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Approach to the possibility of Multimedia Art in the Digital Media World (디지털 미디어 환경에서의 멀티미디어 아트의 가능성에 대한 접근)

  • 장용훈
    • Archives of design research
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    • v.16 no.3
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    • pp.309-318
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    • 2003
  • A work of Art is not supposed to be isolated from the world, but it should be influenced by its cultural background and situations of the times. Therefore, Art itself reflects its era. In other words, it is created being based on the thought of its artist and simultaneously interacting with external conditions or circumstances of the era, so it would also affect the cultural code of its society. This is why modern art made by the individual living in this complicated and diversified society is quite avant-garde. Various demands from its society and diversified senses have been influencing diversification of works of Art. Now we can say that a mode of art is also dose to current stream of the times. A lot of artists have been trying to get out of traditional way of presentation techniques and classification of genres. In that point, the emergence of Multimedia Alt is inevitable in this digital era. The terms of Internet or multimedia are now familiar with everybody in the world, and a lot of works like Technology Art, Information Art, Computer Art, Digital Art, New Media Art, and so on have been coming into the world by using multimedia. Unlike other works of Art, these works from multimedia are practically used by being combined with technologies. Hereupon, in this paper I would like to find out a concept of Multimedia Art, its social function, and the future prospect of this brand-new form of art.

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Adaptive Strategy Game Engine Using Non-monotonic Reasoning and Inductive Machine Learning (비단조 추론과 귀납적 기계학습 기반 적응형 전략 게임 엔진)

  • Kim, Je-Min;Park, Young-Tack
    • The KIPS Transactions:PartB
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    • v.11B no.1
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    • pp.83-90
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    • 2004
  • Strategic games are missing special qualities of genre these days. Game engines neither reason about behaviors of computer objects nor have learning ability that can prepare countermeasure in variously command user's strategy. This paper suggests a strategic game engine that applies non-monotonic reasoning and inductive machine learning. The engine emphasizes three components -“user behavior monitor”to abstract user's objects behavior,“learning engine”to learn user's strategy,“behavior display handler”to reflect abstracted behavior of computer objects on game. Especially, this paper proposes two layered-structure to apply non-monotonic reasoning and inductive learning to make behaviors of computer objects that learns strategy behaviors of user objects exactly, and corresponds in user's objects. The engine decides actions and strategies of computer objects with created information through inductive learning. Main contribution of this paper is that computer objects command excellent strategies and reveal differentiation with behavior of existing computer objects to apply non-monotonic reasoning and inductive machine learning.

Multidimensional Optimization Model of Music Recommender Systems (음악추천시스템의 다차원 최적화 모형)

  • Park, Kyong-Su;Moon, Nam-Me
    • The KIPS Transactions:PartB
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    • v.19B no.3
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    • pp.155-164
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    • 2012
  • This study aims to identify the multidimensional variables and sub-variables and study their relative weight in music recommender systems when maximizing the rating function R. To undertake the task, a optimization formula and variables for a research model were derived from the review of prior works on recommender systems, which were then used to establish the research model for an empirical test. With the research model and the actual log data of real customers obtained from an on line music provider in Korea, multiple regression analysis was conducted to induce the optimal correlation of variables in the multidimensional model. The results showed that the correlation value against the rating function R for Items was highest, followed by Social Relations, Users and Contexts. Among sub-variables, popular music from Social Relations, genre, latest music and favourite artist from Items were high in the correlation with the rating function R. Meantime, the derived multidimensional recommender systems revealed that in a comparative analysis, it outperformed two dimensions(Users, Items) and three dimensions(Users, Items and Contexts, or Users, items and Social Relations) based recommender systems in terms of adjusted $R^2$ and the correlation of all variables against the values of the rating function R.

