• Title/Summary/Keyword: visual art

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Tradition and Innovation: Seokdang Workshop and the Chaekgeori Challenge (전통과 혁신: 석당(石堂) 공방과 20세기 책거리의 도전)

  • Kim, Soojin
    • MISULJARYO - National Museum of Korea Art Journal
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    • v.98
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    • pp.200-225
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    • 2020
  • This paper, based on "Minhwa Chaekgeori" paintings from the collection of the National Museum of Korea, identifies and discusses fourteen similar works in domestic and international collections as products of the Seokdang workshop. First, the relevant paintings are identified as products of the workshop known as Seokdang (石堂, literally "stone hall") by the workshop's seal that is stamped on them. Second, analysis of the iconography indicates that the paintings were likely produced in the 1920s. Third, research on certain geographic names and addresses associated with this group of paintings suggests that they might not have been separately commissioned, but are rather examples of partially "ready-made" paintings. Fourth, the paper discusses how the designs of various cultural products in these paintings reflects contemporaneous changes in Korea's diplomatic and commercial relations, i.e., the decline of relations with China and rise of relations with the United States and Europe. Finally, a comparison of the Seokdang chaekgeori paintings with the popular chaekgeori paintings produced by Yi Hyeongrok and Yi Deokyeong in the early twentieth century provides important implications for the succession of tradition and innovation in visual culture.

Violence Recognition using Deep CNN for Smart Surveillance Applications (스마트 감시 애플리케이션을 위해 Deep CNN을 이용한 폭력인식)

  • Ullah, Fath U Min;Ullah, Amin;Muhammad, Khan;Lee, Mi Young;Baik, Sung Wook
    • The Journal of Korean Institute of Next Generation Computing
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    • v.14 no.5
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    • pp.53-59
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    • 2018
  • Due to the recent developments in computer vision technology, complex actions can be recognized with reasonable accuracy in smart cities. In contrast, violence recognition such as events related to fight and knife, has gained less attention. The capability of visual surveillance can be used for detecting fight in streets or in prison centers. In this paper, we proposed a deep learning-based violence recognition method for surveillance cameras. A convolutional neural network (CNN) model is trained and fine-tuned on available benchmark datasets of fights and knives for violence recognition. When an abnormal event is detected, an alarm can be sent to the nearest police station to take immediate action. Moreover, when the probabilities of fight and knife classes are predicted very low, this situation is considered as normal situation. The experimental results of the proposed method outperformed other state-of-the-art CNN models with high margin by achieving maximum 99.21% accuracy.

A Study on the Safety Clip of Electrical Pot and Safety Cup Design for the Blind and Senior (시각장애인과 노약자를 위한 전기 포트용 안전클립과 안전 컵 디자인 연구)

  • Beck, Han
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.363-369
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    • 2021
  • This study improves the design of electric pot and cup that can safely pour and drink hot beverages among daily necessities for the blind and the elderly. It looks at the electric pot and cup that people with visual impairments usually use through their use perspective and studies and improves the safety problems that arise when using them based on the principle of universal design. Through this prior study, we study designs that can be used and shared by all disabled and socially disadvantaged people together and improve the design of household goods to expand the scope of use of general products and create new social values. In addition, through this design improvement process, everyone pursues an equal and virtuous life together, forms a well-off inclusive society, and takes advantage of the current position of the disabled and value of life once again.

