• Title/Summary/Keyword: Image Process

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Study for making movie poster applied Augmented Reality (증강현실 영화포스터 제작연구)

  • Lee, Ki Ho
    • Cartoon and Animation Studies
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    • s.48
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    • pp.359-383
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    • 2017
  • 3,000 years ago, since the first poster of humanity appeared in Egypt, the invention of printing technique and the development of civilization have accelerated the poster production technology. In keeping with this, the expression of poster has also been developed as an attempt to express artistic sensibility in a simple arrangement of characters, and now it has become an art form that has become a domain of professional designers. However, the technological development in the expression of poster is keep staying in two-dimensional, and is dependent on printing only that it is irrelevant to the change of ICT environment based on modern multimedia. Especially, among the many kinds of posters, the style of movie posters, which are the only objects for video, are still printed on paper, and many attempts have been made so far, but the movie industry still does not consider ICT integration at all. This study started with the feature that the object of the movie poster dealt with the video and attempted to introduce the augmented reality to apply the dynamic image of the movie to the static poster. In the graduation work of the media design major of a university in Korea, the poster of each works for promoting the visual work of the students was designed and printed in the form of a commercial film poster. Among them, 6 artworks that are considered to be suitable for augmented reality were selected and augmented reality was introduced and exhibited. Content that appears matched to the poster through the mobile device is reproduced on a poster of a scene of the video, but the text informations of the original poster are kept as they are, so that is able to build a moving poster looked like a wanted from the movie "Harry Potter". In order to produce this augmented reality poster, we applied augmented reality to posters of existing commercial films produced in two different formats, and found a way to increase the characteristics of AR contents. Through this, we were able to understand poster design suitable for AR representation, and technical expression for stable operation of augmented reality can be summarized in the matching process of augmented reality contents production.

True Orthoimage Generation from LiDAR Intensity Using Deep Learning (딥러닝에 의한 라이다 반사강도로부터 엄밀정사영상 생성)

  • Shin, Young Ha;Hyung, Sung Woong;Lee, Dong-Cheon
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.38 no.4
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    • pp.363-373
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    • 2020
  • During last decades numerous studies generating orthoimage have been carried out. Traditional methods require exterior orientation parameters of aerial images and precise 3D object modeling data and DTM (Digital Terrain Model) to detect and recover occlusion areas. Furthermore, it is challenging task to automate the complicated process. In this paper, we proposed a new concept of true orthoimage generation using DL (Deep Learning). DL is rapidly used in wide range of fields. In particular, GAN (Generative Adversarial Network) is one of the DL models for various tasks in imaging processing and computer vision. The generator tries to produce results similar to the real images, while discriminator judges fake and real images until the results are satisfied. Such mutually adversarial mechanism improves quality of the results. Experiments were performed using GAN-based Pix2Pix model by utilizing IR (Infrared) orthoimages, intensity from LiDAR data provided by the German Society for Photogrammetry, Remote Sensing and Geoinformation (DGPF) through the ISPRS (International Society for Photogrammetry and Remote Sensing). Two approaches were implemented: (1) One-step training with intensity data and high resolution orthoimages, (2) Recursive training with intensity data and color-coded low resolution intensity images for progressive enhancement of the results. Two methods provided similar quality based on FID (Fréchet Inception Distance) measures. However, if quality of the input data is close to the target image, better results could be obtained by increasing epoch. This paper is an early experimental study for feasibility of DL-based true orthoimage generation and further improvement would be necessary.

