• 제목/요약/키워드: Photo Editing

검색결과 19건 처리시간 0.025초

3차원 수치지도 편집 시스템 개발 (Development of 3D Digital Map Editing System)

  • 이재기;박기석
    • 한국측량학회지
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    • 제25권3호
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    • pp.239-247
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    • 2007
  • 3차원 공간정보구축 사업은 현재 다양하게 진행되고 있으며, 많은 분야에 걸쳐 활용되고 있지만, 3차원 국가기본도로서의 역할을 할 수 있는 3차원 수치지도에 관한 연구는 미비한 실정이다. 따라서 본 연구에서는 기존 2차원 수치지도 제작의 원시자료인 도화원도의 문제점을 분석하고, 3차원 수치지도 제작을 위한 도화원도의 수정 및 활용방안을 제시하였으며, 도화원도, 수치지도, DEM, 항공영상 등의 2차원 벡터 및 래스터 자료로부터 3차원 수치지도를 제작 및 편집할 수 있는 3차원 수치지도 편집 시스템을 개발하는데 그 목적이 있다. 본 시스템은 ISO/TC211과 OGC의 표준안인 기하 및 속성객체의 자료구조를 수용하여 설계하였으며, 입체시 기반의 3차원 입체(stereo 3D) 편집기능, 투영 기반의 3차원 뷰(2.5D) 편집 기능 및 3차원 공간연산자에 대해 설계 구현 하였다. 또한 본 연구에서 개발된 3차원 수치지도 편집시스템을 활용하여 기존에 제작된 도화원도를 이용한 3차원 수치지도의 제작과 기존 도화원도를 수정 편집하여 3차원 수치지도를 제작하였으며, 각각의 적용 결과에 대하여 비교 분석하였다.

3D Segmentation for High-Resolution Image Datasets Using a Commercial Editing Tool in the IoT Environment

  • Kwon, Koojoo;Shin, Byeong-Seok
    • Journal of Information Processing Systems
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    • 제13권5호
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    • pp.1126-1134
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    • 2017
  • A variety of medical service applications in the field of the Internet of Things (IoT) are being studied. Segmentation is important to identify meaningful regions in images and is also required in 3D images. Previous methods have been based on gray value and shape. The Visible Korean dataset consists of serially sectioned high-resolution color images. Unlike computed tomography or magnetic resonance images, automatic segmentation of color images is difficult because detecting an object's boundaries in colored images is very difficult compared to grayscale images. Therefore, skilled anatomists usually segment color images manually or semi-automatically. We present an out-of-core 3D segmentation method for large-scale image datasets. Our method can segment significant regions in the coronal and sagittal planes, as well as the axial plane, to produce a 3D image. Our system verifies the result interactively with a multi-planar reconstruction view and a 3D view. Our system can be used to train unskilled anatomists and medical students. It is also possible for a skilled anatomist to segment an image remotely since it is difficult to transfer such large amounts of data.

넌-포토리얼리스틱(Non-Photorealistic) 렌더링 애니메이션의 시각 효과 기법 - 단편 애니메이션 Paperman을 중심으로 (A Study on the Visual Effects of Non-Photorealistic Rendering Animation focusing on 'Paperman,' a Short Animation)

  • 박성원
    • 만화애니메이션 연구
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    • 통권40호
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    • pp.139-155
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    • 2015
  • 애니메이션은 포스트 프러덕션 과정에 의해 애초의 기획한 시각적 연출 의도에 맞게 완성된다. 특히나, 3D애니메이션 제작에 있어서 기획의도에 적합한 다양한 시각적 표현 기법은 렌더링, 쉐이딩 등에 의해 연출된다. 따라서 이러한 시각적 효과를 어떤 방식으로 제작할 것인지에 관한 연구는 애니메이션이 출현된 이후 계속적으로 진행 되고 있다. 이 중에서도 최근 애니메이션에서 자주 등장하는 렌더링 방식은 3D로 제작하였지만 2D애니메이션의 느낌을 살린 효과이다. 3D 애니메이션은 이미지를 시각화하는 렌더링 방식에 따라 사실적으로 표현되는 포토리얼리스틱 렌더링(Photorealistic RENDERING)과 사진적 리얼리즘에서 벗어나 셀애니메이션의 경험적 감성의 화면 효과를 살린 비사실적 렌더링(NON-PHOTOREALISTIC RENDERING)으로 구분되는데 이는 2D애니메이션의 시각적 효과를 살린 렌더링 방식은 비사실적, 즉 넌-포토리얼리스틱 렌더링 방식으로 제작된 것이다. 이렇게 제작된 애니메이션은 공간과 애니메이팅에 있어서 3D애니메이션의 공간, 움직임 표현의 깊이를 보유하면서도 친화적인 아날로그 느낌의 화면을 연출할 수 있기에 많이 제작되고 있는 포스트 프러덕션 효과이다. 따라서 본 연구에서는 3D그래픽스 기법 중 넌-포토리얼리스틱(Non-photo Rendering)의 범주에 속하는 카툰렌더링(Cartoon Rendering)기법으로 제작된 디즈니의 대표적인 단편애니메이션 Paperman을 중심으로 기법적 방식을 분석하고 카툰렌더링으로 표현된 씬의 시각적 전달 효과를 분석하여 기획의도에 표현한 합성작업 과정을 살펴보도록 한다. 이어 넌-포토리얼리스틱(Non-photo Rendering)의 범주와 장르가 다양해 지고 있는 추세에 맞춰 그래픽적 표현 한계를 뛰어넘어 보다 효율적이고 다양한 표현방식 후반 기법들이 연구되길 바란다.

