• Title/Summary/Keyword: ART model

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A Study on the Stylistic Expression of Late 20th Century Interior Design (현대(現代) 후기(後期) 실내디자인의 표현성(表現性))

  • Lee Choon-Sub
    • Journal of Science of Art and Design
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    • v.1
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    • pp.189-226
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    • 1999
  • The purpose of this paper is to examine the common characteristics of late 20th century interior design style and the post-modern thinking system. A period has its own predominant spirit which determine the tendency of art, and the ubiquitous power in the spirit decides the period's pattern of art. Therefore the interior design style belongs to general art sphere that has its own individual character derived from the dominant power of the controlling system. Paying special attention to this understanding, the auther has processed this paper by combining the post-modem thinking with special characteristics of each of the 20th century interior design style. Until now, researches have been focused on the individual style of post-modern design; however, a general research comprising the whole characteristics of expression has not been made. Accordingly, the rationale of emphasizing the general point of view is establshed. Also, this study suggests a model applicable to studies concerning other art area. This type of methodology is receving more attention as an approach investigating new art ideology for researching post-modern thinking and late 20th century art styles. The conclusions are as follows: First, the distinctive expressions of postmodernism appear to be characteristic of illusion, metaphor, pluralism, decoration, and symmetry, Those of late modernism appear to be the characteristic of complicated simplicity and symplified complexity, passiveness of symbolism and harmony, indeterminacy of form and space, and unintentional decorativeness. And the characteristics of deconstructionism are spatial difference and temporal defferal, and un-reductive and non formal abstractiveness of the space, unfinishness, chance, and secretiveness of individual style. Second, the disinctive expression seems to share common characteristics with postmodern thinking. The best examples are pluralism, non-formalism, populism, and historicism, originating from the deconstruction of 'meta-narrative'. Third, based on the second conclusion, general distinctive expression could be simplified as chacteristics of plurality, hybridity, and indeterminacy. These expressive chacteristics appear to be automatically connected with general postmodern thinking. Last, in consideration of the above conclusion, the extreme generality could be distinctively clarified as 'textural co-exsistence'. Accordingly, the author might confirm that 'textural co-existence' originated from the text that comes from postmodern thinking. In conclusion, design expression of late 20th century interior design accepts the ?universal theme of ubiquitous postmodern thinking. And universal expressions and supreme generality can be common analysis tools for understanding and studying complicated late 20th century interior design.

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The Effects of Characteristics of Media Facade on Customer's Preference (미디어파사드 특성이 문화예술공간의 선호도에 미치는 영향 연구)

  • Lee, Chul Soo;Nam, Sang Moon
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.335-341
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    • 2020
  • As life, once immersed in labor, changes with values and lifestyles, individuals consume or participate in culture and arts for learning, meeting of intellectual needs, pleasure, and exchange. As culture and art spaces have increased in recent times, these spaces have been transformed into places to create, view and exchange culture and art, and to consume cultural goods. Culture and art spaces have created and developed new genres and technologies that give viewers the opportunity to communicate and participate, allowing them to understand and accumulate works of media. A media façade thus gives a preference to places for visitors by giving an impression over a short period of time in culture and art spaces that are not areas for exhibitions and performances, and providing an opportunity to more easily approach and understand works and culture and art spaces. A media façade is a type of medium that imparts aesthetics and information by installing LED lighting on the exterior wall of a building for the realization of media functions. In order to analyze the effect of the media façade on preferences for culture and art spaces, a research model was established with media façade characteristics as independent variables and preferences for culture and art spaces as dependent variables. As a result, media façade design and media features influenced satisfaction, while the media characteristics of the media façade influenced recommendation and revisiting, suggesting that many changes will take place in culture and art spaces.

Research on Cross-border Practice and Communication of Dance Art in the New Media Environment (뉴미디어 환경에서 무용예술의 크로스오버 실현과 전파에 대한 연구)

  • Zhang, Mengni;Zhang, Yi
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.47-57
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    • 2019
  • The end of the 20th century, along with the popularity of new media technology and the rise of new media art, dance as a visual art, and body language art, has the features of more and more rich and changeful. In today's Internet booming new media environment, many different fields, such as film and theater, computer technology, digital art, etc.) with its commonness and characteristics of all kinds of interaction between the creation, produced a new interdisciplinary research with theoretical model. When cross-border interactions between various areas become a hot topic at the same time, the traditional form of dance performances are also seeking new breakthrough. Canada's famous social psychologist McLuhan believes that modern is retrieving lost over a long period of time "overall" feel, return to a feeling of equilibrium. The audience how to have the characteristics of focus on details of visual art back to the "overall" feel worthy of study. At the same time, the new media in today's digital dance teaching in colleges and universities dancing education remains to be perfect and popular, if continue to use the precept of the traditional teaching way blindly, so it is difficult to get from the development of the current domestic dance overall demand. In this paper, the main body is divided into two parts, the first chapter is the study of image device dance performance art, the second chapter is the research of digital dance teaching application system, thus further perspective of media technology to explore dance art crossover practice under the new media environment and mode of transmission.

