• 제목/요약/키워드: Multimedia art

검색결과 705건 처리시간 0.026초

<모네, 빛을 그리다展>과 <반 고흐 인사이드: 빛과 음악의 축제>의 실증적인 접근을 통한 몰입적 특성에 대한 비교 연구 (A Comparative Study of Immersiveness in and through an Empirical Approach)

  • 이보아;하승완;서재인
    • 한국멀티미디어학회논문지
    • /
    • 제20권4호
    • /
    • pp.686-695
    • /
    • 2017
  • The purpose of the study is to analyze the impact of storytelling factor, technical factor and exhibition environment factor on the degree of satisfaction, degree of immersion and immersion types in and . Our findings show that the degree of satisfaction not only has a significant correlation with the degree of immersion, but also influences on the holding power and behavioral intention. According to the results of correlation analyses, three factors have an impact on the degree of satisfaction and immersion. Immersion factors influence negatively on Focused Attention and Heightened Enjoyment, however, the factors effect positively on Temporal Dissociation and Curiosity. As the influence of immersiveness on the degree of satisfaction and immersion, and immersion types have been verified, this study offers a fresh understanding of the importance of immersion factors as evaluation criteria for digital exhibitions.

Object Detection from Mongolian Nomadic Environmental Images

  • Perenleilkhundev, Gantuya;Batdemberel, Mungunshagai;Battulga, Batnyam;Batsuuri, Suvdaa
    • Journal of Multimedia Information System
    • /
    • 제6권4호
    • /
    • pp.173-178
    • /
    • 2019
  • Mongolian historical and cultural monuments on settlement areas of stone inscriptions, stone images, rock-drawings, remains of cities, architecture are still telling us their stories. These monuments depict the understanding of the word, philosophical and artistic outlook, beliefs, religion, national art, language, culture and traditions of Mongols [1]. Nowadays computer science, especially computer vision is applying in the other science fields. The main problem is how to apply and which algorithm can detect and classify the objects correctly. In this paper, we propose a method to detect object from Mongolian nomadic environment images. This work proposes a method for object detection that is the combination of the binary operations in the edge detection results. We found out the best method and parameters of state-of-the-art machine learning algorithms. In experimental result, we evaluate our results with 10-fold cross validation and split 66% strategies.

An Art-Robot Expressing Emotion with Color Light and Behavior by Human-Object Interaction

  • Kwon, Yanghee;Kim, Sangwook
    • Journal of Multimedia Information System
    • /
    • 제4권2호
    • /
    • pp.83-88
    • /
    • 2017
  • The era of the fourth industrial revolution, which will bring about a great wave of change in the 21st century, is the age of super-connection that links humans to humans, objects to objects, and humans to objects. In the smart city and the smart space which are evolving further, emotional engineering is a field of interdisciplinary researches that still attract attention with the development of technology. This paper proposes an emotional object prototype as a possibility of emotional interaction in the relation between human and object. By suggesting emotional objects that produce color changes and movements through the emotional interactions between humans and objects against the current social issue-loneliness of modern people, we have approached the influence of our lives in the relation with objects. It is expected that emotional objects that are approached from the fundamental view will be able to be in our lives as a viable cultural intermediary in our future living space.

Crying Sea, The Sound Installation: Artistic Considerations for Coexistence between Human and Technology

  • Park, Jungsun;Wi, Hyeongseok;Park, Sungwoo
    • Journal of Multimedia Information System
    • /
    • 제9권1호
    • /
    • pp.43-50
    • /
    • 2022
  • As the discourse on Anthropocene grows, this exploratory research investigates the interrelationship and interconnectivity between humanity and technology by analyzing a sound art installation created by the author. Crying Sea is a sound installation that uses plastic wastes collected from the shore to create symbolic narratives and artistic experience connecting humans, objects, and nature through interactive digital technology. In this installation, the audiences are guided to walk over the wastes, and the sounds created by the footsteps are recorded in real-time, which then are distorted and amplified into disturbing sounds through speakers filling up the room. In analyzing this artwork, three theories from technological, philosophical, and ecological backgrounds were used; specifically, Bernard Stiegler's pharmakon theory, Dona Haraway's cyborg manifesto, and Timothy Morton's dark ecology theory. A common factor revealed from all three theories by analyzing the Crying Sea is that humans, technologies, and all other entities within nature are interconnected and resonated. The awareness of this recursive relationship allows us to consider sustainable balancing.

화랑 문제의 최소 이동 경비원 수 알고리즘 (The Minimum number of Mobile Guards Algorithm for Art Gallery Problem)

  • 이상운;최명복
    • 한국인터넷방송통신학회논문지
    • /
    • 제12권3호
    • /
    • pp.63-69
    • /
    • 2012
  • n개의 정점으로 구성된 화랑 P에 대한 최대 이동 경비원 수는 단순 다각형은 ${\lfloor}n/4{\rfloor}$, 직각 다각형은 ${\lfloor}(3n+4)/16{\rfloor}$이며, 최소 경비원수를 구하는 다항시간 알고리즘은 알려져 있지 않아 NP-난제 (NP-Hard)이다 . 본 논문은 화랑 문제의 최소 이동 경비원 수를 구하는 다항시간 알고리즘을 제안하였다. 첫 번째로, 모든 정점에서 볼 수 있는 다른 정점으로 간선을 그린 가시성 그래프를 얻는다. 두 번째로 ${\Delta}(G)$인 정점 u와 $N_G(u)$에 있는 ${\Delta}(G)$ 정점 v를 선택하고 가시성 간선과 부속 간선을 삭제한다. 세 번째로, 남아 있는 부분 그래프 각각에 대해 정점 $w_i$를 선택하여 이동 경비원이 위치할 간선을 선택하였다. 제안된 알고리즘을 다양한 단순 다각형과 직각 다각형 화랑 문제에 적용한 결과 선형시간으로 최소 이동 경비원 수를 얻었다.

