• Title/Summary/Keyword: Image Style

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Fast and Efficient Implementation of Neural Networks using CUDA and OpenMP (CUDA와 OPenMP를 이용한 빠르고 효율적인 신경망 구현)

  • Park, An-Jin;Jang, Hong-Hoon;Jung, Kee-Chul
    • Journal of KIISE:Software and Applications
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    • v.36 no.4
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    • pp.253-260
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    • 2009
  • Many algorithms for computer vision and pattern recognition have recently been implemented on GPU (graphic processing unit) for faster computational times. However, the implementation has two problems. First, the programmer should master the fundamentals of the graphics shading languages that require the prior knowledge on computer graphics. Second, in a job that needs much cooperation between CPU and GPU, which is usual in image processing and pattern recognition contrary to the graphic area, CPU should generate raw feature data for GPU processing as much as possible to effectively utilize GPU performance. This paper proposes more quick and efficient implementation of neural networks on both GPU and multi-core CPU. We use CUDA (compute unified device architecture) that can be easily programmed due to its simple C language-like style instead of GPU to solve the first problem. Moreover, OpenMP (Open Multi-Processing) is used to concurrently process multiple data with single instruction on multi-core CPU, which results in effectively utilizing the memories of GPU. In the experiments, we implemented neural networks-based text extraction system using the proposed architecture, and the computational times showed about 15 times faster than implementation on only GPU without OpenMP.

A Cultural Politics of Online Parody: Its Aesthetical Possibilities and Limits (온라인 정치 패러디물의 미학적 가능성과 한계)

  • Lee, Kwang-Suk
    • Korean journal of communication and information
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    • v.48
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    • pp.109-134
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    • 2009
  • This study explores the political parody, which has become an active art form in order to express Korean Internet users' political practices, especially, during the politically turbulent periods from the presidential election of 2003 to the recent candlelight vigil protest of 2008. This study investigates the rise and fall of a parody culture by online users from the mid-2000s, and also examines aesthetical aspects of parodic artworks relying on amateurism culminated in 2004. Specifically, the current study questions an aesthetical lack shown in 'appropriation', by which most of the online users simply produce imitations of original image. This study rather notes 'photomontage' as an aesthetic prototype, the political aesthetics made by John Heartfield, through which this study intends to observe how his aesthetical legacy of political art could be realized in the contemporary form of political parodies produced by online users. The present paper concludes that online users' political participations in producing critical works of art could allow us to negate the dichotomy between the elite and the mass, professional artists and amateur parodists, and a radical politics and the politics of style.

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A Study on Value of Artistic Presentation on Motion Graphics -Focused on F5 and Semi-Permanent- (모션그래픽에서 예술적 표현의 가치에 관한 연구 -F5와 Semi-Permanent를 중심으로-)

  • Son, Kook-Hwan
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.521-529
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    • 2016
  • This paper presents the historical development process and expressive style of motion graphics which are intended to artistic expression, and discusses the value of artistic expressions in motion graphics through the works and activities of F5 and Semi-Permanent which are the representative organization of that. Commercial use of digital motion graphics has been rapidly widespread and used in most of the picture contents by changes in the digital video production environment with the development of the computer. Motion graphics begins with a graphic design applied to the motion graphic content and is transferred from the abstract representation of the animation at the same time. Since then motion graphics have been developed as an independent genre on the basis of graphic design and animation, and take the important position for the understanding and development of the contemporary design and content industry. Moreover, the motion graphics which present the experiment of various techniques and the aspect of mixed genres contribute to the development and diversification of the visual image. This paper is covered on not only F5 and Semi-Permanent that have published experimental artistic motion graphics but also the analysis of the developed ways and expressive patters to produce experimental motion graphics of their works. Furthermore, it discusses the experimental artistic value of these works.