A New Bias Scheduling Method for Improving Both Classification Performance and Precision on the Classification and Regression Problems (분류 및 회귀문제에서의 분류 성능과 정확도를 동시에 향상시키기 위한 새로운 바이어스 스케줄링 방법)

  • Kim Eun-Mi;Park Seong-Mi;Kim Kwang-Hee;Lee Bae-Ho
    • Journal of KIISE:Software and Applications
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    • v.32 no.11
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    • pp.1021-1028
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    • 2005
  • The general solution for classification and regression problems can be found by matching and modifying matrices with the information in real world and then these matrices are teaming in neural networks. This paper treats primary space as a real world, and dual space that Primary space matches matrices using kernel. In practical study, there are two kinds of problems, complete system which can get an answer using inverse matrix and ill-posed system or singular system which cannot get an answer directly from inverse of the given matrix. Further more the problems are often given by the latter condition; therefore, it is necessary to find regularization parameter to change ill-posed or singular problems into complete system. This paper compares each performance under both classification and regression problems among GCV, L-Curve, which are well known for getting regularization parameter, and kernel methods. Both GCV and L-Curve have excellent performance to get regularization parameters, and the performances are similar although they show little bit different results from the different condition of problems. However, these methods are two-step solution because both have to calculate the regularization parameters to solve given problems, and then those problems can be applied to other solving methods. Compared with UV and L-Curve, kernel methods are one-step solution which is simultaneously teaming a regularization parameter within the teaming process of pattern weights. This paper also suggests dynamic momentum which is leaning under the limited proportional condition between learning epoch and the performance of given problems to increase performance and precision for regularization. Finally, this paper shows the results that suggested solution can get better or equivalent results compared with GCV and L-Curve through the experiments using Iris data which are used to consider standard data in classification, Gaussian data which are typical data for singular system, and Shaw data which is an one-dimension image restoration problems.

An Analysis of the Visual Characteristics and Preference Factors of Traditional Landscape of Rivers in Kangnam Region of China - With a Case of River in Zhouzhuang, Jiangsu Province of China - (중국 강남 전통 수향(水鄕) 하천 경관의 시각적 특성 및 선호요인 분석 - 중국 강수성 주장(周莊) 하천경관을 중심으로 -)

  • Kim, Dong-Chan;Song, Mei-Jie
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.28 no.3
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    • pp.122-130
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    • 2010
  • The Study takes the rivers in Zhouzhuang - traditional Chinese Kangnam watery landscape as the object. The purpose of this study is to grasp the relationships between visual characteristics and the preference. The following is the research process: Firstly, the theoretical study of Zhouzhuang, the traditional Kangnam region in China, is conducted, the watery landscape is taken pictures, and 22 photos are selected. Secondly, in order to grasp the visual preference and landscape characteristics of the watery landscape in Zhouzhuang, 22 pictures and 25 pairs of adjectives are adopted for the questionnaire survey. Thirdly, in order to have a better understanding on the physical properties and effects of physical quantity on the preference, the occupation ratios of buildings and sculptures, natural elements, footpaths, bank revetments and other landscape elements are calculated, and the mean analysis, dispersion analysis and regression analysis are conducted. In order to grasp the landscape characteristics and preference factors, 25 pairs of adjectives are used to conduct the factor analysis. In order to grasp the effects of characteristics of visual factors on the preference, the dispersion analysis and regression analysis are carried out. The results are as follows: From the results of the landscape preference analysis, in the No.22 photo with the top preference, 11 pairs of adjectives, namely, "harmonious-disharmonious", "beautiful-ugly", "rural-urban", "soft-rough", "stable-instable", "romantic-realistic", "cheerful-gloomy", "brilliant-simple", "natural-artificial", "familiar-strange", and "clean-dirty" have positive effects on watery landscape. It can be viewed as the relatively important factor in the visual preference. In terms of the results of visual physical quantity analysis of traditional Chinese Kangnam watery landscape, the landscape with high occupation ratio of buildings and sculptures has positive effects on visual preference. The results of analysis of visual physical quantity and preference show that the preference degree increases as the occupation ratio of footpath area increases. The analysis results of visual characteristics of traditional Chinese Kangnam watery landscape identify four factors, namely psychological factor, cultural factor, condition factor and physical factor. It can be concluded from the results of analysis of the relationships between visual preference and visual characteristics that the return coefficient B of the psychological factor is +0.936. It can significantly affect the watery landscape, so it can be identified as the most important factor among the visual preference factors of Chinese Kangnam watery landscape.

