• Title/Summary/Keyword: active visual system

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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.

Product Form Alignment Method Based on the Analysis of Formative Parameter Disposition (조형변수 성향 분석에 의한 정합적 제품 형태 전개 방법)

  • 김현
    • Archives of design research
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    • v.17 no.2
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    • pp.279-288
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    • 2004
  • Corporate design activities have expanded from being exclusive and passive responsibilities to active participation in planning, marketing, technology and corporate brand image differentiation for successful business. Thus the communications between designers and other functions come to include critical decision making, information sharing, and objective reasoning. Given that design activities now have to involve various functions in product development, the styling-related design process, which is still developed by designer's intuition and experience, poses as an obstacle not just between various functions involved, but even within the design function. To overcome this obstacle and to lead more effective design decision process, a means for product form development assessment and management is necessary. This research proposes a foundation for managing and assessing product form based on the hypothesis and demonstration of discovering a system of formative factor and order a product form expresses that can be shared as an objective and logical system. As a result of this demonstration, the form as a unique visual expression and the factors related to the form and its co-relationship are examined. The factors are called formative parameters and the system is named as the product form alignment method. Based on the logic derived from the system, the process for developing an image that aligns with the predefined goal is explained. The method defines a balance between a designer's intuitive creativity and the extracted logic, which can act as a basis for designers to share design language among themselves and for communication between design and other functions. Based on this system, designers are able to align design work with the set goal, and focus and limit the range of form development, which is anticipated to result in lead-time reduction and minimizing unnecessary obstacles and mistakes.

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Object Detection Method on Vision Robot using Sensor Fusion (센서 융합을 이용한 이동 로봇의 물체 검출 방법)

  • Kim, Sang-Hoon
    • The KIPS Transactions:PartB
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    • v.14B no.4
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    • pp.249-254
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    • 2007
  • A mobile robot with various types of sensors and wireless camera is introduced. We show this mobile robot can detect objects well by combining the results of active sensors and image processing algorithm. First, to detect objects, active sensors such as infrared rays sensors and supersonic waves sensors are employed together and calculates the distance in real time between the object and the robot using sensor's output. The difference between the measured value and calculated value is less than 5%. We focus on how to detect a object region well using image processing algorithm because it gives robots the ability of working for human. This paper suggests effective visual detecting system for moving objects with specified color and motion information. The proposed method includes the object extraction and definition process which uses color transformation and AWUPC computation to decide the existence of moving object. Shape information and signature algorithm are used to segment the objects from background regardless of shape changes. We add weighing values to each results from sensors and the camera. Final results are combined to only one value which represents the probability of an object in the limited distance. Sensor fusion technique improves the detection rate at least 7% higher than the technique using individual sensor.

Discussions about Expanded Fests of Cartoons and Multimedia Comics as Visual Culture: With a Focus on New Technologies (비주얼 컬처로서 만화영상의 확장된 장(場, fest)에 대한 논의: 뉴 테크놀로지를 중심으로)

  • Lee, Hwa-Ja;Kim, Se-Jong
    • Cartoon and Animation Studies
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    • s.28
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    • pp.1-25
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    • 2012
  • The rapid digitalization across all aspects of society since 1990 led to the digitalization of cartoons. As the medium of cartoons moved from paper to the web, a powerful visual culture emerged. An encounter between cartoons and multimedia technologies has helped cartoons evolve into a video culture. Today cartoons are no longer literate culture. It is critical to pay attention to cartoons as an "expanded fest" and as visual and video culture with much broader significance. In this paper, the investigator set out to diagnose the current position of cartoons changing in the rapidly changing digital age and talk about future directions that they should pursue. Thus she discussed cases of changes from 1990 when colleges began to provide specialized education for cartoons and animation to the present day when cartoon and Multimedia Comics fests exist in addition to the digitalization of cartoons. The encounter between new technologies and cartoons broke down the conventional forms of cartoons. The massive appearance of artists that made active use of new technologies in their works, in particular, has facilitated changes to the content and forms of cartoons and the expansion of character uses. The development of high technologies extends influence to the roles of appreciators beyond the artists' works. Today readers voice their opinions about works actively, build a fan base, promote the works and artists they favor, and help them rise to stardom. As artist groups of various genres were formed, the possibilities of new stories and texts and the appearance of diverse styles and world views have expanded the essence of cartoon texts and the overall cartoon system of cartoon culture, industry, education, institution, and technology. It is expected that cartoons and Multimedia Comics will continue to make a contribution as a messenger to reflect the next generation of culture, mediate it, and communicate with it. Today there is no longer a distinction between print and video cartoons. Cartoons will expand in every field through a wide range of forms and styles, given the current situations involving installation concept cartoons, blockbuster digital videos, fancy items, and characters at theme parks based on a narrative. It is therefore necessary to diversify cartoon and Multimedia Comics education in diverse ways. Today educators are faced with a task to bring up future generations of talents who are capable of leading the culture of overall senses based on literate and video culture by incorporating humanities, social studies, and new technology education into their creative artistic abilities.

