• 제목/요약/키워드: realistic scenes

검색결과 70건 처리시간 0.032초

패션 일러스트레이션의 환유적 표현방법 (The Expression of Metonymy in Fashion Illustration)

  • 최정화
    • 한국의류학회지
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    • 제28권11호
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    • pp.1415-1425
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    • 2004
  • The purpose of this study was to analyze a theoretical frame of expressional area, the characteristics and the effects which is applied to fashion illustration by metonymic theory. The theoretical frame of expressional area was analyzed by category analysis and 150 fashion illustrations from 1900 to 1999 were analyzed by contents analysis. The results of this study were as follows: The expressions of metonymy were categorized by close-up, realistic expression, omission, borrowing of past style, simplification and deconstruction. First, close-up was presented as emphasis of small part of fashion by cutting the scenes, snapshot, emphasis, etc. Second, realistic expression was presented as description of related circumstance with fashion message through perspective and realistic description of circumstance related to figures. Third, omission was presented as seeking of essential core by removing color, pattern, texture or by omitting body and as emphasis of communication about dominant fashion message. Fourth, borrowing of past style was presented as reminding us of background of the past. Fifth, simplification was presented as using of form or color to alleviate tension of object and to restore the essential reality. Sixth, deconstruction was presented as fragmenting of image, flattening of body and clothing, weakness of form, and strength of color. In conclusion, metonymy made by experience system of thinking based on the reality, have extended expressional territory in pre-existing fashion illustration. And these ways not only will provide fashion image as illustrator's subjective intention and theoretical system of expression of message, but also will be useful way to strengthen communication for easier interpretation of fashion illustration.

Traveler Guidance System based on 3D Street Modeling

  • Kim, Seung-Jun;Eom, Seong-Eun;Byun, Sung-Cheal;Yang, See-Moon;Ahn, Byung-Ha
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2004년도 ICCAS
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    • pp.1187-1190
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    • 2004
  • This paper presents a traveler guidance system that offers 3D street information such as road types, signal light systems, street trees, buildings, etc. We consider 5x4 road system of Gangnam(in Seoul, Korea) as a test area and reflect the traveler's car-driving situation. A web server is constructed to serve traveler's driving path by switching 3D animation scenes automatically. To do batch processing of geometric data for the 3D graphical streets construction, we have extracted major street information from present GIS database and created new GIS file formats (SMF files), which contain data sessions for links, nodes, and facilities. With these files, we can render 3D navigation scenes. A number of vector calculations were performed for the geometrical consistence and texture-mapping method was used for the realistic scene generation. Finally, we have verified the effectiveness of the service by operating a test scenario. We have checked whether traveler's 2D path and 3D navigation are exactly reported after setting specific departure and destination. This system offers us well awareness of streets and takes useful role of traveler guidance.

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페르시아 직물문양과 비잔틴 직물문양의 조형성 비교 (Comparison between the Persian textile design and the Byzantine textile design in their patterns)

  • 김영옥
    • 한국의류학회지
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    • 제11권3호
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    • pp.1-14
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    • 1987
  • The purpose of this study was to compare with the Persian texile design having an out-standing skill in fertile designs with the Byzantine textile dosing being influenced a lot by Christinity and many Oriental factors including Hellenism. These two textile design have some similarities and differences in their patterns. The results of the study were as follows: Similarities ; 1. The Persian traditional animals, hunting scenes and cavaliers are used as the major subject in both patterns. 2. Decorative designs enclosed circular are used in both patterns. Differences ; 1. The Persian textile designs are based on Zoroasterianism, and their animal designs have the Zoroasterian religious meanings. While the Byzantine designs are affected by the Christianity. In the Byantine textile designs, the mythical subjects from ancient Rome and Greece, and the circus scenes are dominent. 3. The Persian textile designs are combative, momentary, dignifed, and realistic pattern, while the Byzantin textile designs are playful, sketchy, humouristic, and evasive pattern. 4. Vivid color effect was found in the Persian textile patterns: however, more refined and gorgeous color was used by the Byzantine textile patterns. Thus, the Persian and the Byzantine textile patterns have interrelations with each other. In general, the Persian textile patterns have affected a great deal on the Byzantine textine textile patterns. They are essentially corelated with each other, but each of them has its own characteristics.

