• Title/Summary/Keyword: Korean visual media

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A Study of Fashion Art Illustration

  • Kang, Hee-Myung;Kim, Hye-Kyung
    • Journal of Fashion Business
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    • v.6 no.3
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    • pp.94-109
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    • 2002
  • The advent of the information age, advancement of the multi-media, and proliferation of internet are all ushering-in a new era of a cyber world. The artistic expression is unfolding into a new genre of a new era.. In the modern art, the boundary between the fine art and the applied art is becoming blurred, and further, distinction of fine art from popular art is also becoming meaningless. The advancement of science and technology, by offering new materials and visual forms, is contributing to the expansion of the morden art's horizon. As fashion illustration is gaining recognition as a form of art which mirrors today's realities, it has also become increasingly necessary to add variety and newness. Fashion illustration is thus becoming the visual language of the modern world, capable of conveying artistic emotion, and at the same time able to effectively communicate the image of fashion to the masses. The increasing awareness of artistic talent and ingenuity as essential components of fashion illustration is yielding greater fusion between fashion illustration and art & technology. This has resulted in the use of the advanced computer technology as a tool for crafting artistic expressions, such as fashion illustration, and this new tool has opened-up new possibilities for expressing images and colors. Further, the computer-aided fashion illustration is emerging as a new technique for expression. The concept of fashion illustration, history of fashion illustration from its incepton to modern date is reviewed and the simplicity has been researched throughout past studies published in Korean and overseas Journals.

Epistemological Study of the Spatial Experience by Use of Mobile Wearable Device (모바일 웨어러블 디바이스에 의한 공간경험의 인식론적 연구)

  • Cho, Byung Chul
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.704-713
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    • 2016
  • Recently, the value and the status of the body that are due to the mobile wearable device have attracted attention globally confusing in media convergence age. The mobile wearable device connect worldwide that are networked to overcome the limitations of space and time, also it provide a great opportunity to be able to us to open a new cultural experience and value to the populace. In this study, spatial information acquired by the virtual reality 360 degrees camera around the Gangnam station. Also, extended spatial experience performed by use of virtual reality headset, smart phone connected to the Youtube platform. Sense of body can also lose its value due to voyeurism, it is facing the transformational period in civilization. In conclusion, through deep research into the intersections of technology and a human being for the future, maintaining the proper balance is the key. Therefore, this study identified the need for interdisciplinary research.

A Study on User Presence and Satisfaction according to the Position and Height Difference of 360-degree VR Cameras in Exhibition/Performance VR Content (전시·공연 VR 콘텐츠에서 360도 VR 카메라의 위치와 높이 차이에 따른 사용자 프레즌스 및 만족도에 관한 연구)

  • Kim, Sang-il;Lee, Jae-Hyun
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.508-518
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    • 2021
  • Recently as a result of covid 19, it has emphasis on the importance of non-contact. VR content has been attracting attention as an alternative to visual arts, media art, new media exhibitions and performances with limited offline activities. Although interest in 360 VR video contents such as VR contents for exhibitions and performances is increasing, research on immersion and satisfaction is focused on games and animation VR contents. In this paper, it verified the effect of the difference in the position and height of the VR camera in exhibitions and performances on the user's presence and satisfaction. For this experiment, the presence and satisfaction were measured after experiencing the VR contents of the convergence exhibition and performance filmed at different locations and heights. As a result of the experiment, the difference of VR camera's position had a significant effect on presence and satisfaction, the difference of VR camera's height had a significant effect only Realistic immersion of the presence.