The Effect of Theory of Planned Behavior of Customized Cosmetics According to Selection Attributes on Purchase Satisfaction Behavioral Intention (선택속성에 따른 맞춤형화장품의 계획행동이론이 구매만족행동의도에 미치는 영향)

  • Kim, So-Ye;Baek, Won-Jin;Kim, Hyeon-Gyeong;Han, Chae-Jeong
    • Journal of Convergence for Information Technology
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    • v.12 no.3
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    • pp.222-235
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    • 2022
  • The Government provides a financial assistance to stimulate firm R&D and innovation activities. Previous papers on the impact of public subsidies on firm R&D investments mainly had a focus on an individual policy tool regardless of potential impacts of other policy instruments. This study addresses this gap by examining the effects of policy mix regarding a subsidy and a tax credit. The empirical analyses from fixed effect model using Survey on Technology of SMEs 2015-2017 revealed valuable points. First, policy mix induces more R&D investment of SMEs, which in turn, shows a complementary relationship between two instruments. Second, even if impact of tax credit controlled, subsidy is positively associated with SMEs R&D investment. These findings justify policy mix interventions to promote SME R&D activity. Moreover, grants can be applied as a more useful policy tool for SMEs that are constrained by resources and capabilities.

A Study on the Buddha's Life Relief in the Gupta Period at Sarnath, India (인도 굽타시대 사르나트 불전도에 대한 일고찰)

  • KOH, Jeong Eun
    • SUVANNABHUMI
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    • v.1 no.2
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    • pp.21-41
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    • 2009
  • The Art of the Buddha's Life which depicts the life and before-life of Buddha flourished in Sanci and Bharhut in the ancient India and in Gandhara during the Kushan period. More than one hundred scenes from Buddha's life were represented in the form of relief sculpture or wall painting. They are found in Gandhara and Mathura during the Kushan period, Amaravati and Nagarjunakonda during the Satavahana period, in Mathura and Sarnath during the Gupta period, and during the Pala Period. They unfolded in various forms and styles according to the text(Buddhist scripture), layout, and expressive technique. In Mathura, where the Evolution of the Buddha image was made about the same time as in Gandhara during the Kushan period, the Buddha's life was presented in a number of scenes related to the sacred sites; in four or eight scenes. In the case of the Eight Great Events of the Buddha's Life, the four scenes out of eight were different from those that were represented in Sarnath during the Gupta period, manifesting a transitional period. The Gupta period is widely known as the time when the classic artistic style was established. The art of Buddha's Life was produced only in Sarnath during this period, and it was the time when the Eight Great Events of the Buddha's Life was established as iconography, providing a model for those of the Pala period. Also, it was the time when the single image of Buddha was produced such as the 'Buddha delivering his first sermon,' 'Buddha's Enlightenment,' and 'Buddha's Death,' thus showing the emergence of the single Buddha image from the narrative Buddha's life image. In this paper, a general introduction of the relief sculpture of the Buddha's life from Sarnath during the Gupta period was given. The art of Buddha's life gave great influences on that of China, Korea, Japan and Southeast Asia, and can be emphasized as an important subject in understanding the development of the Buddhist art in East Asia. A further study will be made on the art of Buddha's Life of Southeast Asia in the future, which will enhance the understanding of the art of Buddha's Life in East Asia as a whole.

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Capillary Hysteresis Model in Unsaturated Flow : State of the Art

  • Park, Chan-Kun;Sonu, Jun-Ho
    • Korean Journal of Hydrosciences
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    • v.4
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    • pp.33-49
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    • 1993
  • The Purpose of this study is to classify existing hysteresis models and to discuss a possibility of a new type of the hysteresis model. The existing hysteresis models are classified into three types: the interpolation model, the scaling model and the domain model, of which only domain model is to simulate hysteresis curves based on the theoretical approach, It is useful to develop a hysteresis model that requires only one branch of hysteresis curves for the model calibration because obtaining hysteresis curves by experiments is expensive and time-concept by many investigators, however their models are not successful to accurately simulate real data of Rubicon Sandy Loam and Dune Sand. There is a possibility that a new model is based on the dependent domain concept considering the weighting factor, $P_a$($\theta$), which accounts for the pore blockage effect against air entry. Conclusively, a new model where the weighting factor $P_a$($\theta$) in Model III-1 (Mualem, 1984) reduces to a known variable through an appropriate method is an alternative model which required only one branch of main curves for the model calibration.

