• Title/Summary/Keyword: Data editing

검색결과 316건 처리시간 0.029초

뷰티 메이크업을 위한 컴퓨터 그래픽스 활용에 관한 연구 (A study of Beauty Make-up Using Computer Graphics)

  • 권현아
    • 한국의류산업학회지
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    • 제8권2호
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    • pp.214-224
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    • 2006
  • Computer graphics mean a reproduction of various information through image processing or the technology that is widely thought in makeup areas also, recently. Especially, Adobe Illustrator, unlike Adobe Photoshop used in image editing and correction, is software suitable for image drawing and reproducing beauty makeup. Beauty makeup is a work adorning human body to fit to the aesthetic standard in that period, and is a plastic art expressing shapes, colors and textures using design elements. Adobe Illustrator is a 2D graphics designing images using shapes having plane colors. In this study I studied techniques reproducing each element of contours and colors of beauty makeup through Adobe Illustrator CS. In other words, I have prepared a reference data by studying techniques reproducing beauty makeup using Adobe Illustrator CS. In this study, though, I couldn't try various things, because I limited facial contour and skin color to only one kind. Therefore, I hope, in the future, others can expand the ethnics of using Adobe Illustrator in more enriched ways by working on various facial contours and skin colors.

수치영상을 이용한 사면지반 계측시스템 개발(1) - 캐드의 연계를 통한 DCRP 교육용 운용시스템 구축 - (The Construction of Digital Close Range Photogrammetry System Integrated With CAD for Education)

  • 배상호;주영은
    • 한국측량학회지
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    • 제20권4호
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    • pp.399-404
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    • 2002
  • 본 연구에서는 고가의 측정장비와 해석장비를 배제한 보다 경제적인 매체를 활용하여 관련 학습자가 손쉽게 사진측량을 이해하고 활용할 수 있는 솔류션을 제공하고자 하였다. 이를 위해, 모니터 상의 입체영상에 이벤트를 발생시켜 3차원 위치자료를 해석하고 캐드 시스템에 자동 입력하도록 하여 좌표측정과 함께 실시간 벡터편집 및 도면화를 가능하게 하였다. 그리고, 구축 시스템의 검증을 수행하여 실 구조물에 대한 모니터링을 수행할 수 있었으므로 관련 분야의 실습용 운용 교보재로서의 활용이 가능할 것으로 기대한다.

An Integrated Approach to the Improvement of Stability Lobes

  • Mohan, Sekar;Jonnalagadda, Srinivas;Kang, Nam-Cheol;Yang, Seung-Han
    • International Journal of Precision Engineering and Manufacturing
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    • 제9권4호
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    • pp.83-85
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    • 2008
  • Redundant spurious loops and overlapping segments in stability lobe diagrams cannot be removed easily by regular methods. A programmatic approach is presented to detect multiple spurious loops occurring within the lobes. They are identified by reorganizing the numerical lobe data into speed-depth corners for subsequent removal. The same principle is then extended to remove overlapping segments of adjacent lobes to obtain a final continuous stability map. Unlike existing methods, the proposed methodology requires no interface with additional editing software, and can also yield stability lobe diagrams more quickly. The methodology is presented with lobe diagrams constructed using milling and turning models.

현실 객체 인식 기반 모바일 증강현실 게임 (Real Object Recognition Based Mobile Augmented Reality Game)

  • 이동춘;이헌주
    • 한국게임학회 논문지
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    • 제17권4호
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    • pp.17-24
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    • 2017
  • 본 논문은 마커를 사용하지 않고 현실 객체 대상 모바일 증강현실 게임의 일반적인 제작 과정에 대해서 기술하고 있다. 본 논문에서는 모바일 환경에서의 성능 최적화를 위해서 slam 기술을 사용하여 만들어진 포인트 클라우드 데이터를 별도의 편집툴을 사용하여 편집하였다. 또한 게임 실행단계에서 특징점 추출 및 디스크립터 매칭으로 인해 많은 부하가 발생하는데, 이를 줄이기 위해서 이전 입력 영상에서 매칭된 특징점에 대한 위치 추적을 위해 Opticalflow 추적을 사용하였다.

클라이언트/서버 응용 개발 도구에서 자동표현 기능의 설계 및 구현 (Design and Implementation on Auto-Presentation Feature in Client/Server Application Development Tools)

  • 이근영;김문자;임채덕;인소란
    • 한국정보처리학회논문지
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    • 제4권8호
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    • pp.1940-1947
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    • 1997
  • 본 논문은 클라이언트/서버 응용 개발도구에서 원하는 정보를 자동으로 표현할 수 있는 자동표현(Auto Presentation) 기능의 설계 및 구현에 대한 것이다. 이러한 자동표현 기능은 먼저 표현하고자 하는 정보가 표현될 순서, 표현이 지속되는 시간, 표현 형태, 그리고 반복 회수를 편집한다. 그리고 설정된 순서에 따라 사용자의 간섭없이 이를 자동으로 표현하게 된다. 본 논문에서는 클라이언트/서버 응용 개발도구인 한우리/C에서 구현한 자동표현 기능에 대해서 기술한다. 한우리/C의 자동표현 기능은 데이타베이스에 있는 데이타를 자동으로 추출하여 표현할 수 있는 특징이 있다.

