• Title/Summary/Keyword: visual sound

Search Result 362, Processing Time 0.027 seconds

Evaluation of Car Prototype using CAVE-like Systems (케이브 기반 자동차 시제품 평가)

  • 고희동;안희갑;김진욱;김종국;송재복;어홍준;윤명환;우인수;박연동
    • Science of Emotion and Sensibility
    • /
    • v.5 no.4
    • /
    • pp.77-84
    • /
    • 2002
  • In this paper, we propose the NAVER, a general framework for multipurpose virtual environments, and introduce the case study of evaluating car prototypes using cave-like systems. As a framework to implement variant applications in virtual environment, NAVER is extensible, reconfigurable and scalable. NAVER consists of several external modules (Render Server, Control Server and Device Server), which communicate each other to share states and user-provided data and to perform their own functions. NAVER supports its own scripting language based on XML which allows a user to define variant interactions between objects in virtual environments as well as describe the scenario of an application. We used NAVER to implement the system for evaluating car prototyes in a CAVE-like virtual environment system. The CAVE-like virtual environment system at KIST consists three side screens and a floor screen (each of them is a square with side of 2.2m), four CRT projectors displays stereoscopic images to the screens, a haptic armmaster, and a 5.1 channel sound system. The system can provide a sense of reality by displaying auditory and tactile senses as well as visual images at the same time. We evaluate car prototypes in a CAVE-like system in which a user can observe, touch and manipulate the virtual installation of car interior.

  • PDF

A Study on the Development of Fire Alarm System with Evacuation Lighting and Voice Alarm Functions (피난조명 및 음성경보 기능을 내장한 화재경보시스템 개발에 관한 연구)

  • Lee, Gun-Ho;Choi, Su-Gil;Kim, Si-Kuk
    • Fire Science and Engineering
    • /
    • v.32 no.4
    • /
    • pp.25-34
    • /
    • 2018
  • This study investigated the development of a fire alarm system with evacuation lighting and voice alarm functions. The performance of a fire detector and system with independently built-in evacuation lighting and voice alarm functions was confirmed for early recognition of fire and to allow visibility of the evacuation route in the event of fire. This new system satisfied model recognition and product testing technological standards with 1.62 lx average illumination, 89.7 dB average sound and 86.1 dB average voice. From additionally testing the evacuation performance of this new system, it was confirmed that the evacuation time decreased by 63.08% to 67.82% under the experimental conditions compared to conventional systems. The new system can minimize fire damage by setting off voice alarms to prevent failure of fire recognition and by flashing emergency lighting to secure the minimum required visibility range for evacuation. Therefore, it is considered that it will be utilized as a fire alarm system with appropriateness and usefulness by considering people with hearing or visual impairment.

Feedback Phenomenon in Technology Art (예술 공학의 피드백)

  • Kim Hyung-Gi
    • Science of Emotion and Sensibility
    • /
    • v.8 no.4
    • /
    • pp.423-433
    • /
    • 2005
  • The computer hardware development has provided many chances of emergence between art and technology. In many cases today's interactive artworks cannot be completed without audience's participation. The interactive production process with technical supplementation can be celled feedback. Mr. Nam Jun Paik showed 'Participant TV' that interacts with audience's response in real time. It means artwork changes with the constantly changing value from the data set from human visual perception. Dan Graham showed another feedback related work, which delays 5second playback in mirror that implies consequence of time. Today's media art has to sublimate coincidence, time ant audience into philosophical artwork through consonance that comes with video and sound as we can see from Bill Viola. Stelarc produced artworks. That use input data that is weak signals from brain, muscles. Through a terminal display with player, body expanded meaning of media. Jeffrey Shaw's 'Legible City' provided a fabrication of the reality with the interaction of bicycle's pedal speed and steering direction that is controlled by 4river. RE:MARK used microphone as input device as Edmond Couchot's 'Je same a la vent' and Nam Jun Paik's 'Participant TV' did. There is no communication without feedback between human being. The reality makes audience involved into artworks. That is the reason why feedback has to be natural. Through the feedback process, the originality of the idea is altered by audience. The feedback is not just part of flesh of artwork rather skeleton of it. Technological showoff cannot be art itself The perfection of technological application plan helps feedback that interacts with audience naturally in order that audience hoes not feel the feedback as artificial plan. Interactive media art has to be evolved into new media form with new integration feedback technology.

