• Title/Summary/Keyword: Realistic Style

Search Result 129, Processing Time 0.022 seconds

Impossible Drawing Using a Loop of Layered Depth Images (계층적 깊이 영상의 고리형 맞물림을 이용한 비현실적 그림 생성)

  • Lee, Yun-Jin;Kim, Jun-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.7
    • /
    • pp.102-109
    • /
    • 2009
  • In this paper, we present an algorithm which generates the impossible drawings after the manner of M.C. Escher. A class of the impossible drawings, focused on this paper, depicts the non-realistic configuration such that an ascent (or a descent) looks like keeping on permanently with a height-deceptive loop. We analyze the fact that the ascending direction in the non-realistic illustrations comes not from the physical heights of the objects but from the artist's intended forwarding direction about the loop, which does not have any physical sense of depths. The basic idea to support such impossible drawings is to use a loop of layered depth images (LDIs), where several LDIs are arranged along with the forwarding direction of the loop while having the physically constant heights. The height-deception between two adjacent objects comes from the layer values in the LDIs. In this paper, we propose a NPR system which can manipulate a shape of the loop and layer values of the LDIs and demonstrate several impossible drawings results generated by using our system.

Types of Virtual Reality-based Safety Education Contents (가상현실 기반 안전교육 콘텐츠 유형 연구)

  • Chang, Sun-Hee;Chang, Hyo-Jin;Kim, Sung-Hoon
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.1
    • /
    • pp.434-445
    • /
    • 2021
  • With the development of realistic content technology and related infrastructure, interest in the use of virtual reality content is growing. Accordingly, in the field of safety education, more and more cases of producing virtual reality-based safety education (VR safety education) contents such as experiencing disaster situations realistically by supplementing the shortcomings of existing lecture-style education. This study looked at the characteristics and effects of VR safety education compared to the existing safety education, and analyzed 104 VR safety education contents produced and disclosed to date into nine classifications based on content and form. Based on the degree of relevance between items and the two axes of 'interactionability' and 'vividness of the environment', VR safety education contents could be categorized into three types: tangible lecture type, simulation type, and game type. Through this study, we hope to contribute to the planning and production of quality VR safety education contents by considering the purpose of safety education and the characteristics of types with the expected effects.

A Development of NURBS-Based Pre and Post Processor for Structural Analysis of Free-Shaped Beam (자유형상 보요소 해석을 위한 NURBS기반의 전·후처리 모듈 개발)

  • Jung, Sung-Jin;Park, Se-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.16 no.10
    • /
    • pp.6673-6678
    • /
    • 2015
  • Recently, the free form buildings are constructed frequently. Exterior and interior components of these buildings have the free cross-section and a curved shape. So, There are many usages of classical finite element having tapered section and free-style shape. Some general commercial applications like ETABS, SAP2000, MIDAS are usually used for the safety evaluation of the free form structures. However, there are some limits in the accuracy of structural analysis and the length of analysis time because a very complicated finite element mesh have to be used. Therefore, In this study, a pre and post program module was developed to take advantage of general 3-D curved beam element which has a free-style curved shape and mathematical backgrounds. Pre-post processing module has been developed in this study was developed to control the curvature of the curved members by the NURBS control points. As a result, fast geometric modeling than was possible commercial applications. In addition, realistic depiction of the shape and behavior patterns were possible because of the free-form building allows visual check of the free form.

A Study on the Characteristics of Fashion Illustration in the Fashion Industry (패션 산업에서 활용된 패션 일러스트레이션의 표현 특성)

  • Lee, Eun Jin;Choi, Yoo Jin;Kim, Jung Sook
    • Journal of the Korean Society of Costume
    • /
    • v.63 no.5
    • /
    • pp.72-86
    • /
    • 2013
  • This research aims to analyze the expressive characteristics of the fashion illustration in various fashion products such as clothing, accessories, other fashion products, and magazine advertisements. Targeting 223 items of products that had adjoined fashion illustration from 2000 to 2008, which had been collected through from magazines and web sites using the fashion illustration expression categorization (expression technique drawing style, body expression, expression image, attaching method to product) based on the theoretical background and the general trends by products. In frequency analysis results, painting technique and graphic technique were of great importance in the expression technique, and shading drawing and contour drawing were of great importance over all product groups for the drawing style. In body expression, exaggerative expression was the highest; simple expression and realistic expression were of great importance over all product groups relatively. In particular, there was a very distinct difference by fashion products in expression image. Humor image has the most importance in fashion clothing and fashion accessories. Casual image is the most important in magazine advertisements, and feminine image is the most important for other fashion products. Lastly, in attaching method to products, finished goods printings made up the largest proportion over all products. In fashion clothing, textile printings was the highest in proportions. Stitch in fashion accessory, the original form of commodity in other fashion products. This study will become a very valuable source in fashion products development using fashion illustrations.

