• 제목/요약/키워드: Visual Media-Art

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FakedBits- Detecting Fake Information on Social Platforms using Multi-Modal Features

  • Dilip Kumar, Sharma;Bhuvanesh, Singh;Saurabh, Agarwal;Hyunsung, Kim;Raj, Sharma
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.1
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    • pp.51-73
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    • 2023
  • Social media play a significant role in communicating information across the globe, connecting with loved ones, getting the news, communicating ideas, etc. However, a group of people uses social media to spread fake information, which has a bad impact on society. Therefore, minimizing fake news and its detection are the two primary challenges that need to be addressed. This paper presents a multi-modal deep learning technique to address the above challenges. The proposed modal can use and process visual and textual features. Therefore, it has the ability to detect fake information from visual and textual data. We used EfficientNetB0 and a sentence transformer, respectively, for detecting counterfeit images and for textural learning. Feature embedding is performed at individual channels, whilst fusion is done at the last classification layer. The late fusion is applied intentionally to mitigate the noisy data that are generated by multi-modalities. Extensive experiments are conducted, and performance is evaluated against state-of-the-art methods. Three real-world benchmark datasets, such as MediaEval (Twitter), Weibo, and Fakeddit, are used for experimentation. Result reveals that the proposed modal outperformed the state-of-the-art methods and achieved an accuracy of 86.48%, 82.50%, and 88.80%, respectively, for MediaEval (Twitter), Weibo, and Fakeddit datasets.

Visual Dynamics Model for 3D Text Visualization

  • Lim, Sooyeon
    • International Journal of Contents
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    • v.14 no.4
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    • pp.86-91
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    • 2018
  • Text has evolved along with the history of art as a means of communicating human intentions and emotions. In addition, text visualization artworks have been combined with the social form and contents of new media to produce social messages and related meanings. Recently, in text visualization artworks combined with digital media, communication forms with viewers are changing instantly and interactively, and viewers are actively participating in creating artworks by direct engagement. Interactive text visualization with additional viewer's interaction, generates external dynamics from text shapes and internal dynamics from embedded meanings of text. The purpose of this study is to propose a visual dynamics model to express the dynamics of text and to implement a text visualization system based on the model. It uses the deconstruction of the imaged text to create an interactive text visualization system that reacts to the gestures of the viewer in real time. Visual Transformation synchronized with the intentions of the viewer prevent the text from remaining in the interpretation of language symbols and extend the various meanings of the text. The visualized text in various forms shows visual dynamics that interpret the meaning according to the cultural background of the viewer.

A Study on Spectators Reception of Visual Error in Manually Produced Animation (아날로그 제작 방식 애니메이션에 나타나는 시각적 오차성의 관객 수용에 대한 연구)

  • Kim, Jean-Young
    • Cartoon and Animation Studies
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    • s.13
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    • pp.83-96
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    • 2008
  • Digital production method in animation has enabled us to reconstruction the real world in the way we had sought in visual all. However, spectator's visual desire is not satisfied with mere photographic visual reconstruction. It demands traditional picturesque qualify with involves a great deal of contingencies and errors. Naturally, Digital film technology has also sometimes tried to simulate analogue technique such as hand drawing so on. This is not caused by nostalgia, but by recursive instinct. The spectator's visual desire for media doesn't remain only precision of real world but require mental demand on successive visual and perceptive errors while repealing ripeness of new media and going through perception and recognition. This spectator's desire and visual art technology pursuits variously its visual perfection in history.

