학과안내

학과소개

교수소개

학과소개
양희경 사진
양희경
  • 학위: 박사
  • 연구실 : 식물과학관 (N405)
  • 연락처 : 041-550-5351
  • 세부전공 : 컴퓨터그래픽스 및 생성형인공지능
이메일
학위
  • 박사, 상명대학교 컴퓨터과학과 (세부전공 : 컴퓨터과학전공), 201902
  • 석사, 상명대학교 컴퓨터과학과 (세부전공 : 컴퓨터과학전공), 201208
  • 학사, 상명대학교 디지털미디어학과 (세부전공 : 디지털미디어전공), 201002
경력
  • 교수, 상명대학교 소프트웨어학과, (2023.09~ )
  • 교수, 상명대학교 SW중심대학사업단, (2020.03~2023.08)
논문
  • Artfusion: A Diffusion Model-Based Style Synthesis Framework for Portraits, ELECTRONICS, 202402
  • DALS: Diffusion-Based Artistic Landscape Sketch, MATHEMATICS, 202401
  • Urban Landscape Game Scene Sketch Generation Framework with Stable Diffusion, 한국컴퓨터게임학회논문지, 202312
  • Artistic character generation technique using a controllable diffusion model, 한국컴퓨터게임학회논문지, 202309
  • A Technique for Building 3D Game Characters from Cartoon Character Images Using Deep 3D Face Reconstruction, 한국컴퓨터게임학회논문지, 202306
  • 24-GAN: Portrait Generation with Composite Attributes, MATHEMATICS, 202210
  • A Transfer Learning for Line-Based Portrait Sketch, MATHEMATICS, 202210
  • Syntheses of Dual-Artistic Media Effects Using a Generative Model with Spatial Control, ELECTRONICS, 202204
  • A Pose and Style-Invariant Reenactment Technique for Artistic Portraits Using GAN, IEEE ACCESS, 202203
  • An Attention-Based Generative Adversarial Network for Producing Illustrative Sketches, MATHEMATICS, 202111
  • Improving Deep Object Detection Algorithms for Game Scenes, ELECTRONICS, 202110
  • 2D+Gan: Generating 2D+ Images using GAN-based a Depth map and an Image Segmentation Estimation, 한국컴퓨터게임학회논문지, 202109
  • Implementation of an efficient super resolution algorithm for game images using sparse matrix multiplication, 한국컴퓨터게임학회논문지, 202109
  • 3D 얼굴 모델 기반의 GAN을 이용한 게임 캐릭터 회전 기법, 한국게임학회 논문지, 202107
  • An Improvement of Deep Learning-based Object Detection Scheme for Game Scenes, 한국컴퓨터게임학회논문지, 202106
  • A Saliency-Based Patch Sampling Approach for Deep Artistic Media Recognition, ELECTRONICS, 202105
  • PIGan: Pose Invariant face reenactment for game character using a GAN-based face rotation technique, 한국컴퓨터게임학회논문지, 202103
  • A GAN-based face reenactment technique for non-human game characters using coloring module, 한국컴퓨터게임학회논문지, 202103
  • FillingGAN: A Deep Learning-based Automatic Coloring Technique from Line Drawings for Developing Coloring Game Contents, 한국컴퓨터게임학회논문지, 202103
  • An RCCL-based GAN for Illustrative Sketch Generation from Game Scenes, 한국컴퓨터게임학회논문지, 202103
  • EEG-Based Estimation on the Reduction of Negative Emotions for Illustrated Surgical Images, SENSORS, 202012
  • Emotion Variation from Controlling Contrast of Visual Contents through EEG-Based Deep Emotion Recognition, SENSORS, 202008
  • Generating 2D Lego Compatible Puzzles Using Reinforcement Learning, IEEE ACCESS, 202008
  • 강화학습을 이용한 레고 퍼즐 생성 기술 개발, 한국게임학회 논문지, 202006
  • A Hierarchical deep model for food classification from photographs, KSII TRANSACTIONS ON INTERNET AND INFORMATION SYSTEMS, 202004
  • Classification of basic artistic media based on a deep convolutional approach, VISUAL COMPUTER, 202003
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