  • PDF

A Study of Non-narratives of Comics - With Emphasis on the Characters and Events of 『The Texture of Memory』 - (만화의 비(非)서사성 연구 -『기억의 촉감』의 인물과 사건을 중심으로 -)

  • Ahn, So Ra;Lee, won soek
    • Cartoon and Animation Studies
    • /
    • s.36
    • /
    • pp.417-436
    • /
    • 2014
  • Stories have existed with the history of mankind along with drawings. Any genre of art that discusses the flow of time, such as literature, film, and play, cannot be free from narratives. The comics are not an exception. The comics tell the narratives with drawings from the cartoons in single blocks to the full-length series in tens of volumes. Nevertheless, there are not many studies that discuss the narratives in the comics. They may have been overlooked because they have been studied in the field of literature. However, I am envious of the field of film, which unravels the narratives with the same visual images, profoundly explores its own narratives and experimentally modifies and expands them into various levels. Therefore, I would like to make a narrative approach to the comics in this study. This study will discuss the non-narratives. It may sound ironic that the study of narratives will discuss the non-narratives, but the narratives cannot exist without the non-narratives. The non-narratives in the narratives compose the narratives in various ways. Therefore, Chapter II will discuss how the theory of narratives in literature classifies the narratives and the non-narratives as a theoretical background. Then, Chapter III will analyze the forms of non-narratives in Han Jo Kim's "The Texture of Memory" to discuss how the non-narratives of comics are composed, while Chapter IV will summarize the preceding studies. Finally, the narratives should be actively studied as it is an essential component of comics. I hope that this study can lay the foundation for more in-depth discussions of the narratives in the comics.

Nasalance Changes in Nasal Disease Patients after Nasal Cavity Operation (비질환 환자에서 비강수술 후 비음도 변화)

  • Lee, Jae-Hoon;Kim, Joo-Yeon;Lee, Kang-Dae;Kim, Seung-Tae;No, Yong-Hyeon;Kim, Kyung-A;Seo, Yun-Suk
    • Journal of the Korean Society of Laryngology, Phoniatrics and Logopedics
    • /
    • v.21 no.2
    • /
    • pp.128-132
    • /
    • 2010
  • Background and Objectives : This study was designed to examine the effect of nasal cavity surgery on voice in terms of nasalance by using subjective test, Visual analogue scale (VAS) and Nasometer and compare the pre op and post op results among patiets with nasal cavity disease. Materials and Method : From April 2009 to November 2009, data of thirty one patients who underwent nasal cavity surgery were prospectively evaluated. 24 males and 7 females with age range between 12 years to 80 years old (average 34 years old) were chosen. VAS was questioned to patients group before, after 1 week, after 1 month, and after 3 months from the surgery. Nasometer, was also conducted. Results: After the surgery symptoms like nasal obstruction, mouth breath, snoring, and sleep apnea were all improved. Improvements for nasal obstruction and mouth breath were observed statistically in post operative day (POD) 1 month and POD 3 months. Also snoring was improved statistically in POD 1 month. Objective nasalance test showed increases in a single and double vowel for POD 3 months. Only /je/ sound statistically-significant increased in all post operative periods. Nasalance increase were observed in other test results. Conclusion : All the symptoms are improved after nasal cavity surgery. Also there are some nasalance changes during whole period of study and return to the pre operative state in POD 3 months. Therefore, patients must be warned and understood about nasalance changes, and surgeons need to aware of various facts, which can affect voice changes before the surgery.