Deep Learning-based Depth Map Estimation: A Review

  • Abdullah, Jan;Safran, Khan;Suyoung, Seo
    • Korean Journal of Remote Sensing
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    • v.39 no.1
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    • pp.1-21
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    • 2023
  • In this technically advanced era, we are surrounded by smartphones, computers, and cameras, which help us to store visual information in 2D image planes. However, such images lack 3D spatial information about the scene, which is very useful for scientists, surveyors, engineers, and even robots. To tackle such problems, depth maps are generated for respective image planes. Depth maps or depth images are single image metric which carries the information in three-dimensional axes, i.e., xyz coordinates, where z is the object's distance from camera axes. For many applications, including augmented reality, object tracking, segmentation, scene reconstruction, distance measurement, autonomous navigation, and autonomous driving, depth estimation is a fundamental task. Much of the work has been done to calculate depth maps. We reviewed the status of depth map estimation using different techniques from several papers, study areas, and models applied over the last 20 years. We surveyed different depth-mapping techniques based on traditional ways and newly developed deep-learning methods. The primary purpose of this study is to present a detailed review of the state-of-the-art traditional depth mapping techniques and recent deep learning methodologies. This study encompasses the critical points of each method from different perspectives, like datasets, procedures performed, types of algorithms, loss functions, and well-known evaluation metrics. Similarly, this paper also discusses the subdomains in each method, like supervised, unsupervised, and semi-supervised methods. We also elaborate on the challenges of different methods. At the conclusion of this study, we discussed new ideas for future research and studies in depth map research.

Analysis of CSR·CSV·ESG Research Trends - Based on Big Data Analysis - (CSR·CSV·ESG 연구 동향 분석 - 빅데이터 분석을 중심으로 -)

  • Lee, Eun Ji;Moon, Jaeyoung
    • Journal of Korean Society for Quality Management
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    • v.50 no.4
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    • pp.751-776
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    • 2022
  • Purpose: The purpose of this paper is to present implications by analyzing research trends on CSR, CSV and ESG by text analysis and visual analysis(Comprehensive/ Fields / Years-based) which are big data analyses, by collecting data based on previous studies on CSR, CSV and ESG. Methods: For the collection of analysis data, deep learning was used in the integrated search on the Academic Research Information Service (www.riss.kr) to search for "CSR", "CSV" and "ESG" as search terms, and the Korean abstracts and keyword were scrapped out of the extracted paper and they are organize into EXCEL. For the final step, CSR 2,847 papers, CSV 395 papers, ESG 555 papers derived were analyzed using the Rx64 4.0.2 program and Rstudio using text mining, one of the big data analysis techniques, and Word Cloud for visualization. Results: The results of this study are as follows; CSR, CSV, and ESG studies showed that research slowed down somewhat before 2010, but research increased rapidly until recently in 2019. Research have been found to be heavily researched in the fields of social science, art and physical education, and engineering. As a result of the study, there were many keyword of 'corporate', 'social', and 'responsibility', which were similar in the word cloud analysis. Looking at the frequent keyword and word cloud analysis by field and year, overall keyword were derived similar to all keyword by year. However, some differences appeared in each field. Conclusion: Government support and expert support for CSR, CSV and ESG should be activated, and researches on technology-based strategies are needed. In the future, it is necessary to take various approaches to them. If researches are conducted in consideration of the environment or energy, it is judged that bigger implications can be presented.

'Gwangju Light+' Laser Linked Projection Mapping Study ('광주의 빛+' 레이저 연동 프로젝션 맵핑 연구)

  • Park, Sunghun;Kim, Hyung Gi
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.35-43
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    • 2022
  • The 2020 Gwangju Media Art Festival (2020 GMAF) was held in the area of the National Asian Cultural Center. Under the slogan "The entire Gwangju shines under the theme of "Aesthetics of Light and Coexistence," the media festival demonstrated projection mapping to Jeonnam (former) Provincial Office at the DATA+ Research Institute of Chung-Ang University's Graduate School of Advanced Video. This paper focuses on explaining the overall production process and content development of projection mapping demonstrated in the Jeollanam-do Provincial Government, which is a symbol of Korean democratization and is located in the center of Gwangju, Jeolla-do. It was intended to faithfully express the history of the 2020 GMAF and Jeonnam (former) provincial government, Gwangju's history, and democratization records. It was intended to show images, background sounds, sound effects, and visual effects using various special effects and high-power laser devices using unique characteristics of projection mapping. To this end, about 5 minutes and 30 seconds of content were planned, and it was divided into parts and topics, and one individual story was developed for each chapter.