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지상파 DMB를 위한 스테레오스코픽 영상 서비스 (Stereoscopic Video Services for Terrestrial DMB)

  • 김용한
    • 방송공학회논문지
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    • 제14권1호
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    • pp.85-88
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    • 2009
  • DMB에서 MPEG-4 BIFS(Binary Format for Scenes) 기반 대화형 데이터 서비스를 스테레오스코픽(stereoscopic)하게 3D로 제공할 수 있는 "DMB 비디오 연동형 스테레오스코픽 데이터 서비스" 표준이 최근 TTA 단체 표준으로 제정되었다. 이는 바탕의 비디오 콘텐트 상에 오버레이되는 이미지 객체가 입체감을 갖고 돌출되게 함으로써, 시청자의 관심을 유도하여 서비스 활용도를 높일 수 있게 하기 위함이다. 본 논문에서는 이 표준의 배경과 제정 시 시행된 기술적 분석 및 심층적 고려 사항에 대해 설명하고, 표준 검증 결과 및 기존 지상파 DMB 수신기와의 상호운용성 시험 결과를 제시하였다.

A Noisy Videos Background Subtraction Algorithm Based on Dictionary Learning

  • Xiao, Huaxin;Liu, Yu;Tan, Shuren;Duan, Jiang;Zhang, Maojun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제8권6호
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    • pp.1946-1963
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    • 2014
  • Most background subtraction methods focus on dynamic and complex scenes without considering robustness against noise. This paper proposes a background subtraction algorithm based on dictionary learning and sparse coding for handling low light conditions. The proposed method formulates background modeling as the linear and sparse combination of atoms in the dictionary. The background subtraction is considered as the difference between sparse representations of the current frame and the background model. Assuming that the projection of the noise over the dictionary is irregular and random guarantees the adaptability of the approach in large noisy scenes. Experimental results divided in simulated large noise and realistic low light conditions show the promising robustness of the proposed approach compared with other competing methods.

A study on Developmental and Constraint Factors of Sports Movie

  • MOON, Bo Ra;KIM, Hae Yu;SEO, Won Jae
    • Journal of Sport and Applied Science
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    • 제5권2호
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    • pp.47-53
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    • 2021
  • Purpose: The purpose of this study is to generate industrial insights for developing sports movie industry. Related studies are scare. Research design, data, and methodology: The study employed case study and selected typical case samples who seem informative about sport movie industry. The authors interviewed six experts who are experienced in sport movie and related academic sector. Interviews were audio-taped and the text were decoded by multiple reading. Through this process, the study categorized significant meanings and produced results. Interviewees reviewed again the final findings to confirm validity, which calls member check. Results: It was suggested that developmental factors of sports movie were the realization of realistic sports scenes by using technologies. Second, participants told that contents of sport movie need to reflect real stories and it should tell the stories. Regarding constraints of sport movies, movie producers feel difficulty to make scenes in that sports are inherently quickly performed. Another constraints are that production cost is expensive but audiences are barely attended. Conclusions: For promoting economic outcomes and developing sport movie industry, government needs to financially support related markets to support sport movie producers assisting them to concentrate their movie works. Future directions for related-studies were discussed.

만질 수 있는 비디오를 위한 햅틱 렌더링 기술 (Haptic Rendering Technology for Touchable Video)

  • 이환문;김기권;성미영
    • 한국멀티미디어학회논문지
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    • 제13권5호
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    • pp.691-701
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    • 2010
  • 본 논문에서는 만질 수 있는 비디오를 위한 햅틱 렌더링 기술을 제안한다. 만질 수 있는 비디오 기술은 사용자로 하여금 햅틱 인터페이스를 이용하여 비디오 장면의 물체를 2D 또는 3D 객체 상태로 직접 조작하며 촉감을 느낄 수 있게 해주는 기술이다. 서버에서는 비디오와 햅틱 데이터, 3D 모델 객체의 정보를 전송한다. 클라이언트에서는 서버로부터 받은 비디오, 햅틱 데이터, 3D 모델을 렌더링 해준다. 또한 화면을 사각형의 작은 셀로 나누어 각각의 셀마다 촉감을 부여하는 방식을 사용한다. 촉감을 부여하기 위하여 각 셀에 고유한 느낌을 주는 경도(stiffness), 제동성(damping), 정적 마찰력(static friction), 동적 마찰력(dynamic friction) 값의 조합을 미리 정의해 놓았다. 본 기술을 이용하면 사용자는 화면을 직접 만지거나 화면 속의 물체를 3D 모델로 불러온 다음 이동, 크기 조절, 회전 등의 기능을 이용하여 사용자가 원하는 위치에서 촉감을 느끼면서 물체를 자세히 관찰할 수도 있다. 본 논문에서 제안하는 만질 수 있는 비디오를 위한 햅틱 렌더링 기술은 영화, 홈쇼핑 등의 비디오 콘텐츠에 대하여 시각적 효과, 청각적 효과와 더불어 촉각적 효과까지 제공하여 사용자 만족감을 극대화할 수 있다.

