• Title/Summary/Keyword: 예술공학

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Exploratory Experimental Analysis for 2D to 3D Generation (2D to 3D 창의적 생성을 위한 탐색적 실험 분석)

  • Hyeongrae Cho;Ilsik Chang;Hyunseok Kang;Youngchan Go;Gooman Park
    • Journal of Broadcast Engineering
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    • v.28 no.1
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    • pp.109-123
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    • 2023
  • Deep learning has made rapid progress in recent years and is affecting various fields and industries. The art field cannot be an exception, and in this paper, we would like to explore and experiment and analyze research fields that creatively generate 2D images in 3D from a visual arts and engineering perspective. To this end, the original image of the domestic artist is learned through GAN or Diffusion Models, and then converted into 3D using 3D conversion software and deep learning. And we compare the results with prior algorithms. After that, we will analyze the problems and improvements of 2D to 3D creative generation.

Research of the Strength of Super Personal Conflicts in Animations using Pseudo Inverse (의사 역행렬을 이용한 애니메이션의 초개인적 갈등(SPC) 강도 관련 다학제적 연구)

  • Kim, Jae Ho;Zhang, Zheng Yang;Wang, Yu Chao;Jang, So Eun;Lee, Tae Rin
    • Korea Science and Art Forum
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    • v.30
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    • pp.41-56
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    • 2017
  • This study is an intensive study on Tae Rin Lee's research results. A linear system for Estimating the Strength of Super Personal Conflict (ESSPC) in animations is proposed. Tae Rin Lee has extracted the Super Personal Conflict (SPC) shots of animations, and obtained the strength through the experts' psychological test experiment. The purpose of this study is to find a model that automatically computes the superpersonal conflict intensity value (ESSPC). By utilizing these results, 1) 20 image feature vectors are suggested for analyzing the SPC, and 2) a linear system is found for auto-calculating ESSPC by using the pseudo inverse matrix. The proposed system shows 9.25% root mean square error and the effectiveness is proven.

Development of the Artwork using Music Visualization based on Sentiment Analysis of Lyrics (가사 텍스트의 감성분석에 기반 한 음악 시각화 콘텐츠 개발)

  • Kim, Hye-Ran
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.89-99
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    • 2020
  • In this study, we tried to produce moving-image works through sentiment analysis of music. First, Google natural language API was used for the sentiment analysis of lyrics, then the result was applied to the image visualization rules. In prior engineering researches, text-based sentiment analysis has been conducted to understand users' emotions and attitudes by analyzing users' comments and reviews in social media. In this study, the data was used as a material for the creation of artworks so that it could be used for aesthetic expressions. From the machine's point of view, emotions are substituted with numbers, so there is a limit to normalization and standardization. Therefore, we tried to overcome these limitations by linking the results of sentiment analysis of lyrics data with the rules of formative elements in visual arts. This study aims to transform existing traditional art works such as literature, music, painting, and dance to a new form of arts based on the viewpoint of the machine, while reflecting the current era in which artificial intelligence even attempts to create artworks that are advanced mental products of human beings. In addition, it is expected that it will be expanded to an educational platform that facilitates creative activities, psychological analysis, and communication for people with developmental disabilities who have difficulty expressing emotions.

A Study on the Space Vitalization Combining Historical and Cultural Speciality of Traditional Cultural Heritage. - Focusing on Developing the Fashion art Contents of Gwangheemun - (전통 문화재의 역사·문화적 특수성을 융합한 공간 활성화 방안 연구 - 광희문(光熙門)의 패션예술 콘텐츠 개발을 중심으로 -)

  • Kim, Ji Eun;Kim, Ga Young;Park, Eun Soo
    • Korea Science and Art Forum
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    • v.24
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    • pp.143-157
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    • 2016
  • Focusing on the Gwangheemun that have a history of spatial specificity. Gwangheemun increase the value of space in the surrounding area, focused to derive a plan that can be activated. Research method was to analyze the characteristics and advantages and disadvantages of the surrounding space and the associated cultural content through SWOT analysis around the base of Gwangheemun. After considering the potential of the current location of physical characteristics and spatial resources, the possibility Gwangheemun development were mainly fashion and art content for the Space Vitalization in the surrounding area. Fashion and art space of Gwangheemun activated based on the possibility of Gwangheemun cultural meaning and value in the history of the past and the present time presented the main directions and strategic approach. The results of this research suggested Fashion art Hotel in applying urban regeneration methodologies, Cheongguro-16 plan for content development, arts and culture fashion street planning. Through this research, we want to establish the strategic control strategy between the policy decision making structures for the successful development of the fashion arts content.

A Study on Public Design using Fractal-Interactive Art (Fractal-Interactive Art를 활용한 공공디자인에 관한 연구)

  • Joo, Haejeong;Kim, Cheeyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.629-632
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    • 2009
  • The interactive art and design can be interpreted as an intelligent system in the aspect of engineering. Because this information is treated and analyzed in real time and then such results is expressed in various media such as image, graphic, sound and etc. after these information are input through the sensor, camera and etc., for the efficient communication between human and production, namely, to communicate the interactive reaction, The image utilizing such interactive is being gradually developed as it widens its region in various art design fields. This research is purposed to make the system, which lets the citizens contact the information naturally by mixing the information for the environment with the interactive art of the arty type, and which lets the citizens feel the surrounding environment directly. This research will construct the live mood in the space itself and is utilized for the public art that can be directly experienced. It can provide the experience in the participation type that acquires the information being harmonized with the human naturally in the more developed type than the concept of the existing static installation. Therefore, it is sincerely required to research the interactive art in utilizing the public design.

