• Title/Summary/Keyword: silhouette image

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The Ways in which Clothes worn by Game Characters as Expressed in Contemporary Fashion (현대패션에 포함된 게임 캐릭터 의상의 조형성)

  • Lee, Hyo-Jin;Yang, A-Rang
    • Journal of the Korean Society of Costume
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    • v.58 no.4
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    • pp.86-98
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    • 2008
  • This study is purposed to determine the correlation between contemporary fashion and game characters' clothes and to analyze the formative property of the game characters' clothes expressed in the contemporary fashion. The temporal scope of this study is from 2004 to 2007 based on general online game ranks, while the game type is limited to 3D-online role playing game. The most popular clothes of game characters are analyzed and found to have imaginary, sensualistic, and cross-sexual features. These are also expressed as Cyber resistance image, Femme fatal image and Asexual image in the contemporary fashion. Firstly, the Cyber resistance image in the recent fashion is shown as belligerent, destructive and surrealistic image in contemporary fashion. Secondly, the Femme fatal image represents bewitching, brutal and narcissistic image with sleek materials and glowing colors in contemporary fashion. Thirdly, the Asexual image means the concept of sex as the neuter gender. Especially, this image has been introduced by simple and straight silhouette, black, silver, khaki colors in fashion. Accordingly, the clothes of game characters with the popularity and formative property have close correlation with contemporary fashion even if they do not pursue for practical creativity. In this respect, they can consolidate the position as a new fashion trend if they are developed with various design ideas.

Haircutting Point Analysis and Improvement the Block Matching Algorithm Using in Web Camera (웹 카메라에서 블록정합기법을 이용한 헤어커팅 포인트 분석 및 개선)

  • Kang, Nam Soon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.5 no.4
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    • pp.189-197
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    • 2009
  • This paper suggests the system for searching and application is to be in combination between existing hair art area and Image/Video processing area. This proposed system usually saves various hair types into a database, then, users send images of their face over the internet by using WebCam. Finally, they can find the hair types for users. Hair cutting is technology that form draft to make hair style. Man cut must decide how in image of sinciput, image of side bean curd, after lower image must operate. Silhouette is produced as is different by change of this three places. Customer increases in the beauty salon and beauty salon chain being changed, research about beauty art is necessary point of time. In this treatise, our country of when swim and operate haircut about problem that happen sample survey and analysis.

View-Invariant Body Pose Estimation based on Biased Manifold Learning (편향된 다양체 학습 기반 시점 변화에 강인한 인체 포즈 추정)

  • Hur, Dong-Cheol;Lee, Seong-Whan
    • Journal of KIISE:Software and Applications
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    • v.36 no.11
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    • pp.960-966
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    • 2009
  • A manifold is used to represent a relationship between high-dimensional data samples in low-dimensional space. In human pose estimation, it is created in low-dimensional space for processing image and 3D body configuration data. Manifold learning is to build a manifold. But it is vulnerable to silhouette variations. Such silhouette variations are occurred due to view-change, person-change, distance-change, and noises. Representing silhouette variations in a single manifold is impossible. In this paper, we focus a silhouette variation problem occurred by view-change. In previous view invariant pose estimation methods based on manifold learning, there were two ways. One is modeling manifolds for all view points. The other is to extract view factors from mapping functions. But these methods do not support one by one mapping for silhouettes and corresponding body configurations because of unsupervised learning. Modeling manifold and extracting view factors are very complex. So we propose a method based on triple manifolds. These are view manifold, pose manifold, and body configuration manifold. In order to build manifolds, we employ biased manifold learning. After building manifolds, we learn mapping functions among spaces (2D image space, pose manifold space, view manifold space, body configuration manifold space, 3D body configuration space). In our experiments, we could estimate various body poses from 24 view points.

