• Title/Summary/Keyword: 컴퓨터 아트

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Feedback Phenomenon in Technology Art (예술 공학의 피드백)

  • Kim Hyung-Gi
    • Science of Emotion and Sensibility
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    • v.8 no.4
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    • pp.423-433
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    • 2005
  • The computer hardware development has provided many chances of emergence between art and technology. In many cases today's interactive artworks cannot be completed without audience's participation. The interactive production process with technical supplementation can be celled feedback. Mr. Nam Jun Paik showed 'Participant TV' that interacts with audience's response in real time. It means artwork changes with the constantly changing value from the data set from human visual perception. Dan Graham showed another feedback related work, which delays 5second playback in mirror that implies consequence of time. Today's media art has to sublimate coincidence, time ant audience into philosophical artwork through consonance that comes with video and sound as we can see from Bill Viola. Stelarc produced artworks. That use input data that is weak signals from brain, muscles. Through a terminal display with player, body expanded meaning of media. Jeffrey Shaw's 'Legible City' provided a fabrication of the reality with the interaction of bicycle's pedal speed and steering direction that is controlled by 4river. RE:MARK used microphone as input device as Edmond Couchot's 'Je same a la vent' and Nam Jun Paik's 'Participant TV' did. There is no communication without feedback between human being. The reality makes audience involved into artworks. That is the reason why feedback has to be natural. Through the feedback process, the originality of the idea is altered by audience. The feedback is not just part of flesh of artwork rather skeleton of it. Technological showoff cannot be art itself The perfection of technological application plan helps feedback that interacts with audience naturally in order that audience hoes not feel the feedback as artificial plan. Interactive media art has to be evolved into new media form with new integration feedback technology.

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A Study on the Application of Computers to the Development of Humor Image Fashion Design (컴퓨터를 활용한 유머 이미지 패션디자인 개발에 관한 연구)

  • 우세희;최현숙
    • Journal of the Korean Society of Costume
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    • v.53 no.5
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    • pp.65-77
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    • 2003
  • Due to the rapid changes occurring in many aspects of contemporary society, the need for a means to actively combat widespread feelings of emptiness and alienation among the public, while satisfying its visual pleasure, is increasing. Thus the need for humorous elements which bring freedom to the human psyche is urgently requested. Of course, the field of fashion cannot be left out in this trend, and humor image design is a good example of this. Humor image in fashion endeavors to release the tension accumulated in the modern world, while trying to find a way to recover the original pureness of mankind. Another aspect currently important is computers. The creation of images in modern visual art relies a lot upon computers. Traditional visual processes such as painting, photography and video are now merged within digital technology. and are now quite symbiotic to each other. With the development of computers came computer art. which uses all applicable functions of a computer to create art. Any artistic action which uses a computer in any stage of its creation can be called computer art. The common factor in humor and computer art in modern fashion can be classified as follows : repetition, deformation and distortion. exaggeration and abridgement. juxtaposition. and Tromp l'oeil. This study has placed its objective on the fusion of humor image fashion and computer art, by manufacturing a work with humor and computers, two important aspects of modern culture. Expanding the field of fashion design while promoting creativity In fashion by finding a verging point between art and science is also necessary. I have designed and made five costumes using the above cited techniques in computer humor images, on a theoretical basis.

A Study of Pattern Defect Data Augmentation with Image Generation Model (이미지 생성 모델을 이용한 패턴 결함 데이터 증강에 대한 연구)

  • Byungjoon Kim;Yongduek Seo
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.79-84
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    • 2023
  • Image generation models have been applied in various fields to overcome data sparsity, time and cost issues. However, it has limitations in generating images from regular pattern images and detecting defects in such data. In this paper, we verified the feasibility of the image generation model to generate pattern images and applied it to data augmentation for defect detection of OLED panels. The data required to train an OLED defect detection model is difficult to obtain due to the high cost of OLED panels. Therefore, even if the data set is obtained, it is necessary to define and classify various defect types. This paper introduces an OLED panel defect data acquisition system that acquires a hypothetical data set and augments the data with an image generation model. In addition, the difficulty of generating pattern images in the diffusion model is identified and a possibility is proposed, and the limitations of data augmentation and defect detection data augmentation using the image generation model are improved.