Validation of the Proximity of Clothing to Self Scale for Older Persons (의복의 자아 근접성 척도 검증 - 노년층을 대상으로 -)

  • Lee, Young-A;Sontag, M. Suzanne
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.6 s.165
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    • pp.848-858
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    • 2007
  • Sontag and Lee (2004) recently developed an objectively measurable instrument, the Proximity of Clothing to Self(PCS) Scale, which measured the psychological closeness of clothing to self. They validated a 4-factor, 24-item PCS Scale for use with adolescents and identified the need for confirmation of the factor structure with other age groups. This paper extends the work of Sontag and Lee by employing the PCS Scale with older persons, age 65 and over, and reports the validation of a 3-factor, 19-item PCS Scale for older persons. A mail survey was sent to a national random sample of 1,700 older Persons by means of a list purchased from a U.S. survey sampling company in late November 2004. Total usuable number of respondents was 250 with an adjusted response rate of 15.6 percent. Three analytical rounds of confirmatory factor analysis(CFA) to test the construct validity of the PCS Scale were conducted by using AMOS 5.0(Analysis of Moment Structures), one of several structural equation modeling(SEM) programs. Completion of three rounds of the CFA resulted in a 3-factor, 19-item PCS Scale with demonstrated construct validity and reliability for older persons. The three PCS dimensions are clothing in relation to 1) self as structure-process(PCS Dimension 1-2-3 combined), 2) self-esteem-evaluative and affective processes(PCS Dimension 4-5 combined), and 3) body image and body cathexis(PCS Dimension 6). The initially hypothesized 6-factor scale(Sontag & Lee, 2004) was not confirmed for adolescents in their study nor with older persons in this study. In addition, the 4-factor solution for the adolescent group did not hold for older persons. It appears that the self-system of older persons is more integrated than may be true for younger individuals. Recommendations for future testing of construct validity of the PCS Scale are made.

A Study on the Artistic Techniques of the Chinese Early Cartoons -Focusing on Lian Huan Hua(連環畵) and - (중국 초기 만화 예술기법 연구 - 연환화 작품 <산향거변>과 <백모녀>를 중심으로-)

  • Lurenjing, Lurenjing
    • Cartoon and Animation Studies
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    • s.39
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    • pp.451-472
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    • 2015
  • Lian Huan Hua(連環畵) has occurred in the history of China Cartoon was initially developed as a unique literary style of Chinese painting and narrative combined. Also Lian Huan Hua are also tend to form once the fusion 1920s was also a very creative fashion cartoon style. This is also referred to as chain cartoon. In 1950-1960, China 's Lian Huan Hua also mature a 'golden age' legal group reaches to indicate the unique formal features developed independently. This work is a dramatic expression of Lian Huan Hua narrative, shows a more realistic representation techniques and art forms such as portraiture is a very big breakthrough was achieved artistic maturity of the work increased significantly. by He You Zhi(賀友直) and by Hau San Chuan(華三川) is a masterpiece of artistry and maturity in the period leading side. Chapter 2 looked at the origin and development of Chinese Lian Huan Hua, it was seen by the fact that China achieved new progress in Lian Huan Hua upset every time the combination of content and form, In addition, the work of 1950-1960 in the development process of China's Lian Huan Hua confirmed the fact that they won the biggest achievement in artistry and maturity surface. Therefore, Chapter 3 how 'golden age' masterpiece of and the dramatic narrative of expression by analyzing a specific angle in the multifaceted image of the , realistic portraiture, such as the acquisition of Chinese concrete artistry Lian Huan Hua I want to show. Analysis of the figures depicting nature, landscape screens. consisted of highlights and background and techniques of utilization, production methods. The purpose of this research work is to identify two conditions of great Lian Huan Hua through analysis of concrete work and painting techniques such as framing and directing the Lian Huan Hua's artistic achievements is to investigate the influence of China in the early comics. These two works are focused on a realistic view of life and put out was to create a more effective representation of information it attempts to pass a new production techniques and will have the significance. Also completed was a new style absorbed throughout the aesthetic advantages are compelling own personality writers of Eastern and Western paintings are remarkable in that its performance. But the difference in the two works represent all types and painting techniques has a the mood of common China's lives.

