• Title/Summary/Keyword: 이미지 대중화

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A Study on the Adaptation and Change of Amusement Culture on the Case of Wolmido Pleasure Ground during the Japanese Colonial Era (일제강점기 월미도유원지를 통한 행락 문화의 수용과 변화에 관한 연구)

  • Kim, Jeoung-Eun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.5
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    • pp.134-147
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    • 2014
  • Pleasure grounds, which were introduced during the Japanese colonial era, were places for organizing new amusement activities, and developed into a large-scale private spaces and a new type of public space at the same time. This study explores the scenery and accommodations of pleasure grounds and the changes of the amusement culture through the Wolmido Pleasure Grounds, which was a typical pleasure grounds of the time. At that time, Wolmido became a comprehensive amusement/entertainment place with many elements of both Western and Japanese pleasure grounds such as exotic buildings harmonized with trees, a beach, a seaside school, public playing field, and zoo constructed on the Island. Wolmido Pleasure Ground, which was connected with Kyungsung by Kyungin railroad during the Japanese colonial era, is a good example showing the process of the popularization and commercialization of the amusement culture. The process of popularization of amusement shows the spreading of the enjoyment of leisure time with amusement activities through appreciating the beautiful scenery of the pleasure grounds among various social classes. The caste system was broken and anyone could use the pleasure grounds by paying the fee, of which there were many kinds, so the distinction between genders and the different classes, such as the Chosun people and Japanese, regarding amusement in pleasure grounds disappeared gradually. Also, pleasure grounds were a place for Western hobby-sports activities and were the means to generalize collective and dynamic activities through summer school and various sport games. At the same time, there were places for deviation from the existing social norms when it was combined with entertainment facilities. The commercialization of amusement took place in the form of an artificial entertainment culture within an artificial environment. First, the scenery was artificially constructed and this scenery created the image of paradise such as 'captivating summer vacation spot' and 'water kingdom'. This was the result of the combined intentions of the colonial authority, the railroad company and the amusement corporation to produce economic profits and encourage development in the area. Second, an artificial spectacle was constructed using nature as the backdrop. Buildings of various styles created a modernized and exotic image when they were combined with each other. Artifacts such as breakwaters and arcades created new attractions for people that enabled them to view both nature and the crowds from a whole different perspective. Third, pleasure grounds contributed to the advent of passive users who would just follow the given use and instructions. In this way, one can find the prototype of popular entertainment places of today such as sightseeing complexes, amusement parks, and theme parks through the construction of amusement grounds as a place for providing dynamic activities.

A Smart Image Classification Algorithm for Digital Camera by Exploiting Focal Length Information (초점거리 정보를 이용한 디지털 사진 분류 알고리즘)

  • Ju, Young-Ho;Cho, Hwan-Gue
    • Journal of the Korea Computer Graphics Society
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    • v.12 no.4
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    • pp.23-32
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    • 2006
  • In recent years, since the digital camera has been popularized, so users can easily collect hundreds of photos in a single usage. Thus the managing of hundreds of digital photos is not a simple job comparing to the keeping paper photos. We know that managing and classifying a number of digital photo files are burdensome and annoying sometimes. So people hope to use an automated system for managing digital photos especially for their own purposes. The previous studies, e.g. content-based image retrieval, were focused on the clustering of general images, which it is not to be applied on digital photo clustering and classification. Recently, some specialized clustering algorithms for images clustering digital camera images were proposed. These algorithms exploit mainly the statistics of time gap between sequent photos. Though they showed a quite good result in image clustering for digital cameras, still lots of improvements are remained and unsolved. For example the current tools ignore completely the image transformation with the different focal lengths. In this paper, we present a photo considering focal length information recorded in EXIF. We propose an algorithms based on MVA(Matching Vector Analysis) for classification of digital images taken in the every day activity. Our experiment shows that our algorithm gives more than 95% success rates, which is competitive among all available methods in terms of sensitivity, specificity and flexibility.

