• Title/Summary/Keyword: 아트지

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Artificial Intelligence Art : A Case study on the Artwork An Evolving GAIA (대화형 인공지능 아트 작품의 제작 연구 :진화하는 신, 가이아(An Evolving GAIA)사례를 중심으로)

  • Roh, Jinah
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.311-318
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    • 2018
  • This paper presents the artistic background and implementation structure of a conversational artificial intelligence interactive artwork, "An Evolving GAIA". Recent artworks based on artificial intelligence technology are introduced. Development of biomimetics and artificial life technology has burred differentiation of machine and human. In this paper, artworks presenting machine-life metaphor are shown, and the distinct implementation of conversation system is emphasized in detail. The artwork recognizes and follows the movement of audience using its eyes for natural interaction. It listens questions of the audience and replies appropriate answers by text-to-speech voice, using the conversation system implemented with an Android client in the artwork and a webserver based on the question-answering dictionary. The interaction gives to the audience discussion of meaning of life in large scale and draws sympathy for the artwork itself. The paper shows the mechanical structure, the implementation of conversational system of the artwork, and reaction of the audience which can be helpful to direct and make future artificial intelligence interactive artworks.

3D Holographic contents work and Projection Act on Spectator Approach (관객접근에 의해 행동하는 3D 홀로그래픽 콘텐츠 저작 및 프로젝션)

  • Lim, Sooyeon;Kim, Sangwook
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.597-604
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    • 2012
  • In order to actualize the third dimension form, hologram is coming to attention because it has no restriction on viewing position and is capable of natural visual expression. Although hologram technology is the best method to embody 3D image without glasses, it is not commercialized due to several technological problems. Currently used hologram technology in concerts or exhibitions are images flashed on a 2-dimensional transparent screen by HD projectors which is similar to hologram technology, not truly same. In this research, we make 3D contents for Holographic projection and use these contents to present art that can interact with spectators. As a result of the exhibition, attendance showed satisfaction on inspection form, allowing spectators to move around the screen and view it both sides; moreover, they were enterprising to interact with the videos played according to their movements. Therefore, we are able to implement a sensible and spatio-temporal artwork along with interesting space production and represent a intimate and interactive space with the public.

Artificial Life Art : Research on Artificial Life Artworks of VIDA (인공생명 예술의 특성 : VIDA의 작품 분석을 중심으로)

  • Lim, Kyung-Ho;Yoon, Joon-Sung
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.193-201
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    • 2011
  • In this study, we consider the evolved interactivity at the Artificial Life Art beyond 'open interactivity' as 'closed relationship' between viewer/participant and artwork by immersive and interactive features of digital media art. In order to consider this evolved interactivity, we survey the theory of artificial life of which result of many studies like biology and computational science. And then we analysed characteristics related artistic context of artificial life at the autonomy and emergent behavior of artificial life. Especially, we research the artworks of interaction with ecologies and of living in outside(not in- silico) among the artworks of officially adopting an artificial life arts in 'VIDA : Art and Artificial Life International Awards'. And we are going to understand the relationship of emotional subjects between viewer/participant and artwork, and a step further to understand the diverse relationship of symbiosis and co-evolution of the technology and human.

Automatic Color Transformation of Characters Between 2D Animation Scenes Using Neural Network (신경회로망을 이용한 2D 애니메이션 장면 간의 캐릭터 자동 색 변환)

  • Jung, Hyun-Sun;Lee, Jae-Sik;Kim, Jae-Ho
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1286-1295
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    • 2008
  • Colors of 2D animation characters are generally assigned by art directors' subjective color sense. Even same characters should be colored differently according to the mood of animation scenes. In this study, we introduce the model for automatic color transformation of characters by using neural network. It can not only create automatically colors of characters which are good matched with 2D animation scenes but also reproduce art directors' subjective color sense. Specifically, this neural network model is initially made to learn the patterns of color change between basic colors of characters and colors of characters in various scene. Then if you know basic colors of some characters, you can derive colors of characters under other light source environments using the learned neural network. Subjective ratings(which is adopted to verify the proposed model) by color experts on the automatically transformed colors showed that the colors created by the model tended to be evaluated natural.

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High Accurate Cup Positioning System for a Coffee Printer (커피 프린터를 위한 커피 잔 정밀 측위 시스템)

  • Kim, Heeseung;Lee, Jaesung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.10
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    • pp.1950-1956
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    • 2017
  • In food-printing field, precise positioning technique for a printing object is very important. In this paper, we propose cup positioning method for a latte-art printer through image processing. A camera sensor is installed on the upper side of the printer, and the image obtained from this is projected and converted into a top-view image. Then, the edge lines of the image is detected first, and then the coordinate of the center and the radius of the cup are detected through a Circular Hough transformation. The performance evaluation results show that the image processing time is 0.1 ~ 0.125 sec and the cup detection rate is 92.26%. This means that a cup is detected almost perfectly without affecting the whole latte-art printing time. The center point coordinates and radius values of cups detected by the proposed method show very small errors less than an average of 1.5 mm. Therefore, it seems that the problem of the printing position error is solved.