  • PDF

A Study on the Application of Information Design to Korean Cultural Heritage Education (한국 문화유산 교육의 정보디자인 적용 방법 고찰)

  • Barng, Keeung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.9 no.11
    • /
    • pp.475-489
    • /
    • 2019
  • This study seeks to explore the method of imagination through creative new thinking in cultural heritage education and the most effective model of education in education. Research methods were organized by the methods of reviewing literature, browsing the Internet, and comparative analysis of prior research. We hope to realize the need for differentiated Korean cultural heritage and make efforts to incorporate our identity in the design. Through this study, we hope to realize the need for differentiated Korean cultural heritage and make efforts to incorporate our identity in the design. In the process of visualizing information, the focus should be on identifying the structure, characteristics, and the correlation between pattern and trend analysis, and the heterogeneity analysis, and should be made with the characteristics considered. Texting, graphics, sound, animation, lighting, and Navigation are often used as the expressive elements of information visualization for educational models. To facilitate the understanding of learners, accurate information transmission visuals should be presented. To do so, the use of infographic can be the answer. It is necessary to develop appropriate multimedia visual data, such as the use of infographic to be applied, and to develop various infographic multimedia visuals. These work should not be merely a research dimension, but should be carried out with the aim of helping develop actual cultural heritage educational content.

Exploratory studies of the music analgesic effect in people with glasses through cold-pressor task (안경 착용 여부에 따른 음악 통증완화효과의 탐색적 연구)

  • Choi, Suvin;Park, Sang-Gue
    • The Korean Journal of Applied Statistics
    • /
    • v.33 no.6
    • /
    • pp.823-832
    • /
    • 2020
  • The analgesic effects of music in people with glasses on perceived pain through cold-pressor task (CPT) is assessed based on three-sequence, three-period, crossover trial with three treatment conditions(music-listening, news-listening, and no-sound) to each subject. Fifty subjects are divided into three sequence groups by randomization, and CPTs under the pre-assigned treatment conditions at each period are performed. Pain responses after each CPT, subjects' pain tolerance (PT) in time scale and pain intensity (PI) and pain unpleasantness (PU) in visual analog scale (VAS) are measured. After classifying the group by whether or not to wear glasses, which is the phenotype of the myopia gene, pain responses are compared by F-tests and Tukey's multiple comparisons. CPT pain responses in group with glasses during the music intervention are significantly different from responses during the news intervention and the control conditions, respectively. This study investigates the pain responses of music intervention in the group wearing glasses, which can be seen as a phenotype of the nearsighted gene, and this result would play a role in explaining the biopsychosocial model of the pain mechanism.

AI Art Creation Case Study for AI Film & Video Content (AI 영화영상콘텐츠를 위한 AI 예술창작 사례연구)

  • Jeon, Byoungwon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.2
    • /
    • pp.85-95
    • /
    • 2021
  • Currently, we stand between computers as creative tools and computers as creators. A new genre of movies, which can be called a post-cinema situation, is emerging. This paper aims to diagnose the possibility of the emergence of AI cinema. To confirm the possibility of AI cinema, it was examined through a case study whether the creation of a story, narrative, image, and sound, which are necessary conditions for film creation, is possible by artificial intelligence. First, we checked the visual creation of AI painting algorithms Obvious, GAN, and CAN. Second, AI music has already entered the distribution stage in the market in cooperation with humans. Third, AI can already complete drama scripts, and automatic scenario creation programs using big data are also gaining popularity. That said, we confirmed that the filmmaking requirements could be met with AI algorithms. From the perspective of Manovich's 'AI Genre Convention', web documentaries and desktop documentaries, typical trends post-cinema, can be said to be representative genres that can be expected as AI cinemas. The conditions for AI, web documentaries and desktop documentaries to exist are the same. This article suggests a new path for the media of the 4th Industrial Revolution era through research on AI as a creator of post-cinema.

