• 제목/요약/키워드: The Synesthesia

검색결과 73건 처리시간 0.024초

다큐멘터리 <색청, 색을 듣는 사람들>을 중심으로 한 디지털영상 분석 (Analysis of Digital Video with a Focus on the Documentary )

  • 장경수;이순미
    • 문화기술의 융합
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    • 제2권2호
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    • pp.23-27
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    • 2016
  • 색청은 성장기에 프루닝이 정상적으로 이루어지지 않아서 시각이나 청각 경로에 혼선이 생긴 사람들에게 발생한다. 그들이 겪는 현상을 '색청'이라고 부른다 색청은 소리를 들을 때 색을 보는 형상을 말한다. 영상의 인터뷰에서 예술분야 전문가는 천부적인 재능으로 보았으며, 의학 분야 전문가는 일상생활에 큰 혼란을 야기하는 장애가 될 수 있다고 말한다. 일반적으로 사람들은 무의식적으로 공감각현상을 겪고 있다. 본 논문에서는 영상의 결과물을 바탕으로 과학적으로 증명된 연구결과와 일상 속의 현상을 바탕으로 '색청'을 분석하고, 또한 편집자의 관점에서 영상을 분석한다.

패션 미디어에 나타난 상호작용 사례 연구: 쇼스튜디오(Showstudio)의 패션프로젝트를 중심으로 (Interactive Case Study on Fashion Media: Focused on Showstudio's Fashion Projects)

  • 김지영
    • 패션비즈니스
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    • 제17권5호
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    • pp.101-119
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    • 2013
  • The purpose of this study is to consider the interactivity which appeared on the fashion media that focus on Showstudio's fashion projects. Showstudio is a famous fashion site that was founded by the famous photographer, Nick Knight, which has displayed interactive projects with fashion designers and artists. The methods of this study are undertaken by theoretical studies and project analysis. The 38 projects under the 'interactive' category are being chosen among archive data and the project explanations, photos and videos provided from the site are studied. Interactivity of fashion projects in Showstudio is considered by main factors such as two-way communication, participation, user control, and responsiveness. Two-way communication appears as transactional communication in the creation process and feedbacks from contents of users. The characteristic of participation appears as participation in the creation process and the practical use of contents. User control appears as control of contents, user interface and streaming media systems. The characteristic of responsiveness appears as real time and synesthesia responsiveness between the user and contents. Showstudio show free communication through digital information transmit system and also indicate the opportunity of innovative interactions among users, media, and contents.

피터 줌터 건축의 미장센적인 공간특성 (Spatial characteristics of the Mise en scéne in Peter Zumthor's Architecture)

  • 박주석;김동진
    • 한국실내디자인학회논문집
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    • 제25권3호
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    • pp.40-50
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    • 2016
  • The purpose of this study is to investigate the mise-en-$sc{\acute{e}}ne$ characteristics to direct an emotional atmosphere. It also analyzed whether these characteristics are reflected in how the work of Peter Zumthor. First, a theoretical consideration base on the distinction between montage and mise-en-$sc{\acute{e}}ne$, the research on space directing techniques in film. In particular, research on the mise-en-$sc{\acute{e}}ne$ around the technique of deep focus, long-take, charade. It also examines the mise-en-$sc{\acute{e}}ne$ tendencies that appear in the painting art, philosophy and psychology to deepen understanding. It should understand the mechanism by going to complete the meaning. Based on this, in terms of mise-en-$sc{\acute{e}}ne$ to analyze the space directing of Peter Zumthor. And the features of mise-en-$sc{\acute{e}}ne$ has its significance in having a look at whether there is any correlation in the 'Atmospheres' directing of Zumthor. As a result, the mise-en-$sc{\acute{e}}ne$ is active, multi-layered, ambiguous, uncertain, becoming and enables an open interpretation in terms of audience.

A Basic Study on the Conversion of Sound into Color Image using both Pitch and Energy

  • Kim, Sung-Ill
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제12권2호
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    • pp.101-107
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    • 2012
  • This study describes a proposed method of converting an input sound signal into a color image by emulating human synesthetic skills which make it possible to associate an sound source with a specific color image. As a first step of sound-to-image conversion, features such as fundamental frequency(F0) and energy are extracted from an input sound source. Then, a musical scale and an octave can be calculated from F0 signals, so that scale, energy and octave can be converted into three elements of HSI model such hue, saturation and intensity, respectively. Finally, a color image with the BMP file format is created as an output of the process of the HSI-to-RGB conversion. We built a basic system on the basis of the proposed method using a standard C-programming. The simulation results revealed that output color images with the BMP file format created from input sound sources have diverse hues corresponding to the change of the F0 signals, where the hue elements have different intensities depending on octaves with the minimum frequency of 20Hz. Furthermore, output images also have various levels of chroma(or saturation) which is directly converted from the energy.

