• Title/Summary/Keyword: technology and art

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2.5D Quick Turnaround Engraving System through Recognition of Boundary Curves in 2D Images (2D 이미지의 윤곽선 인식을 통한 2.5D 급속 정밀부조시스템)

  • Shin, Dong-Soo;Chung, Sung-Chong
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.20 no.4
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    • pp.369-375
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    • 2011
  • Design is important in the IT, digital appliance, and auto industries. Aesthetic and art images are being applied for better quality of the products. Most image patterns are complex and much lead-time is required to implement them to the product design process. A precise reverse engineering method generating 2.5D engraving models from 2D artistic images is proposed through the image processing, NURBS interpolation and 2.5D reconstruction methods. To generate 2.5D TechArt models from the art images, boundary points of the images are extracted by using the adaptive median filter and the novel MBF (modified boundary follower) algorithm. Accurate NURBS interpolation of the points generates TechArt CAD models. Performance of the developed system has been confirmed through the quick turnaround 2.5D engraving simulation linked with the commercial CAD/CAM system.

Adaptive Clustering Algorithm for Recycling Cell Formation: An Application of Fuzzy ART Neural Networks

  • Seo, Kwang-Kyu;Park, Ji-Hyung
    • Journal of Mechanical Science and Technology
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    • v.18 no.12
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    • pp.2137-2147
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    • 2004
  • The recycling cell formation problem means that disposal products are classified into recycling part families using group technology in their end-of-life phase. Disposal products have the uncertainties of product status by usage influences during product use phase, and recycling cells are formed design, process and usage attributes. In order to deal with the uncertainties, fuzzy set theory and fuzzy logic-based neural network model are applied to recycling cell formation problem for disposal products. Fuzzy C-mean algorithm and a heuristic approach based on fuzzy ART neural network is suggested. Especially, the modified Fuzzy ART neural network is shown that it has a good clustering results and gives an extension for systematically generating alternative solutions in the recycling cell formation problem. Disposal refrigerators are shown as examples.

Study as to Formative Characteristics of High Tech Furniture Design -Laying Stress on Correlation between Technology Art and Furniture Design-

  • Kim, Kyoung-Soo
    • Journal of the Korea Furniture Society
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    • v.19 no.6
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    • pp.439-446
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    • 2008
  • High Tech Design manner is a design concept that had been constantly discussed in constitution process of the West art history and modem ideology and had been experimented in industry, having started from futurism and structuralism in the early 20th century through Kinetic Art & Technology Art and up to now. High Tech Design had a great influence also on Post Modernism and more important is that this manner of design will be existing continually in the future too. From the modem times when machine civilization started, the artist and designers expressed a utopia will showing the future world with help of High Tech Design and modem people are realizing technology images as a utopia, in the space and material presented by this high tech design. And this utopia imply the images of dynamic power, speed making a voyage in universe, dream of future, hope, mass production, earth's environment, wealth etc. High Tech furniture was lightly designed by using thin steel wire, structure stressing the metallic characteristic and tempered glass, and it was used for presenting a convenient interior space visually, and with that it can make a unified sense in High Tech interior space, and a contrary effect compared with minimal space. High Tech Design equipped with glass and metal materials looking inappropriate for our interior space due to their sharp and cold image has been regularly used as living furniture, not only decoration function, and then there must be reasons for that. This study intends to research how High Tech Design has been changed and developed in the design history & West art history from the early 20th century, and to present it's value of development as data orienting, namely a direction for the industry of the next-generation and furniture design.

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The Artisan of Bauhaus and Deisgn Democracy: Collision and Collaboration of Art and Technology (바우하우스의 장인과 디자인 민주주의: 예술과 기술의 충돌과 협력)

  • Ryu, Seoung-Ho
    • The Journal of the Korea Contents Association
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    • v.15 no.12
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    • pp.61-72
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    • 2015
  • The capitalistic resistance movement attempted in most modern art areas was carried out through a complete convergence of the art and skill, which was the new formation of the symbolic boundary. Although this resistance movement was aimed at restoring artisan art through the revival of tbe work of handicraftsmen, it consequently caused the stratification of the art and became a de-artisan art excluding the autonomous labor. Hereupon, this study would focus on Bauhaus which attempted to dismantle the symbolic boundary through the convergence of the technology and art which actively used the condition the great industry brought only as an effort for the restoration of artisan labor, and would examine the actor-network of Bauhaus. Therefore, this study would examine the Bauhaus' artistic trend, the 16C Renaissance art promotion movement, and the 19C art crafts movement in the network-oriented relation, and would analyze the Bauhaus' ideological source which expressed design democracy through the bridging role of and analyze the artisan art and the mechanism that had the new technology fused. Furthermore, the convergence possibility of the 'collaboration spirit' being embodied as a philosophy of the democracy in the design continues with the tremendous influence of the new technology.

Focused on those Organic Furniture Designs - Since The 20th Century - (가구의 유기적 디자인 연구 - 20세기 이후를 중심으로 -)

  • Kim, Gun Soo;Lee, Sang Ill
    • Journal of the Korea Furniture Society
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    • v.25 no.3
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    • pp.188-197
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    • 2014
  • This study aimed to develop organic design and propose references on an origin and developing factors of the organic design as looking into previous researches on furniture design. Expressive features with curves observed in the furniture design have been interpreted as organic meanings, and the study also approached grounds for the organic design elements while talking about developments of new materials and digital technology. In addition, the study presented a possibility explaining that these organic design elements might have been derived and developed from Art Nouveau. State-of-the art technology of the digital era in the 21st century has been built upon more creative concepts, and as this technology gets combined with the digital technology, it is, now, changing but also improving both morphological aspects and design methodologies. In the midst of this change, when it comes to factors to develop the organic design, creation of various new materials and state-of-the art digital technology are considered to be immediate factors to changes in the design. As morphological thinking using digital media develops, geometric thinking and such form are realized which eventually would lead us to furniture design of a new concept.

