• Title/Summary/Keyword: image editing

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A Study on the 3-D Stereoscopic Video Techniques Using Motion Typography (모션 타이포그래피를 이용한 3차원 입체영상 제작방법에 관한 연구)

  • Lee, Jun-Sang;Park, Sung-Dae;Kim, Chee-Yong;Han, Soo-Whan
    • Journal of Korea Multimedia Society
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    • v.14 no.8
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    • pp.1070-1081
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    • 2011
  • Among visual communications methods through new media, the typography becomes a key role in information transfer areas with the development of motion graphics. Recently, the researches on stereoscopic image productions have been carried out actively to increase the reality of created images, and the various new approaches for the production of stereoscopic images have been investigated. However, it is obvious that the researches using motion typography have not been studied sufficiently. Thus in this study, the stereoscopic images for moving typography are suggested and produced by using three experimental studies -- the experiments using text movement, camera movement, and finally, editing and composition. In the experiments, from the stereoscopic motion typography produced by our proposed methods, the various visual effects have been obtained, and the visual communication with high reality has been achieved.

UCC-Resilient HD Content Watermarking Scheme on DCT Compressed Domain (UCC 편집에 강인한 DCT 압축영역 기반 고화질 영상 워터마킹 기법)

  • Kim, Jung-Youn;Nam, Je-Ho
    • Journal of Broadcast Engineering
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    • v.13 no.4
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    • pp.489-500
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    • 2008
  • We propose a novel high-definition content watermarking algorithm that is highly feasible in UCC (User Created Contents) environment. We begin by addressing an association between broadcasting content and UCC in a view of copyrights, then present watermark requirements by analyzing various UCC editing-effect. Also, we provide a brief review of previous watermarking techniques that are supposed to satisfy the requirements. Our proposed scheme inserts a invisible watermark into both DC and AC components on $8{\times}8$ block DCT domain and extracts them after synchronization using DC image. Experimental results show that our technique satisfies the requirements of invisibility and robustness to a variety of attacks such as rotation, scaling, cropping, and JPEG compression, etc. Note that the proposed scheme is highly resilient to UCC edit attacks that are combined by many different types of watermark attacks.

WebER: Web Based Statistical Tool Interfacing R for Teaching Purposes (WebER: R을 이용한 웹 기반의 교육용 통계 분석 시스템 구현)

  • Ko, Young-Jun;Park, Yong-Min;Kim, Jin-Seog
    • Communications for Statistical Applications and Methods
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    • v.19 no.2
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    • pp.257-266
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    • 2012
  • R is a free software for statistical analysis that provides simple interfaces to other application programs. Many people are trying to learn R, but it is difficult to learn R compared to commercial software such as SPSS or SAS, and it is cumbersome to provide an environment to teach R. Thus, it is essential to provide a new web-based R environment for novice users or for laboratory use. We developedWebER (a web-based R environment) using PHP on the Linux apache server. WebER can be easily used by any R user because we implemented the same functions as the basic Rgui such as editing R program, generating the text, image outputs, errors and warnings. It is also possible for multi-users to access WebER.

Scenario-based 3D Objects Reuse Algorithm Scheme (시나리오 기반의 3D 객체 재사용 알고리즘)

  • Kang, Mi-Young;Lee, Hyung-Ok;Son, Seung-Chul;Heo, Kwon;Kim, Bong-Tae;Nam, Ji-Seung
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.302-309
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    • 2006
  • This paper propose a practical algorithm to reuse and expand the objects. This algorithm is based on the Motion Path Modification rules. We focus on reusing of the existing motions for synthesizing new motions for the objects. Both the linear and the nonlinear curve-fitting algorithm are applied to modify an animation by keyframe interpolation and to make the motion appear realistic. We also proposes a framework of the scenario-based 3D image synthesizing system that allows common users, who envision a scenario in their minds, to realize it into segments of a cool animation. The framework is useful in building a 3D animation in game programming with a limited set of 3D objects.

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Style for a Study on Visual Tactility of Game Animation (게임에니메이션의 시각적 촉각성 연구)

  • Park, Sung-Won
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.110-117
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    • 2006
  • With the New media of present age we are living at, strongly entice consumers through various sensible technology and give influences on our life. They are visually formed but make us feel them as if formed tactile. The masses of today are meeting media through all the senses in daily life according to the spread of on-line media and in such course they want momentary and tactile share. Since appearance of mass society and cinema following such current, art has appealed to dispersive and tactile perception, and such public way of perception makes it possible to experience 'visual tactility' in daily life in accordance with the development of on-line game culture among others. The shock effects, given by editing of game animations which are produced for epic experience of on-line game, arouse tactility in addition to visibility. Under this assumption and on the basis of visual tactility theory as well as montage theory of image by Walter Benjamin, the research intends to explain that public tactile shock does not result from simple graphic effect but from montage effect and dispersive acceptance.

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Image Map Generation using the Airship Photogrammetric System (비행선촬영시스템을 이용한 영상지도 제작)

  • 유환희;제정형;김성삼
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.20 no.1
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    • pp.59-67
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    • 2002
  • Recently, much demand of vector data have increased rapidly such as a digital map instead of traditional a paper map and the raster data such as a high-resolution orthoimage have been used for many GIS application with the advent of industrial high-resolution satellites and development of aerial optical sensor technologies. Aerial photogrammetric technologies using an airship can offer cost-effective and high-resolution color images as well as real time images, different from conventional remote sensing measurements. Also, it can acquire images easily and its processing procedure is short and simple relatively. On the other hand, it has often been used for the production of a small-scale land use map not required high accuracy, monitoring of linear infrastructure features through mosaicking strip images and construction of GIS data. Through this study, the developed aerial photogrammetric system using the airship expects to be applied to not only producing of scale 1:5, 000 digital map but also verifying, editing, and updating the digital map which was need to be reproduced. Further more, providing the various type of video-images, it expects to use many other GIS applications such as facilities management, scenery management and construction of GIS data for Urban area.

