• Title/Summary/Keyword: 미디어 아트

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Spatiality of Digital Signage (디지털 사이니지의 공간성)

  • Shin, Donghee;Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.77-84
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    • 2015
  • Digital signage takes the role of promotion, providing information, art and game as it is installed in various forms everywhere such as the road, subway and indoor space we pass through. The related researches also focus on the technology of realizing digital signage, current industrial state and prospect in most cases. On the contrary, the researches on the spaciality of digital signage is a kind of insufficient, this study was carried out based on the judgment that there is necessity of researching it in respect that the recognition of space by the people in there is different before and after digital signage is located in such space. First, in order to understand digital signage, its concept, type and kind were investigated, general theories about the spaciality were considered after that, the spaciality of digital signage was grasped by 5 factors such as hybridity, vitality, mobility, flexibility, and contingency and their characteristics were offered in this study. In its conclusion, it was appealed that the change of spatial recognition along media and continuous research are required as digital signage is the transactive space.

The process for adjustive media as design method with feedback (Adjustive Media의 feedback을 수반한 작품 제작 방법)

  • Cho, Hyun-Seung
    • Journal of Digital Convergence
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    • v.11 no.6
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    • pp.311-317
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    • 2013
  • Most of the existing interactive arts or entertainment systems consist of the following three steps: 1. the system's prompting the action of the participant, 2. action of the participant, and 3. response of the system. They do not presuppose these successive processes are performed continuously and repeatedly, and they are designed to express the concept of the work in each interaction. The opposite approach is to transmit the concept of the work in a continuous and repeated experience. The authors propose "Adjustive Media" as a type of work based on this approach. Adjustive Media has a spiral model with feedback. When participants experience the work repeatedly, they can recognize the difference of results between each interaction, and they can under- stand more closely the intent of the designer. This paper will propose 3 design processes for Adjustive Media as design method, and will introduce the prototypes of Adjustive Media.

The Development of Image Caption Generating Software for Auditory Disabled (청각장애인을 위한 동영상 이미지캡션 생성 소프트웨어 개발)

  • Lim, Kyung-Ho;Yoon, Joon-Sung
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.1069-1074
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    • 2007
  • 청각장애인이 PC환경에서 영화, 방송, 애니메이션 등의 동영상 콘텐츠를 이용할 때 장애의 정도에 따라 콘텐츠의 접근성에 있어서 시각적 수용 이외의 부분적 장애가 발생한다. 이러한 장애의 극복을 위해 수화 애니메이션이나 독화 교육과 같은 청각장애인의 정보 접근성 향상을 위한 콘텐츠와 기술이 개발된 사례가 있었으나 다소 한계점을 가지고 있다. 따라서 본 논문에서는 현대 뉴미디어 예술 작품의 예술적 표현 방법을 구성요소로서 추출하여, 기술과 감성의 조화가 어우러진 독창적인 콘텐츠를 생산할 수 있는 기술을 개발함으로써 PC환경에서 청각장애인의 동영상 콘텐츠에 대한 접근성 향상 방법을 추출하고, 실질적으로 청각적 효과의 시각적 변환 인터페이스 개발 및 이미지 캡션 생성 소프트웨어 개발을 통해 청각장애인의 동영상 콘텐츠 사용성을 극대화시킬 수 있는 방법론을 제시하고자 한다. 본 논문에서는 첫째, 청각장애인의 동영상 콘텐츠 접근성 분석, 둘째, 미디어아트 작품의 선별적 분석 및 유동요소 추출, 셋째, 인터페이스 및 콘텐츠 제작의 순서로 단계별 방법론을 제시하고 있다. 이 세번 째 단계에서 이미지 캡션 생성 소프트웨어가 개발되고, 비트맵 아이콘 형태의 이미지 캡션 콘텐츠가 생성된다. 개발한 이미지 캡션 생성 소프트웨어는 사용성에 입각한 일상의 언어적 요소와 예술 작품으로부터 추출한 청각 요소의 시각적요소로의 전환을 위한 인터페이스인 것이다. 이러한 기술의 개발은 기술적 측면으로는 청각장애인의 다양한 웹콘텐츠 접근 장애를 개선하는 독창적인 인터페이스 추출 환경을 확립하여 응용영역을 확대하고, 공학적으로 단언된 기술 영역을 콘텐츠 개발 기술이라는 새로운 영역으로 확장함으로써 간학제적 시도를 통한 기술영역을 유기적으로 확대하며, 문자와 오디오를 이미지와 시각적 효과로 전환하여 다각적인 미디어의 교차 활용 방안을 제시하여 콘텐츠를 형상화시키는 기술을 활성화 시키는 효과를 거둘 수 있다. 또한 청각장애인의 접근성 개선이라는 한정된 영역을 뛰어넘어 국가간 언어적인 장벽을 초월할 수 있는 다각적인 부가 동영상 콘텐츠에 대한 시도, 접근, 생산을 통해 글로벌 시대에 부응하는 새로운 방법론으로 발전 할 수 있다.

