• 제목/요약/키워드: Artwork

검색결과 208건 처리시간 0.027초

3D Spatial Interaction Method using Visual Dynamics and Meaning Production of Character

  • Lim, Sooyeon
    • International journal of advanced smart convergence
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    • 제7권3호
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    • pp.130-139
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    • 2018
  • This study is to analyze the relationship between character and human semantic production through research on character visualization artworks and to develop a creative platform that visually expresses the formative and semantic dynamics of characters using the results will be. The 3D spatial interaction system using the character visualization proposed generates the transformation of the character in real time using the interaction with user and the deconstruction of the character structure. Transformations of characters including the intentions of the viewers provide a dynamic visual representation to the viewer and maximize the efficiency of meaning transfer by producing various related meanings. The method of dynamic deconstruction and reconstruction of the characters provided by this system creates special shapes that viewers cannot imagine until now and further extends the interpretation range of the meaning of the characters. Therefore, the proposed system not only induces an active viewing attitude from viewers, but also gives them an opportunity to enjoy watching the artwork and demonstrate creativity as a creator. This system induces new gestures of the viewer in real time through the transformation of characters in accordance with the viewer''s gesture, and has the feature of exchanging emotions with viewers.

색채특성의 융합에 대한 연구 (A Study on Convergence of Color Characteristics)

  • 진연;서보양;김원석
    • 디지털융복합연구
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    • 제16권10호
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    • pp.421-426
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    • 2018
  • 하나의 예술 작품에서 표현되는 정서적 분위기에는 그 작품 자체의 구조적 상황을 묘사하여 나타나는 것과 동시에 색채로 표현되는 것이 담겨 있다. 여기서 색채적 특성은 기쁨, 슬픔, 만남, 이별 같은 감성은 물론 구성의 무거움과 가벼움, 느리거나 빠름 등을 그림에 반영한다. 또한 색채표현의 대비, 조화, 색채의 강렬함, 수수함 등의 시각적인 향연을 통해 관찰자의 시선을 끌어들인다. 색채특성의 융합연구는 그림의 절대면적을 차지하는 색역(color gamut, 色域)이 주된 역할을 하고 그 밖의 다른 색들은 이 색역의 조영하에 빛을 발휘하는 것에 관한 연구이다.

전시장 내 조명을 이용한 무선통신에 관한 연구 (A Study on Wireless Communication using Lighting Within Exhibition Halls)

  • 손진환;김성민;성규열;권세익;김남호
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2016년도 춘계학술대회
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    • pp.480-483
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    • 2016
  • 최근 무선통신 기술의 눈부신 발전으로 많은 사람들은 일상생활 중에서 기술혁신의 혜택을 누리고 있다. 그러므로 생활 속에서 다양한 용도의 무선통신이 요구되고 있으며, 각 용도에 적합한 무선통신에 대한 연구가 지속되고 있다. 따라서 본 논문에서는 전시장 내에서의 효과적인 무선통신에 대한 연구를 진행하였으며, 관람자가 원하는 작품의 정보를 효과적으로 전달하기 위해 전시장 내 조명을 이용한 무선 통신 방법을 제안하였다.

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Stencil-based 3D facial relief creation from RGBD images for 3D printing

  • Jung, Soonchul;Choi, Yoon-Seok;Kim, Jin-Seo
    • ETRI Journal
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    • 제42권2호
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    • pp.272-281
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    • 2020
  • Three-dimensional (3D) selfie services, one of the major 3D printing services, print 3D models of an individual's face via scanning. However, most of these services require expensive full-color supporting 3D printers. The high cost of such printers poses a challenge in launching a variety of 3D printing application services. This paper presents a stencil-based 3D facial relief creation method employing a low-cost RGBD sensor and a 3D printer. Stencil-based 3D facial relief is an artwork in which some parts are holes, similar to that in a stencil, and other parts stand out, as in a relief. The proposed method creates a new type of relief by combining the existing stencil techniques and relief techniques. As a result, the 3D printed product resembles a two-colored object rather than a one-colored object even when a monochrome 3D printer is used. Unlike existing personalization-based 3D printing services, the proposed method enables the printing and delivery of products to customers in a short period of time. Experimental results reveal that, compared to existing 3D selfie products printed by monochrome 3D printers, our products have a higher degree of similarity and are more profitable.

Contents Analysis and Synthesis Scheme for Music Album Cover Art

  • Moon, Dae-Jin;Rho, Seung-Min;Hwang, Een-Jun
    • 전기전자학회논문지
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    • 제14권4호
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    • pp.305-311
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    • 2010
  • Most recent web search engines perform effective keyword-based multimedia contents retrieval by investigating keywords associated with multimedia contents on the Web and comparing them with query keywords. On the other hand, most music and compilation albums provide professional artwork as cover art that will be displayed when the music is played. If the cover art is not available, then the music player just displays some dummy or random images, but this has been a source of dissatisfaction. In this paper, in order to automatically create cover art that is matched with music contents, we propose a music album cover art creation scheme based on music contents analysis and result synthesis. We first (i) analyze music contents and their lyrics and extract representative keywords, (ii) expand the keywords using WordNet and generate various queries, (iii) retrieve related images from the Web using those queries, and finally (iv) synthesize them according to the user preference for album cover art. To show the effectiveness of our scheme, we developed a prototype system and reported some results.