Point Cloud Content in Form of Interactive Holograms (포인트 클라우드 형태의 인터랙티브 홀로그램 콘텐츠)

  • Kim, Dong-Hyun;Kim, Sang-Wook
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.40-47
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    • 2012
  • Existing art, media art, accompanied by a new path of awareness and perception instrumentalized by the human body, creating a new way to watch the interaction is proposed. Western art way to create visual images of the point cloud that represented a form that is similar to the Pointage. This traditional painting techniques using digital technology means reconfiguration. In this paper, a new appreciation of fusion of aesthetic elements and digital technology, making the point cloud in the form of video. And this holographic film projection of the spectator, and gestures to interact with the video content is presented. A Process of making contents is intent planning, content creation, content production point cloud in the form of image, 3D gestures for interaction design process, go through the process of holographic film projection. Visual and experiential content of memory recall process takes place in the consciousness of the people expressed. Complete the process of memory recall, uncertain memories, memories materialized, recalled. Uncertain remember the vague shapes of the point cloud in the form of an image represented by the image. As embodied memories through the act of interaction to manipulate images recall is complete.

A Study on Current State and Typology of Korea Company Gallery since 1990 (1990년대 이후 한국 기업미술관의 현황 및 유형에 관한 연구)

  • Kim, Hyeok-Ki
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.5
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    • pp.3203-3212
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    • 2014
  • Company. s support for culture and arts started from mecenat activities. After then, it played a role as a tool of the company to satisfy consumers. cultural desires and improve the company. s image. As time goes by, it became a culture marketing which encourages business activities. Therefore, many companies try to develop their culture marketing activities in various fields. Especially art marketing has increased consumers. expectation and interest about art activities. Also, art marketing has become important as it has helped consumers to have critical view about products and improve their standard of life. As a way of art marketing, a company provides diverse exhibitions, sponsors and education programs related to art in either a specific space of the company building or a separate place. It can be said that this example of art marketing is a kind of an image marketing and public welfare at the same time. This article presents the concept of culture marketing and current condition of company. s support for culture and arts. In addition, the article depicts the concept and classification of art marketing. Furthermore, through analysis of company exhibition space and programs, the article illustrates the features and typology of art galleries managed by companies.

A Study on the Method of Creating Realistic Content in Audience-participating Performances using Artificial Intelligence Sentiment Analysis Technology (인공지능 감정분석 기술을 이용한 관객 참여형 공연에서의 실감형 콘텐츠 생성 방식에 관한 연구)

  • Kim, Jihee;Oh, Jinhee;Kim, Myeungjin;Lim, Yangkyu
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.533-542
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    • 2021
  • In this study, a process of re-creating Jindo Buk Chum, one of the traditional Korean arts, into digital art using various artificial intelligence technologies was proposed. The audience's emotional data, quantified through artificial intelligence language analysis technology, intervenes in various object forms in the projection mapping performance and affects the big story without changing it. If most interactive arts express communication between the performer and the video, this performance becomes a new type of responsive performance that allows the audience to directly communicate with the work, centering on artificial intelligence emotion analysis technology. This starts with 'Chuimsae', a performance that is common only in Korean traditional art, where the audience directly or indirectly intervenes and influences the performance. Based on the emotional information contained in the performer's 'prologue', it is combined with the audience's emotional information and converted into the form of images and particles used in the performance to indirectly participate and change the performance.

A Study on the Tile Mural Decoration Design Using Colored Glass Plaster Technique (색유리 플래스터 기법을 이용한 타일 벽장식 방안 연구)

  • Kim, Seung-Man
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.460-470
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    • 2020
  • In modern life, interior decoration has been transformed into a psychological synergistic effect of space, greatly affecting human sensibility. The main point of view in this paper is to study the discovery of new decorative effects and the possibility of products that can replace imported tiles, which account for more than 60% of the walls of indoor spaces closely related to daily life. The solution is to create point tiles using color glass plaster techniques developed in 2018 and to explore the possibility of decorating art walls to meet consumers' purchasing needs using simulations. The four patterns applied to the a paintbrush, resist printing, cutting technique, and inlaid patterns, and the traditional color development effect of the medium color suited to our sensibilities was studied. In addition, through simulation, art walls and acrylic using color glass styles were also used in the kitchen, living room and empty space of the bathroom. Based on this research, ceramic point tiles with a new perspective will be explored and the interior using walls will be activated.

Emotion-based Real-time Facial Expression Matching Dialogue System for Virtual Human (감정에 기반한 가상인간의 대화 및 표정 실시간 생성 시스템 구현)

  • Kim, Kirak;Yeon, Heeyeon;Eun, Taeyoung;Jung, Moonryul
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.23-29
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    • 2022
  • Virtual humans are implemented with dedicated modeling tools like Unity 3D Engine in virtual space (virtual reality, mixed reality, metaverse, etc.). Various human modeling tools have been introduced to implement virtual human-like appearance, voice, expression, and behavior similar to real people, and virtual humans implemented via these tools can communicate with users to some extent. However, most of the virtual humans so far have stayed unimodal using only text or speech. As AI technologies advance, the outdated machine-centered dialogue system is now changing to a human-centered, natural multi-modal system. By using several pre-trained networks, we implemented an emotion-based multi-modal dialogue system, which generates human-like utterances and displays appropriate facial expressions in real-time.