Taipei National University of the Arts
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.

Way D.-L.,Taipei National University of the Arts | Hsieh C.-H.,National Chiao Tung University
Computer Animation and Virtual Worlds | Year: 2015

Three dimensional street art illusions have become more popular in recent years. Many of them are drawn on pavement such as streets, sidewalks, and town squares. It is often known as 3D chalk art, where a 2D artwork is drawn on the street, giving the viewer a 3D optical illusion from a certain perspective. This paper supplies chalk stylized renderings for 3D models and synthesizes 3D objects into a realistic photograph. Users can input one photo for the 3D model. First, a camera position is achieved by using a camera calibration algorithm. Second, a chalk stylized rendering was applied to create an artistic image of the 3D models using the same camera position. Then, the non-photorealistic rendering image is composited into a source photograph using a modified Poisson approach. All of the enhanced pavement texture details are also blended into the object's image. The major contribution of this paper is providing a user to create any interesting and attractive 3D illusionary art without physically drawing pictures on the pavement. Finally, the proposed method is demonstrated using various experimental 3D street art illusion images. Copyright © 2014 John Wiley & Sons, Ltd.

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

Huang C.-H.,Tatung University | Chao C.-W.,Taipei National University of the Arts
Perceptual and Motor Skills | Year: 2015

This study investigated the superimposition of the projected markings on the road with head-up display, as well as their effects on the driver's speed. Two experiments were conducted. In Exp. 1, driving operations were simulated with a desktop computer to assess 18 deceleration markings (from the factors position, shape, and color) and determined the factors and levels influencing driving speeds. Based on the results of Exp. 1, six deceleration markings (from the factors shape and color) were selected in the driving simulator for conducting Exp. 2 The results of Exp. 1 showed that markings at the sides were better than the markings in the center. In Exp. 2, there was no significant difference between the effects of the arrangement of markings and the change of shape and color on driving stability. Yellow and white colors had no significant effect on speed; however, bar markings were better than zigzag markings. The results indicated that the projection of markings on a head-up display was helpful for indicating necessary deceleration. © Perceptual & Motor Skills 2015.

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.

Tsai C.-H.,University of California at Berkeley | Kuo C.-H.,Tamkang University | Horng W.-B.,Tamkang University | Chen C.-W.,Taipei National University of the Arts
Language Learning and Technology | Year: 2012

This paper reports on a study that investigates how different learning methods might affect the learning process of character handwriting among beginning college learners of Chinese, as measured by tests of recognition, approximate production, precise production, and awareness of conventional stroke sequence. Two methodologies were examined during character learning: a worksheet numbering system (the most prevailing workbook method used to learn characters) and a theoretically grounded handwriting system (a multimedia method). A repeated-measures MANOVA showed that under the multimedia treatment, novice learners with no prior character writing experience performed better on all four measures, and first-year learners with six months of character-writing experience only performed better in precise production and awareness of conventional sequence. Variations of character formation produced in both treatments, and learners' perceptions were also analyzed to determine the effects of the two methods. Educational implications in the teaching and learning of character handwriting are provided based on the empirical results. © 2012.

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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