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Current Situation and Future Prospects of China’s Game Webcast Industry
Li Na,Surng Gahb Jahng 중앙대학교 영상콘텐츠융합연구소 2019 TechArt :Journal of Arts and Imaging Science Vol.6 No.2
China’s webcast industry has entered into a phase of explosive growth. A significant number of webcast platforms and programs have emerged since 2016. This study summarizes the characteristics of mainstream webcast platforms and obstacles currently facing the industry. Examples of two of the most influential Chinese video game streamers are analyzed to help readers gain an understanding of the market situation. Furthermore, prospects of development of China’s webcast industry are explored and discussed.
New Media Art Research Focused on Tactile Symbols
Lu Jingqi,Su Dam Ku,Yeonu Ro,Hyung Gi Kim 중앙대학교 영상콘텐츠융합연구소 2019 TechArt :Journal of Arts and Imaging Science Vol.6 No.2
The progress and development of scientific technology has resulted in the increased diversification of art. This is especially true in the field of new media art, in which artists are using scientific methods to enrich and ex-pand the content of art. When we interpret such works, we must not only use our vision; we may also need to use our hearing, touch, and other senses to gain an in-depth perception of the information transmitted by the works. During the information transmission process, symbols are a kind of medium that can express unique functions. This article will focus on the sense of touch to examine the tactile symbols in new media art, use individual works as examples to conduct an analysis, and finally propose methods for using art to benefit socie-ty. This study will use a large number of case studies to derive the important influence of tactile symbols on the creation of new media art. In the three aspects of art and touch, art and tactile symbols, and tactile symbols in new media art, the new research media centered on tactile symbols is treated with a deep examination. Finally, we will consider how the relationship between touch and human society and the development of art suggests the use of tactile experiences in new media art.
Characteristics of Expression of Preformat Using Floating Hologram
Jung-Ho Cho,Hyung-gi Kim 중앙대학교 영상콘텐츠융합연구소 2019 TechArt :Journal of Arts and Imaging Science Vol.6 No.3
Recently, the expression method as a cultural performance has evolved from a one-dimensional method into convergence content that is integrated with IT technology. Advances in science and technology have made it possible to create content that stimulates the senses of an audience in various ways and the hologram is at the center of this innovation. Through holograms, perfect stereoscopic images can be implemented beyond a two-dimensional screen, and can be used to lead the audience to a virtual space that is separated from reality. At a time when the role of holograms as cultural content becomes increasingly important, more efficient holographic methods need to be studied. This study was conducted by analyzing the characteristics of Floating Holograms and analyzing the reactions of an audience by producing works in a Free Format. The Floating Hologram method of producing Pseudo Holograms will be classified as direct and indirect projection methods and the application method of the contents will be studied accordingly. This study also investigates the use of a Free Format method (direct projection method), elicits problems based on the audiences reaction, and evaluates the direction by comparison with the Floating method. Through this process, the advantages and disadvantages of the technology according to the method of production will be identified and ways to improve it will be suggested. Studies have shown that the limit points exist in the Eyeline Foil; therefore, holograms are believed to be diversified in a free format method. Moreover, results have been derived that suggest that the quality of the work could be enhanced by changing the angles and perspectives of the floating objects.
Lijie Ren,Hyeonseok Kim 중앙대학교 영상콘텐츠융합연구소 2019 TechArt :Journal of Arts and Imaging Science Vol.6 No.3
Over the last few years, virtual reality images have been applied to propaganda fields, such as advertisements and games, and achieved extraordinary results. Virtual reality is powerful because it provides a more dramatic, authentic, and emotional experience through immersion than any other form of media, which is what TV series aim for. Hence, TV series have recently started using new propaganda measures such as virtual reality images to improve viewing rates, audience loyalty, and Internet popularity. This paper discusses the adoption of virtual reality images by TV series for their propagation, and the characteristics of the TV and virtual reality images as used by daily videos, films, and advertisements are compared. As indicated by case research and questionnaires, there are great potentials for the application of virtual reality images to TV series propaganda. However, such propaganda remains in the early application stages; thus, there is much to be discussed regarding design optimization in order to maximize the effects of virtual reality images on TV series propaganda. Key features that require attention are shooting themes, perspective settings, and picture design; some suggestions are proposed.
Simple Real-time Facial Expression Recognition for Interactive Arts
Seong-Gi Oh,Chang-Young Jang,Tae-Yong Kim 중앙대학교 영상콘텐츠융합연구소 2019 TechArt :Journal of Arts and Imaging Science Vol.6 No.3
In this paper, technical parts of our emotion recognition based Interactive Art are introduced. Simple multiclass SVM model based on ECOC designed for facial expression recognition. 4 methods by 2 features and 2 classifiers are tested for the best pipeline for real-time. 4 case’s accuracy after number of features(cell size) is tested but it has each appropriate rate instead of proportionality. Comparison of 2 vector features (HOG, LBP) for extracting facial features, HOG shows better accuracy. In other comparison of 2 classifier(ECOC, KNN), ECOC shows better accuracy. The fastest pipeline of 4 methods is HOG + ECOC with 60.368 calculation/s score and best accuracy(97.44%).
The object of Buddhist statues as a media from a perspective of ‘Representation’
Hyoseon Kim,Hyung-Gi Kim 중앙대학교 영상콘텐츠융합연구소 2019 TechArt :Journal of Arts and Imaging Science Vol.6 No.4
To complete ‘found object’ in normal art, representational characteristics of artists and visitors should be on the same semantic network for interpreting objects. Each individual perspective is, however, very different, as they primarily think that modern art is actually difficult. When Buddhist statues as religious icons become objects of artistic representation, relatively smooth communication can be achieved, compared with other objects. This study, therefore, examines how Buddhist statues, which were otherwise accepted as icons, have been recognized by artists and visitors, by categorizing representations into perceptual, cognitive, and imaginative, and also how Buddhist statues invoke the unification between allegories of artists and visitors and help achieve integrity of works.