• Title/Summary/Keyword: artwork

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Artificial Life Art : Research on Artificial Life Artworks of VIDA (인공생명 예술의 특성 : VIDA의 작품 분석을 중심으로)

  • Lim, Kyung-Ho;Yoon, Joon-Sung
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.193-201
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    • 2011
  • In this study, we consider the evolved interactivity at the Artificial Life Art beyond 'open interactivity' as 'closed relationship' between viewer/participant and artwork by immersive and interactive features of digital media art. In order to consider this evolved interactivity, we survey the theory of artificial life of which result of many studies like biology and computational science. And then we analysed characteristics related artistic context of artificial life at the autonomy and emergent behavior of artificial life. Especially, we research the artworks of interaction with ecologies and of living in outside(not in- silico) among the artworks of officially adopting an artificial life arts in 'VIDA : Art and Artificial Life International Awards'. And we are going to understand the relationship of emotional subjects between viewer/participant and artwork, and a step further to understand the diverse relationship of symbiosis and co-evolution of the technology and human.

Real-Time Multimedia Clock using Particle System (파티클 시스템을 활용한 실시간 멀티미디어 시계:구상적 이미지를 통한 시간의 형상화)

  • Im, Jin-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.62-69
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    • 2012
  • The newly developed field of media art is quickly making progress to include various and up-to-date forms of expression. Unlike in traditional art, the communication between the art and the viewer has become vastly important, in which the viewer is an active agent who participates and interacts with the artwork. These digital artworks can now be readily observed in everyday places and things, rather than being confined solely in the gallery space. By encouraging open interaction with the public, media art has become more accessible. Accordingly, this thesis examines the construction of a real-time multimedia clock piece using particle systems. Time has always been a significant theme in the realm of traditional art, which continues to be explored extensively in various forms of expression. In an attempt to express the continuity of time and the state of being value of existence based on technological skills, the thesis presents an artwork that uses the popular medium of a clock while also providing both usability and emotional satisfaction for the viewer's sensibility through interaction.

Production of an Interactive Artwork through Analysis on the Expression Method for Subject Area on Screen (Focused on Color, Face and Brightness) (화면의 주제영역 표현방법 분석을 통한 인터랙티브 아트 제작(색상, 면수, 명도를 중심으로))

  • Kim, Kyoung-Nam;Lim, Yang-Mi
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.439-449
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    • 2012
  • Recently, many interactive artworks produce through convergence of art and scientific technology. Artists or designers should cooperate with other areas for analysis in order to share database. According to these requirements, In this study, we analyze Kandinsky's works which are more emphasis on subject area than the emphasis to background area by using a number of colors, faces, and brightness levels. Due to this approach, it determines how to represent for stable screen composition attracting viewer's eyes. As a result, the subject area has more a number of colors, faces, and brightness levels than the background area. In addition, we produce the interactive artwork based on the analyzed data. According to the requirement of convergence and collaboration in the historical background, this study will be able to contribute to make the collaboration by sharing common information between artists and professionals in other areas. In addition, it is expected that other production makers who do not have the background of arts education will be able to configure the visual screen.

Combined Approach of Subjective Survey and Objective EEG Measurement to Measure Presence Increment using Color in Moving Images (영상콘텐츠에서의 색감이 프레즌스 증감에 미치는 영향 측정을 위한 설문지와 뇌파측정의 결합측정기법)

  • Jeon, Seongsin;Kim, Seong Whan
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.5
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    • pp.51-56
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    • 2017
  • In this paper, we define "presence" as a physiological and emotional feeling which feels that he or she is immerged in a specific artworks when he/she is very interested in the artwork. To measure the presence, we use a combined approach of subjective survey and brain signals (EEG). Subjective survey includes PQS (presence questionnaire survey) and IDQS (individual differences questionnaire survey). We experimented with 30 random populations, and we performed Cronbach's ${\alpha}$ test to verify the validity of the survey results. We also cross-checked the survey with EEG test for the populations. From our experimentation, we conclude that opponent color (e.g. yellow and blue) makes strong excitation on presence. In this paper, we believe that there are strong presence even in the abstract images, and it can be stronger than photo-realistic images if we well-design color, forms on the artwork.

A Study on the Travel Fashion Bag Design Using the Op-Art Textile Patterns -Applying the Artwork of Victor Vasarely- (옵아트(Op-Art) 패턴의 여행용 패션가방 디자인 연구 -빅토르 바자렐리(Victor Vasarely)의 작품 응용을 중심으로-)

  • Kim, Min-Hye;Park, Hye-Won
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.3
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    • pp.371-384
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    • 2011
  • This study with 'trip' as a theme, aims to develop textile designs and fashion bags for travel which is widely applicable fitting traveler's T P O, applying Victor Vasarely's artwork. During the planning process of design, 'Whenever & Wherever's concept was set by analyzing fashion trend information in 2010-11 F/W proposed by Interfashion Planning and FCK; in addition, 'Bobos' were selected as research targets. It organized 4 images of 'Modern', 'Romantic', 'Classic' and 'Fantastic'. The motives are proposed textile design with '$Cross^2$', 'Falling Z', 'Cir-Classicism' and 'Skinny-holic' per each theme. The designs developed were printed out and into polyester canvas with a Polaris V6 DTP from dgen, Corp. Textile designs developed were applied for 'two-way' formed fashion bags for traveling with high practicality. Fashion bags for traveling consisted of big bags, tote bags, and hip sacks; a total of 12 works (4 sets per theme) were produced. This study sought practical plans for artworks by producing fashion goods through a DTP system. The results of this study can be used as guidelines for further studies and as a significant contribution to the creation of high values for exciting fashion products.

