• Title/Summary/Keyword: ART-1

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On-line Recognition of Chinese Characters Based on ART-l Neural Network (ART-1 신경망을 이용한 온라인 한자 인식)

  • 김상균;정종화;김진욱;김행준
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.33B no.2
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    • pp.168-177
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    • 1996
  • In this paper, we propose an on-line recognition system of chinese characters using an adaptive resonance theory-1(ART-1) neural network. Strokes, primitive components of chinese characters are usually warped into a cursive form and classifying them is very difficult. To deal with such cursive strokes, we use an ART-1 neural network that has the following advantages: (1) it automatically assembles similar patterns together to form classes in a self-organized manner: (2) it directly accesses the recognition codes corresponding to binary input patterns after self-stabilizing; (3) it doesn't tends to get trapped in local minima, or globally incorrect solutions. A database for character recognition also dynamically constructed with generalized character lists, and a new character can be included simply by adding a new sequence to the list. Character recognition is achieved by traversing the chinese datbase with a sequence of recognized strokes and positional relations between the strokes. To verify the performance of the system. We tested it for 1800 daily-used basic chinese second per character. This results suggest that the proposed system is pertinent to be put into practical use.

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Interactive Media Art Approaching Communication through the Nonverbal Communication (비언어 커뮤니케이션 관점에서 바라본 인터랙티브 미디어아트에 대한 접근 및 분석)

  • Mok, Seonah;Paik, Joonki
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.585-594
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    • 2013
  • In this study, we studied methods of communication among audiences, artwork and artist and analyzed interactive media art using the nonverbal communication methods. We analyzed the 4 types of nonverbal communication based on sign and meaning[1] and reclassified suitably for analysis of interactive media art. According to the analysis result, we draw typical characters by analyzing interactive media artwork which were corresponding to the each types. Also we analyzed overlap area and classify. Through these processes, we found communication methods in interactive media artwork connect audiences and artwork by organic combination of several nonverbal communication. In this paper, we suggest a new approach about the communication among audiences, artwork and artist through analyzing interactive media art using nonverbal communication.

Structualized Process Research of Efficiency in Background Concept Art Production (게임 배경 원화 제작의 효율성을 위한 구조화 된 제작 프로세스 연구)

  • Kim, Ju-Min;Paik, Chul-Ho
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.3-12
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    • 2020
  • This paper proposes a structure based on a production method of concept art focused on the player's experience through a module by using the game aesthetics of the MDA framework. And also a partially automated process established in concept art production by using the 'Adobe Color image color extraction' as a tool in the work production process. This paper proposed a work process of not just a personal expression but a systematic molding expression to use, and this could see as the various possibilities of game concept art productions.

The digital patterning of optical phenomena in natural gemstones and, the design deployment of interior modeling for wall molding (천연 보석의 광학 현상적 digital patterning과 벽면 조형을 위한 interior modeling으로의 design 전개)

  • Kim, Eun-Ju
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.22 no.1
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    • pp.42-50
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    • 2012
  • Light color reaction, immersion and diffusion operation through the mural art can be expressed in a variety of image types. In this paper, the digital pattern for mural art was formed by observation of the optical phenomena in natural gems and the relation between the optical sparkle in gems and minerals and pattern design was characterized. New possibility with relevance for design work based on ultramarine with a beautiful sheen and spectrum of the coloring was used for Sustainable 3D simulation modeling and represented by high-resolution Image graphic design.

An Analysis on the Relationships between Professions in the Beauty Industry and Blood Type

  • Jo, Byeongsun;Kim, Sungnam
    • Journal of Fashion Business
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    • v.17 no.6
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    • pp.1-17
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    • 2013
  • This study was carried out after the author experienced different personalities according to blood type over many years and thus have attempted to find out the relationships between blood type and each occupation in the industry. This study aims to analyze employees in the beauty industry (hair design, skin care, nail art and makeup) in Seoul with regard to their blood types. The significance of this study is to provide baseline data for entrants and managers in the beauty industry in order to help them choose the right occupation and reduce turnover rates through analyzing employee personalities by blood type. Research topics include the following: first, to understand the characteristics of employees in the beauty industry; and second, to find out the relationships between blood types and types of professions. After conducting an inquiry into the relationships between blood type and profession in the industry, a significant portion of skin care (49.3%) and nail art (43.8%) professionals was blood type A; nail artists (43.8%), type AB; hair designers (54.7%), type B; and makeup artists (50.0%) and hair designers (29.2%), type O. In conclusion, these results reflect the personalities of people within the beauty industry by blood type. Skin care and nail art shops are quiet environments, whereas hair salons are relatively louder with contemporary music along with the sounds of various equipment.

