• Title/Summary/Keyword: 3D art

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A Study on 3D Animation as total Art (총체적 예술로서의 3D Animation에 대한 연구)

  • 최성원
    • Archives of design research
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    • v.16 no.3
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    • pp.33-40
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    • 2003
  • With the view of an art history, 3D Animation is one of the media that was anxiously solved the issue of time and space by traditional painters, however it still could not acquire the proper position in the art field due to compromising commercialism. This is the result of devaluating for the possibility of art itself and it is only a matter of the range to apply 3D animation. In order to obtain a proper position for an art genre, previously it can be focused on how to visualize the 3D animation from our perceptions. 3D animation should not ding to the realism, it can be understand in the way of a narrative relation between the description of objects and the objects itself, further more it will be illustrated as whole units. After the aesthetical reflection, 3D animation production can be defined as an art genre and also independent from commercialism. Therefore this paper is the first step for improving 3D animation as an art and trying to discuss the way to observe 3D animation.

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A Case analysis of NFT digital art works (NFT 디지털아트 작품 사례분석)

  • Yoon, Heesun;Chung, Jeanhun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.55-61
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    • 2022
  • With the rapid development of information technology, Metaverse and Non-Fungible Token (hereinafter referred to as NFT) technology will not only create new supply and demand markets for digital art creators, but also for existing art writers. As interest in and trading of virtual assets and coins increases, so does the demand for digital art trading in the NFT market. This study examines the theoretical content of NFTs, blockchains, and Metaverse, and analyzes various expressions of NFT art that are currently popular. As the case study, 100 projects were selected and analyzed in the overall OpenSea ranking, which included 2D graphics, 3D graphics and motion graphics works. Then, from the perspective of creators, the graphic styles of NFT digital art are divided into 4 types: 2D graphics, 3D graphics, 2D dynamic graphics, 3D dynamic graphics, and analyzed and studied. It is hoped that in the future, this study can suggest the direction of creating graphic styles to digital art NFT creators.

Adaptive Random Testing through Iterative Partitioning with Enlarged Input Domain (입력 도메인 확장을 이용한 반복 분할 기반의 적응적 랜덤 테스팅 기법)

  • Shin, Seung-Hun;Park, Seung-Kyu
    • The KIPS Transactions:PartD
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    • v.15D no.4
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    • pp.531-540
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    • 2008
  • An Adaptive Random Testing(ART) is one of test case generation algorithms, which was designed to get better performance in terms of fault-detection capability than that of Random Testing(RT) algorithm by locating test cases in evenly spreaded area. Two ART algorithms, such as Distance-based ART(D-ART) and Restricted Random Testing(RRT), had been indicated that they have significant drawbacks in computations, i.e., consuming quadratic order of runtime. To reduce the amount of computations of D-ART and RRT, iterative partitioning of input domain strategy was proposed. They achieved, to some extent, the moderate computation cost with relatively high performance of fault detection. Those algorithms, however, have yet the patterns of non-uniform distribution in test cases, which obstructs the scalability. In this paper we analyze the distribution of test cases in an iterative partitioning strategy, and propose a new method of input domain enlargement which makes the test cases get much evenly distributed. The simulation results show that the proposed one has about 3 percent of improvement in terms of mean relative F-measure for 2-dimension input domain, and shows 10 percent improvement for 3-dimension space.

3D Reconstruction Method for 3D Engraving Systems (3D 조각가공 시스템을 위한 3 차원 복원 방법)

  • Lee, Won-Seck;Chung, Sung-Chong
    • Proceedings of the KSME Conference
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    • 2008.11a
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    • pp.1204-1209
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    • 2008
  • Design is important in the IT, digital appliance, and auto industries. Aesthetic and art images are being applied for better design satisfaction of the products. Various artistic image patterns are used to satisfy demand of design, but it takes much lead-time and effort to implement them for making dies and molds. In this paper, a hybrid reverse engineering method generating accurate 3D engraving models from 2D art images is proposed through image processing, 3D reconstruction, and NURBS interpolation methods. In order to generate the 3D model from the 2D artistic image, cloud points with z-depth are extracted according to intensity values of the image. An adaptive median filter and harmonic filter are used to obtain the intensity values accurately. NURBS surfaces are generated through the interpolation of the cloud points. Performance of the developed system is to be confirmed through the realization of Mona Lisa and Golden Gate Bridge.

