• Title/Summary/Keyword: Media art

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Fast Inverse Transform Considering Multiplications (곱셈 연산을 고려한 고속 역변환 방법)

  • Hyeonju Song;Yung-Lyul Lee
    • Journal of Broadcast Engineering
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    • v.28 no.1
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    • pp.100-108
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    • 2023
  • In hybrid block-based video coding, transform coding converts spatial domain residual signals into frequency domain data and concentrates energy in a low frequency band to achieve a high compression efficiency in entropy coding. The state-of-the-art video coding standard, VVC(Versatile Video Coding), uses DCT-2(Discrete Cosine Transform type 2), DST-7(Discrete Sine Transform type 7), and DCT-8(Discrete Cosine Transform type 8) for primary transform. In this paper, considering that DCT-2, DST-7, and DCT-8 are all linear transformations, we propose an inverse transform that reduces the number of multiplications in the inverse transform by using the linearity of the linear transform. The proposed inverse transform method reduced encoding time and decoding time by an average 26%, 15% in AI and 4%, 10% in RA without the increase of bitrate compared to VTM-8.2.

A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.83-91
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    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.

An Interactive Typography Piece, using Interactive System - Focusing on 'Interactive Floral Type' (인터랙티브 시스템을 활용하는 인터랙티브 타이포그래피 작품에 관한 연구 - 'Interactive Floral Type'을 중심으로)

  • Kim, Hyunhee;Lee, Dong Ho;Kim, Hyunhee
    • Design Convergence Study
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    • v.14 no.5
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    • pp.31-45
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    • 2015
  • Recently, due to the development of interactive media, Interactive Typography, which explores user input and interaction is under development. Unlike traditional typography which has a fixed nature, the flexible and fluid nature of Interactive Typography and Interactive System, enables diverse results. In this study, I have developed an Interactive Typography art piece based on theoretical research. By reviewing books, papers and articles, I have tried to define the meaning and characteristics of Interactive Typography. In understanding the concept of Interactive System, I have borrowed the concept of mathematical function. Based on the research, I have designed and developed an Interactive Typography piece, 'Interactive floral type' by using Adobe flash action script. This piece explores the beautiful shape of each alphabet letters and transforms individual character into a 'flower' shape through user's mouse and keyboard input. Depending on the input the size, color, and layout and motion of text changes in real time to change the letters into beautiful flowers.

Application of Graphene Nanoribbon Trench for C60 Fullerene Shuttle Device: Molecular Dynamics Simulations (풀러렌 셔틀 소자로 그래핀 나노리본 트렌치 응용에 관한 분자동력학 시뮬레이션 연구)

  • Kwon, Oh-Kuem;Kang, Jeong Won
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.1
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    • pp.887-894
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    • 2018
  • We investigated the position controlling C60 fullerene encapsulated into a graphene-nanoribbon trench via classical molecular dynamics simulations. The graphene-nanoribbon trench can provide nanoscale empty spaces, and a C60 encapsulated therein can be considered as media for a nanoelectromechanical shuttle device. The classical molecular dynamics simulations presented here provide information on the potential application of a graphene-nanoribbon trench in a C60 shuttle device. Driving forces applied to C60 resulted in its motion toward the edges of the graphene-nanoribbon trench, the suction forces induced at both edges were balanced with the driving forces, and finally, the C60 fullerene gradually settled on the edges of the graphene-nanoribbon trench after several oscillations. The results of the present simulation suggest the importance of graphene-nanoribbon trenches encapsulating fullerenes in a wide range of applications in the field of nanotechnology.

Analysis of Stakeholder through Function Area(FA) in Sports Event (스포츠이벤트 기능(FA) 프로세스에 따른 이해관계자 분석)

  • Kim, Joo-Hak;Cho, Sun-Mi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.12
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    • pp.909-918
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    • 2018
  • Sports event is core product of sports business and the scale of sports event business is steadily increasing. For the successful operation of sports events, it is necessary to analyze the stackholder in stage according to the Function Area(FA) in the process of hosting / preparation / operation. This study is a study to define stakeholder by analyzing sports event process of sports events horizontally and vertically. This study consists of three categories : 1) investigation, 2) analysis and systematization of core processes, 3) analysis stakeholder. As a result of the analysis, the core stakeholders in the stage of hosting(bid) were analyzed as local organizations and committees including the promotion TF team, government organizations, domestic and foreign competition associations, national and international sports organizations (committees), and bid committees. Stakeholders in the stage of preparation / operation include stakeholders from organizational committees, various sports committees, international organizations and international organizations, governments and local governments, related companies and businesses, media, sponsors, donors or volunteers, athletes, teams and spectators.

A Study of the Pitch Estimation Algorithms of Speech Signal by Using Average Magnitude Difference Function (AMDF) (AMDF 함수를 이용한 음성 신호의 피치 추정 Algorithm들에 관한 연구)

  • So, Shinae;Lee, Kang Hee;You, Kwang-Bock;Lim, Ha-Young;Park, Jisu
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.4
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    • pp.235-242
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    • 2017
  • Peaks (or Nulls) finding algorithms for Average Magnitude Difference Function (AMDF) of speech signal are proposed in this paper. Both AMDF and Autocorrelation Function (ACF) are widely used to estimate a pitch of speech signal. It is well known that the estimation of the fundamental requency (F0) for speech signal is not only important but also very difficult. In this paper, two algorithms, are exploited the characteristics of AMDF, are proposed. First, the proposed algorithm which has a Threshold value is applied to the local minima to detect a pitch period. The Other proposed algorithm to estimate a pitch period of speech signal is utilized the relationship between AMDF and ACF. The data in this paper, is recorded by using general commercial device, is composed of Korean emotion expression words. The recorded speech data are applied to two proposed algorithms and tested their performance.

