• Title/Summary/Keyword: ART model

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Service Model Development for Art Education Platform (예술교육 매칭 플랫폼 구축을 위한 서비스 모델 개발)

  • Suh, Hyunju;Kim, Jinah;Kim, Yeonjung;Moon, Nammee;Kym, Hyogun
    • The Journal of Information Systems
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    • v.28 no.3
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    • pp.227-247
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    • 2019
  • Purpose The purpose of this study is to identify the needs of art education suppliers and consumers and develop service models for an art education platform. In order to overcome the limitations of existing services limited to instructor-student customizing functions, our services take into account comprehensive relationships among various stakeholders and activities that constitute the art ecosystem Design/methodology/approach We reviewed the relevant reference and conducted interviews and surveys with stakeholders of art education market, so that identified the demand and functional priorities. Findings We identified the demand and functional priorities for customizing to as to develop major service models(i.e. service models for lessons, cubes, and businesses) for the art education platform.

A fuzzy ART Approach for IS Personnel Selection and Evaluation (정보시스템 인력의 선발 및 평가를 위한 퍼지 ART 접근방법)

  • Uprety, Sudan Prasad;Jeong, Seung Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.6
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    • pp.25-32
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    • 2013
  • Due to increasing competition of globalization and fast technological improvements the appropriate method for evaluating and selecting IS-personnel is one of the key factors for an organization's success. Personnel selection is a multi-criteria decision-making (MCDM) problem which consists of both qualitative and quantitative metrics. Although many articles have discussed various knowledge and skills IS personnel should possess, no specific model for IS personnel selection and evaluation, to our knowledge, has been published up to now. After reviewing the IS personnel's important characteristics, we propose an approach for categorizing the IS personnel based on their skills, ability, and knowledge during evaluation and selection process. Our proposed approach is derived from a model of neural network algorithm. We have adapted and implemented the fuzzy ART algorithm with Jaccard choice function. The result of an illustrative numerical example is proposed to demonstrate the easiness and effectiveness of our approach.

Hybrid Neural Classifier Combined with H-ART2 and F-LVQ for Face Recognition

  • Kim, Do-Hyeon;Cha, Eui-Young;Kim, Kwang-Baek
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.1287-1292
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    • 2005
  • This paper presents an effective pattern classification model by designing an artificial neural network based pattern classifiers for face recognition. First, a RGB image inputted from a frame grabber is converted into a HSV image which is similar to the human beings' vision system. Then, the coarse facial region is extracted using the hue(H) and saturation(S) components except intensity(V) component which is sensitive to the environmental illumination. Next, the fine facial region extraction process is performed by matching with the edge and gray based templates. To make a light-invariant and qualified facial image, histogram equalization and intensity compensation processing using illumination plane are performed. The finally extracted and enhanced facial images are used for training the pattern classification models. The proposed H-ART2 model which has the hierarchical ART2 layers and F-LVQ model which is optimized by fuzzy membership make it possible to classify facial patterns by optimizing relations of clusters and searching clustered reference patterns effectively. Experimental results show that the proposed face recognition system is as good as the SVM model which is famous for face recognition field in recognition rate and even better in classification speed. Moreover high recognition rate could be acquired by combining the proposed neural classification models.

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Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.

Exploring Fractional Ownership in Korean Art Market: Based on Business Model Canvas (분할소유 미술시장의 현황과 과제 - 비즈니스 모델 캔버스를 중심으로 -)

  • Lee, Yunjin;Koo, Jajoon
    • Korean Association of Arts Management
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    • no.58
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    • pp.179-204
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    • 2021
  • Not only the consumption trend after the COVID-19 pandemic but also low financial interest rates have stimulated people to invest artworks. With the recent noticeable growth, art investments that mainly conducted by younger generation through online platform can be characterized by a fractional ownership in art market which means several people share one piece of artwork. This study explores 4 fractional ownership platforms in the domestic art market including Art Together, Art & Guide, Tessa, and Pica projects, using a business model canvas that describes nine key elements: Customer Segments, Value Proposition, Channels, Customer Relationships, Revenue Streams, Key Resources, Key Activities, Key Partners and Cost Structure. The four cases have similar business models, but the details of revenue streams are different. The key sources of revenue are the profit and commission of the work. Thus, maximizing the profit margin of artworks is the core of revenue streams, so selecting and purchasing highly profitable artworks are significant. Based on the analysis, there are 3 suggestions to continue fractional ownership platform businesses in art market successfully. First, it is required to have a long-term perspective on art investments, as a way to diverse asset portfolio. Second, business confidence should be increased to maintain customer loyalty. Third, the role of platforms as competent experts is important.

Artistic Value and Art Price: A Comparison between Auction and Non-auction Markets (미술품 가격 추정에 있어서의 예술적 가치의 의의: 경매와 비경매 시장의 비교)

  • Shin, Hyung-Deok;Kim, Tae-Hwang;Kim, Myung-Soo;Kim, Young-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.10
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    • pp.4432-4439
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    • 2012
  • Previous studies on art pricing mostly focused on auction data because of the limitation of non-auction market data. This study investigated on both auction and non-auction markets to see the difference in art pricing mechanisms of both markets. Especially, while prior hedonic models included only quantatative variables to predict art prices, we added a qualitative measure, artistic value of a artwork, along with the original hedonic model to develop a more comprehensive model, and tested if his change may make more precise predictions. As a result, when we did not divide our data into auction and non-auction groups, we did not find any significant difference between the original hedonic model and the new model including artistic value. However, when we separated non-auction group from auction group, we found that predicted prices in the new model showed significantly closer values to the actual prices. This study contributes to our knowledge on art pricing by showing that artistic value may have important but differential impacts on different art dealing channels.