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A Study on Expression Techniques of Nail Art: Focused on Nail Holic in 2012

  • Kim, Jeongmee;Jeong, Seungeun
    • Journal of Fashion Business
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    • v.18 no.6
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    • pp.100-115
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    • 2014
  • This study examined the history of nail art in 20th century, defined characteristics of many techniques used on nails, and analyzed how those techniques have been utilized in recent nail art works. For the method of the study, books and previous studies on nail art were examined as primary sources, and newspaper articles on nail art were studied as references. Then, the case studies were conducted on photographs of nail art works published in Nail Holic in 2012. As a result of analyzing expression techniques of nail art featured on Nail Holic, there had been a total of 517 works created using a single technique. The reason why hand painting is used very frequently is because artists can draw unique images of their own to create various designs according to their tastes. Rhine stone is also very popular, because stones are easy to apply and various in their shapes and colors. There were a total of 555 works created using two or more techniques. The most important point to examine is that hand painting, rhine stone, and 3D art were most popular among all techniques. These works featured highly various effects and images by combining flat effect of hand painting with three-dimensional effects of rhine stone or 3D art. The tendency can also be found in the fact that there have been many works using techniques of flat effects such as decal or marbling combined with techniques of three-dimensional effects such as rhine stone or 3D art.

Building a virtual art exhibition including various shapes and characteristics of contemporary art in Second Life (가상현실에서의 컨템포러리아트 전시 구축 방법론 연구 -세컨드라이프 내 가상미술 전시 구축 사례를 중심으로-)

  • Park, Ju-Hee;Kim, Jung-Wha
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1246-1251
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    • 2009
  • Second Life is a massive multi-user on-line environment; "a 3D virtual world where users can socialize, connect and create using voice and text chat" (http://www.secondlife.com). The paper explores the process and methods to establish a contemporary art exhibition that incudes various shapes and characteristics of art; paintings, 3D sculptures, time-based video arts, technical based arts, and so on. We have also discuss about the technical limitations to make virtual museums in the Second Life and recognitions between human and art works.

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3D Art Make Up Design Process utilizing Digital Drawing Technique and Special Make Up (디지털 드로잉 기법과 특수 분장을 활용한 3D 아트메이크업 디자인 프로세스)

  • Shin, Won-Sun;Shin, Sae-Young
    • Journal of Fashion Business
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    • v.15 no.2
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    • pp.131-144
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    • 2011
  • The purpose of this study is to propose 3D art make-up design process by reproducing real objects through preliminary digital drawing with Photoshop (Photo Shop CS4.0, Adobe, USA) and using special make-up that has never been done previously, and produce creative problem solving plan to make concrete expanding thoughts and ideas. As for this study method, this study was composed of preliminary study, literature study by book examination and positive study on design process that performed preparatory work and reproduced real objects. Real case study by art make-up design process can improve effective design expressing ability by utilizing special make-up, diversify techniques, extend expression areas by materials, and create unique design. In addition, preliminary work by digital drawing, a process to predict real object work in advance, could reduce time and cost while improving work skill for work production, raise design accuracy and make easy the modification of idea. This study is anticipated to activate digital make-up by various digital techniques including Photoshop.

Improved Sliding Shapes for Instance Segmentation of Amodal 3D Object

  • Lin, Jinhua;Yao, Yu;Wang, Yanjie
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.11
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    • pp.5555-5567
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    • 2018
  • State-of-art instance segmentation networks are successful at generating 2D segmentation mask for region proposals with highest classification score, yet 3D object segmentation task is limited to geocentric embedding or detector of Sliding Shapes. To this end, we propose an amodal 3D instance segmentation network called A3IS-CNN, which extends the detector of Deep Sliding Shapes to amodal 3D instance segmentation by adding a new branch of 3D ConvNet called A3IS-branch. The A3IS-branch which takes 3D amodal ROI as input and 3D semantic instances as output is a fully convolution network(FCN) sharing convolutional layers with existing 3d RPN which takes 3D scene as input and 3D amodal proposals as output. For two branches share computation with each other, our 3D instance segmentation network adds only a small overhead of 0.25 fps to Deep Sliding Shapes, trading off accurate detection and point-to-point segmentation of instances. Experiments show that our 3D instance segmentation network achieves at least 10% to 50% improvement over the state-of-art network in running time, and outperforms the state-of-art 3D detectors by at least 16.1 AP.

The Influence of Experiment Variables on DLP 3D Printing using ART Resin (ART 수지의 DLP 3D Printing 가공 시 실험변수의 영향)

  • Shin, Geun-Sik;Kweon, Hyun-Kyu;Kang, Yong-Goo
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.16 no.6
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    • pp.101-108
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    • 2017
  • Recently, the patent rights for 3D printing technology have expired, while 3D printers with RP (Rapid Prototyping or Additive Manufacturing) and 3D printing technologies are receiving attention. In particular, the development of 3D printers is rapid in Korea, thanks to the increasing sales and popularity of FDM (Fused Deposition Modeling or Fused Filament Fabrication) 3D printers. However, the quality and productivity of the FDM 3D Printer are not good, so customers prefer the DLP (Digital Light Processing) method to avoid these shortcomings. The DLP method has high quality and productivity. However, because of the stereolithography equipment, it has few studies compared to optimal values for elements then FDM 3D printing study. In this study, to find the optimal conditions for 3D printing with the DLP method, the aim is to obtain the optimal values (strength, final time, quality) by changing the light exposure time, layer thickness, and z-axis speed.