• Title/Summary/Keyword: Multi-Attributes

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Attributes of "Play" in Interactive Art: Interpreting Maurice Benayoun's Artworks (상호작용적 작품에서 놀이속성: 모리스 베나윤(Maurice Benayoun)의 작품을 중심으로)

  • Park, Yeonsook
    • The Journal of Art Theory & Practice
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    • no.15
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    • pp.83-109
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    • 2013
  • The study mainly discusses appreciation of interactive art works seen from the perspective of play attributes that make spectators glimpse the truth of things. The general studies of interactivity, as one of remarkable features in contemporary art, are regarding the relation between the effects of digital media and interactivity as well as video games. From the preceding discussion, I analyze the effects of the appreciating interactive art works which are focused on new sensory systems, the methods to intuit the essence of the art works. Based on the concept, as I investigate the play attributes found in the interactive art works, this study gives attention to the possibility that if the spectators can reach the inherent aspects of interactive art works, while interacting them. Thus to discuss the properties of the play, this article studies play concept of Johan Huizinga(1872-1945), psychologist and anthropologist and play theory of Hans Georg Gadamer(1900-2002) who considers play as a metaphor for art. As Huizinga thinks acting is the important attribute of play, Gadamer argues whenever the term 'play' is used, we should think about 'to-and tro movement' and the movement is absence of goal as well as endlessly renews through repetition. Then what we should pay attention to, seeing the essence of art and play as similar? That is, Gadamer claims, we can understand the truth of things through the play. To apply the play concept to the interactive art works, I research the works of Maurice Benayoun(1957 - ), French interactive artist. By employing interactivity, he attempts to extend and affect the experience of his art works to one of social phenomenon. Striving this, spectators can widen and deepen the breadth of their intuition and recognize the essence of art works. It is the interactive art works that can be the apex of the transformation of structure from the play to the art. The endless repetitive process of play, which is free creation-annihilation process, is similar with the interactive experience of spectators that is variable, de-centered, and multi-sensory. The pure action of the play lets us recognize, sense and accept the world and through the system of interactive art experience, we can expand the horizons of perception. Interactive art works with these play attributes are capable of playing the role that the spectators glimpse the truth of things and experience the world around them.

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An Al Approach with Tabu Search to solve Multi-level Knapsack Problems:Using Cycle Detection, Short-term and Long-term Memory

  • Ko, Il-Sang
    • Journal of the Korean Operations Research and Management Science Society
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    • v.22 no.3
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    • pp.37-58
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    • 1997
  • An AI approach with tabu search is designed to solve multi-level knapsack problems. The approach performs intelligent actions with memories of historic data and learning effect. These action are developed ont only by observing the attributes of the optimal solution, the solution space, and its corresponding path to the optimal, but also by applying human intelligence, experience, and intuition with respect to the search strategies. The approach intensifies, or diversifies the search process appropriately in time and space. In order to create a good neighborhood structure, this approach uses two powerful choice rules that emphasize the impact of candidate variables on the current solution with respect to their profit contribution. "Pseudo moves", similar to "aspirations", support these choice rules during the evaluation process. For the purpose of visiting as many relevant points as possible, strategic oscillation between feasible and infeasible solutions around the boundary is applied. To avoid redundant moves, short-term (tabu-lists), intemediate-term (cycle-detection), and long-term (recording frequency and significant solutions for diversfication) memories are used. Test results show that among the 45 generated problems (these problems pose significant or insurmountable challenges to exact methods) the approach produces the optimal solutions in 39 cases.lutions in 39 cases.

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Integrated Software Quality Evaluation: A Fuzzy Multi-Criteria Approach

  • Challa, Jagat Sesh;Paul, Arindam;Dada, Yogesh;Nerella, Venkatesh;Srivastava, Praveen Ranjan;Singh, Ajit Pratap
    • Journal of Information Processing Systems
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    • v.7 no.3
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    • pp.473-518
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    • 2011
  • Software measurement is a key factor in managing, controlling, and improving the software development processes. Software quality is one of the most important factors for assessing the global competitive position of any software company. Thus the quantification of quality parameters and integrating them into quality models is very essential. Software quality criteria are not very easily measured and quantified. Many attempts have been made to exactly quantify the software quality parameters using various models such as ISO/IEC 9126 Quality Model, Boehm's Model, McCall's model, etc. In this paper an attempt has been made to provide a tool for precisely quantifying software quality factors with the help of quality factors stated in ISO/IEC 9126 model. Due to the unpredictable nature of the software quality attributes, the fuzzy multi criteria approach has been used to evolve the quality of the software.

