• Title/Summary/Keyword: Image Creation

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Vision-based Camera Localization using DEM and Mountain Image (DEM과 산영상을 이용한 비전기반 카메라 위치인식)

  • Cha Jeong-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.6 s.38
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    • pp.177-186
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    • 2005
  • In this Paper. we propose vision-based camera localization technique using 3D information which is created by mapping of DEM and mountain image. Typically, image features for localization have drawbacks, it is variable to camera viewpoint and after time information quantify increases . In this paper, we extract invariance features of geometry which is irrelevant to camera viewpoint and estimate camera extrinsic Parameter through accurate corresponding Points matching by Proposed similarity evaluation function and Graham search method we also propose 3D information creation method by using graphic theory and visual clues, The Proposed method has the three following stages; point features invariance vector extraction, 3D information creation, camera extrinsic Parameter estimation. In the experiments, we compare and analyse the proposed method with existing methods to demonstrate the superiority of the proposed methods.

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The Meaning of Pastiehe in the Postmodern Fashion (포스트모던패션에 표현된 혼성모방)

  • 진경옥;박민여
    • Journal of the Korean Society of Costume
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    • v.50 no.5
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    • pp.143-157
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    • 2000
  • The pastiche is one of the most unique characteristics in the post-modern period. The pastiche fashion design is an intentional imitation expressed by deconstructivity of the design. It has become the major creation method of post-modern fashion by expressing the image from the variety and creativity. The concept of imitation in pastiche is the important fashion subject which lead the dynamics and creativities of fashion when It has freshness and spiritual energy. The values of creative area of pastiche are as fellows - firstly, it provides the delightness through the disharmony by being released from the restraint and stress of the restricted society. Secondly, the characteristics of restoration generated by development and reproduced from imitation has become an origin of creation. Thirdly, the boundary between subculture and high-class culture would be dismantled and the elements of these culture are mixed to become a unique image through its abundance and compromise vague public culture. Fourthly, the pastiche fashion dismantles the basic structure of clothes to endow avant-garde esthetic appreciation. Fifthly, the folklore fashion representing the culture of minority and neighboring countries would become a new destroying the historically fixed clue. sixthly, the reinterpretation of pastiche fashion discovers the new regulations and beauties from Imitation to provides tow Important elements of post-capitalism fashion, dynamics and creativity. Lastly the consistent adaptation of image of fashion design with strong technical and theoretical basis can establish new fashions of this era with its unique creativeness.

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A Color Study of the Sky Area Focused on the Van Gogh's Paintings

  • Xiaodi, Cui;Xinyi, Shan;Jeanhun, Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.113-119
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    • 2023
  • This research analyzed the importance and influence of color expression on psychological and emotional changes of visual perception in the creation of art works. This research takes the element of the sky in the works of Vincent William Van Gogh, a Dutch post-Impressionist representative painter, as the basic research objective to prove the influence of color expression of the same thing on the inner emotional communication of the creator. After synthesizing the contents of previous research and investigation on Van Gogh, this research will summarize the works containing sky elements in Van Gogh's works according to his four creative stages, and select representative works for color analysis and comparison. In this paper, by comparing the colors of the same elements of the sky, we can find Van Gogh's guidance of psychological and emotional changes through the expression of colors in his works, which will play a certain inspiring role in the creation of painting art.

A Study on needs of Software Development for Korean Image Restoration through Cases of Classical Film Restoration (고전영화복원 사례를 통한 한국형영상복원 소프트웨어 개발 필요성에 관한 연구)

  • Kim, Cheeyong;Han, Myung-Hee;Kim, Jong-Chan
    • Journal of Korea Multimedia Society
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    • v.17 no.12
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    • pp.1528-1536
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    • 2014
  • Although the process about korea image restoration contents program development and liberalization have cultural and artistic worth, it is not possible to restore technically or cost enormous expense. In the study, it suggest the needs of korea image restoration contents program development through image restoration case. It is revitalize that the study in digital image restoration technical prepare the ground for passing high-qualities cultural legacy by restoring classical film. We think the development of korea image restoration software will strengthen the basis to the new creation industry of high value-added in the global cultural prosperity industry.

A Study on Animation Cubic Character Modelling Based on Plasticity (조형성을 바탕으로 한 애니메이션 입체 캐릭터 모델링 연구)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.6
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    • pp.116-131
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    • 2002
  • Character plays an important role not merely in animation but also in the modern image industry. From this perspective a new academic approach to and an analysis of character seems of much significance. With this in view this study carried out an elucidation of the basic factors and concept of plasticity for the creation of animation character on the basis of animation structural elements. Furthermore, an inquiry was conducted into fundamental requirements and factors of animation characters, human anatomy serving as the basis of forms for animation character modelling, the characteristics and techniques for creating animation cubic character, and then suggested a method of creation. In this process it was revealed that integral cubic character was applied to diverse animations, that character of high density was prerequisite for the creation of creative and effective animations, and that cubic character plasticity played a catalytic role in activation popular sympathy and the character industry.