Water droplet generation technique for 3D water drop sculptures (3차원 물방울 조각 생성장치의 구현을 위한 물방울 생성기법)

  • Lin, Long-Chun;Park, Yeon-yong;Jung, Moon Ryul
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.143-152
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    • 2019
  • This paper presents two new techniques for solving the two problems of the water curtain: 'shape distortion' caused by gravity and 'resolution degradation' caused by fine satellite droplets around the shape. In the first method, when the user converts a three-dimensional model to a vertical sequence of slices, the slices are evenly spaced. The method is to adjust the time points at which the equi-distance slices are created by the nozzle array. In this method, even if the velocity of a water drop increases with time by gravity, the water drop slices maintain the equal interval at the moment of forming the whole shape, thereby preventing distortion. The second method is called the minimum time interval technique. The minimum time interval is the time between the open command of a nozzle and the next open command of the nozzle, so that consecutive water drops are clearly created without satellite drops. When the user converts a three-dimensional model to a sequence of slices, the slices are defined as close as possible, not evenly spaced, considering the minimum time interval of consecutive drops. The slices are arranged in short intervals in the top area of the shape, and the slices are arranged in long intervals in the bottom area of the shape. The minimum time interval is pre-determined by an experiment, and consists of the time from the open command of the nozzle to the time at which the nozzle is fully open, and the time in which the fully open state is maintained, and the time from the close command to the time at which the nozzle is fully closed. The second method produces water drop sculptures with higher resolution than does the first method.

음성인식 기반 인터렉티브 미디어아트의 연구 - 소리-시각 인터렉티브 설치미술 "Water Music" 을 중심으로-

  • Lee, Myung-Hak;Jiang, Cheng-Ri;Kim, Bong-Hwa;Kim, Kyu-Jung
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.354-359
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    • 2008
  • This Audio-Visual Interactive Installation is composed of a video projection of a video Projection and digital Interface technology combining with the viewer's voice recognition. The Viewer can interact with the computer generated moving images growing on the screen by blowing his/her breathing or making sound. This symbiotic audio and visual installation environment allows the viewers to experience an illusionistic spacephysically as well as psychologically. The main programming technologies used to generate moving water waves which can interact with the viewer in this installation are visual C++ and DirectX SDK For making water waves, full-3D rendering technology and particle system were used.

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A Study of Sensibility Communication through Ambient Art in Ambient Intelligence (생활환경 지능화에서 앰비언트 아트를 통한 감성커뮤니케이션 연구)

  • Lee, Ji-Youn;Lee, Kyung-Won
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.40-47
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    • 2007
  • 본 연구는 생활환경 지능화(Ambient Intelligence 이하 AmI)의 기술적 변화와 Ambient Display와 Ambient Media 등을 바탕으로 Ambient Art의 개념과 특성을 도출하고, 이를 통한 감성 커뮤니케이션 연구의 가능성을 살펴 보았다. 앞으로의 사회는 AmI의 환경으로 변화해 갈 것이다. AmI란 인간 중심의 지능형 컴퓨터, 네트워크, 인터페이스 기술을 기반으로 우리의 주변환경이 지능을 갖게 된 상황을 말한다. 유비쿼터스 컴퓨팅, 무선 네트워크와 같은 AmI의 기술들은 새로운 미디어를 만들고 이러한 미디어는 우리의 인식과 커뮤니케이션 방식을 변화시키고 있다. 기술의 발달은 빠른 반면, 그 기술을 사용하는 사람의 적응속도는 느리기 때문에 사람이 어떻게 새로운 기술에 적응할 것인가는 핵심적 문제다. 감성 커뮤니케이션 연구는 이런 문제들을 해결하는데 큰 도움을 줄 뿐만 아니라, 사람들의 감성 욕구까지 채워줄 수 있다. 그러나 감성은 순간적이며 복합적이고 무의식적으로 발생하고 수시로 변하기 때문에 연구하기가 쉽지 않다[1]. 본 연구에서 정의한 Ambient Art는 일상의 환경에서 자연스럽게 접할 수 있으며 사용자의 직접적인 인지가 없이도 감상할 수 있는 예술로, 기술이 환경에 스며들게 되는 것처럼 예술이 환경에 스며들어 궁극적으로 언제 어디서나 감상이 가능한 전시공간의 유비쿼터스화를 지향한다. 이러한 Ambient Art는 감성커뮤니케이션 연구의 새로운 대안책으로 생각해 볼 수 있다. 본 연구에서는 Ambient Art의 5가지 특성을 상황인지, 분위기, 개인화, 상호작용, 자가성장으로 나누어 살펴 보았다. 또한 Ambient Art의 개념과 특성을 반영한 작품 City Forest를 제안하였다. 이 작품은 사람들의 활동에 의해 달라지는 시각적 감성 전달을 통해 이성보다 앞서 있는 감성을 자극하여 개인과 환경, 환경과 환경끼리의 상호 작용을 촉진시켜 Ambient Art를 통한 감성 커뮤니케이션을 보여주었다는데 의의가 있다.

