• Title/Summary/Keyword: digital fusion

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Characteristics of 'Modern Cyborg' in Animation - Focused on Animations of and - (애니메이션에 나타난 '현대 사이보그' 특성 - <공각기동대>와 <이노센스>를 중심으로-)

  • Seo, Soo-Jung
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.150-159
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    • 2007
  • The remark by Andy Clark that the cleverer our world is, the more difficult we perceive our world and ourselves, is very significant to us living in digital world. As the huge power of Technology are dominating the world, the people are drifting with their body fragmented in diverse kinds of chaos, being are faced with the situation that they should reorganize themselves about personal life and ways of thinking in a new technological environment. This paper approach some characteristics of contemporary society through 'Cyborg' which is the product of limitless human desire and technology. The characteristics in modern times, such as boundary disjoint, hybridity, transformation, fusion, communication with image, digital sensitivity, womanness correspond to those of the Cyborg. This paper also investigates the history of modern Cyborg through animation, one of the remarkable medium in digital age and analyze the cyber punk animation, and by Oshii Mamoru, which provoked the extension of the concept of Cyborg. This paper will give a moment to diagnose what this age is like and to present a reference line of our contemporaries exposed to the surplus images and technology.

Generation of the KOMPSAT-2 Ortho Mosaic Imagery on the Korean Peninsula (아리랑위성 2호 한반도 정사모자이크영상 제작)

  • Lee, Kwang-Jae;Yyn, Hee-Cheon;Kim, Youn-Soo
    • Journal of the Korean Association of Geographic Information Studies
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    • v.16 no.3
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    • pp.103-114
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    • 2013
  • In this study, we established the ortho mosaic imagery on the Korean Peninsula using KOMPSAT-2 images and conducted an accuracy assessment. Rational Polynomial Coefficient(RPC) modeling results were mostly less than 2 pixels except for mountainous regions which was difficult to select a Ground Control Point(GCP). Digital Elevation Model(DEM) which was made using the digital topographic map on the scale of 1:5,000 was used for generating an ortho image. In the case of inaccessible area, the Shuttle Radar Topography Mission(SRTM) DEM was used. Meanwhile, the ortho mosaic image of the Korean Peninsula was produced by each ortho image aggregation and color adjustment. An accuracy analysis for the mosaic image was conducted about a 1m color fusion image. In order to verify a geolocation accuracy, 813 check points which were acquired by field survey in South Korea were used. We found that the maximum error was not to exceed 5m(Root Mean Square Error : RMSE). On the other hand, in the case of inaccessible area, the extracted check points from a reference image were used for accuracy analysis. Approximately 69% of the image has a positional accuracy of less than 3m(RMSE). We found that the seam-line accuracy among neighboring image was very high through visual inspection. However, there were a discrepancy with 1 to 2 pixels at some mountainous regions.

A Study on the new works obtained by the combination of prints and various media (판화와 다양한 매체와의 결합으로 얻어지는 새로운 작품에 관한 고찰)

  • Song, Dae-sup;Park, Ye-shin
    • Cartoon and Animation Studies
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    • s.46
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    • pp.207-231
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    • 2017
  • Printmaking is a field of fine arts and is placed on a vague boundary that is perceived as a commercial product with a popular character due to the speciality of editions. Advances of modern science and technology has developed a new technique of printmaking, and the fusion of printmaking and computer has shown the possibility of reproduction art. Reproduction printmaking has been heavily influenced by photography and extended areas, and the various forms of printing have brought about many changes and attempts by stimulating the possibilities of indirect art at various angles. As the history of printmaking and technology closely relate, the development of computer makes widespread expansion of plural artistry, technological and artistic change. A new conceptual shape can be created on the copied image simply by placing the material of the print on the smoothly flat surface expressed in digital form. The process and the result of such work show the area of unique work which is different from the value of the $\grave{a}$ la carte art or the characteristics of the material given by the print. The deprecated perception of reproducibility evaluated the value of the work in a direct sense of printmaking. It is undeniable that it is devalued by a bundle of works regardless of the value of each edition. However, the physical properties of the prints on the paper are brought up with hand drawings drawn on the canvas by hand. And it becomes an opportunity to show new aspect and change through the process of combining digital print information on paper. The diversity of media is sometimes a controversy of identity between art and technology. In the future, it should be discussed how the limit of the media which can be enjoyed in the field of art can be set as a standard.

A study on the Interaction of Immersive Contents Focusing on the National Museum of Korea Immersive Digital Gallery and Arte Museum Jeju (실감콘텐츠의 인터랙션 연구 -국립중앙박물관 디지털실감영상관과 아르떼뮤지엄제주를 중심으로-)

  • Ahn, Hyeryung;Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.575-584
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    • 2022
  • The purpose of this study is to derive interaction types that appear variously in immersive contents through John Dewey's empirical theory, and to explore how the derived types are delivered in real cases. For this reason, two cases of the National Museum of Korea 'Immersive Digital Gallery' and 'Arte Museum Jeju' were analyzed through interaction types derived from the empirical theory. The interaction types derived based on the experience theory are the elements of 'multi-sensory', 'simultaneous experience' and 'sensory expansion'. In both cases, these types appear connected rather than grafted one by one in common. In one direction, 'multi-sensory' leads to 'sensory expansion', and in two directions, 'simultaneous experience' leads to 'sensory expansion'. As such, the core types of communication between technology and humans are not delivered one by one, but a cycle of interaction is formed in multiple ways. Therefore, it can be seen that the interaction type of immersive contents is expanded step by step by fusion of various senses and experiences in various fields, rather than a 1:1 partial delivery method. Based on this, it will be necessary to study how types are expanded and how viewers are affected when interaction is implemented in immersive contents in the future.

