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헤어와 메이크업 일러스트레이션 기법 연구 -사실적 표현기법에 의한 작품제작을 중심으로-
구자명 한국패션뷰티학회 2003 한국패션뷰티학회지 Vol.1 No.1
This research is to provide practical help in learning hair and makeup illustration skills by presenting techniques for hair and makeup drawing; to serve efficient illustration education; and to enhance the status of beauty and contribute to artistic development. Hair style and makeup techniques include graphical one, pattern-centered one, one using pattern paper, simplifying one and mood one expressing image. Of them, this research made the illustrations to use cosmetics, color pencils and pastel based on the graphical technique. for each design of the illustrations, ethnic, sexy, natural, romantic and gorgeous images, which were considered to be appropriate to the graphical technique, were chosen by the researcher out of hair and makeup styles that appeared in the fashion magazines including Vogue, Gap, Mode et Mode from 2000 through 2001. In particular, they were chosen with focusing on basic styles. The summaries below were found with the experience of making illustrations. Various techniques and skills are required to express the ideas of hair and makeup styles. Of them, the graphical technique is very useful as the primary step to learn various techniques and improve drawing skills. First, the graphical technique may enable not only expressing what is desired to draw as is, but also accurately representing hair and makeup designs so as to convey objective expression. In this regard, it is a proper way to achieve its inherent purpose as conveyance of messages. Second, more accurate styling of hair and makeup is available through graphical expression, which helps understand related practical techniques. In addition, makeup illustration, which is expressed through direct makeup products and instruments, may serve skill improvement since such direct use provides the feeling of real makeup. Third, the graphical technique as a basic drawing skill may unrestrictedly show the artist's expression ability. Fourth, although artistic merits implying individuality and creativity should be shared through illustrations that express the artist's ideas or emotions, the graphical technique is the easiest method to beginners who just started learning of illustration, in that it enables expression without highly advanced skills.
효율적인 레퍼런스 데이터 그룹의 활용에 의한 마커리스 증강현실의 구현
구자명,조태훈,Koo, Ja-Myoung,Cho, Tai-Hoon 한국정보통신학회 2009 한국정보통신학회논문지 Vol.13 No.11
본 논문은 레퍼런스(reference) 데이터 그룹을 효율적으로 생성하고 활용한 마커리스 증강현실(Markerless Augmented Reality)의 구현 방법을 제안한다. 카메라 설정과 레퍼런스 데이터 그룹 생성, 트래킹 (tracking) 부분으로 되어 있다. 효율적인 레퍼런스 데이터 그룹을 생성하기 위해서는 CAD모델과 같은 3D모델을 필요하며, 다양한 관점에서 본 레퍼런스 데이터 그룹을 생성해야 한다. 모델에 대한 영상에서 특징점들을 추출하고, 광선 추적법을 이용하여 그 특징점에 대응하는 3D좌표를 추출하여, 모델의 특징점들에 대한 2D/3D 대응접의 레퍼런스 데이터 그룹이 구성된다. 트래킹 할 때 현재 프레임영상에서 특징점 들이 가장 많이 매칭되는 레퍼런스 데이터와 그 주위의 모델 데이터만을 이용하기 때문에 빠르게 트래킹할 수 있다. This paper presents how to implement Markerless Augmented Reality and how to create and apply reference data sets. There are three parts related with implementation: setting camera, creation of reference data set, and tracking. To create effective reference data sets, we need a 3D model such as CAD model. It is also required to create reference data sets from various viewpoints. We extract the feature points from the mode1 image and then extract 3D positions corresponding to the feature points using ray tracking. These 2D/3D correspondence point sets constitute a reference data set of the model. Reference data sets are constructed for various viewpoints of the model. Fast tracking can be done using a reference data set the most frequently matched with feature points of the present frame and model data near the reference data set.
하나의 웨이퍼 전체 영상을 이용한 웨이퍼 Pre-Alignment 시스템
구자명,조태훈,Koo, Ja-Myoung,Cho, Tai-Hoon 한국반도체디스플레이기술학회 2010 반도체디스플레이기술학회지 Vol.9 No.3
This paper presents a wafer pre-alignment system which is improved using the image of the entire wafer area. In the previous method, image acquisition for wafer takes about 80% of total pre-alignment time. The proposed system uses only one image of entire wafer area via a high-resolution CMOS camera, and so image acquisition accounts for nearly 1% of total process time. The larger FOV(field of view) to use the image of the entire wafer area worsen camera lens distortion. A camera calibration using high order polynomials is used for accurate lens distortion correction. And template matching is used to find a correct notch's position. The performance of the proposed system was demonstrated by experiments of wafer center alignment and notch alignment.
