• Title/Summary/Keyword: Video art

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The Features of Ukrainian Media Art in a Global Context

  • Hridyayeva, Tamara O.;Kohut, Volodymyr O.;Tokar, Maryna I.;Stanychnov, Oleg O.;Helytovych, Andrii A.
    • International Journal of Computer Science & Network Security
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    • v.21 no.4
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    • pp.229-240
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    • 2021
  • The article seeks to explore Ukrainian media art and its features in a global context. In particular, it performs an in-depth analysis of the stages of its development from video art of the 1990s, media installations of the 2000s, and to various digital and VR technologies today. Due to historical circumstances, the development of media art was quite rapid, as young artists sought to gain new experience in media art. Most often, their experience was broadened through international cooperation and studying abroad. The paper analyzes the presentation of Ukrainian media art outside the country during 1993-2020 and distinguishes the main thematic areas of the artists' work. It examines how artists present and reveal the peculiarities of the Ukrainian worldview, aesthetics, and culture through the problematization of certain aspects and themes in their work. Specifically, among the principal topics which are problematized in the work of media artists are a sensory experience, limited sensory capabilities, gender issues, the Chernobyl tragedy, the development of utopian models of the city, and global communication. The leading themes of Ukrainian artists also include revolution and war. Notably, political and social sentiments determine the unique energy and vitality of contemporary Ukrainian art, create a revolutionary creative environment, and unite media artists in group art projects. It is concluded that by showing, exhibiting, and presenting them outside the country, artists shape the image of Ukrainian art in a global context.

A Personal Videocasting System with Intelligent TV Browsing for a Practical Video Application Environment

  • Kim, Sang-Kyun;Jeong, Jin-Guk;Kim, Hyoung-Gook;Chung, Min-Gyo
    • ETRI Journal
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    • v.31 no.1
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    • pp.10-20
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    • 2009
  • In this paper, a video broadcasting system between a home-server-type device and a mobile device is proposed. The home-server-type device can automatically extract semantic information from video contents, such as news, a soccer match, and a baseball game. The indexing results are utilized to convert the original video contents to a digested or arranged format. From the mobile device, a user can make recording requests to the home-server-type devices and can then watch and navigate recorded video contents in a digested form. The novelty of this study is the actual implementation of the proposed system by combining the actual IT environment that is available with indexing algorithms. The implementation of the system is demonstrated along with experimental results of the automatic video indexing algorithms. The overall performance of the developed system is compared with existing state-of-the-art personal video recording products.

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Convergence Analysis Algorithm Study for Extracting Image Configuration Parameters (영상 구성 파라미터 추출을 위한 융합 분석 알고리듬 연구)

  • Maeng, Chae Jung;Har, Dong-Hwan
    • Korea Science and Art Forum
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    • v.37 no.3
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    • pp.125-134
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    • 2019
  • This study was conducted to organize a program to classify and analyze the characteristics of images for the automation of background music selection in the video content production process. The results and contents of the study are as follows: video characteristics are selected as subject category, emotion, pixel motion speed, color, and character material. Subject categories and feelings were extracted using Microsoft's Azure Video Indexer, Pixel Movement Speed was an Optional flow, Color was an Image Histogram for Image, and character materials was CNN(Convolutional Neural Network). The results of this study are significant in that video analysis was conducted to match background music in the recent content production process of 'Internet One-person Broadcasting Creators'.

A Study on Relationship between Interactive in Media Art and Ubiquitos Space (미디어 아트의 인터랙티브 개념과 유비쿼터스 공간과의 관계성 연구)

  • Jung, Jae-Won;Kim, Moon-Duck
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.11a
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    • pp.141-145
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    • 2006
  • The development of information & communication technology in 21st century along with the mass media In 20th century, the influence of state-of-art culture in our society rapidly increased in these days. This state-of-art culture makes the world becomes single-channeled by network, and there is a big change not only in human life but also in concept and understand for art and space. The development of digital paradigm and media technology is exerting a strong influence on the Ubiquitous computing environment that is being drawn great interest. The ubiquitous is concerned as expansion of media art, and the interactive art which is part of media art has the similarity with the ubiquitous computing environment. In this study, the possibility of connection between the territory of ubiquitous environment which is recently focused and has strong interrelation feature, and the territory of interacting will be examined. Furthermore, possibility of new space design work through seeking the possibility of connection between two territories will be estimated.

