• Title/Summary/Keyword: Artificial Life Art

Search Result 46, Processing Time 0.02 seconds

Study on 2D Sprite *3.Generation Using the Impersonator Network

  • Yongjun Choi;Beomjoo Seo;Shinjin Kang;Jongin Choi
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.17 no.7
    • /
    • pp.1794-1806
    • /
    • 2023
  • This study presents a method for capturing photographs of users as input and converting them into 2D character animation sprites using a generative adversarial network-based artificial intelligence network. Traditionally, 2D character animations have been created by manually creating an entire sequence of sprite images, which incurs high development costs. To address this issue, this study proposes a technique that combines motion videos and sample 2D images. In the 2D sprite generation process that uses the proposed technique, a sequence of images is extracted from real-life images captured by the user, and these are combined with character images from within the game. Our research aims to leverage cutting-edge deep learning-based image manipulation techniques, such as the GAN-based motion transfer network (impersonator) and background noise removal (U2 -Net), to generate a sequence of animation sprites from a single image. The proposed technique enables the creation of diverse animations and motions just one image. By utilizing these advancements, we focus on enhancing productivity in the game and animation industry through improved efficiency and streamlined production processes. By employing state-of-the-art techniques, our research enables the generation of 2D sprite images with various motions, offering significant potential for boosting productivity and creativity in the industry.

Lifesaver: Android-based Application for Human Emergency Falling State Recognition

  • Abbas, Qaisar
    • International Journal of Computer Science & Network Security
    • /
    • v.21 no.8
    • /
    • pp.267-275
    • /
    • 2021
  • Smart application is developed in this paper by using an android-based platform to automatically determine the human emergency state (Lifesaver) by using different technology sensors of the mobile. In practice, this Lifesaver has many applications, and it can be easily combined with other applications as well to determine the emergency of humans. For example, if an old human falls due to some medical reasons, then this application is automatically determining the human state and then calls a person from this emergency contact list. Moreover, if the car accidentally crashes due to an accident, then the Lifesaver application is also helping to call a person who is on the emergency contact list to save human life. Therefore, the main objective of this project is to develop an application that can save human life. As a result, the proposed Lifesaver application is utilized to assist the person to get immediate attention in case of absence of help in four different situations. To develop the Lifesaver system, the GPS is also integrated to get the exact location of a human in case of emergency. Moreover, the emergency list of friends and authorities is also maintained to develop this application. To test and evaluate the Lifesaver system, the 50 different human data are collected with different age groups in the range of (40-70) and the performance of the Lifesaver application is also evaluated and compared with other state-of-the-art applications. On average, the Lifesaver system is achieved 95.5% detection accuracy and the value of 91.5 based on emergency index metric, which is outperformed compared to other applications in this domain.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
    • /
    • v.7
    • /
    • pp.64-104
    • /
    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

  • PDF

The Expressive Characteristics of Morphing in Fashion Design (패션디자인에 나타난 몰핑의 표현특성)

  • Choi, Jung Hwa;Choi, Yoo Jin
    • Journal of the Korean Home Economics Association
    • /
    • v.50 no.7
    • /
    • pp.67-79
    • /
    • 2012
  • This study analyzed the characteristics of morphing in fashion design through the documentaries on morphing and fashion. The characteristics of morphing in fine art, media, and design area were categorized as reversible metamorphosis, sequential dissolve and blurring of interpolation boundaries. The results were as follow in fashion design. Reversible metamorphosis showed an automatic silhouette transformation by remote control, the metamorphosis of folding method by wearer's own movements and the automatic silhouette transformation by the air pressurizing method. It represented the thoughts of omnipotence as in the feeling of the magical world, the human desire for control in life, the rationalization of magical thinking and imaginative power, the creation of a new dress space and the extension of dress function. Sequential dissolve showed juxtaposition in the same area by the time order, juxtaposition in virtual space through the computer graphics, the series of fashion photography by steel cut of the dress making process and the blending of digital film and fashion design. It represented the approach for the storytelling of fashion show, implication of creative fashion design process and the creation of organic forms and the feeling of fantasy through artificial technology. The blurring of interpolation boundary showed an overlay of different fabrics with transparent boundaries, an overlay of different patterns with transparent boundaries and the blending of fabrics through the visual mixing of color. It represented the obfuscation of the object, the connotation of the space order, the connotation of the extensive and various meanings and the integrative property of objects.