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Art Design for a Mobile Phone Using Chinese Traditional Elements (중국 전통 요소를 활용한 모바일폰의 아트 디자인 연구)

  • Xu, Miao-Miao;Eune, Ju-Hyun
    • Journal of the HCI Society of Korea
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    • v.3 no.1
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    • pp.39-47
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    • 2008
  • A mobile phone became the practical necessities of Chinese life that can not be explained without a mobile phone as it is rapidly popularized in China in recent years. As income increases due to economic growth, so did desire to buy better products. And This desire has made consumers in China more concerned about design and consequently leads to artistic design of a mobile phone. And also this trend is getting linked to people's personalisation in that people prefer rather to choose products they like than standardized ones in the middle of a variety of cultural inflows. This study mainly focuses on the development of the characterized mobile phone with a high class brand by use of traditional elements and of design identity of a mobile phone with Chines style that is well harmonized with cultural and personalized identity as consumers' preferences are quite different from each other depending on each country's culture. For this, this study investigates traditional elements such as patterns, colors and characters as well as development and features of the mobile phone design. This will also lead to the development of a mobile phone with traditional elements of China by studying utilization of design with traditional patterns. To do this, the study analyzes to research traditional patterns(Dragon, Phoenix, Peony, Lotus Flower), colors(Red, Yellow, Blue, Black, White) and historical origin and concept of characters. The study also looks into instances and personalisation of mobile phone design by analyzing literatures.

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A study on the expansion of spatial expression in webtoon (웹툰에서의 공간 표현의 수직적 확장에 대한 연구: 강도하의 <로맨스 킬러>, <큐브릭>을 중심으로)

  • Seo, Che-Hwan;Ham, Jae-Min
    • Cartoon and Animation Studies
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    • s.20
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    • pp.63-74
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    • 2010
  • For several decades in history of cartoon, it was about the era of publishing tendency based on printing technique just until few years before now. The media critic Marshall McLuhan said, "The cartoon of the 20th century have characters of printing or woodblock printing yet. Coming in to the 1980s, unlike traditional printing, cartoons of more various form appeared such as 'Moving cartoon, CD-ROM cartoon, Click-cartoon'. These phenomenons diversified and accelerated during the electronic equipments and internet that cartoon were able to be produced and distributed on not printing forms were progressing and popularizing. Like these, base on the progress of various forms in webtoon, this study will suggest 3 concept about expansion of Spatial Expressions of expression and cognition such as 'Reminiscent of The Vertical Image', 'The Vertical Panorama' and 'The Morphing into Spaces'. Also, , , the works of Doha Kang who is in the spotlight as the webtoonist of avant-garde and dynamic works, will be examined and analysed as the texts. Doha Kang was selectied as a 'Contemporary Twenty Webtoonist in Korea' from a survey of the cartoon's experts in korea by Bucheon Cartoon Information Center in 2009. He has recognized as the most experimental and be influential webtoonist from beginning of webtoon era to today. In this context, the analyses of his two works that was published in 2007, 2009 each, will helps understanding from diverse viewpoint about webtoon's expressions and structures. Furthermore, this study helps focus on values of webtoon as expansion art of Spatial Expression.

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Counterfeit Money Detection Algorithm using Non-Local Mean Value and Support Vector Machine Classifier (비지역적 특징값과 서포트 벡터 머신 분류기를 이용한 위변조 지폐 판별 알고리즘)

  • Ji, Sang-Keun;Lee, Hae-Yeoun
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.1
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    • pp.55-64
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    • 2013
  • Due to the popularization of digital high-performance capturing equipments and the emergence of powerful image-editing softwares, it is easy for anyone to make a high-quality counterfeit money. However, the probability of detecting a counterfeit money to the general public is extremely low. In this paper, we propose a counterfeit money detection algorithm using a general purpose scanner. This algorithm determines counterfeit money based on the different features in the printing process. After the non-local mean value is used to analyze the noises from each money, we extract statistical features from these noises by calculating a gray level co-occurrence matrix. Then, these features are applied to train and test the support vector machine classifier for identifying either original or counterfeit money. In the experiment, we use total 324 images of original money and counterfeit money. Also, we compare with noise features from previous researches using wiener filter and discrete wavelet transform. The accuracy of the algorithm for identifying counterfeit money was over 94%. Also, the accuracy for identifying the printing source was over 93%. The presented algorithm performs better than previous researches.

