• Title/Summary/Keyword: music and architecture

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A Study on the Copyright Survey for Design Protection in Metaverse Period

  • Kim, Gokmi;Jeon, Ju Hyun
    • International journal of advanced smart convergence
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    • v.10 no.3
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    • pp.181-186
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    • 2021
  • Among human intellectual creations, the right granted by law to what is worth protecting is defined as intellectual property rights. Copyright is a legal right to creative finished products made by individuals, and in recent years, this legal right has been recognized as very important. In other words, copyright is a system created to protect the rights of individuals who created creations and to recognize their efforts. Works subject to copyright vary from poetry, thesis, novels to designs, paintings, music, and architecture, and the scope of the subject is gradually expanding. Recently, research has begun on how far the Metaverse design area absorbed into the real world among works. Computer-generated video productions and software program works are also subject to digital copyright protection, but it is also true that the interpretation of the author protection law for works, designs, and trademarks in the virtual world is unclear. This study aims to analyze copyrights based on case studies and theoretical backgrounds on copyright protection and to discuss the protection limitations of Metaverse design in the virtual world. In other words, the direction for the protection of Metaverse design is presented through clear distinction and definition of copyright protection in the tertiary virtual world. This study aims to present methods for design copyright protection in the era of Metaverse, respect copyright holders' creative activities, and develop our culture through protection of creations.

An Intelligence Embedding Quadruped Pet Robot with Sensor Fusion (센서 퓨전을 통한 인공지능 4족 보행 애완용 로봇)

  • Lee Lae-Kyoung;Park Soo-Min;Kim Hyung-Chul;Kwon Yong-Kwan;Kang Suk-Hee;Choi Byoung-Wook
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.4
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    • pp.314-321
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    • 2005
  • In this paper an intelligence embedding quadruped pet robot is described. It has 15 degrees of freedom and consists of various sensors such as CMOS image, voice recognition and sound localization, inclinometer, thermistor, real-time clock, tactile touch, PIR and IR to allows owners to interact with pet robot according to human's intention as well as the original features of pet animals. The architecture is flexible and adopts various embedded processors for handling sensors to provide modular structure. The pet robot is also used for additional purpose such like security, gaming visual tracking, and research platform. It is possible to generate various actions and behaviors and to download voice or music files to maintain a close relation of users. With cost-effective sensor, the pet robot is able to find its recharge station and recharge itself when its battery runs low. To facilitate programming of the robot, we support several development environments. Therefore, the developed system is a low-cost programmable entertainment robot platform.

RDF Based UbiHome Architecture for Semantic Integration of Multimedia Information Source (멀티미디어 정보 의미 통합을 위한 RDF 기반 유비홈(UbiHome) 아키텍쳐)

  • Kim, Jae-Won;Choi, O-Hoon
    • Proceedings of the Korea Society for Simulation Conference
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    • 2005.11a
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    • pp.180-184
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    • 2005
  • These days, home network connects all home appliances using one of broadband convergence network, is constructed and propagated to more than 10 million house hold. Users can monitor and control statuses of home appliances using mobile terminal through homeserver. For active propagation of home network, high-quality multimedia service is very important. Specially, as digital recorder and digital camera is propagated, new paradigm that private DVDs can be shared in many household shows up. The homeserver is the main part of UbiHome, which can store much multimedia content and through which the user can search and share these contents. For searching and sharing, the metadata of contents is supposed to keep the consistency. These metadata include the description to different format such as Image, movie, and music. Therefore, we intend to provide a RDF model for effectively storing, searching and managing high-quality contents in UbiHome. In this paper, we propose to make Ontology to close semantic approach using RDF/RDF Schema for managing multimedia data in UbiHome. we propose RDF-Based Local Ontology and merging these ontology to RDF-Based Global Ontology.