A Study on Digital Clothing Design by Characteristics of Ubiquitous Environment (유비쿼터스 환경 특성에 의한 디지털 의류 디자인에 관한 연구)

  • Kim, Ji-Eon
    • Journal of the Korean Society of Costume
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    • v.57 no.3 s.112
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    • pp.23-36
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    • 2007
  • It is important that ubiquitous technology changes paradigm of thought, not simple definition in the 21st digital era. Characteristics of ubiquitous computing are pervasive, disappearing, invisible, calm through environment. As IT Technology develops, designers, computer scientists, chemists, performance artists cooperate in order to find out the best way to make desirable digital clothing in the future, with the merit of each part. Digital clothing defines clothes of new generation equipped computer, digital installations. Digital clothing design demands intercept of electromagnetic waves, light-weight and esthetic appearance, for it is attached high-technology equipment near body. The purpose of this study is to analyze design features of digital clothing according to ubiquitous characteristics. The methods of this study are documentary research of previous study and case study. In the theoretical study, ubiquitous characteristics are function-intensive by convergence, interactivity, embedded mobility and human & emotion-oriented attributes. Based on ubiquitous characteristics, digital clothing design classified function-intensive design by convergence, design for Interactivity and multi-sensible & emotion-oriented design, because embedded mobility is a basic element of ubiquitous environment. The early days digital clothing design is function-intensive design, and have esthetic appearances and design for interactivity increasingly. Recently digital clothing design is expressed multi-sensible and emotion-oriented design.

Assessing Public Attitude for Multifunctional Roles of the U.S. Agriculture Using a Bivariate Ordered Probit Model (Bivariate Ordered Probit 모형을 이용한 미국 농업의 다원적 기능에 대한 소비자 인식분석)

  • Han, Jung-Hee;Moon, Wan-Ki;Cho, Yong-Sung
    • Korean Journal of Organic Agriculture
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    • v.17 no.4
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    • pp.413-439
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    • 2009
  • This study conducts a survey and test to understand U.S. public's perception about multifunctionality. The questionnaire suggests seven alternative way of providing questions about intangible benefits provided by agriculture in the U.S. The final questionnaire was administered as an e-mail survey in June 2008 to a nationally representative household panel maintained in the U.S. by the Ipsos Observer. Data analysis shows that 64 percent of respondents considered the multifunctionality of agriculiture as an important issue and 45 percent of respondents were in favor of increasing government expenditure to support farmland preservation. Using Fishbein's multi-attribute model as a theoretical background, this paper develops an empirical model to assess and attributes of multifunctionality. For the analysis, bivariate orderd probit model was set up to reflect respondent's attitude. Regression analyses show that two questions (how much you agree with agriculture's intangible benefit and increasing government expenditure to support agriculture) are shaped by different sets of facts.

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BRAIN: A bivariate data-driven approach to damage detection in multi-scale wireless sensor networks

  • Kijewski-Correa, T.;Su, S.
    • Smart Structures and Systems
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    • v.5 no.4
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    • pp.415-426
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    • 2009
  • This study focuses on the concept of multi-scale wireless sensor networks for damage detection in civil infrastructure systems by first over viewing the general network philosophy and attributes in the areas of data acquisition, data reduction, assessment and decision making. The data acquisition aspect includes a scalable wireless sensor network acquiring acceleration and strain data, triggered using a Restricted Input Network Activation scheme (RINAS) that extends network lifetime and reduces the size of the requisite undamaged reference pool. Major emphasis is given in this study to data reduction and assessment aspects that enable a decentralized approach operating within the hardware and power constraints of wireless sensor networks to avoid issues associated with packet loss, synchronization and latency. After over viewing various models for data reduction, the concept of a data-driven Bivariate Regressive Adaptive INdex (BRAIN) for damage detection is presented. Subsequent examples using experimental and simulated data verify two major hypotheses related to the BRAIN concept: (i) data-driven damage metrics are more robust and reliable than their counterparts and (ii) the use of heterogeneous sensing enhances overall detection capability of such data-driven damage metrics.

