Taipei National University of the Arts

www.tnua.edu.tw/
Taipei, Taiwan

The Taipei National University of the Arts is a national university in Guandu, Beitou District, Taipei, Taiwan. Wikipedia.

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Luo H.-L.,National Taiwan University | Chen I.-C.,Taipei National University of the Arts | Hung Y.-P.,National Taiwan University
Conference on Human Factors in Computing Systems - Proceedings | Year: 2016

The new media artwork Digital Buddha combines 3D Printing and camera mapping. The creative plan for Digital Buddha applies industrial design concepts and methods that utilize multiple complex digital tools in order to achieve effects of precision sculpting computations. In this work, a pre-constructed abstract sculpture is decoded and transformed into a figurative statue of Buddha when it is drawn by a motor into the image. The work takes concepts of "coding" and "decoding", allowing a sculpture in reality to apply a self-defined coding method to create an abstract sculpture in which certain messages have been hidden in reality. Through computations and decoding by the camera and by computer programs, the Buddha is restored to its figurative form in the virtual world. this piece of work pays homage to the work TV Buddha produced by video art master Nam June Paik. © 2016 Authors.


Yang J.-C.,Taipei National University of the Arts | Hsu S.-C.,Taipei National University of the Arts
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2017

In this research, we developed “ESPSAS” platform of IoT. It is based on ESP-12F, and the platform consists of three systems, thing system, website system and communication system. The platform solves the issues in art creation: the need for light, cheap chips in volume. In addition, another feature of the ESPSAS platform is its connection design. We propose a double-registered synchronization that confirms the complex communication within the thing system. We have already installed “ESPSAS” IoT Platform at Taipei Nan-men Elementary School in Taiwan and has run “Windflower ESPSAS” project, allowing students in elementary school to be makers and to create their own windflower things and to decorate the campus with social network art creation as their community cultural development on campus. Owing to the structure design of the windflower IoT thing and ESPSAS platform we developed, the windflower is a spinning pinwheel by day, a colorful lantern by night. People can appreciate the spinning of their own windflower on campus remotely via cellphone, and alter its light color remotely with cellphone. This study utilizes IoT technology to equip things and interfaces with transparency in a space, so that individual’s emotional memory may become transparent and extend from the campus into the cloud. We look forward to the applications of this outcome to more artistic design and creative fields in the days to come. © Springer International Publishing AG 2017.


Day J.-M.,Taipei National University of the Arts | Hsu S.-C.,Taipei National University of the Arts | Chen C.-C.,Taipei National University of the Arts
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2017

The new media art exhibitions integrated animation is gradually replacing the traditional “static” trend. For example, the cooperation of two palace museums of Taiwan and China unveiled. “The Dwelling in the Fuchun Mountains” combined with sound, light, and video technology to extend original work. By integrating the animation into the static art work, it will reflect the sense of time and dynamic feeling. The animation can make clearer annotation of life condition then, as well as join the situation sound to influence and persuade the audience. The topic of our research is to explain how we can use new technology to transform traditional contents into popular media format while preserving the originality of the art and culture. We found a process to integrate art, culture, woodcut print and folk dance with technology and animation, by using motion capture, 3d animation and photo retouch technology. © Springer International Publishing AG 2017.


Sun S.-W.,Taipei National University of the Arts
Journal of Electronic Science and Technology | Year: 2017

Digit recognition from a natural scene text in video surveillance/broadcasting applications is a challenging research task due to blurred, font variations, twisted, and non-uniform color distribution issues with a digit in a natural scene to be recognized. In this paper, to solve the digit number recognition problem, a principal-axis based topology contour descriptor with support vector machine (SVM) classification is proposed. The contributions of this paper include: A) a local descriptor with SVM classification for digit recognition, b) higher accuracy than the state-of-the art methods, and c) low computational power (0.03 second/digit recognition), which make this method adoptable to real-time applications.


Sun S.-W.,Taipei National University of the Arts | Wang Y.-C.F.,Academia Sinica, Taiwan | Huang F.,National Ilan University | Liao H.-Y.M.,Academia Sinica, Taiwan | Liao H.-Y.M.,National Chiao Tung University
Journal of Visual Communication and Image Representation | Year: 2013

In this paper, we present an automatic foreground object detection method for videos captured by freely moving cameras. While we focus on extracting a single foreground object of interest throughout a video sequence, our approach does not require any training data nor the interaction by the users. Based on the SIFT correspondence across video frames, we construct robust SIFT trajectories in terms of the calculated foreground feature point probability. Our foreground feature point probability is able to determine candidate foreground feature points in each frame, without the need of user interaction such as parameter or threshold tuning. Furthermore, we propose a probabilistic consensus foreground object template (CFOT), which is directly applied to the input video for moving object detection via template matching. Our CFOT can be used to detect the foreground object in videos captured by a fast moving camera, even if the contrast between the foreground and background regions is low. Moreover, our proposed method can be generalized to foreground object detection in dynamic backgrounds, and is robust to viewpoint changes across video frames. The contribution of this paper is trifold: (1) we provide a robust decision process to detect the foreground object of interest in videos with contrast and viewpoint variations; (2) our proposed method builds longer SIFT trajectories, and this is shown to be robust and effective for object detection tasks; and (3) the construction of our CFOT is not sensitive to the initial estimation of the foreground region of interest, while its use can achieve excellent foreground object detection results on real-world video data. © 2012 Elsevier Inc. All rights reserved.


