• Title/Summary/Keyword: 인공지능 예술

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An Analysis of the effect of Artificial Intelligence on Human Society (인공지능이 인간사회에 미치는 영향에 대한 연구)

  • Kim, Ju-eun
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.2
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    • pp.177-182
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    • 2019
  • As progress of technology, Artificial Intelligence is applied in various fields of industry such as finance, production, medical treatment, service, art by changing the way they look continuously. As AI is progressive area, We have to know what kind of changing is merged in human society by AI. In this paper, through the investigations of Artificial Intelligence's concept and the way Artificial Intelligence's technology is implemented in modern industry, we studied positive effect and negative effect of AI. By this study, In conclusion, by realizing how close Artificial Intelligence had come to our life, we can prepare to seek a foothold to deal with this Artificial Intelligence.

An Analysis of Arts Management-Related Studies' Trend in Korea using Topic Modeling and Semantic Network Analysis (토픽모델링과 의미연결망분석을 활용한 한국 예술경영 연구의 동향 변화 - 1988년부터 2017년까지 국내 학술논문 분석을 중심으로 -)

  • Hwang, SeoI;Park, Yang Woo
    • Korean Association of Arts Management
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    • no.50
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    • pp.5-31
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    • 2019
  • The main purpose of this study was to use Deep Learning based Topic Modeling and Semantic Network Analysis to examine research trend of arts management-related papers in korea. For this purpose, research subjects such as 'The Journal of Cultural Policy', 'The Journal of Cultural Economics', 'The Journal of Culture Industry', 'The Journal of Arts Management', and 'The Journal of Human Content', which are the registered journal of the National Research Foundation of Korea directly or indirectly related to arts management field. From 1988 to 2017, a total of 2,110 domestic journals' signature, abstract, and keyword were analyzed. We tried Big Data analysis such as Topic Modeling and Semantic Network Analysis to examine changes in trends in arts management. The analysis program used open software R and standard statistical software SPSS. Based on the results of the analysis, the implications and limitations of the study and suggestions for future research were discussed. And the potential for development of convergent research such as Arts & Artificial Intelligence and Arts & Big Data.

RLVisualizer: An application for Visualizing Trajectories of Reinforcement Learning Problem (RLVisualizer: 강화학습의 문제의 학습궤적을 시각화하는 응용)

  • Chung, TaeChoong;Tuyen, Le Pham
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.13-14
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    • 2017
  • 딥러닝을 비롯한 전반적인 인공지능에 대한 관심이 뜨겁다. 특정 영역에 영향력을 주었던 과거와 다르게 인공지능의 영향력은 인류문명 전체에 변화를 주고 있다. 예술 분야도 영향을 받고 있는데, 그 중 한 분야는 과학적 실험의 자료를 어떻게 시각화 하느냐의 문제를 풀다가 나오기도 한다. 자료를 시각화하는 것은 실험과정 및 결과를 과학자 및 독자들에게 쉽게 전달하기위한 것이다. 그런데, 그 시각화된 영상 중에는 미적인 아름다움이 있는 경우가 있다. 본 연구자는 강화학습의 정책이 어떻게 개선되고 있는지 보기위해 강화학습의 과정을 시각화 해서 검증하는 시도를 했다. 그 과정에서 만든 자료가 미술적인 관점에서도 아름다움이 있는 작품을 만들 수 있다는 확신이 들어서 강화학습용 디지탈예술 도구를 만들어 작품을 생성해 보았다.

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A Study on Steganography to Hide Secret Messages in Skeleton Datasets for Action Recognition (행동 인식을 위한 스켈레톤 데이터셋에 비밀 메시지를 은닉하기 위한 스테가노그라피 연구)

  • Sung, Rakbin;Lee, Daewon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.157-160
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    • 2022
  • 딥러닝이 각광받기 시작하면서 인간의 자세와 행동을 인식하고 분류하기 위한 인공지능 기술 또한 급속도로 발전하게 되었다. 영상에서 인간의 자세를 디지털 데이터로 표현할 때 인체의 주요 관절점의 위치와 연결관계를 나타내는 스켈레톤 표현 방식을 주로 사용한다. 본 논문에서는 스켈레톤 데이터에 비밀 메시지를 은닉할 수 있는 스테가노그라피 알고리즘에 대해 소개하고, 스켈레톤을 구성하는 주요 관절점 키포인트를 조작했을 때 행동 인식 인공지능 모델이 어떻게 반응하는지 살펴봄으로써 스켈레톤 데이터에 대한 스테가노그라피 알고리즘의 특성과 보안성에 대해 논의한다.

Film Production Using Artificial Intelligence with a Focus on Visual Effects (인공지능을 이용한 영화제작 : 시각효과를 중심으로)

  • Yoo, Tae-Kyung
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.1
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    • pp.53-62
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    • 2021
  • After the first to present projected moving pictures to audiences, the film industry has been reshaping along with technological advancements. Through the full-scale introduction of visual effects-oriented post-production and digital technologies in the film-making process, the film industry has not only undergone significant changes in the production, but is also embracing the cutting edge technologies broadly and expanding the scope of industry. Not long after the change to digital cinema, the concept of artificial intelligence, first known at the Dartmouth summer research project in 1956, before the digitalization of film, is expected to bring about a big transformation in the film industry once again. Large volume of clear digital data from digital film-making makes easy to apply recent artificial intelligence technologies represented by machine learning and deep learning. The use of artificial intelligence techniques is prominent around major visual effects studios due to automate many laborious, time-consuming tasks currently performed by artists. This study aims to predict how artificial intelligence technology will change the film industry in the future through analysis of visual effects production cases using artificial intelligence technology as a production tool and to discuss the industrial potential of artificial intelligence as visual effects technology.

