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(Background and Purpose) Generally, interior images of buildings are captured in an arbitrary and non-standard manner by professional photographers or ordinary people. These are used as reference or communication images in new spatial designs in various ways. Various photographs are representative media that express spatial design. However, the photographer's screen composition, viewing angle, and camera location are subjective and arbitrary; therefore, the complete expression of spatial information is limited. The existing method requires several images to capture the overall appearance of a space with a limited viewing angle. However, an indoor panoramic image photographed at 360¡Æ may represent the entire space as a single integrated image. (Method) There are two ways to acquire 360-panoramic images, such as photography and live-action rendering images through computers. This paper describes the technical method of the camera for each image archive and the actual indoor image archiving case. To apply the created 360-panoramic images, they were segmented into general images with existing angles of view. The segmented image is archived based on the information recognized through modules that recognize objects and the use of space using deep learning. Therefore, this study explains and demonstrates how to develop an interior design database by dividing it into 360 panoramic image input values taken by actual users. (Results) This paper proposes a method to develop an interior design database in a consistent and standardized manner by segmenting 360-panoramic images with arbitrarily selected angles and sizes. The 360-panoramic image was segmented using two visual criteria of the camera, which architects mainly use for interior design photography, and the segmented image was an indoor design reference image of size 1280(W)¡¿720(H). The developed archive includes 800 360-panoramic images, 56,700 segmented interior design reference images, and tag, classification, and design information in the segmented images. (Conclusions) This study contributes to the easy storage and application of large and qualitative 360-panoramic image data in the field of interior architecture. In particular, it is expected to standardize the interior design reference storage method that people process in an ad-hoc manner. In the future, the range of information recognized in interior design images will be expanded to develop a method for applying the data stored in the design process. Therefore, not only spatial information and objects in space but also more qualitative design information will be defined, recognized, and expanded to archives where images can be classified. This study presents a method for segmenting a uniformly photographed 360-panoramic image, and defines the variables necessary for segmentation. Therefore, the user can segment various numbers of images according to their purpose and convenience.
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Recently, research on digital visual image conversion has been actively conducted in the field of video animation. However, there is a lack of research on hand-drawing limited animation among domestic conversion-related studies. Therefore, this paper proposes a technique for converting realistic images into limited animation images with visual characteristics of hand-drawn graphics using digital computer graphics technology. This study proposes techniques and processes for the application of digital effects for conversion, along with a theoretical review in the field of graphic image conversion, and attempts to verify them through case works. As a result of producing case works through the proposed constrained animation conversion technique, the result is converted from realistic images to limited animation with visual image characteristics of hand drawing by creating outlines of subjects and backgrounds, simplifying similar color planes, and applying a limited number of images per second. confirmed that it could be done. This means that it is possible to create video animations with various visual image features from realistic images using only digital computer graphics conversion technology without manual work.
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3D city model, which consisted of the 3D building models and their geospatial position and orientation, is becoming a valuable resource in virtual reality, navigation systems, civil engineering, etc. The purpose of this research is to propose the new framework to generate the 3D city model that satisfies visual and physical requirements in ground oriented simulation system. At the same time, the framework should meet the demand of the automatic creation and cost-effectiveness, which facilitates the usability of the proposed approach. To do that, I suggest the framework that leverages the mobile mapping system which automatically gathers high resolution images and supplement sensor information like position and direction of the image. And to resolve the problem from the sensor noise and a large number of the occlusions, the fusion of digital map data will be used. This paper describes the overall framework with major process and the recommended or demanded techniques for each processing step.