Conceptual Difference between Artwork and Contents concerning the Recipient: Focusing on the Role of Audience in Film (수용자의 관점에서 살펴본 작품과 콘텐츠의 개념적 차이: 영화 <새>에서 관객 역할을 중심으로)

  • Kim, Moo-Kyu
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.106-115
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    • 2012
  • This paper focuses on the systematic conceptualization of the 'contents' through the differentiation between the meanings of the work of art and the contents. The 'contents' are referred to as various media products, but they are all the audience-oriented work of art. From the beginning of its birth the film medium turned out to be a kind of contents, which is involved in the specific role of audience. It also implies that the film medium could not exist without the interaction of the media text and audience. In order to understand this context, this paper analyzes the film of Alfred Hitchcock.

The Surrealist Expression of Buddhist Symbolism Using 3D Computer Animation (3D 애니메이션을 이용한 불교 상징성의 초현실주의적 표현)

  • Lee, Hyun-Seok
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.93-101
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    • 2014
  • My artwork, '1000 years', in the form of an animation film has been exhibited in the '2011 Haein Art project' of a special exhibition at the Haeinsa monastery compound. The '1000 years' represents the marvels of sacredness and Buddhist symbols using the surrealist expression of computer animation. This paper would argue how Buddhist idea can be explored by the surrealist expression of 3D computer animation. In the light of this, animation and surrealist expression will be reviewed by the epistemological approach and based on this, I would attempt to reveal how this computer animation film represents the meaning of Buddhist symbols which exist in the monastery compound. This research is processed by the case study related to my artwork as the form of art practice based research.

The Implementation of High speed Memory module Interface in the Military Single Board Computer (군용Single Board Computer에서의 고속메모리모듈 I/F구현)

  • Lee, Teuc-Soo;Kim, Young-Kil
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.3
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    • pp.521-527
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    • 2011
  • POWER PC series are common to the Central Processing Unit for Military Single Board Computer. Among them, G4 group, which contains the 74xx series supported by Freescale manufacturer is mainly used in the Military applications. We focus on the Interface between memory and controller. PCB stacking method, component routing, impedance matching and harsh environment for Military spec are the main constraints for implementation. Also, we developed memory as a module for the consideration of Military environments. The overall type of SBC should be designed by the form of 6U VME or 3U VME. Therefore this study suggests the electrically optimum Interface matching, Artwork technology based on the signal cross over and PCB stacking method on the harsh environment.

Research on the space concept of environmental sculpture by Isamu Noguchi (이사무 노구치 환경조각의 공간개념에 관한 연구)

  • Aeo, Ho-Sun;Koh, Woong-Kon
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.447-457
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    • 2013
  • Given the our life environment being the original space which surrounding human today's our environment turned in the artificial and dried space because it's focus on planned and made by city's function and efficiency. So Isamu Noguchi is try to express the formative space which can live nature and human, and human and space together just for a bit. And he succeeded to create the new molding formation named the environment and sculpture to deeply get the problem on nature of place and understanding of place for aesthetic satisfaction. So he makes great contribution towards the monument and field of environmental sculpture. So this thesis is for making clear the importance of space for the sculpture and effect on Isamu Noguchi's environmental sculpture by analyzing the various artworks by Isamu Noguchi and studying his space concept and space sensation of his through generating the experiment of space and eclecticism. Noguchi pursed the harmony with the artwork by expending the architectural space to the full, and he focus his energies to left the artwork which with the public in their lives.

A Study on Expressional Characteristics of Objets Appeared in Hotel Interior Space of Marcel Wanders (마르셀 반더스의 호텔 실내공간에 나타난 오브제의 표현특성에 관한 연구)

  • Jeon, Min-Ji;Kim, Jeong-Ah
    • Korean Institute of Interior Design Journal
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    • v.25 no.2
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    • pp.131-142
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    • 2016
  • Rapid economic development has played a big role in the formation of the values of pluralism. On that account, the importance of leisure life has grown substantially, Such phenomenon has allowed people to travel more frequently. Hence, there has been a growing demand for accommodation. In particular, the number of design hotels with a stylish design has grown exponentially as compared with the conventional standardized chain hotels. As a result, a variety of objets have been utilized in hotel spaces for establishing a differentiated formativeness and offering a visual stimulus to users. An objet refers to an object of symbolic function. That is to say, it serves to increase cultural values by approaching arts in an ordinary environment. Distinctive objets are mainly expressed as new ideas by the emerging designers in Europe. In particular, Marcel Wanders designs hotel spaces on the basis of the emotional meaning and story of objets, thereby showing interesting elements. He brings human stories into a design by leveraging the expressional characteristics of an objet, such as the place, fantasy and story-telling, in hotel interior spaces. This allows users, who reject the stereotypes of modern functionalism, to have exotic memories by stimulating their instinctive senses. Furthermore, this can complete users as a part of an artwork by creating a huge artwork on the basis of hotel interior spaces. In this regard, I hope that the expressional characteristics appeared in the hotel interior spaces of Marcel Wanders can be utilized as preliminary data for planning design hotels in the future.