• Title/Summary/Keyword: ART model

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Human Sense-Based Simulation-Experience Model for Interactive Art Production (인터랙티브 아트 제작을 위한 인간의 감각 기반 시뮬레이션-체험 결합 모델)

  • Liu, Ting-Ting;Lim, Young-Hoon;Paik, Joon-Ki
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.169-184
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    • 2021
  • Recent advances in science and technology leveraged various artistic tools. Interactive art based on various media technologies became popular in a short period, and is widely appreciated as a new form of art. This new form of art has a different method of expression from traditional art such as painting or sculpture. It aims to strike a balance among the artist, audience, and piece of art through interaction between the work and viewers. Viewers can take part in the creation process, going beyond the conventional way of art appreciation. This paper analyzes interactive art production techniques based on human senses from the artist's perspective. "Simulation-experience model" will be suggested after looking at several example artworks. Charming, which was produced based on this model, will be introduced and its meaning will be analyzed. The objective of this paper is to predict the future of interactive art and changes in the art form by studying interactive art production techniques based on human senses. We believe that the prediction is helpful in understanding the artistic and technological value and the social influence of interactive art in the future.

Design and Empirical Study of an Online Education Platform Based on B2B2C, Focusing on the Perspective of Art Education

  • Hou, Shaopeng;Ahn, Jongchang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.2
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    • pp.726-741
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    • 2022
  • The purpose of this study is to provide instructive theoretical models for art (music) education institutions especially when unpredictable risks, such as pandemics, occur again. Based on the customer behavior theory of the business-to-business-to-customer (B2B2C) platform, and in combination with the technology acceptance model (TAM) and expectation confirmation model (ECM), this study proposes an online education model from the perspective of art education. The framework is based on the three decision-making processes of the customer, and includes the product owner, content owner, and customer area. This paper highlights the factors that influence customers in making decisions when art education institutions are product owners. Regression analysis was introduced to study the factors influencing the expectation confirmation, and the overall fitting testing and six hypotheses testing of 385 effective samples were performed using the structural equation modeling (SEM). The results show that the course-design and after-service positively influenced the expectation confirmation, and the domain image positively influenced the continuance behavior. Negative emotions skipped the mediator (expectation confirmation) and directly exerted a significant negative impact on customers' willingness to continue system usage (continuance behavior). In addition, expectation confirmation positively influenced continuance behavior. The paths of detailed items comprising course-design, after-service, and negative emotion were also analyzed and discussed. In this path analysis, ordinary art learners did not believe that AI partners can play a very good auxiliary role. The findings contribute to the scope of information systems acting as an art education platform academically, and provide effective and theoretical support for the actual operation of art education institutions.

Comparative Study of Exposure Assessment of Dust in Building Materials Enterprises Using ART and Monte Carlo

  • Wei Jiang;Zonghao Wu;Mengqi Zhang;Haoguang Zhang
    • Safety and Health at Work
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    • v.15 no.1
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    • pp.33-41
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    • 2024
  • Background: Dust generated during the processing of building materials enterprises can pose a serious health risk. The study aimed to compare and analyze the results of ART and the Monte Carlo model for the dust exposure assessment in building materials enterprises, to derive the application scope of the two models. Methods: First, ART and the Monte Carlo model were used to assess the exposure to dust in each of the 15 building materials enterprises. Then, a comparative analysis of the exposure assessment results was conducted. Finally, the model factors were analyzed using correlation analysis and the scope of application of the models was determined. Results: The results show that ART is mainly influenced by four factors, namely, localized controls, segregation, dispersion, surface contamination, and fugitive emissions, and applies to scenarios where the workplace information of the building materials enterprises is specific and the average dust concentration is greater than or equal to 1.5 mg/m3. The Monte Carlo model is mainly influenced by the dust concentration in the workplace of building materials enterprises and is suitable for scenarios where the dust concentration in the workplace of the building materials enterprises is relatively uniform and the average dust concentration is less than or equal to 6mg/m3. Conclusion: ART is most accurate when workplace information is specific and average dust concentration is > 1.5 mg/m3; whereas, The Monte Carlo model is the best when dust concentration is homogeneous and average dust concentration is < 6 mg/m3.