A Study on Arts and Crafts ideas with Works of William Morris

  • Lee, Jaehyuck;Kim, Cheeyong
    • 한국멀티미디어학회논문지
    • /
    • 제16권9호
    • /
    • pp.1119-1133
    • /
    • 2013
  • These days there is a flow of support for returning to design and handcraft, and the arts and crafts ideas of William Morris have an influence until the present over periods. The semanticity and methodology of guild production method supported by William Morris is studied. The foundation that human is in beautiful harmony with nature is on free labor and artistic life. In the organic relationship, the decline of art is understood as general crisis of culture, and human living condition should be changed in order to rouse the human sense of beauty and comprehension of art. Once human labor becomes artistic, the consumption living and local living become artistic as well. And then consumers desire more artistic works, structures, or urban spaces, and the demands for those move artificers to go toward producing more artistic works and structures. That is, the course of succession of art and culture through living is the driving force of social progress. Even if the period when Morris lived and the present are very different, this paper will shows that a large amount of art and culture will be greatly developed in twenty-first century which is 'the period led by cultural consumers', and the people directly creating art works will be also increased at the same time, as Alvin Toffler suggested. Furthermore, we can aware through this paper that such the people will rule the world. Finally it reached the period that we must face to 'making artistic life' as Morris expected a century ago. According to the result of this paper, we realized the study about Morris will contribute greatly to improve the quality of human life.

A Color Study of the Sky Area Focused on the Van Gogh's Paintings

  • Xiaodi, Cui;Xinyi, Shan;Jeanhun, Chung
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제15권1호
    • /
    • pp.113-119
    • /
    • 2023
  • This research analyzed the importance and influence of color expression on psychological and emotional changes of visual perception in the creation of art works. This research takes the element of the sky in the works of Vincent William Van Gogh, a Dutch post-Impressionist representative painter, as the basic research objective to prove the influence of color expression of the same thing on the inner emotional communication of the creator. After synthesizing the contents of previous research and investigation on Van Gogh, this research will summarize the works containing sky elements in Van Gogh's works according to his four creative stages, and select representative works for color analysis and comparison. In this paper, by comparing the colors of the same elements of the sky, we can find Van Gogh's guidance of psychological and emotional changes through the expression of colors in his works, which will play a certain inspiring role in the creation of painting art.

Transfer Learning based Parameterized 3D Mesh Deformation with 2D Stylized Cartoon Character

  • Sanghyun Byun;Bumsoo Kim;Wonseop Shin;Yonghoon Jung;Sanghyun Seo
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제17권11호
    • /
    • pp.3121-3144
    • /
    • 2023
  • As interest in the metaverse has grown, there has been a demand for avatars that can represent individual users. Consequently, research has been conducted to reduce the time and cost required for the current 3D human modeling process. However, the recent automatic generation of 3D humans has been focused on creating avatars with a realistic human form. Furthermore, the existing methods have limitations in generating avatars with imbalanced or unrealistic body shapes, and their utilization is limited due to the absence of datasets. Therefore, this paper proposes a new framework for automatically transforming and creating stylized 3D avatars. Our research presents a definitional approach and methodology for creating non-realistic character avatars, in contrast to previous studies that focused on creating realistic humans. We define a new shape representation parameter and use a deep learning-based method to extract character body information and perform automatic template mesh transformation, thereby obtaining non-realistic or unbalanced human meshes. We present the resulting outputs visually, conducting user evaluations to demonstrate the effectiveness of our proposed method. Our approach provides an automatic mesh transformation method tailored to the growing demand for avatars of various body types and extends the existing method to the 3D cartoon stylized avatar domain.

멀티미디어 내용표현을 위한 메타데이터 비교$\cdot$분석 (The Analysis of Metadata for Representation of Multimedia Content)

  • 김성희;임은주
    • 한국도서관정보학회지
    • /
    • 제36권4호
    • /
    • pp.365-387
    • /
    • 2005
  • 본 연구에서는 멀티미디어 표현 및 기술을 위한 주요 메타데이터 initiatives를 분석하고 문제점을 제시하였다. 그 결과 대부분의 메타데이터 개발은 1999년부터 2004도에 개발되었으며 주로 멀티미디어 내용자체를 표현하기보다는 예술작품 또는 동영상의 서지사항에 기반 한 요소들로 구성되어 있는 것으로 나타났다 또한 생성방법은 인간이 개입하는 방식을 취하고 있으며 MPEG-7은 멀티미디어 전체를 포괄하면서 표현의 일관성을 유지할 수 있는 포괄적인 표준으로 나타났다.

  • PDF

상호작용 조명 시스템을 위한 실시간 인체 움직임 및 객체 추적 (Real-time Human Behavior and Object Tracking for Interactive lighting System)

  • 박왕배;서융호;정다운;두경수;최종수
    • 대한전자공학회:학술대회논문집
    • /
    • 대한전자공학회 2008년도 하계종합학술대회
    • /
    • pp.937-938
    • /
    • 2008
  • Spotlight system has been made use of art works on stage such as musical and performance etc. Currently, spotlight is controlled manually through the planned path in advance. Therefore, automatic control system is necessary for manipulating spotlight on stage. In this paper, we propose the system that detects to track the multiple objects and classifies those objects, also selects an object of those ones. The proposed method can be applied to the interactive stage spotlighting system(ISSS).

  • PDF