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A Study on the Composition of the Exhibition space unit in the Minimum Art Museum and Small Art Museum Admitting Multifunction (복합기능을 수용하는 소규모 및 극소규모 미술관의 단위전시공간 구성에 관한 연구)

  • 문정민;안우진;고성룡
    • Korean Institute of Interior Design Journal
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    • no.29
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    • pp.181-187
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    • 2001
  • The art museum plays a role as a cultural space that can solve the cultural desire of people and see a good art works. It is in exhibition space that they personally exchange the feeling between an art work and a viewer in art museum. The types and works - a fiber, a photo, an establishment that needs many places, devices, a video art, and an action art called "performance", cultural art - are shown in small art museum. Moreover, exhibition spaces are modified into the space of another art activities like dancing, music concerts in small art museum because it has no profit space for diverse art activities. And the exhibition the characters of the exhibition space in small art museum. So, it needs to change the characters of the exhibition space in small art museum. Under these background, this stud\ulcorner surveys and analyzes the exhibits, the organization methods, the modified conditions, and the scale of the existing exhibitional space in small art museum. Therefore, the goal of this study is to suggest the composition of the exhibition space unit considering the function and the multifunction in minimum art museum and small art museum.

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A Review on Motion Estimation and Compensation for Versatile Video Coding Technology (VVC)

  • Choi, Young-Ju;Kim, Byung-Gyu
    • Journal of Korea Multimedia Society
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    • v.22 no.7
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    • pp.770-779
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    • 2019
  • Video coding technologies are progressively becoming more efficient and complex. The Versatile Video Coding (VVC) is a new state-of-the art video compression standard that is going to be a standard, as the next generation of High Efficiency Video Coding (HEVC) standard. To explore the future video coding technologies beyond the HEVC, numerous efficient methods have been adopted by the Joint Video Exploration Team (JVET). Since then, the next generation video coding standard named as VVC and its software model called VVC Test Model (VTM) have emerged. In this paper, several important coding features for motion estimation and motion compensation in the VVC standard is introduced and analyzed in terms of the performance. Improved coding tools introduced for ME and MC in VVC, can achieve much better and good balance between coding efficiency and coding complexity compared with the HEVC.

Building a virtual art exhibition including various shapes and characteristics of contemporary art in Second Life (가상현실에서의 컨템포러리아트 전시 구축 방법론 연구 -세컨드라이프 내 가상미술 전시 구축 사례를 중심으로-)

  • Park, Ju-Hee;Kim, Jung-Wha
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1246-1251
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    • 2009
  • Second Life is a massive multi-user on-line environment; "a 3D virtual world where users can socialize, connect and create using voice and text chat" (http://www.secondlife.com). The paper explores the process and methods to establish a contemporary art exhibition that incudes various shapes and characteristics of art; paintings, 3D sculptures, time-based video arts, technical based arts, and so on. We have also discuss about the technical limitations to make virtual museums in the Second Life and recognitions between human and art works.

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Analysis on Video Image Effect in , China's Performing Arts Work of Cultural Tourism (중국의 문화관광 공연작품 <장한가>에 나타난 영상이미지 효과 분석)

  • Yook, Jung-Hak
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.77-85
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    • 2013
  • This study aims to analyze the effects that video image in Seo-an's , claiming to China's first gigantic historic dance drama, has on the performance; it focuses on investigating which video image is used to accomplish the effects in showing specific themes and materials in . Image is meant by 'reflection of object', such as movie, television, dictionary, etc, with its coverage being extensive. The root of a word, image', is founded on imitary, signifying specifically and mentally visual representation. In other words, video image is considered combination of two synonymous words, 'video' and 'image'. Video is not just comprehension of traditional art genre, like literary value, theatrical qualities, and artistry of scenario, but wholeness as product, integrating original functions of all kinds of art and connecting subtle image creation of human being. The effects of video image represented in are as followings; first, expressive effect of the connotative meaning, reflecting the spirit of the age and its culture. Second, imaginary identification. Third, transformation scene. Fourth, dramatic interest through immersion. Last but not least, visual effect by dint of dimension of performance.

A Study on Moral Functionalities of Digital Game as an Art Form (예술작품으로서 디지털 게임의 도덕적 기능에 대한 연구)

  • Ahn, Kay-Youn;Woo, Tack
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.159-170
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    • 2011
  • It seems that social distrust toward morality of video games has not been deducted even the influence of video game has increased drastically for last few decades. To rationalize the identity of video game and its social legitimacy, this paper first considered video game genre as a new art form. By doing so, we could derive various aesthetical and moral issues to dispute in modern society. Secondly, by considering former issues, this study could figure out moral vulnerabilities of the genre according to its own form, by categorizing them into virtual reality, interactivity and simulation. To suggest most effective way to overcome its immorality by functionalize social feedbacks which elaborately designed based on John Dewey's pragmatist aesthetics and immoralism.

Implementation of the PVR(Personal Video Recorder) Chip for HDTV (HDTV용 PVR(Personal Video Recorder) 칩 구현)

  • 정수운;이동호
    • Proceedings of the IEEK Conference
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    • 2001.09a
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    • pp.943-946
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    • 2001
  • We have developed a PVR (Personal Video Recorder) chip that is capable of simultaneous playback and recording of HD quality MPEG-2 streams for digital TV. it provides viewers with some advanced features as well as pause, instant replay, skip forward and fast forward/rewind found in conventional PVRs for analog TV. This paper describes the enhanced and innovative features that art implemented on our PVR.

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