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A Study on User Presence and Satisfaction according to the Position and Height Difference of 360-degree VR Cameras in Exhibition/Performance VR Content (전시·공연 VR 콘텐츠에서 360도 VR 카메라의 위치와 높이 차이에 따른 사용자 프레즌스 및 만족도에 관한 연구)

  • Kim, Sang-il;Lee, Jae-Hyun
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.508-518
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    • 2021
  • Recently as a result of covid 19, it has emphasis on the importance of non-contact. VR content has been attracting attention as an alternative to visual arts, media art, new media exhibitions and performances with limited offline activities. Although interest in 360 VR video contents such as VR contents for exhibitions and performances is increasing, research on immersion and satisfaction is focused on games and animation VR contents. In this paper, it verified the effect of the difference in the position and height of the VR camera in exhibitions and performances on the user's presence and satisfaction. For this experiment, the presence and satisfaction were measured after experiencing the VR contents of the convergence exhibition and performance filmed at different locations and heights. As a result of the experiment, the difference of VR camera's position had a significant effect on presence and satisfaction, the difference of VR camera's height had a significant effect only Realistic immersion of the presence.

A case study of modern urban night-lighting (현대 도시의 야간 라이트 사례 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.365-371
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    • 2021
  • In this paper, the writer studies the lighting technology and types used in urban night lighting performance. With the continuous change and innovation of life style in today's society, the multiple functions of the city continue to develop. At present, urban night lighting is not limited to lighting the landscape in the daytime by lighting tools. It uses new digital lighting technology to deduce innovative and constantly changes digital nightscape. In this way, through the integration of urban nighttime lighting and modern digital art, the city's brand image can be improved and its economic development will also be affected. In this way, through the integration of urban nighttime lighting and modern digital art, the city's brand image can be improved and its economic development will also be affected. With the development of innovative lighting technology, urban night scene will provide more rich experience in media design.

An Analysis of the Key Factors Affecting Apartment Sales Price in Gwangju, South Korea (광주광역시 아파트 매매가 영향요인 분석)

  • Lim, Sung Yeon;Ko, Chang Wan;Jeong, Young-Seon
    • Smart Media Journal
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    • v.11 no.3
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    • pp.62-73
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    • 2022
  • Researches on the prediction of domestic apartment sales price have been continuously conducted, but it is not easy to accurately predict apartment prices because various characteristics are compounded. Prior to predicting apartment sales price, the analysis of major factors, influencing on sale prices, is of paramount importance to improve the accuracy of sales price. Therefore, this study aims to analyze what are the factors that affect the apartment sales price in Gwangju, which is currently showing a steady increase rate. With 6 years of Gwangju apartment transaction price and various social factor data, several maching learning techniques such as multiple regression analysis, random forest, and deep artificial neural network algorithms are applied to identify major factors in each model. The performances of each model are compared with RMSE (Root Mean Squared Error), MAE (Mean Absolute Error) and R2 (coefficient of determination). The experiment shows that several factors such as 'contract year', 'applicable area', 'certificate of deposit', 'mortgage rate', 'leading index', 'producer price index', 'coincident composite index' are analyzed as main factors, affecting the sales price.

