• 제목/요약/키워드: Public Art Features

검색결과 43건 처리시간 0.02초

현대 공간환경디자인의 공공성에 대한 연구(1) - 성찰적 근대화를 중심으로 - (A Study on the Publicness of Contemporary Built Environment Design(1) - Focus on the Reflexive Modernization -)

  • 박영태
    • 한국실내디자인학회논문집
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    • 제19권1호
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    • pp.63-74
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    • 2010
  • The purpose of this research aims to retrieve the communication which is the essential publicness in the built environment design and the self-management which is the original value in terms of sociology. To examine this, the way in which the characters of the design of the publicness have been changed will be concentrated on in the public area since 1980s, Particularly, this research has been focused on the Second modernity design which is against the aggressive utopia - oriented modernization and Reflexive Modernization which has been mentioned by Anthony Giddens, Ulich Beck, and especially Scott Lash. Also, to understand Reflexive Modernization, the realism art in the view point of the objective recognition of modernity and identity emphasized by Scott Lash will be examined. Through the analysis of the Nene Sachlichkeit which is a part of the realism art, how the reflection of the design can be the function of the design will be addressed and some examples will be analyzed in terms of communications and self-education in the design of the publicness. Thus, Contemporary Built Environment Design features are categorized into universality, objectivity, and rationality; it reaches that the past Neue Sachlichkeit meets the spirit of art; it concludes that the efforts of the reflection of the modernity, intensity and development in design are the challenges for the purpose of the design of the publicness.

게임의 미학적 잠재성과 가치 특성 (Aesthetic Potential and Value Characteristics of the Game)

  • 이장원;윤준성
    • 한국게임학회 논문지
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    • 제16권5호
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    • pp.131-148
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    • 2016
  • 게임의 문화적 위상에 관한 논의는 언제나 다양한 예술 영역들과 비교되고 있으며, 게임의 등장 이후부터 현재까지 지속하고 있다. 같은 기간 동안 게임의 문화적 영향력은 점차 증가한 것에 비해, 대중적 인식은 게임의 예술적 가치를 상당히 저평가하고 있다. 그러나 지속해서 게임이 문화적 영향력을 유지하고 우리 사회에 긍정적인 영향력을 제공하기 위해서는 이러한 평가의 변화가 필요하다. 따라서 게임의 관점에서 자신만의 미적 가치를 증명하는 연구가 요구되며, 이에 대한 사회적 동의를 끌어내야 한다. 본 논문은 게임과 예술의 관계와 다양한 유사성에 관한 논의를 통해 게임의 새로운 미학적 잠재성을 탐구한다. 게임아트와 아트게임의 현황 분석을 통해 예술적 관점에서 게임에 대한 견해를 살펴본다. 그리고 이 견해와 견주어 게임적 관점에서 게임의 미학적 대상과 그 가치를 알아본다. 마지막으로 정보미학과 생성미학의 특성을 기반으로 게임미학에 대한 이해를 돕는다.

디지털 컨셉 아트 전문 스튜디오에 관한 사례 비교 연구 -애니메이션 및 게임 분야를 중심으로- (A Comparative Case Study on Studio Specialized in Digital Concept Art -Focused on the Field of Animation and Game-)

