• 제목/요약/키워드: image space approach

검색결과 291건 처리시간 0.023초

게임 괴물 캐릭터 조형의 접목 방법에 대한 연구 (Study the graft method related to the design of monster character in games)

  • 손서평;이동열
    • 디지털융복합연구
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    • 제13권11호
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    • pp.357-364
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    • 2015
  • 게임에서 괴물의 독특한 이미지와 사람들이 가지는 미지 사물에 대한 호기심 때문에 게이머들은 평범한 일상생활에서 벗어나 가상의 공간에서 게임의 새로운 세상을 탐구하게 한다. 게이머들은 현실 세계에 없는 괴물 캐릭터와 상대하면서 즐거움과 신선함을 느끼고, 이러한 독특한 캐릭터들은 게이머들에게 인기가 많다. 현재까지 게임 괴물 캐릭터에 대한 연구는 아직 미흡하다고 사료되어진다, 또한 현재 많은 게임캐릭터들 중에 괴물 캐릭터디자인을 단순한 조형적 디자인에 제한하여 단순디자인을 하는, 조형적 단순함을 표현한 괴물 캐릭터 디자인들이 주를 이루고 있다고 사료된다. 괴물캐릭터의 융복합 디자인을 다방면으로 분석하여 괴물캐릭터의 디자인에 조형적 적용사려를 적용하고자 한다. 본 연구는 전통적인 괴물 캐릭터 이미지를 바탕으로 괴물 이미지의 접목 방식을 다방면으로 연구하고자 한다.

2D Human Pose Estimation based on Object Detection using RGB-D information

  • Park, Seohee;Ji, Myunggeun;Chun, Junchul
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제12권2호
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    • pp.800-816
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    • 2018
  • In recent years, video surveillance research has been able to recognize various behaviors of pedestrians and analyze the overall situation of objects by combining image analysis technology and deep learning method. Human Activity Recognition (HAR), which is important issue in video surveillance research, is a field to detect abnormal behavior of pedestrians in CCTV environment. In order to recognize human behavior, it is necessary to detect the human in the image and to estimate the pose from the detected human. In this paper, we propose a novel approach for 2D Human Pose Estimation based on object detection using RGB-D information. By adding depth information to the RGB information that has some limitation in detecting object due to lack of topological information, we can improve the detecting accuracy. Subsequently, the rescaled region of the detected object is applied to ConVol.utional Pose Machines (CPM) which is a sequential prediction structure based on ConVol.utional Neural Network. We utilize CPM to generate belief maps to predict the positions of keypoint representing human body parts and to estimate human pose by detecting 14 key body points. From the experimental results, we can prove that the proposed method detects target objects robustly in occlusion. It is also possible to perform 2D human pose estimation by providing an accurately detected region as an input of the CPM. As for the future work, we will estimate the 3D human pose by mapping the 2D coordinate information on the body part onto the 3D space. Consequently, we can provide useful human behavior information in the research of HAR.

Fisherface 알고리즘과 Fixed Graph Matching을 이용한 얼굴 인식 (Face Recognition Using Fisherface Algorithm and Fixed Graph Matching)

  • 이형지;정재호
    • 대한전자공학회논문지SP
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    • 제38권6호
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    • pp.608-616
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    • 2001
  • 본 논문은 K-L 변환을 기반으로 한 Fisherface 알고리즘과 fixed graph matching (FGM) 방법을 이용하여 보다 효율적인 얼굴 인식 방법을 제안하고자 한다. 동적 링크 구조 방법 중에 하나인 elastic graph matching (EGM)은 얼굴의 모양 정보뿐만 아니라, 영상 픽셀의 그레이 정보를 동시에 이용하는 하며, 클래스를 구분하는 방법인 Fisherface 알고리즘은 빛의 방향 및 얼굴 표정과 같은 영상의 변화에 대해 강인하다고 알려져 있다. 위의 두 방법으로부터 제안한 알고리즘에서는 영상 그래프의 각 노드에 대해 Fisherface방법을 적용함으로써 레이블된 그래프 벡터의 차원을 줄일 뿐만 아니라 효율적으로 클래스를 구분하기 위한 특징 벡터를 제공한다. 그럼으로써 기존의 EGM 방법에 비해 인식 속도 면에서 상당한 향상 결과를 얻을 수 있었다. 특히, Olivetti Research Laboratory (ORL) 데이터베이스와 Yale 대학 데이터베이스에 대해 실험한 결과 제안한 얼굴 인식 알고리즘은 hold-out 방법에 의한 실험 결과, 평균 90.1%로 기존의 한 방법만을 사용한 것보다 높은 인식률을 보였다.

