• Title/Summary/Keyword: image realism

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Virtual Walking Tour System (가상 도보 여행 시스템)

  • Kim, Han-Seob;Lee, Jieun
    • Journal of Digital Contents Society
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    • v.19 no.4
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    • pp.605-613
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    • 2018
  • In this paper, we propose a system to walk around the world with virtual reality technology. Although the virtual reality users are interested in the virtual travel contents, the conventional virtual travel contents have limited space for experiencing and lack of interactivity. In order to solve the problem of lack of realism and limited space, which is a disadvantage of existing contents, this system created a virtual space using Google Street View image. Users can have realistic experience with real street images, and travel a vast area of the world provided by Google Street View image. Also, a virtual reality headset and a treadmill equipment are used so that the user can actually walk in the virtual space, which maxmizes user interactivity and immersion. We expect this system contributes to the leisure activities of virtual reality users by allowing natural walking trip from famous tourist spots to even mountain roads and alleys.

Image of Plastic Surgeons and Plastic Surgery Illustrated in Korean Movies and TV Dramas (한국 영화와 드라마에 나타난 성형외과 의사와 성형수술의 이미지)

  • Kim, Han Joon;Hwang, Kun
    • Archives of Craniofacial Surgery
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    • v.13 no.2
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    • pp.95-98
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    • 2012
  • Nowadays, plastic surgical operations are increasingly being performed in Korea. We have gained added interest in this because some professional pictures contain plastic surgery in their venue. In the films, we intend to see the recognition of society for plastic surgeons and which field of plastic surgery. The list of movies for analysis were 'Plastic Beauty (1975)', 'Penthouse Elephant (2005)', '200 Pounds Beauty (2006)', 'Cinderella (2006)', and 'Time (2006)'. The TV dramas were 'She is looking (2005)', 'Lovers (2006-2007)', and 'Before & After Plastic Surgery Clinic (2008)'. Films were analyzed according to the following: the chief complaints and names of the operations, character of plastic surgeons, result of the operation and its possibility in reality, and its effect of plastic surgery on the life of the patients. Most of the film contained facial transplantation or the change of the face or body different from the original shape. Character type of the plastic surgeons was mostly medical realism, rather than ideal humanism. Most of the plastic surgeons have capability as a doctor; however, some of them had extramarital affairs. The surgery was successful in most of the cases, but were the patients happy with the results? This was not the case in the movies. In only one movie, '200 Pounds Beauty', the patient became happy; rest of them were eminently unhappy with the outcome. Why the discrepancy? It is difficult to analyze the minds of the people in the films, but considering that the majority of the characters in the films were rather unsavory, one may deduce that a crooked mind functions differently. Perhaps it is too much to hope for a day that will come when we will see a film that portrays the mental anguish that accompanies each and every procedure the Korean plastic surgeons make.

Parallax Distortion Detection and Correction Method for Video Stitching by using LDPM Image Assessment (LDPM 영상 평가를 활용한 동영상 스티칭의 시차 왜곡 검출 및 정정 방법)

  • Rhee, Seongbae;Kang, Jeonho;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.25 no.5
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    • pp.685-697
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    • 2020
  • Immersive media videos, such as panorama and 360-degree videos, must provide a sense of realism as if the user visited the space in the video, so they should be able to represent the reality of the real world. However, in panorama and 360-degree videos, objects appear to overlap or disappear due to parallax between cameras, and such parallax distortion may interfere with immersion of the user's content. Accordingly, although many video stitching algorithms have been proposed to overcome parallax distortion, parallax distortion still occurs due to the low performance of the Object detection module and limitations of the Seam generation method. Therefore, this paper analyzes the limitations of the existing video stitching technology and proposes a method for detecting and correcting parallax distortion of video stitching using the LDPM (Local Differential Pixel Mean) image evaluation method that overcomes the limitations of the video stitching technique.