A Study on Implementaion of the GIS Based u-City urban Infrastructures (GIS기반 u-City 도시 인프라 구축에 관한 연구)

  • O, Jong-U;O, Seung-Hun
    • 한국디지털정책학회:학술대회논문집
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    • 2006.12a
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    • pp.379-386
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    • 2006
  • The purpose of this paper is to analyze the implementation of the GIS infrastructure systems for the u-City, GIS base u-City represents spatial information derived fields, such as geographical distribution of the urban boundaries, physical configuration of the urban locations and cultural characteristics of the urban history. These three aspects relate to urban infrastructure systems implementation, urban monitoring center implementation, and spatial database implementation. In terms of the GIS based u-Ci쇼 urban infrastructure implementation systems, the u-City depends on IT contents and spatial features. IT contents are strongly related to IT839 strategy due to the national agenda is "u-Korea". GIS should contribute to u-City construction through the spatial analyses methods. For these methods various GIS functions will guide to u-City's distribution, location, and characteristics of urbanization. The infrastructure consists of road and road facilities, underground facilities, related agencies facilities, dispatch systems, environmental systems, and urban planning. These six units of the urban infrastructures have spatial databases that consist of spatial configuration, such as dots, lines, and polygons in order to draw the spatial distribution of the u-City GIS based u-City urban infrastructure implementation systems should deal with It convergence to generate fusion affects.

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A Case Study in Japanese and Prospect of Cloud Computing Service in Convergence Age (융복합시대의 클라우드 컴퓨팅 서비스 전망 및 일본의 사례)

  • Lee, Seong-Hoon;Lee, Dong-Woo
    • Journal of the Korea Convergence Society
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    • v.6 no.1
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    • pp.17-22
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    • 2015
  • In information society, digital convergence means a service or new product which appeared through fusion of unit technologies in information and communication regions. The effects of convergence technologies and social phenomenons are visualized in overall regions of society such as economy, culture, etc. Cloud computing has recently been recognized as one of the most emerging technology. Many related companies support cloud computing services. In this paper, we present an analysis of current gaps and new trends in cloud computing based on farming industry of japanese.

On Issue and Outlook of wearable Computer based on Technology in Convergence (융합환경에서 웨어러블 컴퓨터 기술 중심의 시장 및 발전 방향에 관한 연구)

  • Lee, Seong-Hoon;Lee, Dong-Woo
    • Journal of the Korea Convergence Society
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    • v.6 no.3
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    • pp.73-78
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    • 2015
  • In information society, Convergence means a service or new product which appeared through fusion of unit technologies in information and communication regions. The effects of convergence technologies and social phenomenons are visualized in overall regions of society such as economy, society, culture, etc. In this paper, we described a wearable computer which was leading case in digital convergence. Wearable computer is unit that you can literally wear on your body to enhance recognition abilities and problem-solving abilities by processing various types of integrated information. Therefore, we studied the issues, market and outlookof wearable computer in this paper.

Policy Implications from Development of Cultural Content Distribution through Digitalization - Focused on Game Industry - (디지털화에 따른 문화콘텐츠유통의 발전과 정책적 시사점 -게임산업을 중심으로 -)

  • Lee, Byung-Min
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.33-44
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    • 2006
  • This article examines cultural content distribution system, particularly of game industry based on the development of digital technology. In this period of convergence and fusion, some phenomenon leads the cultural content distribution system change like value transfer from platform to content. In relation to it, especially in the game industry, three types of distribution is categorized by the industrial structure (offline, online, mobile game) through the case studies and it is expected to be evolve into a base for development of distribution integration model in the future. In conclusion, the article suggest the policy subject for the promotion of cultural content that hold so much competitiveness for long-lasting development by the improvement of distribution structure, blowing off the conflict between companies and publishers, and global business, etc.

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A study on the three dimensional paper doll development with augmented reality technology (증강현실기술이 적용된 3D 인형놀이 개발에 대한 연구)

  • Kim, Tae-Eun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.9 no.3
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    • pp.297-302
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    • 2014
  • The AR(Augmented Reality) is the technique that make the fusion between real world and virtual object. The augmented object on real world can provide the visualization of digital information to user. Also, the real-time AR system makes the interaction between user and computers. Therefore, the immersion of user be increasing and help the information transfer to user with AR system. In this paper, we implement the AR system with the modeled VRML as a three-dimensional object using programming language. The application technique is proposed that augment the various virtual clothes to three-dimensional avatar. Moreover, we propose the novel interface by using marker that can be increase the immersion of user.

Synchronous 2D/3D Switching System for Service-Compatible 3DTV Broadcasting

  • Kim, Sangjin;Jeon, Taehyun
    • ETRI Journal
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    • v.36 no.2
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    • pp.271-279
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    • 2014
  • This paper proposes a new broadcasting system for the service-compatible 3DTV in which the 3D service can coexist with the conventional digital TV broadcast. In the proposed system, the commercial 3DTV service can be implemented via the existing DTV channel without utilizing the dedicated 3DTV system. This 2D/3D system interworks with the conventional system and can switch to 2D or 3D service according to the broadcast programming and schedule. The system also provides a mechanism that can prevent the synchronization mismatch between left and right video streams and between the stream and the associated signaling in the 2D/3D transition periods. The picture quality measurements are carried out based on the ITU-R recommended test to check the level of quality of service provided by the proposed scheme. The conformity tests are also performed with the conventional channel and the receiver for the DTV system to confirm the feasibility of the proposed one for the commercial service.