• Title/Summary/Keyword: creative works

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ML-based Interactive Data Visualization System for Diversity and Fairness Issues

  • Min, Sey;Kim, Jusub
    • International Journal of Contents
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    • v.15 no.4
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    • pp.1-7
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    • 2019
  • As the recent developments of artificial intelligence, particularly machine-learning, impact every aspect of society, they are also increasingly influencing creative fields manifested as new artistic tools and inspirational sources. However, as more artists integrate the technology into their creative works, the issues of diversity and fairness are also emerging in the AI-based creative practice. The data dependency of machine-learning algorithms can amplify the social injustice existing in the real world. In this paper, we present an interactive visualization system for raising the awareness of the diversity and fairness issues. Rather than resorting to education, campaign, or laws on those issues, we have developed a web & ML-based interactive data visualization system. By providing the interactive visual experience on the issues in interesting ways as the form of web content which anyone can access from anywhere, we strive to raise the public awareness of the issues and alleviate the important ethical problems. In this paper, we present the process of developing the ML-based interactive visualization system and discuss the results of this project. The proposed approach can be applied to other areas requiring attention to the issues.

A Study on The Change of Local through Cultural Regeneration of Industrial Idle Space - Focused on Mullae-dong Mullae Art Factory, Geumcheon-gu Geumcheon Art Factory - (산업 유휴공간의 문화재생을 통한 지역 변화 비교연구 - 문래동 문래예술공장, 금천구 금천예술공장을 대상으로 -)

  • Han, Min-ji;Lee, Hee-Chung
    • Journal of Korea Planning Association
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    • v.54 no.1
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    • pp.108-117
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    • 2019
  • The purpose of this study is to investigate whether the plan reflecting the place in cultural regeneration was implemented and whether it was a change of place in culture through culture analyze. Mullae-dong has changed its urban structure into a textile factory, a manufacturing industry, an ironworks+artistic complex, and the Mullae art factory has been organizing a festival that has been created by artists and residents alike in the Mullae creative village. However, prior to the creation of the Mullae art factory in the social element, self-sustaining programs of Mullae creative villages were derived, but now commercial space is mainly derived. Therefore, it is necessary to plan for coexistence of ironworks, cultural space and commercial space rather than expanding into commercial space. Geumcheon-gu Geumcheon-gu Geumcheon Art Factory has become an integrated complex where various industries coexist in industrial complex. Geumcheon Art Factory also holds an artist support program every year and actively works as an international creative exchange center in Seoul. However, programs that act as a mediator are not implemented since 2014, and the Open Studio stops once a year. Therefore, Geumcheon-gu needs to expand programs that can include local programs and programs that can be combined with local cultural media.

A Semiotic Study of the Generative Trajectory in Animation 'My Neighbor Totoro' Character Works (애니메이션 캐릭터의 기호학적 생성구조에 관한 연구 -<이웃집 토토로>를 중심으로-)

  • Kim Yun-Bae
    • Journal of Science of Art and Design
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    • v.6
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    • pp.288-312
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    • 2004
  • Despite the government's efforts and excessive investments in the establishment of an infrastructure for animation, it can be said that the reasons for the inferiority in character licensing and weak performances compared to other leading countries is attributed to the fundamental factor tying within the piece of work itself. Therefore, this research is aimed at finding a counterproposal by assuming that the reason for the failure of our country's animation 'Oseam' was because of its narrative tactics. First, it is possible for a narrative structure to be participated by the audience's creative strategy Second, the audience's participation makes it possible to create the character into a multilateral and a complex personality. Third, this kindof creative strategy is possible when semiotic analyses are utilized. The sole objective for this is to provide a comprehensive viewpoint for the semiotic approach in the creation process of the character.

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The Role of S-Shape Mapping Functions in the SIMP Approach for Topology Optimization

  • Yoon, Gil-Ho;Kim, Yoon-Young
    • Journal of Mechanical Science and Technology
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    • v.17 no.10
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    • pp.1496-1506
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    • 2003
  • The SIMP (solid isotropic material with penalization) approach is perhaps the most popular density variable relaxation method in topology optimization. This method has been very successful in many applications, but the optimization solution convergence can be improved when new variables, not the direct density variables, are used as the design variables. In this work, we newly propose S-shape functions mapping the original density variables nonlinearly to new design variables. The main role of S-shape function is to push intermediate densities to either lower or upper bounds. In particular, this method works well with nonlinear mathematical programming methods. A method of feasible directions is chosen as a nonlinear mathematical programming method in order to show the effects of the S-shape scaling function on the solution convergence.