텍스타일 프린트 디자인 발상을 위한 대중음악 장르별 감성 언어이미지 연구 I (A Study on the Emotional Language Imagery according to Popular Music Genres for Development of Textile Print Design Ideas I)

  • 김지연;오경화
    • 한국의류산업학회지
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    • 제16권3호
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    • pp.354-365
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    • 2014
  • This study investigates the positioning of emotional language imagesin popular music genres for developing textile print design ideas. Auditory and synaesthetic imagery were employed to deduct emotional language imageries from popular music genres and analyze differences in emotional language imageries according to popular music genres. Six genres of popular music were selected as stimulus and a survey was conducted to analyze emotional language imagery differences and similarities depending on popular music genres. The results of this study were: The results of the factor analysis and the reliability test on emotional language imagery showed factorial structures that include Lyrical-Feminine, Intense-Masculine, Euphoric-Active, Gloomy-Melancholy, Abstruse-Sophisticated, and Addictive-Continuous. The results of the mean scores of emotional language imagery of each popular music genre showed that respondents tended to perceive that ballad and new age music are similar and hip-hop & rap, dance, and metal-rock are similar. Based on the multidimensional scaling analysis, new age positioned Lyrical-Feminine, metal-rock positioned Intense-Masculine, dance music positioned Euphoric-Active, and ballad positioned Gloomy-Melancholy. This study provides elementary resources to inspire innovative textile prints designed through different characteristics of emotional language imagery according to each popular music genre.

사운드 데이터를 이용한 실시간 3차원 지형 생성 (Realtime 3D Terrain Generation with Sound Data)

  • 김원섭;장규식;김태용
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 1부
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    • pp.184-189
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    • 2008
  • 본 연구는 기존에 저장되어 있는 응원이나 입력되는 사운드 데이터를 사용하여 게임 플레이상에 지형을 생성함으로서 사운드의 적극적인 황용을 도모하고 렌더링되는 화면과 입출력되는 오디오 간의 동기화를 통해 사용자들에게 공감각적인 상호작용을 제공한다. 사용자가 직접 사운드를 발생시키거나 원하는 음원을 입력하면 그 입력받은 사운드 진폭 데이터를 푸리에 변환하여 주파수 데이터로 변환하고 취득한 데이터로 분석 및 재가공하여 시간에 따라 변화하는 3차원 지형을 만든다. 지형이 생성될 때는 여러 가지 보간 처리를 통하여 에이전트들과 오브젝트들이 활동 가능하도록 지형을 보정하며, 확장 역시 용이하도록 디자인한다.

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브랜드 디자인의 공감각적 시각화 적용에 관한 연구 (A Study on Applied Synesthesia Visualization of Brand Design)

  • 김진영
    • 한국산학기술학회:학술대회논문집
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    • 한국산학기술학회 2011년도 춘계학술논문집 2부
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    • pp.874-877
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    • 2011
  • 본 연구의 목적은 기업의 활동 중 감각적 이미지 전략 구축 중 디자인 요소의 선택과 같은 프로세스를 체계화하며, 제품 제작 담당자에게 전달자와 수용자의 감각 이미지 연구를 통하여 감각의 효율적 활용에 대한 연구를 하고자 하였다. 연구방법은 여러 감각이 혼합되어 있는 공감각이라는 인간의 감각이 브랜드 관련 기업, 제품, 서비스, 기관 등에 어떠한 형태로 적용되어 표현되는지 현황조사를 통하여 분석하였다. 이론적 이해와 고찰 및 사례분석 등은 유사한 논제의 국내 외 문헌조사와 2009년 후반기까지 시판 중인 제품의 인터넷 자료를 병행 하였다. 연구 결과에 의하면 첫째, 시각적인 공감각은 제품의 연상되는 형태, 로고디자인의 형태, 재료의 색상을 통하여 식감을 자극하고 있었다. 둘째, 청각적 공감각은 의성어나 소리를 연상시키는 심볼마크를 통하여 표현하고 있었다. 셋째, 후각적 공감각은 향기 나는 소리나 향기 나는 원재료, 향기 나는 매장 등을 통하여 후각을 사용하고 있었다. 넷째, 미각적 공감각은 제품의 신속함이나 달콤함 또는 연상되는 맛을 통하여 독특한 미각을 메타포로 사용하는 경우가 많았다. 마지막 다섯째, 촉각적 공감각은 패키지 모양이나 형태, 제품명에서 느껴지는 온도, 제품 표면질감을 다른 소재로 표현하는 방식으로 촉각을 자극하고 있었다. 이러한 공감각을 이용한 브랜드와 디자인은 소비자로 하여금 오감을 자극하여 감성시대에 능동적 감성디자인 소비자로 변화시키고 있다.

