• Title/Summary/Keyword: TV Art

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A Study on Character Make-up Based on Impressiology (인상학에 근거한 성격분장에 관한 연구)

  • Lee, Mi-Ae;Kim, Yong-Sun
    • Journal of the Korean Society of Fashion and Beauty
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    • v.3 no.2 s.2
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    • pp.1-11
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    • 2005
  • This study is focusing on typicalized character make-up of TV Drama characters. The purpose of this study is to analyze the interconnections of its images and impressiology concretely, and then reflect on an application approach of impressiology. The aim of make-up lies in not only helping actors to visualize their own external qualities, appropriate the quality of a play, but also audience and spectators to be immersed in the concrete fact of i character person. Impressiology will be a data to give the understanding and sympathy of make-up work. I would like to utilize character make-up based on impressiology for creative and effective make-up techniques, and make it a typicalized character. Also I will examine the horizon of a new make-up technique through character development according to the demandes of the times. As a result of this study, we find that expression method of characteristic character generalized representatively is the common quality of impressiologistc image. Also we see that such a impressioiogistic image is useful for the fundamental basis of character expression method.

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A Study on Living Room Furniture Design to Promote Children's Reading - Based on The Theory of Environmental Psychology and Behavior - Focused on The 60~90 ㎡ Apartment Dwellers - (환경심리행태학에 기반한 아동기의 독서습관 증진을 위한 거실가구 디자인에 관한 연구 - 60~90 ㎡대 아파트 거주자를 중심으로 -)

  • Jeoung, Tae Yeun;Park, Kyung Jin
    • Journal of the Korea Furniture Society
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    • v.27 no.2
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    • pp.111-121
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    • 2016
  • In the structure of modern houses, a living room is the space most frequently used by family members. In a living room, they rest, talk together, watch TV, study, read books and enjoy hobbies. A living room is furnished with a TV cabinet, a storage closet, a sofa, a bookshelf, a desk and etc. depending on the purposes of activities in it, which can be different in each house. Furniture is the required tool for indoor architectural space and humans to lead a life. In most families, a man and a woman marry each other and become man and wife, go through the honeymoon phase, give birth to one or two children and become a family with three or four members. According to the children's growth cycle from birth to infancy, early childhood, childhood, adolescence, youth and adulthood, furniture layout and kinds of furniture in a living room change. Depending on the family life cycle, most parents of young children try to help their children to form good habits of reading books and studying for their future. As for the environmental elements interrupting reading and studying, watching TV and using smart phones excessively are being regarded as problems. As the number of two-income families is increasing in this era when many women are participating in the social activities with the government's encouragement, children are having more time.

A Study on Interactive Animation Production as Public Art : Focusing on an Case of the Live Window Animation, (공공예술로서의 인터랙티브 애니메이션 제작 연구 : 라이브 윈도우 애니메이션 <북극곰 파오> 사례를 중심으로)

  • Chang, Wook-Sang;Yu, Seung-Cheol
    • Cartoon and Animation Studies
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    • s.33
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    • pp.153-172
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    • 2013
  • There are many cases that messages of boring contents of most contents with public interests appear on the surface. Audiences don't think these contents are interesting. It is true that animations cannot be generally boring when delivering messages of public interests. was produced to focus on making audiences experience that a global warming story, the boring and textbook contents is interesting. And it was composed by the multiform story to realize narration through audiences' participation by utilizing the characteristics of live windows, not just watching the animation. This paper examines the differences between theaters and live window through the case that was produced and examples which utilized interaction for audiences' participation based on this. It analyzes the differences between environments according to characteristics of places and audiences in the differences between the theaters and live window, examines the examples to utilize interaction focusing on the process that narration is gradually changed as response to user environment design and interaction for unspecified individuals, and suggests direction that animation should move forward as public art based on the results to show the animation in Millano Piazza. According to the characteristics of live windows, the audiences of are people in the streets who are heading for different destinations, not the ones who come to theaters to watch the animation. Showing the animation with narration to them was a new attempt. When it began to show it in Millano Piazza, the audiences were very satisfied with the experiences that the stories were changed as they participated in it by themselves and naturally thought of global warming problems. You cannot know how the message of change people's habits and thoughts for the present, but this attempt was an opportunity that animations play the social role. Many animations are being produced in the world. Most of them are being done to aim at theaters, TVs, and film festivals. They should meet audiences through more various methods. One of them is animations as public art. And can be the new attempt in this sense. And in the future, animations as public art should make efforts to show you interesting experiences that you can share thoughts to be able to live together. As art of various media is changing to the one which considers public interests, animations can be new types of public art by integrating them with various technologies.

