• Title/Summary/Keyword: Media art

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Analysis of popular artistry of film industry on the trend of filming of Webtoon (Focusing on "Along with the Gods(2017)") (웹툰의 영화화 트렌드에 대한 영화산업의 대중예술성 분석연구 (영화 "신과 함께(2017)"를 중심으로))

  • Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.391-398
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    • 2018
  • Analyzing the shortcomings and shortcomings of the film based on the Webtoon and the artistry as a popular artwork at the time when the filming of the webtoon is becoming the main trend of the Korean film, it is an analysis of the present state of the Korean film industry, Will be an indicator for. The present generation of young people who do not have the experience and knowledge of popular arts and culture that handed down a small number of high-quality arts by reflecting current literary, art, history, and popular consciousness are concentrating only on instinctive emotion, It is regrettable that it is consistently followed by follow-up and follow-up unconditionally. In this study, we will examine the methodology of the ideal webtoon filmization process by analyzing the structure and industry analysis of Webtoons, and analyzing the weaknesses in the transition process to the movie format. The essence of communicating with audiences will be unchanged even in the rapid change of media and technology. In the setting and expression of its essence, it is based on the humanistic authenticity mentioned above, the avant garde internal necessity of the artist seeking ideal, And the reflection of the original character of high-class culture that creates newness can be considered as a proposition that can include artistry in popular culture.

Creation of the Fashion Design in Roy Lichtenstein's Works (로이 리히텐슈타인의 작품을 통한 패션디자인 창작)

  • Jeon, Yong-Ok
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.287-296
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    • 2007
  • Since the beginning of the 20th century, the art has developed its artistic qualities in exercising an influence on the creative elements of the fashion. In this sense, the fashion is one of many methods of which given time's arts, their compositions, and elements can be expressed, recognized, and experienced. In this study, artworks of Roy Lichtenstein, who took the leading, active role of pop artist have been studied. The purpose of this study is to present practical application of the art and aesthetic and artistic application of clothing by studying and applying the factors of Roy's paintings. The conclusion through actual designing is as follows: First, Lichtenstein interested with the characteristic of print media. He combined the image of commercial technique with the traditional painting by using Ben-day dots. Second, he reduces his form and color to the simplest possible elements. Third, by applying Lichtenstein's works to fashion design, we can make creative and aesthetic fashion works. Fourth, his Ben-day dots and stripe was applied to variant dots and stripe pattern in the fashion design. Roy Lichtenstein is expected to continually affect modern fashion and also fashion of the future. Furthermore Lichtenstein's works are expected to be further studied under various methods and ways, and those aesthetic characteristics would be developed and expressed more in fashion design under various perspectives.

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Development of the Artwork using Music Visualization based on Sentiment Analysis of Lyrics (가사 텍스트의 감성분석에 기반 한 음악 시각화 콘텐츠 개발)

  • Kim, Hye-Ran
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.89-99
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    • 2020
  • In this study, we tried to produce moving-image works through sentiment analysis of music. First, Google natural language API was used for the sentiment analysis of lyrics, then the result was applied to the image visualization rules. In prior engineering researches, text-based sentiment analysis has been conducted to understand users' emotions and attitudes by analyzing users' comments and reviews in social media. In this study, the data was used as a material for the creation of artworks so that it could be used for aesthetic expressions. From the machine's point of view, emotions are substituted with numbers, so there is a limit to normalization and standardization. Therefore, we tried to overcome these limitations by linking the results of sentiment analysis of lyrics data with the rules of formative elements in visual arts. This study aims to transform existing traditional art works such as literature, music, painting, and dance to a new form of arts based on the viewpoint of the machine, while reflecting the current era in which artificial intelligence even attempts to create artworks that are advanced mental products of human beings. In addition, it is expected that it will be expanded to an educational platform that facilitates creative activities, psychological analysis, and communication for people with developmental disabilities who have difficulty expressing emotions.

A study on the cultural ideology of narrative in 3D C.G. Animation (3D C.G. 애니메이션에 반영된 문화적 이데올로기 - <슈렉>을 중심으로)

