• Title/Summary/Keyword: Visual Modeling

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Feature-Based Light and Shadow Estimation for Video Compositing and Editing (동영상 합성 및 편집을 위한 특징점 기반 조명 및 그림자 추정)

  • Hwang, Gyu-Hyun;Park, Sang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.1
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    • pp.1-9
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    • 2012
  • Video-based modeling / rendering developed to produce photo-realistic video contents have been one of the important research topics in computer graphics and computer visions. To smoothly combine original input video clips and 3D graphic models, geometrical information of light sources and cameras used to capture a scene in the real world is essentially required. In this paper, we present a simple technique to estimate the position and orientation of an optimal light source from the topology of objects and the silhouettes of shadows appeared in the original video clips. The technique supports functions to generate well matched shadows as well as to render the inserted models by applying the estimated light sources. Shadows are known as an important visual cue that empirically indicates the relative location of objects in the 3D space. Thus our method can enhance realism in the final composed videos through the proposed shadow generation and rendering algorithms in real-time.

Exploration on factors to affect continuance intention of collegian subscribing YouTube: Focused on Post-adoption Model (대학생 유튜브 구독 이용자의 지속이용 영향요인에 관한 탐색 : 기술 수용 후 모형(Post-adoption model)을 중심으로)

  • Joo, Jihyuk
    • Journal of the Korea Convergence Society
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    • v.11 no.10
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    • pp.197-205
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    • 2020
  • The present study analyzed the effector that has an influence on continuance intention to use YouTube that is a prime platform to distribute visual contents. Whether the dispersion of information communication technology succeeds or not is determined by a more extent which user uses active and continued than adopts fast. From this point of view, we employed partial least square(PLS) path modeling to analyze structural causality among constructs in the post-adoption model(PAM). As a result, all paths given in PAM except for the path 'confirmation-satisfaction' were validated. Especially, confirmation mediated with satisfaction than perceived usefulness has a more effect on continuance intention. Finally, we described the limitation of the present study and the suggestion for future research.

Conceptual Review on objects in Interior Design for Discourses - Search for Condition object Discussions through Review on Le Corbusier's object theory - (실내디자인에서 오브제 논의를 위한 개념적 고찰 - 르 꼬르뷔지에의 오브제이론을 통한 오브제 논의의 조건 모색 -)

  • Kim, Su-Jung;Lee, Sang-Ho
    • Korean Institute of Interior Design Journal
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    • v.15 no.5 s.58
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    • pp.85-94
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    • 2006
  • Due to multidisciplinary characteristic of the Interior Design field, it has developed into complex interdisciplinary field. Therefore Interior Design field has grown and established its major trends dependent upon other related field of study. With this perspective in mind, esthetics on Interior Design has to be treated in similar manner. In modem architects or artists have defined the terminology 'object' theoretical principle where by unable to distinguish between 'object's type' and 'objects', Presently, the term 'object' became a trend word. In order to confront misconception of the idea of 'Objectification', some people definition as reflection of this complex society. In this paper, it will establish a solid groundwork for a discussion on Objectification. The initial approach will deal with Le Corbusier and esthetics, which is the center of argument. By reviewing theoretical background of the related modern art, the paper discusses about the relationship between Le Corbusier and esthetics. Subsequently, the discussion about the criterions necessary to define object is provided. This paper only suggests a methodology of analyzing a trend in Interior Design. The condition to define Objectification in Interior Design, which is a result of the reviewing process on esthetics, can be concluded as 'modeling form(transformation of morphological meaning with change wrought by causing a visual reaction)', 'mixtures and modification of materials(transformation and spontaneity through mixing materials)' and 'elements greatly influence space' of the Interior Design.

