• Title/Summary/Keyword: Realistic Expression

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A Study on the Characteristics of the Expressive Language of Contemporary Chinese Realistic Watercolour Painting

  • Xia Quan
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.241-252
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    • 2023
  • Watercolour painting was introduced to China over a hundred years ago, and in the last two decades, it has developed rapidly, presenting a situation of diversified development. While Western-style watercolour painting has been adopted by Chinese painters, they have also expanded on it with their own aesthetic awareness and cognitive styles. As a result, Chinese watercolour painting has developed a set of expressive techniques that highlight the cultural characteristics of the nation in terms of aesthetics, concepts and techniques, resulting in a painting style with a distinctive national personality at present. Although Chinese watercolour painting has taken on a variety of styles with the intervention of modern and contemporary art, realistic watercolour painting is still the mainstream. However, there are obvious differences between the "realism" of Chinese watercolour painting and the "realism" of Western watercolour painting in terms of expression. The most distinctive feature is the "imagery" language of expression, which is closely linked to the cultural heritage of Chinese tradition and is of great value for research. I interpret the aesthetics, composition, colour and brushwork of Chinese realistic watercolour painting from the perspective of traditional Chinese aesthetics in order to deepen the understanding of Chinese realistic watercolour painting and to provide a reference for the further development of the art of Chinese realistic watercolour painting.

Facial Expression Explorer for Realistic Character Animation

  • Ko, Hee-Dong;Park, Moon-Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.16.1-164
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    • 1998
  • This paper describes Facial Expression Explorer to search for the components of a facial expression and to map the expression to other expressionless figures like a robot, frog, teapot, rabbit and others. In general, it is a time-consuming and laborious job to create a facial expression manually, especially when the facial expression must personify a well-known public figure or an actor. In order to extract a blending ratio from facial images automatically, the Facial Expression Explorer uses Networked Genetic Algorithm(NGA) which is a fast method for the convergence by GA. The blending ratio is often used to create facial expressions through shape blending methods by animators. With the Facial Expression Explorer a realistic facial expression can be modeled more efficiently.

Synthesis of Realistic Facial Expression using a Nonlinear Model for Skin Color Change (비선형 피부색 변화 모델을 이용한 실감적인 표정 합성)

  • Lee Jeong-Ho;Park Hyun;Moon Young-Shik
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.3 s.309
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    • pp.67-75
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    • 2006
  • Facial expressions exhibit not only facial feature motions, but also subtle changes in illumination and appearance. Since it is difficult to generate realistic facial expressions by using only geometric deformations, detailed features such as textures should also be deformed to achieve more realistic expression. The existing methods such as the expression ratio image have drawbacks, in that detailed changes of complexion by lighting can not be generated properly. In this paper, we propose a nonlinear model for skin color change and a model-based synthesis method for facial expression that can apply realistic expression details under different lighting conditions. The proposed method is composed of the following three steps; automatic extraction of facial features using active appearance model and geometric deformation of expression using warping, generation of facial expression using a model for nonlinear skin color change, and synthesis of original face with generated expression using a blending ratio that is computed by the Euclidean distance transform. Experimental results show that the proposed method generate realistic facial expressions under various lighting conditions.

An Exploratory Study on the Realistic Expression of Characters (캐릭터의 사실적 표현에 대한 탐색적 연구)

  • Luyuxin, Luyuxin;Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.126-127
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    • 2018
  • Whether it is an online game or a stand alone game, research will ultimately never stop to increase the degree of realistic expression of visual effects. Recently, realistic characters are appearing in games. Particularly, due to the development of virtual reality technology, RPG games with simulation-based realistic images are becoming popular. The player can experience the story of the game in the game and experience difficulty level by level. As other players, teammates, or enemy characters appear as realistic characters, and the episode of the game expands, the importance of realistic game characters is growing so that they can play more. Adding a realistic game character to a game based on a classic movie character gives the player a more realistic and interesting visual experience. The purpose of this study is to investigate the effect of realistic character style on the fun and visual effects of games.

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The Expression of Metonymy in Fashion Illustration (패션 일러스트레이션의 환유적 표현방법)

  • 최정화
    • Journal of the Korean Society of Clothing and Textiles
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    • v.28 no.11
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    • pp.1415-1425
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    • 2004
  • The purpose of this study was to analyze a theoretical frame of expressional area, the characteristics and the effects which is applied to fashion illustration by metonymic theory. The theoretical frame of expressional area was analyzed by category analysis and 150 fashion illustrations from 1900 to 1999 were analyzed by contents analysis. The results of this study were as follows: The expressions of metonymy were categorized by close-up, realistic expression, omission, borrowing of past style, simplification and deconstruction. First, close-up was presented as emphasis of small part of fashion by cutting the scenes, snapshot, emphasis, etc. Second, realistic expression was presented as description of related circumstance with fashion message through perspective and realistic description of circumstance related to figures. Third, omission was presented as seeking of essential core by removing color, pattern, texture or by omitting body and as emphasis of communication about dominant fashion message. Fourth, borrowing of past style was presented as reminding us of background of the past. Fifth, simplification was presented as using of form or color to alleviate tension of object and to restore the essential reality. Sixth, deconstruction was presented as fragmenting of image, flattening of body and clothing, weakness of form, and strength of color. In conclusion, metonymy made by experience system of thinking based on the reality, have extended expressional territory in pre-existing fashion illustration. And these ways not only will provide fashion image as illustrator's subjective intention and theoretical system of expression of message, but also will be useful way to strengthen communication for easier interpretation of fashion illustration.