Investigation on the Awareness and Preference for Wood to Promote the Value of Wood: II. Awareness of Wood Cultural Resources (목재 가치 증진을 위한 목재에 대한 인식 및 선호도 조사: II. 목재문화자원에 대한 인식)

  • HAN, Yeonjung;LEE, Sang-Min
    • Journal of the Korean Wood Science and Technology
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    • v.49 no.6
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    • pp.643-657
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    • 2021
  • In order to establish a strategy for revitalizing wood culture, a survey was conducted on the level of public awareness of wood culture and the experience of wood cultural resources by type. According to the survey, 31.4% of respondents had the images of cultural heritage such as palaces, temples, Hanoks, and cultural assets for wood cultural resources. The main reasons for having no image of wood cultural resources were the ambiguous concept and lack of interest in wood cultural resources. The importance of wood cultural resources classified into seven categories was in the order of cultural heritage, architecture of wood, cultural facilities, cultural festivals, wood products, cultural education, cultural contents. In the survey on the necessity and sufficiency of information on wood cultural resources, 46.7% of respondents needed more information to experience of wood cultural resources, while 64.8% of them had lacked information about wood cultural resources. More than half of the respondents wanted to experience of wood culture within next year, but about 20% of respondents participated in seven kinds of wood cultural resources, except wood products used in daily life. Based on these results, a systematic strategy should be developed to expand the opportunity for the public to experience of wood cultural resources and to promote them to public.

Articulation of Characteristics and Image - Focused on the Manmun-Manwha (문(文)과 화(畵)의 절합 -만문만화(漫文漫畵)를 중심으로)

  • Seo, Eun-Young
    • Journal of Popular Narrative
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    • v.27 no.2
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    • pp.179-214
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    • 2021
  • The purpose of this study is to reconsider the background of the acceptance and formation of Manmun Manhwa in colonial Joseon. It raises questions about previous discussions that cartoons have emerged as a political product of Japan's suppression of the media. Through this, this paper look at other possibilities in consideration of the colonial Joseon's situation of inner movement and the influx of popular culture. The term "Manmun-Manhwa" was first used in 1925, not by Ahn Seok-Ju. In addition, Ahn Seok-Ju returned home after studying in Tokyo and developed a cartoon in earnest. This paper traces the background and meaning of his interest in universal comics. Ahn Seok-Ju emphasized literary characteristics and image to all cartoonists. This marked the birth of a cartoonist with literary qualities and a cartoonist with the ability to write. This represents the cultural scene of the 1920s and 1930s, which was reorganized from text-oriented to Image text, with the emergence of a unique style of universal comics. In the end, Manmun Manhwa(comics) have emerged as the purpose of modern journalism and a strategy to popularize them. Considering the circumstances of this era, the acceptance of Manmun Manhwa is being examined in various ways in the connection between comics and essays. Like this, Manmun Manhwa are an important symbol of the colonial cultural arena, reorganizing not only cartoon history but also modern media into image text.