  • 최도원;이헌우;이현석
    • 만화애니메이션 연구
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    • 통권36호
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    • pp.167-187
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    • 2014
  • 애니메이션 관련, 영화, 게임 산업은 세계적으로 증가하는 대중수요에 맞추어 그 시장 규모가 급격히 성장하고 있다. 메이저급 제작 스튜디오의 제작과정도 보다 세분화, 전문화되어 가고 있으며, 그 방대한 규모에 따른 경영 및 관리의 부담을 느끼게 되었다. 이에 따라, 메이져 스튜디오의 작업과정의 일부를 전문적으로 수행하는 독립적인 전문 스튜디오가 북미와 유럽을 중심으로 늘어나는 추세에 있으며, 기존 기능적 역할 뿐 아니라 이를 연계한 비즈니스 모델을 구축하며, 그 영역을 확장하고 있다. 이에 본 연구는 디지털 컨셉아트를 중심으로 하는 전문 스튜디오를 연구 대상으로 하여, 그 특성에 대해 비교 분석하고자 한다. 이를 위해, 첫째, 디지털 컨셉아트에 대한 개념정의와 전체 프로덕션에서의 기능적, 예술적 특성, 그리고 이를 연계한 비즈니스에 대해 문헌과 온라인을 중심으로 고찰하였다. 이를 바탕으로, 둘째, '컨셉아트 서비스', '자체 브랜드 비즈니스/커뮤니케이션', '교육서비스'의 3가지 특성을 도출하였으며, 셋째, 이 3가지 특성을 기준으로, 3개의 컨셉아트 스튜디오 Atomhawk (영국), FengZhu Design (싱가폴), Studio Gage(한국)를 대상으로 사례조사 하여 분석 하였다. 마지막으로, 앞선 문헌조사와 사례연구를 종합하여 비교 분석하였다. 본 연구를 통해, 전문성을 바탕으로 한 컨셉아트 스튜디오는 관련 콘텐츠 개발, 마켓팅 등 적극적인 비즈니스 전략을 통해 새로운 시장의 수요를 유도하고 있음을 알 수 있다. 본 연구를 통해, 새로이 형성되는 전문 스튜디오 시장의 세계적 흐름에 대한 이해와 이를 바탕으로, 차후 국내 전문 스튜디오의 경쟁력 제고를 위한 참고자료로 제시하는데 그 의의가 있다 하겠다.

Personal Driving Style based ADAS Customization using Machine Learning for Public Driving Safety

  • Giyoung Hwang;Dongjun Jung;Yunyeong Goh;Jong-Moon Chung
    • 인터넷정보학회논문지
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    • 제24권1호
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    • pp.39-47
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    • 2023
  • The development of autonomous driving and Advanced Driver Assistance System (ADAS) technology has grown rapidly in recent years. As most traffic accidents occur due to human error, self-driving vehicles can drastically reduce the number of accidents and crashes that occur on the roads today. Obviously, technical advancements in autonomous driving can lead to improved public driving safety. However, due to the current limitations in technology and lack of public trust in self-driving cars (and drones), the actual use of Autonomous Vehicles (AVs) is still significantly low. According to prior studies, people's acceptance of an AV is mainly determined by trust. It is proven that people still feel much more comfortable in personalized ADAS, designed with the way people drive. Based on such needs, a new attempt for a customized ADAS considering each driver's driving style is proposed in this paper. Each driver's behavior is divided into two categories: assertive and defensive. In this paper, a novel customized ADAS algorithm with high classification accuracy is designed, which divides each driver based on their driving style. Each driver's driving data is collected and simulated using CARLA, which is an open-source autonomous driving simulator. In addition, Long Short-Term Memory (LSTM) and Gated Recurrent Unit (GRU) machine learning algorithms are used to optimize the ADAS parameters. The proposed scheme results in a high classification accuracy of time series driving data. Furthermore, among the vast amount of CARLA-based feature data extracted from the drivers, distinguishable driving features are collected selectively using Support Vector Machine (SVM) technology by comparing the amount of influence on the classification of the two categories. Therefore, by extracting distinguishable features and eliminating outliers using SVM, the classification accuracy is significantly improved. Based on this classification, the ADAS sensors can be made more sensitive for the case of assertive drivers, enabling more advanced driving safety support. The proposed technology of this paper is especially important because currently, the state-of-the-art level of autonomous driving is at level 3 (based on the SAE International driving automation standards), which requires advanced functions that can assist drivers using ADAS technology.