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Change of Roles of Twenty-First Century Spectators in the Analysis of 《ZENetic Computer》 (《ZENetic Computer》 작품 분석을 통한 21세기 관람자 역할의 변화)

  • Kim, Hee-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.134-142
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    • 2009
  • Entering the twentieth century, the development and change of artworks have had influence on spectators. When spectators appreciate artworks such as paintings and sculptures, they usually show passive, contemplative attitude towards artworks. Through upheavals like the two World Wars, the change of artworks requires the participation of spectators. Active change of spectators' roles have a lot to do with the changes of artworks that spectators enjoy. With the invention of computer and development of media in the mid-twentieth century, spectators reached the position of active users. Also contemporary spectators attempt to change from users to producers. Contemporary spectators' role as producers can be examined especially in the works of $\ll$ZENetic Computer$\gg$ by Naoko Tosa. This research explored the new role of spectators to clarify this trend.

Design and Control of a Basic Circuit System for STEAM Education (STEAM 교육을 위한 기초 회로 시스템 설계와 제어 방법)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
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    • v.9 no.2
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    • pp.99-106
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    • 2017
  • The most important thing in STEAM education is to enhance students' interest and understanding of science and technology. In this paper, we propose basic circuit system design and control method applicable to STEAM fusion education. The circuit system design practice using the breadboard is designated as an essential curriculum in the corresponding department at the high school and college level in the domestic curriculum. However, there is a lack of STEAM convergence implementation examples that can easily understand circuit system design and control methods. Therefore, we proposed and tested a method to implement and control a media art type circuit system.

Efficient Programming Method in Microcontrollers for Improving Latency (지연시간을 개선하기 위한 마이크로 컨트롤러의 효율적인 프로그래밍 방법)

  • Lee, Kyungnam;Kim, Youngmin
    • Journal of IKEEE
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    • v.23 no.3
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    • pp.1068-1076
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    • 2019
  • Most of the electronics we use today have built-in microcontrollers, which are called embedded systems. In such a small environment, responsiveness is very important for the microcontroller. In this paper, the basic input/output control, timer/counter interrupt operation principle, and understanding of the microcontroller are described. Program logic is proposed to improve throughput and latency by controlling characteristics of service routine and program execution order. The hardware simulations in this paper were verified using ATmega128 and PIC16F877A from Atmel and Microchip.

Research on Computer-Based Convergence Performing Arts - The Impact of Digital Technology on the Performing Arts-

  • Jin-hee gong
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.9
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    • pp.99-107
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    • 2024
  • This study analyzed how computer-based digital technology affects convergence performing arts according to the trend of the times of domestic performing arts. Based on the analyzed contents, the purpose of the study was to propose an appropriate use plan for performing arts and technology and a plan for future development of convergence performing arts. Looking at the analysis results according to the purpose of the study, as a first step, the use of video technology developed in the performing arts stage using video technology evolved into holograms, media art, and 3D techniques. In the second step, technology and art were fused using artificial intelligence and robots. Artificial intelligence composed music, choreographed dance, and wrote a play script. In addition, robots performed and played with humans on stage. Third, virtual space was also used in performing arts. It was possible to direct spaces in various places using virtual spaces rather than performance halls and stage spaces. In this way, performing arts using digital technology will become more diverse and professional, and things that are possible in imagination that cross boundaries will be developed into reality. This study proposes a convergence that appropriately utilizes various technologies of digital and computer while maintaining the area of creation that humans can do and the expressiveness and artistry they express. In preparation for these changes in the times, future convergence performing artists should be able to acquire a combination of artistry and technology of stage technology experts who can use digital technology, professional actors who can express artistry along with AI, and professionals who can create art by manipulating AI.