고구려 고대신화를 모티브로 하는 키비주얼제작 연구 (A Study on Producing Key Visuals Which are Motivated by the Ancient Myth of Goguryeo)

  • 한명희;강태완;김치용
    • 디지털콘텐츠학회 논문지
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    • 제10권2호
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    • pp.177-188
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    • 2009
  • 본 논문은 문화콘텐츠의 원형을 복원하고 이를 기반으로 콘텐츠산업을 발전시키는 데 있어 가장 실질적인 문제점이 키비주얼에 대한 인식 및 키비주얼제작이 이루어지 안는다는 점에 착안하였다. 고대 판타지를 소재로 한 독창적인 원형소재를 시각화함에 있어, 실제 콘텐츠 제작을 위한 디자인 프로세스를 고려해야 한다는 전제하에 시각화를 통한 키비주얼의 필요성을 제시하는 것을 목적으로 한다. 이를 위해 드라마, 영화, 애니메이션, 게임 등 다양한 소재로서 활용가치가 높은 고구려 고대 신화와 설화를 대상으로 판타지 요소를 시각화하기 위한 문헌과 고증자료들을 바탕으로 원형의 이미지를 시각화하는 프로세스를 제작과 실험을 통해 연구하였다.

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21세기 패션아트에 나타난 업 사이클링에 관한 연구 (A Study of Up-cycling in 21st Century Fashion Art)

  • 김선영
    • 복식문화연구
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    • 제20권3호
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    • pp.295-308
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    • 2012
  • This study intends to analyze the up-cycling trend that is attracting great attention these days and its internal meaning in the context of fashion art. And, based on this, to provide enhanced value and creativity in the future fashion artwork and design businesses, keeping abreast of further fashion art developments. As part of the study methodology, both a literature review and a case study were carried out, along with an examination of up-cycling and research into related pictures and content. The materials covered in this work include design and fashion related books and domestic and foreign magazines from 2000 to 2011, when the up-cycling movement was initiated as a form of eco-friendly design. For the analysis of fashion art pieces, generic terms included art wear, wearable art wear, and unwearable art. Case review was followed by the works of artists shaping their fashion concept and meaning entirely from abandoned clothes and fabrics, waste materials, and their art collection. Consequently, key elements of the value of up-cycling fashion art are that it is eco-friendly, has a unique identity, and reflects multi-dimensionalism. This research saw the integration of fashion with other variables, artistic attributes, and reuse of resources. This could lead to a new realm where value-addition is formed and extended, thus providing another chance for the fashion industry.

융합인재교육(STEAM) 프로그램을 통해 배우는 공감각의 감성적 표현 연구 (Research on the Emotional Expression of Synesthesia through STEAM Education Program)

  • 이진;이승연
    • 한국콘텐츠학회논문지
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    • 제13권9호
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    • pp.448-454
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    • 2013
  • 본 논문에서는 과학과 예술을 중심으로 만들어진 융합인재교육(STEAM) 프로그램을 통해 다학제적 사고의 확장으로의 방법론을 제시한다. 그리고 언어적 도구들과 시각, 청각, 촉각을 이용한 디지털 시각화 기술로 나타내는 디지털 미디어 아트 작품 창작으로 학생들이 경험할 수 있는 아날로그 감성적 표현과 공감각의 디지털 감성적 표현을 분석하는데 목적이 있다. 이 프로그램은 고등학생을 위해 개발된 STEAM 프로그램으로 "칸딘스키, 소리를 그리다"이다. 대표적인 공감각자였던 칸딘스키의 작품을 통해서 간접적으로 공감각을 표현하는 방법을 배우게 된다. 학생들은 이 프로그램을 통해 과학과 예술이 표면적인 개념에만 머무는 것이 아니라 확장된 개념 속에서 놀이, 이야기, 공감각 등으로 재구성한 다양한 감성적 표현을 할 수 있다.

연속적 시·공간관이 반영된 다(多)시점 패션디자인 분석 (An Analysis of Multi-View Fashion Design Reflected in the Perception of Time and Space)

  • 김민지;간호섭
    • 패션비즈니스
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    • 제19권2호
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    • pp.136-148
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    • 2015
  • The purpose of this thesis is to study multi-view fashion design with an analysis of multi-view art's formation and philosophical perspective. The production of unique artwork is dependent on how we see, think and represent what is around us. Multi-view art has great potential as a concept related to the continuity of time and space, it is not limited to space and time but it extends to infinitely, according to the artist's will and imagination. The study of time and space has been used as principles for deriving the formative of multi-view art, and the principles applied for analyzing multi-view fashion design. And the formation of multi-view art is reflected in fashion design. Simultaneity, deconstructivity, continuity and virtuality in terms of multi-view art are support the formation of multi-view fashion design, such as fabrication, expandability, concealment and transparency. As such, it is important to study multi-view fashion design as a creative design method with immense potential for further development.

Signaling Smartness: Smart Cities and Digital Art in Public Spaces

  • Littwin, Karolina;Stock, Wolfgang G.
    • Journal of Information Science Theory and Practice
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    • 제8권1호
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    • pp.20-32
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    • 2020
  • Informational urbanism is a new research area in information science. In this study, art history joins informational urbanism: Are digital artworks in public urban spaces recognized as essential assets of a smart city? We employed case study research, working with the example of the huge digital media façade of the Arthouse Graz as an artwork in a public space. In a mixed-methods approach, we asked passers-by and interviewed experts on Graz as a smart city and on the Arthouse's role concerning the image of Graz as a smart city. The research found strong hints that indeed digital artworks with large screens or media façades at public spaces are parts of a city's weak location factors as well as of the city's urban structure and may symbolize the city's smartness. A practical implication of this finding is that artists, computer and information scientists, city planners, and architects should include interactive contemporary digital art into city spaces in order to demonstrate the city's way towards knowledge society.