Image-based Realistic Facial Expression Animation

  • Yang, Hyun-S.;Han, Tae-Woo;Lee, Ju-Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.133-140
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    • 1999
  • In this paper, we propose a method of image-based three-dimensional modeling for realistic facial expression. In the proposed method, real human facial images are used to deform a generic three-dimensional mesh model and the deformed model is animated to generate facial expression animation. First, we take several pictures of the same person from several view angles. Then we project a three-dimensional face model onto the plane of each facial image and match the projected model with each image. The results are combined to generate a deformed three-dimensional model. We use the feature-based image metamorphosis to match the projected models with images. We then create a synthetic image from the two-dimensional images of a specific person's face. This synthetic image is texture-mapped to the cylindrical projection of the three-dimensional model. We also propose a muscle-based animation technique to generate realistic facial expression animations. This method facilitates the control of the animation. lastly, we show the animation results of the six represenative facial expressions.

Surface Model and Scattering Analysis for Realistic Game Character

  • Kim, Seongdong;Lee, Myounjae
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.109-116
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    • 2021
  • In this paper, we considered that recently 3D game characters have been almost alike realistic expression because of a great mathematical computation and efficient techniques on GPU hardware. We presented the rendering technique and analysis for 3D game characters to simulate and render mathematical approach model from recent researches to perform the game engine for the surface reflection of lighting model. We compare our approach with the existing variant rendering techniques here using Open GL shader language on game engine. The experimental result will be provided the view-dependent visual appearance of variant and effective modeling characters for realistic expression using existing methods on the GPU for effective simulations and rendering process. Since there are many operations that are used redundantly while performing mathematical operations, the necessary functions and requirements have been to compute in advance.

The Effects of Fashion Influencers' Body Types on Self-Expression, Self-Representation Intentions, and Recommendation Intentions - Focusing on the Mediating Effect of Familiarity - (패션 인플루언서의 체형이 자기표현 및 자기제시의도, 인플루언서 추천의도에 미치는 영향 - 친근감의 매개 역할을 중심으로 -)

  • Lee, Heeyun;Lee, Ha Kyung;Choo, Ho Jung
    • Fashion & Textile Research Journal
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    • v.23 no.2
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    • pp.200-211
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    • 2021
  • This study examines the effects of fashion influencers' body types (realistic versus ideal body types) on self-expression, self-representation, and recommendation intentions, as mediated by familiarity toward influencers. Although fashion influencers lead to a positive consumer response compared to traditional advertisements, previous research on the effects of fashion influencers on consumers is limited. Thus, this study tests the role of consumers' socio-psychological aspects in understanding how and why fashion influencers affect consumers' behavioral intentions associated with self-expression, self-representation, and influencer recommendation. A total of 180 women in their 20s and 30s participated in the survey. The responses were collected after showing them stimuli featuring fashion influencers with either ideal or realistic body shapes. The data were analyzed using SPSS18.0 for descriptive statistics, and AMOS 18.0 for confirmatory factor analysis and structural equation modeling. The results showed that participants who were shown realistic body types perceived familiarity, which generated positive effects on self-expression, self-representation, and recommendation intentions. Hence, the effects of influencers' body types on recommendation intention are mediated by familiarity. Self-expression and self-representation intentions also increase influencer recommendation intention. Comparatively, participants who were shown ideal body types only induced higher self-representation intention, which increased their recommendation intention. The current findings can help fashion marketers select the appropriate influencers who fit their target customers as promotional models, as well as to induce changes in consumers' behavioral intention.

A Comparative Study on the Decorative Pattern for the Traditional Costume in South and North Korea - Focus on Women Dress Since in the Middle 1990s - (남북한 전통의상에 사용된 장식문양에 관한 비교 연구 - 1990년대 중반이후 여성 한복을 중심으로 -)

  • Chung, Hye-Gyung
    • Fashion & Textile Research Journal
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    • v.8 no.6
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    • pp.627-633
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    • 2006
  • This study examined the kinds, expression, techniques and arrangement of patterns for the traditional women's costume from 1995 to 2002 in North Korea. And the results were compared with South Korean. Conclusions are as follows : In the kinds of patterns the natural plant patterns were much more frequently used in North Korea. These tendency was same to South Korea. And the geometric patterns were more frequently used in South Korea. According to frequency in the expression of patterns, it was the realistic, geometric, stylized shape in North Korea. To the contrary it was the stylized, geometric, realistic shape in South Korea. In terms of decorative techniques, not only the traditional embroidery, gold leaf, multicolored stripes, but also modern collages, painting, beads, applique, flounce, ruffle were used in North Korea. Modern techniques were found comparatively a lot in North Korea, traditional techniques were found comparatively a lot in South Korea. In terms of arrangement of patterns, the modern arrangement was much more frequently used. And localized type of modern arrangement was found comparatively a lot in South and North Korea. Therefore traditional beauty was generally expressed by natural patterns, realistic shape and modern beauty was generally expressed by modern techniques and arrangement of patterns in North Korea.

Realistic individual 3D face modeling (사실적인 3D 얼굴 모델링 시스템)

  • Kim, Sang-Hoon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.8
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    • pp.1187-1193
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    • 2013
  • In this paper, we present realistic 3D head modeling and facial expression systems. For 3D head modeling, we perform generic model fitting to make individual head shape and texture mapping. To calculate the deformation function in the generic model fitting, we determine correspondence between individual heads and the generic model. Then, we reconstruct the feature points to 3D with simultaneously captured images from calibrated stereo camera. For texture mapping, we project the fitted generic model to image and map the texture in the predefined triangle mesh to generic model. To prevent extracting the wrong texture, we propose a simple method using a modified interpolation function. For generating 3D facial expression, we use the vector muscle based algorithm. For more realistic facial expression, we add the deformation of the skin according to the jaw rotation to basic vector muscle model and apply mass spring model. Finally, several 3D facial expression results are shown at the end of the paper.