• 제목/요약/키워드: Realistic Expression

검색결과 215건 처리시간 0.021초

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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    • 제11권1호
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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
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 1998년도 Proceedings of International Workshop on Advanced Image Technology
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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.

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

  • 이정호;박현;문영식
    • 전자공학회논문지CI
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    • 제43권3호
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    • pp.67-75
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    • 2006
  • 얼굴의 표정은 얼굴의 구성요소같은 기하학적 정보와 조명이나 주름 같은 세부적인 정보들로 표현된다. 얼굴 표정은 기하학적 변형만으로는 실감적인 표정을 생성하기 힘들기 때문에 기하학적 변형과 더불어 텍스처 같은 세부적인 정보도 함께 변형해야만 실감적인 표현을 할 수 있다. 표정비율이미지 (Expression Ratio Image)같은 얼굴 텍스처의 세부적인 정보를 변형하기 위한 기존 방법들은 조명에 따른 피부색의 변화를 정확히 표현할 수 없는 단점이 있다. 따라서 본 논문에서는 이러한 문제를 해결하기 위해 서로 다른 조명 조건에서도 실감적인 표정 텍스처 정보를 적용할 수 있는 비선형 피부색 모델 기반의 표정 합성방법을 제안한다. 제안된 방법은 동적 외양 모델을 이용한 자동적인 얼굴 특징 추출과 와핑을 통한 표정 변형 단계, 비선형 피부색 변화 모델을 이용한 표정 생성 단계, 유클리디 거리 변환 (Euclidean Distance Transform)에 의해 계산된 혼합 비율을 사용한 원본 얼굴 영상과 생성된 표정의 합성 등 총 3 단계로 구성된다. 실험결과는 제안된 방법이 다양한 조명조건에서도 자연스럽고 실감적인 표정을 표현한다는 것을 보인다.

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

  • 루위신;송승근
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2018년도 추계학술대회
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    • pp.126-127
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    • 2018
  • 온라인 게임이든 스탠드 얼론 게임이든 궁극적으로 시각 효과에 대한 사실적 표현의 정도를 높이기 위한 연구는 결코 멈추지 않을 것이다. 최근 현실적으로 표현된 캐릭터가 게임 속에 자주 등장하고 있다. 특히 가상현실 기술의 발달로 인해 시뮬레이션 기반의 현실적인 이미지를 갖춘 RPG 게임이 선풍적인 인기를 끌고 있다. 플레이어는 게임에서 게임의 이야기를 경험하고 각 레벨별 난이도를 경험 할 수 있다. 다른 플레이어, 팀원, 또는 적 캐릭터들이 현실적인 캐릭터로 등장하며 게임의 에피소드가 확장되면서 더 많은 플레이를 할 수 있도록 사실적인 게임 캐릭터의 중요성이 높아지고 있다. 고전적인 영화 캐릭터를 기반으로 현실적인 게임 캐릭터를 게임에 추가하면 플레이어가보다 사실적이고 흥미로운 시각 경험을 얻을 수 있다. 본 연구는 사실적인 캐릭터 스타일이 게임의 재미와 시각효과에 어떠한 영항을 미칠지에 대한 탐색적 연구를 하고자 한다.

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

  • 최정화
    • 한국의류학회지
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    • 제28권11호
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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
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 1999년도 KOBA 방송기술 워크샵 KOBA Broadcasting Technology Workshop
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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
    • 한국게임학회 논문지
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    • 제21권4호
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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.

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

  • 이희윤;이하경;추호정
    • 한국의류산업학회지
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    • 제23권2호
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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.

남북한 전통의상에 사용된 장식문양에 관한 비교 연구 - 1990년대 중반이후 여성 한복을 중심으로 - (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 -)

  • 정혜경
    • 한국의류산업학회지
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    • 제8권6호
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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.

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

  • 김상훈
    • 한국전자통신학회논문지
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    • 제8권8호
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    • pp.1187-1193
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    • 2013
  • 본 논문은 사실적인 3D 얼굴 모델링과 얼굴 표정 생성 시스템을 제안한다. 사실적인 3D 얼굴 모델링 기법에서 개별적인 3D 얼굴 모양과 텍스쳐 맵을 만들기 위해 Generic Model Fitting 기법을 적용하였다. Generic Model Fitting에서 Deformation Function을 계산하기 위해 개별적인 얼굴과 Generic Model 사이의 대응점을 결정하였다. 그 후, Calibrated Stereo Camera로부터 캡쳐 된 영상들로부터 특징점을 3D로 복원하였다. 텍스쳐 매핑을 위해 Fitted된 Generic Model을 영상으로 Projection하였고 사전에 정의된 Triangle Mesh에서 텍스쳐를 Generic Model에 매핑 하였다. 잘못된 텍스쳐 매핑을 방지하기 위해, Modified Interpolation Function을 사용한 간단한 방법을 제안하였다. 3D 얼굴 표정을 생성하기 위해 Vector Muscle기반 알고리즘을 사용하고, 보다 사실적인 표정 생성을 위해 Deformation 과 vector muscle 기반의 턱 rotation을 적용하였다.