• Title, Summary, Keyword: 미술 협업

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A Study on Effective Collaborative Production Processes for Multimedia Convergence Performances (다매체 융합공연을 위한 효율적인 협업제작과정 연구)

  • Kim, Ga-Eun;Park, Jin-Won
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.49-61
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    • 2020
  • Recently, the convergence of genre-mixed collaboration and technology-mixed collaboration in performance art strategically fuses different goals and different properties, satisfying anticipated demand, and developing into experimental forms that bring out convergence contents of new value. To supplement problems of convergence attempts and heighten levels of completion, the effective collaborative processes of media experts must be studied and improved. This thesis attempts to study effective collaborative production plans of convergence performance that correspond to the demands of the times through multimedia convergence performance prototypes(Live performance play + Pre-made digital animation). It categorizes performance production processes into pre-production and production and researches the effective collaborative production processes of convergence performances that utilize these two forms of media through work selection, production direction establishment, human resource constituents, production schedule plan establishment, visualization processes, and performance practices and rehearsals. Continuous research must be conducted based on convergence performance contents planning, changes in production methods, and an understanding of distinct characteristics among convergence contents for the industrial development systemization and vitalization of convergence contents to be made possible.

Platform Development toy Systematic Support of Design Collaboration between SMEs (중소기업간 디자인 협업의 체계적 지원을 위한 플랫폼의 개발)

  • 박지숙;박선화;윤주현;이경전
    • The Journal of Society for e-Business Studies
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    • v.8 no.4
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    • pp.207-221
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    • 2003
  • Most commercially available collaboration support systems are not proper for small enterprises in a specific area such as small e-design companies, because they are focused on general functionalities, required by most large enterprises. In this paper, we analyze the requirements for improving communication environments of small e-design companies, and propose an advanced communication management tool which reflects those requirements. The communication platform focuses the acknowledgement process by customer and the schedule sharing and management between project members. The proposed system suggest a new research direction which supports the systematic collaboration with external entities such as customers rather than the unsystematic collaboration between internal members, and improves the communication environment of those small e-design companies that are desperately in need of a cost-effective way to carry out projects, and will help in the process of successful projects.

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Effect of Creative Thinking through Art Collaboration Class (아트 콜라보레이션 수업을 통한 창의적 사고의 효과)

  • An, Ji-Su;Huh, Yoon-Jung
    • Journal of the Korea Convergence Society
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    • v.10 no.7
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    • pp.121-131
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    • 2019
  • Art Collaborative advertising uses creative works that are not related directly to the product and recreates it as a more valuable product. Creative thinking acts as a core value. The purpose of this study is to investigate the effect of creative thinking using mind map and SCAMPER technique in art collaboration class. After analyzing the art collaboration advertisement class for 6 students in middle school, we analyzed characteristics between creative technique and creativity through student activities and work. The results were as follows. First, creative thinking ability of students who experienced art collaboration showed flexibility and originality in SCAMPER, and fluency in mind map. Second, throughout the course, we were able to observe elaboration, which embodied tough ideas and developed depth. This study will contribute to the research related to the improvement of students' creative convergence case by meeting two or more areas and collaborating on each core competency.

A Study on the Feasibility and Future of Digital Art Therapy (디지털 미술치료의 가능성 및 발전방향)

  • Lee, Sang-Hee;Wohn, Kwang-Yeon;Woo, Sung-Ju
    • 한국HCI학회:학술대회논문집
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    • pp.1309-1315
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    • 2009
  • Rapid growth in computer and digital-based technology has brought about changes in various human services including psychotherapy. This paper will look into one of these changes, focusing on a rising area of mental health therapy : Art therapy. Although development of art therapy is not so fast compared to other branches of psychotherapy, some art therapists are studying how to adopt and use it properly. Both art therapists and mental health experts have concluded that technology is a powerful tool despite its limitations and reservations. While some of them think that patients have benefited from the implementation of technology, others have felt concerns about the replacement of basic professional practices. The use of digital technology in the area of art therapy, however, continues to increase, encouraging patients to benefit from it in various therapeutic processes. This thesis therefore focuses on the analysis of literature related to digital art therapy published up to now. The following field study on Korean art therapists aims to examine the current practice of digital art therapy and discuss its feasibility and future. These two methods will contribute to enhancing the understanding of art therapy not only in theory but in practice and also suggest how digital art therapy may overcome limitations of conventional art therapy by exploiting its advantages. Furthermore, this study will present some clues on a possible new position of digital art therapy in the future. I hope that this analytical examination on digital art therapy will stimulate further discussion on this issue and particularly encourage more interdisciplinary work between art therapy and digital technology.