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Designing Metaverse Space for Sound and Vision : The Benefits of Co-creation Frameworks for Multiuser Communication Environment (음향과 시각을 위한 메타버스 공간디자인 연구 : 다자간 의사소통 환경을 공동창작 개념틀로 사용할 때의 편이성)

  • Kwon, Hee-Jung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1095-1100
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    • 2009
  • The interests and studies on co-creation activity in metaverse space, or MMO communication applications, increase sharply. The study performed the experiments on the participatory virtual space design that has dedicated to the common goal of creativity, and provides the environments to enhance ideas, technologies, and artistic artifacts sharing and communication. The participants were recruited from a community of artists and musicians. They have been actively participated the design process as photographers, painters, media artists, sound artists, and collectors. During the period, we have preceded 5 consecutive experiments, which were led by 5 independent artists, tested the value of co-creation spaces.

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Combined Effects of PMV and Acoustics on Indoor Environmental Perception (PMV와 음환경의 복합 작용이 실내 환경 지각에 미치는 영향)

  • Yang, Wonyoung
    • KIEAE Journal
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    • v.16 no.6
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    • pp.135-142
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    • 2016
  • Purpose: The purposes of this paper are to investigate effects of indoor thermal environment on acoustical perception and effects of acoustics on indoor thermal perception, and to understand basic human perception on indoor environment. Method: Subjective assessment was performed in an indoor environmental chamber with 24 university students. Thermal conditions with PMV -1.53, 0.03, 1.53, 1.83 were simulated with a VRF system, a humidifier, a dehumidifier, and a ventilation system. Six noise sources - Cafe, Fan, Traffic, Birds, Music, Water- with sound levels of 45, 50, 55, 60 dBA were played for 2 minutes in random order. Temperature sensation, temperature preference, humidity sensation, humidity preference, noisiness, loudness, annoyance, and acoustic preference were assessed using bipolar visual analogue scales. The ANOVA and Turkey's post hoc test were used for data analysis. Result: Thermal environmental perceptions were not altered through 2 minutes noise exposure. Acoustical perceptions were altered by thermal conditions. The results were consistent with previous papers, however, the noise exposure time should be carefully considered for further development.

The Costumes of Asuka-Nara Period of Japan based on the Clothing law - Focusing on the Ruling classes - (복제를 통해 본 일본 아스카·나라시대의 복식 - 지배자층을 중심으로 -)

  • Lee, Ja-Yeon
    • Fashion & Textile Research Journal
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    • v.8 no.5
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    • pp.523-529
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    • 2006
  • The purpose of this study is to investigate the costumes of the ruling class in the Asuka-Nara Period by looking at the change in the clothing law of the era. During the Asuka-Nara period, various cultures such as Buddhism, architecture, sculpture, paintings, music, and so on were introduced through vigorous exchange with Chosun and Tang. Contrary to the primitive-Kohun Period, the regulation about costumes was enacted as law in the Asuka-Nara Period this fact tells us that there was high interest in clothing. Frequent reorganization of clothing law had to do with the rank system of Japan as well as with the exchange with other countries. The clothing law of Asuka-Nara Period was mostly consisted of the regulations about costumes of the ruling class including the royal family and government officials. The law regulated different coronet and color for the clothing depending on the different rank of the government officials. The more classified the rank was, the more varied color was used. In addition, there was a variety in the costumes system; 2 piece clothing of the Kohun Period was continuously used while new types of clothing were also introduced. The royal family members and government officials wore different types of clothing such as Yebok, Jobok, and Jebok, depending on time, place, or the purpose of occasion. The costumes of this period could be inferred from the analysis of the relics.

A Study on the Characteristics of Fashion Design Appeared by Media Art -Focusing on Marshall McLuhan's Media Theory- (미디어아트를 활용한 패션디자인 특성 연구 -마샬 맥루한의 미디어론 분석을 중심으로-)

  • Kim, Hyo Young;Kim, Min ji;Kan, Hosup
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.4
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    • pp.459-473
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    • 2019
  • This study analyzes a new aesthetic value of fashion design utilizing media art technology based on Marshall McLuhan's media theory, vitalize a creative fashion design by applying media art technology into traditional fashion design and discover the possibility of various formative expressions. The result of the analysis under the three criterion extracted through the examination of other art genre such as dance, music, architecture and painting are as follows. First, new concept clothing was designed in the way of combining science and technology with existing costume designs. Second, applying technology based media art images on clothes has been noticeably effected by changes to clothing surfaces. Third, fashion design using technology based media art stimulates the five senses and creates new communication structures. In conclusion, this study reveals that fashion design utilizing technology based media art, an innovative medium for future fashion development in digital society, has expanded the boundaries of fashion design beyond limits and contributed to diversity in creative fashion design.

