• Title/Summary/Keyword: Visual Culture Contents

Search Result 204, Processing Time 0.024 seconds

A Study on Game-Playing Plasticity of Modern Art Focused on Media Arts (미디어아트를 중심으로 한 현대미술의 유희성에 관한 연구)

  • Lee, See-Jeung;You, Hyun-Bea
    • Journal of Digital Contents Society
    • /
    • v.11 no.4
    • /
    • pp.503-511
    • /
    • 2010
  • While various artistic trends coexisting in the 20th century, media arts that formed with the medium of a material attempts in various ways to induce the establishment of the artwork through the public communication. The visual arts that use the media satisfy both the artistry and the popularity in the area of popular culture as the form of variable. Moreover, visual arts stimulate a playful sense of human to maximize the public satisfaction that works here. This paper aims to discuss the potentials and the trends in the contemporary art by understanding the conceptual and principle background of the contemporary media art which shows the active employment the playful sense of human nature in the work in order to establish the effective communication with the public. Consequently, as the digital environment and advanced network technology which were thought to be the key elements of the popularization of media art were reached its limit, media artist, Tony oursler's artwork which was created based on human playful nature and interactive artwork that supports the audience to interact with artwork and its space are proven to be the useful devises for the public communication.

A Study on the Evaluation System for Night Lighting Design of Chinese Ancient Building by using AHP Method (AHP 기법을 활용한 중국 고건축물 야간경관 조명디자인의 평가에 관한 연구)

  • He, Shun-Ping;Hong, Kwan-Seon
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.7
    • /
    • pp.291-303
    • /
    • 2019
  • For cities with ancient buildings at core areas, night lighting is an effective means to demonstrate their history and culture. In this regard, night scenes of these ancient buildings are evaluated from multiple aspects, such as color rendition, brightness ratio affected by ambient light and technological realization of lighting facilities. This study builds a visual evaluation system for night scenes of ancient buildings based on three dimensions, namely ancient architecture carrier performance, visual perception and technological realization, and explains specific evaluation sub-criteria one by one. In addition, this study adopts Analytic Hierarchy Process (AHP) to analyze the impact of each sub-criteria item on the weight of the whole evaluation system, and conducts a consistency test to show that the evaluation system meets the reasonable requirements of hierarchy setting. Moreover, relative importance of each sub-criteria item may be determined based on their corresponding weights.

A Study on Embroidery Patterns of Miao Women′s Traditional Costume Guizhou Province in China (중국 귀주성 묘족 여자복식의 수증문양에 관한 연구)

  • 김영신;홍정민
    • Journal of the Korean Society of Costume
    • /
    • v.52 no.1
    • /
    • pp.21-36
    • /
    • 2002
  • The Miaos have their own unique and luxurious culture traditional and modern formed as they have experienced repeated fusion into and resistance against the Han Race or the Chinese in their long and old history. Taijiang County of Guizhou Provice, in which whey have been living, is endowed with natural beauty. Thus their culture enjoys abundant and diverse contents of artificial and natural character. Naturally, their costume reflects cultural and natural features in abundance and variety. This dissertation aims to investigate the artistic character of Miaos' traditional costume as reflected in patterns for their embroidery. As for the artistic character of the patterns for embroidery, the following were found. To begin with, the space in the Miaos' embroidery is, unlike the measurable three-dimensional space found in Greek art, unmeasurable and fantastic with its beauty, majesty and peculiarity. It is as if immersed in limitless space, they were in communion with gods and universe. Another characteristic is the use of image construction beyond mere imitation. Their mode of image construction was realistic in that patterns as a whole reveal an abstract form or meaning but separately they portray visual representations of concrete thins in nature. Still another is that sense of motion conveyed by the basic curve line is full of life. It was the result of using light rhythm breaking stereotypic balance and symmetry. Finally, the colouring was abstract, and a strong contrast between black and white was gorgeous and fantastic.

Design of Low Cost Real-Time Audience Adaptive Digital Signage using Haar Cascade Facial Measures

  • Lee, Dongwoo;Kim, Daehyun;Lee, Junghoon;Lee, Seungyoun;Hwang, Hyunsuk;Mariappan, Vinayagam;Lee, Minwoo;Cha, Jaesang
    • International Journal of Advanced Culture Technology
    • /
    • v.5 no.1
    • /
    • pp.51-57
    • /
    • 2017
  • Digital signage is becoming part of daily life across a wide range of visual advertisements segments market used in stations, hotels, retail stores, hotels, etc. The current digital signage system used in market is generally works on limited user interactivity with static contents. In this paper, a new approach is proposed using computer vision based dynamic audience adaptive cost-effective digital signage system. The proposed design uses the Camera attached Raspberry Pi Open source platform to employ the real-time audience interaction using computer vision algorithms to extract facial features of the audience. The real-time facial features are extracted using Haar Cascade algorithm which are used for audience gender specific rendering of dynamic digital signage content. The audience facial characterization using Haar Cascade is evaluated on the FERET database with 95% accuracy for gender classification. The proposed system, developed and evaluated with male and female audiences in real-life environments camera embedded raspberry pi with good level of accuracy.