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데페이즈망의 표현기법을 활용한 패션디자인 개발 (Fashion Design Development applying Expressive Techniques of Depaysement)

  • 허승연;이연희
    • 한국의상디자인학회지
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    • 제16권4호
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    • pp.15-25
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    • 2014
  • The purpose of this study is to promote the artistic value and formative aesthetic of clothes in daily life through a proposal of inventive fashion design by utilizing Depaysement of Surrealism, which visualizes a more realistically and more specifically than fact in illogical and unfamiliar situation, Focused on details of Korean traditional costume silhouette. The method of this study, the literature and existing researches related to Depaysement were analyzed through theoretical review for establish the expressive techniques of Depaysement expressed in contemporary fashion. Conclusions from this study are as follows: first, the expressive techniques of Depaysement are derived that are 'change of scale', 'change of materials', 'combination of heterogeneous objects', 'arrangement of object in a strange space', 'overlapped object', 'paradoxical image', 'variable awareness of boundary.' Second, expressive techniques of Depaysement present a new methodology which can express an irrational thinking, which is not controled by reason such as unconsciousness, dream, and fantasy etc, in a way that is easier and more realistic rather than thinking centered on an art which is ruled by consciousness. Third, unique and free-form fashion design, which destroys a general idea, was could develop by using abundant materials and composing items borrowed various silhouette for expressive the techniques of Depaysement. Forth, Through this study, the concept of Korean fashion design, that was limited by the standard form when we approach Korean fashion design as identity of social culture, ideology of reflection and expression, object of commercial expression, was could think outside of the box.

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빛의 단일 산란과 다중 산란의 실시간 시뮬레이션 기법 (Real-Time Simulation of Single and Multiple Scattering of Light)

  • 기현우;류지혜;오경수
    • 한국게임학회 논문지
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    • 제7권2호
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    • pp.21-32
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    • 2007
  • 물체 내부에서의 빛의 산란 현상 (subsurface scattering)에 기반한 조명 모델은 사실적인 이미지 생성에서 매우 중요하지만, 복잡한 계산으로 인하여 게임, 가상현실 등의 대화형 환경에 적용되기 어려웠다. 우리는 빛의 단일 산란과 다중 산란 현상에 의한 조명을 이미지 상에서 근사하는 보다 실용적인 기법을 제안한다. 먼저 광원 시점에서 렌더링한 이미지의 각 픽셀에 물체 내부로 투과된 조사도 정보를 저장하고, 쉐이딩 단계에서 이 정보를 사용하여 조명을 빠르게 계산한다. 단일 산란은 그림자 매핑과 유사한 알고리즘과 적응적인 결정적 샘플링을 통해 수행 비용을 효율적으로 줄인다. 다중 산란은 빛의 확산 이론에 기반한 계층적인 샘플링을 사용한다. 복잡한 함수의 테이블화은 속도를 보다 향상 시킨다. 실험을 통해 제안된 기법이 초당 수 십에서 수 백 프레임의 빠른 속도로 사실감있는 장면을 렌더링할 수 있으며, 게임과 같은 기존의 대화형 환경에 쉽게 적용될 수 있음을 보여준다.

