• Title/Summary/Keyword: 디지털리즘

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Effect of Abstraction and Realism on Uncanny Valley in 3D Character Model (3D 캐릭터 모델의 추상화와 리얼리즘이 언캐니 밸리 현상에 미치는 영향)

  • Jang, Phil-Sik;Jung, Woo-Hyun;Hyun, Joo-Seok
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.277-285
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    • 2016
  • The purpose of this study is to quantitatively and empirically investigate whether cartoon-realism, which is referred to as a guideline for avoiding the uncanny valley phenomenon, is actually effective. An experiment was carried out to investigate whether or not methods that try to realistically express the texture of human skin while making 3D models whose outward appearance abstract like a cartoon actually reduce the negative sentiments associated with the uncanny valley phenomenon. The results found that when human skin textures were applied to cartoon-type 3D models, the degree of eeriness significantly increased (p<0.05), while there was no change in the degree of human likeness. When cartoon-style skin textures were applied to human-type 3D models, there was no significant difference in the degree of eeriness, but the degree of human likeness significantly decreased (p<0.05). These results show that, cartoon realism is not actually effective, and rather creates a perceptual conflict and induces the uncanny valley phenomenon. The results of this study are expected to be used as quantitative and empirical data for developing design guidelines that will overcome the uncanny valley phenomenon in the future.

Aesthetic Approach of Digital Images - Focus on Realism - (디지털 이미지의 미학적 수용에 대한 연구 - 사실주의를 중심으로 -)

  • Yoon, Young-Doo;Choi, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.146-154
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    • 2010
  • Argument on the postmodernism of philosophy and history, epic and effect, and culture and art is becoming more ambiguous in scope due to digital technology development. Digital technology makes to change of aesthetic approach over the length and breadth of art and culture including medium art. Analysis of Digital images is changed from presence of images to feature analysis of images which is made by digital technology, and raise the question of how to analyze the images of reproducing digital technology focused on realism. Digital image, focused on hyper reality, should be approached not by film aesthetic approach but by shot unit. Due to emphasizes image reality reproduction by frame unit and not the short unit of the narrative approach, the artistic approach should differ from previous realism practice. Particularly, when considering movies which is focused on illusion, the realistic approach should be realized not in the of realistic approach in narrative aspect but in the aspect of realistic approach in painting aspect.

Possibility Study about Digital Media Art as a social Capital (디지털 미디어아트의 사회자본으로서의 가능성 연구)

  • Lee, Min-Soo;Chang, Geun-Oh
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.462-467
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    • 2006
  • 이 연구는, 대중매체를 미술에 도입한 미디어아트가 대중에게 긍정적인 평가를 받고 있고 콘텐츠의 범위가 증대되고 있는 시점에서 총체적 의미의 사회자본이 된다는 가능성의 연구이다. 이러한 가정 하에 현시점의 미디어아트와 대중의 유대관계, 그 커뮤니케이션의 변화 양상에 대해 몇 가지 사례를 중심으로 살펴보고자 한다. 미디어아트가 사회자본으로서 영향을 미치기 위한 전제를 세가지로 분류하였다. 첫 번째, 사회 참여적인 미디어 장치로서 저널리즘의 속성을 가진 미디어아트, 두 번째는 다양한 문화활동의 프로토타입이 되는 미디어아트, 세 번째로는 일상공간에서의 미디어아트이다. 대중매체의 이용이 사회자본의 구성 요소인 신뢰와 사회적 연계 망에 미치는 효과에 대해서는 기존에 발표된 연구들과 2003년 수행된 대규모 매체 이용행태 자료에서 이미 검증되었다. 디지털미디어아트가 사회자본의 하위구성 요소인 신뢰와 정치참여, 문화적 아이콘으로서의 역할 및 예술생산품으로서의 기능에 대해서는 현재 국내에서 대중과의 소통을 위한 미디어아트의 시도가 점차 증가되고 있는 추세이다. 웹 아티스트, 미디어 아티스트로 알려진 '장영혜중공업' 은 온라인미디어를 통해 현대사회의 정치적, 사회적 이슈와 화두들을 강력하게 표현하고 있고, 대중매체의 조명을 받고 있는 아티스트 '낸시랭' 은 'SSAMZIE' 브랜드를 통해 예술의 문화적, 경제적 활동에 새로운 모델을 제시하였다. 사용자에게 총체적인 경험을 제공하는 일상 생활공간 속에서의 미디어아트는 예술의 대중화를 실현하고 있으며, 일상에서의 경험으로 인하여 대중에게 시각적, 과학적, 심미적 즐거움을 주고 있다. 이처럼 디지털미디어를 이용한 예술은 인터넷을 비롯한 대중매체를 통해 디지털미디어아트의 공적 신뢰를 확대시키고 콘텐트의 범위와 가치를 증대 시키며, 사용자경험의 폭을 확대시켜 점차 새로운 가치체계를 형성해 나갈 것이다. 이는 디지털미디어아트가 사회자본으로서 아직은 미약하지만 사용자의 조작과 참여의 경험으로 인해 디지털 세대에게 적합한 문화아이콘을 만들어 나가며, 사회의 새로운 이용자 패턴, 참여 의식의 확대, 예술의 대중화로 인하여 미래 우리의 삶을 구성하는 사회자본이 될 것으로 그 가능성을 전망해본다.