A Basic Study on the Characteristics of the Electroencephalogram Corresponded with the Evaluating Words of Soundscape Sound Source (사운드스케이프 음원 평가어휘에 대응하는 뇌파변화에 관한 기초연구)

  • Song, Min-Jeong;Shin, Hoon;Baek, Geon-Jong;Kim, Ho-Gon;Kook, Chan
    • KIEAE Journal
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    • v.11 no.3
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    • pp.49-56
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    • 2011
  • The effect of soundscape has been analyzed by questionnaire results. Nowadays, EEG is used to identify the human reponses due to exterior stimuli such as soundscape sound sources. So, it is very meaningful to know the EEG response to soundscape sound sources. In the present study, the sound sources of soundscape were heard to subjects in order to find out the relationship between questionnaire results and electroencephalogram results through lab test. And stimulated part of brain for evaluating words were sought in this experiment too. The results of the study are as follows : the sound source of bird+music causes more ${\alpha}$-wave rise than other sound sources and the ${\alpha}$-wave stimulated region of brain is occipitallobe. In case of ${\beta}$-wave, the left part of brain is excited. ${\delta}$-wave is on frontallobe and ${\Theta}$-wave is on right part of brain. The evaluating words for soundscape can be categorized into four groups. These results could be used for basic materials of soundscape effects analysis.

Room acoustic design of a concert hall with a reflection of listeners' preference (청취자 선호도를 반영한 콘서트홀 음향설계)

  • Kim, Ji Hyun;Oh, Yang Ki
    • The Journal of the Acoustical Society of Korea
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    • v.38 no.2
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    • pp.139-144
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    • 2019
  • Various room acoustic parameters and their optimal values were proposed and verified as proper interpretations to the listeners' preference of concert hall sounds. However the listening environment has been changed since they were developed, and the listeners' preference may not be the same among countries of different cultural backgrounds. Actual listeners' preference should be applied to the design of a new concert hall. A survey on the listening preference was carried out for 22 music experts. A room acoustical design process was proposed which made the acoustical environment of a concert hall as close to the listeners' preferences.

Analysis of Space Organization and Classroom Zoning of Childcare Centers in Daejeon City by the Childcare Accreditation Criteria (평가인증기준에서 바라본 대전시 보육시설사례의 시설공간구성과 보육실 영역구성 조사)

  • Kim, Young-Aee;Choi, Mock-Wha;Byun, Hea-Ryung
    • Korean Journal of Human Ecology
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    • v.20 no.1
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    • pp.205-223
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    • 2011
  • This study examines diagrams of space organization and classroom activity zoning through Korean Childcare Accreditation Criteria, and compares space diagrams with childcare facilities in Daejeon, and looks at similarities and differences between them. Space diagram from accreditation criteria show the classroom, adjoining toilets, napping areas, and community areas for playing, reading, cooking, teaching and holding materials. Classroom zone diagrams show 8 activity zones for entering, washing and toilet, making art, playing, reading, studying science, resting, playing role and wooden block. Six case studies in Daejeon, Korea were surveyed and classified into big, medium and small size facilities by the number of children. The space organization of case studies are similar to the diagrams, except that outdoor playground and indoor playrooms were not large enough at the small and medium size facilities. Classroom activity zoning was very similar to the conceptions, excluding the playarea from classroom, integrating the rest areas for reading, subdividing art into music and art, science, and into math and science, roleplay into roleplay and wooden block. In conclusion childcare centers in Daejeon are designed to the concept diagram of the accreditation criteria, with some flexibility, exclusion, integration, and subdivision of space and activity zones. It has been requested as to make each criteria fit to the facility sizes-big, medium and small.