Fast Random-Forest-Based Human Pose Estimation Using a Multi-scale and Cascade Approach

  • Chang, Ju Yong;Nam, Seung Woo
    • ETRI Journal
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    • v.35 no.6
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    • pp.949-959
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    • 2013
  • Since the recent launch of Microsoft Xbox Kinect, research on 3D human pose estimation has attracted a lot of attention in the computer vision community. Kinect shows impressive estimation accuracy and real-time performance on massive graphics processing unit hardware. In this paper, we focus on further reducing the computation complexity of the existing state-of-the-art method to make the real-time 3D human pose estimation functionality applicable to devices with lower computing power. As a result, we propose two simple approaches to speed up the random-forest-based human pose estimation method. In the original algorithm, the random forest classifier is applied to all pixels of the segmented human depth image. We first use a multi-scale approach to reduce the number of such calculations. Second, the complexity of the random forest classification itself is decreased by the proposed cascade approach. Experiment results for real data show that our method is effective and works in real time (30 fps) without any parallelization efforts.

From Visualization to Computer Animation Approaches in Mathematics Learning: the Legacy throughout History of Human Endeavours for Better Understanding

  • Rahim, Medhat H.
    • Research in Mathematical Education
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    • v.17 no.4
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    • pp.279-290
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    • 2013
  • Presently, there has been growing interests in using mathematics' history in teaching mathematics [Katz, V. & Tzanakis, C. (Eds.) (2011). Recent Developments on Introducing a Historical Dimension in Mathematics Education. Washington, DC: Mathematical Association of America]. Thus, this article introduces some work of scholars from ancient East Indian culture like Bhaskara (AD 1114-1185) and Arabic culture such as Ibn Qurrah (AD 9th c) that are related to Pythagoras Theorem. In addition, some Babylonian creative works related to Pythagorean triples found in a tablet known as 'Plimpton 322', and an application of the Pythagorean Theorem found in another tablet named 'Yale Tablet' are presented. Applications of computer animation of dissection Motion Operations concept in 2D and 3D using dynamic software like Geometer's-Sketchpad and Cabri-II-and-3D. Nowadays, creative minds are attracted by the recent stampede in the advances of technological applications in visual literacy; consequently, innovative environments that would help young students, gifted or not, acquiring meaningful conceptual understanding would immerge.

The Influence of 1960's Futurism on Modern Make-up

  • Park, Sun-Hee
    • International Journal of Costume and Fashion
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    • v.8 no.2
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    • pp.11-19
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    • 2008
  • Materials from the 1960's such as pearl, glitter, paper, vinyl, and metal are being used identically in modern make-up, communicating various messages as creative works of art incorporating design-related factors of expression which are difficult to express generally, three-dimensional factors of decorative effects, and symbolic factors considering cultural aspects. The present study investigates the futurism apparent in 1960's fashion and art, and aims to observe how the materials used in 1960's futurism are expressed in modern make-up. This was performed by collecting and analyzing data, mostly from related thesis dissertations, fashion centered magazines, and internet sites. Results were analyzed in terms of a figurative perspective on the characteristics of futurist make-up, categorizing it into aspects of form, color, and texture, yielding the conclusion that modern make-up has been consummated as a form of creative art.

An Iconological Analysis of the Fashion Works of Vivienne Westwood (도상해석학 관점에서 고찰한 Vivienne Westwood 패션 작품)

  • Yun, Ji-Young
    • Journal of the Korean Society of Costume
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    • v.59 no.1
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    • pp.60-76
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    • 2009
  • The purpose of this study is to present the viewpoint on the 'clothes' as a part of art works which has the kunstwollen(artistic will) and the philosophy of a creator rather than just an outfit. For the literary research, this study investigates the history of Iconology and the E. Panofsky's theory. In order to make up for the limitation of Panofsky's iconology, applies the theories of H. Gombrich and N. Goodman. For the case research, Vivienne Westwood is selected because her fashion works have been mentioned as the artistic pieces by many fashion critics or the presses. Also Westwood has different social and cultural contexts which based on the periodic background, social influences and cultural actualities. The conclusions of this study are as follows. First, in order to read the symbolic meaning, the kunstwollen and the aesthetic consciousness of the fashion designer's works properly, the systematized interpretation method is necessary. Second, the creative works of Vivienne Westwood have been influenced by the various external elements. Especially her national background and identity are the main elements which have governed her creation. Third, Vivienne Westwood creates her works not just to wear but to incorporate the ideology and the philosophy of herself. She expresses the kunstwollen and the aesthetic consciousness through her works. Forth, Vivienne Westwood pursues the communication between the human being and the world. Fifth, fashion makes various attempts to combine with different artistic fields. The 21st century fashion has developed to new direction with diverse trials and combinations. Fashion is not just making clothes, but accepting and delivering the history and culture, expressing and communicating empathy, and combining the different fields harmoniously.