줄리오 로마노의 만토바 저택: 메르쿠리우스로 표현된 화가의식 (The Facade Decoration of Julio Romano's House in Mantua: Ideas on Painting Expressed through Mercury)

  • 이한순
    • 미술이론과 현장
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    • 제14호
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    • pp.159-186
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    • 2012
  • Julio Romano decorated the facade of his house in Mantua with a statue of Mercury to give expressions to his ideas on painting. Hereby the painter from Rome could show his home to the world as that of a painter. To be concrete, Mercury was the planet god to which visual artists belonged, and so was basically related to visual arts. In his role to deliver diverse features of art works Mercury could also convey concepts and emotions expressed in a picture to the viewer. The power of a painting to arouse certain emotions or move the mind of the viewer was further connected to the role of Mercury as the guide of the human soul. This function again related the Roman god to the characteristic of a portrait to present absent persons to the viewer. Above the statue of Mercury, a Lucian head of the god is seen, so that they together form the central axis of the facade. This seems to emphasize that the theme of the facade decoration was the powerful persuasive forces of eloquence. The two masks on the left could then refer to sources of eloquence, I.e. various beautiful expressions of a language and its generative process. On the other hand, the masks on the right could represent consequences of eloquence, for instance, prudence, evil effects which come about to imprudent listeners, and other influences on listeners. Finally, it would be useful to remind us of a line from On Architecture by Leon Battista Alberti. According to the humanist architect parts of a building which are seen from the outside, like a facade, should be appropriately designed, since the decoration of a house could play a significant role to enhance the fame and honor of the family and its fatherland. This theory of Alberti could have provided the foundation to the facade decoration of the Casa Pippi which proudly presented the profession of painting to the public in visual form.

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스마트 교육 커뮤니티 정보기반 도시재생 (Information-Based Urban Regeneration for Smart Education Community)

  • 김우영;서붕교
    • 대한건축학회논문집:계획계
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    • 제34권12호
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    • pp.13-20
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    • 2018
  • This research is to analyze the public cases of information facilities in terms of central circulations in multi level volumes such as atrium or court which provide visual intervention between different spaces and physical connections such as bridges. Hunt Library design balances the understood pre-existing needs with the University's emerging needs to create a forward-thinking learning environment. While clearly a contemporary structure within a traditional context of the NCSU campus, the Hunt Library provides a positive platform for influencing its surroundings. Both technical and programmatic innovations are celebrated as part of the learning experience and provide a versatile and stimulating environment for students. Public library as open spaces connecting to an interactive social domain over communities can provide variety of learning environments, or technology based labs. There are many cases of the public information spaces with dynamic networks where participants can play their roles in physical space as well as in the intellectual stimulation. In the research, new public projects provide typologies of information spaces with user oriented media. The research is to address a creative transition between the reading space and the experimental links of the integration of state-of-the-art technology is highly visible in the building's design. The user-friendly browsing system that replaces the traditional browsing with the virtual shelves classified and archived by their form, is to reduce the storage space of the public library and it is to allow more space for collaborative learning. In addition to the intelligent robot of information storages, innovative features is the large-scale visualization space that supports team experiments to carry out collaborative online works and therefore the public library's various programs is to provide visitors with more efficient participatory environment.

A Study on the Wave Formation and Hair Damage Levels Relating to the Uses of Treatments for Heat Permanent Waves

  • Kim, Kwan-Ok;Kim, Sung-Nam
    • 패션비즈니스
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    • 제12권6호
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    • pp.1-10
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    • 2008
  • Public interest in healthy hairs gets growing as damaged hairs are seen more frequently with the generalization of heat permanent waves. For this study, experiments have been conducted to understand the influences on the changes in physical and morphological features of wave forms and damaged hairs, by collecting virgin hairs from the women in their mid-20's, who had not experienced chemical applications, and by dividing the applications of heat perm hair treatments, PPT(for pre-treatment) and LPP(for post-treatment), into the pre-treatment, the post-treatment, the pre & post-treatment, and the non-treatment. For the wave formations, curl waves were investigated by the bare eyes using the pictures taken by a digital camera. For the comparison of physical features, the experiments of tensile strength and elongation were done and their mean values were found. For the observations of morphological features, the pictures were taken by SEM for comparison. As for the findings, regarding the curl wave shapes of hairs, the most even and elastic S curl was formed in the case of non-treatment. In the physical features, both of the tensile strength and elongation showed a decreasing tendency in line with the hair damage levels, and the case of the pre & post-treatment indicated the tendency most similar to the control group. In the morphological features of the cuticle, observed with an SEM, the pre-treatment showed the higher possibility of reducing the cuticle damages than the post-treatment did. LPP was found to play the role of protective membrane for the post-treatment, and the pre & post-treatment turned out to reduce most effectively the cuticle damages.