Video UGC 제작 동기와 행위 과정에 관한 이해: 구현의도이론 (Theory of Implementation Intentions)의 적용을 중심으로 (Understanding User Motivations and Behavioral Process in Creating Video UGC: Focus on Theory of Implementation Intentions)

  • 김형진;송세민;이호근
    • Asia pacific journal of information systems
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    • 제19권4호
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    • pp.125-148
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    • 2009
  • UGC(User Generated Contents) is emerging as the center of e-business in the web 2.0 era. The trend reflects changing roles of users in production and consumption of contents on websites and helps us to understand new strategies of websites such as web portals and social network websites. Nowadays, we consume contents created by other non-professional users for both utilitarian (e.g., knowledge) and hedonic values (e.g., fun). Also, contents produced by ourselves (e.g., photo, video) are posted on websites so that our friends, family, and even the public can consume those contents. This means that non-professionals, who used to be passive audience in the past, are now creating contents and share their UGCs with others in the Web. Accessible media, tools, and applications have also reduced difficulty and complexity in the process of creating contents. Realizing that users create plenty of materials which are very interesting to other people, media companies (i.e., web portals and social networking websites) are adjusting their strategies and business models accordingly. Increased demand of UGC may lead to website visits which are the source of benefits from advertising. Therefore, they put more efforts into making their websites open platforms where UGCs can be created and shared among users without technical and methodological difficulties. Many websites have increasingly adopted new technologies such as RSS and openAPI. Some have even changed the structure of web pages so that UGC can be seen several times to more visitors. This mainstream of UGCs on websites indicates that acquiring more UGCs and supporting participating users have become important things to media companies. Although those companies need to understand why general users have shown increasing interest in creating and posting contents and what is important to them in the process of productions, few research results exist in this area to address these issues. Also, behavioral process in creating video UGCs has not been explored enough for the public to fully understand it. With a solid theoretical background (i.e., theory of implementation intentions), parts of our proposed research model mirror the process of user behaviors in creating video contents, which consist of intention to upload, intention to edit, edit, and upload. In addition, in order to explain how those behavioral intentions are developed, we investigated influences of antecedents from three motivational perspectives (i.e., intrinsic, editing software-oriented, and website's network effect-oriented). First, from the intrinsic motivation perspective, we studied the roles of self-expression, enjoyment, and social attention in forming intention to edit with preferred editing software or in forming intention to upload video contents to preferred websites. Second, we explored the roles of editing software for non-professionals to edit video contents, in terms of how it makes production process easier and how it is useful in the process. Finally, from the website characteristic-oriented perspective, we investigated the role of a website's network externality as an antecedent of users' intention to upload to preferred websites. The rationale is that posting UGCs on websites are basically social-oriented behaviors; thus, users prefer a website with the high level of network externality for contents uploading. This study adopted a longitudinal research design; we emailed recipients twice with different questionnaires. Guided by invitation email including a link to web survey page, respondents answered most of questions except edit and upload at the first survey. They were asked to provide information about UGC editing software they mainly used and preferred website to upload edited contents, and then asked to answer related questions. For example, before answering questions regarding network externality, they individually had to declare the name of the website to which they would be willing to upload. At the end of the first survey, we asked if they agreed to participate in the corresponding survey in a month. During twenty days, 333 complete responses were gathered in the first survey. One month later, we emailed those recipients to ask for participation in the second survey. 185 of the 333 recipients (about 56 percentages) answered in the second survey. Personalized questionnaires were provided for them to remind the names of editing software and website that they reported in the first survey. They answered the degree of editing with the software and the degree of uploading video contents to the website for the past one month. To all recipients of the two surveys, exchange tickets for books (about 5,000~10,000 Korean Won) were provided according to the frequency of participations. PLS analysis shows that user behaviors in creating video contents are well explained by the theory of implementation intentions. In fact, intention to upload significantly influences intention to edit in the process of accomplishing the goal behavior, upload. These relationships show the behavioral process that has been unclear in users' creating video contents for uploading and also highlight important roles of editing in the process. Regarding the intrinsic motivations, the results illustrated that users are likely to edit their own video contents in order to express their own intrinsic traits such as thoughts and feelings. Also, their intention to upload contents in preferred website is formed because they want to attract much attention from others through contents reflecting themselves. This result well corresponds to the roles of the website characteristic, namely, network externality. Based on the PLS results, the network effect of a website has significant influence on users' intention to upload to the preferred website. This indicates that users with social attention motivations are likely to upload their video UGCs to a website whose network size is big enough to realize their motivations easily. Finally, regarding editing software characteristic-oriented motivations, making exclusively-provided editing software more user-friendly (i.e., easy of use, usefulness) plays an important role in leading to users' intention to edit. Our research contributes to both academic scholars and professionals. For researchers, our results show that the theory of implementation intentions is well applied to the video UGC context and very useful to explain the relationship between implementation intentions and goal behaviors. With the theory, this study theoretically and empirically confirmed that editing is a different and important behavior from uploading behavior, and we tested the behavioral process of ordinary users in creating video UGCs, focusing on significant motivational factors in each step. In addition, parts of our research model are also rooted in the solid theoretical background such as the technology acceptance model and the theory of network externality to explain the effects of UGC-related motivations. For practitioners, our results suggest that media companies need to restructure their websites so that users' needs for social interaction through UGC (e.g., self-expression, social attention) are well met. Also, we emphasize strategic importance of the network size of websites in leading non-professionals to upload video contents to the websites. Those websites need to find a way to utilize the network effects for acquiring more UGCs. Finally, we suggest that some ways to improve editing software be considered as a way to increase edit behavior which is a very important process leading to UGC uploading.