The Effects of $\alpha$-Wave Music and Art Appreciation on Hand Function (알파파 음악과 미술 감상이 손 기능에 미치는 영향)

  • Shim, Jae-Myoung;Kim, Chung-Sun;Goo, Bong-Oh
    • The Journal of Korean Physical Therapy
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    • v.20 no.1
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    • pp.75-79
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    • 2008
  • Purpose: The purpose of this study was to investigate the effect of $\alpha$-wave music and art appreciation on hand function. Methods: A total of 22 university students participated in this study (10 males and 12 females). Twelve subjects received $\alpha$-wave music and art appreciation. The other subjects received neither. All subjects were assessed for hand function (manual dexterity, power grip, pinch, lateral pinch, tactile sense) using a Purdue pegboard, dynamometer, pinch gauge, and Semmes-Weinstein monofilament wire. The data were analyzed using paired and independent t-tests. Results: The results were as follows: 1. In the experimental group, manual dexterity and tactile sense were significantly increased between pre- and post-intervention (p<0.05). Within the control group, manual dexterity and power grip were significantly increased between pre- and post-test (p<0.05). 2. With regard to dexterity and tactile sense, the experimental group experienced a significant post-intervention increase compared to the control group (p<0.05). There was no significant difference in power grip, pinch, or lateral pinch changes between the two groups (p>0.05). Conclusion: The results of this study show that $\alpha$-wave music and art appreciation affect hand function with regard to manual dexterity and tactile sense.

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A Study on the Renaissance/Baroque Characteristics Appearing in Contemporary Architecture - Focused on the Analysis of National Museum of Modern and Contemporary Art Seoul Branch and Dongdaemun Design Plaza from the Concept Frame of Wölffrin - (현대건축에 나타난 르네상스적/바로크적 특성에 관한 연구 - 뵐플린의 개념틀에 의한 국립현대미술관 서울관과 동대문디자인플라자의 비교분석을 중심으로 -)

  • Kim, In-sung
    • Korean Institute of Interior Design Journal
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    • v.26 no.1
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    • pp.142-152
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    • 2017
  • This study investigated Renaissance and Baroque architectural characteristics found in contemporary public buildings in Seoul, which are National Museum of Modern and Contemporary Art Seoul Branch(MMCA) and Dongdaemun Design Plaza(DDP). Among H. $W{\ddot{o}}lfflin^{\prime}s$ five categories for Renaissance-Baroque art study, four categories (Clearness/Unclearness, Plane/Recession, Closed form/Open form, Multiplicity/Unity) are applied for the analysis as the architectural issues of Transparency/Concealment, Exhibited/Experienced Depth, Formal/Figural, and Composed harmony/Generated Unity. As a result, MMCA showed the characteristics of the extreme of Modern classic such as transparency, homogenization of space, formalism, and composition of multiple elements. Meanwhile, the study could find various Baroque characteristics from DDP such as separation of indoor and outdoor, phenomenological depth, rule breaking, and generation of figure. The study finally argued that DDP would not be an anti-modern, but try to inherit and overcome the modern architecture to explore different possibilities, and that the similar relationship between Renaissance and Baroque art could be found in these two cases.