Integrated Method for Text Detection in Natural Scene Images

  • Zheng, Yang;Liu, Jie;Liu, Heping;Li, Qing;Li, Gen
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제10권11호
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    • pp.5583-5604
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    • 2016
  • In this paper, we present a novel image operator to extract textual information in natural scene images. First, a powerful refiner called the Stroke Color Extension, which extends the widely used Stroke Width Transform by incorporating color information of strokes, is proposed to achieve significantly enhanced performance on intra-character connection and non-character removal. Second, a character classifier is trained by using gradient features. The classifier not only eliminates non-character components but also remains a large number of characters. Third, an effective extractor called the Character Color Transform combines color information of characters and geometry features. It is used to extract potential characters which are not correctly extracted in previous steps. Fourth, a Convolutional Neural Network model is used to verify text candidates, improving the performance of text detection. The proposed technique is tested on two public datasets, i.e., ICDAR2011 dataset and ICDAR2013 dataset. The experimental results show that our approach achieves state-of-the-art performance.

Framework for Content-Based Image Identification with Standardized Multiview Features

  • Das, Rik;Thepade, Sudeep;Ghosh, Saurav
    • ETRI Journal
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    • 제38권1호
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    • pp.174-184
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    • 2016
  • Information identification with image data by means of low-level visual features has evolved as a challenging research domain. Conventional text-based mapping of image data has been gradually replaced by content-based techniques of image identification. Feature extraction from image content plays a crucial role in facilitating content-based detection processes. In this paper, the authors have proposed four different techniques for multiview feature extraction from images. The efficiency of extracted feature vectors for content-based image classification and retrieval is evaluated by means of fusion-based and data standardization-based techniques. It is observed that the latter surpasses the former. The proposed methods outclass state-of-the-art techniques for content-based image identification and show an average increase in precision of 17.71% and 22.78% for classification and retrieval, respectively. Three public datasets - Wang; Oliva and Torralba (OT-Scene); and Corel - are used for verification purposes. The research findings are statistically validated by conducting a paired t-test.

Three-dimensional human activity recognition by forming a movement polygon using posture skeletal data from depth sensor

  • Vishwakarma, Dinesh Kumar;Jain, Konark
    • ETRI Journal
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    • 제44권2호
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    • pp.286-299
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    • 2022
  • Human activity recognition in real time is a challenging task. Recently, a plethora of studies has been proposed using deep learning architectures. The implementation of these architectures requires the high computing power of the machine and a massive database. However, handcrafted features-based machine learning models need less computing power and very accurate where features are effectively extracted. In this study, we propose a handcrafted model based on three-dimensional sequential skeleton data. The human body skeleton movement over a frame is computed through joint positions in a frame. The joints of these skeletal frames are projected into two-dimensional space, forming a "movement polygon." These polygons are further transformed into a one-dimensional space by computing amplitudes at different angles from the centroid of polygons. The feature vector is formed by the sampling of these amplitudes at different angles. The performance of the algorithm is evaluated using a support vector machine on four public datasets: MSR Action3D, Berkeley MHAD, TST Fall Detection, and NTU-RGB+D, and the highest accuracies achieved on these datasets are 94.13%, 93.34%, 95.7%, and 86.8%, respectively. These accuracies are compared with similar state-of-the-art and show superior performance.