• 제목/요약/키워드: character image

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애니메이션 캐릭터를 활용한 Intellectual Property 사례 연구 (A Case Study of Intellectual Property Rights Using Animation Characters)

  • 강천천;정진헌
    • 디지털융복합연구
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    • 제20권2호
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    • pp.361-366
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    • 2022
  • 최근 융합 미디어의 발전에 따라 디지털 애니메이션 산업은 Intellectual Property(지식 재산) 캐릭터를 중심으로 다양한 산업분야에서 많은 콘텐츠를 개발하였다. 광고 및 홍보물 뿐 아니라 Intellectual Property 디지털 애니메이션도 마니아층의 지지와 사랑을 받았다. 우수한 Intellectual Property 캐릭터 이미지가 상업적으로 큰 경제 수익을 창출한다는 통계도 있다. 본 연구는 일본, 미국, 중국의 세 개 대표적인 Intellectual Property 애니메이션 사례를 선택하여 각각 Intellectual Property 애니메이션 캐릭터 이미지 재활용 및 시대적 기술과 문화예술 스타일을 결합해 전통문화 IP 캐릭터를 현대적 캐릭터 디자인으로 재구성하는 두 측면에서 분석하였다. 본 논문 연구를 통해 캐릭터 이미지 활용 방식에 따라 IP 애니메이션의 확장 가능성을 알 수 있었다. 디지털 애니메이션 제작 시 Intellectual Property에 대한 중요성을 인지하고 캐릭터 개발 시 참고 자료가 되기를 기대한다.

다양한 배경에서 히스토그램과 한글의 구조적 특징을 이용한 문자 검출 방법 (Hangeul detection method based on histogram and character structure in natural image)

  • 표성국;박영수;이강성;이상훈
    • 한국융합학회논문지
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    • 제10권3호
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    • pp.15-22
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    • 2019
  • 본 논문에서는 자음과 모음이 분리되어 검출되는 한글의 문제점을 해결하기 위해 히스토그램과 자음, 모음 문자의 구조적 특징을 이용한 한글 검출 방법을 제안하였다. 제안하는 방법은 한글 검출 과정에서 불필요한 잡음을 제거하기 위해 DoG(Difference of Gaussian)을 이용하여 배경을 제거하였다. 배경이 제거된 이미지에서 누적 히스토그램을 사용하여 위해 이진화 이미지로 변환하였다. 그 후 수평 누적 히스토그램을 사용하여 문자열 위치를 찾고, 찾은 문자열 이미지에서 수직히스토그램을 사용하여 문자 결합을 진행하였다. 하지만 '가', '라' '귀' 와 같이 자음 모음이 수평으로 존재하는 단어는 하나의 문자로 결합이 어렵기 때문에 문자의 구조적 특징을 이용하여 결합하였다. 본 실험에서는 다양한 배경을 가진 알파벳으로 구성된 이미지, 한글로 구성된 이미지, 알파벳과 한글이 혼합된 이미지를 가지고 실험하였다. 제안하는 방법은 K-means와 MSER 문자 검출 방법이랑 비교했을 때 알파벳 검출률은 2%정도 낮지만 한글이 포함된 문자 검출 방면에서는 90.6%로 약 5% 높은 검출률을 보였다.

Best Combination of Binarization Methods for License Plate Character Segmentation

  • Yoon, Youngwoo;Ban, Kyu-Dae;Yoon, Hosub;Lee, Jaeyeon;Kim, Jaehong
    • ETRI Journal
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    • 제35권3호
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    • pp.491-500
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    • 2013
  • A connected component analysis from a binary image is a popular character segmentation method but occasionally fails to segment the characters owing to image noise and uneven illumination. A multimethod binarization scheme that incorporates two or more binary images is a novel solution, but selection of binarization methods has never been analyzed before. This paper reveals the best combination of binarization methods and parameters and presents an in-depth analysis of the multimethod binarization scheme for better character segmentation. We carry out an extensive quantitative evaluation, which shows a significant improvement over conventional single-method binarization methods. Experiment results of six binarization methods and their combinations with different test images are presented.

당대(唐代) 무사 원형을 이용한 롤플레잉 게임 캐릭터 디자인 연구 (A study on RPG game character Design using Tang Dynasty Warrior cultural Prototype)

  • 이사상;이동훈
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2008년도 춘계 종합학술대회 논문집
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    • pp.685-688
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    • 2008
  • 당시대 무사의 이미지를 기초로 하여 그 조형 요소를 연구한다. 공통점을 분석하여 당시대 무사 조형 요소와 게임 캐릭터 디자인의 특성을 결합시켜 중국 온라인 게임에서 요구하는 새로운 게임 캐릭터 디자인의 이론적 근거를 제안한다.