On Practical Issue of Non-Orthogonal Multiple Access for 5G Mobile Communication

  • Chung, Kyuhyuk
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.12 no.1
    • /
    • pp.67-72
    • /
    • 2020
  • The fifth generation (5G) mobile communication has an impact on the human life over the whole world, nowadays, through the artificial intelligence (AI) and the internet of things (IoT). The low latency of the 5G new radio (NR) access is implemented by the state-of-the art technologies, such as non-orthogonal multiple access (NOMA). This paper investigates a practical issue that in NOMA, for the practical channel models, such as fading channel environments, the successive interference cancellation (SIC) should be performed on the stronger channel users with low power allocation. Only if the SIC is performed on the user with the stronger channel gain, NOMA performs better than orthogonal multiple access (OMA). Otherwise, NOMA performs worse than OMA. Such the superiority requirement can be easily implemented for the channel being static or slow varying, compared to the block interval time. However, most mobile channels experience fading. And symbol by symbol channel estimations and in turn each symbol time, selections of the SIC-performing user look infeasible in the practical environments. Then practically the block of symbols uses the single channel estimation, which is obtained by the training sequence at the head of the block. In this case, not all the symbol times the SIC is performed on the stronger channel user. Sometimes, we do perform the SIC on the weaker channel user; such cases, NOMA performs worse than OMA. Thus, we can say that by what percent NOMA is better than OMA. This paper calculates analytically the percentage by which NOMA performs better than OMA in the practical mobile communication systems. We show analytically that the percentage for NOMA being better than OMA is only the function of the ratio of the stronger channel gain variance to weaker. In result, not always, but almost time, NOMA could perform better than OMA.

A Historical Analysis on the Spatial Characteristics of Architectural 'Capriccio' in the Piranesi Etching 'Le Carceri' (피라네지 동판화 카르체리에 나타난 카프리치오적 공간개념의 생성배경에 관한 연구)

  • Kim, Hong-Ki
    • Korean Institute of Interior Design Journal
    • /
    • v.17 no.6
    • /
    • pp.11-20
    • /
    • 2008
  • The purpose of this study is to find out the theoretical background of spatial fantage effects in Piranesi etching "Le Carceri" called 'Architectural Capriccio'. In a life time Piranesi created a prodigious oeuvre of dramatic and fantastic images about magnificent buildings and mysterious ruins and prison. The increasing "tourism" after the middle of the 18th century contributed a lot to Piranesi's success. He was famous for his poetic views of Rome and also his fantastic imaginary interiors. The terms "Capriccio" and "Veduta" are strongly connected with Piranesi's work. The term Veduta describes a form of landscape depiction in print with close to reality imitation of the scenery, whereas the "Capriccio" contains the elements of invention in artificial architectural landscape. Trained in Venice as an engineer and architect, his studies had included perspective and stage design. These skills, allied to his deep knowledge of archaeology, provided the substance for his Veduta, etchings of ancient Rome. But his most remarkable etchings are those of imaginary interiors, the Carceri d'Invenzione(Imaginary Prisons), a series of capric plates issued in 1750. It appears to Piranesi etching 'Le Carceri' that 18th century experimental scenography's effect very strongly. Also, it can understand about "Scena per Angolo" which was revealed by Ferdinando Galli Bibiena that Piranesi spatial view and viewpoint deconstruction operate motive and cause. Piranesi's spatial fortification was influence by Filippo Juvarra's spatial concept. As a result of this research will be foundation of understanding deeply that Piranesi etching has been affect to present architecture and art.

Research on the space concept of environmental sculpture by Isamu Noguchi (이사무 노구치 환경조각의 공간개념에 관한 연구)

  • Aeo, Ho-Sun;Koh, Woong-Kon
    • Journal of Digital Convergence
    • /
    • v.11 no.1
    • /
    • pp.447-457
    • /
    • 2013
  • Given the our life environment being the original space which surrounding human today's our environment turned in the artificial and dried space because it's focus on planned and made by city's function and efficiency. So Isamu Noguchi is try to express the formative space which can live nature and human, and human and space together just for a bit. And he succeeded to create the new molding formation named the environment and sculpture to deeply get the problem on nature of place and understanding of place for aesthetic satisfaction. So he makes great contribution towards the monument and field of environmental sculpture. So this thesis is for making clear the importance of space for the sculpture and effect on Isamu Noguchi's environmental sculpture by analyzing the various artworks by Isamu Noguchi and studying his space concept and space sensation of his through generating the experiment of space and eclecticism. Noguchi pursed the harmony with the artwork by expending the architectural space to the full, and he focus his energies to left the artwork which with the public in their lives.

