• Title/Summary/Keyword: New Media Arts

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A New Architecture of High-Performance Digital Hologram Generator based on Independent Calculation of a Holographic Pixel (독립적 홀로그램 화소 연산 방식의 고성능 디지털 홀로그램 생성기의 하드웨어 구조)

  • Lee, Yoon-Huyk;Seo, Young-Ho;Choi, Hyun-Jun;Kim, Dong-Wook
    • Journal of Broadcast Engineering
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    • v.16 no.3
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    • pp.403-415
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    • 2011
  • In this paper, we proposed a hardware architecture to generate digital holograms at high speed. It used the modified computer-generated hologram (CGH) algorithm and adapted the pipeline-based hardware to be able to remove memory bottleneck problem. It uses not the method which generates a hologram by accumulating intermittent holograms but the one which independently generates a pixel of a final hologram and uses the appropriate CGH algorithm for the selected method. Based on the CGH algorithm we proposed the architecture of the digital hologram generator which consists of input interface part, calculating part, and normalizing part. The hardware can decrease memory usage because it repeatedly use object light sources which is stored in the internal buffer. It is also operationally parallelized by vertically adding unit cells. It can generate 86 frames of HD digital hologram per 1 second for 1K light sources.

A Study on the Relationship of Space and Time in Visual Tactility (시각과 시촉각에 의한 운동 측면에서 본 공간과 시간의 관계성 연구 - 연경당 외부공간을 중심으로 -)

  • Yook, Ok-Soo
    • Journal of architectural history
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    • v.20 no.1
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    • pp.77-93
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    • 2011
  • Across the culture of Western Europe, dichotomy based on the visual sense has evolved. They believed eyes and ears requiring a distance related in recognition, are more developed than any other human senses in human body. Dominant position, as a condition to using a perspective, the eye has been just concentrated in the development of optical sight. But developed a variety of modern media, highlighting the importance of the other perception, it makes dichotomy to the expansion of perception over the single function of visuality. Recently, Guille Deleuze and Merleau-Ponty try to recover the sense of tactility segregated in skin from body keeping eyes for distance. By the result, the activity can be happened by being connected to the body rather than to eye in the space between the subject and object. From the phase of recognition where the human body tries to identify the object in the space considering a time, it will be changed for the subject to the phase of structure vice versa. Visual tactility is to eliminate the distance between subject and object. If the visual tactility is to erase the distance different from the visual in dichotomy, it will be occurred to having a tension and makes new relationship to work trying to move the subjective point of view in object. Like this evidence in analysis of architecture, it can be easy to find the Korean architecture rather than western architecture in terms of emphasizing the time and space. The fact, architecture of Lee Dynasty had been preserved and consisted basic form and style over the centuries makes us assume that visual tactility was considered as well as the visual sense. This study will be intensive in terms of visual and tactile inherent in the subject and how it is being connected to the movement in the space and time.

A plan for the Development of Chinese Game Industry -Curriculum Suggestions for Training Professionals in Chinese Universities (중국 게임 산업의 발전을 위한 전문 인력 양성 방안 -중국내 대학의 게임 전문 인력 양성 커리큘럼 제안)

  • Shuai, Zheng;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.325-332
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    • 2020
  • Most of the games developed or marketed in the Chinese game market are developed and serviced in foreign countries or are produced in Korea (China) and marketed as services of foreign game companies. If China wants to become the world's game development powerhouse, I think that professional education in multiple methods is the top priority. In particular, I think that a specialized game design department is necessary at a university in China. In this paper, we investigate the game design departments of universities in the United States and the game development powers in South Korea and the Korean game development powers to analyze the educational system of the game design department. Through comparative analysis, a Chinese university finds the necessary elements when establishing a new game design department, and trains advanced game developers in the game field at the Chinese Department of Digital Media Arts. If this study is helpful to the game education in China, it will be studied in the future for the master's program and the doctoral program.

Comparative Analysis for Educational Puzzle Game Development (교육용 퍼즐 게임 개발을 위한 비교)

  • Shin, Yongwoo
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.7-14
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    • 2014
  • Since educational and fun elements coexist in an educational game, it is important to come up with standards that can elicit fun with the game as well as educational standards. Many of the existing developed educational games have received low marks in the characteristics of entertainment and game design. Thus, how to make up for their entertainment characteristics is important. This paper analyzes gaming elements of puzzle games that were released for smart phones and gained massive popularity from their users and will apply them to educational games. Such games that have gained popularity and won a commercial success include Anipang, Anipang 2, Candy Crush Saga, Farm Heroes Saga and Pokopang. This study will analyze gaming elements of these games. By analyzing the educational games, it is applied to the game elements of casual games. In addition, we have proposed a element that can enhance the immersive. Game design elements that can improve entertainment characteristics include game rules, stages and missions. Elements that can increase immersion include items, background maps and new learning environments. This paper has significance in that it analyzes entertainment characteristics, which mean the fun of games through those that have been a commercial success and applies them to educational games.

A Study of Scenography of Antonio Buero Vallejo's (안토니오 부에로 바예호의 <어느 계단 이야기> 시노그래피(scenography) 연구)

  • Cho, Joon-Hui;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.319-325
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    • 2017
  • The scenography in terms of directorial viewpoints could suggest the overall vision of scripts rather than providing stage design only. I chose Antonio Buero Vallejo' because he presented the spatial characteristics and images clearly and believe that it could be an exciting challenge to change its original scenography that the playwright suggested. The concept of failed social success and enclosed repeated destiny spaces gave shape to my scenography of stairs. I chose every character in this play had to climb a flight of stairs in order to go outside because a main and sole entrance was located on the top floor. Characters' visual movement which went up in the morning for their dreams, but came down disappointedly due to failure day by day. This concept of scenography became the characters' given circumstances and intended to always affect the characters' acting during the show. Finally, I verified a new scenographic possibility beyond theoretical examination because I applied it to practical production.