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Recognition of the Printed English Sentence by Using Japanese Puzzle

  • Sohn, Young-Sun
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제8권3호
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    • pp.225-230
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    • 2008
  • In this paper we embody a system that recognizes printed alphabet, numeral figures and symbols written on the keyboard for the recognition of English sentences. The image of the printed sentences is inputted and binarized, and the characters are separated by using histogram method that is the same as the existing character recognition method. During the abstraction of the individual characters, we classify one group that has not numerical information by the projection of the vertical center of the character. In case of another group that has the longer width than the height, we assort them by normalizing the width. The other group normalizes the height of the images. With the reverse application of the basic principle of the Japanese Puzzle to a normalized character image, the proposed system classifies and recognizes the printed numeral figures, symbols and characters, consequently we meet with good result.

문자인식을 위한 에지검출 알고리즘에 관한 연구 (A Study on Edge Detection Algorithm for Character Recognition)

  • 이창영;황용연;김남호
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2014년도 추계학술대회
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    • pp.792-794
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    • 2014
  • 문자인식은 문서 및 자동차 번호판 등의 문자정보를 얻는 영상처리 기술이며, 이를 위하여 에지를 검출하는 방법이 주로 사용되고 있다. 기존의 에지검출 방법은 대부분 영상에 가중치 마스크를 적용하는 방법이며, 영상의 전체 영역에 동일한 마스크를 적용하므로 처리결과가 다소 미흡하다. 따라서 본 논문은 문자인식에 적합하도록 화소의 분포 및 위치를 고려한 가중치 마스크를 적용하여 에지검출 알고리즘을 제안하였다.

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Comparative Analysis of AI Painting Using [Midjourney] and [Stable Diffusion] - A Case Study on Character Drawing -

  • Pingjian Jie;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.403-408
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    • 2023
  • The widespread discussion of AI-generated content, fueled by the emergence of consumer applications like ChatGPT and Midjourney, has attracted significant attention. Among various AI applications, AI painting has gained popularity due to its mature technology, user-friendly nature, and excellent output quality, resulting in a rapid growth in user numbers. Midjourney and Stable Diffusion are two of the most widely used AI painting tools by users. In this study, the author adopts a perspective that represents the general public and utilizes case studies and comparative analysis to summarize the distinctive features and differences between Midjourney and Stable Diffusion in the context of AI character illustration. The aim is to provide informative material forthose interested in AI painting and lay a solid foundation for further in-depth research on AI-generated content. The research findings indicate that both software can generate excellent character images but with distinct features.

인상학에 근거한 성격분장에 관한 연구 (A Study on Character Make-up Based on Impressiology)

  • 이미애;김용선
    • 한국패션뷰티학회지
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    • 제3권2호
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    • pp.1-11
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    • 2005
  • This study is focusing on typicalized character make-up of TV Drama characters. The purpose of this study is to analyze the interconnections of its images and impressiology concretely, and then reflect on an application approach of impressiology. The aim of make-up lies in not only helping actors to visualize their own external qualities, appropriate the quality of a play, but also audience and spectators to be immersed in the concrete fact of i character person. Impressiology will be a data to give the understanding and sympathy of make-up work. I would like to utilize character make-up based on impressiology for creative and effective make-up techniques, and make it a typicalized character. Also I will examine the horizon of a new make-up technique through character development according to the demandes of the times. As a result of this study, we find that expression method of characteristic character generalized representatively is the common quality of impressiologistc image. Also we see that such a impressioiogistic image is useful for the fundamental basis of character expression method.

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MMORPG 디아블로 III 캐릭터 의상에 나타난 미메시스 특성 (A Study on the Mimesis Type of the Costume in MMORPG Diablo 3)

  • 유선아;고현진
    • 복식
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    • 제64권3호
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    • pp.126-141
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    • 2014
  • The purpose of this study is to analyze the specific mimesis types of common character costumes in MMORPGs, which have stories that are very similar in structure to ancient myths and fantasy novels. As the subject of the research I have selected "Diablo 3" created by the American video game developer, Blizzard Entertainment Images of 5 characters, for both genders - Barbarian, Witch Doctor, Monk, Demon hunter, Wizard - were compiled for a total of 10 images, and these images were compared to popular archetypes in mythology, religion and literature. analyzed them separately according to the mimesis type. For this study, Articles and books containing the Aesthetics, Mimesis and Digital culture were researched in order to study the costume features and the Mimesis types and compare them to the costumes in the MMORPG. Firstly, the character Barbarian is a successor of the barbarian character of the previous product. The outfit worn by the game figure is based on the common images expressed in the movie . The makers created an analogous-imitation mimesis by replicating the image in an exaggerated and grand form. Second, the character Witch Doctor derived its motif from the Voodoo cult, and was expressed in analogous-imitation mimesis, using the very shades and patterns used in real life. Third, the character Monk, blending the image of a priest in Eastern Europe and images of its oriental counterparts, was expressed in transposition-diversion mimesis. Fourth, the Demon Hunter took the source of its inspiration from the image of a Witch hunter in the medieval times. The game character has a sharper sleeker figure than its model, and uses more acute shapes and darker gloomier colors expressed in an analogous-imitation mimesis. Finally, the character Magician took a formless character and expressed it in transposition-diversion mimesis taking as its basis some fantasy novels.