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도시 공공디자인에서 하이퍼미디어에 관한 연구 (A Study on the Urban Public Design which Introduced the Concept of Hypermedia)

  • 양진아;이영수
    • 한국실내디자인학회논문집
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    • 제22권1호
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    • pp.231-238
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    • 2013
  • As the technical medium evolves, the method of accepting information is changing. The technical medium also appears in various ways through the combination with art. This study aims to conduct research on how hypermedia, appearing from this, will reveal itself in the urban public design in terms of its expression mode. First, this study looks at the characteristics for expression representation of hypermedia art through theoretical considerations on the hypermedia. Second, this study identifies how hypermedia art is introduced in the urban public design through art cases. Third, this study reveals the characteristics depending on the expression mode of hypermedia art shown in the urban public design based on the analyzed cases. As a result, first, hypermedia appeared in various image lighting expression modes that use 'light' in the urban public design and interacted with the public. Second, hypermedia reacted to 'motion' and was the expression mode of using bodies in the urban public design and using peripheral devices and external environment and characterized by having complex patterns of multi-layered structure through multi-media. It also applied sight, hearing, and touch partially or integratedly to attract synesthesia from the public and checked mutual interaction rapidly in an improvised way. Third, such a complex digital technology was the network expression mode beyond space and time by medium of urban public design and characterized by the new experience of virtual space expansion through the world wide network and the communication mode of participation. With such a role change of media and combination with art, hypermedia has been achieving varied extended representations. It is considered to change our monotonous urban environment, restore our relationship with the public, and open a new field of communication. Accordingly, the significance of this study can be identified through how it aimed to display the expression method of hypermedia which caused its extension in the field of urban public design as well as through the derivation of relevant characteristics.

영상미디어 아트 공간연출 표현특성에 관한 연구 - 미술 전시장을 중심으로 - (A Study on the Characteristics of Space Production for Art Museums Reflex Media Art)

  • 유재엽
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2004년도 춘계학술발표대회 논문집
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    • pp.156-160
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    • 2004
  • Our time is called as the era of information-oriented society and up-to-date scientific technology, but it can be also called as the era of image. It is because the image has much influence upon our everyday life. In the deluge of images, the delivery of image Is a better and faster synergic tool than the delivery of language, and this trend is consistent with the phases of the times in which the analog modality of synergy is converted into the digital one. The image is a picture that is formed by a physical process, and is all the figures reflected by electronic equipments that reproduce the image. After the discovery of photograph in 1893, the image has been appeared first with the form of movie, and then with the form of TV. However, the appearance of such unidirectional synergic tools as movies and TV. has provided artists with some creative motives with which they intercommunicate their messages via some experimental bidirectional synergic tools. Among image-media arts, the performance of installation and participation is an important example that causes many changes through conceptional conversion, such as the conception of the time in space and formative characteristics. What satisfy this trend have been videos, lasers, holographic, and etc. Furthermore, the appearance of computer has provided a synesthesia, that is, a virtual reality, and mixed a real image with a visional one. The image-media art will realize better synergy through combining brand new machines, informational technology, and art, and have much influence upon our everyday life formatively and artistically in the future. with this study, through analyzing the meaning of relationship between image equipments and space.

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전시공간에서의 촉지적(Haptic)연출 방법에 대한 연구 - 체험전시 공간 중심으로 - (A Study on Haptic Presentation Methods in the Experience Exhibition Spaces - With Experience Exhibition Space -)

  • 조민화
    • 한국실내디자인학회논문집
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    • 제24권6호
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    • pp.229-239
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    • 2015
  • The 21st century is a multiplication age and social and cultural phenomena have become diverse and peoples' desires and individuality have become important. Accordingly, the sensibility that reflects human taste is also required in the exhibition space. The exhibitions in this age induce the direct cognition of senses or take interactive forms that contact diverse media and react. The purpose of this research is to define the concept of haptic presentation method in which the audience perceive in the exhibition space by themselves and the visual elements spread into other senses and perceive complexly, and to present the directional nature. To conduct this research, first, this researcher recognized that haptic sensory experiential research by analyzing the roles and transition history of exhibition space is needed for the present age Second, based on philosophical theories, four haptic sensory expression characteristics (medium nature, experiential nature, attractiveness, sensitiveness) were derived by substituting Giles Deleuze's four haptic spatial characteristics (grasping short distance, dispersed gaze, cognition of bodily movement, formation of synesthesia through complex senses) and six formative factors of exhibition space (space, form, size, light, quality of materials, and color). And the effective exhibition presentation methods were analyzed through six cases of experiential exhibition spaces. Accordingly, what matters in the experiential exhibition space is to produce the four characteristics: medium nature, experientiality, attractiveness, and sensitiveness in equilibrium. It is necessary for the designers to reflect it appropriately in producing so that the audience can think and experience by themselves. Accordingly, in this thesis, it could be seen that to produce the haptic production characteristics in the experiential exhibition space in equilibrium is the important factor in the experiential exhibition space. In conclusion, experiences in the exhibition space should be approached with the transcendental haptic presentation method by which even the space of actually unexperienced cognition can be expanded and experienced through the metastasis and tension of various senses. Also, researches on such senses should be developed continuously, and this researcher expects that this will become a stimulant to present a new directivity.