Report-2 (1) NEW
Report-2 (1) NEW
BY
Supervisor:
PROF. HARISH K. BARAPATRE
——————————————————————————————————————
Date:
Place:
YADAVRAO TASGAONKAR INSTITUTE OF
ENGINEERING AND TECHNOLOGY
BHIVPURI RD. KARJAT (M.S.)
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DEPARTMENT OF ARTIFICIAL INTELLIGENCE AND
MACHINE LEARNING CERTIFICATE OF APPROVAL
This is to certify that the project TE Project entitled
is approved for the degree of Batchlor of Engineering in Artificial Intelligence and Machine
Learning SEM-V for academic year 2024 - 2025.
Date:
Place:
DECLARATION BY STUDENT
I declare that this written submission represents my ideas in my own words and where others
ideas or words have been included. I have adequately cited and referenced the original sources.
I also declare that I have adhered to all principles of academic honesty and integrity and have
not misrepresented or fabricated or falsified any idea/data/fact/source in my submission. I
understand that any violation of the above will be cause for disciplinary action by the Institute
and can also evoke penal action from the sources which have thus not been properly cited or
from whom proper permission has not been taken when needed.
Keywords:
1 INTRODUCTION 1
1.1 OVERVIEW ........................................................................................................................ 1
1.2 OBJECTIVES ..................................................................................................................... 1
1.3 CHALLENGES ................................................................................................................... 2
1.4 SCOPE ....................................................................................................................... .......... 3
3 LITERATURE SURVEY 5
3.1 Comparative Analysis ......................................................................................................... 5
4 PROBLEM DEFINATION 6
5 PROPOSED SYSTEM 7
5.1 System Architecture ......................................................................................................... ... 7
6 METHODOLOGY 8
6.1 PROPOSED ALGORITHUM ............................................................................................
8
7 SYSTEM DESIGN 9
7.1 UML diagram-class diagram and sequence DFD ..............................................................
9
8 APPLICATION 10
9 SUMMARY 11
10 REFERENCES 12
7
List of Figures
Figure 1: Flowchart of the Image to ASCII Art Conversion
Process
Figure 2: Example of Input Image (Original Image Sample)
Figure 3: ASCII Character Set Used for Grayscale Mapping
Figure 4: Architecture of the ASCII Art Generator Application in
Java
Figure 5: Code Snippet of Image Loading and Conversion to
Grayscale
Figure 6: Mapping Grayscale Values to ASCII Characters
(Diagram)
Figure 7: Sample Console Output of Generated ASCII Art
Figure 8: Screenshot of the Application Running in NetBeans
IDE
Figure 9: Comparison of Input Image vs. ASCII Art Output
(Side-by-Side View)
Figure 10: User Interface or Command-Line Interaction for
ASCII Art Conversion (Optional)
Figure 11: Handling Image Resizing and Scaling to Fit ASCII
Constraints (Diagram)
Figure 12: Example of Colored ASCII Art (If Implemented)
Figure 13: Performance Analysis Graph (Execution Time vs.
Image Size)
8
List of Tables
9
CHAPTER 1
INTRODUCTION
1.1 OVERVIEW
The ASCII Art (Image to ASCII Art) project in Java converts digital
images into text-based representations using characters from the ASCII
set. It reads an image, processes pixel data, and calculates the
brightness of each pixel by averaging its RGB values. Based on this
brightness, each pixel is replaced with an ASCII character, creating a
visual pattern that resembles the original image. This project
demonstrates Java’s image processing abilities using classes like
Buffered Image and showcases pixel manipulation, character mapping,
and grayscale conversion techniques. The result is an artistic yet
functional way to represent images with text, suitable for creative or
bandwidth-efficient applications.
1.2 OBJECTIVES
The main objective of this project is:
Handling Image Resolution: High-resolution images can result in very large ASCII
outputs, making it challenging to maintain readability and performance.
Aspect Ratio Preservation: Ensuring the ASCII output maintains the aspect ratio of
the original image is tricky, especially since characters have varying widths and
heights.
Limited Visual Depth: ASCII characters offer limited visual depth compared to
pixels, making it challenging to replicate fine details in the image.
