• Title/Summary/Keyword: Artwork Classification

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A Deep Approach for Classifying Artistic Media from Artworks

  • Yang, Heekyung;Min, Kyungha
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.5
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    • pp.2558-2573
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    • 2019
  • We present a deep CNN-based approach for classifying artistic media from artwork images. We aim to classify most frequently used artistic media including oilpaint brush, watercolor brush, pencil and pastel, etc. For this purpose, we extend VGGNet, one of the most widely used CNN structure, by substituting its last layer with a fully convolutional layer, which reveals class activation map (CAM), the region of classification. We build two artwork image datasets: YMSet that collects more than 4K artwork images for four most frequently used artistic media from various internet websites and WikiSet that collects almost 9K artwork images for ten most frequently used media from WikiArt. We execute a human baseline experiment to compare the classification performance. Through our experiments, we conclude that our classifier is superior in classifying artistic media to human.

Optimizing CNN Structure to Improve Accuracy of Artwork Artist Classification

  • Ji-Seon Park;So-Yeon Kim;Yeo-Chan Yoon;Soo Kyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.9
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    • pp.9-15
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    • 2023
  • Metaverse is a modern new technology that is advancing quickly. The goal of this study is to investigate this technique from the perspective of computer vision as well as general perspective. A thorough analysis of computer vision related Metaverse topics has been done in this study. Its history, method, architecture, benefits, and drawbacks are all covered. The Metaverse's future and the steps that must be taken to adapt to this technology are described. The concepts of Mixed Reality (MR), Augmented Reality (AR), Extended Reality (XR) and Virtual Reality (VR) are briefly discussed. The role of computer vision and its application, advantages and disadvantages and the future research areas are discussed.

An Approach to Art Collections Management and Content-based Recovery

  • De Celis Herrero, Concepcion Perez;Alvarez, Jaime Lara;Aguilar, Gustavo Cossio;Garcia, Maria Josefa Somodevilla
    • Journal of Information Processing Systems
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    • v.7 no.3
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    • pp.447-458
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    • 2011
  • This study presents a comprehensive solution to the collection management, which is based on the model for Cultural Objects (CCO). The developed system manages and spreads the collections that are safeguarded in museums and galleries more easily by using IT. In particular, we present our approach for a non-structured search and recovery of the objects based on the annotation of artwork images. In this methodology, we have introduced a faceted search used as a framework for multi-classification and for exploring/browsing complex information bases in a guided, yet unconstrained way, through a visual interface.

A Study on the Social Media Sharing Intention by Exhibition Visitors -Focused on D Museum Plastic-Fantastic and Instagram- (전시방문객의 소셜미디어 공유의도에 관한 연구 -디뮤지엄의 Plastic Fantastic과 Instagram을 중심으로-)

  • Kim, Chaeeun;Lee, Joonhan;Kim, Sun Mee
    • Journal of Fashion Business
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    • v.22 no.4
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    • pp.20-29
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    • 2018
  • Today, visitors of art galleries like to share their life in their communities than interacting with artwork. Meantime, image sharing of an exhibition on social media has become more important than actual watching of the artwork. Accordingly, most of the galleries have started paying more attention in organizing an exhibition environment for proof-shots to attract more visitors. We initially conducted research about the internet environment from the late 1990s to the recent years and analyzed the changing watching patterns of the exhibition since the advent of social media. Secondly, for empirical case analysis, we selected 'Plastic Fantastic' held in D-Museum as the target of analysis. The analysis targeted 500 recent postings that were discovered on Instagram on March 4, 2018, as 'Plastic-Fantastic'(in Korean). The methods of analysis included classification types of image, hashtag, and text on Instagram and were arranged in an order of relation to the exhibits. Based on the image analysis, 44.2% of the images involved exhibition displays; the others included a person or other goods. Based on the results of the text and hashtag analysis, only 3.6% of posting included information about the exhibition and 56.4% had non-related inflow hashtags only with image. The behavior of these shares is likely to gradually lose the inherent meaning of the exhibition and to the value rather than imparting the artistic thrill that viewers derive from art. Exhibition should try to seek deep interaction between the display, audience, and social media users, rather than encouraging the visitors to take proof-shots.

A study on the transparent screen projection mapping using depaysement (데페이즈망 기법을 활용한 투명스크린 프로젝션 맵핑 연구)

  • Park, Ki-Deok;Kim, Tae-Hyoung;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.11 no.8
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    • pp.331-340
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    • 2013
  • Depaysement, suggested by the well-known surrealist Rene Magritte, has been used for and applied to many media. Application of depaysement through various media such as TV, commercial, and advertisement, attempted to provide interest by deviation from fixed ideas and visual shock, placing common objects in new and strange environment. The study applied screen projection mapping using a transparent screen and objet for different purposes to projection mapping media, applying depaysement to the artwork 'Illusion' in order to suggest visual pleasure, possibility as a new media, and projection mapping using transparent screen and objet. The work cases were suggested by applying expressive methods and effects according to three classifications - modulation of space, combination of conflicting images, and transformation and change of objects - in depaysement, and analyzed by types based on classification of the layout, typography, image, color, and time. Through 'Illusion,' new objet and characteristics of the media are applied and expanded by using projection mapping and depaysement.