Suggestion of a Creative Character based on Cultural Archetype -focused on , Korean Classic Folktales- (문화원형을 기반으로 한 창의적 캐릭터 제안 한국 고전 설화 <불가살이(不可殺伊)>를 중심으로)

  • Shin, Shang-Ki;Lee, Chae-Ron
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.451-460
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    • 2013
  • Project to deal with cultural archetype as a material for creation to develop modern one has continued. But it would be meaningless if cultural archetype is simply reproduced into modern one with modern medium so that such contents cannot see through desire that the general public, that is, contemporary recipients want. This is because desire of people who lived in the past is not completely same as one of modern people. This study began to make convergence from Bulgasalee(不可殺伊) as a Korean cultural archetype to cultural contents fit to modern times. To develop creative character based on ground for existing Bulgasalee(不可殺伊), these were investigated - method and meaning of modern transformation for classics, economic value of the character, and examples to understand direction of future development. Bulgasalee(不可殺伊) as a Korean cultural archetype is Korean style monster where wish of contemporary people was reflected so that it has character of anti-war and hero. To eat iron and be related to fire is a unique character that only Bulgasalee(不可殺伊) has. Bulgasalee(不可殺伊) re-born in modern sense based on such characters is equipped with tool to treat iron as arms and to it, image of fireman is reflected. It is thought that this study not only suggested character for successful modern transformation of cultural archetype but also newly developed value that the character has.

From Hiroshima to Fukushima: Nuclear and Artist Response in Japan (히로시마에서 후쿠시마까지, 핵과 미술가의 대응)

  • Choi, Tae Man
    • The Journal of Art Theory & Practice
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    • no.13
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    • pp.35-71
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    • 2012
  • The purpose of this essay is to examine the responses of artists on nuclear experiences through an analysis of the nuclear images represented in contemporary Japanese art. Japan has previously as twice experienced nuclear disaster in 20th century. The first atomic bombs were dropped in 1945 as well as the 5th Fukuryumaru, Japanese pelagic fishing boat, exposed by hydrogen bomb test operated by the US in 1954 nearby Bikini atoll. Due to Tsunami taken place by the great earthquake that caused the meltdown of Fukushima Nuclear Power Plant in March 2010, Japan is being experienced a nuclear disaster again. Despite practical experiences, comtemporary Japanese art has avoided the subject of nuclear disasters since the end of the Asia-Pacific War for a variety of reasons. Firstly, GHQ prohibited to record or depict the terrible effect of atomic bomb until 1946. Secondly, Japanese government has tried to sweep the affair under the carpet quite a while a fact of nuclear damage to their people. Because Japan has produced numerous war record paintings during the Second World War, in the aftermath of the defeated war, most of Japanese artists thought that dealing with politics, economics, and social subject was irrelevant to art as well as style of amateur in order to erase their melancholic memory on it. In addition, silence that was intended to inhibit victims of nuclear disasters from being provoked psychologically has continued the oblivion on nuclear disasters. For these reasons, to speak on nuclear bombs has been a kind of taboo in Japan. However, shortly after the atomic bomb dropped on Hiroshima, the artist couple Iri and Toshi Maruki visited to ruin site as a volunteer for Victim Relief. They portrayed the horrible scenes of the legacy of nuclear bomb since 1950 based on their observation. Under the condition of rapid economical growth in 1960s and 1970s, Japanese subculture such as comics, TV animations, plastic model, and games produced a variety of post apocalyptic images recalling the war between the USA and Japanese militarism, and battle simulation based on nuclear energy. While having grown up watching subculture emerged as Japan Neo-Pop in 1990s, New generation appreciate atomic images such as mushroom cloud which symbolizes atomic bomb of Hiroshima. Takashi Murakami and other Neo-Pop artists appropriate mushroom cloud image in their work. Murakami curated three exhibitions including and persists in superflat and infantilism as an evidence in order to analyze contemporary Japanese society. However, his concept, which is based on atomic bomb radiation exposure experience only claimed on damage and sacrifice, does not reflect Japan as the harmer. Japan has been constructing nuclear power plants since 1954 in the same year when the 5th Fukuryumaru has exposed until the meltdown of Fukushima Nuclear Plant although took place of nuclear radiation exposures of Three Mile and Chernobyl. Due to the exploding of Fukushima Nuclear Power Plant, Japan reconsiders the danger of nuclear disaster. In conclusion, the purpose of this paper may be found that the sense of victim which flowed in contemporary art is able to inquire into the response of artist on the subject of nuclear as well as the relationship between society, politics, culture, and modern history of Japan and international political situation.