Contrast and Detail Loss: Small details or color contrasts in the image may not be
well-represented in the ASCII version, leading to oversimplification.
Platform Compatibility: Ensuring the ASCII output renders correctly across different
platforms and environments (like varying font settings or terminal sizes) can be a
challenge
1.4 SCOPE
Scope for ASCII Art (Image to ASCII Art) Project in Java:
Console-Based Games and Applications: ASCII art can be integrated into text-
based games or console applications where graphical elements are represented
with text characters. Learning and Demonstration of Image Processing: This
project serves as an educational tool for understanding key image processing
concepts such as pixel manipulation, grayscale conversion, and brightness
calculation. Cross-Platform Compatibility: ASCII art can be generated and
displayed on various platforms (web, console, text files) without the need for
graphical rendering, making it versatile. Text-Based Interfaces: It can be used
in systems where graphical interfaces are limited or unavailable, such as old
terminals or command-line interfaces. Real-Time Image-to-Text Conversion:
The project can be extended to support real-time conversion of images from live
video feeds or webcam snapshots to ASCII art.Integration with Social Media or
Messaging Platforms: ASCII art can be adapted for use in chat applications,
email signatures, or social media posts, offering a unique way of sharing visual
content
CHAPTER 2
DISADVANTAGES :
5.
LITERATURE SURVEY
CHAPTER 3
In the past decade, a variety of geographic routing protocols have been
proposed, such as [3], [4], [6], [7],. Below, several researches on them
are shown.
PROBLEM DEFINATION
The problem definition for the ASCII Art (Image to ASCII Art) project in Java
focuses on the challenge of converting digital images into text-based
representations effectively. Current systems often struggle with issues such as
loss of detail, inaccurate aspect ratios, and limited customization options,
resulting in suboptimal ASCII outputs. The project aims to address these
CHAPTER 4
limitations by developing a Java application that accurately transforms images
into ASCII art while preserving visual integrity and detail. Key challenges
include efficiently processing various image formats, implementing precise
grayscale conversion to map brightness to ASCII characters accurately, and
maintaining the original image’s aspect ratio during conversion. Furthermore,
the application should provide options for users to customize the character set
and output size to enhance artistic expression. Ultimately, the goal is to create
a robust, user-friendly solution that bridges the gap in existing tools, facilitating
high-quality ASCII art generation for both creative and practical applications.
CHAPTER 5
PROPOSED SYSTEM
5.1 System Architecture
The proposed system architecture for the ASCII Art (Image to ASCII
Art) project in Java consists of three main components: Input
Processing, Image Conversion, and Output Generation.
Output Generation: After the conversion, this module formats the ASCII
characters into a cohesive output. It can display the ASCII art in the
console or export it to a text file. Additionally, users can adjust settings
such as output size and character set, enhancing customization and
artistic expression.
METHODOLOGY
The methodology for the ASCII Art project involves several key steps to
ensure an effective image-to-ASCII conversion. First, the user uploads an
image, which is validated and processed for compatibility. The image is then
loaded using the BufferedImage class, and its pixel data is accessed.Next, the
algorithm converts the image to grayscale by averaging the RGB values for
each pixel. This grayscale value determines the brightness level, which is
mapped to a corresponding ASCII character based on predefined thresholds. A
character set is utilized, with denser characters representing darker pixels and
lighter characters representing brighter pixels.The converted ASCII characters
are arranged into a grid to maintain the image’s structure. Users can specify
the desired output size to ensure that the aspect ratio is preserved. Finally, the
ASCII art is displayed in the console or saved to a text file, providing a visual
representation of the original image while allowing for customization and
artistic expression.The methodology for the ASCII Art project involves
several steps for effective image conversion. First, the user uploads an image,
which is validated for compatibility. The image is read using the
BufferedImage class, and its pixel data is accessed. The algorithm converts the
image to grayscale by averaging RGB values for each pixel, determining
brightness levels. These levels are mapped to ASCII characters from a
predefined set, where denser characters represent darker pixels. The ASCII
characters are arranged in a grid to maintain structure, and the final output is
displayed in the console or saved to a text file for user access.