The Haptic Perception Aspect shown in Landscape Architecture before Modernism - Focused on Historical Development Process - (모더니즘 이전 조경에 나타난 촉지적 지각 양상 - 역사적 전개 과정을 중심으로 -)

  • Kim, Jin-Seob;Kim, Jin-Seon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.4
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    • pp.1-14
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    • 2015
  • In the West, of the body's five senses sight is considered the most important but Ocular-centralistic thinking contains many issues. Privileging the subject and inhibiting interaction with the other senses, Ocular-centrism limits the experience of the world to the visual area. However, experiences can be understood as 'touching' various forms and are related to touch. With the heightened interest in the multi-sensuous side of the body contrary to Ocular-centrism, the intervention of the body in the external space has become an important issue in modern landscape architecture. This study explores the possibility of the haptic perception system that causes the active experience of a subject. Haptic perception plays a catalytic role leading an active experience of the subject and the subject experiences a sense of place through such haptic perception. By revealing what was known through the sense of touch through the concurrency and interaction of the various senses, haptic perception draws active participation The haptic perception system has been studied in various fields but has not been studied in the field of landscape architecture. Thus, this study discusses the aspect of haptic perception limited to landscape architecture shown before modernism. In a discussion on haptic perception, the concept of haptic perception is clarified through previous study reviews and literature and the characteristics of haptic perception are derived. Then, the problems of the Ocular-centrism system and the need for haptic perception are discussed. In the historical development process of haptic perception, the change process of the scopic regime is examined chronologically and the ways in which Ocular-centralistic thinking and anti-Ocular-centralistic thinking have been projected on the architecture and landscape architecture of each age are studied via literature and cases studies. The impact of the scopic regime on the landscape architecture field in the historical change process is examined.

A Study on a Digital Mirror System Offering Different Information by Distance (사용자와의 거리에 따라 다른 형태의 정보를 제공하는 디지털 거울 연구 - 사용자 니즈 분석을 중심으로 -)

  • Park, Ji-Eun;Lee, Moo-Heon;Hahm, Won-Sik;Soh, Yeon-Jung;Choi, Hea-Ju;Jung, Ji-Hong;Hahn, Min-Soo
    • Journal of the HCI Society of Korea
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    • v.1 no.2
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    • pp.43-50
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    • 2006
  • A mirror is a familiar tool for human beings who have been seeing themselves through it for a long time since it was created. As evolving Digital Technology, many approaches about digital mirrors which reflect not only the light, but also the information have been studied. Traditional mirrors on the wall do not need any special control to perform their automatic visual feedbacks, reflecting lights. On the contrary, digital mirrors can actively provide more information to the user than the traditional ones. In this paper, we propose an active digital mirror system of which functions are changed according to the user-mirror distance. First of all, we investigated users' behaviors on mirrors and categorized the interactions by user-mirror distance. Based on the previous result, we designed the user interface of the mirror, and developed a prototype which has three recognition modules: a distance measuring module using infrared sensor arrays, a user recognition module by computer vision technique, and a control perception module using infrared sensor grid. In addition, the next steps for improving the user-centered digital mirror system, and the possibility for developing a mirror-shaped computer system were suggested.

