• Title/Summary/Keyword: expression of art

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Theo Jansen's Autonomous Mechanical Life and Leg Mechanism (테오얀센의 자율적 기계 생명체와 다리 메커니즘)

  • Kim, Tae-Eun
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.23-29
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    • 2020
  • Since the movements of a machine are driven by a certain principle, there is a fundamental principle that governs the movement of the machine, no matter how complex and diverse it may be. Autonomous movements are a way to avoid repetition, to approach more humane and more natural factors. That's all the more so when it comes to original movements, not cloning. So now, the dynamics of the machine are more multi-sensory by human participation. It is challenging the potential to be expressed and is gradually expanding its sphere of expression in the boundaries of fact and cloning. Theo Jansen's works have changed from period to period to adapt to different circumstances, indicating that his decades-long work has continued to evolve from early to present. The evolution's focus, among other things, can be seen as having the same source of circular motion and horizontal reciprocating motion, which are repeated from the principle of organic coupling between the parts that make up the object.

The Role of Anger and Variables from Social Learning Theory in Inflicting Dating Violence among Adolescents (청소년들의 데이트 폭력 가해 행동에 대한 사회학습적 변인들과 분노의 역할)

  • Suh, Kyung Hyun
    • Korean Journal of Culture and Social Issue
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    • v.8 no.2
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    • pp.1-15
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    • 2002
  • The present study investigated gender differences of dating violence among adolescents and related variables, and examined the difference in trait anger and anger expression between those who have inflicted dating violence and those who have not. Results indicated that female adolescents(41.9%) reported experience of inflicting dating violence more frequently than male adolescents(29.1%) did. The girls were more positive toward violence than the boys, while the boys were more expressing aggression at school than the girls were. Adolescents who had inflicted violence toward their dating partners had singificantly higher frait anger and anger-out than adolescents who had not. Logistic regression analysis indicated that father to mother violence, community violence, trait anger, and recipient of dating violence are predictors of dating violence for male, while father to mother violence, community violence, history of violence, and recipient of dating violence are predictors for female.

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Simulacra Theory as a Conceptual Framework for Understanding Expression and Technology in (<수면의 과학>에 나타난 시뮬라시옹 표현기법 연구)

  • Bang, Yoon-Kyeong
    • Cartoon and Animation Studies
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    • s.24
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    • pp.135-154
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    • 2011
  • Simulacra theory as propounded by Jean Baudrillard in his seminal treatise, "Simulacra and Simulation," explores the significance of images, media and art in contemporary culture. Its central theoretical premise is the simulacrum, a sign or symbol that plays a crucial role in constructing perceived reality but which lacks a real-world referent. In Michel Gondry creates simulacra in the form of hallucinatory dream imagery by combining stop-motion animation and live-action elements. As experimental film-making that combines analog and minimum digital technologies, the result is a tour-de-force of synchronization. This study analyzes the film's technique and expressive content and, by adopting simulacra theory as a conceptual framework, aims to provide a better understanding of Gondry's work.

State Visualization Design of AI Speakers using Color Field Painting (색면추상 기법을 통한 AI 스피커의 상태 시각화 디자인 연구)

  • Hong, Seung Yoon;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.572-580
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    • 2020
  • Recently released AI speakers show a pattern of interacting with the user by mainly with voice and simultaneously displaying simple and formal visual feedback through status LED light. This is due to the limitations of the product characteristics of the speaker, which makes it difficult to interact variously, and even such visual feedback is not standardized for each product, and thus does not give a consistent user experience. By maximizing the visual elements that can be expressed through color and abstract movement to assist voice feedback, the product can provide the user with an extended experience that includes not only functional satisfaction but also emotional satisfaction. In this study, after analyzing the interaction methods of the existing AI speakers, we examined the theory of color communication in order to expand the visual feedback effect, and examined the meaning and expression technique of Color Field Painting, an art genre that maximizes the emotional experience by using only color. Through this, the AI speaker's visual communication function was expanded by designing a way to feedback communication status using LED light.

A Study on the Reliability Prediction for Space Systems (우주 시스템의 신뢰성 예측에 관한 연구)

  • Yu, Seung-U;Lee, Baek-Jun;Jin, Yeong-Gwon
    • Aerospace Engineering and Technology
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    • v.5 no.2
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    • pp.227-239
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    • 2006
  • Reliability prediction provides a rational basis for design decisions such as the choice between alternative concepts, choice of part quality levels, derating factors to be applied, use of proven versus state-of-the-art techniques, and other factors. For this reasons, reliability prediction is essential functions in developing space systems. The worth of the quantitative expression lies in the information conveyed with the numerical value and the use which is made of that information and reliability prediction should be initiated early in the configuration definition stage to aid in the evaluation of the design and to provide a basis for item reliability allocation (apportionment) and establishing corrective action priorities. Reliability models and predictions are updated when there is a significant change in the item design availability of design details, environmental requirements, stress data, failure rate data, or service use profile. In this paper, the procedure, selection of reliability data and methods for space system reliability prediction is presented.