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도시환경에 대한 시민의 가치도분석 -경주시 사례연구- (An Analytical Research on Cognitive Intensity of Valuation on the Urban Environment -A case study on KyungJu-)

  • 조세환;오휘영
    • 한국조경학회지
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    • 제21권2호
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    • pp.34-49
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    • 1993
  • This research aimed to analize the cognitive intensity of valuation(C.I.V) on urban environment as a first stage of the works on evaluative urban image under the hypothesis that it could be interpreted with a correlation analysis between the C.I.V and attitude(Satisfaction of unsatisfaction Intensity) toward urban environment. As a method of a study, 118 cognitive elements were selected representing an urban environment, and each of elements was suggested to citizens of Kyungju with 7 point Likert Scale. The analysis of C.I.V was operated under the three criteria: The first, three of urban space scale(urban scale, neighborhood scale, and housing scale), the second, four elements of urban living environment(safety, amenity, healthfulness, and effectiveness), and the last, thirteen urban unit environment(housing, traffic, education, tourism, medical/health, culture, etc.). The results were as follows: C.I.V to each of 118 elements was cleary defined, showing the possibilities of being applied to a method for subjective, or cognitive evaluation on urban environment: It was revealed that citizens'C.I.V was rather higher in non-physical, qualitative elements than in physical and quantitative ones. This shows well the limitation of the objective method of evaluation of urban environment: The results of the others' studies on the image of Kyungju based on the cognitive approach, being focused on the analysis of the visual aspects of urban structure, cultural assets, historic site and tourism, were almost same as this study but it was quite different for this research to reveal well the citizens' cognition on their living environment of traffic, education, medical, etc..

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Combination of Brain Cancer with Hybrid K-NN Algorithm using Statistical of Cerebrospinal Fluid (CSF) Surgery

  • Saeed, Soobia;Abdullah, Afnizanfaizal;Jhanjhi, NZ
    • International Journal of Computer Science & Network Security
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    • 제21권2호
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    • pp.120-130
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    • 2021
  • The spinal cord or CSF surgery is a very complex process. It requires continuous pre and post-surgery evaluation to have a better ability to diagnose the disease. To detect automatically the suspected areas of tumors and symptoms of CSF leakage during the development of the tumor inside of the brain. We propose a new method based on using computer software that generates statistical results through data gathered during surgeries and operations. We performed statistical computation and data collection through the Google Source for the UK National Cancer Database. The purpose of this study is to address the above problems related to the accuracy of missing hybrid KNN values and finding the distance of tumor in terms of brain cancer or CSF images. This research aims to create a framework that can classify the damaged area of cancer or tumors using high-dimensional image segmentation and Laplace transformation method. A high-dimensional image segmentation method is implemented by software modelling techniques with measures the width, percentage, and size of cells within the brain, as well as enhance the efficiency of the hybrid KNN algorithm and Laplace transformation make it deal the non-zero values in terms of missing values form with the using of Frobenius Matrix for deal the space into non-zero values. Our proposed algorithm takes the longest values of KNN (K = 1-100), which is successfully demonstrated in a 4-dimensional modulation method that monitors the lighting field that can be used in the field of light emission. Conclusion: This approach dramatically improves the efficiency of hybrid KNN method and the detection of tumor region using 4-D segmentation method. The simulation results verified the performance of the proposed method is improved by 92% sensitivity of 60% specificity and 70.50% accuracy respectively.

3차원 형상 복원을 위한 재귀적 오차 성분 보정 방법 (Recursive Error-Component Correcting Method for 3D Shape Reconstruction)

  • 고성식
    • 한국정보통신학회논문지
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    • 제21권10호
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    • pp.1923-1928
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    • 2017
  • 본 연구는 행렬인수분해 기반으로 3차원 형상의 복원을 위한 오차 보정에 관한 것입니다. 기존 행렬인수분해 기반 오차 보정 방법은 전역적인 최적화로 인해 보정에 한계가 있습니다. 따라서 본 논문에서는 전역적 접근 대신 3차원 복원 형상의 주요 오차 영향 인자를 찾아 보정하는 새로운 방법을 제시하였습니다. 우리는 오차 영향 인자를 2차원 재 투영 편차 공간에서 정의하고 그 오차 성분을 직접 보정합니다. 그리고 일련의 과정을 재귀적으로 반복 적용함으로서 오차 보정 성능을 개선시킬 수 있습니다. 이러한 접근 방법은 어떤 기하학적 정보에 의존하지 않고 영향도가 가장 큰 오차 성분 중심으로 제어하기 때문에 잡음에 장점을 가지고 있습니다. 제안한 알고리즘 성능 평가는 합성과 실제 영상 프레임으로 시뮬레이션하여 잡음에 강인한 특성을 증명했습니다.