  • Koh, Eun-Young
    • Cartoon and Animation Studies
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    • s.6
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    • pp.7-22
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    • 2002
  • Animation constitutes the core of the media industry, which in turn lies at the center of the cultural industry. It is considered one of the industries where South Korea has the competitive edge over other countries. With the pool of customers getting wider, the genre of animation has become more and more diverse, forming a great market for it. Aware of this trend, this study focused on animation as a part of the pop culture, and on providing corresponding various viewpoints for future cultural studies. This researcher measured the practicality and persuasiveness of this study through Shreck, a three-dimensional C.G. animation which is acclaimed for its success in dismantling the old grammar of animation movies that represent the anti-Disney ideas. This researcher felt it imperative to heed the unique language of Shreck, which contains discourses on various cultural ideologies such as paradoxical structure that pits entertainment that is shown through dismantling of the canon, feminism and antifeminism against each other. This study analyzed the entertaining element of the animation genre by means of the Semiotics of Keith Moxey, thereby attempting to establish a legitimate social status of the genre, whose artfulness has been depreciated in the art society. In chapter II, this researcher examines the chronological development of three-dimensional C.G. animation that has shown a rapid advancement. Chapter III defines the cultural ideology of Shreck by exploring basic theories and texts employed in analysis of art works. This study started with the assumption that defines, from the viewpoint of symbology, the animation text as an aggregate of discourses on entertainment, and competitive and paradoxical ideologies. Then, this researcher analyzed the text and the generation process of meanings in Shreck. Consequently, this study has come to the following conclusions: First, Shreck induces changes of concepts about the canon by means of distorting and reversing the existing animation movies, which seems to reflect in the contemporary tendency of seeking new interpretations of entertainment. Second, Shreck shows up the cognitive changes of our age as to feminism by competing feminism against antifeminism. Although Shreck serves as a venue of competition between the two opposing ideas, it stops short of brushing off women as outsiders in society. Rather, it represents the resistance to the male chauvinism existing in the structures of animation and culture. As shown in the text analysis, Shreck presents an advent of a new ideology critical of the previous animation films. In addition, it reflects in the struggle between the pro-feminism on the part of the viewers and the anti-feminism that lies in the social and culture structure. This study, however, is limited in its scope and selection of subject. First, although this researcher has stressed the importance of understanding the animation as part of the pop culture and conducting researches within the historic paradigm, this study fails to provide an in-depth insight in the impacts that the changes in the C.G. industry and the systematic conditions may have on the three-dimensional C.G. animation genre. Furthermore, this study runs the risk of being understood as pro-American due to its selection of Shreck as its research subject.

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The Significance of 'Photolanguage' in the Digital Era: Focused on Advertising Photographs by Yong-ho KIM (디지털 시대 '포토랭귀지'의 의미: 김용호 광고 사진을 중심으로)

  • Kim, Ji-Young
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.64-73
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    • 2015
  • Describing the filmography of Yong-ho KIM simply in a few sentences is considered nearly impossible. For the last 20 years and longer, KIM has been building up his career energetically as he never lets himself obsessed with any particular boundaries or areas but work on everything from paper advertisements to art galleries, advertising photographs and pure photographs. The Photolanguage personally mentioned by Yong-ho KIM himself is to visualize this imaginary story in a form of photograph, which one would come up with before shooting. When it comes to the advertising photographs, since they are used basically to sell products, they are considered rather temporary, and in addition, they photograph the products mostly under these bright lights with colorful backgrounds behind. However, Yong-ho KIM was recognized for presenting very much different work as he went even beyond these old stereotypes of the advertising photographs. The advertising photographs processed by KIM do more than merely introducing details or functions of some products, but they deliver these values and cultures that consumers can enjoy and gain through these original stories about the products. Of several pieces of KIM's work, this advertisement on Hyundai Card named was invited to an exhibition by a private gallery after the work was exposed through various media. The work was even purchased, and that was something that had not happened before in the history of the relevant field. When a photograph is purchased, it makes the photograph recognized for its value to be possessed, and when a photograph is displayed, it, again, makes the photograph win recognition as an art work. This thesis discusses the Photolanguage found in the works of Yong-ho KIM, one of the most well-known advertising photographers in South Korea. The research inquiries that have been analyzed in the body of the thesis, therefore, are the photographs and language in the digital era, the story-telling advertisements and these works by Yong-ho KIM.

Artistic Achievements of Locomotive Overlap -Focusing on (1968) by Norman McLaren- (동체중첩의 예술적 성취 -노먼 맥라렌(Norman McLaren)의 <빠 드 되(Pas de deux)>(1968)를 중심으로-)

  • Moon, Jae-Cheol;Kim, Si-Hun
    • Cartoon and Animation Studies
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    • s.49
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    • pp.87-112
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    • 2017
  • Overlap what images are laid on top of each other performs various purposes of artistic expressions. Especially, overlap to describe motion has been placed on lots of art fields analysing and connecting each part of motion. This kind of overlap is called as 'Locomotive overlap' and it is defined as 'Technique for multiplication to arrange simultaneously motions of single object on one screen'. Locomotive overlap was started from fine art and photography, so this static kind of it is classified as 'Static locomotive overlap'. Afterwards, film and animation succeeded static locomotion overlap and realized real dynamic locomotive overlap with moving images, so this dynamic kind of it is classified as 'Dynamic locomotive overlap'. Most of all, by Norman McLaren accomplished its own artistic value and aesthetics in locomotive overlap has been placed in the center of the history of locomotive overlap, so to analyze this work and to research before and after it will confirm context and artistic achievements of locomotive overlap. Nowdays locomotive overlap is extending its technology and dimension more and more on the strength of development of digital technology. Some of works using digital technology show new possibilities of locomotive overlap by reinterpreting original media and concept of . Ultimately, this research for locomotive overlap focusing on the analysis of confirms artistic achievements of locomotive overlap and suggests to contemplate the meaning and new possibilities of it.