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A Study on Expressional Feature of <> by Art Spigelman (아트 슈피겔만의 <<쥐>>에 관한 표현적 특성 연구)

  • Choi, Ji-Young;Kim, Chee-Yong
    • Journal of Digital Contents Society
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    • v.9 no.3
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    • pp.413-422
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    • 2008
  • On Expressional Feature of by Art Spigelman who won the Pulitzer Prize in 1992, first in the works background of Spigelman, $60{\sim}70's$ the author sends an adolescence the ideological background of the work investigated a periodic situation and the environment where becomes the creation background of <> and researched. Second, in narrative special quality it was researched about fablelic narration, narration of documentary, doublespeak, frame formula configuration. Third, in formal quality, <> being based on Scott McClould's cartoon theories analyzed with structure. Last, <> was investigated in form.structural completion degrees with Spigelman peculiar expressive techniques, photos, informality illustrations, maps that were expressed the realism strongly were analyzed.

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Digital Logic System Design based on Directed Cyclic graph (다이렉트사이클릭그래프에 기초한 디지털논리시스템 설계)

  • Park, Chun-Myoung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.1
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    • pp.89-94
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    • 2009
  • This paper proposes the algorithms that design the highly digital logic circuit and assign the code to each node of DCG(Directed Cyclic Graph) of length ${\zeta}$. The conventional algorithm have some problems, so this paper introduce the matrix equation from DCG of length ${\zeta}$ and proposes highly digital logic circuit design algorithms according to the DCG of length ${\zeta}$. Using the proposed circuit design algorithms in this paper, it become realized that was able to design from former algorithm. Also, making a comparison between the circuit using former algorithm and this paper's, we testify that proposed paper's algorithm is able to realize more optimized circuit design. According to proposed circuit design algorithm in this paper, it is possible to design current that DCG have natural number, so it have the following advantages, reduction of the circuit input/output digits, simplification of circuit composition, reduction of computation time and cost. And we show comparability and verification about this paper's algorithm.

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Study on the Digital Character and Realism in the Digital Age -Focused on the CG Works of the ACM SIGGRAPH Asia- (디지털 시대: 디지털 캐릭터와 리얼리즘 -ACM 시그래프 아시아 출품작을 중심으로-)

  • Choo, Hye-Jin
    • Cartoon and Animation Studies
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    • s.37
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    • pp.439-461
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    • 2014
  • Art has evolved into remarkable changes in its art form maintaining a close link with the contemporary scientific technologies that gave birth to new tools of expression in each era. Animation is an art form in an inextricable connection with technological aspects because it was spawned by the technical background like movies. In this regard, animation is often viewed very strongly by technical advancements in terms of an aesthetic approach. John Whitney Sr., one of the pioneers in computer graphics arts, turned his attention to the new technology called computer graphics as a means to visualize images and movement. The advent of a new medium had a strong influence not only on tools and means for novel expression but also on the gradual shift in thinking about arts and even the audiences' taste. In the 1980s, animation was combined with computer technology and the rapid progress of computer graphic technology opened up the era of new visual aesthetics, Today, the development of digital technology presents a different dimension of realism, either advocating hyperrealism by digital actors or presenting new illusionism by classic cartoon characters emphasized in a distortion or metamorphosis from a real life in order to consolidate animation realism. Based on the two perspectives mentioned above, this study can identify methods of digital character appropriation focused on the works of the ACM SIGGRAPH Asia and find how the relationship between art and technology has changed the digital realism and evolved the digital character as the digital technology has developed.

