• 제목/요약/키워드: technology and art

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A Study on Retro-Technology Fashion through Floral Patterns

  • Jung, Mi-Jin;Chung, Heungsook
    • Proceedings of the Korea Society of Costume Conference
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    • 2003.10a
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    • pp.66-66
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    • 2003
  • The rapidly environmental alteration and technical civilization that have a direct effect on the creation of high-technology art. And spread of this kind of art influenced on material of and method of production. These lead to machine aesthetic of style of fashion.

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On the Study of Textual Classics and Artistic Creation - Taking Buddhist Art Dunhuang Grottoes as an Example

  • Liu Tingting
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.205-210
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    • 2023
  • Stone cave paintings are continuous interactions as independent mediums in places such as text, images and stone cave architecture. Unlike Buddha statues, the narrative of the text always fascinates and guides the viewer to the timeliness of the image, that is, the narrative. In particular, in Buddhist art, Buddha statues are never simple images, and murals are never simple paintings. Before the Tang Dynasty, most unknown artists were artisans, and many artists still worked on murals in temples and palaces, and independent paintings such as scrolls and sides became an important form of painting after the Tang Dynasty, changing the mechanism of painting creation. In this paper, the graphic creation process prioritizes dedication and service, but we can still feel the creativity of the painters strongly. The historical resources of how to paint these paintings, the clues to the copies, and the precursor to the foreground, encourage the painters to constantly try to resemble each other and discover problems...Therefore, in this paper, it was confirmed that reinvention and creativity are very important, and that Dunhuang Buddhist art is the basis for artists' creation and the source of vitality.

Availability of Mobile Art in Smartphone Environment of Augmented Reality Content Industrial Technology (증강현실 콘텐츠 산업기술의 스마트폰 환경 모바일 아트 활용 가능성)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.48-57
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    • 2013
  • Smartphones provide users with environment for communication and sharing information and at the same time play an important role of mobile technology and mobile art development. Smartphone technology-related researches are being accelerated especially with the advent of mobile Augmented Reality(AR) age, but the studies on user participation that is essential for AR content industry were insufficient. In that regard, the assistance from mobile art area that has already developed these characteristics is essential. Thus, this article is to classify mobile art that has not been studied a lot domestically into feature phone usage and smartphone usage and to analyze each example case with the three most used methods. The usage of feature phones which use the sound and images of mobile devices can be divided into three: installation and performing methods, single channel video art method and five senses communication method. On the other hand, the usage of smartphones that use sensors, cameras, GPS and AR can be divided into location-based AR, marker-based AR and markerless AR. Also, as a result of examining mobile AR content utilization technology by industries, combined methods are utilized; tourism and game-related industries use location-based AR, education and medicine-related industries use marker-based AR, and shopping-related industries use markerless AR. The development of AR content industry is expected to be accelerated with mobile art that makes use of combined technology method and constant communication method through active participation of users. The future development direction of mobile AR industry is predicted to have minimized HMD, integration of hologram technology and artificial intelligence and make the most of big data and social network so that we could overcome the technological limitation of AR.

Collaboration between Artists and Engineers: 'Experiments in Art and Technology' Group (예술가와 공학자의 협업 모델: '예술과 기술의 실험' 그룹)

  • Lim, Shan
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.79-85
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    • 2019
  • 'Experiments in Art and Technology' Group was established in the mid-20th century, and then developed the larger interdisciplinary experiments into the range of art world and its outside field. The motive power of group's activities was the collaboration between artists and engineers traversing the boundary between old different disciplinary conventions. E.A.T was officially launched in 1967 by the engineers Billy $Kl{\ddot{u}}ver$ and Fred Waldhauer and the artists Robert Raushenberg and Robert Whitman. They performed various possibility of material, technology, and engineering available to contemporary art. By reflecting the function of art and technology in society, eventually they developed the methodology of new aesthetics which had organic relationship with contemporary world. In this sense, this research have its academic significance. This paper firstly examined the socio-cultural context of emerging the E.A.T. group as a representative model for convergent practice, and verified the fact that the collaboration between artists and engineers had produced the expansion of artistic expression as well as new relationship among art, engineering, and society by considering E.A.T's various projects. Therefore, I will refer the E.A.T. group as an exemplary model for concrete method of collaboration that contemporary discourses about convergence need.

U2Net-based Single-pixel Imaging Salient Object Detection

  • Zhang, Leihong;Shen, Zimin;Lin, Weihong;Zhang, Dawei
    • Current Optics and Photonics
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    • v.6 no.5
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    • pp.463-472
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    • 2022
  • At certain wavelengths, single-pixel imaging is considered to be a solution that can achieve high quality imaging and also reduce costs. However, achieving imaging of complex scenes is an overhead-intensive process for single-pixel imaging systems, so low efficiency and high consumption are the biggest obstacles to their practical application. Improving efficiency to reduce overhead is the solution to this problem. Salient object detection is usually used as a pre-processing step in computer vision tasks, mimicking human functions in complex natural scenes, to reduce overhead and improve efficiency by focusing on regions with a large amount of information. Therefore, in this paper, we explore the implementation of salient object detection based on single-pixel imaging after a single pixel, and propose a scheme to reconstruct images based on Fourier bases and use U2Net models for salient object detection.