A Study on Artistic Characteristics of Korean Modern Cartoon - Centering on the field of modeling in the period from the early 1900's till 1945 - (한국근대만화의 예술적 특징에 관한 연구 - 1900년대 초부터 1945년까지 작품의 조형적 측면을 중심으로 -)

  • Kim, Jong-Ok
    • Cartoon and Animation Studies
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    • s.10
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    • pp.33-53
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    • 2006
  • On this treatise , we analyze the characteristic of a cartoon secured it's position as new popular media of popular culture in Korean modern society. And the purpose of this study is clarifying the social meaning of cartoon for formulating historical position of Korean cartoon. For a cartoon expand the sphere of research as a study, and secure the position as a unique popular culture genre in Korean society , we need to consider and ensure historical position which Korean cartoon had from the quickening period of it. As a visual culture, a cartoon realized stately the purpose of communication media at that society which had high illiteracy rate. In this upheaval at Korean society , the appearance of modern cartoon had became very important measure of propaganda and education for enlightened intellectuals who had enlightened the people and endeavored to regain sovereignty. Conversely, it also had became a measure of pro-Japanese. Also, it was important measure of securing a reader to a publishing company managed a media for commercial gain. Therefore, on this thesis, we judged that the quickening period of Korean cartoon is from the early 1900's (an occupation period of Japan) till 1945 (the day of liberation), and found the characteristic of Korean cartoon on basis of this period.

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A Study of 3D Sound Modeling based on Geometric Acoustics Techniques for Virtual Reality (가상현실 환경에서 기하학적 음향 기술 기반의 3차원 사운드 모델링 기술에 관한 연구)

  • Kim, Cheong Ghil
    • Journal of Satellite, Information and Communications
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    • v.11 no.4
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    • pp.102-106
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    • 2016
  • With the popularity of smart phones and the help of high-speed wireless communication technology, high-quality multimedia contents have become common in mobile devices. Especially, the release of Oculus Rift opens a new era of virtual reality technology in consumer market. At the same time, 3D audio technology which is currently used to make computer games more realistic will soon be applied to the next generation of mobile phone and expected to offer a more expansive experience than its visual counterpart. This paper surveys concepts, algorithms, and systems for modeling 3D sound virtual environment applications. To do this, we first introduce an important design principle for audio rendering based on physics-based geometric algorithms and multichannel technologies, and introduce an audio rendering pipeline to a scene graph-based virtual reality system and a hardware architecture to model sound propagation.

A Framework for 3D Hand Gesture Design and Modeling (삼차원 핸드 제스쳐 디자인 및 모델링 프레임워크)

  • Kwon, Doo-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.10
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    • pp.5169-5175
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    • 2013
  • We present a framework for 3D hand gesture design and modeling. We adapted two different pattern matching techniques, Dynamic Time Warping (DTW) and Hidden Markov Models (HMMs), to support the registration and evaluation of 3D hand gestures as well as their recognition. One key ingredient of our framework is a concept for the convenient gesture design and registration using HMMs. DTW is used to recognize hand gestures with a limited training data, and evaluate how the performed gesture is similar to its template gesture. We facilitate the use of visual sensors and body sensors for capturing both locative and inertial gesture information. In our experimental evaluation, we designed 18 example hand gestures and analyzed the performance of recognition methods and gesture features under various conditions. We discuss the variability between users in gesture performance.

Construction of a Verified Virtual NC Simulator for the Cutting Machines at Shipyard Using the Digital Manufacturing Technology (디지털 매뉴팩쳐링 기법을 이용한 절단기기의 검증된 가상 NC 시뮬레이터 구축)

  • Jung, Ho-Rim;Yim, Hyun-June;Lee, Jang-Hyun;Choi, Yang-Ryul;Kim, Ho-Gu;Shin, Jong-Gye
    • Journal of the Society of Naval Architects of Korea
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    • v.42 no.1 s.139
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    • pp.64-72
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    • 2005
  • Digital manufacturing is a technology to simulate the real manufacturing process using the virtual model representing the physical schema and the behavior of the real manufacturing system including resources, processes and product information. Therefore, it can optimize the manufacturing system or prevent the bottleneck processes through the simulation before the manufacturing plan is executed. This study presents a method to apply the digital manufacturing technology for the steel cutting process in shipyard. The system modeling of cutting shop is carried out using the IDEF and UML which is a visual modeling language to document the artifacts of a complex system. Also, virtual NC simulators of the cutting machines are constructed to emulate the real operation of cutting machines and NC codes. The simulators are able to verify the cutting shape and estimate the precise cycle time of the planned NC codes. The validity of the virtual model is checked by comparing the real cutting time and shape with the simulated results. It is expected that the virtual NC simulators can be used for accurate estimation of the cutting time and shape in advance of real cutting work.