A Novel Fast and High-Performance Image Quality Assessment Metric using a Simple Laplace Operator (단순 라플라스 연산자를 사용한 새로운 고속 및 고성능 영상 화질 측정 척도)

  • Bae, Sung-Ho;Kim, Munchurl
    • Journal of Broadcast Engineering
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    • v.21 no.2
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    • pp.157-168
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    • 2016
  • In image processing and computer vision fields, mean squared error (MSE) has popularly been used as an objective metric in image quality optimization problems due to its desirable mathematical properties such as metricability, differentiability and convexity. However, as known that MSE is not highly correlated with perceived visual quality, much effort has been made to develop new image quality assessment (IQA) metrics having both the desirable mathematical properties aforementioned and high prediction performances for subjective visual quality scores. Although recent IQA metrics having the desirable mathematical properties have shown to give some promising results in prediction performance for visual quality scores, they also have high computation complexities. In order to alleviate this problem, we propose a new fast IQA metric using a simple Laplace operator. Since the Laplace operator used in our IQA metric can not only effectively mimic operations of receptive fields in retina for luminance stimulus but also be simply computed, our IQA metric can yield both very fast processing speed and high prediction performance. In order to verify the effectiveness of the proposed IQA metric, our method is compared to some state-of-the-art IQA metrics. The experimental results showed that the proposed IQA metric has the fastest running speed compared the IQA methods except MSE under comparison. Moreover, our IQA metric achieves the best prediction performance for subjective image quality scores among the state-of-the-art IQA metrics under test.

The Alternatives of Communication Model and Geographic Visualization (커뮤니케이션 이론에 대한 대안과 지리적 시각화)

  • Son, Ill
    • Journal of the Korean association of regional geographers
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    • v.4 no.1
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    • pp.27-41
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    • 1998
  • The communication model has been accepted as the basic research paradigm of cartography since Board(1967) discussed the map/model analogy. In that paradigm, the function of maps was limited to the media of communication, and the functionality of maps was extremely emphasized. Therefore the model could not play its own role under the new environments such as computer, GIS, scientific visualization. Nowadays, the model has been attacked on several grounds and several alternatives have been suggested. Among the objections raised are (1) geographic visualization in which maps are considered as the tool of scientific visualization, (2) the contributions of art which are ignored in the positivist cartographic research, and (3) deconstructionist arguments which deny the scientific epistemology of map as an objective form of knowledge and recognize the textuality of maps including their metaphorical and rhetorical nature. Since a publication by McCormick et al, the scientific visualization based on the powerful computer graphics is used in a wide context. Maps are treated as the tools of scientific visualization and emphasis is on exploration of the geographic data to gain understanding and insight in the geographic visualization processes. The research on geographic visualization have stayed in the early stage of developing the conceptual model and the basic visualization tools. But, it is expected that the geographic or visual thinking which is emphasized in the geographic visualization will contribute the reestablishment of links between cartography and geography. Also, the development of scientific visualization tools and strategies will offer the opportunities to suggest a fresh idea, to synthesize information and develop holistic approaches to geographical problems.

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A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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Modern Vision in the 18~19th Century Garden Arts - The Picturesque Aesthetics and Humphry Repton's Visual Representation - (18~19세기 정원 예술에서 현대적 시각성의 등장과 반영 - 픽처레스크 미학과 험프리 렙턴의 시각 매체를 중심으로 -)

  • Lee, Myeong-Jun;Pae, Jeong-Hann
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.2
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    • pp.30-39
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    • 2015
  • The English Landscape garden and picturesque aesthetics, which was in fashion during the 18th to early 19th century in England, has been accused of making people see the actual garden in terms of a static landscape painting without a synesthetic engagement in nature. As new optic devices such as diorama, panorama, photography, and cinematography were invented, ways of seeing nature transitioned from a perspective vision to a panoramic, that is, modern one. This study intends to uncover signs of this kind of modern vision in the picturesque aesthetics and visual representation of landscape gardener Humphry Repton. German garden theorist Christian Cay Lorenz Hirschfeld contended that the English landscape garden was a new style of designing landscape that followed the principle of the serpentine line, which produced movement in sightlines; thus, he considered garden art as a superior art form among all other genres. The signs of visual motion appear in Repton's sketches of "Red Books". Firstly, he designed systemic routes in his clients' properties by considering different types of movements between walks and drives. Secondly, he often used the visual effects of panoramic views for his sketches in order to allow his clients to experience the human visual field. Lastly, he constructed sequences of sketches in order to provide his clients with an illusion of movement; in other words, Repton's sketches functioned as potential visual media to produce the duration of time in a visual experience. Thus, the garden aesthetics of the time reflected the contemporary visual culture, that is to say, a panoramic vision pertaining to visual motion.