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실내공간 기반 IndoorGML 데이터 편집 및 가시화 구현에 관한 연구 (A Study on the Implementation of Editing and Viewing IndoorGML Data based on Indoor Space)

  • 황정래;최진원;최현상;홍창희;이지영
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2012년도 추계학술발표대회
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    • pp.1180-1182
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    • 2012
  • 최근 시설물이 대형화 및 복잡화 되어 가면서 실외 공간뿐만 아니라 실내공간에 대한 관심이 국내외적으로 높아지고 있다. 이에 실내공간을 3차원으로 표현하고, 실외와 실내를 연계 및 통합하려는 연구가 국내외적으로 시도되고 있다. 본 연구에서는 실외와 실내의 연계 및 통합을 위한 전 단계의 연구로 현재 국제 표준화 작업이 진행 중인 실내공간을 표현하는 IndoorGML 데이터모델을 대상으로 그 데이터를 편집하고 가시화하는 도구를 구현하였다.

Research on Reconstruction Technology of Biofilm Surface Based on Image Stacking

  • Zhao, Yuyang;Tao, Xueheng;Lee, Eung-Joo
    • 한국멀티미디어학회논문지
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    • 제24권11호
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    • pp.1472-1480
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    • 2021
  • Image stacking technique is one of the key techniques for complex surface reconstruction. The process includes sample collection, image processing, algorithm editing, surface reconstruction, and finally reaching reliable conclusions. Since this experiment is based on laser scanning confocal microscope to collect the original contour information of the sample, it is necessary to briefly introduce the relevant principle and operation method of laser scanning confocal microscope. After that, the original image is collected and processed, and the data is expanded by interpolation method. Meanwhile, several methods of surface reconstruction are listed. After comparing the advantages and disadvantages of each method, one-dimensional interpolation and volume rendering are finally used to reconstruct the 3D model. The experimental results show that the final 3d surface modeling is more consistent with the appearance information of the original samples. At the same time, the algorithm is simple and easy to understand, strong operability, and can meet the requirements of surface reconstruction of different types of samples.

CNN 모델의 최적 양자화를 위한 웹 서비스 플랫폼 (Web Service Platform for Optimal Quantization of CNN Models)

  • 노재원;임채민;조상영
    • 반도체디스플레이기술학회지
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    • 제20권4호
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    • pp.151-156
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    • 2021
  • Low-end IoT devices do not have enough computation and memory resources for DNN learning and inference. Integer quantization of real-type neural network models can reduce model size, hardware computational burden, and power consumption. This paper describes the design and implementation of a web-based quantization platform for CNN deep learning accelerator chips. In the web service platform, we implemented visualization of the model through a convenient UI, analysis of each step of inference, and detailed editing of the model. Additionally, a data augmentation function and a management function of files that store models and inference intermediate results are provided. The implemented functions were verified using three YOLO models.

A Study on Google Classroom as a Tool for the Development of the Learning Model of College English

  • Lee, Jeong-Hwa;Cha, Kyung-Whan
    • International Journal of Contents
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    • 제17권2호
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    • pp.65-76
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    • 2021
  • The aim of this study was to explore the use of Google Classroom as a learning management system for College English. The study targeted 34 university students. They took part in various activities, such as writing reactions to video lectures, peer-editing essays, and recording video presentations, et cetera. For the study, a t-test was conducted to evaluate the English development of the students. The two essays that each student wrote were used as the data sources. The result (t=-5.854, p=.000) indicated an improvement in their English writing proficiency. In addition, a survey was conducted to gather students' feedback regarding their perceptions towards the course. The study covered five aspects of their experience: Google Classroom, language development, Quizlet, classroom experience, and essay-writing experience. From the results, students indicated a positive response to the program. The use of Google Classroom in an online learning setting accomplishes two things; it helped the students in the development of their English proficiency, and provided activities that students find interesting, which in turn stimulates their self-learning spirit.

A Study of Development and Production of Relaxing VR Content

  • Kim, Mijung
    • International Journal of Advanced Culture Technology
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    • 제9권4호
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    • pp.194-203
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    • 2021
  • Virtual reality is being increasingly used for healing and therapy for mental health. In this study, we developed VR-based immersive content that enables virtual travel without the limitations of time and physical conditions. We aim to develop and produce VR content for relaxation and meditation using the beautiful natural scenery. To make realistic and immersive content, we took a video of natural sceneries with a small UAV connected to a VR camera. The content was developed through stitching, video editing and post-processing of the initially captured video data, and then the created VR video was inserted into the VR device. The produced content will be helpful for stress and used to heal the mind and body of exhausted modern people by providing the place with great scenery and sound in an immersive way at any time.