Analysis and Design of Arts and Culture Content Creation Tool powered by Artificial Intelligence (인공지능 기반 문화예술 콘텐츠 창작 기술 분석 및 도구 설계)

  • Shin, Choonsung;Jeong, Hieyong
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.489-499
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    • 2021
  • This paper proposes an arts and culture content creation tool powered by artificial intelligence. With the recent advances in technologies including artificial intelligence, there are active research activities on creating art and culture contents. However, it is still difficult and cumbersome for those who are not familiar with programming and artificial intelligence. In order to deal with the content creation with new technologies, we analyze related creation tools, services and technologies that process with raw visual and audio data, generate new media contents and visualize intermediate results. We then extract key requirements for a future creation tool for creators who are not familiar with programming and artificial intelligence. We finally introduce an intuitive and integrated content creation tool for end-users. We hope that this tool will allow creators to intuitively and creatively generate new media arts and culture contents based on not only understanding given data but also adopting new technologies.

'Media Influence' Discourses Articulated for Crowd Control in Colonial Korea (식민지 '미디어 효과론'의 구성 대중 통제 기술로서 미디어 '영향 담론')

  • Yoo, Sunyoung
    • Korean journal of communication and information
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    • v.77
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    • pp.137-163
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    • 2016
  • In the early 1900, photography, magic lantern and cinema were simultaneously introduced and experienced until the mid-1910s as mysterious and magical symbol of modern science and technology. The technology of vision, cinema in particular demonstrated its commercially expandable potentials through serial films in the mid-1910s, silent cinema in the 1920s and talkies in 1930s. I argue that a metaphor 'like a movie' which was would be spoken out by peoples as a cliche ever since the late 1910s whenever they encountered something uncanny, mysterious, and looking wholly new phenomena informs how cinematic technology worked in colonial society at the turning point to the early 20th century. Mass in colonial society accepted cinema and other visual technologies not only as an advanced science of the times but as texts of modernity that is the reason why cinema had so quickly taken cultural hegemony over the colony. Until the mid-1920s, discourse on cinema focused not on cinema itself, rather more on the theatre matters such as hygiene, facilities for public use, disturbance, quarrels and fights, theft, and etc. Since the mid-1920s and especially in wartime 1930s, discourses about negative influences and effects of cinema on behavior, mind and spirit of masses, bodily health, morality and crime were articulated and delivered by Japanese authorities and agencies like as police, newspapers and magazines, and collaborate Korean intellectuals. Theories and research reports stemming from disciplines of psychology, sociology, and mass-psychology that emphasized vulnerability and susceptibility of the crowd and mass consumers who would be exposed to visual images, spectacles and strong toxic stimulus in everyday lives. Those negative discourse on influences and effects of cinema was intimately associated with fear of the crowd and mass as well as new technology which does not allow clear understanding about how it works in future. The fact that cinema as a technology of vision could be used as an apparatus of ideology and propaganda stirred up doubts and pessimistic perspectives on cinema influence. Discourse on visual technology cinema constructed under colonial governance is doomed to be technology of mass control for empire's own sake.

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A Study on Visual Communication Design for Effective Trial Presentation (효과적인 법정 프레젠테이션을 위한 비주얼커뮤니케이션 디자인 연구)

  • Baek, Se-Young
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.601-611
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    • 2016
  • As oral trial principle and civil participation in criminal trials spread, the environment of Korean courtroom is in need of a systematic introduction of trial presentation which can supplement with the oral trial presentation's weakness. Therefore this study analyzes the definition, types, and effectiveness of trial presentation, considering characters of the Korean court's environment. As for following research step, the most widely used trial presentation softwares in the USA and Korea are analyzed and compared in consideration of the particularity of the trial presentation. Based on this analysis, this study suggested elements to be included in the presentation software optimized for Korean court's environment as follows: 1. Ease of the insertion of various forms and media, 2. Appropriate limitation of the spectrum for graphic style, 3. Ease of use of graphics tools, 4. System functions. Such a suggestion was proposed not only to enhance the clarity, accuracy, effectiveness in developing insistence and delivery of content, but also promote aesthetic quality and consistency of presentation's visual communication aspect.