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Implementation of 3D mobile game using radiosity model and AI algorithm (Radiosity model과 AI 알고리즘을 이용한 모바일 게임 구현)

  • Kim, Seongdong;Chin, Seonga;Cho, Teresa
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.7-16
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    • 2017
  • The 3D game graphic technology has become an important factor in the contents field with the game contents development. In particular, game character technology provides a realistic technique and visual pleasure, as well as an intermediate step in the immersion of the game in which the game might create an optical illusion that enables the player to enjoy heroic adventure in the game. The high expression level of characters in 3D games is a key factor in the development process, with details and carefulness of the character setting work [3]. In this paper, we propose a character representative technique applied to mobile games using mathematical model of radiosity energy, spectral radiance model, and ray tracing model method using 3D unity game engine with sensible AI algorithm for game implementation. As a practical application to the game contents, it was found that the projection of the surface in the rendering process and the game simulation might change according to the lighting condition of the game content environment, so that the high quality of game characters was simulated.

Enhanced Distance Dynamics Model for Community Detection via Ego-Leader

  • Cai, LiJun;Zhang, Jing;Chen, Lei;He, TingQin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2142-2161
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    • 2018
  • Distance dynamics model is an excellent model for uncovering the community structure of a complex network. However, the model has poor robustness. To improve the robustness, we design an enhanced distance dynamics model based on Ego-Leader and propose a corresponding community detection algorithm, called E-Attractor. The main contributions of E-Attractor are as follows. First, to get rid of sensitive parameter ${\lambda}$, Ego-Leader is introduced into the distance dynamics model to determine the influence of an exclusive neighbor on the distance. Second, based on top-k Ego-Leader, we design an enhanced distance dynamics model. In contrast to the traditional model, enhanced model has better robustness for all networks. Extensive experiments show that E-Attractor has good performance relative to several state-of-the-art algorithms.

Developing the Business Strategic Planning Model for Cultural Contents Industry (문화콘텐츠산업 경영전략 수립 모델 개발)

  • Kwon, Hyeog-In;Lee, Jae-Hwa;Jung, Soon-Gyu
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.4
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    • pp.1885-1894
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    • 2014
  • The purpose of this study was to understand various cultural contents industry and current status for the managerial activities of governmental agencies and business corporations. Moreover, it was to develop model that guides to establish management strategy for future sustained growth. In this study, convenient matrix model was developed. As a result of FGI of experts who works in cultual contents industry, two axes of 'Industry attractiveness' and 'Technology strength' were deduced as main measurement factors and twenty-nine detail factors were deduced. After that those detail factors were deduced through two-time survey aimed cultural contents industry experts. To find out importance of each factor, AHP method was used. This study suggests the model that measure present level of cultural contents industry. Furthermore, we figured out feature each faces of matrix to suggest business strategy guide for future sustained growth. Then we defined the faces of matrix and suggested activities what had to do to governmental agencies and business corporations. We figure out feature of cultural contents industry through this study and contribute management activities of related organization by suggesting business strategic planning model which is not existed until now for cultural contents industry.

Deep Learning Model Parallelism (딥러닝 모델 병렬 처리)

  • Park, Y.M.;Ahn, S.Y.;Lim, E.J.;Choi, Y.S.;Woo, Y.C.;Choi, W.
    • Electronics and Telecommunications Trends
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    • v.33 no.4
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    • pp.1-13
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    • 2018
  • Deep learning (DL) models have been widely applied to AI applications such image recognition and language translation with big data. Recently, DL models have becomes larger and more complicated, and have merged together. For the accelerated training of a large-scale deep learning model, model parallelism that partitions the model parameters for non-shared parallel access and updates across multiple machines was provided by a few distributed deep learning frameworks. Model parallelism as a training acceleration method, however, is not as commonly used as data parallelism owing to the difficulty of efficient model parallelism. This paper provides a comprehensive survey of the state of the art in model parallelism by comparing the implementation technologies in several deep learning frameworks that support model parallelism, and suggests a future research directions for improving model parallelism technology.