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Brand Equity and Purchase Intention: The Fashion Market in China (상표자산이 구매의도에 미치는 영향: 중국패션시장에서)

  • Lee, Dong-Hae;Choi, Young-Ro
    • Journal of Distribution Science
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    • v.13 no.7
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    • pp.85-90
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    • 2015
  • Purpose - Global trends play a part to change the structure of the fashion industry. In particular, companies attempting to conduct innovative marketing centering on such products as SPA brands are growing into global companies. SPA stands for "Specialty Store Retailer of Private Label Apparel", meaning its activities are fully integrated from manufacturing through sales, including material procurement design, product, distribution, inventory management, and final sales. For this reason, more understanding of individual corporate profitability is very sensitive to consumer's attitudinal changes. The effects that corporate marketing activities on customer lifetime value through brand attitude were analyzed based on a structural equation model. Rust suggested value equity, brand equity, and relationship equity as customer equity driver. The study examines Chinese consumer because China is the fastest growing fashion market in the world. Research design, data, and methodology - The survey targeted Chinese college student age 20s. Only respondents who had purchased SPA brands in the past year were included for this research. A total of 303, except for 47 missing data of 350 distributed questionnaires were included in this research. The questionnaire is consists of six part to measure value, brand, relationship equity, attitude toward brand, purchase intention and demographic characteristics. This research conducted exploratory factor analysis and reliability test. To verify research hypotheses, structural equation model test was conducted. As for customer equity, diversified models in consideration of the scope of acquisition data, a method of collection of data, influencing factor, and predictability were suggested based on a net present value model. However, the history of customer equity study is relatively short, and sufficient empirical analyses have not been conducted, so more integrated analysis is required. In this study, the concept of driver suggested by Rust was applied to figure out the effects that consumer's attitude has on customer equity. The customer equity driver suggested by them consists of brand equity, value equity, and relationship equity. Results - This study reveals that value equity and brand equity have a positive influence on relationship equity. And, relationship equity has a positive influence on purchase intention through brand attitude. However, value equity and brand equity do not influence on brand attitude. Conclusion - The results of this research generated following implications. First, SPA brands need to take advantage of their value equity such as perceived low price and up-to-date fashion style to attract Chinese young consumer. Second, strong brand equity promises dominants position in the competitive market. As Chinese fashion market grows rapidly, SPA brands can consider branding strategy such as flagship store and celebrity marketing enhancing brand image. Third, the core concept of customer equity strategy is to maintain a relationship with their expecting and existing customers. The relationship equity is built by brand equity and value equity. When SPA brands serves product and service meet with individual customers, customers have intimacy to the brands.

Risk Factors Analysis of Alcoholic Liver Diseases by Ultrasonography (초음파검사에 의한 알코올성 간질환의 위험요인 분석)

  • Lee, Man-Koo;Han, Nam-Sook;Lim, Cheong-Hwan;Jung, Hong-Ryang;Cho, Jung-Keun
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.185-194
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    • 2009
  • This research attempted to find risk factors of alcoholic liver diseases by ultrasonography at the K image medicine clinic center located in Kwangju city, Kyunggi-Do from March to May, 2007. Six risk factors were selected for this study, age, sex, frequency of alcohol drinking, body mass index(BMI), cholesterol and GPT. The data collected from 353 patients of aged between 20 and 69. This study found the relationships between liver diseases and alcohol drinking style by liver ultrasonography. The results of the analyses showed that the male were 2.12 times more likely to have liver diseases than the female. The persons drinking alcohol more than 3 times per week had 2.37 times higher likelihood of showing liver diseases than below 2 times per week or non drinking at all.. The persons with normal body mass index have 0.52 times lower probability of liver diseases than the persons with abnormal BMI. The persons with abnormal cholesterol level have 9.13 times higher probability of liver diseases. The persons with abnormal GPT have 4.66 times higher probability of liver diseases. The results of this study suggested applying ultrasonography in health promotion programs for diagnosis of liver diseases.

A Study on Element Features and Research Frames of Game Trailers (게임 트레일러의 유형 및 산업적 연구 프레임에 관한 고찰)

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.41
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    • pp.187-222
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    • 2015
  • The quantitave increase and qualitative development in the game industry leads to bitter competition and makes game companies struggle to find better ways promoting their own games. The game trailer is one of the critical ways to publicize diverse games by showing visual images directly. There are three reasons why the game trailer comes into the spotlight these days; the rapid growth of the Internet speed handling the large size of files, the remarkable development of visual image quality just like digital movies, and the advent of video websites such as You Tube that shows huge amount of videos regardless of the type and size. However, there are not enough amount of research on the game trailer because using game trailers as the marketing source is still at an early stage. Therefore, this research focuses on providing characteristics of game trailers that are available for practical market analysis. First, this research shows that game trailers can be divided by the category of display, style, and contents type. Second, this research provides the component parts of game trailers that are divided into contents factors such as characters, backgrounds, events and promotional factors such as title, production company name, distribution company name. Third, this research explores research frames that would be needed to analyze marketing strategies, effects of game trailers, production pipelines and so on. These categorizations would be useful for producing game trailers efficiently and utilizing them effectively.

