• Title/Summary/Keyword: 아트지

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Design of Reconfigurable Desk Based on Pin Art Technology (핀 아트 기술을 활용한 재구성 가능한 데스크 설계)

  • Jeong, Seungdo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.2
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    • pp.63-70
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    • 2019
  • To increase the efficiency of task on the desk, this paper proposes a reconfigurable desk. The proposed reconfigurable desk is based on the Pin Art technology. For the design of the proposed desk, the upper surface of the desk is divided into small units, and then the user easily controls the height of the divided pieces to make desk a desired shape by using the proposed user interface. The Arduino module controls the hardware and the user interface is configured by using Android applications, making it easy for anyone to use. Through extensive experiments, the proposed system shows that various types of deformations are possible and thus the utilization is very high by mounting diverse devices.

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.

Analysis and Reference Significance of Mo Youzhi's Letter (모유지의 예서 해석 및 참고 의의)

  • Zhang, Guoxin
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.67-71
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    • 2024
  • Mo Youzhi (1811-1871) was a famous scholar, poet and calligrapher in the late Qing Dynasty. Mo Youzhi's life was rich in experience and broad vision, especially during his ten years in the Shogunate of the Tsengoku Domain, and he made friends with many political and cultural elites. Mo Youzhi is talented and diligent, and has a good relationship with celebrities from all walks of life at that time, so that his talents have been fully demonstrated. In the Qing Dynasty, the study of calligraphy became the absolute dominant force in the world of calligraphy, and the first great prosperity occurred after the Qin and Han dynasties. In accordance with the times, Mo Youzhi devotes himself to learning, takes into account the calligraphy, and goes out on his own path. Moe's work seal, li, kai, line, especially fine seal. Based on its Lishu, this paper expounds its typical style and atypical style respectively, and also discusses the relationship between its Lishu and other fonts. Finally, the author briefly summarizes the significance of Li Shu for the creation of contemporary Li Shu.In the course of discussion, always based on calligraphy ink, consult the relevant literature, combined with Mo Youzhi's life experience, try to be objective and fair, the listed points of view can be based on.

Effect of Cognitive Affordance of Interactive Media Art Content on the Interaction and Interest of Audience (인터랙티브 미디어아트 콘텐츠의 인지적 어포던스가 관람자의 인터랙션과 흥미에 미치는 영향)

  • Lee, Gangso;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.9
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    • pp.441-450
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    • 2016
  • In this study, we investigate the effect of the level of cognitive affordance which explains an explicit interaction method on the interest of viewers. Viewer's recognition of the interaction method is associated with cognitive affordance as a matter of visual-perceptual exposure of the input device and viewer's cognition of it. The final goal of the research on affordance is to enhance the audience participation rather than the smooth interation. Many interactive media artworks have been designed with hiding the explicit explanation to the artwork due to worry that the explicit explanation may also hinder the induction of impressions leading the viewer to an aesthetic experience and the retainment of interest. In this context, we set up two hypotheses for study on cognitive affordance. First, the more explicit the explanation of interaction method is, the higher the viewer' understanding of interaction method is. Second, the more explicit the explanation of interaction method is, the lower the interest of the viewer is. An interactive media art work was manufactured with three versions which vary in the degree of visual-perceptual information suggestion and we analyzed the participation and interest level of audience in each version. As a result of the experiments, the version with high explicitness of interaction was found to have long time spent on watching and high participation and interest of viewers. On the contrary, the version with an unexplicit interaction method was found to have low interest and satisfaction of viewers. Therefore, regarding usability, the hypothesis that a more explicit explanation of interaction would lower the curiosity and interest in exploration of the viewer was dismissed. It was confirmed that improvement of cognitive affordance raised the interaction of the work of art and interest of the viewer in the proposed interactive content. This study implies that interactive media art work should be designed in view of that the interaction and interest of audience can be lowered when cognitive affordance is low.

Relationship Study of Social Support of University with Occupational Values, Career Decision Standards, and Quality of Life of College Students Intended for Design Students (대학에서의 사회적 지지와 직업 가치관, 진로 결정수준, 삶의 질 간의 영향 관계 연구: 디자인 분야 전공 대학생을 중심으로)

  • Lee, Hee-Young
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.456-469
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    • 2022
  • This research was conducted to investigate the structural relationship social support of college students has with their occupational values, career decision, and quality of life. Subjects of study were art and design college students in Seoul. Social support, occupational values, career decision, and quality of life were measured as criteria. SPSS and AMOS were used to test structural model and the relationship among variables. Results of this study are as follows. First, effects of social support on internal and external occupational values were studied. Second, effects of social support on quality of life-satisfaction and happiness-were studied. Third, effects of occupational values on career decision standards were studied. External occupational values had a statistically significant correlation with career decision, while internal occupational values were found to have no statistically significant effect on career decision. Based on the results, it can be inferred that colleges which need to support the careers and employment of students must support students with informational and instrumental support. Design students must be provided with proper career coaching and environment improvement, as well as development of programs suitable for various talents and aptitudes, so that they can shape appropriate occupational values.