A Study of Sound Expression in Webtoon (웹툰의 사운드 표현에 관한 연구)

  • Mok, Hae Jung
    • Cartoon and Animation Studies
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    • s.36
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    • pp.469-491
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    • 2014
  • Webtoon has developed the method that makes it possible to express sound visually. Also we can also hear sound in webtoon through the development of web technology. It is natural that we analyze the sound that we can hear, but we can also analyze the sound that we can not hear. This study is based on 'dual code' in cognitive psychology. Cartoonists can make visual expression on the basis of auditive impression and memory, and readers can recall the sound through the process of memory and memory-retrieval. This study analyzes both audible sound and inaudable sound. Concise analysis owes the method to film sound theory. Three main factor, Volume, pitch, and tone are recognized by frequency in acoustics. On the other hand they are expressed by the thickness and site of line and image of sound source. The visual expression of in screen sound and off screen sound is related to the frame of comics. Generally the outside of frame means off sound, but some off sound is in the frame. In addition, horror comics use much sound for the effect of genre like horror film. When analyzing comics sound using this kinds of the method film sound analysis, we can find that webtoon has developed creative expression method comparing with simple ones of early comics. Especially arranging frames and expressing sound following and vertical moving are new ones in webtoon. Also types and arrangement of frame has been varied. BGM is the first in using audible sound and recently BGM composed mixing sound effect is being used. In addition, the program which makes it possible for readers to hear sound according to scroll moving. Especially horror genre raise the genre effects using this technology. Various methods of visualizing sound are being created, and the change shows that webtoon could be the model of convergence in contents.

A Study on a Quantified Structure Simulation Technique for Product Design Based on Augmented Reality (제품 디자인을 위한 증강현실 기반 정량구조 시뮬레이션 기법에 대한 연구)

  • Lee, Woo-Hun
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.85-94
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    • 2005
  • Most of product designers use 3D CAD system as a inevitable design tool nowadays and many new products are developed through a concurrent engineering process. However, it is very difficult for novice designers to get the sense of reality from modeling objects shown in the computer screens. Such a intangibility problem comes from the lack of haptic interactions and contextual information about the real space because designers tend to do 3D modeling works only in a virtual space of 3D CAD system. To address this problem, this research investigate the possibility of a interactive quantified structure simulation for product design using AR(augmented reality) which can register a 3D CAD modeling object on the real space. We built a quantified structure simulation system based on AR and conducted a series of experiments to measure how accurately human perceive and adjust the size of virtual objects under varied experimental conditions in the AR environment. The experiment participants adjusted a virtual cube to a reference real cube within 1.3% relative error(5.3% relative StDev). The results gave the strong evidence that the participants can perceive the size of a virtual object very accurately. Furthermore, we found that it is easier to perceive the size of a virtual object in the condition of presenting plenty of real reference objects than few reference objects, and using LCD panel than HMD. We tried to apply the simulation system to identify preference characteristics for the appearance design of a home-service robot as a case study which explores the potential application of the system. There were significant variances in participants' preferred characteristics about robot appearance and that was supposed to come from the lack of typicality of robot image. Then, several characteristic groups were segmented by duster analysis. On the other hand, it was interesting finding that participants have significantly different preference characteristics between robot with arm and armless robot and there was a very strong correlation between the height of robot and arm length as a human body.

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Estimation of Rice-Planted Area using Landsat TM Imagery in Dangjin-gun area (Landsat TM 화상을 이용한 당진군 일원의 논면적 추정)