The Classified Korean Clothing Image by Brainstorming Method -focus on the image "The Land of Morning Calm"- (브레인스토밍 기법에 의한 한국적 의복이미지 유형 -"고요한 아침의 나라"이미지를 중심으로-)

  • 오현정;오선희
    • Journal of the Korean Society of Costume
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    • v.52 no.6
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    • pp.41-50
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    • 2002
  • The purpose of this study is to classify korean clothing image using brainstorming method. Brainstorming theme is selected 'The Land of Morning Calm 'which famed to foreigner about Korea. Brainstorming members were 10 persons for 1st. 9 persons for End. The 119 words of association from 'morning calm'were to extracted at 1st brainstorming. The group of senses image were to classified at End brainstorming. The results of this study were as follows : 1. The clothing image type of tactual sense implied feeling of that downy bedding in a soft spring and grandmother's hands as warm. rough. 2. The clothing image type of smelling sense associated smells of pleasant. mild. and fresh. 3. The clothing image type of auditive sense consisted mainly sense of indirect. resonance. small, and clear sounds. 4. The clothing image type of visual sense associated pure, passive, gentle, and lasting life-force as weeds and wild flowers. Korean line is pointless and rounded curve. Korean form is soft silhouette as streamy, not exaggerate and wavy detail of slim and short. Korean color is not dyed, just natural color and pastel tone. Korean textile is a natural material as linen, ramie. and coarse silk.

Decomposition based on Object of Convex Shapes Using Poisson Equation (포아송 방정식을 이용한 컨벡스 모양의 형태 기반 분할)

  • Kim, Seon-Jong;Kim, Joo-Man
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.5
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    • pp.137-144
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    • 2014
  • This paper proposes a novel procedure that uses a combination of overlapped basic convex shapes to decompose 2D silhouette image. A basic convex shape is used here as a structuring element to give a meaningful interpretation to 2D images. Poisson equation is utilized to obtain the basic shapes for either the whole image or a partial region or segment of an image. The reconstruction procedure is used to combine the basic convex shapes to generate the original shape. The decomposition process involves a merging stage, filtering stage and finalized by compromising stage. The merging procedure is based on solving Poisson's equation for two regions satisfying the same symmetrical conditions which leads to finding equivalencies between basic shapes that need to be merged. We implemented and tested our novel algorithm using 2D silhouette images. The test results showed that the proposed algorithm lead to an efficient shape decomposition procedure that transforms any shape into a simpler basic convex shapes.

The Expressive Characteristics of the Posthuman Body in Fashion Illustration (패션 일러스트레이션에 반영된 포스트휴먼의 신체 표현특징)

  • Choi, Jung-Hwa
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.9
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    • pp.1085-1098
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    • 2011
  • In the $21^{st}$ century, technology is a tool for the expansion of the five senses and physical ability that works as an element for posthuman identity. This study analyzes and theorizes on the characteristics of the posthuman body in fashion illustration. The method of this study analyzes documentaries about posthuman and fashion illustration. The results are as follow. Posthuman body types are classed as hybrid body, plastic surgery body, and digital body. The characteristics of the posthuman body are categorized as ultra- functional prosthetic, mythical undifferentiated, radical plastic surgery type and post-physical digitization type. The ultra-functional prosthetic type shows a restored body and upgraded functional body through a machine hybrid, cyborg suit and mannequin hybrid. It is a break from classical gender identity to form a nerve sense extension that displays physical and abstract power. The mythical undifferentiated type shows a therianthropic form, parts of an animal body, radical skin and gender bending. It represents the return to an undifferentiated world, the desire of a powerful being and the possibility of radical transformation. The radical plastic surgery type shows a photomontage of an ideal body, transgendered body, grotesque body marking, absence of partial or overall face organ and the expansion of abnormal body organs. It represents the expression of narcissism, unconscious desire, fantasy, fear and suggests an alternative ideality, sexual attachment and ambiguous gender identity. The post-physical digitization type shows an imperfect form or duplicated ego image through the omission of the body silhouette or detailed form, fragmented image using net, representative self like optical illusion using typography, an imperfect vague silhouette and immaterial body outline through the use of virtual light. It represents the lack of desire, narcissism, fluidity in a virtual space, the continued creation of a new self, ambiguous gender identity and the liberation of environment, sex, and race. Likewise, the posthuman in fashion illustration shows the absence of a species boundary, destruction of classical gender identity, a new personality and virtual self image.