BGA 솔더 접합부의 기계적.전기적 특성에 미치는 리플로우 횟수의 효과
구자명,이창용,정승부,Koo, Ja-Myeong,Lee, Chang-Yong,Jung, Seung-Boo 한국마이크로전자및패키징학회 2007 마이크로전자 및 패키징학회지 Vol.14 No.4
본 연구에서는 리플로우 횟수를 달리하여 Sn-37Pb, Sn-3.5Ag와 Sn-3.5Ag-0.75Cu (all wt.%) BGA 솔더 접합부들을 OSP가 코팅된 Cu 패드 상에 형성시킨 후, 기계적 전기적 특성을 연구하였다. 주사전자현미경 분석 결과, 접합 계면에 생성된 $Cu_6Sn_5$ 금속간화합물 층의 두께는 리플로우 횟수가 증가함에 따라 증가하였다. Sn-Pb와 Sn-Ag-Cu 솔더 접합부의 경우, 3회 리플로우 후 최대 전단 강도를 나타내었으며, Sn-Ag 솔더 접합부의 경우 4회 리플로우 후 최대 전단 강도를 나타내었다. 이후 리플로우 횟수가 10회까지 증가함에 따라 전단 강도는 점차 감소하였다. 리플로우 횟수가 증가함에 따라 전기적 특성은 점차 감소하였다. In this study, the mechanical and electrical properties of three different ball grid array (BGA) solder joints, consisting of Sn-37Pb, Sn-3.5Ag and Sn-3.5Ag-0.75Cu (all wt.%), with organic solderability preservative (OSP)-finished Cu pads were investigated as a function of reflow number. Based on scanning electron microscopy (SEM) analysis results, a continuous $Cu_6Sn5$, intermetallic compound (IMC) layer was formed at the solder/substrate interface, which grew with increasing reflow number. The ball shear testing results showed that the shear force peaked after 3 reflows (in case of Sn-Ag solder, 4 reflows), and then decreased with increasing reflow number. The electrical property of the joint gradually decreased with increasing reflow number.
ASM 기반의 얼굴 특징 영역 추출 및 변형된 알파 블렌딩을 이용한 가상 메이크업 프로그램
구자명,조태훈,Koo, Ja-Myoung,Cho, Tai-Hoon 한국정보통신학회 2010 한국정보통신학회논문지 Vol.14 No.8
본 논문은 사용자 사진에서 ASM(Active Shape Model)을 이용하여 얼굴의 각 특징 점을 추출하고, 추출 된 특징점을 이용하여 화장할 부분의 영역을 생성 한다. 기존의 가상 메이크업 프로그램에서는 사용자가 수동적으로 몇 개의 특징 점을 정확히 선택해야 하는데서 불편함을 초래했다. 본 논문에서 제안하는 가상 메이크업 프로그램에서는 ASM을 이용하여 사용자의 입력을 필요로 하지 않는다. 자연스러운 화장 효과를 표현하기 위해서 기본적인 알파 블렌딩을 각각 화장품의 특징에 맞게 변형하여 사용자 피부색과 화장품의 색을 혼합한다. 얼굴 윤곽, 눈, 눈썹, 입술, 볼의 영역을 생성하고, Foundation, Blush, Lip Stick, Lip Liner, Eye Pencil, Eye Liner, Eye Shadow 종류의 화장을 할 수 있게 구현하였다. In this paper, facial feature areas in user picture are created by facial feature points extracted by ASM(Active Shape Model). In a existing virtual make-up application, users manually select a few features that are exactly. Users are uncomfortable with this method. We propose a virtual makeup application using ASM that does not require user input. In order to express a natural makeup, the modified alpha blendings for each cosmetic are used to blend skin color with cosmetic color. The Virtual makeup application was implemented to apply Foundation, Blush, Lip Stick, Lip Liner, Eye Pencil, Eye Liner and Eye Shadow.