A Study on Kinetic Typography's Communicational Function (키네틱 타이포그래피의 정보전달 기능에 관한 연구)

  • Hong Young-Rae
    • Journal of Science of Art and Design
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    • v.8
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    • pp.267-296
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    • 2005
  • Typography, as the median for communication, has expanded its roles according the attributes of the media where it Is used, and the change of media follwing the change of times is presenting new directions to the field of typography. The attempts of 20C experimental typography prioritize visual formativeness, free typography and language started to appear on printed matters and different kinds of prints put pep in magazines. Thus, experiments in the aspects of effective delivery of inpormation that letters have and aesthetic side of shapes of letter are continuing. Today with the appearance of multimedia, development of visual colture and rapid development of digital technology, the range of experimental typography has expanded even wider and therefore, different kinds of expressions became possible. As seen above, unlike the existing static printed media that carries linguistic information only, letters in the multimedia environment is shown in the movie titles, TV or web not only as a basic visual media such as type and image, but as a dynamic and complex factor that contains additional information of motion and sound factor. This study will attempt to find the historic context of focus of moment from the kinetic art and define the moving letters as kinetic typography. Therefore, this paper will have an understanding on kinetic typography's background, concept and characteristics following the change of communication environment in the multimedia era and tried to study the basic theories of kinetic typography and the information delivery and imagery function of letters. Also, this paper attempted to carry out a study on whether kinetic typography is delivering information smoothly from the aspect of communication through the image role as delivering information by studying major works of artists who have influenced kinetic typography. Based on this study, I would like to suggest new direction for effective delivery of information and value of use.

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Intermediate Scene Interpolation using Bidirectional Disparity (양방향 시차 몰핑을 이용한 중간 시점 영상 보간)

  • Kim, Dae-Hyeon;Yun, Yong-In;Choe, Jong-Su;Kim, Je-U;Choe, Byeong-Ho
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.39 no.2
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    • pp.107-115
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    • 2002
  • In this paper, we describe a novel method to generate an intermediate scene using BDM (Bidirectional Disparity Morphing) from the parallel stereopair. Because an image is composed of several layers and each layer has a similar disparity, it is available to use the block based disparity estimation. In order to prevent the false correspondence, however, we closely investigate the corresponding block as we adaptively vary the block size according to the estimation error. Therefore, we can detect the occlusion because of larger estimation error of the occluded region. We define three occluding patterns, which ate derived from the peculiar property of the disparity map, in order to smooth the computed disparity map. The filtered disparity map using these patterns presents that the false disparities ate well corrected and the boundary between foreground and background becomes sharper. As a result, we can improve the quality of the intermediate scenes.

Aesthetic Education of Young People As a Necessary Condition for Cultural Development of the Individual in Modern Conditions of the Information Society

  • Shevtsova, Olena;Tiutiunnyk, Mariia;Bosyi, Oleksandr;Zharovska, Olena;Patsaliuk, Iryna;Bielikova, Valentyna;Kuchai, Tetiana
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.207-213
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    • 2022
  • The article reveals the problems of aesthetic education of young people as a necessary condition for the cultural development of the individual in the modern conditions of the information society. Aesthetic education should contribute to the formation of a creatively active personality. The basis of aesthetic education of young people in the modern conditions of the information society is the core of artistic culture - art as a unique form of public consciousness that contributes to the spiritual development and improvement of the inner world of a person. The main tasks of aesthetic education are highlighted. It is focused on the formation of aesthetic consciousness and aesthetic behavior of the individual. The formation of true aesthetic and spiritual values of students is impossible without a deep awareness of the national foundations of culture, which combines science (including technology), education, art, morality, way of life and worldview, and most importantly its information component - information culture. The effectiveness of aesthetic education of students largely depends on the skillful use of various methods and means by teachers. Aesthetic education of students involves a qualitative change in the level of their aesthetic culture in the modern conditions of the information society. In the era of information and computer technologies, the main Institute for aesthetic education of young people, as a necessary condition for the cultural development of the individual, is mass media. Television stands out especially because it has several information series (audio and video sequence), multiplied by the efficiency of providing information that increases several times compared to paper media, which allows you to report directly during the event.