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A Study on Fahrenheit 451 As 'One Book' ('한 권의 책'으로서 『화씨 451』에 관한 연구)

  • Yoon, Cheong-Ok
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.3
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    • pp.185-208
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    • 2015
  • The purpose of this study is to understand the value of Fahrenheit 451 by Ray Bradbury as the second most favored 'One Book', and the goals of the communities which selected this particular book. A total of 53 'One Book' programs from 2001 through 2014 and 136 TBR programs from 2007 through 2015 selected this book as 'One Book' to read. In this study, 270 programs in TBR 2008/09, and more than 240 programs in TBR 2014/15 and several 'One Book' projects were analyzed. The results confirm the significance of book discussions and movie showing, the focus on such subjects as censorship, banned books, and freedom of expression, etc., and a close relationship between the diversity of programs and cooperation with community members.

Discourse on ICT Virtual Reality Media : Focusing on Immersible Space and Communication Theories (ICT기반 가상현실(VR) 미디어에 대한 담론 :몰입 공간과 소통이론을 중심으로)

  • Kim, Jung Kyu;Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.333-338
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    • 2021
  • Development of 5th generation mobile telecommunication technology is visualizing ideal hyper-connected social information and communication technology (ICT). In particular, virtual reality (VR) technology is at the starting point for new expansion and leaps. This work defines virtual reality as media in this context and collects and analyzes discourse on its scalability around space and communication theory. We first elaborated the concept, starting with the early discussions of the virtual reality concept in 1990, and discussed the relationship between the physical world and digital information, expression and interaction immersion as a medium, simulation, art creation theory, and finally evolutionary development. In conclusion, beyond the discourse on the technology of virtual reality, academic subjects were required to have theoretical frameworks on cognitive science, neuroscience, social science, and humanities issues (ethics, personality, etc.) for the development and evolution of virtual reality. In other words, it is time for the evolution of virtual reality to be discussed, which can be moved beyond.

A proposal of visualization method of MBTI personality types using celebrity images (유명인 이미지를 활용한 MBTI 성격 유형 시각화 방식 제안)

  • Shin, Ho-Sun;Lee, Kang-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.8
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    • pp.491-498
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    • 2016
  • This paper proposes a visualization method that expresses users' MBTI personality types based on the categorization method called 'Big Five Personality Traits' and their representative celebrities' facial images. This system has significance for visualizing traits from texts to images effectively. The entire system is composed of making backgrounds to represent traits of each MBTI category using 'Big Five Personality Traits' and showing facial images of celebrities with corresponding MBTI personality types. First, 'Big Five Personality Traits' classifies 16 MBTI types into four categories and each of category traits lays the foundation to make background using visual elements such as colors and lines. Second, celebrities' facial images are substituted for the corresponding literal explanation of each MBTI type. By adjusting the color saturation, users can distinguish relationship between the types intuitively. As a result, this system enables users to take information for their own / opposite / similar MBTI types simultaneously.

Development of sumi-e effect from example image (예제 기반 수묵담채화 표현기술 개발)

  • Lee, Won-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.7
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    • pp.3454-3459
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    • 2013
  • Sumi-e is one of the art work that uses not only ink line but also color painting. This technique is well known as a representative Asian painting style and widely used in movie, advertisement poster and various effect in camera device. In this paper, we propose an algorithm that can generate result image with Sumi-e effects of example image based on computer graphics and image processing techniques. For this, we pass two steps. The first is painting expression step. We used texture transfer technique to generate result with texture effect of reference image by analyzing numerically. The second step is ink-painting effect generation step. We express ink-painting effect in outline by considering intensity variation in edge of example image. Our algorithm can express various Sumi-e style based on selected reference image. So it can be utilized to various contents generating research.

Development of Robot Contents for STEAM education (STEAM 교육을 위한 로봇 콘텐츠 개발)

  • Nam, Yun Jeong;Kim, Hee Sun
    • Journal of Korea Society of Industrial Information Systems
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    • v.20 no.1
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    • pp.9-18
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    • 2015
  • Educational learning methods that take advantage of a robot provide opportunities for students to develop high dimensional thinking, a creative expression and discovery learning opportunity. It is also perceived as a suitable tool for STEAM systems which can be used in a variety of school curriculums. Therefore we designed and developed STEAM educational contents using robots in this study. This study analyze elementary text books and design the convergence contents from various subjects such as math, science, engineering and art through a robot. This study has developed educational materials by making a robot based on the designed contents. They have been applied to after school materials and then evaluated for comprehension, interest and participation. The results of this study have shown very encouraging evaluations from participating students. Accordingly, this study has shown that STEAM contents that take advantage of a robot have improved student participation, interests, and comprehension in the curriculums. Additionally, integrating STEAM educational content has proved more effective in contrast to being separated.