• 제목/요약/키워드: Real-world

검색결과 4,243건 처리시간 0.028초

현대회화에서의 형태와 물질 -Digital Transfiguration에 관한 연구- (Digital painting: Image transfonnation, simulation, heterologie and transfonnation)

  • 정숙영
    • 조형예술학연구
    • /
    • 제10권
    • /
    • pp.161-181
    • /
    • 2006
  • The words which appeared in my theoretical study and work are image transformation to digital painting, simulation, heterologie and transfiguration, etc. Firstly, let's look into 'digital era' or 'new media era'. Nowadays, the image world including painting within the rapid social and cultural change, which is called as digital era, is having the dramatic change. Together with the development of scientific technology, large number of events which was deemed to be impossible is happening as real in image world Moreover, these changes in image world is greatly influencing to our life. The word which compresses this change of image world and shows is 'digital'. Digit, which means fingers in Latin, indicates separately changing signal, and to be more narrow, it indicates the continual signal of '0' and ' 1' in computer. The opposite word is 'analogue'. As analogue is the word meaning 'infer' or 'similarity', it indicates the signal or form which continuously changes along the series of time when it is compared to digital. Instead of analogue, digital is embossed as a major ruler along the whole area of our current culture. In whole culture and art area, and in whole generalscience, digital is appearing as it has the modernism and importance. The prefix, 'digital', e.g. digital media, digital culture, digital design, digital philosophy, etc, is treated as the synonym of modernism and something new. This advent of digital results the innovative change to the image world, creates the new beauty experience which we could not experience before, and forecasts the formation of advanced art and expansion of creative area. Various intellectual activities using computer is developing the whole world with making the infrastructure. Computer in painting work immediately accomplishes the idea of painters, takes part in simulation work, contingency such as abrupt reversal, extraction, twisting, shaking, obscureness, overlapping, etc, and timing to stimulate the creativity of painters, and provides digital formative language which enables new visual experience to the audience. When the change of digital era, the image appeared in my work is shown in 'transfiguration' like drawing. The word, 'transfiguration' does not indicate the completed and fixed real substance but indicate endlessly moving and floating shape. Thus, this concept is opposite to the substantial consideration, so that various concepts which is able to replace this in accordance with the similar cases are also exist such as change, deterioration, mutation, deformity of appearance and morphing which is frequently used in computer as a technical word. These concepts are not clearly classified, and variably and complicatedly related. Transfiguration basically means the denial of "objectivity' and '(continual) stagnation' or deviation from those. This phenomenon is appeared through the all art schools of art ever since the realism is denied in the 19th century. It is called as 'deformation' in case of expressionism, futurism, cubism, etc, in the beginning of the century, which its former indication is mostly preserved within the process of structural deviation and which has the realistic limit which should be preserved. On the contrary, dramatic transfiguration which has been showing in the modern era through surrealism is different in the point that dramatic transfiguration tends to show the deterioration and deviation rather than the preservation of indicated object. From this point, transfiguration coming out from morphing using computer deteriorates and hides the reality and furthermore, it replaces the 'reality'. Moreover, transfiguration is closely approached to the world of fake or 'imaginary' simulation world of Baudrillard. According to Baudrillard, the image hides and deteriorates the reality, and furthermore, expresses 'not existing' to 'imaginary' under the name of transfiguration. Certain reality, that is, image which is absent from the reality is created and overflowed, so that it finally replaces the reality. This is simulation as it is said by Baudrillard. In turn, Georges Bataille discusses about the image which is produced by digital technology in terms of heterologie. Image of heterologie is the visual signal which is established with the media. Image of media is to have the continuous characteristics of produce, extinction, and transformation, and its clear boundary between images becomes meaningless. The meaning of composition, excess, violation, etc of digital image is explained to heterological study or heteologie suggested as important meaning of Georges Bataille who is a heretic philosopher. As the form and image of mutation shows the shape in accordance with mechanical production, heterologie is introduced as very low materialism (or bas materialisme), in this theory. Heterologie as low materialism which is gradually changing is developing as a different concept and analysis because of the change of time in the late 20s century beside high or low meaning. Including my image, all images non-standardizes and transforms the code. However, reappearance and non-standardization of this code does not seem to be simple. The problem of transformation caused by transfiguration which appears in my digital drawing painting, simulation, heterologie, etc, are the continual problems. Moreover, the subject such as existence of human being, distance from the real life, politics and social problems are being extended to actual research and various expressing work. Especially, individual image world is established by digital painting transfiguration technique, and its change and review start to have the durability. The consciousness of observers who look at the image is changing the subject. Together with theoretical research, researchers are to establish the first step to approach to various image change of digital era painting through transfiguration technique using our realistic and historical image.

