• 제목/요약/키워드: Art engineering

검색결과 2,062건 처리시간 0.028초

Analysis of the Impact on Changes in Residential Communities through Urban Regeneration with Art Programs - Focused on Cheong-ju Sajik 2-dong - (예술매개 도시재생 프로그램이 주거공동체 의식 변화에 미치는 영향력 분석 - 청주시 사직2동을 중심으로 -)

  • Choi, Min-Gyeong;Hwang, Hee-Yun;Kwon, Jeong-Ju
    • Journal of the Korean housing association
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    • 제23권4호
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    • pp.69-76
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    • 2012
  • This study conducted an analysis of importance levels and also an AHP analysis based on the results of the monitoring (from Aug 2011 through Feb 2012) carried out in the Sajik 2-dong in the City of Cheong-ju. By quantitatively eliciting the effects that the urban regeneration projects that use art programs have on the changes in the perception of community housings and by analyzing the results of objective verification, this study was able to ascertain that local resident festivals had the greatest impacts on the change in the perception of community housings in the Sajik 2-dong in the City of Cheong-ju. This is deemed to be attributable to the fact that programs such as local resident festivals, in which various age groups participated, - amidst the unmitigated circumstance of Sajik 2-dong in the City of Cheong-ju (conflicts among the residents on account of redevelopment project) - exerted significant influences in the perceptional change of the community and in the resolution of conflicts.

3D printer-based stop-motion animation industry and its impact on the production process (3D 프린터 기반 스톱모션 애니메이션 산업과 제작프로세스에 미치는 영향)

  • Zhang, Wan;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 한국정보통신학회 2017년도 추계학술대회
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    • pp.191-193
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    • 2017
  • Stop-motion animation, which is based on the physical object and is shot frame by frame, is an traditional art of animation. As an independent art form, it has formed a unique art language through a century-long development. With the continuous exploration by animators, stop-motion animation has actively combined with digital technology, and has made a great progress in the use of materials and the technique of filming. the introduction of digital technology not only enriched it's artistic expression, but also laid the basis for it's sustainable development in the new era. This study investigates how 3D printer technology affects the production process and industry of stop motion animation.

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The Beginning and Development of Japonism in Mode (자포니즘 모드의 시원(始原)과 전개(展開))

  • Lee, Kyung-Hee
    • Journal of Fashion Business
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    • 제4권1호
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    • pp.97-111
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    • 2000
  • The term Japonism was coined in France where the predilection for Japanese art forms was immediately apparent, influencing Impressionism, Symbolism, Post-Impressionism, and later the Art Nouveau movement, all of which reflect aspects of Japanese art adapted to Western style. The 1968 May Revolution in Paris changed traditional thinking and shifted the center of fashion of the 1970's from haute couture to pret-a porter. At about the same time, having recovered from the destruction of war, Japan started to emerge as a leading economic force. The Japanese clothing designers, who were inspired by their own traditions, began to present their collections in the West. Hanae Mori's dresses with Japanese floral motifs were the first to appear. The West was captivated by the colorfully layered clothing of Kenzo Takada inspired by peasant and working class kimonos. And Issey Miyake was acclaimed for his innovative concepts of ‘one piece of cloth'. In the 1980s Rei Kawakubo and Yohji Yamamoto achieved recognition with their deconstructivist and minimalist approaches to fashion. The clothing proposed by these Japanese designers has transcended not only national and sexual boundaries, but also those of accepted materials in which to work. These designs suggest new possibilities and are unrestricted by preconceived ideas of kimono or of Western clothing. The emergence of Japanese designers as a powerful creative force in the late twentieth century has created a new dimension to the term Japonism in fashion. By integrating the clothing traditions of the West and Japan, while at the same time departing from them, a new international genre of clothing has been created.

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A Study on Development of Virtual Trainer Contents with Virtual Reality (가상현실을 적용한 가상의 트레이너 콘텐츠 개발에 관한 연구)

  • Jung, A Leum;Jeon, Jeong Yeon;Kim, Tae Hyung;Lee, Mi Rim;Jang, Hong Jun;Cha, Eun Jee;Bang, Yoon Kyeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 한국정보통신학회 2014년도 추계학술대회
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    • pp.553-554
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    • 2014
  • 경제수준의 향상과 삶의 질의 향상으로 인하여 일반인들의 건강 및 운동에 대한 관심이 증대되었다. 이런 사회적 기대에 부응하여 바쁜 현대인들을 위한 게임 기반 및 스마트폰 기반의 헬스케어 시스템이 등장하고 있다. 최근에는 가상현실을 통한 현실세계와 유산한 운동효과를 추구하는 형태로 발전하고 있다. 따라서 본 연구는 가상세계의 현실과 같은 몰입감에 주목하고, 아이큐브(I-cube)를 활용하여 가상현실을 구축한 다음 가상의 트레이너를 통해서 원하는 운동효과를 제공하는데 목적이 있다. 운동 및 자극 부위, 지도 효율성의 정보 등을 제공하여, 운동효과와 정보를 한눈에 봄과 동시에 운동에 대한 올바른 자세를 가상현실을 이용해 직접적으로 배울 수 있도록 하였다.