Developmental disability Diagnosis Assessment Systems Implementation using Multimedia Authorizing Tool (멀티미디어 저작도구를 이용한 발달장애 진단.평가 시스템 구현연구)

  • Byun, Sang-Hea;Lee, Jae-Hyun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.3 no.1
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    • pp.57-72
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    • 2008
  • Serve and do so that graft together specialists' view application field of computer and developmental disability diagnosis estimation data to construct developmental disability diagnosis estimation system in this Paper and constructed developmental disability diagnosis estimation system. Developmental disability diagnosis estimation must supply information of specification area that specialists are having continuously. Developmental disability diagnosis estimation specialist system need multimedia data processing that is specialized little more for developmental disability classification diagnosis and decision-making and is atomized for this. Characteristic of developmental disability diagnosis estimation system that study in this paper can supply quick feedback about result, and can reduce mistake on recording and calculation as well as can shorten examination's enforcement time, and background of training is efficient system fairly in terms of nonprofessional who is not many can use easily. But, as well as when multimedia information that is essential data of system construction for developmental disability diagnosis estimation is having various kinds attribute and a person must achieve description about all developmental disability diagnosis estimation informations, great amount of work done is accompanied, technology about equal data can become different according to management. Because of these problems, applied search technology of contents base (Content-based) that search connection information by contents of edit target data for developmental disability diagnosis estimation data processing multimedia data processing technical development. In the meantime, typical access way for conversation style data processing to support fast image search, after draw special quality of data by N-dimension vector, store to database regarding this as value of N dimension and used data structure of Tree techniques to use index structure that search relevant data based on this costs. But, these are not coincided correctly in purpose of developmental disability diagnosis estimation because is developed focusing in application field that use data of low dimension such as original space DataBase or geography information system. Therefore, studied save structure and index mechanism of new way that support fast search to search bulky good physician data.

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Clothing Culture and Korean Women (복식문화와 여성)

  • 임숙자
    • The Research Journal of the Costume Culture
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    • v.4 no.2
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    • pp.113-124
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    • 1996
  • This research was designed to find out what is a distictive feature of the design elements of Korean women's costume and its influence by analizing the trend of Korean women's constume during the period of 1890 and 1995. The research was analized by a total of 854 random samples of clothing styles collected from materials in the museums and from articles of three leading newspapers and one of the best women's magazines in Korea. The changing trend of Korean women's costume was found out to be as follows: 1. In around 1910s, the trend of Korean women's costume has been changed into two-tier structure of both Korean and Western styles, and the typical and traditional Korean women's street wears such as 'Chang-ot' and 'Tsdechima' have been gradually diminished. 2. From 1920s, length of the Korean skirt, which was unnecessarily long and inconvenient, has been getting shorter for the convenience of walking. In addition, Korean women's underwear has become simplified, and sports wear could be seen for the first time in Korea. 3. During 1960s, the Western clothing styles have been increased rather than Korean styles as the street wear of the Korean women. 4. In 1970s, blue jeans, mini-skirts and casual wears have become a trend or fashion for women in Korea. 5. In 1980s, a fashion of unisex mode has arrived in this country, and from the year of 1987, wearing of panties among the Korean women has been increased rather than skirts wearing for the street wear. 6. During 1990s, various forma of complex styles came into being in such styles as so-called 'orange class style,' 'protruding navel T-shirts' and 'runner wear speedy.' From mid-1990s, Korean women have turned out to prefer the cute and light costumes by placing emphasis on the image of intellectual, professional and functional wears. The changing special feature of the Korean women's clothing designs could be distinctively observed during 1960s as the modernization policies in Korea have been processed during the period. The clothing trend before 1960 was to change and to solve problems of inconvenient and impractical wears, but the trend after 1960 was seen as a change to confirm a trend of the world fashion. From mid-1990s, however, preference of Korean women's self-conceited conception socially and an unquestionable changing pattern of Korean women's life.

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