Popularization of Marathon through Social Network Big Data Analysis : Focusing on JTBC Marathon (소셜 네트워크 빅데이터 분석을 통한 마라톤 대중화 : JTBC 마라톤대회를 중심으로)

  • Lee, Ji-Su;Kim, Chi-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.27-40
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    • 2020
  • The marathon has long been established as a representative lifestyle for all ages. With the recent expansion of the Work and Life Balance trend across the society, marathon with a relatively low barrier to entry is gaining popularity among young people in their 20s and 30s. By analyzing the issues and related words of the marathon event, we will analyze the spottainment elements of the marathon event that is popular among young people through keywords, and suggest a development plan for the differentiated event. In order to analyze keywords and related words, blogs, cafes and news provided by Naver and Daum were selected as analysis channels, and 'JTBC Marathon' and 'Culture' were extracted as key words for data search. The data analysis period was limited to a three-month period from August 13, 2019 to November 13, 2019, when the application for participation in the 2019 JTBC Marathon was started. For data collection and analysis, frequency and matrix data were extracted through social matrix program Textom. In addition, the degree of the relationship was quantified by analyzing the connection structure and the centrality of the degree of connection between the words. Although the marathon is a personal movement, young people share a common denominator of "running" and form a new cultural group called "running crew" with other young people. Through this, it was found that a marathon competition culture was formed as a festival venue where people could train together, participate together, and escape from the image of a marathon run alone and fight with themselves.

A Study on Relationship between Cause Related Marketing and Luxury Brand - On the Perspective of Financial Attitude - (공익연계마케팅과 명품브랜드태도 관계연구 - 한국의 체면중시문화를 중심으로 -)

  • Lee, Jae-Jin;Yoon, Sung-Yong
    • CRM연구
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    • v.4 no.1
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    • pp.1-18
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    • 2011
  • The consumer's expectation of companies' social responsibilities has been continuously getting higher as the consumerism has been matured. So, the company has faced the shift to move forward to the positive social activity such as charity, donation, and sponsorship. In addition, the company which does make a success needs to reach goals not only to maximize profits but also to make justices of social and cultural boundaries. Thus, success of an enterprise aims at the maximization of profits as the economic objective and the creation of competitive, powerful brands. Accordingly, as enterprises consider social responsibility as the concept of effective investment to enhance the asset value of corporation, they seek to extend their brands in order to pursue cause-related marketing, which accomplishes and complements two objectives each other the performance of social responsibility and the pursuit of powerful brand assets. In Korea, there are traditional ritual ceremonies such as ceremonies of coming-of-age, marriage, funeral, and ancestor worship and they consider those ceremony occasions as very important. Moreover, social positional grade of rank like the two upper classes of old Korea made people pretend to be noble and sensitive to other people around themselves. This old custom could influence Korean people's way of life, especially, consumer-action. This deep rooted custom also could influence consumption life considerably. Through this study, we can understand the consumer behaviors of Korean who consider ritual ceremonies and saving face as essential and are influenced by this culture. on another hand, we intend to check the effects on buying luxury brands.

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Counterfeit Money Detection Algorithm based on Morphological Features of Color Printed Images and Supervised Learning Model Classifier (컬러 프린터 영상의 모폴로지 특징과 지도 학습 모델 분류기를 활용한 위변조 지폐 판별 알고리즘)

  • Woo, Qui-Hee;Lee, Hae-Yeoun
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.12
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    • pp.889-898
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    • 2013
  • Due to the popularization of high-performance capturing equipments and the emergence of powerful image-editing softwares, it is easy to make high-quality counterfeit money. However, the probability of detecting counterfeit money to the general public is extremely low and the detection device is expensive. In this paper, a counterfeit money detection algorithm using a general purpose scanner and computer system is proposed. First, the printing features of color printers are calculated using morphological operations and gray-level co-occurrence matrix. Then, these features are used to train a support vector machine classifier. This trained classifier is applied for identifying either original or counterfeit money. In the experiment, we measured the detection rate between the original and counterfeit money. Also, the printing source was identified. The proposed algorithm was compared with the algorithm using wiener filter to identify color printing source. The accuracy for identifying counterfeit money was 91.92%. The accuracy for identifying the printing source was over 94.5%. The results support that the proposed algorithm performs better than previous researches.