, 가상현실(virtual reality)분야에서 현실감 있는 가상공간을 구성하는데 중요한 요소인 3차원 입체영상과 입체음향을 하나의 메커니즘으로 구성하기 위한 알고리즘에 대해서 기술하였다 동기화 이중(Sync Doubling) 방식과 머리전달함수(Head Related Transfer Function: HRTF)를 이용하여 간단한 입체 게임을 구성한 후, 4명의 학생을 대상으로 실험한 결과, 3차원 입체영상은 모니터의 전후 방향으로 돌출되거나 함몰되는 현상을 나타냈으며, 영상에 따른 입체음향의 재생도 확인할 수 있었다.

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