• Title/Summary/Keyword: ART convergence

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Convergence between Anatomy and Fine Art through a Painting by Rembrandt (렘브란트의 작품을 통해 본 해부학과 미술의 만남)

  • Jung, Won
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.241-247
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    • 2020
  • In the late 16th century, the Theatrum Anatomicum or anatomical theatre opened in Leiden in the Netherlands. The theatre was open to a fee-paying audience of students, surgeons, and the public and soon settled down as one of the highbrow cultural activities in the city. This trend soon spread into Amsterdam, and Nicholaes Tulp appearing in Rembrandt van Rijn's was at the center of it. Human anatomy was not just an eyesore but started to get accepted as a cultural event for the civilized citizens of the time. It was with this backdrop that Rembrandt got inspired by this interesting scene of Tulp dissecting human body. Rembrandt well understood the changes of the time and captured them on canvas to attempt convergence between science and art.

Suggestion of Study and Development of Model of Convergent Education Lecture Model of Floral Design and Color (화예디자인과 색채의 융복합 교육 강의모델 연구 및 개발제안)

  • Kim, Yoo Sun;Kim, Saet Byul
    • Journal of the Korean Society of Floral Art and Design
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    • no.40
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    • pp.63-75
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    • 2019
  • In this study, convergence art education which Based on the overall understanding of color, which is a field of science, the lecture model was constructed in order to operate a fusion curriculum which can be practically expressed by applying it to the artistic field of floral design. The learner was satisfied with the composition of the two lectures (floral design, color) and the way of conducting theory and practice. In addition, they felt that was able to access various areas through one subject. This indicates that learners themselves perceive the purpose and necessity of this study. On the other hand, it is pointed out that the background knowledge level between the majors and the non - majors is different. therefore Continuous feedback and adjustment of the degree of difficulty of the training seems to be necessary to enhance the learner's understanding. In order to develop the floral design, the curriculum development and education model should be built through convergence of various sciences. It is expected that this study will be used as basic data for the development of the curriculum for the artistic design education.

Cell Images Classification using Deep Convolutional Autoencoder of Unsupervised Learning (비지도학습의 딥 컨벌루셔널 자동 인코더를 이용한 셀 이미지 분류)

  • Vununu, Caleb;Park, Jin-Hyeok;Kwon, Oh-Jun;Lee, Suk-Hwan;Kwon, Ki-Ryong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.942-943
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    • 2021
  • The present work proposes a classification system for the HEp-2 cell images using an unsupervised deep feature learning method. Unlike most of the state-of-the-art methods in the literature that utilize deep learning in a strictly supervised way, we propose here the use of the deep convolutional autoencoder (DCAE) as the principal feature extractor for classifying the different types of the HEp-2 cell images. The network takes the original cell images as the inputs and learns to reconstruct them in order to capture the features related to the global shape of the cells. A final feature vector is constructed by using the latent representations extracted from the DCAE, giving a highly discriminative feature representation. The created features will be fed to a nonlinear classifier whose output will represent the final type of the cell image. We have tested the discriminability of the proposed features on one of the most popular HEp-2 cell classification datasets, the SNPHEp-2 dataset and the results show that the proposed features manage to capture the distinctive characteristics of the different cell types while performing at least as well as the actual deep learning based state-of-the-art methods.

A Study on the Establishment of Infrastructure for Revitalization of Inje gun -Focusing on the Construction of an Urban Art Park- (인제군 지역 활성화를 위한 인프라 구축에 관한 연구 - 도시조형공원 구축을 중심으로 -)

  • Suhr, Myong-Suk
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.333-340
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    • 2020
  • As a result of research on the establishment of an infrastructure to revitalize the region of Inje gun in order to enjoy the high quality of the Inje gun residents in Gangwon do, the analysis of the target sites that are easily accessible and easy to use by the residents of Inje gun resulted in a type of park with a quality of life. It is analyzed that the urban art park is the most suitable for enhancing the city cultural experience and relaxation, and promoting emotional life. There are many ecological parks, theme parks, and experience parks in each country, but it is desirable to plan them in the form of city parks to differentiate themselves by capturing the characteristics of Inje gun.