Buffer-based Service Differentiation Scheme in Optical Burst Switching Networks (광 버스트 스위칭 네트워크에서 버퍼 기반의 서비스 차별화 방식)

  • Paik, Jung-Hoon;Lee, Kyou-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.12
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    • pp.2835-2842
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    • 2013
  • In this paper, service differentiation scheme using optical buffer that is reduced in size with slow-light technology in optical burst switching networks is presented. In suggested scheme, each outport has buffer to store high-class burst only in case that all its wavelengths are occupied. When all wavelengths are being used, a new arriving high-class burst goes into the buffer and waits until a burst is serviced. As soon as a burst is serviced with a wavelength, the high-class burst at buffer is allocated to the free wavelength. In case that low-class burst is arriving under the same situation, it is not stored at the buffer but discarded. An analytical model is derived to analyze the performance of the suggested scheme and compare its performance with the conventional scheme such as preemption and deflection as well as no service differentiations.

Culture-Driven City Brand Communications via the Strategic Visuals

  • Kim, Seo Young;Hands, David
    • Review of Culture and Economy
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    • v.21 no.2
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    • pp.89-109
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    • 2018
  • This paper aims to offer a conceptual framework in the context of culture-driven city branding through strategic design from a cross-disciplinary approach. The key findings identified the followings: Firstly, the phenomenon of culture-driven city brand creation and the use of design value of primary attractions. Secondly, the impact of the design contents of new media in supporting city brand creation. Lastly, the importance of image/text relationships through applying coding theory to enhance city brand communications.

A Study of the Theatre Perspective and the Directing Methods of the 'Theater Duke Georg II.(1826-1914)' as Founder of the Director's Theatre (연출가연극의 비조(鼻祖), '연극공작 게오르크 2세(1826-1914)'의 연극관과 연출론에 관한 소고)

  • Sung, Meung-Heyn
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.248-273
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    • 2019
  • This research was studied in regard to theatre perspective and the directing methods of the 'Theater Duke Georg II.', the ruler of the Duchy of Saxe-Meiningen in modern Germany, in his contemporary context based on the Meininger Principle. He was a theatre-cultural politician, producer and a regisseur, who used theatre as purposive media to arbitrate domestic and international reality and enhance national prestige. Especially as a regisseur, he established directing principles and methods which was performing the original texts representing playwright's perspective targeting to creat theatre as synthesis of the arts at Meningen Company. It was innovative thing itself which was that his directing art was accompanied by new theatrical aesthetics, practical principles, and staged process. He established independence and originality of directing which was breakthrough of modern stage-director's theatre. Furthermore he layed a foundation for the development of the modern and contemporary director's theatre.

A Study on the Performative Case of Contemporary Ceramics through Convergence with Performance (퍼포먼스와 융합을 통한 현대 도예의 수행적 사례 연구)

  • Chung, Yong Hyun
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.227-232
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    • 2022
  • This thesis studies and analyzes the performative expression and meaning of ceramic performance art in the diversifying contemporary ceramic art. Therefore, after analyzing the ceramic performance works of Miquel Barcelό, Josef Nadj, Kang-hyo Lee, Teri Frame, and J. J. McCracken, I tried to find out the performativity and effectiveness of the performance. As a result of the study, the ceramic performance shows the expandability beyond the expression form and production process shown in general ceramic artworks through physical actions using clay. In addition, the real-time performance of the actor is a process embodiment of creating an event, and the open structure in which the artist and the audience relate to each other enables interpretation and understanding in a different way than before. Convergence attempts with other media imply borderlessness in contemporary ceramics and show the possibility of expanding into new field. This is expected to have a positive impact that breaks the ideological frame of the ceramic arts field, which has strong craft characteristics.

A Study on the Commercial Potential of Natural Dyeing of Functional Lyocell Containing Zinc Oxide (산화아연 함유 기능성 리오셀의 천연염색 상용화 가능성에 관한 연구)

  • Kim, Sojin;Choi, Kyoungmi
    • Journal of Fashion Business
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    • v.26 no.4
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    • pp.100-111
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    • 2022
  • After the corona pandemic, when consumers choose clothes, the issue of sustainability has become a more important selection criterion. The eco-friendly functional fiber used in the study is a smartcell, which has functions such as UV protection, decomposition of harmful substances, deodorization, antibacterial and biodegradation. This eco-friendly functional fiber was dyed using five kinds of natural dyes to examine the color change according to dyeability and dyeing conditions. As natural dyes, gardenia, turmeric, sappan wood, lac, and indigo were used. For comparison with smartcell, rayon, a cellulose regenerated fiber, and wool fiber, a protein fiber, were dyed under the same conditions to compare dyeability and color. The study results are as follows. It was found that smartcell had superior dyeability compared to rayon and wool in gardenia dye and showed lower dyeability than wool when dyeing turmeric, sappan wood, and lac dyes, but showed superior or similar dyeability than rayon. In case of indigo dyeing, the dyeability of smartcell was the best when dyed once, but it was found that smartcell had a lower effect on repeated dyeing compared to wool or rayon. Therefore, smartcell has superior dyeability compared to rayon fiber in gardenia, turmeric, sappan wood, and lac dyeing, and in case of indigo dyeing, it is suitable for light dyeing. When smartcell is produced as textile fashion products, natural dyeing is actively introduced and commercialized, and it is hoped that this study can be a reference material.