This study analyzed the aspect of action and mean in Japsaeknorum. Secondly, this study contrasted Japsaeknorum with Mime. Thirdly, the characteristics of gestures in Japsaeknorum were analyzed. The results, obtained by those steps are subordination, hostility, cultural control, the comic characteristics by situation, functional role, the sublation of competition and conflict, the variation of subordination and deviation, the end of subordination and deviation. The korean mime is a heritage of Western culture. But in the history of korean mime, it make every effort to seek the korean form of mime. Therefore, this study is very helpful to seek such a way.
The Journal of Korean Institute of Next Generation Computing
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v.14
no.5
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pp.31-39
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2018
Recently, there has been active studies to provide a user-friendly interface in a virtual reality environment by recognizing user hand gestures based on deep learning. However, most studies use separate sensors to obtain hand information or go through pre-process for efficient learning. It also fails to take into account changes in the external environment, such as changes in lighting or some of its hands being obscured. This paper proposes a hand gesture recognition method based on deep learning that is strong in external environments without the need for pre-process of RGB images obtained from general webcam. In this paper we improve the VGGNet and the GoogLeNet structures and compared the performance of each structure. The VGGNet and the GoogLeNet structures presented in this paper showed a recognition rate of 93.88% and 93.75%, respectively, based on data containing dim, partially obscured, or partially out-of-sight hand images. In terms of memory and speed, the GoogLeNet used about 3 times less memory than the VGGNet, and its processing speed was 10 times better. The results of this paper can be processed in real-time and used as a hand gesture interface in various areas such as games, education, and medical services in a virtual reality environment.
Journal of Korea Entertainment Industry Association
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v.13
no.2
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pp.123-132
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2019
This paper analyzes the performances of actor Song Kang-Ho in the background of interdisciplinary and integrated film acting, using performance rather than acting as a general term. If the act is a concept limited to acting training or acting skills, performance is a broad concept that includes expressions, movements, and emotions. The performance on the screen can be explained in the context of film and can be extended to the social attitude of acting. In addition, I used the term screen in terms of representation rather than film referring to medium. Song Kang-Ho expressed the performances of various characters in more than 30 films. Although his facial expressions, gestures, and voices suitable for individual characters in various genres are represented in various ways, personality inherent in the actor Song Kang-Ho integrates persona with character. What drives it is the social attitude of screen performance. As a sign, acting is an ideological construct and foregrounds a character who describes a certain social and historical moment. Song Gang-Ho as actor, persona and character, who asserts the popularity, speaks to society and makes discourse. His comic performance is always confronting the tragedy of life, his face is the spirit of the times, and it expands into social meaning. The face of the close-up does not laugh at all, the gesture symbolized by the curved rear view is exaggerated disorderedly and disturbingly, and the voice using dialect accent does not follow the standard of the vocal.
Ulsan Dutbeki is a local dance handed down by the Ulsan people through custom. This study was discussed on the locality of Ulsan Dutbeki. The method of this study is as follows. First of all, the perception of Dutbeki from the perspective of Ulsan's local characteristic. First, Ulsan Dutbeki is based on the local characteristic of the southeastern coastal area of the Korean peninsula. Second, Dutbeki features local characteristics of Ulsan as a military cultural area. Third, in Dutbeki, there is a local culture of Ulsan which was originated from the village Dongjeol and outdoor performances. Next, the researcher perceived Ulsan Dutbeki which had been handed down through custom and approached its shape. The origins of the shape are, firstly, the speech tone and gestures of Ulsan people. Secondly, folk plays related to worshiping martial arts and military training. Thirdly, the characteristics of the Dutbeki dance in coastal areas of Gyeongsangdo. Fourth, local custom displayed at the village festival of Ulsan. Ulsan is a region of Gyeongsang culture area and has similarity with other localities. However, this study limited its comparisons with regard to Dutbeki that were originated from the local characteristics of other regions. The results of this study recognized Ulsan Dutbeki as a local dance in Ulsan area. In other words, this study perceived Dutbeki, which had been an entertaining component of traditional lifestyle, as an intangible cultural heritage and studied the form in every conceivable way from an artistic point of view.
