• Title/Summary/Keyword: gallery image

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Improvement of Face Recognition Rate by Normalization of Facial Expression (표정 정규화를 통한 얼굴 인식율 개선)

  • Kim, Jin-Ok
    • The KIPS Transactions:PartB
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    • v.15B no.5
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    • pp.477-486
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    • 2008
  • Facial expression, which changes face geometry, usually has an adverse effect on the performance of a face recognition system. To improve the face recognition rate, we propose a normalization method of facial expression to diminish the difference of facial expression between probe and gallery faces. Two approaches are used to facial expression modeling and normalization from single still images using a generic facial muscle model without the need of large image databases. The first approach estimates the geometry parameters of linear muscle models to obtain a biologically inspired model of the facial expression which may be changed intuitively afterwards. The second approach uses RBF(Radial Basis Function) based interpolation and warping to normalize the facial muscle model as unexpressed face according to the given expression. As a preprocessing stage for face recognition, these approach could achieve significantly higher recognition rates than in the un-normalized case based on the eigenface approach, local binary patterns and a grey-scale correlation measure.

Development of Interactive Video Using Real-time Optical Flow and Masking (옵티컬 플로우와 마스킹에 의한 실시간 인터렉티브 비디오 개발)

  • Kim, Tae-Hee
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.98-105
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    • 2011
  • Recent advances in computer technologies support real-time image processing and special effects on personal computers. This paper presents and analyzes a real-time interactive video system. The motivation of this work is to realize an artistic concept that aims at transforming the timeline visual variations in a video of sea water waves into sound in order to provide an audience with an experience of overlapping themselves onto the nature. In practice, the video of sea water waves taken on a beach is processed using an optical flow algorithm in order to extract the information of visual variations between the video frames. This is then masked by the silhouette of an audience and the result is projected on a gallery space. The intensity information is extracted from the resulting video and translated into piano sounds accordingly. This work generates an interactive space realizing the intended concept.

The Cultural Identity Found in Tote Bags as a Cultural Product and the a Development of a Design -Focused on Hanbok Motifs- (문화상품으로서 토트 가방에 나타난 문화정체성과 디자인 개발 -한복의 모티브를 중심으로-)

  • Jung, Dawool;Kim, Tae-Eun;Bang, Haeun;Cho, Sunhyung;Kim, Minja
    • Journal of the Korean Society of Clothing and Textiles
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    • v.38 no.4
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    • pp.506-517
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    • 2014
  • A bag is a daily article carried in one's hand or on one's shoulder for things as well as a fashion item. The functions of a bag were derived to include portability, decorativeness, brand identity, message communicability and cultural identity. Souvenir bags sold at a gallery or a museum are goods to maximize the cultural identity of a bag based on national emblems, exhibitions and characters as design motifs. Based on the typological analysis of souvenir bags showing cultural identity, this study developed a design with a motif of Hanbok from Korean traditional cultural content to develop a tote bag design that reveals Korean cultural identity. Under a traditional Hanbok motif colors, sizes and patterns were reinterpreted in a modern perspective. For such a research purpose, 8 kinds of tote bags were developed. A tote bag design that reflects Korean cultural identity will contribute to raising the potential to develop cultural goods that are modern, popular and differentiated in the global market.

A Study on the Evaluation of Building Exterior Design Applied to Repertory Grid Developmental Method - Focused on Small Exhibition Buildings - (레퍼토리 그리드 발전 수법을 적용한 건축물 외관 디자인 평가에 관한 연구 - 소규모 전시 건축물을 중심으로 -)

  • 윤갑근;정사희;이종영
    • Korean Institute of Interior Design Journal
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    • no.26
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    • pp.26-34
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    • 2001
  • The problems with the small exhibition buildings such a small gallery and art center recently constructed did not make the characteristics of the place specifying and did not form a big flow in the line of urban connection. Also it was deficient in the image like a cultural space because of the commercial aspects of the individual buildings. According to this view, this study is to evaluate the exteriors of the small exhibition buildings that the public prefers on the psychological side as a design theory and then, it is to present the direction of desirable form constitution hereafter. In the design of the small exhibition buildings exterior that the public must prefers, the principles and techniques of constitution that operate are the most initiative as follows. As for the principles of unity in the constitution of the small exhibition buildings exterior that the public prefers, Eigen Value is 7.573 and the explanatory force takes 21.637% at the top and it plays a leading role. In the comparison of the appearance, it shows that it is a factor with the largest specific gravity. The next factors were grouped in good order: the balance, ornamental technique, change, shipping technique, rhythm, harmony, symbolic technique, area technique and adding technique. As a result, in the design of the small exhibition buildings exterior, the architects have to constitute the principles of balance, change, rhythm and harmony by most of the unity and the symbolic technique and form technique by most of the ornamental techniques harmoniously and have to give Identity like exhibition buildings.

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A Study on Building Plan for Smart Guide Services Using Augmented Reality (증강현실을 이용한 스마트 가이드 관람 서비스 구축 방안)

  • Choi, Hun;Yoon, Young-Doo;Choi, Eun-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.11
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    • pp.2723-2728
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    • 2013
  • Due to the popularity of smart phones based on personal propensities and individual lifestyle changes customerized services is increasing interest in the individual. The system for personalized services make a difference in the public institutions, museum of science and history. In particular, museums and art galleries have a common motivation which is sightseeing. Museum for the history and science education a national purpose that is put, unlikely art gallery. Museum of science and History, unlike the theme parks have a combination of entertainment and education as a public institution is a large consensus. In order to achieve this objective, exhibits raise a sufficient commitment to and the exhibits should be described by age. Using augmented reality combined with effective entertainment and education measures, we propose the effective smart guide service strategies for museum.