과학고등학교 학생들의 수학불안감소와 수학성취도 향상을 위한 인지/행동 훈련의 효과

  • 김보경;조성희;이군현
    • Journal of Gifted/Talented Education
    • /
    • v.7 no.1
    • /
    • pp.31-50
    • /
    • 1997
  • 'I'his study investigated students' attitude toward mathematics. and how behavior/cognitive training affects level of math anxietv and level of math achievement. Subjects were all the freshmen attending Taejon Science High School, and they were given Mathematics Attitudes Scale and Attributional Style Questionnaire prior to and post training sessions. Twenty out of 84 freshmen voluntarily participated in nine sessions of training program. Participants were asked to do self-evaluation. Math achievement was measured prior to and post training. and was compared between two groups. Training program utilized behavior/cognitive approach. such as understanding one's feeling through muscle relaxation, breathing and meditation; modifying negative attributional style; imitating effective cognitive strategies for math problem solving, and so on. 'I'he result shows that students' math confidence in general was relatively low out of expectation, a nd they perceived teachers not supporting their math abilities :IS much as expected. On the other hand, students in general had strong math achievelment needs, and considered math utility very high. Sex difference was seen in the attitude toward female math abilities, to result that female students had more positive perception than male students. Female students of 'I'aejon Science High School seem free from conventional idea about female abilities including theirs. Participants' ~attitude change was compared with non-participants. and participants showed statistically significant change in their math confidence, and also in their math achievement. Participants had much higher math confidence and ~achievement than non-participants. And, they showed increased level of perceiving teachers' expectation. more realistic in needs, and more involvement in math. Math achievement was found positively related to math confidence, and participants' math achievement change was explained by their belief in math utility. Not only training program effect hut also participants' voluntary involvement and teacher\ulcorner' support of the program and participation seem to increase their math achievement. Based upon the result of study it was suggested that behavior-/cognitive training program be provided along with academic curricula for gifted students of Korea to help their emotional and psychological development enhance the efficacy of their cognitive learning.

  • PDF

Types and Characteristics of South Korean Crossover Picturebooks

  • Ko, Seonju
    • Child Studies in Asia-Pacific Contexts
    • /
    • v.6 no.1
    • /
    • pp.31-46
    • /
    • 2016
  • This study explored types and characteristics of South Korean crossover picturebooks that are enjoyed across generations. Participants included three publishers, six critics, six illustrators and three picturebook researchers, and focused on 92 South Korean recommended picturebooks published from 1995 to 2014 as the research material for this study. The majority of Korean crossover picturebook type was story, followed by information and art. There were few wordless books. Common themes of the story picturebooks were contemplation, traditional culture, social changes (such as immigration and redevelopment), reminiscence, social relations, loss and death, family problems, and social incidents. Classic essays and novels were revised for picturebooks as were famous poems originally written for grown-ups. Informational books were about traditions in music, architecture, furniture and special occasions like wedding and ceremonies. The style of the drawings were precise and realistic. Some drawings were done by brush and Chinese ink on hanji (traditional Korean paper) or silk. Some books featured Korean calligraphy as well, enabling adult readers to also appreciate the beauty and delicacy of the books. Art books and wordless books were quite rare and exhibited a playful tone. Adults alone were not presumed to be the primary reading audience of the picture books. Implications were made for picturebook marketing in a society such as South Korea, where the elderly population is rapidly increasing. Various forms of art books and parodies were also welcome. One conclusion of the study was that more experimental and innovative works would be encouraging for the development of South Korean crossover picturebooks.