A Method to Recover 2D barcodes Contaminated with Dust (2D 바코드의 분진 오염 극복 방법)

  • Ha, Eunjae;Lee, Jaesung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.3
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    • pp.276-281
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    • 2019
  • Food printers must use food ink cartridges approved by the Ministry of Food and Drug Safety (MFDS). A 2D bar code is used to read whether the ink cartridge is authentic. However, since the dye is diverged by heat pressure and printed, the barcode is contaminated. In this paper, we propose a pre-processing algorithm to solve the problem of barcode contamination by food coloring dust in a latte art printer. The algorithm is based on various morphological operations. We apply this algorithm before reading contaminated barcode images with a general QR code reader. It has been confirmed that, as compared with the existing QR code reader, the contamination rate that can be perceived is increased from 25% to 40% and even at a contamination rate of 45%, the recognition rate reaches 50%.

Aesthetics of Interactive Real-Time 3D (인터렉티브 리얼 타임 3D 아트의 미학적 특성)

  • Dho, Soon-Ho
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.3-9
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    • 2005
  • Interactive real-time 3D enables users to explore virtual three dimensional environments and also experience contents in an absorbing fashion. Unlike other media, Interactive real-time 3D users take an active role in the process of "real-time fashion" where action and reaction occur instantly in a digital 3D structure. Once the components and origins of interactive real-time 3D is made, it is possible making principles of the beauty that help decide success or failure of real-time 3D in two way system. Substantial real-time 3D has not yet passed 10 years so it was unable to make sufficient precedents of fundamental artistic value based upon the credibility of the media. The goal is to explain the new form of design in relation to general principles of arts at the same time to understand the technical definition better. Concepts of historical documentation are explained with an example of categorization of recent video game and recent technology. This thesis concludes with rough forecast on the future interactive real time 3D. Since the medium began relatively recently and is developing in the rapid pace, recent analyses, though clear forecast is difficult, tend to investigate potential directions to some level the field allows.

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A Study on Constructive Characteristic of Media in the Surface of Contemporary Architecture -Focused on Codification and Seriality of de Young Museum and Walker Art Center (현대건축의 외피에 나타난 매체적 구축 특성에 관한 연구 -디 영 뮤지엄과 워커 아트센터에 나타난 코드화와 시리얼화를 중심으로-)

  • Jeon, You-Chang;Kim, Sung-Wook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.5
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    • pp.2416-2424
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    • 2011
  • This study focused on the transition from modularity of a mechanical construction system to the seriality in a digital production system in architecture and arguing how digital design process affects the design of surface in the contemporary architecture and development of digital technology actively intermediate surface of architecture and expressive characteristics of media on surface. The analysis of two exhibition facilities of Herzog & de Meuron expose process of fabrication in the surface design and makes possible to implementation of the concept of code to seriality which shows images employed to reveal immediate representation of the perceptual communication with humans and architecture through the role and significance of digital design techniques.

Development of a storyboard simulation system for an animator (효율적인 애니메이션 제작을 위한 스토리보드 시뮬레이터 설계 및 구현)

  • Yoo, Kil-Sang;Cho, Ok-Hue;Lee, Won-Hyung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.711-714
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    • 2009
  • Currently digital contents such as games, animation and video art are produced and distributed actively. And moreover by the development of related industries, a variety genre of media is in the process of planning and production. However general-purpose tools such as MAYA and Soft Image do not provide the artists in terms of a variety of unique functions. Thus in this study, we analyzed and developed interface technologies that can help effectively in terms of animation scenario writing, storyboard simulation, rendering and pre-production of story board, interface technology for preview. By our designed simulate planning, people who not professional in the field of animation, can produce and preview animation easily.

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A Study on the stage lighting operation and improvement of Cheonan City Hall Bongseo Hall and CMB EXPO art hall performance art hall of local self-government corporation (지자체 공연장의 천안 봉서홀과 대전 CMB엑스포 아트홀 무대 조명 시스템 운영 및 개선에 관한 연구)

  • Lee, Jang-Weon
    • Korean Institute of Interior Design Journal
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    • v.18 no.5
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    • pp.89-100
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    • 2009
  • Stage lighting system is very important in theater. Because basic of performing art. Recently, The stage lighting system is very close with a performing arts. The performance arts is to have an easy communication between actors and audience. All activities related to performance art take place between the stage light and auditorium. Therefore, when constructing theater the best conditions of the stage light system should be considered for the smooth progress of play. It will be method of solution that basically facility in the performance art hall. The results of this study can be used for suggesting an operation and system improvement for stage lighting system in performance art hall. Recently, changes in the progress of plays have required the perfect stage light system. As a result, performance art hall are the most advanced stage lighting system technology of changed. The following procedures were taken for this research-the literature on the development of stage lighting system and equipment, structure, and the dimmer and computer console system has been reviewed theoretically Most of all, Cheonan City Hall Bongseo Hall and CMB EXPO art hall is important a sample of lighting system. The result of this study presents operation and system improvement stage lighting system in theater, below to operation and system improvement at stage lighting system local self-government corporation performance art hall are inconsistent stage.