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Stabilization of Lactobacillus with Double Matrix Capsulation (더블매트릭스 캡슐화에 의한 유산균의 안정화)

  • Kim, Dae-Seop;Park, Mi-Ey;Yoo, So-Yeun
    • Journal of the Korean Applied Science and Technology
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    • v.30 no.4
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    • pp.656-663
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    • 2013
  • This study using yogurt of food in order to increase the conservativeness and stability of lactobacillus, to be deliciously flavored and give it visual differential effect, were described regarding making the preparing method of double matrix capsulation in food industries. Our study group was especially made to soft and moisture cream using 5wt% of sucrose ester emulsifier as first capsulation. Double matrix capsulation was formed with the best stabilized bead type capsules when it blended 1:3 ratio of chitosan and alginate. The bead diameter size was about 2.5~4mm (mean diameter: 3mm). Activity of lactobacillus containing cream for depending on various pH variations showed that alkalinity ($pH=10.3{\pm}0.3$) condition was higher than acidity ($pH=4.3{\pm}0.3$) and neutrality ($pH=7.12{\pm}0.2$) conditions. After a month, it also was certified to the activity of lactobacillus in incubated at $37^{\circ}C$ in culture medium. As application of food industry, we developed the containing lactobacillus capsule and 5 colored kinds of double matrix capsulation in yogurt cream. As for above mentioned those results, one of tool to stabilize the living lactobacillus, doubled matrix capsulation greatly be expected to contribute to food industry. Furthermore, it can be expected to apply the drug delivery system (DDS) to active ingredients of stabilizing technologies at drug and cosmetic industries.

"Poor Theatre, Poor Art" - Jerzy Grotowsky's Play and Arte Povera ('가난한 연극, 가난한 미술' - 그로토프스키 연극이론과 아르테 포베라)

  • Kang, Young-Joo
    • The Journal of Art Theory & Practice
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    • no.5
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    • pp.109-133
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    • 2007
  • What a concept of theatricality in modern art became more controversial is through a review "art and object-hood" on Michael Fried's minimal art, as having been already known broadly. As he had been concerned, the art following the minimalism is accepting as the very important elements such as the introduction of temporality, the stage in the exhibition space, and the audience's positive participation, enough to be no exaggeration to say that it was involved in almost all the theatricality. Particularly even in the installation art and the environment art, which have substantially positioned since the 1970s, the space is staged, and the audience's participation is greatly highlighted due to the temporal character and the site-specific in works. In such way, the theatricality in art work is today regarded as one of the most important elements. In this context, it is thought to have significance to examine theatricality, which is shown in the works of Arte Povera artists, who had been active energetically between 1967-1971. That is because the name of this group itself is what was borrowed from "Poor Theatre" in Jerzy Grotowski, who is a play director and theorist coming from Poland, and because of having many common points in the aspect of content and form. It reveals that the art called Arte Povera is sharing many critical minds in the face of commanding the field called a play and other media. Grotowski's theatre theory is very close to the theory and substance in Arte Povera in a sense that liberates a play, which was locked in literature, above all, renews the relationship between stage and seat and between actor and audience, and pursues a human being's change in consciousness through this. That is because Arte Povera also emphasizes the communication with the audience through appealing to a human being's perception and through the direct and living method, not the objective art concept of centering on the work. In addition, the poor play or poor art all has tendency that denies a system, which relies upon economic and cultural system, and seeks for what is anti-cultural, elemental, and fundamental. It is very similar even in a sense that focuses on the exploration process itself rather than the result, excludes the transcendental concept, and attaches importance to empiricism. However, Arte Povera accepts contradictoriness and complexity, and suggests eclecticism and tolerance, thereby being basically the nomadic art and the art difficult to be captured constitutively. On the other hand, there is difference in a sense that the poor play is characterized by purity, asceticism, seriousness, and solemnity. If so, which significance does this theatricality, which was introduced to art, ultimately have? As all the arts desire to be revealed with invisible things beyond the visual thing, theatricality comes to play a very important role at this time. If all the artists and audiences today came to acquire actual or virtual freedom much more, that can be said to be a point attributable to that art relied upon diverse conditions in a play.

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Haptic Perception presented in Picturesque Gardens - With a Focus on Picturesque Garden in Eighteenth-Century England - (픽처레스크 정원에 나타난 촉지적 지각 - 18세기 영국 픽처레스크 정원을 중심으로 -)