A Phenomenological Study Defining the Fundamentals between Artistic Stimulation and the Creation of a Product-Service Innovation Idea (학습자의 경영예술 창작 체험이 제품-서비스 혁신 아이디어 생성에 미치는 영향에 대한 현상학적 연구)

  • Yoon, Ayoung;Kym, Hyogun;Suh, Hyunju
    • Knowledge Management Research
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    • v.20 no.2
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    • pp.105-135
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    • 2019
  • This study investigates cognitive and emotional changes in individuals to clarify the principle between artistic stimulation and business innovation idea generation based on phenomenological research methodology. We conducted in-depth interviews with six participants who participated in the artistic creation program of business art, and derived meanings from their experience. As a result, we presented 4 essential categories, 8 main subjects, and 20 sub-subjects; 1) Optimizing rational and creative thinking, 2) Projecting oneself to the artist, finding balance, 3) Having room in mind to view the surroundings, finding insight into the world, 4) Eureka moment, crossing the boundary between business and art. We also found out participants of the program 1) Gradually expanded the criteria, 2) In chaotic directions, and 3) Leaded business creativity through from a non-form to reality throughout the project experience, The attempt to identify business phenomena by using phenomenological qualitative research methods had an academic significance regarding the unfamiliarity of the method in the business administration area. Moreover, this study broadened the possibility of promoting creativity by art in business areas. The study verified the categories and subjects of the business art, paving the way towards application in the real business situation.

A study on the costume arts and Suprematism expressed in Malevich's "Victory over the Sun" (말레비치의 "Victory over the Sun"에 표현된 절대주의 예술 의상 연구)

  • Park, Yoon-Jeong
    • Journal of the Korea Fashion and Costume Design Association
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    • v.24 no.1
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    • pp.99-112
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    • 2022
  • This study analyzed how Kruchenikh's opera, "Victory over the Sun", performed in Saint Petersburg, Russia, in 1913, contributed to the birth of Malevich's Suprematism in 1915, and how the forms and features of the costumes were expressed in the opera's content. The results of the study are as follows: First, the theoretical background of the opera, "Victory over the Sun" was limited to Suprematism and non-objective art, which was divided into analytical cubism, cubo-futurism, and Uspensky's four-dimensional concept of space. Second, to reveal that Suprematism, appeared in the form of non-objective abstract art, was possible with the set and costume design of "Victory over the Sun," the set design was analyzed. Third, to reveal that Malevich's Suprematism was influenced by "Victory over the Sun," the study considered the characteristics of Suprematism in "Victory over the Sun". Finally, Malevich's Suprematism art costumes expressed in "Victory over the Sun" were divided into geometric spatial structures, images of black & white, mechanical human images, and images of warriors and the characteristics of each costume were considered. Malevich's "Victory over the Sun" showed a significant impact not only on the birth of Suprematism but also on the development of the non-objective art & costumes.

The Content of N-nitrosamine in Mollusk Crustacea and Shellfish (연체류, 갑각류 및 패류 중 N-Nitrosamine 함량)

  • Oh, Myung-Cheol;Oh, Chang-Kyung;Yang, Tai-Suk;Kim, Bong-Oh;Kim, Soo-Hyun;Oh, Hyuk-Soo
    • Culinary science and hospitality research
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    • v.11 no.4 s.27
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    • pp.1-13
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    • 2005
  • This study analyzed the levels of N-nitrosamine(NA) and its precursors such as nitrite, nitrate, dimethylamine and trimethylamine in 10 samples of mollusk fish, 4 samples of crustacea fish and 11 samples of shellfish from fish distributed in a local markets. Mollusk fishes had nitrite concentrations ranging from non-detectable(ND) to 9.4 mg/kg, crustacea fishes ND to 8.8 mg/kg, and shellfishes ND to 4.3 mg/kg. Nitrates in mollusk fishes ranged from ND to 19.3 mg/kg, crustacea fishes 4.1 to 79.9 mg/kg, and shellfishes 1.5 to 61.9 mg/kg. DMK concentrations were 11.2 to 551.4 mg/100g in mollusk fishes, 44.4 to 79.9 mg/100g in crustacea fishes, and 1.3 to 5.9 mg/100g in shellfishes. TMA concentrations in mollusk fishes, crustacea fishes, and shellfishes were 10.3${\sim}$292.4 mg/100g, 35.5${\sim}$90.3 mg/100g, and 2.3${\sim}$17.1 mg/100g respectively. Only N-nitrosodimethylamine (NDMA) was detected for NA in fish distributed in local markets. NDMA contentrations ranged from ND to 41.4 ${\mu}g/kg$ in mollusk fishes, 3.0 to 47.3 ${\mu}g/kg$ in crustacea fishes, and 1.7 to 12.1 ${\mu}g/kg$ in shellfishes.

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