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As children's picture books are a form of educational media, with both functions of reading and playing, characters on the book cover are crucial deciding factors when choosing a book. Moreover, book characters are essential for developing derivative cultural goods based on one-source-multi-use (OSMU). As of this moment, very few empirical studies have been conducted on characters of children's picture books. This study analyzed children's psychological responses to two type of characters: a clay image of a fantasy picture book and a photographic image of a realistic picture book. The survey sample consists of 142 elementary school students 8-13 years of age. Respondents answered survey questions after being exposed to images of picture book covers and brief contents. Collected data were analyzed using a t-test. Results of the t-test show that a clay image was higher in comprehension, familiarity, interest, attractiveness of the character, preference for the picture book, preference for the derivative cultural goods of the character, when compared to a photographic image. This implies that clay images have stronger psychological effects on children than photographic images. This study provides a fundamental for elaborating consumer behavioral theory based on empirically investigation of the children' psychological responses to character types of children's picture books. This study further provides practitioners with strategies for designing children's picture books and strategic directions for developing derivative cultural goods.
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In the process of designing a building, the process of expressing the designer's ideas through images is essential. However, it is expensive and time consuming for a designer to analyze every individual case image to generate a hypothetical design. This study aims to visualize the basic design draft sketch made by the designer as a real image using the Generative Adversarial Network (GAN) based on the continuously accumulated architectural case images. Through this, we proposed a method to build an automated visualization environment using artificial intelligence and to visualize the architectural idea conceived by the designer in the architectural planning stage faster and cheaper than in the past. This study was conducted using approximately 20,000 images. In our study, the GAN algorithm allowed us to represent primary materials and shades within 2 seconds, but lacked accuracy in material and shading representation. We plan to add image data in the future to address this in a follow-up study.
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(Background and Purpose) Generally, interior images of buildings are captured in an arbitrary and non-standard manner by professional photographers or ordinary people. These are used as reference or communication images in new spatial designs in various ways. Various photographs are representative media that express spatial design. However, the photographer's screen composition, viewing angle, and camera location are subjective and arbitrary; therefore, the complete expression of spatial information is limited. The existing method requires several images to capture the overall appearance of a space with a limited viewing angle. However, an indoor panoramic image photographed at 360¡Æ may represent the entire space as a single integrated image. (Method) There are two ways to acquire 360-panoramic images, such as photography and live-action rendering images through computers. This paper describes the technical method of the camera for each image archive and the actual indoor image archiving case. To apply the created 360-panoramic images, they were segmented into general images with existing angles of view. The segmented image is archived based on the information recognized through modules that recognize objects and the use of space using deep learning. Therefore, this study explains and demonstrates how to develop an interior design database by dividing it into 360 panoramic image input values taken by actual users. (Results) This paper proposes a method to develop an interior design database in a consistent and standardized manner by segmenting 360-panoramic images with arbitrarily selected angles and sizes. The 360-panoramic image was segmented using two visual criteria of the camera, which architects mainly use for interior design photography, and the segmented image was an indoor design reference image of size 1280(W)¡¿720(H). The developed archive includes 800 360-panoramic images, 56,700 segmented interior design reference images, and tag, classification, and design information in the segmented images. (Conclusions) This study contributes to the easy storage and application of large and qualitative 360-panoramic image data in the field of interior architecture. In particular, it is expected to standardize the interior design reference storage method that people process in an ad-hoc manner. In the future, the range of information recognized in interior design images will be expanded to develop a method for applying the data stored in the design process. Therefore, not only spatial information and objects in space but also more qualitative design information will be defined, recognized, and expanded to archives where images can be classified. This study presents a method for segmenting a uniformly photographed 360-panoramic image, and defines the variables necessary for segmentation. Therefore, the user can segment various numbers of images according to their purpose and convenience.
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Recently, research on digital visual image conversion has been actively conducted in the field of video animation. However, there is a lack of research on hand-drawing limited animation among domestic conversion-related studies. Therefore, this paper proposes a technique for converting realistic images into limited animation images with visual characteristics of hand-drawn graphics using digital computer graphics technology. This study proposes techniques and processes for the application of digital effects for conversion, along with a theoretical review in the field of graphic image conversion, and attempts to verify them through case works. As a result of producing case works through the proposed constrained animation conversion technique, the result is converted from realistic images to limited animation with visual image characteristics of hand drawing by creating outlines of subjects and backgrounds, simplifying similar color planes, and applying a limited number of images per second. confirmed that it could be done. This means that it is possible to create video animations with various visual image features from realistic images using only digital computer graphics conversion technology without manual work.
