• Title/Summary/Keyword: realistic

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K-Means Algorithm Using Texture Directionality for Natural Image Segmentation

  • Kasao, Atsushi;Nakajima, Masayuki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.23-28
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    • 1998
  • The goal of this research is to describe relations between impressions and elements in an image (i.e. color, texture and contours). Adequate image segmentation technique to extract these elements is required. We think that a sketch and a realistic painting are examples of optimal segmented images for our purpose because brush strokes are seem to be segmented areas and realistic paintings should remain the same impression as the model. For the reason, in this paper the segmentation technique which can create realistic painting-like segmentation is exploited. It is shown that the realistic painting-like segmentation is suitable for analyzing images.

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Play Materials Used in Children's Pretend Play: Structured Versus Unstructured Toys (유아들의 가상놀이 촉진을 위한 놀잇감 사용: 놀잇감의 구조성을 중심으로)

  • Cho, Eun Jin
    • Korean Journal of Child Studies
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    • v.21 no.4
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    • pp.197-210
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    • 2000
  • This integrative review of research on the role of toys in the pretend play of young children investigated claims about the relative effects of abstract or unrealistic compared with concrete or realistic toys. Researchers and educators acknowledge the benefits of pretend play as an expression of the child's capacity of symbolic functioning and they attend to strategies for promoting pretend play at each stage of its development, including the selection and presentation of playthings. Highly structured or realistic toys were once thought to impede pretend play because they can only be used for a single intended purpose whereas less structured toys are pliant and hold the child's interest over longer periods of time as new ideas are tried out. However, the present review suggests that realistic toys are effective for very young children who still have limited representational capacity, and that realistic toys continue to give impetus to make-believe even for kindergarten children.

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Realistic Rainfall Effect Algorithm Comparison and Analysis (사실적인 비 내리는 효과 알고리즘 비교 및 분석)

  • Seo, Taeuk;Sung, Mankyu
    • Journal of Korea Multimedia Society
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    • v.22 no.1
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    • pp.99-109
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    • 2019
  • Realistic rendering of natural phenomena is a difficult problem. Many environmental factors must be considered to simulate this phenomenon. At the same time, we need to think about their computational complexity to be simulated with computer algorithm One of the most difficult problems in creating weather conditions is the rain. To simulate realistic rainy scene, you have to consider the physical properties of rain and the environmental where the rain is falling down as well. In this paper, we survey the modeling and rendering techniques for realistic rainfall scenes from three different aspects. First, we list up techniques for modeling raindrop dynamics. Second, we survey the rendering techniques that render the raindrop in the environment. Third, we take a look at the hybrid methods that combines the rendering the modeling at the same time. For each aspect, we compare the algorithms in terms of implementation and their speciality.

Realistic Scenes Reproduction Based on Total Variation

  • Li, Weizhong;Ma, Honghua
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.11
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    • pp.4413-4425
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    • 2020
  • In order to completely record all the information of realistic scenes, high dynamic range (HDR) images have been widely used in virtual reality, photography and computer graphics. A simple yet effective tone mapping method based on total variation is proposed so as to reproduce realistic scenes on low dynamic range (LDR) display devices. The structural component and texture component are obtained using total variation model in logarithmic domain. Then, the dynamic range of the structural component is compressed with an adaptive arcsine function. The texture component is processed by Taylor series. Finally, we adjust the saturation component using sigmoid function and restore the color information. Experimental results demonstrate that our method outperforms existing methods in terms of quality and speed.

Scene Change Detection Based on SURF (SURF 기반의 장면 전환 검출 방법)

  • Oh, Hyunju;Park, Jiyong;Hong, Seokmin;Kang, Hyunmin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.637-639
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    • 2022
  • 장면 전환 검출을 위해 히스토그램 등 단일 특성만 고려할 경우 움직임이 많은 영상과 조명의 변화가 다양하거나 단조로운 색상으로의 장면 전환이 일어나는 영상에 검출이 어렵다는 단점이 있다. 이를 개선하기 위해 프레임 간 색상 히스토그램을 비교 후, SURF를 적용하는 방법을 제안한다.

Analysis Consumers Characteristics on Clothing Self-Image of Elderly Women (노년층여성(老年層女性)의 의복(衣服) 자아(自我)이미지에 따른 소비자특성분석(消費者特性分析))

  • Bae, Hyun-Sook;Yoo, Tae-Soon
    • Journal of Fashion Business
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    • v.2 no.4
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    • pp.112-125
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    • 1998
  • This study is to grasp the variousness of clothing worn by elderly women with the ideal self-image by group and by finding out the characteristics of higher-image groups and lower-image group. The object of this study was a total of 488 elderly women above full 55 from an elderly women and who lived in downtown Pusan ionnaire. For statistical disposition, the analysis of factors and frequency was carried out. The results of this study are as follows : 1. As a result of the analysis of realistic self-image and ideal self-image, the realistic self-image was derived as 5 factors-voguishness, loftiness, freshness, feminality, activeness and the ideal self-image as 4 factors-activeness, loftiness, feminality, voguishness. 2. The perceptive age according to age in the realistic self -image reflects that though the 50' s percept the 50' s, the 60' s percept the 50' s and the 70' s the 60' s and also in the ideal self-image, it shows the same result. 3. The degree of satisfaction of build in the realistic self-image appeared that the 50's unsatisfied, the 60's and the 70's felt so, and in the ideal self-image, the 50's and 60's unstisfied, the 70's so. 4. The ideal image according to age in both the realistic self-image and the ideal self-image of clothing appeared that all the 50' sand 60' s wanted a good impression and the 70' s wanted a gentle impression. 5. The frequency of doing a make-up by age in all elder women according of the realistic self-image of clothing showed that the case of doing a make-up when going out only was the greatest number and also in the ideal self-image, it agrees to the same.