On the Fantastic Aspect in Electronic Media Art : A Preliminary Approach by Way of Barthes, Freud and Lyotard (전자매체예술에서의 '환상적' 측면에 대하여: 바르트, 프로이트, 리오타르를 경유한 접근)

  • Kim Won-Bang
    • Journal of Science of Art and Design
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    • v.5
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    • pp.159-174
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    • 2003
  • 'Fantasy', the central notion of this essay, is discussed here more as a new paradigm in order to describe the structure of a work of art than as a stylistic characteristic proper to a specific genre of art. It means the whole situation and experience produced by two connected terms 'corporeal subject - screen'. Roland Barthes explained the 'semiographic painting' by Andre Masson as a field in which happens a certain connexion between the impulse of subject and the image, which views the painting not as a physical object but as a 'cinematic screen' ; painting may be redefined as a dream or a fantasy of the corporeal subject. And such an idea of 'art as fantasy' is closely related to the recent theoretical attempts consisting in abolishing the vision-centered conception of art since Renaissance. In this essay, the notion of fantasy as an aesthetic model is sketched by means of the Freud's notes on the fantasy 'A child is being beaten' and Lyotard's more advanced analyse on its attributes and operations. In Lyotard's analysis, fantasy is defined as a 'bloc' or a 'matrix-figure' featuring simultaneous conversion between the active and the passive, sadism and masochism, and coexistence of imcompossible meanings. In this sense, fantasy may be given to us as an analogical model from which we can outline the aesthetic characteristics of electronic media art involving virtual reality and interactivity.

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A Study on the Effect of Cultural Marketing on Fashion Brand Image Management (문화마케팅을 통한 패션업체의 브랜드 이미지 관리에 관한 연구 -패션브랜드와 문화예술 이미지 부합도를 중심으로-)

  • Hwang, Sun-Jin;Lee, Yun-Kyung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.2
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    • pp.223-234
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    • 2008
  • This Study is designed to identify the appropriate fields of culture and art supporting activities in fashion business and to propose an effective culture and art strategy on establishment of positive fashion brand attitude. Subjects of this study were 242 young male and female consumers interested in fashion and culture marketing activities. Data were analyzed by using SPSS 12.0 with Independent-Sample T-Test, ANOVA, Duncan test. Also, we suggested the FBFit(Fashion Brand-Mecenat Fit) model by using Prefmap3. The results are as follows: First, it was revealed that culture art marketing activities such as a film, a popular music, a musical of the art and culture fields were important for maintaining the positive fashion brand image. Second, the consumer with recognition of culture and art supporting activities had a positive attitude on culture and art marketing of fashion brand. Third, FBFit model was revealed that there was a significant difference an appropriate culture and art fields for each fashion brand image. Therefore, each fashion brand has to select appropriate fields of culture and art marketing activities by considering their fashion brand image with a long term perspective.

Methodological Approaches to Aesthetic Research on Dress - Focused on a Model for Dress Criticism - (복식미학 연구를 위한 방법론 제안 - 복식 비평 모델을 중심으로 -)

  • Lee, Yhe-Young
    • Journal of the Korean Home Economics Association
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    • v.44 no.11
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    • pp.35-42
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    • 2006
  • A criticism model for dress was developed to offer a methodological insight into research on aesthetics of dress. Concepts from Edmund B. Feldman's art criticism model, James D. Carney's style-relative model of art criticism, and Sung Bok Kim's fashion criticism model were borrowed and integrated to create a criticism model for dress, comprising identification of styles, descriptive features, aesthetic value features, external interpretation, socio-cultural interpretation, and evaluation. Both inductive and deductive approaches for the identification of styles can be made in the process of dress criticism. In the former case, descriptive features and aesthetic features are sequentially identified to locate the styles of dress. In the latter case, styles are identified first, and descriptive features and aesthetic features are identified accordingly. Logical criticisms can be made based on the critics' background knowledge of the history of dress and art.