China Film Market Entry Strategy for Success of Movies: A-Hong Kong Co-production, Focusing on the Experiences and Lessons Learned(1956-1982) (중국 영화시장 진출 성공을 위한 연구: 한-홍 공동제작의 경험과 교훈을 중심으로(1956~1982))

  • Kim, Jin-Young;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.136-145
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    • 2010
  • China shows an evident growth in its visual culture in recent years, fueled by its accumulated wealth and the influx of relatively advanced visual culture from Hong Kong. There have been recent attempts to further the economic ties with Taiwan to form a pan-Chinese film market. Considering most Chinese blockbusters are produced by film makers in Hong Kong, it is safe to claim that Chinese films are the extension of Cantonese films. This text examines the past makings of Korean-Cantonese films and their influence. Based on the findings, it explores the necessary efforts on a civil level and the governmental support, required for Korea to make its way into the pan-Chinese film market as an equal participant. Such foundation would protect Korean film market in the midst of fast-changing media scape and serve as a stepping stone for Korea's advance into the pan-Chinese visual market.

Hologram Generation Acceleration Method Using GPGPU (GPGPU를 이용한 홀로그램 생성 가속화 방법)

  • Lee, Yoon-Hyuk;Kim, Dong-Wook;Seo, Young-Ho
    • Journal of Broadcast Engineering
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    • v.22 no.6
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    • pp.800-807
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    • 2017
  • A large amount of computation is required to generate a hologram using a computer. In order to accelerate the computation, many methods of acceleration by parallel programming using GPGPU(General Purpose computing on Graphic Process Unit) have been researched. In this paper, we propose a method of reducing the bottleneck caused by hologram pixel based parallel processing and using the shareable variables. We also propose how to optimize using Visual Profiler supported by nVidia's CUDA to make threads work optimally. The experimental results show that the proposed method reduces the calculation time by up to 40% compared with the existing research.

Depth Map Denoising Based on the Common Distance Transform (공동 거리 변환 기반의 깊이맵 잡음 제거)

  • Kim, Sung-Yeol;Kim, Man-Bae;Ho, Yo-Sung
    • Journal of Broadcast Engineering
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    • v.17 no.4
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    • pp.565-571
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    • 2012
  • During depth data acquisition and transmission, the quality of depth maps is usually degraded by physical noise and coding error. In this paper, a new joint bilateral filter based on the common distance transform is presented to enhance the low-quality depth map. The proposed method determines the amount of exploitable color data according to distance transform values of depth and color pixels. Consequently, the proposed filter minimizes noise in the depth map while suppressing visual artifacts of joint bilateral filtering. Experimental results show that our method outperforms other conventional methods in terms of noise reduction and visual artifact suppression.

A Study on the Basic Education Program of Fashion Drawing (패션 드로잉을 위한 기초교육에 관한 연구)

  • Chang, Dong-Rim
    • Journal of Fashion Business
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    • v.1 no.1
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    • pp.84-98
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    • 1997
  • This study is to develop a fashion drawing education program which is based on the theory of 'Split-brain' by Roger W. Sperry and 'Drawing on the Right Side of the Brain' by Betty Edwards. Students in Fashion Design start their training by developing a foundation in drawing and studing the tools, materials and methods of the Industry. Ideas are then developed on paper, later translated into three-dimensional shapes and finally into finished garments. Fashion drawing and design techniques train the hand and eye to all the nuances of fashion design and illustration. Fashion drawing course deals with the sketching of fashion models for the purpose of understanding the model figure, basic anatomy, movement and figure attitudes. Having mastered the basic skills, students take advanced drawing course which is developing awareness of design, needs, of fashion market' using various media for the purpose of developing a designer's sketch, with emphasis on the drawing and designs. Featured aspects of this study include the following; 1. Drawing the negative space; basic visual concepts 2. Contour drawing; constructs, visual measurement, movement 3. Model drawing; the classical method, proportion, symmetry. The primary aim of this study is to develop a sensitive, animated line based on observed form. It is important to let the students Imagine that they are actually touching the model, for in this way they can benefit from simulating the child's learning process. Instead of actually touching the model they are using their eyes as an extension of their sense of touch.

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