• Title/Summary/Keyword: AI Art Design

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Study on Textile Patterns in the Film "In the Mood for Love" - Focused on qipao of heroine -

  • Cho, Moon-Hwan;Lee, Young-Jae
    • Journal of Fashion Business
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    • v.9 no.3
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    • pp.150-161
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    • 2005
  • The retro fashion and orientalism have been the main trend in the fashion industry tram 2000 as the turning point tram the minimalism. In particular, the far eastern oriental ism, that is, Japanese orientalism had been rapidly spread from 2001. As the trend has been moving to Chinese orientalism from 2003, the fabrics with flower pattern prints and those imbued with Chinese orientalism that were popular in 1960 are the main stream in the textile industry at present. As keeping up with the current trend, this study analyzed the common features and differences between textile patterns with Chinese orientalism that are prevailing ai present and the textile patterns that were popular in 1960s through the film "In the Mood for Love" that told the story of people who immigrated from Shanghai to Hong Kong in 1960s. According to the analysis, the popular textile patterns in 1960s were splendid flower patterns, pop art and op art patterns. Such a trend was elegantly expressed as the textile pattern of Chinese orientalism using qipao in the film "In the Mood for Love".

Comparative Study on Visual and Perceptual Difference Towards the Artworks of Human and Artificial Intelligence Using Eye-Tracking (시선추적장치(Eye Tracking)를 활용한 인공지능(AI) 창작물과 사람의 창작물에 대한 시지각 비교 연구)

  • Hwang, Mi Kyung;Zhou, Yi Mou;Park, Min Hee;Kwon, Mahn Woo
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.374-381
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    • 2022
  • This study analyzes the visual perceptual difference of observers in the artworks created by human artists and artificial intelligence(AI) through eye-tracking. More specifically, the study analyzes the degree of visual attention through a fixation experiment on non-linguistic sources such as the formation and expression of artworks. As a result of this study, the subjects had guessed that one out of four artworks were created by AI (in actuality, 61.1% of the artworks were created by The Next Rembrandt). This demonstrates that most of the subjects hardly recognized the difference between the artwork of human artists and AI. From the comparative analysis of visual perceptual differences found through eye-tracking, more visual attention was found to be demanded for catching details of more stimulating visuals compared to less stimulating visuals. In the gender difference analysis, both of the female and male subjects were likely to stare more intently at the flowers of still-life paintings (Deep Dream & Vincent Van Gogh) while the eyes of a portrait painting (Rembrandt & The Next Rembrandt); this demonstrates no significant differences in gender. Various opinions on AI and art creation from different perspectives arose, therefore, this research is meaningful in a way that it suggests an objective examination through experiments with an artistic perspective.

THE ART of SHEET FORMING SIMULATION TECHNOLOGY in JAPAN

  • Nakamachi, Ei-Ji
    • Proceedings of the Korean Society for Technology of Plasticity Conference
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    • 1994.03a
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    • pp.7-34
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    • 1994
  • ;Recently the sheet forming simulation technology revealed great progress in the sense of practical application in the automotive, electric/electronics and aviation/space industries. The goal of sheet forming simulation is to embedded in the design engineering system which is consisted by the analysis and synthesis modules. This design simulation system predicts the slackness of sheet and estimate the formability, and search the optimum material/forming/structure conditions. This OVER-ALL OPTIMUM DESIGN can be classified as follow; 1. ANALYZING PROCEDURE: Numerical simulation based on nonlinear theories -geometry, material and friction nonlinearities- 2. OPTIMIZATION PROCEDURE: Optimum design based on mathematical programing and AI technologies, those are implemented in CAD/CAM/CAE System - Concurrent Engineering System-. In this paper, four subjects will be discussed; (1) State of arts of computer simulation technologies in Japan. (2)History of sheet forming simulation. (3) Benchmark problems. (4) Future technology in the sheet forming simulation.ation.