Exploratory Experimental Analysis for 2D to 3D Generation (2D to 3D 창의적 생성을 위한 탐색적 실험 분석)

  • Hyeongrae Cho;Ilsik Chang;Hyunseok Kang;Youngchan Go;Gooman Park
    • Journal of Broadcast Engineering
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    • v.28 no.1
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    • pp.109-123
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    • 2023
  • Deep learning has made rapid progress in recent years and is affecting various fields and industries. The art field cannot be an exception, and in this paper, we would like to explore and experiment and analyze research fields that creatively generate 2D images in 3D from a visual arts and engineering perspective. To this end, the original image of the domestic artist is learned through GAN or Diffusion Models, and then converted into 3D using 3D conversion software and deep learning. And we compare the results with prior algorithms. After that, we will analyze the problems and improvements of 2D to 3D creative generation.

A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.83-91
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    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.

A Study on the Aesthetic Identity of Modern Eroticism Fashion from the Perspective of Jacques Lacan's Unconscious Theory -Focusing on Jouissance & Gaze Theory- (자크 라캉 무의식이론의 관점에서 본 현대 에로티시즘 패션의 미적 정체성 연구 -주이상스와 응시론을 중심으로-)

  • Jungwon Yang;Misuk Lee
    • Journal of Fashion Business
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    • v.27 no.2
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    • pp.124-139
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    • 2023
  • The purpose of this study is to determine the aesthetic identity of modern eroticism fashion in which the energy of desire is maximized through the 'jouissance' and 'gaze' of the unconscious theory of Jacques Lacan. The research method derived aesthetic identity after examining jouissance and gaze deeply related to eroticism in Lacan's theory of the unconscious by analyzing data of domestic and foreign monographs and prior research. Case analysis was limited to 2000 S/S to 2022 F/W. Based on prior research, it was analyzed mainly on clothing with eroticism characteristics of 'exposure, close contact, see-through, the conversion of underclothes into outer garments'. Results of the study are as follows. First, eroticism, which can be linked to Lacan's type of 'jouissance' with multiple meanings as the generating point of eroticism, has manifested itself in voyeuristic eroticism, fatale eroticism, masochistic eroticism, surplus eroticism, and sacred eroticism. Second, as eyes of unconscious desire, visual expression characteristics of 'gaze' appeared as anamorphosis, trompe l'oeil, and dépaysement. The identity of eroticism derived from Lacan's jouissance and the perspective of the desire gaze was divided into voyeuristic desire to gaze, fatal desire to gaze, masochistic desire to gaze, surplus desire to gaze, and sacred desire to gaze. Results of this study will expand theoretical horizons of eroticist fashion with a new interpretation of eroticism by combining Lacan's desire as a repressed and alienated subject within the human unconscious with the art that expands it.

A Study on Needs for Information Design Development of Civil Affair Registration Form Design by User-Experience-Perspective (Focusing on Birth Registration Form) (사용자경험 관점으로 분석한 문서양식 정보디자인의 개선점 연구: 지류 출생신고서를 중심으로)

  • Kim, Jhonghee
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.447-457
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    • 2022
  • Form design for information registration should consider and classify various possible cases and each user case and reflect it in the design. In this paper, I analyzed the visual and emotional factors of information design that elicit positive emotions from the user experience point of view, focusing on the birth certificate of among other public documents issued by the government. In order to derive problems and supplements from the user's overall writing experience point of view, Keller's Motivational Behavior Construction Model was used. The process of writing the birth registration form creates recognition, reasoning, relationship, establishment, achievement, expectation. In order to more actively draw an emotional point of view, it is essential to set of information and to materialize the information experience. It is hoped that this will be a good guideline in the process of presenting a new perspective on information design and improving the experience.