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3D city model, which consisted of the 3D building models and their geospatial position and orientation,is becoming a valuable resource in virtual reality, navigation systems, civil engineering,etc. The purpose of this research is to propose the new framework to generate the 3D citymodel that satisfies visual and physical requirements in ground oriented simulation system. Atthe same time, the framework should meet the demand of the automatic creation and cost-effectiveness,which facilitates the usability of the proposed approach. To do that, I suggest theframework that leverages the mobile mapping system which automatically gathers high resolutionimages and supplement sensor information like position and direction of the image. And toresolve the problem from the sensor noise and a large number of the occlusions, the fusion ofdigital map data will be used. This paper describes the overall framework with major processand the recommended or demanded techniques for each processing step.
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The field of textile design can became possible to develop the product which applies a new expression method of actual image by supplementing the disadvantage according to the process of existing printing method together with the development of digital technology. Recently various attempts have been made to construct original and creative visual associative relationship as a method of assigning high added value in the development of textile printing product, utilizing the artistic and cultural values which the photography had, focused on the foreign brand-name manufacturers.Accordingly, this study was to investigate the advent of photograph arts which became foundation of actual image in the digital textile design, and periodic change process. In addition, this study was to investigate it in order to suggest the utilization direction of actual image which could lead global digital textile printing market in the future by surveying"Åanalyzing the development cases of foreign brand product that utilized the artistry and formativeness effectively which the photography had from an aesthetic point of view.As for the research methodology and research scope, this study was to examine the theory of meaning and value as formative arts about the process to acquire its position as formative arts with the technological development using the literature materials like domestic and foreign single book and scholarly journal, and paper, etc., focused on the form of expression like Chronophotography, Photomontage, and Pop art. Based on the research, this study was to investigate the direction of artistic value that the actual image should pursue in the field of modern digital textile printing.In the product development cases applying to the actual image, this study was to examine the Field Candy, Masculine, and Coordonne' product development cases for recent three years and analyze the formative characteristics of actual image applied to the product using Paul Smith, Mary Katrantzou, Givency, ACNE Studio's apparel, fashion accessory product, and living design product which showed the innovative changes, combing the digital textile printing with the formative arts. As a result, this study has found out that the expression of actual textile became available by applying the techniques like Photomontage and Photo collage, etc.as form of expression of photograph art by making the actual image motive, by assigning a value of formative arts, and by emphasizing the reality and power of description which the photography had. Furthermore, this study has shown that the various genres of formative expression could be used freely by using diverse expression effects that the computer graphic program could create.In addition, it could induce the visual optical illusion, show the emotional visual effect like humorousness, and suggest that the development of space-friendly product to suit could be available by using the actual visual effect of photograph.Likewise, this study has found out that that the creative design expression with the artistic values could be available by grafting the social and artistic values which the photograph had with the textile design in utilizing the actual image for the development of digital textile printing product. Furthermore, it was to provide theory which became important means to give commercial high added value as well as to give artistic values with the use of actual image for the development of digital textile printing product.
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As a film theorist, Albert Laffay was a contemporary of André Bazin. These two theorists had something in common in that they took as their starting point the impression of reality of the cinema, but they proceeded respectively toward quite a different conclusion. While Bazin was preoccupied with the revelation of the real on the screen, Laffay paid attention to the construction of an artificial order through the realistic images. In Laffay's film theory, photographic/filmic images should be the embodiment of the existence that represents the thickness of reality, and ultimately the art of conjuncture in which the narrative is determined by the materiality of the image. Thus, while Bazin is considered as a representative theorist of film realism, Laffay could be regarded as a theorist who suggested a path beyond the traditional opposition of realism and formalism, because he took the cinema as a series of looks which should be interpreted through the determinism of images to be a moral discourse.
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