Generating Face Textures for 3D Avatars from Photos (실사 영상을 사용한 3차원 아바타 얼굴 텍스쳐 생성)

  • Kim, Dong-Hee;Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.49-58
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    • 2008
  • In this paper, we propose a texture generation scheme for 3D avatars from three or more human face photos. First, we manually mark image positions corresponding to vertices of a given UVW map. Then, a face texture is automatically generated from the photo images. The proposed texture generation scheme extremely reduces the amount of manual work compared with the classical methods such as Photoshop-based schemes. The generated textures are photorealistic since the textures fully reflect the naturalness of the original photos. The texture creation scheme can be applied to any kind of mesh structures of 3D models and mesh structures need not be changed to accommodate the given textures. We created face textures from several triplets of photos and mapped them to 3D avatar faces. Experimental results showed that visual realism of avatar faces is much enhanced by the face textures.

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Orientalism in modern Clothing Aesthetics (현대복식미에서의 오리엔탈리즘)

  • Lee, Eun-Yeong
    • The Journal of Natural Sciences
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    • v.7
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    • pp.121-131
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    • 1995
  • Orientalism showed in early 20th century as change of Style. Modern characteristics is understanded through big stream of change before historical conception. Change of style in West began by artist having oriental and exotic taste. These are mimesis of outershape about Japanese, Moroco, north Africa etc. Theses are called chinoiserie & turquise taste. Stream of 20th century style is continued expressionism. Cubism, Sur realism, Pop Art etc. but in my thesis orientalism is caused change of 20th Century after exotism (after showed as Primitivism ). In modern costume, concerned works of Paul Poiret changed body concious. He's a image creator as Yve St. Laurent, Chanel, Balenciaga. At that time Russia Ballet, Fauvist, vivid colors are back ground of series of modern costume. Soft and sleek body, transparent stocking, minaret tunic, turban is begin of oriental image. Modern costume and modern art are begins as change of aesthetic taste before historical conception.

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Realistic-Contents Generation Techniques with Stereoscopic and Composite Image Data (영상 데이터의 입체화 및 합성 기반 실감 콘텐츠 생성 기법)

  • Kim Manbae;Hong Donghee;Cho Youngran;Kim Haksoo
    • Journal of Broadcast Engineering
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    • v.9 no.4 s.25
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    • pp.402-410
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    • 2004
  • Recently, there has been much interest in realistic broadcasting that is a new field following HDTV and 3DTV. In general. the realistic broadcasting is composed of diverse components such as aquisition, authoring, compression, transmission and display, posing many challenging tasks. It is necessary that the types of realistic contents need to be defined prior to the development of realistic broadcasting systems. Based upon them, other components need to be designed and developed. In this paper, we propose some realistic contents suitable to the realistic broadcasting as well as techniques of generating them. Our proposed contents consist of stereoscopic multiview sequences, object-based stereoscopic images, depth map-based image compositing and the composition of stereoscopic real and graphics images. Content generation techniques and their associated software modules are presented with realistic images produced from our experiments. Those contents are produced to deliver stereoscopic perception, immersion and realism to the users as shown in our experimental results.

Design of a Mapping Framework on Image Correction and Point Cloud Data for Spatial Reconstruction of Digital Twin with an Autonomous Surface Vehicle (무인수상선의 디지털 트윈 공간 재구성을 위한 이미지 보정 및 점군데이터 간의 매핑 프레임워크 설계)

  • Suhyeon Heo;Minju Kang;Jinwoo Choi;Jeonghong Park
    • Journal of the Society of Naval Architects of Korea
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    • v.61 no.3
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    • pp.143-151
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    • 2024
  • In this study, we present a mapping framework for 3D spatial reconstruction of digital twin model using navigation and perception sensors mounted on an Autonomous Surface Vehicle (ASV). For improving the level of realism of digital twin models, 3D spatial information should be reconstructed as a digitalized spatial model and integrated with the components and system models of the ASV. In particular, for the 3D spatial reconstruction, color and 3D point cloud data which acquired from a camera and a LiDAR sensors corresponding to the navigation information at the specific time are required to map without minimizing the noise. To ensure clear and accurate reconstruction of the acquired data in the proposed mapping framework, a image preprocessing was designed to enhance the brightness of low-light images, and a preprocessing for 3D point cloud data was included to filter out unnecessary data. Subsequently, a point matching process between consecutive 3D point cloud data was conducted using the Generalized Iterative Closest Point (G-ICP) approach, and the color information was mapped with the matched 3D point cloud data. The feasibility of the proposed mapping framework was validated through a field data set acquired from field experiments in a inland water environment, and its results were described.