Influences on Tourist Attraction Image of Jeju and Behavior Intention of Media (영상물의 제주도 관광지 이미지와 행동의도에 대한 영향)

  • Lee, Jong-Joo;Jung, Min-Eui
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.494-506
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    • 2013
  • Media like TV programs and movies has deeply rooted in the public and it can supply affluent informations on special tourist attractions during short time relatively. Media can make the image of special objects and destinations recreated and viewers induced to the special places. Because of these positive effects, many countries and self governing bodies having tried place marketing through media have done their best to raise the image of their tourist attractions and induce a visit. So, most of studies about the effect relations between media and tourist attractions have been done about the confirmation of the impact relation between media and the image raising of tourist attractions and between media and the tourists's visit inducement. This study reconfirms the results of the existing studies and confirms whether the difference of media program genre causes that of the impact relation between media and the image raising of tourist attractions and between media and the tourists's visit inducement. In order to confirm these purposes, 3 assumptions are established and are proved through statistical analyses based on a questionnaire. According to the results of these analyses, all of 3 established assumptions : assumption 1, the impact relation between media program genres and the image of tourist attraction, assumption 2, the impact relation between the image of tourist attractions and behavior intention, and assumption 3, the impact relation between media program genres and behavior intention, are partly accepted.

Video Classification Based on Viewer Acceptability of Olfactory Information and Suggestion for Reality Improvement (시청자의 후각정보 수용 특성에 따른 영상분류와 실감증대를 위한 제안)

  • Lee, Guk-Hee;Choi, Ji Hoon;Ahn, Chung Hyun;Li, Hyung-Chul O.;Kim, ShinWoo
    • Science of Emotion and Sensibility
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    • v.16 no.2
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    • pp.207-220
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    • 2013
  • For video reality improvement, there has been much advancement in the methods of providing visual, auditory, and tactile information. On the other hand, there is little research on olfaction for video reality because it is difficult to define and knotty to manipulate. As a first step for video reality improvement using olfactory information, this research investigated users' acceptability of smell when they watch videos of various kinds and then classified the video clips based on their acceptability of different criteria. To do so, we first selected three questions of whether the scene in the video appears to have an odor (odor presence), whether a matching odor is likely to improve a sense of reality (effect on sense of reality), and whether s/he would like a matching odor to be present (preference for the matching odor). Then after collecting 51 video clips of various genres that would receive either high or low ratings for the questions above, we had participants to watch the videos and rate them for the above three questions on 7-point scale. For video classification, we paired each two questions to construct 2D space to draw scatterplot of video clips where the scales of the two questions represent X or Y axis. Clusters of video clips that locate at different quadrants of the 2D space would provide important insights in providing olfactory information for video reality improvement.

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The Value of Film as Material for Learning a Foreign Language: Using Posh Discourse (영상자료가 지니는 외국어 학습 자료로서의 가치 : 공손한 언어를 중심으로)

  • Kim, Hye-Jeong
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.643-651
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    • 2016
  • This study considers the value of English-language films as material for learning a foreign tongue using posh discourse. In daily life, when we decline an invitation or convey unpleasant information to a listener, we use polite expressions; we are careful with our words. English language learners need to learn polite expressions in order to interact peacefully with others; doing so can minimize conflict, which is inherent in social relationships. This study uses the British drama Downton Abbey, which is about aristocracy. This study analyzes the posh discourse used in Downton Abbey and insists that students need to learn it explicitly. It is important to learn the polite expressions of this authentic drama in a real classroom. This study suggests that students work in groups to create a short video, and to try to understand the characters' personalities. Movies, TV dramas, and sitcoms provide great content that shows the various functions of the language that students want to learn. As a source of learning material, film can help improve students' motivation and interest in learning a foreign language.

Study on the meaning of Edi-curation in Trans-media era - Based on the comic(webtoon) and publishing content - (트랜스미디어 시대에서 에디큐레이션의 의미에 대한 연구 - 출판 및 만화 콘텐츠를 중심으로 -)

  • Park, Se-Hyeon
    • Cartoon and Animation Studies
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    • s.44
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    • pp.235-261
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    • 2016
  • Media consumers in the context of the Internet and digital media are using the same content to a variety of platforms. As such, the content of various genres is converted to the form of a new content through the process of fusion, combination, transformation, differentiation, reproduction, etc on the basis of digital media. That is referred to as trans-media. In order to create the successful content in trans-media era, it requires the work of Edi-curation. Edi-curation work is the act of editing and adding meaning to the curation work of curators. In that sense, this paper analyzed the definition and meaning for Edi-curation of publishing and comic(webtoon) content in trans-media era. Edi-curation process induces the changing role of consumers and producers of content in the digital media experience. In process of Edi-curation, consumers(producers) will soon lead to a media producer(consumer), namely proconsumer / produser. Diversification of digital platforms and devices, digital 1 person (or SNS) appeared in the media, etc. are also required to Edi-curation of content and comic(webtoon) published in a variety of ways. Depending on the intention of media producers (or consumers), content through the process of replication, montage, disassembly, dismantling, hypertext, compression, and reconstruction births to new content. The work of Edi-curation has the significance that it affects the way the media producers work in creative process, as well as the reading content of the media consumers. In the publishing content, Edi-curation work is the logicality destruction of a chapter or a paragraph, a sentence of colloquialisms, card news, the deformation of the utilization of video and media content. Meanwhile in the comic(webtoon) content, we mention the destruction of cut(frame), the various modifications of speech bubbles, onomatopoeia, and mimetic word.