Interaction methods and technologies for mutual exploration based on user behavior are evolving variously. Especially, in recent years, with the development of a wide range of sensors, they have developed from contact to non-contact methods. However, developers' senseless definitions of the interaction methods have made the exploration process quite complicated, which rather creates the hassle of users needing to learn the interaction guide defined by the developers before experiencing the exhibition contents. In this context, in order to make visitors smoothly communicate with exhibition contents, a preliminary study on easy interaction for users of various ages is needed, and in particular, research on improving the usability of user interaction is also essential when developing non-contact exhibition contents. So, in this study, a method to reduce the confusion between developers and users was sought by researching non-contact interaction that could be universally interacted with in the field of exhibition contents and proposing behavior designs. First, based on the narrative structure of cultural resources, existing studies were reviewed and the points of interactions as cultural contents were derived. Then the most efficient search process was selected among non-contact behaviors based on hand gestures that allow users to naturally guess and learn interaction methods. Furthermore, on the basis of the meaning of non-linear narrative-based interaction and the analysis results of spatial behavior elements, affordance behavior with high learning effect and efficiency was derived. Through this research process, an action that helps users to understand non-contact interaction naturally in the process of exploring exhibition-type cultural contents and to utilize non-contact interaction in the process of immersion in exhibition contents is proposed as a final model.
Ha-Je Park;Hee-Young Yang;So-Jin Choi;Dae-Yeon Kim;Choon-Sung Nam
Journal of Internet Computing and Services
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v.25
no.2
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pp.57-67
/
2024
This paper explores the potential of electromyography (EMG) as a means of gesture recognition for user input in gesture-based interaction. EMG utilizes small electrodes within muscles to detect and interpret user movements, presenting a viable input method. To classify user gestures based on EMG data, machine learning techniques are employed, necessitating the preprocessing of raw EMG data to extract relevant features. EMG characteristics can be expressed through formulas such as Integrated EMG (IEMG), Mean Absolute Value (MAV), Simple Square Integral (SSI), Variance (VAR), and Root Mean Square (RMS). Additionally, determining the suitable time for gesture classification is crucial, considering the perceptual, cognitive, and response times required for user input. To address this, segment sizes ranging from a minimum of 100ms to a maximum of 1,000ms are varied, and feature extraction is performed to identify the optimal segment size for gesture classification. Notably, data learning employs overlapped segmentation to reduce the interval between data points, thereby increasing the quantity of training data. Using this approach, the paper employs four machine learning models (KNN, SVC, RF, XGBoost) to train and evaluate the system, achieving accuracy rates exceeding 96% for all models in real-time gesture input scenarios with a maximum segment size of 200ms.
This paper proposes AR stone tower content, an experiential content based on wearable augmented reality (AR). Although wearable augmented reality is gaining attention, the acceptance of the technology is still focused on specialized applications such as industrial sites. On the other hand, the proposed AR stone tower content is based on the material of 'stone tower' so that general users can relate to it and easily participate in it, and it is organized to utilize space in a moving environment and find and stack stones based on natural hand gestures. The proposed AR stone tower content was implemented in the HoloLens 2 environment and evaluated by general users through a pilot exhibition in a small art museum. The evaluation results showed that the overall satisfaction with the content averaged 3.85, and the content appropriateness for the stone tower material was very high at 4.15. In particular, users were highly satisfied with content comprehension and sound, but somewhat less satisfied with object recognition, body adaptation, and object control. The above user evaluations confirm the resonance and positive response to the material, but also highlight the difficulties of the average user in experiencing and interacting with the wearable AR environment.
The motion data glove is a representative human-computer interaction tool that inputs human hand gestures to computers by measuring their motions. The motion data glove is essential equipment used for new computer technologiesincluding home automation, virtual reality, biometrics, motion capture. For its popular usage, this paper attempts to develop an inexpensive visual.type motion data glove that can be used without any special equipment. The proposed approach has the special feature; it can be developed as a low-cost one becauseof not using high-cost motion-sensing fibers that were used in the conventional approaches. That makes its easy production and popular use possible. This approach adopts a visual method that is obtained by improving conventional optic motion capture technology, instead of mechanical method using motion-sensing fibers. Compared to conventional visual methods, the proposed method has the following advantages and originalities Firstly, conventional visual methods use many cameras and equipments to reconstruct 3D pose with eliminating occlusions But the proposed method adopts a mono vision approachthat makes simple and low cost equipments possible. Secondly, conventional mono vision methods have difficulty in reconstructing 3D pose of occluded parts in images because they have weak points about occlusions. But the proposed approach can reconstruct occluded parts in images by using originally designed thin-bar-shaped optic indicators. Thirdly, many cases of conventional methods use nonlinear numerical computation image analysis algorithm, so they have inconvenience about their initialization and computation times. But the proposed method improves these inconveniences by using a closed-form image analysis algorithm that is obtained from original formulation. Fourthly, many cases of conventional closed-form algorithms use approximations in their formulations processes, so they have disadvantages of low accuracy and confined applications due to singularities. But the proposed method improves these disadvantages by original formulation techniques where a closed-form algorithm is derived by using exponential-form twist coordinates, instead of using approximations or local parameterizations such as Euler angels.