  • PDF

동적 물질세계를 위해 전역적 참조 프레임을 사용한 정성적 공간 표현 및 추론법 QSR-14 (A Method QSR(Qualitative Spatial Representation and Reasoning)-14 Using a Global Reference Frame for a Dynamic Physical World)

  • 박규동;변영태
    • 인지과학
    • /
    • 제22권1호
    • /
    • pp.19-38
    • /
    • 2011
  • 사람이 공간에 대한 표현이나 추론을 기술할 때, 정량적 정보 표현과 관련 추론이 어렵거나 불가능 할 때 정성적 표현과 추론을 사용할 수 있다. 2차원 공간에 대한 많이 알려진 정성적 방법 중에 RCC(Region Connection Calculus)-8이 있다. 지역(region)을 공간에 대한 온톨로지 기본 개체로 하는 RCC-8은 위상학적 의미에서 두 개의 지역에 관해 connection 기반의 논리식 및 개념적 이웃과 변환을 나타낸 것으로 각 지역의 이동이나 크기 변화를 전제로 하고 있다. 그러나 현실 세계의 공간 표현과 추론에는 몇 가지 측면들이 더 고려되어야 한다. 본 논문에서는 중력장내에서 일어나는 물리적 화학적 작용에 의해 변화하는 동적인 물질세계의 정성적 공간 표현을 위해 RCC-8의 수정 확장된 방법을 제안한다. 2D의 정성적 공간 표현 및 추론에서 전역적 참조 프레임(global reference frame)의 필요성을 기술하고, 전역적 참조 프레임을 사용하여 동적 물질세계의 물리적 화학적 변화를 표현하고 추론하기 위한 QSR-14을 기술한다. QSR-14는 RCC-8에서 불가능한 상황을 표현할 수 있어 실제 세계의 정성적 공간 표현 및 변화에 더 적합하다고 판단된다. 몇 개의 예제를 통해 정성적 표현과 추론에 대한 QSR-14의 유용성을 보인다.

  • PDF

신체화의 현존재분석적 이해 (Somatization in the Perspective of Daseinsanalysis)

  • 이죽내
    • 정신신체의학
    • /
    • 제10권2호
    • /
    • pp.69-77
    • /
    • 2002
  • 신체화의 개념과 기전에 관해, 정신분석 이론을 비롯한 많은 이론들이 제시되어 왔다. 저자는 인간의 본질(존재의미의 이해)에 대한 통찰력에서 출발하고 있는 현존재분석의 관점에서 신체화의 개념을 제시하려는 것이다. 현존재분석에서 보는 신체화 현상은 인간의 세계관계의 직접적 표현이다. 현존재분석에서는 신체라는 말 대신에, 의미를 드러내는 '신체성'을 말하고 있기 때문에, 신체화 현상의 이해란 그 현상이 드러내는 의미를 보는 것이다. 그리고 신체화 현상은 세계관계의 직접적 표현이기 때문에 그 현상이 드러내는 의미는 그 인간의 세계관계에 의해 결정된다. 그 현상의 의미를 이해하는 방법은 현상학적 방법이다.

  • PDF

무인로봇을 위한 3D 월드모델에 기초한 Binary 장애지형의 판정 (Classification of Binary Obstacle Terrain Based on 3D World Models for Unmanned Robots)

  • 진강규;이현식;이윤형;이영일;박용운
    • 한국군사과학기술학회지
    • /
    • 제12권4호
    • /
    • pp.516-523
    • /
    • 2009
  • Recently, the applications of unmanned robots are increasing in various fields including surveillance and reconnaissance, planet exploration and disaster relief. To perform their missions with success, the robots should be able to evaluate terrain's characteristics quantitatively and identify traversable regions to progress toward a goal using mounted sensors. Recently, the authors have proposed techniques that extract terrain information and analyze traversability for off-road navigation of an unmanned robot. In this paper, we examine the use of 3D world models(terrain maps) to classify obstacle and safe terrain for increasing the reliability of the proposed techniques. A world model is divided into several patches and each patch is classified as belonging either to an obstacle or a non-obstacle using three types of metrics. The effectiveness of the proposed method is verified on real terrain maps.