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A study on the Tradition of Meaning and Express in Contemporary Architecture (현대 건축에 있어서 전통성의 의미와 표현에 관한 연구)

  • Cho, Dong-Jae;Kim, Jong-Young
    • Journal of the Korean Society of Industry Convergence
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    • v.1 no.2
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    • pp.31-40
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    • 1998
  • The aim of this study is to examine the expression of the meaning of tradition and the archetype of korean image in it in order to find out korean image on reflection of the meaning of tradition. The results are as follows. 1) The nature of tradition illuminates the past, and lights up the present. It cannot be a portrait which enable to have a future prospect and also a cornerstone a tutore pave the way for of the better direction. 2) It's meaning like to say that korean style it self is considered as an expression of tradition. But it korean tradition has a tradition course in a dialectical way, new creation will be possible, 3) The social and cultural aspects change as time goes by through the tendency of society and it's culture we can get some imformation about the inner spirit of human being. The inner spirit of human being is the spirit of our nation so that we can get oringinality from the culture of our nation. 4) On the aspect of idea oganic system must be visualized on the basis of scale whichs accustomed to our emotion. 5) We can also find out the growing tendency that architects are willing to express the typological image as spacial arrangement and ideology of the Korean image to their works recently. It can be defined that it is a progressive tendency for the expression of Korean image in contemporary architecture. This study is needed to have move practical and concrete examination in order to approach more ideologically the expression of the sense of tradition.

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A Study on Preference Factors of Body, Self, Costume and Hairstyle Image by Occupation Type

  • Seo, Yun-Kyeong
    • Journal of Fashion Business
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    • v.11 no.6
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    • pp.62-74
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    • 2007
  • This study aims at applying the body image, self-image and costume image, which is completed as harmony of hairstyle according to 14 occupational types to be help at in time of image creation. It made a survey of 5,658 women living in Seoul. The result of response showed that a sandglass type and rectangular type is highest in a form suited to the body image for educational employees, public officials, business employees, service workers, office workers, financial employees, university students who are majoring in beauty), beauty artists and entertainers, and for police officers, housewives, medical service workers, university students who aren't majoring in beauty, respectively, which there is the difference by occupational group. But there is no difference from a point of view that many women of our country are much alike in a form.

Game Sprite Generator Using a Multi Discriminator GAN

  • Hong, Seungjin;Kim, Sookyun;Kang, Shinjin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.8
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    • pp.4255-4269
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    • 2019
  • This paper proposes an image generation method using a Multi Discriminator Generative Adversarial Net (MDGAN) as a next generation 2D game sprite creation technique. The proposed GAN is an Autoencoder-based model that receives three areas of information-color, shape, and animation, and combines them into new images. This model consists of two encoders that extract color and shape from each image, and a decoder that takes all the values of each encoder and generates an animated image. We also suggest an image processing technique during the learning process to remove the noise of the generated images. The resulting images show that 2D sprites in games can be generated by independently learning the three image attributes of shape, color, and animation. The proposed system can increase the productivity of massive 2D image modification work during the game development process. The experimental results demonstrate that our MDGAN can be used for 2D image sprite generation and modification work with little manual cost.

A Study on the Application of Computers to the Development of Humor Image Fashion Design (컴퓨터를 활용한 유머 이미지 패션디자인 개발에 관한 연구)

  • 우세희;최현숙
    • Journal of the Korean Society of Costume
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    • v.53 no.5
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    • pp.65-77
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    • 2003
  • Due to the rapid changes occurring in many aspects of contemporary society, the need for a means to actively combat widespread feelings of emptiness and alienation among the public, while satisfying its visual pleasure, is increasing. Thus the need for humorous elements which bring freedom to the human psyche is urgently requested. Of course, the field of fashion cannot be left out in this trend, and humor image design is a good example of this. Humor image in fashion endeavors to release the tension accumulated in the modern world, while trying to find a way to recover the original pureness of mankind. Another aspect currently important is computers. The creation of images in modern visual art relies a lot upon computers. Traditional visual processes such as painting, photography and video are now merged within digital technology. and are now quite symbiotic to each other. With the development of computers came computer art. which uses all applicable functions of a computer to create art. Any artistic action which uses a computer in any stage of its creation can be called computer art. The common factor in humor and computer art in modern fashion can be classified as follows : repetition, deformation and distortion. exaggeration and abridgement. juxtaposition. and Tromp l'oeil. This study has placed its objective on the fusion of humor image fashion and computer art, by manufacturing a work with humor and computers, two important aspects of modern culture. Expanding the field of fashion design while promoting creativity In fashion by finding a verging point between art and science is also necessary. I have designed and made five costumes using the above cited techniques in computer humor images, on a theoretical basis.

Long Distance Face Recognition System using the Automatic Face Image Creation by Distance (거리별 얼굴영상 자동 생성 방법을 이용한 원거리 얼굴인식 시스템)

  • Moon, Hae Min;Pan, Sung Bum
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.11
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    • pp.137-145
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    • 2014
  • This paper suggests an LDA-based long distance face recognition algorithm for intelligent surveillance system. The existing face recognition algorithm using single distance face image as training images caused a problem that face recognition rate is decreased with increasing distance. The face recognition algorithm using face images by actual distance as training images showed good performance. However, this also causes user inconvenience as it requires the user to move one to five meters in person to acquire face images for initial user registration. In this paper, proposed method is used for training images by using single distance face image to automatically create face images by various distances. The test result showed that the proposed face recognition technique generated better performance by average 16.3% in short distance and 18.0% in long distance than the technique using the existing single distance face image as training. When it was compared with the technique that used face images by distance as training, the performance fell 4.3% on average at a close distance and remained the same at a long distance.