Painting theorists in Song dynasty often spoke 'Li' when they talked about paintings. But 'Li' of the song dynasty is not limited to the 'ethics'. First, it includes visible 'natural's truth', such as the differences of 'geography' and 'physics' between the depicted objects. Second, it also includes 'common sense' which was based on both the observation and the thinking. The theorists thought if the 'common sense' was improper in the painting, the whole work was invalid. Thirdly, it also includes 'the reasonable sense in special situation', which requires great imagination ability and elaborative faculty. For example, when playing wind instruments and stringed instruments in the same time at the same concert, the painter should accurately draw the different gestures of musicians according to that the wind instrument is 'sound when the finger lift' and the stringed instrument is 'sound after the finger have left' in that moment. Fourthly, it includes 'art reason', theorists call it as 'ShenLi' or 'MiaoLi'. 'ShenLi' or 'MiaoLi' require the creator to join the spiritual concept besides his observation and thinking. For example, 'banana in snow' is neither observed available nor thought of available, but is the result of spiritual concept of creators for seeking everlasting. And at last, it certainly includes 'the principle of ethics'. Painters often highlighted the ethical relations of the feudal nation and the value of individual gentleman through the allegory story of figure painting and even the sudden composition in the landscape painting. 'Geography', 'physical', and 'common sense' are required the meticulous observation and the rational thinking for the painted object. And 'the reasonable sense in special situation', 'the art reason', 'the principle of ethics' are required enhancing painting style in the painting artistic conception and realm of life based on the nuanced observation, making 'technology' into the 'Tao'. This is the six reasonable increasing requirements for the painting work. Therefore, 'seeking the final reason' is the fundamental spirit of painting theory of Song Dynasty.
This paper is an introductory study of the wooden Buddha images excavated in the Mekong Delta in present-day southern Vietnam. Approximately thirty examples of wooden Buddha images have been recovered in the Mekong Delta. As they were found among the major historic sites of Funan (the first kingdom in Southeast Asia), including Oc Eo, and likely date to the sixth century, they can be regarded as the works of Funan. Similarly to stone Buddha images, these wooden examples are considered important for their demonstration of aspects of early Buddhist sculpture in Southeast Asia. Most of these Funan wooden Buddha images are presumed to have been produced around the sixth century based on radiocarbon dating and their stylistic characteristics. This paper analyzed the iconography and style of eight examples whose forms are relatively recognizable. The eight images can be divided into four types according to their postures, dress styles, and hand gestures. They all share features of the Sarnath style of the Gupta period in India as seen in their slender bodies and the outer robe that clings to the body. However, some display a South Indian style of Buddha images in their upright posture, style of wearing a monastic robe with the right shoulder exposed, and making the vitarka mudra (preaching gesture) that is often seen in Sri Lankan Buddha images. This suggests that Buddhist sculptors in Funan devised a new style by incorporating the principal styles of Indian Buddhist sculpture. Another notable feature of these Funan images is their material, namely, wood. While none of the contemporaneous Hindu sculptures discovered from the same historic sites are made of wood, numerous Buddhist sculptures are. This paper postulates that the use of wood in Buddhist sculptures was promoted for reasons beyond ease of carving. According to the Buddhist literature, the first-ever Buddha image was the so-called 'Udayana image' made out of sandalwood. This image and its story was well-known in the Southern Dynasty of China around the sixth century. Interestingly, some auspicious sandalwood images of the Buddha was believed to have been brought into the Southern Dynasty from Funan. This suggests the possibility that the legend of the Udayana image might have been known in Funan as well and resulted in the production of wooden sculptures there.
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