A Study on the Development Strategy of VR Game Content by Group Based on Conjoint Analysis (컨조인트 분석을 통한 집단별 VR게임콘텐츠의 개발 전략에 관한 연구)

  • Lee, Ho Seok;Jeong, Jong In;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.137-146
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    • 2020
  • VR(Virtual Reality), which has drawn attention as a major area in ICT, is currently being used in various fields, including medical care, movies and architecture. Although VR technology is used in various fields, contents are mainly developed by creators where needs of users are easily left out of consideration leading to failure in forming a consensus between UI(User Interface) and UX(user experience). To identify the consumer preference and attribute level of VR game content, which is responsible for the largest proportion of VR contents, this study was designed to examine the consumers' preference properties of VR game contents through a Conjoint Analysis and derive the relative importance and weightings of each group. The study collected 166 questionnaires over a total of three months from May to July 2019, 150 of which were completed (90.4%). Statistic analysis was conducted using SPSS Ver. 25.0. The results of the study showed that the genre of the game (42.6%), number of players (24.0%), price for payment (20.3%) and game planning (13.1%) were important attributes in choosing VR games. The optimal mix of attributes was derived with new games, RPGs, multi-play and medium price (22,000 KRW). Before mentioning technology in the expectations of users who use VR game content, which is the most preferred among VR contents, this study recognized the need to have a fun and new experience through VR game content. Therefore, it is expected that this will serve as a reference for consumer behavior of VR game contents and research on VR game contents development.

Visual Effects of UV Lighting on Bodypainting (UV라이팅에 나타난 바디페인팅 시각적 효과)

  • Kim, Mi-Rim;Choi, Hee-Ja
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.268-275
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    • 2011
  • 21C digital culture is now affecting the life of arts and development through our system, as well as body arts and body painting. Body painting is not has been focused through our lives in 21stcentury as one genre. UV body painting is from short to long wave length that demonstrates to us the dimension by science and lighting showing more than 8 colors that are better off being set. From this research the theory of body painting considerate characteristics and vision for it. From the researchers line, dots, and side shows the UV body painting as a one piece of art and analyzing the 3D theory and once again showing vision through what it's affecting to their result.' UV body painting is usage of floral paints and using so called 'black light' that shows the short and long term wavelength that provides the 3D material, but first, this is different from normal body painting like dots, like, and layers shows more thoroughly and shows focused motive and you can easily tell the difference. As of all UV body painting is showing more 3D vision more than the design itself. From all this research, to all the body painters we await the future practical theory to be used and for the better future.

Design of Music Recommendation System Considering Context-Information in the Home Network (홈 네트워크에서 상황정보를 고려한 음악 추천 시스템 설계)

  • Song Chang-Woo;Kim Jomg-Hun;Lee Jung-Hyun
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.9
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    • pp.650-657
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    • 2006
  • The music is a part of our daily life in these days. And when the people listen to the music, they are affected by the context. However, previous researches on the music recommendation system have the problem that they didn't consider the proper contextual information efficiently. They only used the content-based filtering or the method to use musical metadata (genre, artist, etc.). Recently, there are some researches about the music recommendation system which applies the status(temperature, humidity, etc.) of environments. But, it is difficult to be accepted by the contextual information. Therefore, we propose the music recommendation system that is dynamically applied by the contextual information as well as the metadata in the previous researches. And the system can provide users with the music that they want to listen to, and then the users can be more satisfied. Also, the services can be improved by the feedback of the users. In order to solve this problem, the context-information for selecting a music list is defined and the music recommendation system is designed by using the content-based filtering method. The system is suitable for the user's taste and the context. The music recommendation system we are proposing uses an OSGi framework in the home network. As a result, the satisfaction of users and the quality of services will be improved more efficiently by supporting the mobility of services as well as the distributed processing.