• 제목/요약/키워드: silhouette image

검색결과 276건 처리시간 0.028초

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

  • 이효진;양아랑
    • 복식
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    • 제58권4호
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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.

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

  • 강남순
    • 디지털산업정보학회논문지
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    • 제5권4호
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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.

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

  • 허동철;이성환
    • 한국정보과학회논문지:소프트웨어및응용
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    • 제36권11호
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    • pp.960-966
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    • 2009
  • 다양체는 고차원 표본 데이터들 사이의 관계를 표현하기 위해 저차원 공간에서 생성된 구조로서 고차원 데이터인 영상과 3차원 인체 구성 데이터를 처리하는데 많이 사용되고 있다. 다양체 학습은 이러한 다양체를 생성하는 과정을 말한다. 그러나 다양체 학습을 이용한 포즈 추정은 학습하지 못한 실루엣 변화에 취약하다. 실루엣 변화는 2차원 영상에서 시점 변화, 포즈 변화, 사람 변화, 거리 변화, 잡영에 의해 발생되며, 이러한 변화를 하나의 다양체로 학습하기란 어렵다. 본 논문에서는 실루엣 변화를 유발하는 문제중 하나인 시점 변화에 대한 문제를 해결하고자 한다. 종래에 시점 변화에 상관 없이 포즈를 추정하는 방법에서는, 각 시점마다 다양체를 가지거나 사상 함수에서 시점에 관련한 요소들을 분리하석 별도의 다양체로 학습한다. 하지만 이러한 방법들은 복잡하고, 추정 과정에서 어떠한 시점의 다양체를통해 포즈를 추정할지 판단을 요구하며, 비교사 학습으로 인해 실루엣과 대응되는 3차원 인체 구성을 지정하기 어렵다. 본 논문에서는 시점 다양체, 포즈 다양체, 인체 구성 다양체를 편향된 다양체로 학습하여 사용하는 방법을 제안한다. 그리고 영상과 시점 다양체, 영상과 포즈 다양체, 인체 구성과 인체 구성 다양체, 포즈 다양체와 인체 구성 다양체 간에 사상 함수를 학습한다. 실험에서는 학습된 다양체와 사상 함수를 이용하여 24개의 시점에서 강인한 포즈 추정 결과를 보여주고 있다.

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

  • 오현정;오선희
    • 복식
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    • 제52권6호
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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.

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

  • 김선종;김주만
    • 한국인터넷방송통신학회논문지
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    • 제14권5호
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    • pp.137-144
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    • 2014
  • 본 논문에서는 2D 실루엣 영상을 컨벡스 형태의 중첩으로 분할시키는 방법을 제안한다. 컨벡스 형태는 2D 실루엣 영상을 분해하기 위한 기본적인 구조를 제공하는데 사용된다. 컨벡스 형태를 얻기 위하여 포아송 방정식을 이용하였다. 연속적인 포아송 방정식을 적용시킴으로써 다양한 형태의 컨벡스 형태를 얻을 수 있으며, 전 실루엣 영역으로 확장하여 여러 개의 컨벡스 형태를 얻을 수 있다. 얻어진 컨벡스 형태를 중첩시키면 원래의 실루엣 영상을 얻을 수 있다. 알고리즘은 분해, 머징, 필터링 및 타협 과정을 통하여 순서적으로 실행된다. 제안된 알고리즘은 다양한 실루엣 영상에 적용하여 그 타당성을 알아보았다. 실험결과, 제안된 알고리즘은 복잡한 형태를 갖는 영상을 단순한 컨벡스 형태의 조합으로 분해시킬 수 있어서 영상을 표현하는데 유용하게 사용될 수 있다.

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

  • 최정화
    • 한국의류학회지
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    • 제35권9호
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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
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2009년도 IWAIT
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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
    • 인터넷정보학회논문지
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    • 제21권5호
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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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    • 제어로봇시스템학회 2001년도 ICCAS
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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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John Galliano 작품에 표현된 웃음의 미학 (The Comic Expression depicted on John Galliano's Works)

  • 장애란
    • 복식
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    • 제56권3호
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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.