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A Study on Character Consistency Generated in [Midjourney V6] Technology

  • Xi Chen;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.13 no.2
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    • pp.142-147
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    • 2024
  • The emergence of programs like Midjourney, particularly known for its text-to-image capability, has significantly impacted design and creative industries. Midjourney continually updates its database and algorithms to enhance user experience, with a focus on character consistency. This paper's examination of the latest V6 version of Midjourney reveals notable advancements in its characteristics and design principles, especially in the realm of character generation. By comparing V6 with its predecessors, this study underscores the significant strides made in ensuring consistent character portrayal across different plots and timelines.Such improvements in AI-driven character consistency are pivotal for storytelling. They ensure coherent and reliable character representation, which is essential for narrative clarity, emotional resonance, and overall effectiveness. This coherence supports a more immersive and engaging storytelling experience, fostering deeper audience connection and enhancing creative expression.The findings of this study encourage further exploration of Midjourney's capabilities for artistic innovation. By leveraging its advanced character consistency, creators can push the boundaries of storytelling, leading to new and exciting developments in the fusion of technology and art.

Design to Improve Educational Competency Using ChatGPT

  • Choong Hyong LEE
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.182-190
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    • 2024
  • Various artificial intelligence neural network models that have emerged since 2014 enable the creation of new content beyond the existing level of information discrimination and withdrawal, and the recent generative artificial intelligences such as ChatGPT and Gall-E2 create and present new information similar to actual data, enabling natural interaction because they create and provide verbal expressions similar to humans, unlike existing chatbots that simply present input content or search results. This study aims to present a model that can improve the ChatGPT communication skills of university students through curriculum research on ChatGPT, which can be participated by students from all departments, including engineering, humanities, society, health, welfare, art, tourism, management, and liberal arts. It is intended to design a way to strengthen competitiveness to embody the practical ability to solve problems through ethical attitudes, AI-related technologies, data management, and composition processes as knowledge necessary to perform tasks in the artificial intelligence era, away from simple use capabilities. It is believed that through creative education methods, it is possible to improve university awareness in companies and to seek industry-academia self-reliant courses.

A Study on Determinants of Chinese Web Drama Performance (중국 웹드라마의 흥행요인에 관한 실증연구)

  • Li, He-Yi;Yang, Yu-Bin;Limb, Seong-Joon
    • Asia-Pacific Journal of Business
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    • v.11 no.4
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    • pp.83-101
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    • 2020
  • Purpose - The purpose of this study is to identify the factors which affect the performance of Chinese web drama. Design/methodology/approach - For empirical investigation, 163 web dramas which were listed in AiQiyi platform were used as the sample. It was hypothesized that number of explanatory variables drawn from previous research, including the power of producing company, and star power of actors and actresses, average length of an episode, genre of the drama, viewer ratings, existence of exclusive SNS account and the use of existing IP, would influence the performance of the drama measured by cumulative hit number. A hierarchical regression analysis is conducted to test hypotheses. Findings - Results show that star power of actors and actresses, average length of an episode, viewer ratings and the use of IP indeed affect the performance of Chinese web drama. Research implications or Originality - As the first empirical study of this kind, this study may help not only domestic but also global participants of fast growing Chinese web drama industry.

An Empirical Study on the Effect of the Use of Information Technology on Revisit Intention of Theatre Audiences (연극작품 연출에서의 정보기술 활용이 관객 재방문의도에 미치는 영향에 관한 실증연구)

  • Choi, Ji-Ae;Kwon, Ohbyung
    • The Journal of Information Systems
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    • v.28 no.4
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    • pp.223-250
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    • 2019
  • Purpose As the 4th Industrial Revolution proceeded, attempts to direct and utilize information technology such as robots and drones in plays have been active. Information technology, such as AI or media art, which is applied in the production of theater productions, shapes the possibility of expressing the difficulty of actors, the effectiveness of dramatic effects, and the illusion. Despite the inconsistent effects of information technology on theatrical studies, little has been done despite the fact that the research on what factors affect the audience's satisfaction through the play. Hence, The purpose of this study is to demonstrate the characteristics of information technology and theater, especially audience's revisit intention. Design/methodology/approach The research model combining the theory of task-technology fit and the experience-economic model is presented. Findings The results of the empirical analysis suggest that the fit of information technology and theatrical task enriches the audience's experience and has a beneficial effect on the dissemination and export of contents management of art management in terms of revisit as a consumer and production of theatrical performing arts. This leads to the conclusion that task-technical fit and experiential economy could be applied to the field of performing arts in theater. It may also give useful implications to related producers such as producers, directors, and actors.