A Study of Pattern Defect Data Augmentation with Image Generation Model (이미지 생성 모델을 이용한 패턴 결함 데이터 증강에 대한 연구)

  • Byungjoon Kim;Yongduek Seo
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.79-84
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    • 2023
  • Image generation models have been applied in various fields to overcome data sparsity, time and cost issues. However, it has limitations in generating images from regular pattern images and detecting defects in such data. In this paper, we verified the feasibility of the image generation model to generate pattern images and applied it to data augmentation for defect detection of OLED panels. The data required to train an OLED defect detection model is difficult to obtain due to the high cost of OLED panels. Therefore, even if the data set is obtained, it is necessary to define and classify various defect types. This paper introduces an OLED panel defect data acquisition system that acquires a hypothetical data set and augments the data with an image generation model. In addition, the difficulty of generating pattern images in the diffusion model is identified and a possibility is proposed, and the limitations of data augmentation and defect detection data augmentation using the image generation model are improved.

Autoencoder Based Fire Detection Model Using Multi-Sensor Data (다중 센서 데이터를 활용한 오토인코더 기반 화재감지 모델)

  • Taeseong Kim;Hyo-Rin Choi;Young-Seon Jeong
    • Smart Media Journal
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    • v.13 no.4
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    • pp.23-32
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    • 2024
  • Large-scale fires and their consequential damages are becoming increasingly common, but confidence in fire detection systems is waning. Recently, widely-used chemical fire detectors frequently generate lots of false alarms, while video-based deep learning fire detection is hampered by its time-consuming and expensive nature. To tackle these issues, this study proposes a fire detection model utilizing an autoencoder approach. The objective is to minimize false alarms while achieving swift and precise fire detection. The proposed model, employing an autoencoder methodology, can exclusively learn from normal data without the need for fire-related data, thus enhancing its adaptability to diverse environments. By amalgamating data from five distinct sensors, it facilitates rapid and accurate fire detection. Through experiments with various hyperparameter combinations, the proposed model demonstrated that out of 14 scenarios, only one encountered false alarm issues. Experimental results underscore its potential to curtail fire-related losses and bolster the reliability of fire detection systems.

The Dilemma of Representation: Appropriation of Gender Dichotomy by Women Artists from the Middle East (재현의 딜레마: 포스트페미니즘세대 중동출신 여성작가들의 젠더 이분법 차용방식 연구)

  • Lee, Hyewon
    • The Journal of Art Theory & Practice
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    • no.15
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    • pp.111-135
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    • 2013
  • This study explores gender images represented in the works of women artists from the Middle East, where male chauvinism is recognized to be more predominant than elsewhere. The artists included in this study such as Mona Hatoum, Shirin Neshat, Lida Abdul and Sigalit Landau are Post-Feminist generation of artists who were born in the Middle East but spent significant amount of time in the West. In addition, they were trained as artists under the influences of the Western Feminist Art. This particular group of female artists pays much attention to the ontological question of their identities rather than male/female inequality, and each artist represents men and women in the ways that can hardly be found in the works by women artists in the West. These artists not only connect gender identities to the socio-political geography of the Middle East but also deconstruct Western stereotypes of men and women from Arab world. The paper focuses on the way these women artists incorporate male/female vs. culture/nature dichotomies into their works to subvert the premises on which Western Feminism has been based and not only to cast light on women's freedom and their ontological conflicts but also to emphasize social suppression inflicted upon men. In such process, these artists resist stereotypical images of Middle Eastern men and women widely circulated in the mainstream media of the West.

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음성인식 기반 인터렉티브 미디어아트의 연구 - 소리-시각 인터렉티브 설치미술 "Water Music" 을 중심으로-

  • Lee, Myung-Hak;Jiang, Cheng-Ri;Kim, Bong-Hwa;Kim, Kyu-Jung
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.354-359
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    • 2008
  • This Audio-Visual Interactive Installation is composed of a video projection of a video Projection and digital Interface technology combining with the viewer's voice recognition. The Viewer can interact with the computer generated moving images growing on the screen by blowing his/her breathing or making sound. This symbiotic audio and visual installation environment allows the viewers to experience an illusionistic spacephysically as well as psychologically. The main programming technologies used to generate moving water waves which can interact with the viewer in this installation are visual C++ and DirectX SDK For making water waves, full-3D rendering technology and particle system were used.

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