European Experience in Implementing Innovative Educational Technologies in the Field of Culture and the Arts: Current Problems and Vectors of Development

  • Kdyrova, I.O.;Grynyshyna, M.O.;Yur, M.V.;Osadcha, O.A.;Varyvonchyk, A.
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.5
    • /
    • pp.39-48
    • /
    • 2022
  • The main purpose of the work is to analyze modern innovative educational practices in the field of culture and art and their effectiveness in the context of the spread of digitalization trends. The study used general scientific theoretical methods of analysis, synthesis, analogy, comparative, induction, deduction, reductionism, and a number of others, allowing you to fully understand the pattern of modern modernization processes in a long historical development and demonstrate how the rejection of the negativity of progress allows talented artists to realize their own potential. The study established the advantages and disadvantages of involving innovative technologies in the educational process on the example of European experience and outlined possible ways of implementing digitalization processes in Ukrainian institutions of higher education, formulated the main difficulties encountered by teachers and students in the use of technological innovation in the pandemic. The rapid development of digital technologies has had a great impact on the sphere of culture and art, both visual, scenic, and musical in all processes: creation, reproduction, perception, learning, etc. In the field of art education, there is a synthesis of creative practices with digital technologies. In terms of music education, these processes at the present stage are provided with digital tools of specially developed software (music programs for composition and typing of musical text, recording, and correction of sound, for quality listening to the whole work or its fragments) for training programs used in institutional education and non-institutional learning as a means of independent mastering of the theory and practice of music-making, as well as other programs and technical tools without which contemporary art cannot be imagined. In modern stage education, the involvement of video technologies, means of remote communication, allowing realtime adjustment of the educational process, is actualized. In the sphere of fine arts, there is a transformation of communicative forms of interaction between the teacher and students, which in the conditions of the pandemic are of two-way communication with the help of information and communication technologies. At this stage, there is an intensification of transformation processes in the educational industry in the areas of culture and art.

Success Factors Analysis of Chinese Large Scenario Experience Drama:'You Jian Ping-yao' (중국 대형정경체험극 '우견평요'의 성공요인 분석)

  • Wang, Yilun;Jang, Hyewon
    • 지역과문화
    • /
    • v.8 no.3
    • /
    • pp.27-48
    • /
    • 2021
  • In recent years, China's tourism performing art in a series of new completion of the project, increase the box office of tourism performing arts industry, higher economic income, at the same time led to the formation of brand of tourism performing arts and has a good reputation, with the regional culture, has a certain role in promoting economic development, including Large scenario experience drama is one of the key projects. Large scenario experience drama is a new form of drama that simulates the space design of real environment and enables the audience to have active experience in visual, auditory, smell, taste, touch and other senses with strong interactivity.Large scenario experience drama are adapted from traditional Chinese culture, regional culture and long-passed stories, and combine high technology such as lighting, sound effects, special effects and 3D effects to make the audience's experience more real.As the first Large scenario experience drama in China, 'You Jian Ping-yao' reflects the profound culture of Shanxi with new forms of expression and creative means, in the form of scene experience and make the audience more intuitive feel the 'Shanxi emotion', 'Shanxi sentiment' and 'Shanxi Morality', carry forward the traditional culture at the same time, also passed the Shanxi ancient and great values, strengthened the drama of China's movie village, impetus the development of the tourism industry in Shanxi, drive the Shanxi region of jingjing, gradually formed a complete industrial chain. However, there are also limitations such as improper plot connection and improper tourist management, which can improve the performance effect through more audience interaction and guidance. Therefore, it can be seen that large-scale situational experience dramas play a great role in promoting the dissemination of traditional culture and values, the development of tourism industry, the formation of regional brand characteristics and economic development. Through these, it can be seen that large-scale situational experience plays have enlightenments such as innovative thinking content, gradually forming an industrial chain closed-loop, and broadening publicity channels for the development of live-action performances.