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A Study of Pop-art Fashion, from the 1960's to the Present (2000년대 패션에 나타난 팝아트의 특성 연구)

  • Choi, Soo-Ah;Kim, Min-Ja
    • Journal of the Korean Society of Costume
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    • v.58 no.8
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    • pp.137-157
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    • 2008
  • The purpose of this study is to acquire clear understanding of classic Pop art, and furthermore, how it evolved within the art and fashion industries in relations until present days. Throughout the studies, it was inevitable to find that there needs to be additional traits to Richard Hamilton's famous quote regarding the definition; "Pop Art is: Popular, transient, expendable, low cost, mass produced, young, witty, sexy, gimmicky, glamorous, big business." Distinctively, though Pop art is continually evolving, sustaining, costly, authentic, and, adaptable for all ages. Pop art's varying influence continued, and Neo-pop, Japanese Neo-pop, les Nouveaux pop, Post-pop art appeared with progression. These transformed Pop arts share similar contexts with the Classic Pop art; and yet, it is inevitably more narrative, and has diversity in sources and expressions. If the Classic Pop art's been mostly flourished in the United States, new Pop arts are well established in various countries with individualities. Indeed, Pop art influenced the fashion world with attempted young and sexy looks with pastiche characters. In the 1960's, "Mods", "Teddy Boys", and "Hippie" styles became popular, and fashion trend started trickling up. Various usages of fabrics and uncommon materials were popularized due to the advanced technology and Pop art. Recently: 1) classic Pop art's been directly applied to fashion, 2) it's been reflected in more various motives and techniques 3) Neo-pop artists and designers wire involved with collaborative efforts. Undoubtedly, Pop art still remains popular for those who seek for fun; and so-called "Kidult" and "Peter-Pan syndrome" are closely correlated to the fundamentals of Pop art.

A Study on the Definition of the Term "Tectonics" in Architecture

  • Kim, Ran Soo
    • Architectural research
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    • v.8 no.2
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    • pp.17-26
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    • 2006
  • This paper attempts to identify the term "tectonics" comprehensively by collecting and categorizing existing definitions of tectonics within the architectural area rather than to stress the concept of tectonics of each specific theorist. Although no consensus of opinion on the concept of tectonics exists, architectural tectonics was closely related to the following terms in three categories: 1. $techn\acute{e}$, technique, and technology; 2. construction and structure; and 3. stereotomics. Based on its etymology, system, and material construct, the notion of tectonics common in these three categories signifies "the art of framing construction," in which linear elements are connected with joints and clad or infilled with lightweight material. Thus, the art of framing construction, as a common concept of tectonics, reveals the following characteristics: First, tectonics is based on framing construction in contrast to piling-up construction as the etymology of tectonics signifies the art of carpentry. Then, the term tectonics, dealing as it does with a higher level of construction rather than the mechanical level of structure, incorporates the poetic aspect of techne as well as the rational aspect of technology. Third, Owing to the organic, double system of tectonic frame and incrusting or infilling materials, the tectonic body becomes both the ornament and the structure simultaneously. As the art of framing construction is based on material construction rather than structural or ornamental form, this paper proposes that one can view tectonics as a term that conveys the meaning of the actual material effect on space.

Study on Methods for Arts Sponsorship Using Smart Contracts and Non-fungible Tokens (스마트 계약과 대체 불가능 토큰을 활용한 예술 후원 방법에 대한 연구)

  • Lee, Eun Mi
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.523-529
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    • 2022
  • Art sponsorship contributed to the development of culture and art by supporting art activities to be financially stable. Various problems in the non-fungible tokens (NFTs) market, such as speculative transactions, are also expected to be improved through sound art sponsorship. This study proposes methods of implementing art sponsorship using NFTs and smart contracts. First, we propose a method of posting the acknowledgement of art sponsorship using NFT metadata. Second, we propose a method to remit sponsorship funds according to the project schedule using time-locked wallets. Third, we propose a method to remit sponsorship funds when major events of the project occur or requirements are met using Event-Driven Execution. The proposed methods can be used to share the fact about art sponsorship and safely fund it. However, many decisions about art projects must be made based on information generated outside the blockchain, which can lead to Oracle problems, so further research is needed.

Simulation of Vessel Motion Control by Anti-Rolling Tank (능동형 횡동요 저감 장치를 이용한 선박운동제어 시뮬레이션)

  • Kim, Kyung Sung;Lee, Byung-Hyuk
    • Journal of Ocean Engineering and Technology
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    • v.32 no.6
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    • pp.440-446
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    • 2018
  • The effects of an anti-rolling tank (ART) on vessel motions were numerically investigated. The potential-based BEM vessel motion simulation program and particle-based computational fluid dynamics program were dynamically coupled and used to perform a simulation of vessel motions with ART. From the time domain simulation results, the response amplitude operators for sway and roll motions were obtained and compared with the corresponding experimental and numerical results. Because the main purpose of ART was only to reduce roll motions, it was important to show that the natural properties of a floating vessel were not changed by the effects of ART. Various ART filling ratios and several ART positions were considered. In conclusion, ART only reduced the roll motion regardless of its filling ratio and position.