A Proposal of the Direction of Cultural Welfare Based on ICT: Focusing on Experience Center for Arts and Culture (ICT기반 문화복지의 방향성 제시: 문화예술체험관 중심으로)

  • Lim, Young-June;Lee, Young-Suk
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1567-1576
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    • 2017
  • This study presented the direction of cultural welfare based on ICT. For this purpose, it examined the direction of government policies and the status of cultural welfare services and it analyzed art galleries and museums focusing on experiences of cultural welfare services in a home and abroad. As a result, the museum has many changes depending on the media environment, unlike art gallery. In the age of media 1.0, the audience has experienced in real museums. As time goes by, in the age of media 2.0, the customer has opportunity to experience in virtual museums. It seems that there are many differences factor of a media environment, target (exhibits), accessibility, consumption and information. Finally, this study suggested the environmental change factors of Korean ICT cultural welfare service through this. In the future, it will be necessary to continue research on the possibility of expanding cultural welfare services for cultural enjoyment to the underprivileged.

Development of Semi-Supervised Deep Domain Adaptation Based Face Recognition Using Only a Single Training Sample (단일 훈련 샘플만을 활용하는 준-지도학습 심층 도메인 적응 기반 얼굴인식 기술 개발)

  • Kim, Kyeong Tae;Choi, Jae Young
    • Journal of Korea Multimedia Society
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    • v.25 no.10
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    • pp.1375-1385
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    • 2022
  • In this paper, we propose a semi-supervised domain adaptation solution to deal with practical face recognition (FR) scenarios where a single face image for each target identity (to be recognized) is only available in the training phase. Main goal of the proposed method is to reduce the discrepancy between the target and the source domain face images, which ultimately improves FR performances. The proposed method is based on the Domain Adatation network (DAN) using an MMD loss function to reduce the discrepancy between domains. In order to train more effectively, we develop a novel loss function learning strategy in which MMD loss and cross-entropy loss functions are adopted by using different weights according to the progress of each epoch during the learning. The proposed weight adoptation focuses on the training of the source domain in the initial learning phase to learn facial feature information such as eyes, nose, and mouth. After the initial learning is completed, the resulting feature information is used to training a deep network using the target domain images. To evaluate the effectiveness of the proposed method, FR performances were evaluated with pretrained model trained only with CASIA-webface (source images) and fine-tuned model trained only with FERET's gallery (target images) under the same FR scenarios. The experimental results showed that the proposed semi-supervised domain adaptation can be improved by 24.78% compared to the pre-trained model and 28.42% compared to the fine-tuned model. In addition, the proposed method outperformed other state-of-the-arts domain adaptation approaches by 9.41%.

Study for applying the augmented reality onto postage stamps (우표의 증강현실 적용에 관한 연구)

  • Lee, Ki Ho
    • Cartoon and Animation Studies
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    • s.33
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    • pp.503-529
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    • 2013
  • The commemorative AR postage stamps which are the world first presented at The YEOSU EXPO 2012 has had meaning of communicating with future in this present from a convergence that the most analog medium is using now and that the AR is cutting edge of digital technology. The AR stamps printed 10 kind out of 33 commemorative stamps. These have great significance that is artistic value than that is world first. The applied AR images are not only expressed 3D real images but also artic represented and signifying each stamp images from visualized creativity process, and build 'new art space' that is new concept between on real(analog) and virtual(digital). This study analyzes meaning of images and then makes concept of AR contents design. The processing is designed and considered the meaning of architectures and environments, and the regional specific feature of the Yeosu with surrealistic graphic concept. The 10 of deducted images were expressed after AR coding such as visual arts. This study realized markerless 3D image tracking AR stamps and deducted research result are; the first, it was able to figure out how to realize AR in the process of registering the reference images, coordinating transformation, and hybriding AR on the stamps for the mobile devices. The second, it was able to be seeked a possibility of new virtual exhibition space. The third, it was able to know possibility of satisfaction of immersing with visual formativeness and usability with informativity.

Exploration of the Development Direction of Virtual Exhibition Using 3D Architectural Space (3D 건축공간을 활용한 가상 전시의 발전 방향 탐색)

  • Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.979-986
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    • 2022
  • In this study, the virtual exhibition using 3D architectural space was analyzed in terms of the viewer's experience. For this purpose, the analysis items of the virtual architectural space include whether the actual architectural space is reproduced, the introduction of surreal elements, the degree of freedom of movement and circulation, the level of photorealism of spatial expression, the level of reproduction of the exhibits and information provision method, and the interaction with other participants. Six virtual exhibition projects designed by a well-known architect were selected and analyzed. Three directions were found through the analysis. First, even when designing a virtual exhibition space with a high degree of freedom, there is a tendency to present a familiar architectural environment. Second, the current method of creating a virtual architectural space is that the method using a 360-degree rendering image and the method using a game engine coexist with pros and cons. Third, the interaction between participants in the virtual exhibition is implemented only by using a game engine. It is expected that the virtual space production environment using the game engine to be developed will become more advantageous in the future.