• Title/Summary/Keyword: 디지털 조형

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A Study on Formative Characteristics of Digital Images: Focused on NFT Arts (디지털 이미지의 조형적 특성 연구: NFT 예술작품을 중심으로)

  • Kim, Hyesung
    • Journal of Information Technology Applications and Management
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    • v.29 no.2
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    • pp.1-15
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    • 2022
  • Image has more power in the 21st century than ever before. With the advance in technology and media, image is either made or received more easily and promptly using digital technology. Because of that, it has been hard for digital images to gain value as a work of art. But after NFT technology was developed and then applied to digital images, we have come to distinguish the original from the copy of it. People are trying various ways to allow digital images to be acknowledged as art, and changing the nature of digital images that makes new paradigms in the history of art. Through NFT artworks rising as a new style, this paper analyzed and investigated the new properties and changing characteristics of digital images in order to anticipate the characteristics of artworks that the public produces, enjoys, and consumes. This study is grounded on experimental analysis methods, and this author expects that it can contribute to figuring out which kinds of visual culture and artworks digital image is influencing currently from various perspectives.

Finger Recognition and Virtual Touch Service using AI (AI를 활용한 손가락 인식 및 가상 터치 서비스)

  • A-Ra Cho;Seung-Bae Yoo;Byeong-Hun Yun;Hyung-Ju Cho;Gwang-Rim Ha
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.938-939
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    • 2023
  • 코로나-19로 인해 비접촉 서비스의 중요성이 더욱 대두되고 있다. 키보드나 마우스와 같은 기존 입력 장치를 대체하기 위해 사람들은 디지털 기기에서 손을 사용하여 자연스럽고 간단한 입력을 할 수 있게 되었다. 본 논문에서는 미디어파이프(MediaPipe)와 LSTM(Long Short-Term Memory) 딥러닝을 활용하여 손 제스처를 학습하고 비접촉 입력 장치로 구현하는 방법을 제시한다. 이러한 기술은 가상현실(VR; Virtual Reality), 증강현실(AR; Augmented Reality), 메타버스, 키오스크 등에서 활용 가능성이 크다.

The Research on the Comparison of Warrior Role with the Three Kingdoms an the Theme in the Korea-and-China Games - to GUAN YU as the Center (한중게임 중 삼국지를 배경으로 한 무장(武將) 캐릭터에 대한 비교 연구 -관우(關羽)를 중심으로)

  • Ping, Sun-Shu;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.461-466
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    • 2014
  • With the popularity of Japan's "Three Kingdoms" series of games, the Three Kingdoms became popular and gave birth to the Three Kingdoms game for the traditional cultural resources and cultural industries. At the same time generate economic benefits and promote the traditional culture of double effect. With Liu Bei, Guan Yu and other roles in the development of cultural industries in each particular historical figure internationalization appearance design to get attention in the digital arts industry. In this thesis, three kingdoms cultures and three kingdoms generals were analyzed based on classic novel Three Kingdoms (三国演义). Guan Yu, China and South Korea in appearing common in the game as the center. Take example of the role of Guan Yu's generals styling, clothing, weapons, color comparison, attempts to explore the international trend of historical figures game character.

The Creative Education for Digital Contents Production (창의적인 디지털 컨텐츠 개발을 위한 교육)

  • 김혜경
    • Archives of design research
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    • v.16 no.4
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    • pp.335-344
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    • 2003
  • Creativity has become a buzzword in the 21s1 century to the extent that it is considered as one of the criteria for a nation's competitiveness. In the cultural industry, one of the industries with the highest growth potential, creativity is the decisive factor Nevertheless, we have to admit that there is a serious lack of this quality in the planning area. Everyone is born with creativity and creative way of looking at things can be developed through training and education. Most of universities now classify digital contents within the realm of design, therefore, emphasizing only the formal or the artistic side of it. However, the study of digital contents requires creative thinking processes that are oriented to problem-solving, for which one needs to put together his/her planning (socio-cultural), expressive (artistic) and technological (scientific) capabilities at the same time. Also, the education of digital contents should be focused not only on acquiring the knowledge and skills, but also on developing individual creativity and learning to increase one's creativity working in a team of an organization. For the environmental aspect, education for creativity should take into account social and cultural specificities of Korea. Therefore, continuous studies must be done to explore more concrete ways of developing creativity on the individual, organizational and environmental levels.

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Trend of Creativity-related Spatial Design Education Focusing on Design Process (공간디자인의 창의성 연계 교육 연구동향 -디자인 프로세스를 중심으로-)

  • An, Somi
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.441-451
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    • 2016
  • The purpose of this study is to analyze the trend of spatial design education focusing on creativity based on design process. In this research, the theoretical frame of design process focused on creativity was organized and the trend of creativity education study in the spatial design and other design sectors was compared and analyzed. As a result of the research, the creativity education study of spatial design analyzed such a result showed the relatively low frequency, many of studies related to formative expression of idea. On the contrary, the creativity education of other design sectors is related to overall process the most, the major contents were represented as a creativity enhancement eduction through the conversion with other sectors, the utilization of study method and theology and the utilization of IT technology. The result of this study suggests that more various attempts are required for the spatial design education and that the attempts should orient the conversion between science and art, humanity and science and the integrated access of digital and analogue.