Musical Score Recognition Using Hierarchical ART2 Algorithm (Hierarchical ART2 알고리즘을 이용한 악보 인식)

  • Kim, Kwang-Baek;Woo, Young-Woon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.10
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    • pp.1997-2003
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    • 2009
  • Methods for effective musical score recognition and efficient editing of musical scores are demanded because functions of computers for researches on musical activities become more and more important parts in recent days. In the conventional methods for handling musical scores manually, there are weak points such as incorrect score symbols in input process and requirement of much time to adjust the incorrect symbols. And also there is another weak point that the scores edited by each application program can be remodified by a specific application program only. In this paper, we proposed a method for automatic musical score recognition of printed musical scores in order to make up for the weak points. In the proposed method, staffs in a scanned score image are eliminated by horizontal histogram, noises are removed by 4 directional edge tracking algorithm, and then musical score symbols are extracted by using Grassfire algorithm. The extracted symbols are recognized by hierarchical ART2 algorithm. In order to evaluate the performance of the proposed method, we used 100 musical scores for experiment. In the experiment, we verified that the proposed method using hierarchical ART2 algorithm is efficient.

A Qualitative Study on 3D Designer Jobs in Fashion Vendors (의류수출업체의 3D 디자이너 직무에 대한 질적 연구)

  • Choi, Younglim
    • Fashion & Textile Research Journal
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    • v.23 no.4
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    • pp.504-514
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    • 2021
  • This study attempted to extract and structure the job skills required for 3D designers, which have been recently introduced to the fashion industry. The study aimed to materialize and objectify the 3D designer's job, using a focus group interview for the survey. The 3D designer has the TD task of making 3D virtual samples using the pattern files developed in Pattern CAD. Graphic design and fabric digitization are also major tasks for the 3D designer. CLO is mainly used for 3D virtual sample production, and PixPlant, Substance, Photoshop, Cinema 4D, Daz studio, and 3ds MAX are used for image and avatar editing. As per the job skills required for 3D design work, basic knowledge about patterns and sewing, skill in 3D virtual clothing technology, ability to use various software, and English skills were considered important, in that order. In particular, the need for knowledge about patterns and sewing became more important than the skill in 3D virtual clothing technology itself. To train 3D designers, it was found that not only 3D virtual clothing software, but also education on patterns and clothing construction, CAD developer's curriculum certification system, and 3D designer qualification management were required. In addition, 3D designers are recognized as an essential job in fashion vendors, and the demand for domestic brands is increasing. The biggest limitation of the 3D virtual clothing system is the perfection of the digital fabric. Also, technical improvement is needed.

Reproduction based Multi-Contents Distribution Platform

  • Lee, Byung-Duck;Lee, Keun-Ho;Han, Seong-Soo;Jeong, Chang-Sung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.2
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    • pp.695-712
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    • 2021
  • As the use of smart devices is being increased rapidly by the development of internet and IT technology, the contents production and utilization rate are showing higher increase, too. In addition, the type of contents also shows very diverse forms such as education, game, video, UCC, etc. In the meantime, the contents are reproduced in diverse forms by reprocessing the original contents, and they are being serviced through the contents service platform. Therefore, the platform to make the contents reprocessing easy and fast is needed. As the diverse contents distribution channels such as YouTube, SNS, App Service, etc, easier contents distribution platform is needed, and the development of the relevant area is expected. In addition, as the selective consumption of the contents having easy accessibility through diverse smart devices is distinguished, the demand for the platform and service that can identify the contents consumption propensity by individual is being increased. Therefore, in this study, to vitalize the online contents distribution, the contents reproduction and publishing platform, was designed and materialized, which can reproduce and distribute the contents based on the real-time contents editing technology in URL unit and the consumer propensity analysis technology using the data management-based broadcasting contents distribution metadata technology and the edited image contents streaming technology. In addition, in the results of comparing with other platforms through the experiment, the performance superiority of the suggested platform was verified. If the suggested platform is applied to the areas of education, broadcasting, press, etc, the multi-media contents can be reproduced and distributed easily, through which the vitalization of contents-related industry is expected.

A Study on the Design of Korean Textbooks in Elementary Schools for Learning Interest (학습흥미 유발을 위한 초등학교 국어 교과서 디자인 연구)

  • Lee, Chang Wook;Park, Kwang Shin
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.555-561
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    • 2018
  • It is the Korean language textbook of elementary school 1~2 grade that forms the basis of the textbook to nurture the creative convergence talent with the core competence required by the future society. In order to increase the learning effect based on the textbooks, the interest inducing factors were derived on the basis of the learning interest, and the textbook design was analyzed by the in - depth interviews and discussions of the expert group. As a result, Graphic elements using bright and soft colors, illustrations of peer groups related to learning contents, and resilient use of sans serifs. However, issues such as lack of proper mixing of photos and illustrations, further development of learning helper characters, configuration of spare margins, graphic image design, and lack of a structured layout that utilizes color and visual images were cited as problems.