WALK-THROUGH VIEW FOR FTV WITH CIRCULAR CAMERA SETUP

  • Uemori, Takeshi;Yendo, Tomohiro;Tanimoto, Masayuki;Fujii, Toshiaki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.727-731
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    • 2009
  • In this paper, we propose a method to generate a free viewpoint image using multi-viewpoint images which are taken by cameras arranged circularly. In past times, we have proposed the method to generate a free viewpoint image based on Ray-Space method. However, with that method, we can not generate a walk-through view seen from a virtual viewpoint among objects. The method we propose in this paper realizes the generation of such view. Our method gets information of the positions of objects using shape from silhouette method at first, and selects appropriate cameras which acquired rays needed for generating a virtual image. A free viewpoint image can be generated by collecting rays which pass over the focal point of a virtual camera. However, when the requested ray is not available, it is necessary to interpolate it from neighboring rays. Therefore, we estimate the depth of the objects from a virtual camera and interpolate ray information to generate the image. In the experiments with the virtual sequences which were captured at every 6 degrees, we set the virtual camera at user's choice and generated the image from that viewpoint successfully.

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CNN-based Gesture Recognition using Motion History Image

  • Koh, Youjin;Kim, Taewon;Hong, Min;Choi, Yoo-Joo
    • Journal of Internet Computing and Services
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    • v.21 no.5
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    • pp.67-73
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    • 2020
  • In this paper, we present a CNN-based gesture recognition approach which reduces the memory burden of input data. Most of the neural network-based gesture recognition methods have used a sequence of frame images as input data, which cause a memory burden problem. We use a motion history image in order to define a meaningful gesture. The motion history image is a grayscale image into which the temporal motion information is collapsed by synthesizing silhouette images of a user during the period of one meaningful gesture. In this paper, we first summarize the previous traditional approaches and neural network-based approaches for gesture recognition. Then we explain the data preprocessing procedure for making the motion history image and the neural network architecture with three convolution layers for recognizing the meaningful gestures. In the experiments, we trained five types of gestures, namely those for charging power, shooting left, shooting right, kicking left, and kicking right. The accuracy of gesture recognition was measured by adjusting the number of filters in each layer in the proposed network. We use a grayscale image with 240 × 320 resolution which defines one meaningful gesture and achieved a gesture recognition accuracy of 98.24%.

Vision-Based Real-Time Motion Capture System

  • Kim, Tae-Ho;Jo, Kang-Hyun;Yoon, Yeo-Hong;Kang, Hyun-Duk;Kim, Dae-Nyeon;Kim, Se-Yoon;Lee, In-Ho;Park, Chang-Jun;Leem Nan-Hee;Kim, Sung-Een
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.171.5-171
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    • 2001
  • Information that is acquired by adhered sensors on a body has been commonly used for the three-dimensional real-time motion capture algorithm. This paper describes realtime motion capture algorithm using computer vision. In a real-time image sequence, human body silhouette is extracted use a background subtraction between background image and the reference image. Then a human standing posture whether forward or backward is estimated by extraction of skin region in the silhoutte. After then, the principal axis is calculated in the torso and the face region is estimated on the principal axis. Feature points, which are essential condition to track the human gesture, are obtained ...

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The Comic Expression depicted on John Galliano's Works (John Galliano 작품에 표현된 웃음의 미학)

  • Jang, Ae-Ran
    • Journal of the Korean Society of Costume
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    • v.56 no.3 s.102
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    • pp.129-142
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    • 2006
  • The historicism and romanticism of John Galliano's designs are rivaled only by the spectacular and theatrical nature of his fashion shows; romantic silhouette, the complexity of the cut and, of course, the painstaking attention to historical detail. Galliano's approach is very much that of a British designer in that he absorbs wildly diverging historical and cultural elements to invent new hybridizations of the contemporary. Galliano started his career as part of the wildly uninhibited avant-garde London design scene. His designs were twisted and artfully torn, weired and also beautiful. The purpose of this study is to investigate the Comic Expression depicted on John Galliano's works by borrowing the Comic. The Comic or the Comedy is a kind of art form that signifies exciting effects, and so, is a means of raising a laugh. The similar concepts of the Comic already were depicted by means of transformation and distortion of form, satire, fantastic pastiche and reversion of substances on Cubism, Dada, Surrealism, Pop Art and Postmodernism. Therefore, John Galliano selected the quixotic expressional methods to seek for having playful fun. The aesthetics of the Comic is the beauty based on quantitative or qualitative contradiction between expectations and realizations. That is, the Comic is characterized by getting rid of stress through laugh with clarifying a subject of contradiction. This study found that John Galliano's designs are expressed the quixotic comic on Historical image, Exotic image and Primitive image to make a complaint against the social evils.