The Philosophical Perspective on Discussion of Human Body in Digital Media Era - focused on new media art cases (디지털 미디어 시대의 신체담론에 관한 철학적 고찰 - 뉴미디어 아트에 나타난 신체담론을 중심으로)

  • Kah, Eun-Young;Kim, Jong-Deok
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.109-114
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    • 2008
  • We have long kept our Cartesian tradition in which Mind privileges over Body; the invention of printing technology has accelerated the tradition in which the intelligence and legibility of media were considered as a higher human value. However, the development of media and technology are supporting the multisensory mechanisms of the body as it was in preliterate era when we communicated with our whole bodily experiences. The development and spread of mass-media and new technologies have broaden the boundary of human sensory that are largely dominated by visual information and expanded it to auditory, olfactory and even gustatory sensation. Since 1960's, some philosophers and artists have recognized the human body as a subjective matter, starting the movement in which the body plays a role as an essential factor in study of human perception and cognition, aesthetics in art, and sociology, and the changed perspectives are practiced vigorously in the field of new media art; the theory of Maurice Merleau-Ponty who clarified the body as a general means for the body's possession of world, so that recognize the importance of cognition of one's body and approved the embodiment could be applied and practiced here. Therefore, we discuss how Merleau-Ponty's philosophical theory can be practiced and how McLuhan's perspective could be applied on the notion of body's extension in media by analysing some new media art cases.

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A Thin Film Transistor LCD Module with Novel OverDriving Timing Controller

  • Yu, Hong-Tien;Huang, Juin-Ying;Tseng, Wen-Tse;Wen, Harchson
    • 한국정보디스플레이학회:학술대회논문집
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    • 2004.08a
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    • pp.1053-1056
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    • 2004
  • Chunghwa Picture Tubes, LTD. (CPT) has developed a Novel TFT-LCD Driving Techniquel. This new technique is developed in combination with other state-of-the-art image processing solutions such as image compression / decompression, motion detection, and noise reduction. By applying the Novel Driving Technique to the high resolution TFT-LCD, it was found that the response time can be effectively reduced with a lower overall system cost by smaller frame memory requirement, lower EMI by less memory band-width. Likewise, higher display quality can also be achieved in that the unexpected noises generated by over-drive can be eliminated. The Novel TFT-LCD Driving Technique has been successfully implemented to the 30 inch WXGA (1280${\times}$768) resolution TFT LCD commercial TV module. It was found that the quality of moving picture was better improved compared with that of the conventional fast response driving method.

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Research about Graphic Modeling Element of Media Skin (미디어스킨 기반의 그래픽 조형 요소에 관한 연구)

  • Kim, Moon Seok;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.151-158
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    • 2010
  • Media Skin is in form extended of TV or computer monitor that is digital media picture or digital output of graphic. Mean reflex or graphics applied in LCD Window of portable phone or LED display etc. of city environment mainly. Draft and study skill development trend and studied about role as graphic modeling to Media Skin. Media Skin that inflect LED over inside and outside of the country impulse to steal current is embodied. It is situating from modern society to one media trend. Progressed general investigation about Media Skin's connection skill in research. As culture contents progressed determinate research to graphic modeling element etc. As graphic modeling of new media special quality is construed by 4 as following. Contact, Real time, Nonlinear, Multi-Communication are it. Media Skin has function as symbol of city or media construction facade. Also, have enough value as function new media as information offer function, art.

A Study of Anime's Success Factors in USA and Its Suggestions

  • Won, Kang-Sik
    • International Journal of Contents
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    • v.3 no.1
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    • pp.29-33
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    • 2007
  • Anime is very popular in Japan, it has also gained a following in America and is beginning to hit the mainstream. Anime is gaining popularity in the United States as it is shown more on television, most noticeably on the Sci-Fi Channel with shows such as Saturday Anime and during Anime Week and on Cartoon Network with shows such as Sailor Moon and Dragon Ball Z being shown every weekday during the Toonami block. In this paper, I present the key factors behind the success of anime in USA. To find out the factors, I research literature and simple survey. The differences of anime from us animation make anime popular. Anime-related goods such as video games, trading cards, and characters' jewelry aid the anime growing popularity. A booming trend in admiration for Japan is one of the key factors behind anime's success. In spite of disputing about Japanese animation, anime is starting to have some influence on US animation and also young American. Anime's success factors in USA could suggest that Korean Manhwa and Korean animation have to prepare strategies for rising popularity in oversea.