Analysis of the evolution of the Electronic Times (전자신문에 대한 고찰: IT전문지의 경영성과 및 대중적 산업전문지로의 성장을 중심으로)

  • Weon, Cheol-Rin;Kim, Sung-Wook
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.95-106
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    • 2013
  • The Electronic Times, starting in 1982 as a weekly newspaper, has become an influential daily newspaper specializing in Information Technology(IT) since the mid 1990s in Korea. Particularly, it has shown significant and impressive financial achievements in the past thirty years since it was established. Also, it has contributed to the development in the field of IT journalism as well as the popularization of Information Technology. The primary purpose of this study is to provide useful lessons and implications to those who are interested in the evolution of The Electronic Times by investigating the financial performance of The Electronic Times and its contributions to the popularization of IT in our society.

A Study on the integration of UGC in broadcast journalism: An evidence from Bangladesh (방송 저널리즘의 UGC 이용에 관한 연구: 방글라데시의 사례를 중심으로)

  • Saiful, Hoque;Park, Jaeyung
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.301-311
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    • 2019
  • Digital convergence put a huge challenges for broadcast media in terms of integrating user generated content (UGC). Keeping this in mind, objective of the study is to explore the factors that affecting UGC's integration in Broadcast channel from developing countries' perspective. We explored how and why UGC are appearing in Bangladeshi Television news. In-depth interview was used and news editorial level staffs were selected from leading Bangladeshi television channels. Findings suggest that, state interventions in crisis events and lack of experiences to handle crisis reporting played a crucial role to incorporate UGC in television news bulletins. One of the significant findings is that, mere traditional guidelines and work policy of the media houses will not be enough to handle user generated content as well as citizen's participation in news media. Thus, we recommend to formulate a comprehensive user generated content integration policy in the context of Bangladesh.

Professionalism and Professional Project of Korean Journalism Considerations on Historical Context of Press-Politics Parallelism (한국 언론의 전문직주의와 전문직 프로젝트의 특수성 언론-정치 병행관계의 한국적 맥락)

  • PARK, Jin-Woo
    • Korean journal of communication and information
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    • v.74
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    • pp.177-196
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    • 2015
  • This paper aims to plan a new research program on the parallel relationship between Korean press and political power, by providing concepts on the mode of existence of professional journalists in Korea. In the midst of the economic crisis of Korean journalism, relative deteriorisation in the political democracy and the liberty of press, and changes in news ecosystem due to the revolution of digital news, the status of professional journalists is at stake. In these circumstances, this paper argues that many existing researches on journalistic professionalism need to be reconstructed in the perspective of professional project. It enables, first of all, an evaluation on actual issues of professional journalists from the actor perspective, i.e. economic interests, social closure, regulative bargain with the authority. Secondly, concerning decoupling phenomenon of journalism and democracy which became salient in the contemporary society, this study raises a necessity to create new logical relations around concepts of journalist professionalism. And we will find, in this situation, a beginning of new evaluation on the mode of existence of professional journalists, that has been possibly developped within the old, assymetric relationship between State-press. And finally, this study proposes to consider a category of professional journalists as a vehicle that helps to conceptualize the old, parallel relationship between Korean press and political power.

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Expression Factors of Pace and Dynamics in Drawing Animation - Focused on Japanese Hero TV Animation Series - (드로잉 애니메이션에서 속도감과 역동성의 표현 요소 연구 - 일본 초인물 TV 애니메이션 중심으로-)

  • Kim, Hyun-Woo;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.40
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    • pp.109-137
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    • 2015
  • As Digital technology developed, drawing animation, using traditional production method which expresses many feelings with drawn lines loses the youth group, the primary audience, to the realism of the digital cinema. Drawing animation, which drew attention of the youth by the spectacles in the film such as hectic pace, dynamics and punch, declined for a while. However, it has been developed a way to express pace and dynamics of its own by establishing an effective directing method, which combines digital technology as it is needed. This study has a purpose to investigate what causes the dynamics and feeling of fast movement of the character in Japanese limited animation. Though some action-animated films that heroes with supernatural powers take the leading role that feeling of velocity and dynamics are emphasized we compare the directing method before and after the introduction of the digital technology. This research reaches the conclusion by factoring each Bergson and McLuhan's discussion to the intervention of indexical signs and the audience's participation according to skipping technique. This study has a significance of researching the element of drawing animation that maximizes the expansion of the senses by defying the limitation of the law of physics through its unique way of directing together with growth of the hero films, which will continue.