Chracteristics of Cosplay Costume (코스프레 코스튬의 특성)

  • Cho, Hyun-Jin;Cho, Woo-Hyun
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.8 no.2
    • /
    • pp.109-123
    • /
    • 2006
  • Cosplay is compound of 'costume' and 'play' and teenagerses disguise equally with populace star or cartoon master who like and it is typical culture of character generation as play that imitate to dress and hair style, gestures. Type of cosplay costume get devided as following according to cosplay object. Animation cosplay costume represent person who appear in cartoon and animation equally. Fan cosplay costume imitates entertainer or celebrity. Game cosplay costume represent character of internet on-line Same. Movie cosplay costume is more realistic than animation or game Character as that imitate moviestar. Character cosplay costume is used by commerce purpose brand or event. Characteristics that appeared commonly in types of cosplay costume are as following. First, cosplay costume is consisted of peculiar mechanism that cosplayer perform series progress such as work selection, design development, manufacture, production, acting alone in aspect of Performance costume. Second, according to cosplay object, degree of representation became different. Character is stronger, because the characteristic is emphasized, tendency that degree of reproduction becomes low showed. Third, cosplayer's distiction appeared according to material selection, design development method and analysis.

  • PDF

Vector-based Face Generation using Montage and Shading Method (몽타주 기법과 음영합성 기법을 이용한 벡터기반 얼굴 생성)

  • 박연출;오해석
    • Journal of KIISE:Software and Applications
    • /
    • v.31 no.6
    • /
    • pp.817-828
    • /
    • 2004
  • In this paper, we propose vector-based face generation system that uses montage and shading method and preserves designer(artist)'s style. Proposed system generates character's face similar to human face automatically using facial features that extracted from a photograph. In addition, unlike previous face generation system that uses contours, we propose the system is based on color and composes face from facial features and shade extracted from a photograph. Thus, it has advantages that can make more realistic face similar to human face. Since this system is vector-based, the generated character's face has no size limit and constraint. Therefore it is available to transform the shape freely and to apply various facial expressions to 2D face. Moreover, it has distinctiveness with another approaches in point that can keep artist's impression just as it is in result.

Subjectivity on Childbearing in High School Students (고등학생의 자녀출산에 대한 주관성)

  • Baek, Kyoung Ah;Kwon, Hye Jin;Ryu, Seung Hee
    • Women's Health Nursing
    • /
    • v.19 no.1
    • /
    • pp.36-47
    • /
    • 2013
  • Purpose: This study was to explore subjectivity on childbearing in high school students. Methods: A Q-methodology which provides a method of analyzing the subjectivity of each type was used. Forty-three high school students classified 40 selected Q-statements into 9 points standard. The obtained data were analyzed by using the pc-QUANL program. Results: High school students' subjectivity on childbearing were analyzed into two types: Type 1 turned out to be 'FOLS (family oriented life style)' and Type 2 'CINK (couple important no kid)'. Conclusion: In order to resolve such problems as low birth rate and the advanced age of the population, effective youth and adult programs, policy and institution are required. The current demographic, economic and other factors such as personal values and policies may lower birth rate. In particular, youths' need for children and birth rate tend to be lower. There are positive and negative patterns in high school students' subjectivity on childbearing. Thus, national and social efforts are needed to change negative factors into positive ones. In order to maintain positive subjectivity on childbearing in high school students, it is necessary to apply family-centered educational programs and to implement birth-friendly and realistic programs for promoting child birth.

Research on Disney's 3D Animation 's Style, Layout Pipeline, and Camer a Capture System

  • Paik, Jiwon;Kim, Cheeyong
    • Journal of Korea Multimedia Society
    • /
    • v.16 no.11
    • /
    • pp.1348-1356
    • /
    • 2013
  • Disney Animation has showed not only artistic excellence but also technological innovations through a lot of animation films that they released. Especially with the unique concept that free-willed game characters dive into different worlds of games in animation film, received both critical and commercial acclaim for its stunning visuals and outstanding CG (computer graphics) effects. The purpose of this study is to analyze different styles of game worlds, Disney's layout pipeline, and in-house camera capture system used in . This paper analyzes that three game worlds in this film such as Fix-It Felix Jr., Sugar Rush, and Hero's Duty express different styles by using appropriate character animation and camera movements. Especially Hero's Duty game which new in-house camera capture system is extensively used maximizes unseen visuals by perfectly making realistic and believable game world. Disney's newly developed in-house camera capture system, which is used in this film for the first time, allows real camera's motion and shake and real-time camera's movement and correction within animation set. Result of this study proves that this system improves directing of feature animation and enhance efficiency of the layout department's production process. Therefore, it contributes to a great extent to development of animation films' business.