A Study on Content Characteristics, Consumer Behavior and Economic Value According to the Degree of Consideration of Graphic Content (그래픽 콘텐츠 고려 정도에 따른 콘텐츠 특성, 소비자 행동, 경제적 가치에 관한 연구)

  • Lee, Sangho;Cho, Kwangmoon
    • Journal of Internet of Things and Convergence
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    • v.7 no.4
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    • pp.85-94
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    • 2021
  • This study verified what differences in screen golf content characteristics, intention to reuse, customer satisfaction and economic value experienced by consumers according to the image feeling, expression method, and image color provided by screen golf graphic content. In addition, the purpose of this study was to analyze what kind of influence the content characteristics of screen golf have on the economic value and what kind of influence the intention to reuse and customer satisfaction have in this process. From September 1, 2021 to September 30, 2021, a survey of 225 copies of consumers using the screen golf course was conducted. For data processing, frequency analysis, factor analysis, reliability analysis, cluster analysis, chi-square analysis and 3-step mediated regression analysis were performed. The research results are as follows. First, the preferred image feeling showed a high level of clean and sophisticated feeling and the preferred expression method showed a high realistic image. In addition, the preferred image color showed a high level of green color. Second, there were differences in competitiveness, ease of use, sense of solidarity and realism according to the degree of consideration of graphic content and differences in consumer's intention to reuse, customer satisfaction, and economic value. Third, in the relationship between screen golf content characteristics and economic value, customer satisfaction and re-use intention had a mediating effect. Through this study, by providing basic data to derive the graphic design model of screen golf, the operating entity suggested a way to improve economic benefits and tried to contribute to the growth of the screen golf industry.

Digital painting: Image transfonnation, simulation, heterologie and transfonnation (현대회화에서의 형태와 물질 -Digital Transfiguration에 관한 연구-)