CHAPTER 7
SYSTEM DESIGN
The system design for the ASCII Art project includes a Class Diagram,
Sequence Diagram, and Data Flow Diagram (DFD), illustrating the
architecture and interactions within the application.
The Class Diagram features key classes such as Image Processor, responsible
for loading and processing images with methods like loadImage(),
convertToGrayscale(), and getPixelData(). The AsciiConverter class handles
the mapping of grayscale values to ASCII characters through its
mapBrightnessToAscii() method. The AsciiArtGenerator is tasked with
creating the ASCII art and includes methods like generateAsciiArt() and
displayAsciiArt(). Finally, the UserInterface class manages user interactions,
allowing image uploads and output configurations through methods like
uploadImage() and showOutput().
The Sequence Diagram Illustrates user interactions, beginning with the user
uploading an image via the UserInterface. This action prompts the
ImageProcessor to retrieve pixel data, convert it to grayscale, and pass the data
to the AsciiConverter for character mapping. The ASCII art is generated and
displayed back to the user.
The Data Flow Diagram (DFD) visually represents the data movement
throughout the system, showcasing how input images flow through processing
stages to produce the final ASCII art output. This structured design facilitates
efficient image conversion while enhancing user experience.
CHAPTER 8
APPLICATION
Applications of ASCII Art (Image to ASCII Art) Project in Java:
1. Digital Art Creation: Artists can create unique ASCII art representations
of images, combining creativity with programming skills for visual
expression.
5. Social Media Sharing: Users can generate and share ASCII art
representations of their favorite images on social media platforms, appealing
to niche audiences.
SUMMARY
Summary of ASCII Art (Image to ASCII Art) Project in Java
The ASCII Art project in Java focuses on converting digital images into ASCII
text representations, allowing users to experience art in a unique, text-based
format. The project utilizes Java’s powerful image processing capabilities,
specifically the BufferedImage class, to read and manipulate image data
effectively. The conversion process involves several steps: the user uploads an
image, which is validated and processed to extract pixel data. Each pixel is
converted to grayscale to determine brightness levels, which are then mapped
to corresponding ASCII characters based on predefined thresholds.
The resulting ASCII art retains the original Image's structure and detail, albeit
in a simplified form. This project not only serves artistic purposes but also
showcases practical applications in low-bandwidth scenarios where efficient
image representation is needed. The user-friendly interface allows for
customization, enabling users to select character sets and output sizes to
enhance artistic expression. Furthermore, the project has educational value,
teaching fundamental concepts in image processing, programming, and design.
By bridging the gap between visual art and text, the ASCII Art project presents
a creative solution for representing images, making it a valuable tool for artists,
educators, and tech enthusiasts alike.
REFERENCES
1. Books & Research Papers:
- Kernighan, B.W., & Ritchie, D.M. (1988). *The C Programming Language.*
Prentice Hall.
- Though this book is about C, it’s often cited in discussions on low-level
programming principles, which can provide context about ASCII handling.
- Knuth, D.E. (1997). *The Art of Computer Programming, Volume 1:
Fundamental Algorithms.* Addison-Wesley.
- This can offer theoretical insight into algorithms used in ASCII
transformations.
2. Web Resources:
- *Oracle Documentation*
URL: https://docs.oracle.com/en/java/
- Use this to reference specific Java APIs you employed (like `BufferedImage`,
`Graphics`, or `ImageIO` for image handling).
- Wikipedia contributors. "ASCII Art." *Wikipedia, The Free Encyclopedia,*
[https://en.wikipedia.org/wiki/ASCII_art](https://en.wikipedia.org/wiki/ASCII
_art).
4. Academic Articles:
- Barrow, H. G., & Tenenbaum, J. M. (1978). "Recovering Intrinsic Scene
Characteristics from Images." *Computer Vision Systems*, 3(2), 85-91.
- This article, though older, is relevant if you discuss image transformation
concepts theoretically.
5. Java-Specific Libraries:
- Tess4J Documentation (If OCR was included in your project):
URL: https://tess4j.sourceforge.net/
- You might reference this if you integrated any OCR functionality to
convert text images into ASCII art.