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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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    • 제12권11호
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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.

New Technologies and Development in Observational Methods and Research Needs in Geotechnical Engineering (지반공학 분야의 국외 정보화 시공기술 적용 사례 및 발전 방향)

  • 유충식
    • Proceedings of the Korean Geotechical Society Conference
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    • 한국지반공학회 2000년도 봄 학술세미나 논문집
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    • pp.37-54
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    • 2000
  • The observational method using field measurement technique have contributed significantly to advancements in the state-of-the art of geotechnical engineering in the 20th century. Due to the rapid development in computer technology, Internet and GIS have become an integral part of civil engineering project management. This paper presents new technologies and development in observational method which have valuable implication on field measurement in geotechnical engineering. Systematic approach to planning monitoring program in geotechnical instrumentation is also presented. Finally, research needs in development and application of integrated design/construction management system in geotechnical engineering projects are discussed.

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The prospect and the State of the Art for Marine Environmental Science and Technology from a Point of view of Marine Biotechnology (해양생명공학관점에서의 해양환경공학 현황분석과 전망)

  • Kim Sang-Jin
    • Journal of the Korean Society for Marine Environment & Energy
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    • 제7권3호
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    • pp.111-115
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    • 2004
  • In this manuscript the characteristics of marine environmental sciences and technology was depicted in the aspect of marine biotechnology, and the prospect of Korean society of Marine Environmental Engineering were suggested. Firstly definitions and main features of marine biotechnology and marine environmental sciences and technology were mentioned, and the long-term trends of environmental sciences and technology and the role of marine biotechnology to contribute for the development of marine environmental science and technology were described. The present state of the art for domestic research activities in the fields of marine environmental science and technology was reviewed and future directions for developing the Korean Society of Marine Environmental Engineering were suggested and discussed through understanding the present problems and solving those problems.

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Fast and Robust Face Detection based on CNN in Wild Environment (CNN 기반의 와일드 환경에 강인한 고속 얼굴 검출 방법)

  • Song, Junam;Kim, Hyung-Il;Ro, Yong Man
    • Journal of Korea Multimedia Society
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    • 제19권8호
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    • pp.1310-1319
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    • 2016
  • Face detection is the first step in a wide range of face applications. However, detecting faces in the wild is still a challenging task due to the wide range of variations in pose, scale, and occlusions. Recently, many deep learning methods have been proposed for face detection. However, further improvements are required in the wild. Another important issue to be considered in the face detection is the computational complexity. Current state-of-the-art deep learning methods require a large number of patches to deal with varying scales and the arbitrary image sizes, which result in an increased computational complexity. To reduce the complexity while achieving better detection accuracy, we propose a fully convolutional network-based face detection that can take arbitrarily-sized input and produce feature maps (heat maps) corresponding to the input image size. To deal with the various face scales, a multi-scale network architecture that utilizes the facial components when learning the feature maps is proposed. On top of it, we design multi-task learning technique to improve detection performance. Extensive experiments have been conducted on the FDDB dataset. The experimental results show that the proposed method outperforms state-of-the-art methods with the accuracy of 82.33% at 517 false alarms, while improving computational efficiency significantly.

Development of an Infographic-Based STEAM Program (인포그래픽 기반 STEAM 프로그램 개발 및 효과성 검증)

  • Hyun, Eun Ryung;Kim, Jeong Hyun;Shin, Tae Seob
    • Journal of Engineering Education Research
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    • 제25권5호
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    • pp.68-74
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    • 2022
  • The purpose of this study was to develop an infographic-based STEAM program for high school students and test its effectiveness. In this study, we converged high school 'art' education with 'Korean language' and 'mathematics.' The program was divided into four phases. The effectiveness of the program was analyzed by conducting matched pair t-test for 377 students at a girl's high school in Seoul before and after the program. The study found that the students' self-concept on mathematics and their attitude towards choosing science and engineering career showed significant increases after the program. By connecting high school courses through data visualization based on cognitive information design, findings from this study suggest that our infographic-based STEAM program should be implemented more frequently at high schools.

A Literature Survey on Warranty Policies

  • Suh, Young-Sung;Park, Young-Taek;Son, Eun-Il
    • Journal of Korean Society for Quality Management
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    • 제24권2호
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    • pp.102-112
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    • 1996
  • Estimation of warranty costs is an important application area of reliability engineering. On the manufacturer's point of view, exact estimation of warranty costs helps decisions on budgeting, product pricing, and A/S capacity planning, etc. We reviewed the state-of-the-art of existing models on warranty policies and suggested some future research directions.

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