영산강 하구둑 환경설계 (Environment Design of an Estuary Dike on the Youngsan-River)

  • 배현미
    • 한국조경학회지
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    • 제30권1호
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    • pp.44-51
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    • 2002
  • The objective of this project is to improve the environment of the estuary dike on the Youngsan-River through Re-landscaping. An estuary dike of the Youngsan-River, the largest in the Orient, was constructed in 1981 and connects Mokpo City and Youngam-Gun province. Twenty years ago, when this dike was completed, this place was one of the famous tourist attractions of Korea. It symbolized the development and growth of Korea. But this dike at present is only a dreary sight as a huge concrete construction element. Therefore, a wall painting on the estuary dike was planned to improve this image. The site, an estuary dike of the Youngsan-River, is located in Mokpo City and its length is about 1,360m. The planning focus of this re-landscaping, which is a proposed improvement design through the analysis of characteristics and problems in conventional facilities, is as follows: (1) Introduction of a wall painting that is a symbol of the sea and river (by the creation of an illusion), (2) Production of the wall painting which is under consideration to create a friendly atmosphere of the circumference view and (3) Preparation of a design to establish an approach to the waterfront. By following these steps, an estuary dike can function as a tourist attractions and can be transformed in to cultural space for civilian. This project is good example of environment design that is completed with the regional residents participation through community input in the planning and initiation of a wall painting. The concept of environment design which involves the residents participation and re-landscaping in Korea has not been established up to now on. However, as this projects has proven, consideration for regional residents is a very important factor for the administrative office and planing specialist to address. In the future, it will have a direct influence on the development of design planning. If the establishment of space that can be accepted by residents with love, affection and self-confidence is possible, environment design in which residents participate actively, can be realized.

프랭크 로이드 라이트와 찰스 레니 맥킨토시의 가구디자인 비교 연구 (A Study on Comparing Characteristics of Frank Loyd Wright's Furniture Design with Charles Rennie Mackintosh)

  • 하숙녕;한영호
    • 한국실내디자인학회논문집
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    • 제19권6호
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    • pp.91-99
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    • 2010
  • There is a commonality between Frank Lloyd Wright and Charles Rennie Mackintosh in that they created the new patterns of geometric Art Nouveau from the late 19th and early 20th centuries. This study compares the furniture of Wright and Mackintosh who had significant impacts on the development of modern design for each of the periods divided by their design feature to find the individualities and similarities of their design. It is an analytical approach with an accurate understanding of the design trends of the Art Nouveau era. The results of the furniture comparison are as follows: The finding is that Wright and Mackintosh designed creative furniture in harmony with a specific indoor space, Organic design was well expressed through the selection and use of wooden materials, Based on the understanding of tree characteristics, they did not use detailed decorations, but designed the simple and rigorous forms of furniture with highlighted interest in geometry. As for shape, Wright's furniture in his early days tend to be look largely formal and heavy. Since his debut in Japan in 1905, the furniture design became very sophisticated. On the other hand, Mackintosh's chairs are characterized by plenty of geometric patterns and long back. In many cases, his chairs were designed as part of formative elements in space, not for the purpose of furniture itself. As for materials and colors, Wright used mainly cherry wood. And he also utilized metals colored in olive green, red-brown and others for office furniture. The frames, fabrics and leather used for most of the furniture have natural colors, which are harmonious with spaces. Meantime, Mackintosh used primarily oak and ash trees. He used seat cushions and various colors to make the design of furniture have a sophisticated and simple image. The materials used for seat panel are horsehair, rush, silk and leather. He applied these materials to the furniture by weaving or cutting them.