18 research outputs found

    Scattered Mosaic Rendering Using Unit Images

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    An image mosaic method that can be used when creating advertisements or posters is proposed in this study. Mosaic is a method that expresses an entire image using an arbitrary number of cells. Photomosaic generates new images using a combination of photos. In this paper, we propose a new mosaic algorithm that generates an abstract artistic mosaic image by filling a region that is divided by a boundary using a unit image, which is an image that only has a shape and no allocated color. A unit image can be changed diversely through rotation or shifting, and the corresponding region is filled by using the gradient direction and edge information of the input image. For this, we extract and use information from input image such as color, edge and gradient. In result we can generate various abstractive images which can be used in advertisement and multimedia contents market

    Photo collage-based photograph display system on mobile computing platform

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    In the last few decades, mobile computing platform technology has grown rapidly, as observed from smart phones that have quickly become ubiquitous. The mobile computing platform is the most widely used platform in our life today, and digital photographs captured through these devices have become routine for most people. In this study, we propose a novel artistic method for displaying photographs in mobile devices as a photo collage. Using our system, users can view a representative photograph as a collage of photographs associated with a certain event and access each of photographs individually. To implement this, we employ centroidal Voronoi diagram to obtain an even distribution of tiles, and use the sites as the location of tiles. We use the edge avoidance technique to prevent tiles from being located across the edges. To obtain the direction of tiles that follow near a strong edge, we employ the Edge tangent Flow field and use the field as the directions of tiles. Finally, we search for photographs that best match the tiles calculated above by using a thumbnail difference metric

    Blickpunktabhängige Computergraphik

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    Contemporary digital displays feature multi-million pixels at ever-increasing refresh rates. Reality, on the other hand, provides us with a view of the world that is continuous in space and time. The discrepancy between viewing the physical world and its sampled depiction on digital displays gives rise to perceptual quality degradations. By measuring or estimating where we look, gaze-contingent algorithms aim at exploiting the way we visually perceive to remedy visible artifacts. This dissertation presents a variety of novel gaze-contingent algorithms and respective perceptual studies. Chapter 4 and 5 present methods to boost perceived visual quality of conventional video footage when viewed on commodity monitors or projectors. In Chapter 6 a novel head-mounted display with real-time gaze tracking is described. The device enables a large variety of applications in the context of Virtual Reality and Augmented Reality. Using the gaze-tracking VR headset, a novel gaze-contingent render method is described in Chapter 7. The gaze-aware approach greatly reduces computational efforts for shading virtual worlds. The described methods and studies show that gaze-contingent algorithms are able to improve the quality of displayed images and videos or reduce the computational effort for image generation, while display quality perceived by the user does not change.Moderne digitale Bildschirme ermöglichen immer höhere Auflösungen bei ebenfalls steigenden Bildwiederholraten. Die Realität hingegen ist in Raum und Zeit kontinuierlich. Diese Grundverschiedenheit führt beim Betrachter zu perzeptuellen Unterschieden. Die Verfolgung der Aug-Blickrichtung ermöglicht blickpunktabhängige Darstellungsmethoden, die sichtbare Artefakte verhindern können. Diese Dissertation trägt zu vier Bereichen blickpunktabhängiger und wahrnehmungstreuer Darstellungsmethoden bei. Die Verfahren in Kapitel 4 und 5 haben zum Ziel, die wahrgenommene visuelle Qualität von Videos für den Betrachter zu erhöhen, wobei die Videos auf gewöhnlicher Ausgabehardware wie z.B. einem Fernseher oder Projektor dargestellt werden. Kapitel 6 beschreibt die Entwicklung eines neuartigen Head-mounted Displays mit Unterstützung zur Erfassung der Blickrichtung in Echtzeit. Die Kombination der Funktionen ermöglicht eine Reihe interessanter Anwendungen in Bezug auf Virtuelle Realität (VR) und Erweiterte Realität (AR). Das vierte und abschließende Verfahren in Kapitel 7 dieser Dissertation beschreibt einen neuen Algorithmus, der das entwickelte Eye-Tracking Head-mounted Display zum blickpunktabhängigen Rendern nutzt. Die Qualität des Shadings wird hierbei auf Basis eines Wahrnehmungsmodells für jeden Bildpixel in Echtzeit analysiert und angepasst. Das Verfahren hat das Potenzial den Berechnungsaufwand für das Shading einer virtuellen Szene auf ein Bruchteil zu reduzieren. Die in dieser Dissertation beschriebenen Verfahren und Untersuchungen zeigen, dass blickpunktabhängige Algorithmen die Darstellungsqualität von Bildern und Videos wirksam verbessern können, beziehungsweise sich bei gleichbleibender Bildqualität der Berechnungsaufwand des bildgebenden Verfahrens erheblich verringern lässt

    Dialogic Dissensus: The Postmodern Sideshow

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    In the United States, the sideshow occupies a marginal and often controversial space in popular culture. Despite a decline of the sideshow during the early twentieth century, its postmodern reinvention in 1980 has inspired a proliferation of the aesthetics of the sideshow within mass media and culture as a highly profitable commodity. The current existence of the sideshow as a thriving genre can sometimes be met with surprise, disbelief, or disgust because of the history of sideshow and existing codes of “normality.” Although there is pre-existing scholarship on Bakhtin and the sideshow, what is missing is an exploration of Bakhtin’s dialogism in relation to the art of the postmodern sideshow. This dissertation argues that the postmodern sideshow as an art form is an example of a reinvention of intersubjectivity through Bakhtin’s dialogic and still relevant for understanding contemporary aesthetics. Furthermore, I propose that the carnivalesque is an aspect of the dialogic because the carnivalesque renews hope for a better future which reverberates through unfinalizable time. Instead, I will propose an intertextual genealogy between philosophical thought and the first-hand voices of sideshow performers and related show people in the spirit of dialogism. However, I assert that the dialogic is nearly impossible without a dissensus because of precarization and our permanent cellular connection as a result of our technological progress, which did not exist at the height of postmodernism. This new tyranny of normality has depersonalized our time, dissolved our friendships and communities, our ability to communicate, and our social consciousness to empathize with others in a fundamental shift to our notions of exploitation. A revolution of the aesthetic regime through the maternal will create a new paradigm that reorganizes our senses, our social consciousness, and the conditions for possibility in the dialogic.https://digitalmaine.com/academic/1022/thumbnail.jp

