• Title/Summary/Keyword: Screen space

Search Result 357, Processing Time 0.029 seconds

Arctic Exposure: LOVELAND's Sublime Simulation of an Endless Apocalypse

  • Bishop-Stall, Reilley
    • The Journal of Art Theory & Practice
    • /
    • no.13
    • /
    • pp.185-213
    • /
    • 2012
  • Charles Stankievech's 2011 installation LOVELAND includes a wall-sized screen depicting video footage of a barren arctic landscape in an enclosed room, painted and bathed in white light, that appears as an extension of the imaged environment. A melodic and industrial musical score emanates from multiple sound panels and as the music increases a cloud of purple smoke becomes visible on the horizon line in the distance and gradually advances toward the viewer until it completely fills the screen. The smoke then remains, rushing about madly and lapping at the border between the screen and the room before it suddenly subsides and the spectator is again left with the desolate landscape. The entire process takes a mere five minutes and then, fixed on an endless loop, begins again. This paper positions LOVELAND as an attempt to simulate a sublime experience of the end of the world through a transposition of the Arctic atmosphere into the gallery space. Encompassing a discussion of the historical and contemporary significance of the Arctic in popular culture, aesthetics and environmental politics, it is suggested that Stankievech employs an apocalyptic trope in reference to the unstable position of the North in the current political and ecological climate. Revisiting critiques of modernist exhibition practices and investigating the perceptual and temporal dimensions of the work, this analysis focuses primarily on the experience of the installation's spectator. Visually, aurally and phenomenologically immersed, the viewer is made subject to, and implicated in, the events unfolding on the screen and within the space. Due to the looping of the video footage, this paper argues that the apocalypse imaged in LOVELAND is presented as an endless event - incessantly enacted, yet infinitely deferred - and that the spectator is enveloped in an uncertain and unceasingly extended present moment.

  • PDF

A Photomontage Expression and an Effect in Fashion Illustration (패션일러스트레이션에서의 포토몽타주 표현방법과 효과)

  • Kwon Ji-Young;Yoo Young-Sun
    • Journal of the Korean Society of Costume
    • /
    • v.54 no.8
    • /
    • pp.49-58
    • /
    • 2004
  • The purpose of this study is to develop a photomontage expression in order to express a characteristic personality and creativity of artists of effectively in fashion illustration. The results of this study were as follows : 1) Because of a fashion and a human body were the major subjects in fashion illustration, human body transformation and composition between a human body and heterogeneous objects by photomontage appeared with a lot of works. 2) Photomontage appeared with a parody in a truth recurrence differ from a visual art, a parody seemed to be a humor with recurrence image of the original and it appeared with the general public image and it is effective in message delivery. 3) It was a stopped screen. but photomontage was expressed through overlapping and reiteration was characteristic, and it appeared with movement. a direction, a speed and rhythm effectively. 4) One screen of general chapter was only to express limited meaning, but after screen of a lot of chapter, it was able to express that was borrowed and reconstructive with a lot of contents or different contents are more than before. 5) It is changed, and composited images have a multiple point of time, and it extend a space-time limit, visual limit and an expression enabled a multidimensional space-time. Moreover, photomontage neglects unique sincerity and fact of a photo by development and utilization of computer graphic. and it can get a screen effect to spread in the virtual world as abstraction and hyper-reality. Therefore, if various photomontage expression apply to fashion illustration works, it can overcome a limit of a visual expression. and it is able to become an important way for expanding a filed of expression and enhancement of a practical function gradually in fashion illustration

Development of a Smartphone Interface using Infrared Approach (적외선 방식의 스마트 폰 인터페이스 개발)