Time and Newsweek's Coverage of the Arab Uprisings in 2011: A Content Analysis Survey

  • Abushouk, Ahmed Ibrahim
    • Asian review of World Histories
    • /
    • 제2권1호
    • /
    • pp.81-104
    • /
    • 2014
  • The popular uprisings that took place in the Arab world, and led to the overthrow of four heads of states, namely Zine El-Abidine Ben Ali (January 14, 2011) of Tunisia, Hosni Mubarak (February 11, 2011) of Egypt, Muammar al-Gaddafi (August 23, 2011) of Libya and Ali Abdullah Saleh (November 23, 2011) of Yemen, have attracted the attention of the world media and policy makers in the West and the Middle East, and triggered their concern for the political future of the region. This article does not offer a comprehensive assessment of these uprisings, but rather analyzes the coverage of Time and Newsweek of the underlying causes of the uprisings and their anticipated consequences. It also investigates how the two magazines have highlighted the scenarios that may pose a real challenge to Arab regimes supported by the American administration, and internationally reshape the priorities of American foreign policy in the region. These issues are examined from the two magazines' perspectives, which under line the features of U.S. foreign policy in the region, where the White House is more concerned about the security of the state of Israel, control of the Arab oil and suppression of "Muslim fundamentalism."

현대의 사회.문화적 패러다임 변화와 연관된 공공디자인의 신경향 분석에 관한 연구 (A Study on the Leading Trends in Contemporary Public Design Analyzed in the Context of Main Social & Cultural Paradigms)

  • 이정민
    • 한국실내디자인학회논문집
    • /
    • 제21권3호
    • /
    • pp.76-86
    • /
    • 2012
  • 21st century has different characters from 20th century which was an era of machine and rationality based on the industrial revolution. With the advent of the digital revolution, it became an era of pluralism, culture, and emotion. The digital technology made it possible to connect the whole world together in real time and brought about the entirely new notion of time and space. It also dramatically altered the world view. Now we have a different set of social and cultural values from the past. This paper researched the influences of these social and cultural changes on public designs. The leading trends of public designs were analyzed and the successful cases were studied. The main research methodologies were the document review and the instrumental case study. The major social & cultural paradigms of a present era were classified as 'pluralism', 'digital & information revolution', 'human-centered value (against machine-centered value of 20th century)', and 'organic world view'. Each of the classified paradigms was analyzed more to find out the influences on the various trends of public designs. 'Pluralism' has influence on 'experiential public design', 'community art', and 'public design of local values'. 'Digital & information revolution' has influence on 'content-centered public design', 'smart public design', 'immaterial public design', and 'performance in public design'. 'Human-centered value' has influence on 'universal design approach in public design', and 'emotional public design'. 'Organic world view' has influence on 'sustainable public design', and 'ecological public design'.

  • PDF

Comprehensive Survey on Internet of Things, Architecture, Security Aspects, Applications, Related Technologies, Economic Perspective, and Future Directions

  • Gafurov, Khusanbek;Chung, Tai-Myoung
    • Journal of Information Processing Systems
    • /
    • 제15권4호
    • /
    • pp.797-819
    • /
    • 2019
  • Internet of Things (IoT) is the paradigm of network of Internet-connected things as objects that constantly sense the physical world and share the data for further processing. At the core of IoT lies the early technology of radio frequency identification (RFID), which provides accurate location tracking of real-world objects. With its small size and convenience, RFID tags can be attached to everyday items such as books, clothes, furniture and the like as well as to animals, plants, and even humans. This phenomenon is the beginning of new applications and services for the industry and consumer market. IoT is regarded as a fourth industrial revolution because of its massive coverage of services around the world from smart homes to artificial intelligence-enabled smart driving cars, Internet-enabled medical equipment, etc. It is estimated that there will be several dozens of billions of IoT devices ready and operating until 2020 around the world. Despite the growing statistics, however, IoT has security vulnerabilities that must be addressed appropriately to avoid causing damage in the future. As such, we mention some fields of study as a future topic at the end of the survey. Consequently, in this comprehensive survey of IoT, we will cover the architecture of IoT with various layered models, security characteristics, potential applications, and related supporting technologies of IoT such as 5G, MEC, cloud, WSN, etc., including the economic perspective of IoT and its future directions.