소프트웨어공학적 방법론을 고려한 소설 네트워크 서비스의 그룹 관리용 어플리케이션의 설계 및 구현 (Design and Implementation of a Effective Group Manager Application)

  • 이상곤
    • 한국정보전자통신기술학회논문지
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    • 제6권2호
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    • pp.119-133
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    • 2013
  • 본 논문에서는 그룹 전용으로 사용하기 위한 소셜 네트워크 서비스(SNS)를 제안한다. 본 논문의 시스템 개발을 위해 그룹 서비스, 채팅, 위치 추적, 전송 기능, 그림 그리기와 편집 기능, 사진첩 관리 기능, 파일 전송 기능 등을 구현하고 전체 모듈을 결합하여 안드로이드용 그룹 관리 어플리케이션 시스템을 설계하였다.

HTML5 기반의 웹 사진 편집 시스템 (Web Photo Editing System Based on HTML5)

  • 김창영;장원석;권순각
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2012년도 추계학술대회
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    • pp.230-232
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    • 2012
  • 스마트폰, 테블릿 PC 등의 발달로 개인 휴대 단말기 시대가 활성화되고 있다. 이에 따라 모든 웹 브라우져에서 웹 문서를 제작하기 위한 HTML5가 웹 및 앱 연동 표준으로 대두되고 있다. 따라서 본 논문에서는 카메라가 장착된 개인 휴대 단말기에서 촬영하고 소유하고 있는 사진을 불러와서 원하는 형태로 편집하고 웹 및 앱 스토어에서 개인의 앨범 형태로 제작 가능한 시스템을 개발하여 구현한다. 이를 통하여 사진의 주문 프로세스 개선 및 컨텐츠 보강, 카메라 이벤트 효과 증대 등이 기대된다.