Storytelling of K-content <Itaewon Class> and Interculturalism (K-콘텐츠 <이태원클라쓰>의 스토리텔링과 상호문화주의)

  • Jeong Hee Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.135-140
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    • 2023
  • In the era of globalization, universal values and empathy are analyzed as important factors in the success of media content. In this context, the perspective of interculturalism is meaningful in K-culture discourse. The TV drama <Itaewon Class> presented a storytelling structure in which the existing order was overturned and new values triumphed. This concept has led to great success in the global market. First of all, it shows multiculturality through the symbolic space of Itaewon. It reproduces people who have various cultural differences in various standards. Characters with diverse values realize intercultural values through cultural dialogue. Such storytelling is evaluated as something that can be widely accepted by people around the world. Interculturalism enables us to seek the direction of sustainable Korean Wave.

An Interpretation of Jeungsan's Haewon(解冤) Thought in Film - Focusing on The Way of Peace (1984) - (강증산(姜甑山)의 해원사상에 대한 이해 - 영화 <화평의 길>(1984)을 중심으로 -)

  • Ahn, Shin
    • Journal of the Daesoon Academy of Sciences
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    • v.23
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    • pp.109-152
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    • 2014
  • This paper deals with the artistic expression of religious thought in terms of the uniqueness of different images and creativity. The relationship between religion and art is complicated but popular in modern society. Film becomes the icon of modern culture to enhance the knowledge of religious traditions. Among many Korean religious films, Kang Daejin's work, The Way of Peace (1984) contains the life and thought of Kang Jeungsan(1871-1909), the highest god of Daesoonjinrihoe. First, the film, The Way of Peace, pays attention to the legitimacy of succession from Kang Jeungsan to Cho Jeongsan(1895-1958). Korea was beset with trouble both at home and abroad. China, Japan, Russia, and the US had the colonial desire to conquer the lands of Korea and to explore natural resources. Though the people of Eastern Learning(東學) protested government and Japanese colonialists, Jeungsan applied the principle of non-violence to the world. In order to save all the living beings of the world, he reordered the universe and renewed the harmonic relationship of human beings and their spirit. Second, The Way of Peace proposed the soteriology of peace and change to audience regardless of seekers(道人) or not. Jeungsan transformed the closed society to the open society, changed divided religions to the transcendent truth(道). He empowered the marginalized people such as women, the lowly, the elderly, and the sick, who were oppressed in the Confucian society. And he redeemed the people from the disease by healing all diseases and correcting disorders. In conclusion, The Way of Peace is a good resource of religious education by which we can overcome the religious illiteracy. The knowledge of new religious movements and Daesoonjinrihoe is necessary for us to understand the diversity of human nature. In the near future, the new images of Jeungsan should be created through multi-media and cultural contents for the new generation.

Exploring Changes in Digital Keywords on Online Bookstores and Instagram: A Comparative Analysis of Before and After COVID-19 (인터넷 서점과 인스타그램에 나타난 디지털 키워드 변화 탐색 - 코로나19 발생 전후 비교 분석 -)

  • Suyeon Je;Siwon Kim;Rani Eom
    • Fashion & Textile Research Journal
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    • v.25 no.6
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    • pp.715-724
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    • 2023
  • This study analyzed the shifts that occurred before and after the outbreak of COVID-19 by scrutinizing digital keywords derived from prominent culture media, such as books and instagram. The analysis identified trends rooted in digital terminology. For this study, the period 2017 to 2022 was divided into three-year segments, before and after the outbreak of COVID-19. Subsequently, an analysis was conducted using digital keywords to assess the number of digital-related books and book hashtags, the number of instagram mentions, and relevant keywords. We found that COVID-19 exerted a discernible influence on information related to digital keywords, substantially impacting both the book publishing market and instagram. Notably, digital-related books have been published in a variety of fields since the outbreak, and new fields are emerging. The year 2020 saw the most significant growth in the mentions of digital terms on instagram. Such terms were used in conjunction with terminology related to people working in a digital environment, endeavors aimed at revenue generation in online spaces, leisure activities associated with art and culture, and online service platforms. Through the analysis of digital keywords, this study is expected to contribute to the understanding of digital trends and their future trajectories.

The Development of the Framework of Science Culture Indicator and Its Application to Secondary School Teachers (과학문화지표체계 개발 및 적용 - 중등교사를 대상으로 -)

  • Kim, Se-Mi;Mun, Kong-Ju;Kim, Sung-Won
    • Journal of The Korean Association For Science Education
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    • v.27 no.9
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    • pp.796-808
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    • 2007
  • There are various definitions of Science Culture nowadays. In this study we redefine Science Culture as a union between Science and Culture. We also develop the Framework of Science Culture Indicator (FSCI). which consists of five fields; History of Science, Philosophy of Science, Literature and Art of Science, Scientific Social Activity and Scientific Media. In this study we also investigated the level of the Science Culture of secondary school teachers, and compare them by teachers' majors: Science, Liberal Arts and Social Studies. To analyze the data, the Kruskal-Wallis Test is adopted. It is found that there are significant differences in the level of Science Culture by teachers' major, and the group of science teachers has the highest level of science culture.