  • Kim, Jin-Seob;Kim, Jin-Seon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.2
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    • pp.37-51
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    • 2016
  • Modern optical mechanisms slanted toward Ocular-centrism have neglected diverse functions of vision, judged objects in abstract and binary perspectives, and organized spaces accordingly, there by neglecting the function of eyes groping objects. Recently, various experiences have been induced through communication with other senses by the complex perception beyond the binary perception system of vision. Haptic perception is dynamic vision that induces accompanying bodily experiences through interaction among the various senses; it recognizes the characteristics of material properties and various sensitive stimulations of human beings. This study elaborates on the major features of haptic perception by examining the theoretical background of this concept, which stimulates the active experience of the subject and determines how characteristics of haptic perception are displayed in picturesque gardens. In order to identify the major features of haptic perception, this study examines how Adolf Hildebrand's theory of vision is developed, expanded, and reinterpreted by Alois Riegl, Wilhelm Worringer, Walter Benjamin, Maurice Merleau Ponty, and Gilles Deleuze in the histories of philosophy and aesthetics. Based thereon, the core differences in haptic perception models and visual perception models are analyzed, and the features of haptic perception are identified. Then, classical gardens are set for visual perception and picturesque gardens are set for haptic perception so that the features from haptic perception identified previously are projected onto the picturesque gardens. The research results drawn from this study regarding features of haptic perception presented in picturesque gardens are as follows. The core differences of haptic perception in contrast to visual perception can be summarized as ambiguity and obscureness of boundaries, generation of dynamic perspectives, induction of motility by indefinite circulation, and strangeness and sublime beauty by the impossibility of perception. In picturesque gardens, the ambiguity and obscureness of boundaries are presented in the irregularity and asymmetric elements of planes and the rejection of a single view, and the generation of dynamic perspectives results from the adoption of narrative structure and overlapping of spaces through the creation of complete views, medium range views, and distant views, which the existing gardens lack. Thus, the scene composition technique is reproduced. The induction of motility by indefinite circulation is created by branching circulation, and strangeness and sublime beauty are presented through the use of various elements and the adoption of 'roughness', 'irregularity', and 'ruins' in the gardens.

Is Fertility Rate Proportional to the Quality of Life? An Exploratory Analysis of the Relationship between Better Life Index (BLI) and Fertility Rate in OECD Countries (출산율은 삶의 질과 비례하는가? OECD 국가의 삶의 질 요인과 출산율의 관계에 관한 추이분석)

  • Kim, KyungHee;Ryu, SeoungHo;Chung, HeeTae;Gim, HyeYeong;Park, HeongJoon
    • International Area Studies Review
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    • v.22 no.1
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    • pp.215-235
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    • 2018
  • Policy concerns related to raising fertility rates are not only common interests among the OECD countries, but they are also issues of great concern to South Korea whose fertility rate is the lowest in the world. The fertility rate in South Korea continues to decline, even though most of the national budget has been spent on measures to address this and many studies have been conducted on the increase in the fertility rates. In this regard, this study aims to verify the effectiveness of the detailed factors affecting the fertility rate that have been discussed in the previous studies on fertility rates, and to investigate the overall trend toward enhancing the quality of life and increasing the fertility rate through macroscopic and structural studies under the recognition of problems related to the policy approaches through the case studies of the European countries. Toward this end, this study investigated if a high quality of life in advanced countries contributes to the increase in the fertility rate, which country serves as a state model that has a high quality of life and a high fertility rate, and what kind of social and policy environment does the country have with regard to childbirth. The analysis of the OECD Better Life Index (BLI) and CIA fertility rate data showed that the countries whose people enjoy a high quality of life do not necessarily have high fertility rates. In addition, under the recognition that a country with a high quality of life and a high birth rate serves as a state model that South Korea should aim for, the social characteristics of Iceland, Ireland, and New Zealand, which turned out to have both a high quality of life and a high fertility rate, were compared with those of Germany, which showed a high quality of life but a low fertility rate. According to the comparison results, the three countries that were mentioned showed higher awareness of gender equality; therefore, the gender wage gap was small. It was also confirmed that the governments of these countries support various policies that promote both parents sharing the care of their children. In Germany, on the other hand, the gender wage gap was large and the fertility rate was low. In a related move, however, the German government has made active efforts to a paradigm shift toward gender equality. The fertility rate increases when the synergy lies in the relationship between parents and children; therefore, awareness about gender equality should be firmly established both at home and in the labor market. For this reason, the government is required to provide support for the childbirth and rearing environment through appropriate family policies, and exert greater efforts to enhance the effectiveness of the relevant systems rather than simply promoting a system construction. Furthermore, it is necessary to help people in making their own childbearing decisions during the process of creating a better society by changing the national goal from 'raising the fertility rate' to 'creating a healthy society made of happy families'