A Study on decreasing the Number of Multirun in ART Model (ART 모델의 multirun 횟수 감소에 관한 연구)

  • Kim, Mi-Na;Kim, Do-Nyun;Cho, Dong-Sub
    • Proceedings of the KIEE Conference
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    • 1995.07b
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    • pp.986-988
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    • 1995
  • The ART(Adaptive Resonance Theory) model is self- organized with nonstationary input patterns in real time. But there is a multirun problem caused by fault clustering, or pertubated clustering and confines the advantage of the stationary real-time processing in ART model. In this paper, we propose the incremental vigilance threshold approach to decrease the number of multiruns. The incremental vigilance threshold approach is to learn with incremental vigilance threshold and competition with clusters.

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Politics of Game and Play: New Media-Based Art and Its Community (놀이의 정치학: 뉴미디어 아트와 관객 공동체)

  • Lee, Hye-Won
    • The Journal of Art Theory & Practice
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    • no.10
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    • pp.105-118
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    • 2010
  • This study discusses the community of participants in new media-based art of Taeyoon Choi, Wafaa Bilal and Mushon Zer-Aviv in relation to current discourses on social functions of art by Nicolas Bourriaud and Jacques Ranciere. Focusing on these artists' participatory projects which aim to provide alternative perspectives on wars between countries, to raise awareness about expanding surveillance systems in city spaces, or to create new public spaces on the web, this paper argues that their works hybridize entertainment culture and political activism to suggest a new model for political art.

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A Study on the Influences of Fine Art On Modern Landscape Design (모더니즘 조경설계에 미친 미술의 영향에 관한 연구)

  • 김한배
    • Journal of the Korean Institute of Landscape Architecture
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    • v.29 no.4
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    • pp.53-66
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    • 2001
  • Modern art has had a great impact on the concepts and the formal attributes of modern landscape design. This study aimed at examining the origins of modern landscape design languages especially in relation to the influence of find art during the modernist age. The formal reductionism of Cubistic paintings finally lead to the formulation of Geometrical Abstractionism which became the basic formal model for ˝Regular Style˝; one of the representative modern landscape style. This Regular Style is mostly based on the formal structure of ´Grids´, which was developed by many landscape designer like Eckbo, Kley and Halprin. On the other hand, the ´Bio-morphic Form´ originally used in Surrealistic Art became the formal model for ˝Organic Style˝; the other representative modern landscape style, developed mostly by the landscape designers like Church, Burle-Mark and Bye. Thus, ´Grids´ and ´Bio-morphic Form´ became the dual icons of modern art and modern landscape design. Although these modern landscape design styles were ground breaking departure from the conventional formal/informal tradition and expanded possibilities in formal experimentations, They also produced several crucial limitations originated from the scientific reductionism and autonomous aesthetics of modern art, like the physical and cultural discontinuation from surrounding environments and the formal alienation from the real life world, which gave rise to the emergence of post-modern thinking of landscape design.

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A New Perspective on Land Art : Towards a Artistic Discourse in Landscape Architecture (대지예술의 재조명 -조경에서의 예술적 담론의 가능성-)

  • 최경원;조정송
    • Journal of the Korean Institute of Landscape Architecture
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    • v.26 no.2
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    • pp.181-193
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    • 1998
  • Land art has always ben considered as a similar but distinctly separate field from landscape architecture. Landscape architechs look to land art for inspiration and new concepts, but has always hesitated to define their field as an "art." But as more and more design projects for social spaces are being commissioned to artists, especially land artists, the distinction between the two fields are starting to blur. "Art or Social service\ulcorner" has been a question that has been asked in the field of landscape architecture throughout the 20 th century. By reviewing the concepts behind various land art projects, this paper seeks to undermine several misconceptions that has prevented landscape architects from wholeheartedly embracing land art as a expansion of their own field. Land art, as a new form of sculpture, sought to create art forms that were not looked at but experienced from the inside. Land art challenges the principle of the picturesque and the pictorialized view of nature. Land art was influenced by a new interest in prehistoric art, and sought to reestablish communication between the artist and the public. Also, land artists acknowledge the social responsibilities of art and presents the concept of art as a community activity. As can be seen by the concepts behind the works of land artists, the dichtomy of the artistic and social aspects of landscape architecture can be reconciled, and land art can serve as a model for a expanded field of landscape architecture.dscape architecture.

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