The Aesthetic Qualities Featured in Vivienne Westwood's Works (비비안 웨스트우드(Vivienne Westwood)의 작품세계와 미적특성)

  • 염혜정
    • Journal of the Korean Society of Costume
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    • v.37
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    • pp.71-88
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    • 1998
  • This study will analyze the aesthetic qual-ities revealed in the work of Vivienne Wes-twood in order to gain an understanding of the development process and uniqueness of modern avant-garde fashion. Westwood gained worldwide recognition in the 1970s as the Punk movement emerged in London. Although her works have often been described as decadent and anti-establishment, her anarchic view of fashion has had a considerable influence on other designers, both in England and around the world. Vivienne Westwood's works can be divided into three periods. In the first period(1971∼78). Westwood design demonstrated elements which were variations of the subcultural Punk style. The noteworthy designs of this period included ripped T-shirts, bondage clothes, and fetishist accoutrements. In the second period(1979∼83), her designs expressed elements from ethnic and primitive tribal societies through the 'Pirate', 'Savages', 'Buffalo Girls', 'Witches' collections, which inspired New Romanticism movement. In the third period (1985∼ ), through works such as 'Mini-Crini'collection, her works identified elements from the old west and used materials such as crinoline and Harris tweed and contemporized them by rearranging the innovative technique. In the end the news synthesis helped formulate new ideas. The aesthetic qualities in Vivienne Wes-twood's works can bed identified with the following themes : Punkature, Erotic Intelligent-sia, Anarchic Collage. First, within Punkature, Westwood's ideas are at the forefront as her impact on the cut of clothes and creative detailing have been considerable. Also, while her ideas can be extreme, her clothes are wear-able, resulting in the synthesis of Punk and couture. Second, as Erotic Intelligentsia, Vivienne Westwood does not present sexuality as a straight forward attribute that fashion so often tends to do, but instead as a matter for inquiry, exploration and debate. She asserts that sexuality is always an interplay between the polarities of masculine and feminine, of dress and undress. Third, as Anarchic Collage, she has taken, juxtaposed, and transformed objects and symbols from dominant culture, like every modern subversive movement from Dada to Punk. She has continued this form of anarchic collage, mixing styles from various times and places, taking them out of their traditional context. From thiss viewpoint, Vivienne Westwood's works can be considered to be made up of past themes merged with is contemporary. The usage of contrasting elements such as Punk and couture to communicate her ideas visually or technically.

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A Study on the current and Development of the Korea Independent Short Animation (한국 독립 단편애니메이션의 현재와 발전방향에 대한 연구)

  • Son, Gook-Whan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.1-22
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    • 2017
  • Independent short animation was the expression method for young animation creators through creative and progressive representation. Since the birth of animation, independent short animation has become a driving force for qualitative development and diversification of animation. This has brought many works to the world that emphasize experimentation and challenges in the history of animation and in countries that have the rich animation resources such as France, Japan, and Canada, they recognize its importance and supports young creators in order to maintain the value of it. However, Korean animations are evaluated the quality of works by the popularity of the children, moreover, companies that focus on developing and selling products, including toys, rather than animation works themselves and public awareness that accepts them are formed throughout the Korean animation industry. Because of these points, Korean animation creators can not express the creative vision for the future and philosophical awareness of the problem and they are trapped in commercial animation markets. In order to re-leap and expand the Korean animation industry, which has reached the saturation level with infant animation, it is necessary to reestablish the value of independent short animations with challenging and experimental characteristics and requires the creative environment and support system for the diversity of Korean animation industries, including the achieving commercial goals through good planning, story development and technological innovation. For this purpose, this paper analyzes the current state of production, screening, distribution, and government support of independent short animation in Korea, and explores the structural problems and solutions.