A Study of Characteristics of the Imagine Creator on the Architectural Skin in Contemporary Architecture (현대건축의 표피에서 나타나는 이미지 생성체적 특성 연구)

  • Kim, Do-Woon;Kim, Dong-Jin
    • Korean Institute of Interior Design Journal
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    • v.23 no.4
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    • pp.83-93
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    • 2014
  • Because the 'image' is the 'reality' in this era, there are the characteristics dematerialized between reality and non-reality in the contemporary architecture. These are promoting individualization, differentiation and multi-layered time with the development of electronic technology. This trend emphasizes the importance of imagines that are not only homogenized, simultaneous but also overlapped, multi-layered, discriminatory. Perspectives and essential characteristics of the architectural skin are changing in terms of the technical and social awareness and that means the skin has features as a complex body. Recently as an imagine creator, the architectural skin make form of media boundaries reflecting the various relationships between the observer and the external environment and also, the interior space become another sensory skin by removing the boundaries of the internal and external. It is important that making an identity of the architecture defined by the media or the imagine as well as the importance of space in architecture. These changes of skin make the third space based on the viewer's imagination and show the potential of new architectural skin with the expansion space by blurring the boundary between reality and illusion. It occurs to the diversity of the architectural skin with the identity. It will more diversified and be recognized immediately and sensibly through the interface attributes in contact with the city directly. In addition, it is more important that the skin become a unified body related with urban, social and cultural context.

A Study on Automated Negotiation Methodology for Multi-lateral Concurrent Negotiation

  • Cho Min-Je;Choi Hyung Rim;Kim Hyun Soo;Hong Soon Goo;Park Young Jae;Shim Jung Hoon
    • The Journal of Information Systems
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    • v.14 no.3
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    • pp.89-96
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    • 2005
  • Though studies on negotiations have actively been conducted in the field of e-Commerce so far, some problems have yet to be solved and many application fields of negotiation systems exist. Currently, many businesses shift from various fields to e-Commerce market, due to recent social changes and expansion of e-Commerce market; however, we need to develop the study of automated agents to resolve the issue of negotiation, which is an essential element in the e-Commerce, by minimizing human interference under the e-Commerce environment. In this study, we intend to propose a new negotiation protocol considering the negotiation alternatives through continuous negotiation rounds in relation to an automated negotiation issue whose participants are one to N (seller to buyers). We also present an agent-facilitated negotiation methodology by which negotiation alternative generation process is automated, in consideration of buyer's negotiation attributes and strategies in the negotiation system.

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Measuring the Economic Value of Restoring Hampyeong Stream Space

  • Lee, Hee-Chan;Leem, Joo-Whan;Kim, Kyu-Ho
    • Korean Journal of Environment and Ecology
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    • v.29 no.2
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    • pp.292-303
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    • 2015
  • The objective of this study is to evaluate the spatial restoration of Hampyeong Stream and to analyze the determinants of demand for the multi-functionalities of the stream. A Contingent Valuation Method (CVM) was used to estimate the multi-functional public benefits of restored stream area, and major determinants were scrutinized by establishing a demand model. The research data was collected by conducting a survey intended for Hampyeong's local residents, resulting in 284 valid samples. In terms of determinants that affect willingness to pay (WTP), 'physical factor of waterfront area' and 'experience factor of stream space' showed a significantly positive influence on WTP. As a result of applying a double-bounded CVM, the willingness to pay for the restored Hampyeong Stream area indicated a potential contribution of 22,523 won (17,362~27,459 won, 95% confidence interval). When multiplying the number of households in Hampyeong-gun, the total annual value of Hampyeong Stream spatial restoration is approximately 302million won.

A Research of Character Graphic Design on Larger Television Screens -Based on Analysis of its Visual Perception- (TV화면 대형화에 따른 문자그래픽 표현 연구 -시각인지도 분석 기반-)

  • Lee, Kook-Se;Moon, Nam-Mee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.129-138
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    • 2009
  • Character graphic design of TV screen, the major visual element, has become greatly important in its roles to help viewers understand visual information better and to enhance the qualities of the program. This research is to figure our a way of changing and improving the attributes of TV captions and graphics such as fonts, size, and caption speed appropriate to bigger and better qualified TV screen. Based on two Delphi surveys of graphics experts along with the theoretical studies, this article analyzes the relevance of visual perception to various visual elements of TV screen, and proposes a better plan in visual effects for various media under OSMU (One Source Multi Use).

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