Ho H.-C.,Taipei National University of the Arts | Ho Y.-S.,Asia University, Taiwan
Scientometrics | Year: 2015

This paper presents a detailed chronological survey of papers published in the Web of Science category of dance from 1994 to 2013 based on Arts & Humanities Citation Index (A&HCI). An analysis of the research performance according to publication output, distribution of words in article title was carried out. Performances of authors, including total, single author, first author, and corresponding author publications were analyzed. The results indicated that annual output of the articles increased slightly. More document types were found in A&HCI database than in other Web of Science database. Dance Magazine published the most articles. Single-author article was the most-popular type of authorship. Editors were the dominant author. “Ballet” is the main research topic in dance field. © 2015 Akadémiai Kiadó, Budapest, Hungary


Chen C.-W.,Taipei National University of the Arts | Chen Y.-Y.,Taipei National University of the Arts
Communications in Computer and Information Science | Year: 2016

The use of metaphors is an important approach in interactive design. A metaphor uses a vehicle to carry a similar concept from another commonly unrelated topic to facilitate understanding. A behavioral metaphor is a kind of metaphor combining referred objects and related action. For teaching and learning in an art course, two famous paintings were converted into two three-dimensional settings. Each setting represents a state of human consciousness or unconsciousness. The changes in position and rotation of objects in the settings may represent a story or mind state. To apply the concept of behavioral metaphor, an interactive tool with a tangible user interface was designed with wood-framed boxes, tangible objects, and interactive media software/hardware consisting of magnetic sensors, a microcontroller, and a tablet display. © Springer International Publishing Switzerland 2016.


Yang Y.-H.,National Chengchi University | Tsaih R.-H.,National Chengchi University | Bhikshu H.,Taipei National University of the Arts
International Journal of Digital Content Technology and its Applications | Year: 2011

The purpose of this study was to propose a multi-layer topic map analysis using co-word analysis of informetrics with Growing Hierarchical Self-Organizing Map (GHSOM). The topic map illustrated the delicate intertwining of subject areas and provided a more explicit illustration of the concepts within each subject area. We applied GHSOM, a text-mining Neural Networks tool, to obtain a hierarchical topic map. After taking up one example of altruism in evaluation, we suggest that topic map may disclose some important facts from a whole bunch of data.


Ku D.T.,Tamkang University | Huang Y.-H.,Taipei National University of the Arts | Hus S.-C.,Taipei National University of the Arts
Journal of Computer Assisted Learning | Year: 2015

This study investigated how the integration of a game-based learning strategy and a tangible user interface (TUI) device improves the learning achievement of fifth-grade students in studying Chinese idioms. By using the sifting, and sorting, features of Sifteo Cubes, learners, via a gaming situation, manually composed the cubes to the correct idioms, and the system also provided the origins of the idioms, facilitating meaningful learning. A quasi-experimental non-equivalent control-group design was conducted. Both the experimental and control groups were administered a pre-test and post-test, the Idiom Learning Performance Test (ILPT), to investigate the variations between the treatment and groups. Furthermore, the Index of Learning Style for Youth (ILSY) survey was administered to determine how different learning styles and learning strategies affect learning achievement. The results showed that, after the CILS was used, the post-test scores were significantly higher than the pre-test scores in the experimental group. In addition, the post-test scores of active and visual learners were higher than the pre-test scores, and were significantly higher than reflective and verbal learners. The results suggested that the CILS is suitable for active and visual learners. Recommendations for using the CILS and Sifteo Cubes in instruction and further direction research are provided. © 2015 John Wiley & Sons Ltd.


Lin S.H.,Tamkang University | Hsiao F.Y.,Tamkang University | Chen C.L.,Tamkang University | Shen J.F.,Taipei National University of the Arts
Proceedings of the 2010 American Control Conference, ACC 2010 | Year: 2010

The altitude control of flapping-wing micro-aerial vehicles (MAVs) is discussed in this paper. The Tamkang University (TKU) has been devoted to the development of flapping-wing robots for a long period,including design, fabrication and control. On the basis of the earlier knowledge on the Golden Snitch, a flapping-wing MAV in TKU, we develop a non-intrusive navigation methodology by using stereo vision, and stabilize the flight trajectory with a modified P-control. Different from other mechanical or aerial systems, the selections in control signal are limited in this problem due to the restrictions in carry-on weight. Numerical simulations and flight tests are also provided to demonstrate the robustness of our control law and the system structure. We are confident that this should be the first flapping-wing MAV under 10 grams capable of autopilot. The ultimate goal of this work is to realize fully autonomous flight of flapping-wing MAVs. © 2010 AACC.

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