  • Jeong, Suk-Yeong
    • Journal of Science of Art and Design
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    • v.10
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    • pp.161-181
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    • 2006
  • The words which appeared in my theoretical study and work are image transformation to digital painting, simulation, heterologie and transfiguration, etc. Firstly, let's look into 'digital era' or 'new media era'. Nowadays, the image world including painting within the rapid social and cultural change, which is called as digital era, is having the dramatic change. Together with the development of scientific technology, large number of events which was deemed to be impossible is happening as real in image world Moreover, these changes in image world is greatly influencing to our life. The word which compresses this change of image world and shows is 'digital'. Digit, which means fingers in Latin, indicates separately changing signal, and to be more narrow, it indicates the continual signal of '0' and ' 1' in computer. The opposite word is 'analogue'. As analogue is the word meaning 'infer' or 'similarity', it indicates the signal or form which continuously changes along the series of time when it is compared to digital. Instead of analogue, digital is embossed as a major ruler along the whole area of our current culture. In whole culture and art area, and in whole generalscience, digital is appearing as it has the modernism and importance. The prefix, 'digital', e.g. digital media, digital culture, digital design, digital philosophy, etc, is treated as the synonym of modernism and something new. This advent of digital results the innovative change to the image world, creates the new beauty experience which we could not experience before, and forecasts the formation of advanced art and expansion of creative area. Various intellectual activities using computer is developing the whole world with making the infrastructure. Computer in painting work immediately accomplishes the idea of painters, takes part in simulation work, contingency such as abrupt reversal, extraction, twisting, shaking, obscureness, overlapping, etc, and timing to stimulate the creativity of painters, and provides digital formative language which enables new visual experience to the audience. When the change of digital era, the image appeared in my work is shown in 'transfiguration' like drawing. The word, 'transfiguration' does not indicate the completed and fixed real substance but indicate endlessly moving and floating shape. Thus, this concept is opposite to the substantial consideration, so that various concepts which is able to replace this in accordance with the similar cases are also exist such as change, deterioration, mutation, deformity of appearance and morphing which is frequently used in computer as a technical word. These concepts are not clearly classified, and variably and complicatedly related. Transfiguration basically means the denial of "objectivity' and '(continual) stagnation' or deviation from those. This phenomenon is appeared through the all art schools of art ever since the realism is denied in the 19th century. It is called as 'deformation' in case of expressionism, futurism, cubism, etc, in the beginning of the century, which its former indication is mostly preserved within the process of structural deviation and which has the realistic limit which should be preserved. On the contrary, dramatic transfiguration which has been showing in the modern era through surrealism is different in the point that dramatic transfiguration tends to show the deterioration and deviation rather than the preservation of indicated object. From this point, transfiguration coming out from morphing using computer deteriorates and hides the reality and furthermore, it replaces the 'reality'. Moreover, transfiguration is closely approached to the world of fake or 'imaginary' simulation world of Baudrillard. According to Baudrillard, the image hides and deteriorates the reality, and furthermore, expresses 'not existing' to 'imaginary' under the name of transfiguration. Certain reality, that is, image which is absent from the reality is created and overflowed, so that it finally replaces the reality. This is simulation as it is said by Baudrillard. In turn, Georges Bataille discusses about the image which is produced by digital technology in terms of heterologie. Image of heterologie is the visual signal which is established with the media. Image of media is to have the continuous characteristics of produce, extinction, and transformation, and its clear boundary between images becomes meaningless. The meaning of composition, excess, violation, etc of digital image is explained to heterological study or heteologie suggested as important meaning of Georges Bataille who is a heretic philosopher. As the form and image of mutation shows the shape in accordance with mechanical production, heterologie is introduced as very low materialism (or bas materialisme), in this theory. Heterologie as low materialism which is gradually changing is developing as a different concept and analysis because of the change of time in the late 20s century beside high or low meaning. Including my image, all images non-standardizes and transforms the code. However, reappearance and non-standardization of this code does not seem to be simple. The problem of transformation caused by transfiguration which appears in my digital drawing painting, simulation, heterologie, etc, are the continual problems. Moreover, the subject such as existence of human being, distance from the real life, politics and social problems are being extended to actual research and various expressing work. Especially, individual image world is established by digital painting transfiguration technique, and its change and review start to have the durability. The consciousness of observers who look at the image is changing the subject. Together with theoretical research, researchers are to establish the first step to approach to various image change of digital era painting through transfiguration technique using our realistic and historical image.

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Comparison of 3D Space Perception for the Stereoscopic AR Holography (스테레오 증강현실 홀로그래피에서의 삼차원 공간감 비교)

  • Kim, Minju;Wohn, Kwangyun
    • Journal of the HCI Society of Korea
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    • v.8 no.2
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    • pp.21-27
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    • 2013
  • Recently, the use of floating hologram has increased in many different aspects, such as exhibitions, education, advertisements, and so on. Especially, the floating hologram that makes use of half-mirror is widely used. Nevertheless, half-mirror, unfortunately, cannot lead users to the perfect three dimensional hologram experience. Even though it can make the vision look to be up on the air, it does not have the capacity to display itself up on the air, which is the ultimate goal of hologram. In addition, it looks inconsistent when a real object is located behind the half-mirror in order to show the convergence of the two (object and the half-mirror). In this paper, we did the study on comparison of 3D space perception for the stereoscopic AR holography. At first, we applied stereoscopic technology to the half-mirror hologram system for the accurate and realistic AR environment. Then, the users can feel as if the real 3D object behind half-mirror and the reflected virtual image are converged much better in the 3D space. Furthermore, by using depth camera, the location and direction of graphics can be controlled to change depending on the user's point of view. This is the effective way to produce augmented stereoscopic images simply and accurately through half-mirror film without any additional devices. What we saw from the user test were applying 3D images and user interaction leads the users to have 3D spatial awareness and realism more effectively and accurately.

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