The Influence of the Appearance of 'Robot Actor' on the Features of the Theater ('로봇배우'의 등장이 연극의 특성에 미치는 영향)

  • Park, Yeon-Joo;Oh, Se-Kon
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.507-515
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    • 2019
  • The positive effects of 'robot actor' born in the age of artificial intelligence on the characteristics of theater (comprehensive, liveness, duality, planning) is due to the collaboration with 'robot' engineers, which increases the comprehensive. It is possible to respond to it, so that various reaction are maintained in every performance, and enhanced illusion can be provided in 'robot' material works in which 'robot actor' plays the role of 'robot'. However, the power focused on the director can reduce the comprehensiceness, the synthesis is reduced, and the 'robot actor' cannot perform the sweat or breath of 'human actor'. In itself, duality is incomplete. In addition, there is a high risk that the improvisation within the scope of planning is likely to occur as a sudden reaction, which may limit the postponement of the 'human actor'. Based on these findings, 'philosophy', 'science' and 'art' can predict the development of artificial intelligence side by side. It is considered necessary to study to redefine the direction and identity of arts and theater that should be moved forward.

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.

Research on Computer-Based Convergence Performing Arts - The Impact of Digital Technology on the Performing Arts-

  • Jin-hee gong
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.9
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    • pp.99-107
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    • 2024
  • This study analyzed how computer-based digital technology affects convergence performing arts according to the trend of the times of domestic performing arts. Based on the analyzed contents, the purpose of the study was to propose an appropriate use plan for performing arts and technology and a plan for future development of convergence performing arts. Looking at the analysis results according to the purpose of the study, as a first step, the use of video technology developed in the performing arts stage using video technology evolved into holograms, media art, and 3D techniques. In the second step, technology and art were fused using artificial intelligence and robots. Artificial intelligence composed music, choreographed dance, and wrote a play script. In addition, robots performed and played with humans on stage. Third, virtual space was also used in performing arts. It was possible to direct spaces in various places using virtual spaces rather than performance halls and stage spaces. In this way, performing arts using digital technology will become more diverse and professional, and things that are possible in imagination that cross boundaries will be developed into reality. This study proposes a convergence that appropriately utilizes various technologies of digital and computer while maintaining the area of creation that humans can do and the expressiveness and artistry they express. In preparation for these changes in the times, future convergence performing artists should be able to acquire a combination of artistry and technology of stage technology experts who can use digital technology, professional actors who can express artistry along with AI, and professionals who can create art by manipulating AI.

Design and Implementation of BGM Composition Service Using Deep Learning (딥러닝을 이용한 BGM 음원 작곡 서비스 설계 및 구현)

  • Kim, Young-Hoon;Yoon, Sung-Yeol;Kim, Byung-Woo;Shin, Hyun-Woo;Hwang, Gyu-Young;Han, Youn-Hee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.986-989
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    • 2019
  • 인공지능에 대한 연구가 계속되고 있지만 음악, 미술, 문학 등 창의력과 예술성을 요구하는 부문에서는 인공지능을 적용하기 어렵다. 하지만 그중 음악 부문에 인공지능을 접목시켜 기존에 없던 곡을 작곡해보고자 한다. LSTM 기반의 모델을 ABC Notation 악보 데이터를 활용하여 학습시켜 사용자들이 음악적 지식 없이도 새로운 음악을 작곡할 수 있도록 딥러닝을 기반으로 한 BGM 음원 작곡 서비스를 제안한다.

Collection of Philosophical Concepts for Video Games -Theory of Art in the Age of Artificial Intelligence by Shinji Matsunaga's The Aesthetics of Video Games (인간과 컴퓨터가 공유하는 인공적인 놀이에 관한 개념상자 -마쓰나가 신지의 『비디오 게임의 미학』이 체계화하는 인공지능시대의 예술과 유희 이론)

  • Kim, Il-Lim
    • Journal of Popular Narrative
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    • v.26 no.4
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    • pp.215-237
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    • 2020
  • This paper is written to introduce and review Shinji Matsunaga's The Aesthetics of Video Games which published in Japan in 2018. Shinji Matsunaga has studied video games from a philosophical and aesthetic perspective. In The Aesthetics of Video Games, he took video games as a hybrid form of traditional games. Shinji Matsunaga particularly notes that video games can design human behaviors and experiences. From this point of view, he tries to construct a theoretical framework that will be able to describe the ways of signification in games and fiction respectively. In previous studies, video games have been mainly discussed in the context of cultural studies and entertainment culture in Japan. The Aesthetics of Video Games is distinguished from the previous studies in the following points. First, The Aesthetics of Video Games pioneered the method of studying video games in art theory. Second, it established various types of relationships with video games and traditional aesthetic concepts. Third, this book connects new concepts that emerged in the age of artificial intelligence to video games as an aesthetic action. Through this work, not only video games were discussed academically, but also the fields of aesthetics and art were expanded. The Aesthetics of Video Game is like a collection of philosophical concepts for video games. Through this book, it can be said that the path for artificial intelligence to approach human secrets is closer than before.