  • Jang, Jae-Hyeok;Kim, Byung-Ki;Song, Chang-Geun;Ko, Young-Woong
    • The KIPS Transactions:PartA
    • /
    • v.18A no.2
    • /
    • pp.53-60
    • /
    • 2011
  • Touch screen technologies are widely used as the basic input for mobile devices. However, for smartphones, touch screens have been utilized as a simple device that merely process text data. It has been considered an inappropriate multimedia input device for one to use design applications, such as painting, due to its narrow touch screen space, which makes it inconvenient to draw pictures. In this study, we propose to enhance this weakness by using infrared approach on a smartphone's input interface. The usage of infrared approach will allow for quick and accurate operations without facing any space constraints. In this paper, we provide a detailed description of the design and implementation of a smartphone user interface using infrared pointing device. Additionally, using experimental results, we prove that our proposed approach is more convenient and efficient than traditional touch screen approaches used in smartphones.

N Screen Service Users' Motivations for Use and Dissatisfying Factors (N 스크린 서비스 이용자의 이용 동기와 불만족 요인에 관한 연구)

  • Lim, Sohei;Lee, Yeong-Ju
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.3
    • /
    • pp.99-108
    • /
    • 2013
  • This research attempts to identify N-screen users' motivational and dissatisfying factors in relation to their willingness for continued future use of the service. An on-line survey was conducted (N=558) to reveal five major factors for N-screen use: Medium usability (interface usability and daily usefulness), Socialness (potential for social use with family and friends), Mobility (use without restraints of time and space), Contents (diversity of contents catalogue and related information search), and Habitual use. With exception of Contents factor, four of those factors were proven to be meaningful predictors of the users' willingness for continued future use of N-screen service. Meanwhile, two factors were extracted as the major source for N-screen users' dissatisfaction: Customer service (dissatisfaction associated with the service itself) and Contents (dissatisfaction relating to contents use). The effect of those two dissatisfaction factors was examined. The results show that Contents dissatisfaction, in comparison with Customer service dissatisfaction, was a more powerful predictor for discontinuing of N-screen service use.

A Study on the Characteristics of Interface Design at the Facade of Parking Garage (주차건물 파사드의 인터페이스 디자인 표현 특성 연구)

  • Moon, Eun-Mi
    • Korean Institute of Interior Design Journal
    • /
    • v.20 no.5
    • /
    • pp.135-142
    • /
    • 2011
  • This study applies the 'interface' as the concept to interpret the facade design of parking garages. This study investigates the characteristics of interface design in the parking garages to improve design qualities of parking garages as a daily living space as well as a public space in today's city. The facade of parking garage is an interface between the urban streets and the parking space. Three concepts of interface and design in parking garage are defined. The concept of interface is explained as a boundary surface which activates communication and interaction. In facade design of parking garage, three main concepts of interface design are screen, communication and mobility. Through the investigation of the examples, this study summarizes the characteristics of the facade design of parking garage as follow; first, the facade of parking garage is designed as a screen which represents immateriality by specially selected and arranged surface materials. The screen facade is designed as one homogeneous surface as well as an irregular pattern with operable louvers. Second, the facade of parking garage is designed as a communication media to deliver direct information. The representation of natural or artificial characteristics at the local areas is to communicate with the people in the community. Third, the facade of parking garage is represented mobility which a car symbolizes. It emphasizes various movements and visual changes by movements. People can experience the visual changes of the building facade as they walk or drive. The visual changes of the facade are caused by natural elements such as wind and light as well as an optical illusion.

A Study of Advertising Model based on Hybrid User Context in Smart Space (융합 상황정보 기반 스마트 환경에서의 광고 모델 연구)

  • Yoon, Yong-Ik;Lee, Su-Ji
    • Journal of the Korea Society of Computer and Information
    • /
    • v.17 no.2
    • /
    • pp.187-195
    • /
    • 2012
  • Smart phone allows advertisers to estimate customers behavior by selecting user context awareness information and gives users instant feed back about their behavior. Electronic equipments such as smart phone enable advertisers to advertise interesting product for each customers at the point of purchase. In this paper, we deal with the trends of Smart phone and internet based TV in the spotlight as the upcoming advertising media and propose the effective way of advertising, Smart Advertising model, which can give users advertising contents of their interesting product by collecting user context information from a variety of devices including N-screen in smart space. This model will induce modern people who live in flood of advertisements to buy products by providing interesting advertising contents.