A Study on Lacan's Desire in <Parasite> (<기생충>에 나타난 자크 라캉의 욕망)

  • Zhou Xin;Choi Won-Ho
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.5
    • /
    • pp.299-310
    • /
    • 2023
  • According to Jacques Lacan, human desire stems from a primitive lack, This lack acts as a driving force, propelling humans to continually seek pleasure and satisfaction. Given its intricacies, the interplay between the subject's and the overall human desire is intricate, making complete realization of desire unattainable. Through Jacques Lacan's theory of desire, the researcher aims to explore the balance achieved as the subject in the movie navigates ideals, frustrations, and growth. This paper focuses on the analysis of the movie 'Parasite' using Amedeo Giorgi's phenomenological method. By doing so, the researcher seeks to uncover the essence of human desire, offering insights and a theoretical framework for cinematic creation.

A Study on Applying Proxemics to Camera Position in VR Animation

  • Qu, Lin;Yun, Tae-Soo
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.13 no.3
    • /
    • pp.73-83
    • /
    • 2021
  • With the development of science and technology, virtual reality (VR) has become increasingly popular, being widely used in various fields such as aviation, education, medical science, culture, art, and entertainment. This technology with great potential has changed the way of human-computer interaction and the way people live and entertain. In the field of animation, virtual reality also brings a new viewing form and immersive experience. The paper demonstrates the production of VR animation and then discusses camera's position in VR animation. Where to place the VR camera to bring a comfortable viewing experience. The paper, with the proxemics as its theoretical framework, proposes the hypothesis about the camera position. Then the hypothesis is verified by a series of experiments in animation to discuss the correlation between camera position and proxemics theory.

Proposal for a virtual museum with vertical aspect ratio for the convergence of metaverse and short-form content

  • Il-hyun Cho
    • International journal of advanced smart convergence
    • /
    • v.12 no.3
    • /
    • pp.119-126
    • /
    • 2023
  • This study explores the convergence of metaverse and short-form content, proposing a new approach for viewing short-form content with a vertical aspect ratio on a metaverse platform and within a virtual museum. Short-form content has gained popularity due to the snack culture and is proving to be advantageous in e-commerce. By studying the relationship between vertical ratio screens and gaze, we confirm the effectiveness of vertical ratio short-form content in providing immersive experiences and fostering sharing and communication. The proposed virtual museum offers opportunities for innovative businesses to market through fandom. This research highlights the value of vertical proportion short-form content and its significance in the convergence of metaverse and short-form content. It aims to contribute to industry development, provide new creative directions, enhance personal visual experiences, and expand applicability in related fields.

A Study on the Expansional Aspects and Supporting Schemes of Scenario (시나리오의 확장 양상과 지원 방안에 관한 연구)

  • Lee Chang-Jo;Kim Yong-Do
    • Journal of Game and Entertainment
    • /
    • v.2 no.1
    • /
    • pp.56-63
    • /
    • 2006
  • It is handled here in this paper, the orality and literacy of scenario, as a basic study for the expansional aspects of scenario at first. And next, it is grasped the specialness and potential energy of scenario checking various matter of Gutenberg Galaxy provided as a literal civilization. Further, basing on the former, various peculiarities of scenario have been linked to the digital storytelling of the internet basic and image writing of visual culture, and the various supporting schemes for new scenario format and creative circumstances in order to build the importance and the ranking of scenario have been presented in the era of the digital image contents. After all, the intention of this study particularly is to lay great emphasis on the supporting schemes and Scenario Galaxy such as a specialized graduate school and national story & scenario agency from a national point of view.

  • PDF

A Study on Property of Light Representation based on CGI(Computer-Generated Imagery) in IBL(Image Based Lighting) (IBL(Image Based Lighting)에서 나타나는 CGI기반 빛 재현의 특성에 관한 연구)

  • Chung, Kue-Hyung;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.12 no.7
    • /
    • pp.371-378
    • /
    • 2014
  • We understand the real form with light and it make us to visualize the world. Hence, light have got a great influence on formative arts in many ways from ancient time to now. Invisible and substantial light is described by many representational tools in various way and project the illusion. Projected illusion caused the change in human and general social culture. For such a reason, the representation of light is most important issue without distinction of age, space and genre. Now we are faced with CGI light just same as real light. So we need to study about properties of CGI light representation.

Research on Efficient Usage of 3D Stereoscopic Technology (3D 스테레오스코픽(Stereoscopic)기술의 효율적 활용에 관한 연구)

  • Kim, Ji-Soo
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.2
    • /
    • pp.138-145
    • /
    • 2010
  • Stereoscopic technology can be regarded as core basis technology which is commonly requested in field of next generation stereoscopic multi media information communication. Realization of stereoscopic image in order to express natural images that are close to reality is a part that human constantly put effort, it first began with visual recognition system, went through stereo picture by using binocular disparity and were conducted as video clip stereoscopic age. Life is changing, a new culture is formed, there were technological development which realized imagination as reality based on expansion of IT industry and core trend, and there is 3D stereoscopic image technology in the center. We will look at technology development tendency and development strategy of 3D stereoscopic image in this essay, and will suggest efficient usage plan of 3D stereoscopic image technology for continuous market expansion.