영상기반 렌더링 기법을 이용한 실시간 그림자 생성 (Real-Time Shadow Generation Using Image-Based Rendering Technique)

  • 이중연;임인성
    • 한국컴퓨터그래픽스학회논문지
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    • 제7권1호
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    • pp.27-35
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    • 2001
  • 3D 컴퓨터 그래픽에서 그림자는 매우 중요한 요소이다. 그림자가 없으면 물체와 물체간의 정확한 위치를 파악하기가 어렵기 때문이다. 즉, 물체가 다른 물체에 바로 붙어있는지 조금 떨어져 있는지를 알아내기가 곤란한 것이다. 이러한 그림자의 중요성에도 불구하고 현존하는 3D 가속 하드웨어들은 그림자의 생성을 전혀 지원하지 못하고 있다. 또한, 이것을 보완하기 위해 많은 그림자 생성 알고리즘들이 제시되었지만 모두 그 한계가 명확하였다. 많은 그림자 생성 기법 중 텍스춰 하드웨어를 이용한 그림자 지도 기법은 광원과 물체가 고정되어 있을 경우 매우 빠른 속도로 그림자를 생성시킬 수 있지만 광원이나 물체가 움직일 경우에는 속도가 느려지게 된다. 본 논문에서는 그림자 지도 기법에 영상기반 렌더링 기법을 적용하여 실시간으로 그림자를 생성하고자 하였다. 본 논문의 기법은 매우 많은 메모리를 필요로 하기 때문에 데이터를 적당히 샘플링하여 웨이블릿 기반 압축 기법으로 압축하였고, 그림자를 생성할 때는 가장 가까이 저장된 그림자들을 2차원 보간하였다.

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모델링 & 시뮬레이션 해석 결과 증강가시화 (Augmented Visualization of Modeling & Simulation Analysis Results)

  • 김민석;서동우;이재열;김재성
    • 한국CDE학회논문집
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    • 제22권2호
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    • pp.202-214
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    • 2017
  • The augmented visualization of analysis results can play an import role as a post-processing tool for the modeling & simulation (M&S) technology. In particular, it is essential to develop such an M&S tool which can run on various multi-devices. This paper presents an augmented reality (AR) approach to visualizing and interacting with M&S post-processing results through mobile devices. The proposed approach imports M&S data, extracts analysis information, and converts the extracted information into the one used for AR-based visualization. Finally, the result can be displayed on the mobile device through an AR marker tracking and a shader-based realistic rendering. In particular, the proposed method can superimpose AR-based realistic scenes onto physical objects such as 3D printing-based physical prototypes in a seamless manner, which can provide more immersive visualization and natural interaction of M&S results than conventional VR or AR-based approaches. A user study has been performed to analyze the qualitative usability. Implementation results will also be given to show the advantage and effectiveness of the proposed approach.

임의의 모양을 가지는 면광원 하의 실시간 부드러운 그림자 생성 방법 (A Real-time Soft Shadow Rendering Method under the Area Lights having an Arbitrary Shape)

  • 전영재;오경수
    • 한국게임학회 논문지
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    • 제14권2호
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    • pp.77-84
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    • 2014
  • 면광원에 의한 부드러운 그림자의 표현은 가상 장면을 보다 사실적으로 보이도록 한다. 하지만 부드러운 그림자의 계산은 매우 느리게 수행되기 때문에 실시간 3차원 응용 프로그램에 적용하기 위해서는 가속화가 요구된다. 우리는 기존의 실시간 부드러운 그림자 방법들이 가정했던 면광원의 모양과 색상을 보다 일반적으로 확장하여 임의의 모양과 색상을 갖는 면광원에 대한 부드러운 그림자 생성 방법을 제안한다. 그림자 매핑 정보를 획득할 수 있는 그림자 맵은 픽셀과 면광원 간의 가시성 검사를 근사하기 위해 사용되며 픽셀 주변의 그림자 복잡도에 따라 근사의 정도를 결정하였다. 그 결과 보다 일반적인 형태와 색상의 면광원에 대한 부드러운 그림자를 실시간에 표현할 수 있었다.