A Study on the Method of Space-direction in Environmental Design - With Special Reference to The Christo′s Environmental Works - (환경디자인의 공간연출방법에 관한 연구 - 크리스토의 환경작업을 사례로)

  • 오경환;정수진
    • Archives of design research
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    • v.14 no.2
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    • pp.175-185
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    • 2001
  • This study is concerned about the meaning of space-direction in environmental design and its form for examples of Javacheff Christo's works. As environmental design that space-direction is very important thing, but it is difficult to find some concreted style. Even more there are greatly indistinct in the boundary between environmental art and environmental design. Studying on Cristo's work which is valuable way of using space-direction. We will applicate for needful methods in environmental design. Christo's works are divided three boundary. ai. environmental wrapping, environmental installation, environmental partition. His way of space-direction that is dramatic, participating in process, concentrating in place-specific, and various way of utilizing object. It is meaningful study that survey to Christo's works. They present as environmentally directing object, showing situation, and building experience of space. So it is possible to judge the evaluation of his works. Finally, space-direction that finding in Christo's work is very useful way in environmental design process.

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Color Culture of Japanese Medieval Age: Focusing on Kamakura & Muromachi Periods (일본 중세의 색채 문화: 가마쿠라·무로마치 시대를 중심으로)

  • Lee, Kyunghee;Kim, Gumhwa
    • Journal of Fashion Business
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    • v.19 no.1
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    • pp.95-105
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    • 2015
  • This study investigated the color culture in the Japanese Medieval Age. The Japanese Medieval Age included the Kamakura period (1180-1333) and Muromachi period (1336-1573), and the leading group transitioned from the Kuge families to the Buke families. The taboos about colors from ancient times became nominal, and forbidden colors, such as purple, celadon, and red, became the colors of the samurai, leading to beautiful soldier gears that were unparalleled in history. In the Kamakura period, colors that conveyed a strong impression were created and preferred with the combination of a samurai's reasonable spirit and zen thoughts. The period was also called "the era of hari", and cross dyeing based on basic colors such as suou (red), ai (blue), and kuchinasi (yellow) was popular. In both the Kamakura and Muromachi periods, conspicuous and strong colors were sought for costumes, and embroidery was used with gold leaf, silver leaf, gold threads, silver threads, and background color. The colors of costume preferred by Buke men in the period included green, blue, and brown. In the characteristics of the kosode, the sugan and hitadare were used for men's formal dress, while kosode was used for the grooming of the working class. In these periods, additionally, the working class began to be socially engaged in actively wearing the one-layer kosode, which became popular, and the characteristics of the Japanese Medieval Age, during which functionality and practicality was valued, were also reflected in the dressing.

Greeting, Function, and Music: How Users Chat with Voice Assistants

  • Wang, Ji;Zhang, Han;Zhang, Cen;Xiao, Junjun;Lee, Seung Hee
    • Science of Emotion and Sensibility
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    • v.23 no.2
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    • pp.61-74
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    • 2020
  • Voice user interface has become a commercially viable and extensive interaction mechanism with the development of voice assistants. Despite the popularity of voice assistants, the academic community does not utterly understand about what, when, and how users chat with them. Chatting with a voice assistant is crucial as it defines how a user will seek the help of the assistant in the future. This study aims to cover the essence and construct of conversational AI, to develop a classification method to deal with user utterances, and, most importantly, to understand about what, when, and how Chinese users chat with voice assistants. We collected user utterances from the real conventional database of a commercial voice assistant, NetEase Sing in China. We also identified different utterance categories on the basis of previous studies and real usage conditions and annotated the utterances with 17 labels. Furthermore, we found that the three top reasons for the usage of voice assistants in China are the following: (1) greeting, (2) function, and (3) music. Chinese users like to interact with voice assistants at night from 7 PM to 10 PM, and they are polite toward the assistants. The whole percentage of negative feedback utterances is less than 6%, which is considerably low. These findings appear to be useful in voice interaction designs for intelligent hardware.