A Study on the Copyright Survey for Design Protection in Metaverse Period

  • Kim, Gokmi;Jeon, Ju Hyun
    • International journal of advanced smart convergence
    • /
    • 제10권3호
    • /
    • pp.181-186
    • /
    • 2021
  • Among human intellectual creations, the right granted by law to what is worth protecting is defined as intellectual property rights. Copyright is a legal right to creative finished products made by individuals, and in recent years, this legal right has been recognized as very important. In other words, copyright is a system created to protect the rights of individuals who created creations and to recognize their efforts. Works subject to copyright vary from poetry, thesis, novels to designs, paintings, music, and architecture, and the scope of the subject is gradually expanding. Recently, research has begun on how far the Metaverse design area absorbed into the real world among works. Computer-generated video productions and software program works are also subject to digital copyright protection, but it is also true that the interpretation of the author protection law for works, designs, and trademarks in the virtual world is unclear. This study aims to analyze copyrights based on case studies and theoretical backgrounds on copyright protection and to discuss the protection limitations of Metaverse design in the virtual world. In other words, the direction for the protection of Metaverse design is presented through clear distinction and definition of copyright protection in the tertiary virtual world. This study aims to present methods for design copyright protection in the era of Metaverse, respect copyright holders' creative activities, and develop our culture through protection of creations.

Tristram Shandy: A Sentimental Journey Riding a Hobbyhorse

  • Lee, Hye-Soo
    • 영미문화
    • /
    • 제10권2호
    • /
    • pp.209-230
    • /
    • 2010
  • This paper reads Tristram Shandy around the issue of hobbyhorse, Sterne's main contribution to novelistic techniques as well as his insightful understanding of the modern condition. First, Sterne represents his characters according to the principle of hobbyhorse, declaring "I will draw my uncle Toby's character from his HOBBY-HORSE." Gradually distancing himself from the Juvenalian satiric mode as well as Henry Fielding's grand narrative and Samuel Richardson's psychological realism, as is seen in the early episode of Yorick's death, Sterne suggests that the best way to represent his characters lies in describing their hobbyhorses. Sterne's foregrounding of hobbyhorse is linked with his embrace of madness as part of the modern identity. He accepts that hobbyhorse-riding, a quirky and mad habit of mind or behavior, is indispensable for some people, like Uncle Toby, to survive and get along with their otherwise unbearable lives. Uncle Toby's hobbyhorse of waging mock battles in the bowling green saves him from the perplexing real world of language and sexuality, while the fictionality of his hobbyhorsical world is exposed by Widow Wadman. Since a hobbyhorse is by definition a world of private pleasure and eccentricity, sentimentalism comes along to bridge the two virtually incommensurable hobbyhorsical world in place of linguistic communication. Yet if Tristram Shandy fully stages sentimentalism, a cardinal part of hobbyhorse riding, it also offers an awareness of it, which is a significant development in the cult of sentimentalism in the eighteenth century. Tristram Shandy performs a version of sentimental journey where each character rides his hobbyhorse and the reader is invited to ride his/her own hobbyhorse.

코엔 형제 작품에 나타난 캐릭터와 공간 표현 방법 연구 (A Study on Characters and Space Expression in Coen Brothers' Films)

  • 윤수인
    • 한국콘텐츠학회논문지
    • /
    • 제22권7호
    • /
    • pp.635-651
    • /
    • 2022
  • 코엔 형제의 대표작품 중 하나인 <바톤핑크>에 나타난 캐릭터 사용과 공간 표현 방법에 대해 알아본다. 이 작품의 난해한 내러티브 해석은 작품에 등장하는 많은 상징적인 표현들을 이해해야 가능하다. 주인공과 함께 등장하는 비현실적인 주변 인물들과 공간, 그리고 소품들은 특별한 중의적 의미를 지니며 작가가 구현한 상징적인 세계를 일관되게 유지하고 있다. 이런 장치들은 이 작품의 독특한 세계를 창조하는 데 기여하고 이후 작품에까지 크게 영향을 끼친다. 현실과 공존하는 인지하기 힘든 세계, 그리고 그 세계를 지배하는 강력한 존재는 코엔 형제의 또 다른 대표작들인 <파고>와 <노인을 위한 나라는 없다>에서도 고스란히 드러난다. 본 연구는 코엔 형제의 대표작품들에 나타난 상징적인 캐릭터와 공간 표현 방법에 대해 알아본다.