A study on the expansibility of sound-responsive visual art contents

  • Jiang, Qianqian;Chung, Jean-Hun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.88-94
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    • 2022
  • The relationship between sound and vision was experimentally confirmed by physicist Ernst Florens Friedrich Chladni as early as the 18th century and formally entered into systematic research. With the development of emerging media technology, sound reactive type visual content is not limited to a single visual interaction based on the vibration of sound, and its visual content shows a diversified and scalable development trend according to different purposes in many fields. This study analyzes the development and changes of sound visual art contents from early stage to modernization, and analyzes the development characteristic of sound visual art content in different fields and scene environments influence by interactive media, new media technologies and devices by means of case analysis. Through this research, it is expected that the sound reactive type visual art content can continue to develop and extend in the existing fields, while explore the scalability of the application of sound reactive type visual art content in more fields.

Research on Cross-border Practice and Communication of Dance Art in the New Media Environment (뉴미디어 환경에서 무용예술의 크로스오버 실현과 전파에 대한 연구)

  • Zhang, Mengni;Zhang, Yi
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.47-57
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    • 2019
  • The end of the 20th century, along with the popularity of new media technology and the rise of new media art, dance as a visual art, and body language art, has the features of more and more rich and changeful. In today's Internet booming new media environment, many different fields, such as film and theater, computer technology, digital art, etc.) with its commonness and characteristics of all kinds of interaction between the creation, produced a new interdisciplinary research with theoretical model. When cross-border interactions between various areas become a hot topic at the same time, the traditional form of dance performances are also seeking new breakthrough. Canada's famous social psychologist McLuhan believes that modern is retrieving lost over a long period of time "overall" feel, return to a feeling of equilibrium. The audience how to have the characteristics of focus on details of visual art back to the "overall" feel worthy of study. At the same time, the new media in today's digital dance teaching in colleges and universities dancing education remains to be perfect and popular, if continue to use the precept of the traditional teaching way blindly, so it is difficult to get from the development of the current domestic dance overall demand. In this paper, the main body is divided into two parts, the first chapter is the study of image device dance performance art, the second chapter is the research of digital dance teaching application system, thus further perspective of media technology to explore dance art crossover practice under the new media environment and mode of transmission.

A Case Study on Morten Lasskogen's Cloud Series - Based on 3ds Max and Unreal Engine Technology -

  • JinXuan Zhao;Xinyi Shan;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.2
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    • pp.96-101
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    • 2023
  • Digital art creation has become an indispensable part of today's society, but traditional digital art production methods have been difficult to meet the growing creative needs of artists. Therefore, this study takes the cloud series works of artist Morten Lasskogen as an example and explores the application value of 3D Max and Unreal Engine in digital art created by analyzing the lighting effects in the works of art. This research aims to form reference materials through actual case analysis and provide artists with more efficient ideas for digital art creation.

A Study on the Application of Computers to the Development of Humor Image Fashion Design (컴퓨터를 활용한 유머 이미지 패션디자인 개발에 관한 연구)

  • 우세희;최현숙
    • Journal of the Korean Society of Costume
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    • v.53 no.5
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    • pp.65-77
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    • 2003
  • Due to the rapid changes occurring in many aspects of contemporary society, the need for a means to actively combat widespread feelings of emptiness and alienation among the public, while satisfying its visual pleasure, is increasing. Thus the need for humorous elements which bring freedom to the human psyche is urgently requested. Of course, the field of fashion cannot be left out in this trend, and humor image design is a good example of this. Humor image in fashion endeavors to release the tension accumulated in the modern world, while trying to find a way to recover the original pureness of mankind. Another aspect currently important is computers. The creation of images in modern visual art relies a lot upon computers. Traditional visual processes such as painting, photography and video are now merged within digital technology. and are now quite symbiotic to each other. With the development of computers came computer art. which uses all applicable functions of a computer to create art. Any artistic action which uses a computer in any stage of its creation can be called computer art. The common factor in humor and computer art in modern fashion can be classified as follows : repetition, deformation and distortion. exaggeration and abridgement. juxtaposition. and Tromp l'oeil. This study has placed its objective on the fusion of humor image fashion and computer art, by manufacturing a work with humor and computers, two important aspects of modern culture. Expanding the field of fashion design while promoting creativity In fashion by finding a verging point between art and science is also necessary. I have designed and made five costumes using the above cited techniques in computer humor images, on a theoretical basis.

The Evolving Sound Art (Part 2): A Deliberation about Advancement of Contemporary Genre-Disruptive Art Practices (진화하는 사운드 아트 (2부): 탈경계적 현대예술의 발전에 대한 궁리(窮理))

  • Lee, Irene Eunyoung
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.169-176
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    • 2020
  • As the sound art field is keep growing and expanding, we shall contemplate from the sociology of the arts and cognitive science point of views to wisely accept and properly appreciate various artistic works and practices. It is because the value evaluation of new arts shall substantially involve analysis and inspections with considerations of today's complex environments, the creative productions, and the consumptions; because, such critiques are necessity for the advancement of new arts. This paper briefly introduces reasoning of including sociological analysis and criticism in evaluating sound arts beyond dichotomy of the fine arts and music fields. It also looks into changes and conditions of cultural arts grants and allowances of the interdisciplinary art genre in South Korea as it has been almost alone a playground for its domestic creative practices of the sound art. This paper is written in a hope to suggest some possible directions for future developments of these contemporary borderless and/or experimental arts.