  • 홍석영;임상규;이규성;조인상;김길웅
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.3 no.1
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    • pp.5-15
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    • 2001
  • For estimating paddy field area with Landsat TM images, two dates, May 31, 1991 (transplanting stage) and August 19, 1991 (heading stage) were selected by the data analysis of digital numbers considering rice cropping calendar. Four different estimating methods (1) rule-based classification method, (2) supervised classification(maximum likelihood), (3) unsupervised classification (ISODATA, No. of class:15), (4) unsupervised classification (ISODATA, No. of class:20) were examined. Paddy field area was estimated to 7291.19 ha by non-classification method. In comparison with topographical map (1:25,000), accuracy far paddy field area was 92%. A new image stacked by 10 layers, Landsat TM band 3,4,5, RVI, and wetness in May 31,1991 and August 19,1991 was made to estimate paddy field area by both supervised and unsupervised classification method. Paddy field was classified to 9100.98 ha by supervised classification. Error matrix showed 97.2% overall accuracy far training samples. Accuracy compared with topographical map was 95%. Unsupervised classifications by ISODATA using principal axis. Paddy field area by two different classification number of criteria were 6663.60 ha and 5704.56 ha and accuracy compared with topographical map was 87% and 82%. Irrespective of the estimating methods, paddy fields were discriminated very well by using two-date Landsat TM images in May 31,1991 (transplanting stage) and August 19,1991 (heading stage). Among estimation methods, rule-based classification method was the easiest to analyze and fast to process.

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Designing Mobile Framework for Intelligent Personalized Marketing Service in Interactive Exhibition Space (인터랙티브 전시 환경에서 개인화 마케팅 서비스를 위한 모바일 프레임워크 설계)

  • Bae, Jong-Hwan;Sho, Su-Hwan;Choi, Lee-Kwon
    • Journal of Intelligence and Information Systems
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    • v.18 no.1
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    • pp.59-69
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    • 2012
  • As exhibition industry, which is a part of 17 new growth engines of the government, is related to other industries such as tourism, transportation and financial industries. So it has a significant ripple effect on other industries. Exhibition is a knowledge-intensive, eco-friendly and high value-added Industry. Over 13,000 exhibitions are held every year around the world which contributes to getting foreign currency. Exhibition industry is closely related with culture and tourism and could be utilized as local and national development strategies and improve national brand image as well. Many countries try various efforts to invigorate exhibition industry by arranging related laws and support system. In Korea, more than 200 exhibitions are being held every year, but only 2~3 exhibitions are hosted with over 400 exhibitors and except these exhibitions most exhibitions have few foreign exhibitors. The main reason of weakness of domestic trade show is that there are no agencies managing exhibitionrelated statistics and there is no specific and reliable evaluation. This might cause impossibility of providing buyer or seller with reliable data, poor growth of exhibitions in terms of quality and thus service quality of trade shows cannot be improved. Hosting a lot of visitors (Public/Buyer/Exhibitor) is very crucial to the development of domestic exhibition industry. In order to attract many visitors, service quality of exhibition and visitor's satisfaction should be enhanced. For this purpose, a variety of real-time customized services through digital media and the services for creating new customers and retaining existing customers should be provided. In addition, by providing visitors with personalized information services they could manage their time and space efficiently avoiding the complexity of exhibition space. Exhibition industry can have competitiveness and industrial foundation through building up exhibition-related statistics, creating new information and enhancing research ability. Therefore, this paper deals with customized service with visitor's smart-phone at the exhibition space and designing mobile framework which enables exhibition devices to interact with other devices. Mobile server framework is composed of three different systems; multi-server interaction, server, client, display device. By making knowledge pool of exhibition environment, the accumulated data for each visitor can be provided as personalized service. In addition, based on the reaction of visitors each of all information is utilized as customized information and so the cyclic chain structure is designed. Multiple interaction server is designed to have functions of event handling, interaction process between exhibition device and visitor's smart-phone and data management. Client is an application processed by visitor's smart-phone and could be driven on a variety of platforms. Client functions as interface representing customized service for individual visitors and event input and output for simultaneous participation. Exhibition device consists of display system to show visitors contents and information, interaction input-output system to receive event from visitors and input toward action and finally the control system to connect above two systems. The proposed mobile framework in this paper provides individual visitors with customized and active services using their information profile and advanced Knowledge. In addition, user participation service is suggested as well by using interaction connection system between server, client, and exhibition devices. Suggested mobile framework is a technology which could be applied to culture industry such as performance, show and exhibition. Thus, this builds up the foundation to improve visitor's participation in exhibition and bring about development of exhibition industry by raising visitor's interest.