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A Study on the Method of Creating Realistic Content in Audience-participating Performances using Artificial Intelligence Sentiment Analysis Technology (인공지능 감정분석 기술을 이용한 관객 참여형 공연에서의 실감형 콘텐츠 생성 방식에 관한 연구)

  • Kim, Jihee;Oh, Jinhee;Kim, Myeungjin;Lim, Yangkyu
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.533-542
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    • 2021
  • In this study, a process of re-creating Jindo Buk Chum, one of the traditional Korean arts, into digital art using various artificial intelligence technologies was proposed. The audience's emotional data, quantified through artificial intelligence language analysis technology, intervenes in various object forms in the projection mapping performance and affects the big story without changing it. If most interactive arts express communication between the performer and the video, this performance becomes a new type of responsive performance that allows the audience to directly communicate with the work, centering on artificial intelligence emotion analysis technology. This starts with 'Chuimsae', a performance that is common only in Korean traditional art, where the audience directly or indirectly intervenes and influences the performance. Based on the emotional information contained in the performer's 'prologue', it is combined with the audience's emotional information and converted into the form of images and particles used in the performance to indirectly participate and change the performance.

An Approach for the Digital Works Development Based on Usability Engineering (사용성 공학에 기반한 디지털디자인작품 개발 방법론에 관한 연구)

  • Kang Ji-Young;Choi Young-Mee
    • Journal of Digital Contents Society
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    • v.4 no.2
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    • pp.157-165
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    • 2003
  • In this paper we propose a multi-step approach for interactive design development based on usability engineering and show the proposed methodology is able to apply the digital art works. As an example, we show the proposed multi-step approach is efficient in the developing process of a digital design works.

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2008-2014 KCI indicators trend analysis (2008-2014 KCI 인용지표 변화 분석)

  • Lee, Jae Yun
    • Proceedings of the Korean Society for Information Management Conference
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    • 2016.08a
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    • pp.9-13
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    • 2016
  • 한국학술지인용색인 KCI의 인용지표가 본격 서비스된 것은 2008년 이후로서 최근 2014년 인용지수가 발표되었다. 7년 동안의 영향력 지수를 비롯하여 KCI가 제공하는 IF 지수와 자기인용율 등의 인용지표 변화 추세를 인문학, 사회과학, 예술체육, 복합학의 4개 인문사회 계열과 자연과학, 공학, 농수해양, 의약학의 4개 공학 계열로 나누어 분석하여 국내 학술지 생태계의 변화를 부분적으로 살펴보고자 하였다.

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Analysis of the Oil painting for the painterly rendering -focusing on the 19C Impressionism painting- (회화적 렌더링 구현을 위한 유화 매체 분석 연구 -19C 인상주의 작품을 중심으로-)

  • Huh, Soo-Jung;Park, Jin-Wan
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.259-264
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    • 2006
  • Some appearances of the result images from the researches on NPR(Non Photorealistic Rendering) look like contrary to the attributes of the real painting. As they are based on only the technical approach rather than the aesthetic and accurate analysis of the real painting which they modeled. Therefore the purpose of this paper is the abstraction of the exact features from the related real painting, the redefine of them applicable to the process, and the embodiment of the painterly NPR algorithms. This paper modeled the Impressionism which were originated in the France at the late nineteenth century. Accordingly, at first, I analyzed the general features of oil paintings and Impressionism paintings, and according to this analyses, I adjusted them to engineering elements(the direction, length, width, texture and speed of stroke, the edge and region of object, depth information and color etc) and programmed. I emphasize the importance and potentiality of the collaboration of artist and technician in the NPR research through the results in this paper.

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Comparative Analysis of Three Dragon-man Nicknames Used by Kim Junghee (김정희가 사용한 명호 세 용정의 비교 분석)

  • Choi, Joon-Ho
    • Journal of Convergence for Information Technology
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    • v.9 no.10
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    • pp.94-100
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    • 2019
  • This study presents the superiority of his calligraphy by analyzing the use, meaning, and calligraphy of nickname three dragon-man(yong-jeong) written by Kim Junghee before and after exile in Jeju Island. Based on the basic structure of the three dragon-man, the relationship between the times, the context, and the characters was studied. Through this change process, the difference of art engineering with other works was analyzed. Kim Junghee intentionally went through a difficult situation by using a nickname with a dragon. He wrote different meanings, uses, and typefaces of the nickname three dragon-man, depending on the circumstances. Finally, Kim Junghee used 'three dragon-man' to King Heonjong and Monk Choui to express his feelings and intentions. His writing was excellent in art engineering and unique in the world. All were found to be supported by his epigraphy insights. The results of this study will be a new methodology for analyzing the meaning of nicknames of ordinary artists.