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Reliability of External Ear Measurements Obtained by Direct, Photocopier Scanning and Photo Anthropometry

  • Liu, Bor-Shong;Tseng, Hsien-Yu;Chia, Tung-Chung
    • Industrial Engineering and Management Systems
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    • 제9권1호
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    • pp.20-27
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    • 2010
  • The purpose of this study was to compare the consistency of external ear measurements obtained by electronic digital caliper, photocopier scanning and digital photographic methods. Photogrammetric measurements were made after image editing software was used to optimize the brightness, contrast, size and image clarity. The CorelDRAW dimension tool was used to create a dimension line that measured the vertical and horizontal length between any two landmarks. Results of repeated measures analysis of variance revealed no significant differences in length and width of the pinna between the three methods. The reliability of the three measurement techniques showed a high degree of consistency. Further study and efforts could be extended to measurement hands, foots and facial dimensions by present techniques.

Fast Detection of Forgery Image using Discrete Cosine Transform Four Step Search Algorithm

  • Shin, Yong-Dal;Cho, Yong-Suk
    • 한국멀티미디어학회논문지
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    • 제22권5호
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    • pp.527-534
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    • 2019
  • Recently, Photo editing softwares such as digital cameras, Paintshop Pro, and Photoshop digital can create counterfeit images easily. Various techniques for detection of tamper images or forgery images have been proposed in the literature. A form of digital forgery is copy-move image forgery. Copy-move is one of the forgeries and is used wherever you need to cover a part of the image to add or remove information. Copy-move image forgery refers to copying a specific area of an image itself and pasting it into another area of the same image. The purpose of copy-move image forgery detection is to detect the same or very similar region image within the original image. In this paper, we proposed fast detection of forgery image using four step search based on discrete cosine transform and a four step search algorithm using discrete cosine transform (FSSDCT). The computational complexity of our algorithm reduced 34.23 % than conventional DCT three step search algorithm (DCTTSS).

휴대폰의 CFA 패턴특성을 이용한 사진 위변조 탐지 (Automatic Detection of Forgery in Cell phone Images using Analysis of CFA Pattern Characteristics in Imaging Sensor)

  • 심재연;김성환
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2010년도 추계학술발표대회
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    • pp.1118-1121
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    • 2010
  • With the advent of cell phone digital cameras, and sophisticated photo editing software, digital images can be easily manipulated and altered. Although good forgeries may leave no visual clues of having been tampered with, they may, nevertheless, alter the underlying statistics of an image. Most digital camera equipped in cell phones employ a single image sensor in conjunction with a color filter array (CFA), and then interpolates the missing color samples to obtain a three channel color image. This interpolation introduces specific correlations which are likely to be destroyed when tampering with an image. We quantify the specific correlations introduced by CFA interpolation, and describe how these correlations, or lack thereof, can be automatically detected in any portion of an image. We show the efficacy of this approach in revealing traces of digital tampering in lossless and lossy compressed color images interpolated with several different CFA algorithms in test cell phones.

모션그래픽스의 시간구성에 관한 연구 (A Study on Time-Composition in Motiongraphics)

  • 서계숙
    • 디자인학연구
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    • 제16권3호
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    • pp.263-272
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    • 2003
  • 모션그래픽스는 짧은 영화가 아니며 디자인 특유의 커뮤니케이션방식을 갖는다. 그래픽디자인에서 공간구성이 필요한 것처럼 모션그래픽스에서는 시간구성이 요구된다. 이미 1920년대 독일 바우하우스의 예술가들은 추상에니메이션을 위한 계획안에서 시간구성을 시도한 바 있다. 같은 시대에 러시아의 몽타주영화에서는 서로 이질적인 이미지들을 연속적으로 충돌시킴으로써 새로운 의미를 발생시키는 움직이는 이미지 구성이 시도되었다. 오늘날 디지털 시대를 맞이하여 모션그래픽스에서는 동영상, 사진, 일러스트레이션, 타이포 등 다양한 요소들이 구성(Composition)된다. 몽타주영화에서 편집이 이미지들을 시간의 막대에 한 줄로 늘어놓는 1차원적인 구성이라면 오늘날 모션그래픽스에서 편집은 수많은 레이어(Layer)를 통해 여러 요소들을 복합적으로 구성하는 특징을 갖는다. 모션그래픽스에서 시간구성을 위해서는 시나리오나 스토리 보오드 이외에 시간구조를 짜고 시각적인 리듬을 만드는 일이 필요하다. 시간구성은 음악에서 작곡과 같은 원리를 갖는다. 추상애니메이션이나 몽타주영화의 시간구성이 간단한 단음의 멜로디라면 모션그래픽스에서 시간구성은 여러 개의 음이 한꺼번에 울리는 교향악과 같다. 다양한 구성요소들이 각기 다른 속도로 동시에 전개되는 것이다.

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