Ubiquitous healthcare model based on context recognition (상황인식에 기반한 유비쿼터스 헬스케어 모델)

  • Kim, Jeong-Won
    • Journal of the Korea Society of Computer and Information
    • /
    • v.15 no.9
    • /
    • pp.129-136
    • /
    • 2010
  • With mobile computing, wireless sensor network and sensor technologies, ubiquitous computing services are being realized and could satisfy the feasibility of ubiquitous healthcare to everyone. This u-Healthcare service can improve life quality of human since medical service can be provided to anyone, anytime, and anywhere. To confirm the vision of u-Healthcare service, we've implemented a healthcare system for heart disease patient which is composed of two components. Front-end collects various signals such as temperature, blood pressure, SpO2, and electrocardiogram, etc. As a backend, medical information server accumulates sensing data and performs back-end processing. To simply transfer these sensing values to a medical team may be too trivial. So, we've designed a model based on context awareness for more improved medical service which is based on artificial neural network. Through rigid experiments, we could confirm that the proposed system can provide improved medical service.

Young Tolstoy's View of the World in His Short Story (중편 『네흘류도프 공작의 수기 중에서. 루체른』에 나타난 청년 톨스토이의 세계인식의 문제)

  • Kim, Sung IL
    • Cross-Cultural Studies
    • /
    • v.21
    • /
    • pp.7-29
    • /
    • 2010
  • Young Tolstoy, when he was an already well-known writer, accomplished his first overseas travel in 1857, which gave him imaginable opportunities to compare his country's social strata with others such as serfdom, monarchical Russia and industrial and capital Europe. The present story is, indeed, the work which is influenced by those experiences by young Tolstoy during his first journey into Europe. Written in the form of booklet-like-small-piece, rather than an artistic work, the text presents the writer's severe criticism on the world of nature and civilization. Close to the nature itself, narod are those common people for Tolstoy, and they represent love, while the nature creates a necessity to love, hope and bottomless happiness of life. On the contrary, the civilized or civilization itself is considered artificial, willy, reasonal, and erotic congruity among people. For the writer, the most unsafe and ugly, seamy side of the westernized society is a lack of necessity to unify people to people. Though in its early embryonic stage, young Tolstoy's worldview is reflected in this work, especially his sharp tongue on the western people and their society is also detected when the write imposes his message under the mask of a gypsy singer. In addition, the narrator who seems an obvious Tolstoy's mouthpiece delivers his own ideas and impression on the western world, history, art, and literature. For this very reason, the present work contains numerous signs from which the reader is able to interpret, understand, and figure out what young Tolstoy imposes for his work.

KAB: Knowledge Augmented BERT2BERT Automated Questions-Answering system for Jurisprudential Legal Opinions

  • Alotaibi, Saud S.;Munshi, Amr A.;Farag, Abdullah Tarek;Rakha, Omar Essam;Al Sallab, Ahmad A.;Alotaibi, Majid
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.6
    • /
    • pp.346-356
    • /
    • 2022
  • The jurisprudential legal rules govern the way Muslims react and interact to daily life. This creates a huge stream of questions, that require highly qualified and well-educated individuals, called Muftis. With Muslims representing almost 25% of the planet population, and the scarcity of qualified Muftis, this creates a demand supply problem calling for Automation solutions. This motivates the application of Artificial Intelligence (AI) to solve this problem, which requires a well-designed Question-Answering (QA) system to solve it. In this work, we propose a QA system, based on retrieval augmented generative transformer model for jurisprudential legal question. The main idea in the proposed architecture is the leverage of both state-of-the art transformer models, and the existing knowledge base of legal sources and question-answers. With the sensitivity of the domain in mind, due to its importance in Muslims daily lives, our design balances between exploitation of knowledge bases, and exploration provided by the generative transformer models. We collect a custom data set of 850,000 entries, that includes the question, answer, and category of the question. Our evaluation methodology is based on both quantitative and qualitative methods. We use metrics like BERTScore and METEOR to evaluate the precision and recall of the system. We also provide many qualitative results that show the quality of the generated answers, and how relevant they are to the asked questions.