    An analysis of selected ""cyberpunk"" works by William Gibson, placed in a cultural and socio-political context

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    This thesis studies William Gibson's ""cyberspace trilogy"" (Neuromancer, Count Zero and Mona Lisa Overdrive). This was an extremely interesting and significant development in 1980s science fiction. It was used to codify and promote the ""cyberpunk"" movement in science fiction at that time, which this thesis also briefly studies. Such a study (at such a relatively late date, given the rapid pace of change in popular culture) seems valuable because a great deal of self-serving and mystifying comment and analysis has served to confuse critical understanding about this movement. It seems clear that cyberpunk was indeed a new development in science fiction (like other developments earlier in the twentieth century) but that the roots of this development were broader than the genre itself. However, much of the real novelty of Gibson's work is only evident through close analysis of the texts and how their apparent ideological message shifts focus with time. This message is inextricably entwined with Gibson's and cyberpunk's technological fantasias. Admittedly, these three texts appear to have been, broadly speaking, representations of a liberal U.S. world-view reflecting Gibson's own apparent beliefs. However, they were also expressions of a kind of technophilia which, while similar to that of much earlier science fiction, possessed its own special dynamic. In many ways this technophilia contradicted or undermined the classical liberalism nominally practiced in the United States. However, the combination of this framework and this dynamic, which appears both apocalyptic and conservative, appears in some ways to have been a reasonably accurate prediction of the future trajectory of the U.S. body politic -- towards exaggerated dependency on machines to resolve the consequences of an ever increasingly paranoid fantasy of the entire world as a threat. (It seems likely that this was also true, if sometimes to a lesser degree, of the cyberpunk movement as a whole.) While Gibson's work was enormously popular (both commercially and critically) in the 1980s and early 1990s, very little of this aspect of his work was taken seriously (except, to a limited degree, by a few Marxist and crypto-Marxist commentators like Darko Suvin). This seems ironic, given the avowedly futurological context of science fiction at this time

    Hierarchical Image Descriptions for Classification and Painting

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    The overall argument this thesis makes is that topological object structures captured within hierarchical image descriptions are invariant to depictive styles and offer a level of abstraction found in many modern abstract artworks. To show how object structures can be extracted from images, two hierarchical image descriptions are proposed. The first of these is inspired by perceptual organisation; whereas, the second is based on agglomerative clustering of image primitives. This thesis argues the benefits and drawbacks of each image description and empirically show why the second is more suitable in capturing object strucutures. The value of graph theory is demonstrated in extracting object structures, especially from the second type of image description. User interaction during the structure extraction process is also made possible via an image hierarchy editor. Two applications of object structures are studied in depth. On the computer vision side, the problem of object classification is investigated. In particular, this thesis shows that it is possible to classify objects regardless of their depictive styles. This classification problem is approached using a graph theoretic paradigm; by encoding object structures as feature vectors of fixed lengths, object classification can then be treated as a clustering problem in structural feature space and that actual clustering can be done using conventional machine learning techniques. The benefits of object structures in computer graphics are demonstrated from a Non-Photorealistic Rendering (NPR) point of view. In particular, it is shown that topological object structures deliver an appropriate degree of abstraction that often appears in well-known abstract artworks. Moreover, the value of shape simplification is demonstrated in the process of making abstract art. By integrating object structures and simple geometric shapes, it is shown that artworks produced in child-like paintings and from artists such as Wassily Kandinsky, Joan Miro and Henri Matisse can be synthesised and by doing so, the current gamut of NPR styles is extended. The whole process of making abstract art is built into a single piece of software with intuitive GUI.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Creation, Resistance, and Refacement: Postfuturist Storytelling, Cultural Flows, and the Remix

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    Constitutive of my dissertation is an exploration of contemporary literature and culture. Vital to my research is the notion and practice of the remix. Originating in music, it is perceived and deployed as a hybrid expressive mode combining textual, audio, and visual components. The text of the dissertation, accompanying photographs, and supplementary video files demonstrate this principal aspect. Focusing on the fusion of quest narratives and social activism, the dissertation looks at critical and creative vernaculars as forms of peaceful/peaceable resistance against multiple oppression. Reflecting some of the permeating modernist and postmodernist concerns, it emphasizes an understanding of postfuturist storytelling as cultural exchange in the intersection of the time axes. Reading the works of Stewart Home, Jeff Noon, and Kathy Acker, alongside critical insights of Terry Eagleton, Richard Rorty, Fredric Jameson, and McKenzie Wark, contextualizes contemporary idiosyncrasies historically, thereby rendering tradition remixable, rather than radically abandoning it. The remix investigates alternating cycles of noise and silence in the communication channel as a basis for the disambiguation of the misconception about the totality of discourse. The approach delineates vision of refacement: rebirth through subtonic solidarity of selfless, yet reindividualized, fellow humans engaged in enduring the hindrances to patient, persistent creation of a free culture based on love and trust
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