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On the Fantastic Aspect in Electronic Media Art : A Preliminary Approach by Way of Barthes, Freud and Lyotard (전자매체예술에서의 '환상적' 측면에 대하여: 바르트, 프로이트, 리오타르를 경유한 접근)

  • Kim Won-Bang
    • Journal of Science of Art and Design
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    • v.5
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    • pp.159-174
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    • 2003
  • 'Fantasy', the central notion of this essay, is discussed here more as a new paradigm in order to describe the structure of a work of art than as a stylistic characteristic proper to a specific genre of art. It means the whole situation and experience produced by two connected terms 'corporeal subject - screen'. Roland Barthes explained the 'semiographic painting' by Andre Masson as a field in which happens a certain connexion between the impulse of subject and the image, which views the painting not as a physical object but as a 'cinematic screen' ; painting may be redefined as a dream or a fantasy of the corporeal subject. And such an idea of 'art as fantasy' is closely related to the recent theoretical attempts consisting in abolishing the vision-centered conception of art since Renaissance. In this essay, the notion of fantasy as an aesthetic model is sketched by means of the Freud's notes on the fantasy 'A child is being beaten' and Lyotard's more advanced analyse on its attributes and operations. In Lyotard's analysis, fantasy is defined as a 'bloc' or a 'matrix-figure' featuring simultaneous conversion between the active and the passive, sadism and masochism, and coexistence of imcompossible meanings. In this sense, fantasy may be given to us as an analogical model from which we can outline the aesthetic characteristics of electronic media art involving virtual reality and interactivity.

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Research on the Visualization of Music and Hypermediacy in Paik Nam-June's Video Art

  • Song, Man-Yong;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.10 no.12
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    • pp.1687-1697
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    • 2007
  • Paik Nam-June is known as a Video Artist. Video is a presentation tool with the feature of recordability. However, it is not only a video which has been applied as an art presentation tool by him. Nevertheless, the existing researches fail to notice the aesthetic concept which is shown as the rest contents or forms, as they focus on the media features of Paik Nam-June's video. Therefore, this article aims at contemplating the art world of Paik Nam-June with its contents as 'visualization of music' and its form as 'hypermediacy' Therefore, 1. Sound is shown as the visualization of music, with the direct influence of absolute hollowness and noise of John Cage, originated from Zen Buddhism, while the foundation of it is known to be from the liberation of dissonance of Arnold Schoenberg and creative impromptu of shamanic sound. 2. The from of TVs influence of the orchestra, originated from Culture of a dining table in Korean. and indicated hypermediacy 3. Paik Nam-June indicated 'Text-interpretation' us to text analytics of 'how to read', rather than the question of 'what to tell' by intermedia as the visualization of music & hypermediacy.

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Developing Experiential Exhibitions Based on Conservation Science Content of Bronze Mirror

  • Jo, Young Hoon;Kim, Jikio;Yun, Yong Hyun;Cho, Nam Chul;Lee, Chan Hee
    • Journal of Conservation Science
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    • v.37 no.4
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    • pp.362-369
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    • 2021
  • In museums, exhibition content focuses mostly on cultural heritage's historical values and functions, but doing so tends to limit visitors' interest and immersion. To counter this limitation, the study developed an experiential media art exhibition fusing bronze mirrors' traditional production technology and modern conservation science. First, for the exhibition system, scientific cultural heritage contents were projected on the three-dimensional (3D) printed bronze mirror through interactions between motion recognition digital information display (DID) and the projector. Then, a scenario of 17 missions in four stages (production process, corrosion mechanism, scientific analysis and diagnosis, and conservation treatment and restoration) was prepared according to the temporal spectrum. Additionally, various media art effects and interaction technologies were developed, so visitors could understand and become immersed in bronze mirrors' scientific content. A user test was evaluated through the living lab, reflecting generally high levels of satisfaction (90.2 points). Qualitative evaluation was generally positive, with comments such as "easy to understand and useful as the esoteric science exhibition was combined with media art" (16.7%), "wonderful and interesting" (11.7%), and "firsthand experience was good" (9.2%). By combining an esoteric science exhibition centered on principles and theories with visual media art and by developing an immersive directing method to provide high-level exhibition technology, the exhibition induced visitors' active participation. This exhibition's content can become an important platform for expanding universal museum exhibitions on archaeology, history, and art into conservation science.