Efficient Multi-Touch Detection Algorithm for Large Touch Screen Panels

  • Mohamed, Mohamed G.A.;Cho, Tae-Won;Kim, HyungWon
    • IEIE Transactions on Smart Processing and Computing
    • /
    • v.3 no.4
    • /
    • pp.246-250
    • /
    • 2014
  • Large mutual capacitance touch screen panels (TSP) are susceptible to display and ambient noise. This paper presents a multi-touch detection algorithm using an efficient noise compensation technique for large mutual capacitance TSPs. The sources of noise are presented and analyzed. The algorithm includes the steps to overcome each source of noise. The algorithm begins with a calibration technique to overcome the TSP mutual capacitance variation. The algorithm also overcomes the shadow effect of a hand close to TSP and mutual capacitance variation by dynamic threshold calculations. Time and space filters are also used to filter out ambient noise. The experimental results were used to determine the system parameters to achieve the best performance.

Non-glasses Stereoscopic 3D Floating Hologram System using Polarization Technique

  • Choi, Pyeongho;Choi, Yoonhee;Park, Misoo;Kwon, Soonchul;Lee, Seunghyun
    • International journal of advanced smart convergence
    • /
    • v.8 no.1
    • /
    • pp.18-23
    • /
    • 2019
  • The image projected onto the screen of the floating hologram is no more than a two-dimensional image. Although it creates an illusion that an object appears to float in space as it moves around while showing its different parts. This paper has proposed a novel method of floating 3D hologram display to view stereoscopic three-dimensional images without putting on glasses. The system is comprised of a sharkstooth scrim screen, projector, polarizing filter for the projector, and a polarizing film to block the image projected from the sham screen. As part of the polarization characteristics, the background image and the front object have completely been separated from each other with the stereoscopic 3D effect successfully implemented by the binocular disparity caused by the distance between the two screens.

SCREEN GENERIC LIGHTLIKE SUBMERSIONS

  • Gaurav Sharma;Sangeet Kumar;Dinesh Kumar Sharma
    • Honam Mathematical Journal
    • /
    • v.45 no.4
    • /
    • pp.629-647
    • /
    • 2023
  • We introduce the study of a new class of a lightlike submersion d. Then, we derive a relationship between the holomorphic section 𝜙 : K1 → K' from a screen generic lightlike submanifold of an indefinite Kaehler manifold K2 onto an indefinite almost Hermitian manifold K', and show that for this case K' must be an indefinite Kaehler manifold. Then, we derive a relationship between the holomorphic sectional curvatures of K2 and K'. Finally, we present a classification theorem for a screen generic lightlike submersion, giving the relationship between the sectional curvatures of the total space K2 and the fibers.

New Input Device for Large Screen First Person Shooter Games (대화면 FPS 게임을 위한 새로운 레이저기반 입력장치)

  • Han, Ngoc-Son;Kim, Seong-Whan;Park, In-Kyu
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2007.11a
    • /
    • pp.183-186
    • /
    • 2007
  • In this paper, we present a new game interface design for First Person Shooters (FPS). Previously, FPSs on computer are commonly played using keyboard/mouse or joystick along with PC display. We improve the communication environment between player and game world by means of new control system including large screen, laser gun, and directional device, which create a real life-like space for players. Because traditional display for FPS uses CRT, it cannot support large screen display due to limitation of CRT technology. We designed and implemented a new input device using laser recognizable display. We implemented a new FPS based on Quake III that is in accordance with the new devices. Results suggest that the combined interface creates a method which helps beginners to enjoy playing a FPS immediately and gives experienced players a new gaming experience.