A Study on the Color Symbols of 'Blue' Embracing the Universe in Kim Whanki's Art Works (김환기 작품 속 우주를 품은 '청색'의 색채 상징성)

  • Park Boram
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.291-298
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    • 2023
  • The purpose of this study is to appreciate abstract art works in a deeper and richer way by analyzing and examining the blue symbols used in Hwanki's work "Universe". Research problems to realize the research purpose are as follows. First, what meaning and symbol does Whanki's work "Universe" contain, and second, what meaning and symbol does "blue" that embraces the universe contain. The method of this study is picture analysis through literature research. As a result of this study, Whanki's work "Universe" contains a cosmos that shows constant movement, circulation, and repetition as an introverted and performance expression of the universe, and the main symbol of "Blue" is a blue microcosm that repeatedly circulates heaven and the underworld.

Art-Tech Performance Case Study for 'The Korean Wave' Business Growth (한류 비즈니스 성장을 위한 아트테크 공연 사례연구)

  • Park, Arum;Chang So-Jung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.831-835
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    • 2023
  • In contrast to the global public's interest in the Korean Wave, which has persisted since the early 2000s, our efforts and knowledge on business studies that combine art and technology are limited. This study utilizes a case study methodology to select and analyze notable examples of the integration of various technologies into the performing arts for the growth of Korean performing arts and the continued growth of the Korean Wave. In particular, cases of performing arts utilizing Metaverse have been presented recently, but there is a lack of consideration from the stakeholders' perspective. This study aims to suggest implications for the revitalization of performing arts through the integration of various technologies through case study analysis from these perspectives.

A study on Materialization of Virtual Reality for Environmental Interface (환경인터페이스를 통한 가상의 현실화에 관한 연구)

  • Kang, Yoon Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.545-551
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    • 2023
  • In this paper, we present the environment interface as a method of bringing the virtual environment in the interface to reality, and explain the experience of the virtual that can be sensed in the real environment. Expanded experience by discussing the transparency of the interface and interactivity that expands synesthesia as a condition for an interface to express virtual without distinction from the real environment, and establishing a discussion on the composition and inevitability of an environment interface that satisfies these conditions The environment interface is discussed as a tool for realizing the interface that extends from the real environment, the expansion of cognition into the environment by interaction, and the virtual for immersion into the environment due to these conditions.

C++ Class Restructuring Using the Neural Networks

  • Kim, Kwang-Baek;Jun, Bong-Gi;Kim, Young-Ju
    • Journal of information and communication convergence engineering
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    • v.1 no.3
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    • pp.99-103
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    • 2003
  • Classes are apt to include useless codes and inadequate inheritance relationship between them when they are being updated, inserted and deleted during the evolution process of object-oriented software, leading to lots of errors. Conventional class restructuring methods degrade the effectiveness of reusability since they go with preprocesses such as dependency analysis and estimation of class cohesion and run statically. In this paper, we propose a new C++ class-restructuring algorithm that does not require those preprocesses and runs dynamically by improving ART learning algorithm in the artificial neural networks.

Hybrid Neural Networks for Pattern Recognition

  • Kim, Kwang-Baek
    • Journal of information and communication convergence engineering
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    • v.9 no.6
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    • pp.637-640
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    • 2011
  • The hybrid neural networks have characteristics such as fast learning times, generality, and simplicity, and are mainly used to classify learning data and to model non-linear systems. The middle layer of a hybrid neural network clusters the learning vectors by grouping homogenous vectors in the same cluster. In the clustering procedure, the homogeneity between learning vectors is represented as the distance between the vectors. Therefore, if the distances between a learning vector and all vectors in a cluster are smaller than a given constant radius, the learning vector is added to the cluster. However, the usage of a constant radius in clustering is the primary source of errors and therefore decreases the recognition success rate. To improve the recognition success rate, we proposed the enhanced hybrid network that organizes the middle layer effectively by using the enhanced ART1 network adjusting the vigilance parameter dynamically according to the similarity between patterns. The results of experiments on a large number of calling card images showed that the proposed algorithm greatly improves the character extraction and recognition compared with conventional recognition algorithms.

A Study on Interactive Media Art Contents on Physical Computing Technology (피지컬 컴퓨팅 기술 기반 인터렉티브 미디어 아트 콘텐츠에 관한 연구)

  • Li, Yi-Xian;Seo, Chang-Jin
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.193-197
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    • 2012
  • On this paper is the project about which is base on Interactive Media Arts technology. What's more, the audience not only enjoy the images or performances on screen but also appear to be one important element in such interactive media. Therefore, it's function is to combine Physical computing and other perception like the musical instruments playing, then finally arriving to be real-time and capable to be interactive.