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Realistic Expression Factor to Visual Presence of Virtual Avatar in Eye Reflection (가상 아바타의 각막면에 비친 반사영상의 시각적 실재감에 대한 실감표현 요소)

  • Won, Myoung Ju;Lee, Eui Chul;Whang, Min-Cheol
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.9-15
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    • 2013
  • In the VnR (Virtual and Real Worlds) of recent virtual reality convergence, the modelling of realistic human face is focused on the facial appearance such as the shape of facial parts and muscle movement. However, the facial changing parameters caused by environmental factors beyond the facial appearance factors can be regarded as important ones in terms of effectively representing virtual avatar. Therefore, this study evaluates user's visual feeling response according to the opacity variation of eye reflection of virtual avatar which is considered as a new parameter for reprenting realistic avatar. Experimental result showed that more clear eye reflection induced more realistic visual feeling of subjects. This result can be regarded as a basis for designing realistic virtual avatar by supporting a new visual realistic representing factor (eye reflection) and its degree of representation (reflectance ratio).

Implementation of Metaverse Based Realistic Education Platform

  • Sukyong, Jung;HyungSoo, Park;HwanSoo, Kang;Jinhyung, Cho;Larry S, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.77-87
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    • 2023
  • Currently, due to Covid-19, non-face-to-face activities are underway in various fields, and non-face-to-face education is also necessary in the education field. In this paper, we develop and utilize a metaverse-based realistic education platform that combines the latest realistic 3D technology and XR interactive technology to enhance students' understanding of the latest technology and strengthen their educational capabilities. To this end, we understand the main technologies of metaverse in terms of education, investigate contents and application cases of education using metaverse, and compare them with the proposed realistic educational platform. In the future, non-face-to-face education is expected to account for an important portion, and more effective learning is expected through the metaverse-based realistic educational platform developed in this paper when instructor lectures the MZ generation in a virtual world called metaverse.

Quantification of Realistic Discharge Coefficients for the Critical Flow Model of RELAP5/MOD3/KAERl (RELAP5 / MOD3/ KAERI의 임계유동모델을 위한 실제적 배출계수의 정량화)

  • Kwon, T.S.;Chung, B.D.;Lee, W.J.;Lee, N.H.;Huh, J.Y.
    • Nuclear Engineering and Technology
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    • v.27 no.5
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    • pp.701-709
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    • 1995
  • The realistic discharge coefficient for the critical How model of RELAP5/AOD3/KAERI are determined for the subcooled and too-phase critical flow by assessments of nine MARVIKEN Critical flew Test(CFT). The selected test runs include a high initial subcooling and large nozzle aspect rat-io(L/D). The code assessment results show that RELAP5/MOD3/KAERI over-predicts the subcooled critical flow and under-predicts the two-phase critical flow. Using these result, the realistic discharge coefficients of critical flow models are quantified by an iterative method. The realistic discharge coefficients are determined to be 0.89 for the subcooled critical How and 1.07 for the two-phase critical flow, and the associated standard deviations are 0.0349 and 0.1189, respectively. The results obtained from this study can be applied to calculate the realistic system response of Large Break Loss of Coolant Accident and to evaluate the realistic Emergency Core Cooling System performance.

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A Study on the Realistic Media Creator Curriculum Based on Drone Video

  • Kim, Gi-Weon
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.83-91
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    • 2021
  • In this paper, presents an efficient education method for training specialized edutainment SW education instructors and drone realistic media creators, not just training to acquire certificates through drone manipulation training. To this end, the NCS-based curriculum was derived. The developed curriculum includes the edutainment drone curriculum and the realistic media creator curriculum. Among them, core responsibilities were defined for the drone control curriculum and core tasks, knowledge, and attitudes were described for each. After that, a detailed curriculum for drone control was derived. In the realistic media creator curriculum, pilot education was conducted to actually produce advertisement videos to foster experts who can work directly in the industrial field. Finally, through holding an online conference in a metaverse environment, a virtual conference was operated to share and discuss media videos produced by trainees. After the end of education, the efficiency of this curriculum was proved through education satisfaction analysis for 46 education graduates. This paper presented a method to achieve internalization of SW education in non-face-to-face online education that our society must solve after post-COVID-19. In addition, an efficient educational method in a realistic media environment was suggested by showing a realistic media creator training curriculum, pilot programs, and metaverse conference management cases.