The Integrated Design and Analysis of Manufacturing Lines (I) - an Automated Modeling & Simulation System for Digital Virtual Manufacturing (제조라인 통합 설계 및 분석(I) - 디지털 가상생산 기술 적용을 위한 모델링 & 시뮬레이션 자동화 시스템)

  • Choi, SangSu;Hyeon, Jeongho;Jang, Yong;Lee, Bumgee;Park, Yangho;Kang, HyoungSeok;Jun, Chanmo;Jung, Jinwoo;Noh, Sang Do
    • Korean Journal of Computational Design and Engineering
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    • v.19 no.2
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    • pp.138-147
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    • 2014
  • In manufacturing companies, different types of production have been developed based on diverse production strategies and differentiated technologies. The production systems have become smart, factories are filled with unmanned manufacturing lines, and sustainable manufacturing technologies are under development. Nowadays, the digital manufacturing technology is being adopted and used in manufacturing industries. When this technology is applied, a lot of efforts, time and cost are required and training professionals in-house is limited. In this paper, we introduce e-FEED system (electronic based Front End Engineering and Design) that is the integrated design and analysis system for optimized manufacturing line development on virtual environment. This system provides the functions that can be designed easily using library and template based on standardized modules and analyzed automatically the logistic and capacity simulation by one-click and verified the result using visual reports. Also, we can review the factory layout using automatically created 3D virtual factory and increase the knowledge reuse by e-FEED system.

Unsupervised Motion Learning for Abnormal Behavior Detection in Visual Surveillance (영상감시시스템에서 움직임의 비교사학습을 통한 비정상행동탐지)

  • Jeong, Ha-Wook;Chang, Hyung-Jin;Choi, Jin-Young
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.48 no.5
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    • pp.45-51
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    • 2011
  • In this paper, we propose an unsupervised learning method for modeling motion trajectory patterns effectively. In our approach, observations of an object on a trajectory are treated as words in a document for latent dirichlet allocation algorithm which is used for clustering words on the topic in natural language process. This allows clustering topics (e.g. go straight, turn left, turn right) effectively in complex scenes, such as crossroads. After this procedure, we learn patterns of word sequences in each cluster using Baum-Welch algorithm used to find the unknown parameters in a hidden markov model. Evaluation of abnormality can be done using forward algorithm by comparing learned sequence and input sequence. Results of experiments show that modeling of semantic region is robust against noise in various scene.

Generation of Stereoscopic Image from 2D Image based on Saliency and Edge Modeling (관심맵과 에지 모델링을 이용한 2D 영상의 3D 변환)

  • Kim, Manbae
    • Journal of Broadcast Engineering
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    • v.20 no.3
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    • pp.368-378
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    • 2015
  • 3D conversion technology has been studied over past decades and integrated to commercial 3D displays and 3DTVs. The 3D conversion plays an important role in the augmented functionality of three-dimensional television (3DTV), because it can easily provide 3D contents. Generally, depth cues extracted from a static image is used for generating a depth map followed by DIBR (Depth Image Based Rendering) rendering for producing a stereoscopic image. However except some particular images, the existence of depth cues is rare so that the consistent quality of a depth map cannot be accordingly guaranteed. Therefore, it is imperative to make a 3D conversion method that produces satisfactory and consistent 3D for diverse video contents. From this viewpoint, this paper proposes a novel method with applicability to general types of image. For this, saliency as well as edge is utilized. To generate a depth map, geometric perspective, affinity model and binomic filter are used. In the experiments, the proposed method was performed on 24 video clips with a variety of contents. From a subjective test for 3D perception and visual fatigue, satisfactory and comfortable viewing of 3D contents was validated.