Communicative Model of Educational Transformations in the Realities of (Post) Modernity

  • Opanasyk, Oksana;Popova, Yana;Matiiv, Ihor;Radenko, Yuliia;Mozharovska, Hanna
    • International Journal of Computer Science & Network Security
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    • v.22 no.3
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    • pp.245-251
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    • 2022
  • In the context of the pandemic, educational institutions had to ensure an instant transition to remote technological models of communication within the new conditions of the educational environment. The purpose of the academic paper lies in determining the role of the communicative model of educational transformations in the realities of (post) modernity. The research methodology is based on a survey of 120 students from 10 higher educational institutions (HEIs) of Ukraine through an online form regarding the importance of live communication during a pandemic. Results. The communicative model changed significantly during the pandemic - the interaction was mainly due to technologies. The research has identified four communication models of educational transformations under the conditions of the pandemic, depending on learning models. The first traditional model of distance learning involves distance learning; the second model involves contact remote training using remote educational technologies; the third model is blended learning, which combines remote and traditional learning formats, synchronous and asynchronous modes of interaction; the fourth model is traditional contact training. The empirical study of the effectiveness of communication models proves that live communication remains extremely important for learning and understanding of educational materials by students, and technology has provided support for such communication. Along with this, seminars and video lectures with presentations combining live communication and communication technologies are as important as digital learning tools. The most effective teaching method for mastering and memorizing educational material was a live dialogue with a teacher at seminars in ZOOM, followed by individual written assignments on the studied topic.

A Study on Tomographic Inversion of Crosshole Seismic Traveltimes in Transversely Isotropic Layers (횡적등방성 지층의 시추공 간 탄성파 주시 자료의 토모그래피 역산 연구)

  • 장성형;양승진;황세호;김중열
    • The Journal of Engineering Geology
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    • v.3 no.3
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    • pp.231-239
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    • 1993
  • This paper presents a result on the determination of velocity distribution by a tomographic inversion of crosshole seismic traveltimes in transversely isotropic(aniso tropic) media. The crosshole traveltimes used in this study are synthetic ones computed by ray tracing for some models having isotropic and transversely isotropic velocity distributions. The traveltimes are inverted by a general ART and ansotropic ART which considers the transversely isotropic effect during inver sion. The aniotropic ART gives accurate velodty distributions of transversely isotropic and isotropic models, while the isotropic ART determines accurate velocities only for the isotropic model but inaccurate for the transversely isotropic one. Therefore, the anisotropic ART may be used in case where no information is known on the isotropy or transverse isotropy of a survey area.

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The Marketing Strategy to Stimulate Customer's Interest in Art-Gallery Business Plan

  • HAN, Soomin;KANG, Eungoo
    • Journal of Distribution Science
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    • v.18 no.8
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    • pp.47-54
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    • 2020
  • Purpose: Through strategic marketing, art galleries can help retain the artistic value in an extensively urbanized world and also provide a means to showcase aspirational messages that artworks attempt to portray. The purpose of the current study is to analyze a marketing strategy for an art gallery based on prior marketing theories. Research design, data and methodology: Scant research is available to guide regarding what elements of marketing theories should be applied to accomplish customer satisfaction in an art gallery business plan. Thus, the present authors suggest more specific marketing strategy using four traditional marketing theories for practitioners who conduct business planning strategy in an art gallery. Results: The current study suggests the synthesized model for a successful business plan of an art gallery and figured out that two distinctive segments through marketing mix and SWOT analysis are ideal because it would be easier to meet visitors' aesthetic tastes while still meeting organizational objectives. Conclusions: As all other businesses, art galleries have to adapt to survive by innovating some of the components of the marketing mix to create a competitive advantage. It also requires a strategy for that combines targeting and segmenting with the incorporation of the marketing mix to attain competitiveness.

A Study on LED Light Art Reacts to Sound (Sound 에 반응하는 LED 라이트아트에 관한 연구)

  • Han, Jung-Hwa;Kim, Hyung-Gi
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1145-1149
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    • 2009
  • In the 1960s, light art using neon or fluorescent lamp, etc and 'light and space art' appeared with kinetic art. Light art that is an extension of kinetic art tends to be digitalized art and focus on movement, while light and space art emphasizes psychological side and focuses more on phenomenal experience than movement itself. Light art generally tends to offer visual play, but light and space art offers not only visual play but also deep impression on audience's mind. In this paper, LED control method using sound and how color change influences people's mind are studied based on my works try to supplement shortcoming of light art. The main goal of my work is to make more effective and empathic interaction between audience and light in order to avoid cold and mechanical impressions that light art has. Based on its contents, this study seeks method to stimulate people's emotion, and suggests applying mentality on the color and sound interaction together to media art. In conclusion, it is believed that new model of media art is suggested through this study.

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