A Study on Auditory Data Visualization Design for Multimedia Contents (멀티미디어 컨텐츠를 위한 청각데이터의 시각화 디자인에 관한 연구)

  • Hong, Sung-Dae;Park, Jin-Wan
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.195-204
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    • 2005
  • Due to the of evolution of digital technology, trends are moving toward personalization and customization in design (art), media, science. Existing mass media has been broadcasting to the general public due to technical and economic limitation and art works also communicate one-sidedly with spectators in the gallery or stage. But nowaday, it is possible for spectators to participate directly. We can make different products depending on the tastes of individuals who demand media or art. The essence of technology which makes it possible is 'interactive technology'. A goal of this research is to find out the true nature of the interactive design in multimedia contents and find the course of interactive communication design research. In this paper, we pass through two stages to solve this kind of problem. At first, we studied the concept of multimedia contents from the aspect of information revolution. Next, we decided our research topic to be 'visual reacting with audio' and made audio-visual art work as graphic designers. Through this research we can find the possibility to promote 'communication' in a broad sense, with appropriate interactive design.

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Digital Mirror using Particle System based on Motion Detection (움직임 감지 기반의 파티클 시스템을 이용한 디지털 거울)

  • Lim, Chan;Yun, Jae-Sun
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.62-69
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    • 2011
  • Development of sensing technology and progress of digital media have been creating new art genre named interactive media art. digital mirror working based on convergence between computer vision technology and video art, is expressing reconstituted spectator's visual image through various mediums. From this aesthetical point and high accessibility towards spectators, many types of digital mirrors have been introducing. However, the majority of digital mirrors express visual images unrelated to degree of spectator's participation and this caused obstruction to spectator's continuous participation and interaction. This paper proposes digital mirror operated by spectator's movements read through particle system synchronized with motion detection algorithm based on analyzing image difference. This work extracted the data of spectator's movement by image processing and designed particle system changed by this data. And it expressed reconstructed spectator's image.

A 'Study on 'Convergent Media Art Information Visualization' from the Creative Approach toward and Usability Perspective on Social Issues(Focusing on Case Analysis) (사회현안에 대한 창의적 접근 및 활용성 관점에서 융합형 미디어아트정보시각화 연구(사례분석 중심으로))

  • Kim, Kyoungnam
    • Journal of the Korea Convergence Society
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    • v.7 no.4
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    • pp.155-162
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    • 2016
  • Communication of art and the expansion of roles are some of the important discourses of art. For a while, many attempts were made to overcome the enjoyment of art by only a few elites and the alienation of roles. In the meanwhile, due to its formative nature, media art has contributed to the various expansion of roles as a familiar art in society and by communicating with the public in various play contents and industrial context. This study will take a step further and examined whether media art can assess and be used in social issues through the characteristic analysis of 'media art information visualization.' The general field of information visualization only focuses on the clarity of information delivery, so it is effective for intuitively identifying various information. However, stiff visual expression must improve user-friendly functions in an era in which users' sensibility is increasing, and it only focuses on the effectiveness of information delivery that its secondary social problem such as personal information protection must be compensated. Thus, this research analyze the characteristics of case works to examine how the visualization of media art information can approach social problems creatively, seek the expansion of the role of art and compensate the areas that general information visualization is missing.

A Study on Reconstruction of Digital Space in Multi-layer Structure (다층적 구조에서 보여 지는 디지털 공간의 재구성에 관한 연구)

  • Chung, Kue-Hyung
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.513-520
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    • 2014
  • Since the beginning of history, men have done mimesis and produced illusion and succeeded art and culture instinctually. The subject which mention above included the object which can order and space around that. Perspective which began the Renaissance age was dominant way about understanding space in western history and it made modern visual system. Direction way of space which based perspective is changed as horizontal data included multi-layer structure in digital media age. This character make us possible to represent the space more efficiently. So we must have pay attention the direction way of space based on digital media, because it has meaning to show human value beyond a methodology of visual art culture.