A Study on Game-Playing Plasticity of Modern Art Focused on Media Arts (미디어아트를 중심으로 한 현대미술의 유희성에 관한 연구)

  • Lee, See-Jeung;You, Hyun-Bea
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.503-511
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    • 2010
  • While various artistic trends coexisting in the 20th century, media arts that formed with the medium of a material attempts in various ways to induce the establishment of the artwork through the public communication. The visual arts that use the media satisfy both the artistry and the popularity in the area of popular culture as the form of variable. Moreover, visual arts stimulate a playful sense of human to maximize the public satisfaction that works here. This paper aims to discuss the potentials and the trends in the contemporary art by understanding the conceptual and principle background of the contemporary media art which shows the active employment the playful sense of human nature in the work in order to establish the effective communication with the public. Consequently, as the digital environment and advanced network technology which were thought to be the key elements of the popularization of media art were reached its limit, media artist, Tony oursler's artwork which was created based on human playful nature and interactive artwork that supports the audience to interact with artwork and its space are proven to be the useful devises for the public communication.

A Study on Design and Performance Evaluation of the Frequency Snthesizer Using the DDS in the Transmitter of the FFH/BFSK System (FFH/BFSK 시스템 송신부에서 DDS를 이용한 주파수합성기 설계 및 성능평가에 관한 연구)

  • 이두석;유형렬;정지원;조형래;김기문
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 1999.11a
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    • pp.161-166
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    • 1999
  • The global trends of mobile communication system is moving toward digitizing, high-speed and large-capacity. Also, to utilize the limited frequency-resource efficiently, spread spectrum system is a mainstream. In this study we are concerning with the fast frequency-hopping system. Instead of the PLL with many problems such as phase-noise, we used the DDS is popular in these days minimizes the disadvantage of PLL. In the case the FFH system is designed using the PLL, it is difficult to be satisfied of the design conditions such as RF badwidth and the settling time of PLL, and it has limitation because of complex circuit by using the balanced modulator. In this study, we evaluated the performance in order to design the FFH system using the DDS. The system that has the improvement of error rate, 1Mhps hopping rate and 5MHz RF bandwidth is designed and evaluated.

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Color Application on Sign System Typography for Dynamic Expression (색채를 활용한 사인시스템 활자의 동적표현 연구)

  • Park, Seong-Hyeon;Kim, Young-Kook
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.250-258
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    • 2007
  • Typography is the combination of language of formative art. It is indeed the core means of human communication through understanding of language and formative values. Studies began on introduction of various techniques to overcome the phenomenon of the 'reaction of language', which appears as an impediment in delivery and sharing of information as the most fundamental roles. Successively, mobile printing types more readable and effective in delivering of meanings have been developed, thus widely distributed for general use. However, although such printing types might be easily used in image and digital media, such as in computer monitors, screens and mobile phone LCDs, etc., it is in fact difficult to use these printing types in printed surfaces, the traditional medium of information delivery, or in sign systems frequently encountered in our surrounding environment. As a solution for this, it is intended to create an effect of communication closer to dynamic typography expression by approaching visual message delivery system from the essence and substance of the color application, which corresponds to the visual spatial expression effect, the core element of expression in dynamic typography to possess significantly more powerful effect in terms of both message delivery capacity and readability than the conventional means of static typography.

Design Study of 3D printing Form Liner for Aesthetic and Protective Concrete Surfacing (콘크리트 미관창출과 열화저감을 위한 3D프린팅 폼라이너 디자인 연구)

  • Jang, Jungsik;Hwang, Ga Yeong;Youn, Mun Ku;Jang, Jin Wha;Cheon, Soo Gyeong
    • Design Convergence Study
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    • v.16 no.1
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    • pp.97-109
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    • 2017
  • Interest in the exterior design of buildings has increased in recent years. Demand for various architectural structures is increasing. However, domestic form liner and design are still limited. Thus, this research uses 3D printers to omit the existing mold production process. Use digital data to produce products economically using various materials. It can be hoped that extending the lifespan of the concrete structure will reduce the cost of saving costs. The purpose of this study is to utilize the 3D printers to develop the design of a suitable formative shape for the purposes of the concrete. In this study, 3D printed form enables the possibility that the actual application is practical. Consideration for the artistic design of the art line was proposed for the purpose of considering the use of concrete structures for concrete structures.

A Study on the Jewelry decorative pattern based on Wa-Dang in Unified Silla period (통일신라시대 와당을 모티브로 한 주얼리장식용 문양 연구)

  • kyeng-Tae Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.113-122
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    • 2023
  • This study was conducted on the premise of the development of cultural products using relic assets of traditional culture in a knowledge and information society led by culture and soft power. It was conducted in the context of exploring the possibility of cultural content products of Wa-Dang relics excavated from traditional architecture in the Unified Silla Period and expanding the scalability of commercialization motifs that are highly useful in jewelry design. First, the original form, material, use, size, meaning, and formative aesthetics of Wa-Dang were identified through literature and media research. Among the considered Wa-Dang, 10 types of Wa-Dang which represent the category and have values in modules and patterns were selected, and, then, circular images were extracted and modularized with a "formal simplification technique." Based on the "mathematical symmetry analysis technique," which is a method of systematizing pattern composition arrangement format. we derived a planar formative element that can be used in the development of the cultural content industry and jewelry design. In order to expand its usability in the jewelry industry in the future, it was presented as a 2D digital image. In the future, we hope more studies on the various cultural content industry utilizing the traditional culture will be carried out.