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Collaboration between Artists and Engineers: 'Experiments in Art and Technology' Group (예술가와 공학자의 협업 모델: '예술과 기술의 실험' 그룹)

  • Lim, Shan
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.79-85
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    • 2019
  • 'Experiments in Art and Technology' Group was established in the mid-20th century, and then developed the larger interdisciplinary experiments into the range of art world and its outside field. The motive power of group's activities was the collaboration between artists and engineers traversing the boundary between old different disciplinary conventions. E.A.T was officially launched in 1967 by the engineers Billy $Kl{\ddot{u}}ver$ and Fred Waldhauer and the artists Robert Raushenberg and Robert Whitman. They performed various possibility of material, technology, and engineering available to contemporary art. By reflecting the function of art and technology in society, eventually they developed the methodology of new aesthetics which had organic relationship with contemporary world. In this sense, this research have its academic significance. This paper firstly examined the socio-cultural context of emerging the E.A.T. group as a representative model for convergent practice, and verified the fact that the collaboration between artists and engineers had produced the expansion of artistic expression as well as new relationship among art, engineering, and society by considering E.A.T's various projects. Therefore, I will refer the E.A.T. group as an exemplary model for concrete method of collaboration that contemporary discourses about convergence need.

A Study on Generation of Social Network for Movie Tastes based on Emotional Verb Selections (감정동사 선택을 통한 영화취향 기반의 소셜 네트워크 구축에 관한 연구)

  • Song, Min-A;NamGung, Hyeon;Kim, Hong-Gi;Yun, Ju-Hyeon
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • pp.94-97
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    • 2008
  • CD Now, Video Recommender, Amazon 등과 같은 현재의 협업 기반 필터링 서비스는 일반적으로 서비스를 요구하는 사용자가 관심을 가진 아이템과 비슷한 속성의 아이템을 추천하고 있다. 하지만 영화와 같은 경우 사용자의 주관적 평가가 배제된-명시적 속성만으로는 아이템의 특징을 표현하는데 한계가 있다. 때문에 이를 이용한 방법은 서비스를 제공하는 데 있어 제한을 가지게 된다. 따라서 본 논문에서는 소셜 네트워크 서비스 사용자가 영화에 대한 자신의 감정을 간단한 선택을 통해 표현함으로써 쉽고 편하게 사용자의 영화 취향을 도출하고 이를 기반한 소셜 네트워크를 형성하는 방법에 대해 논의해 보고자 한다. 이러한 방법을 통해 일반적으로 사용되는 빈도나 인기도 기반의 추천이 아닌 실제 사용자와 유사한 취향과 특성을 가지는 사용자들은 연결해줌으로써 보다 사용자에 특화된 추천을 가능하게 할 것이다.

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일본 나라문화재연구소의 독립행정법인 이행과 관련된 제문제

  • 타나베이쿠오
    • MUNHWAJAE Korean Journal of Cultural Heritage Studies
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    • v.45 no.4
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    • pp.160-173
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    • 2012
  • 일본 문화청 소속의 정부조직이었던 나라국립문화재연구소가 국가조직의 행정개혁에 따라 현재의 독립행정법인 나라문화재연구소로 변혁하면서 나타나고 있는 여러가지 상황에 대해서 살펴보고자 한다. 나분켄은 동아시아에서도 잘 알려진 국보 호류지금당벽화의 소실이 문화재 분야의 큰 문제로 부각되면서 종합적이고 학술적인 문화재의 연구 보호 종합기관의 설립 필요성에 의해 만들어진 기관이었다. 연구분야에서 보면 초기에는 역사, 건축, 미술공예, 정원, 유적 등 다양한 분야에서 출발했으나 나라지역의 헤이조큐 유적보존 문제가 주요 이슈로 떠오르면서 매장문화재의 발굴 중심으로 그 역할이 강화되는 변화를 겪에 되었다. 그러나 선사고고학이 아닌 역사고고학이 중심이었기 때문에 건축사나 정원사, 보존과학 등 서로 다른 학문이 융합하여 연구할 수 있는 강점이 강화되어 설립목적은 견지하면서 변모하였다. 독립행정법인으로의 변화는 1999년의 제145차 통상국회에서 "독립행정법인통칙법"이 성립되면서 부터였다. 독립행정법인의 취지는 독립 운영하는 쪽이 효율적인 부분을 분리시켜 법인격을 가진 기관으로 바꾸면서 운영교부금을 주무관청으로부터 받아 사용처를 독자적 재량에 맡기면서 이윤을 올릴 수도 있게 한 것이다. 또한 조직과 인사의 자율성을 보장받는 장점도 있으나 평가시스템이 되입되는 정신적 부담도 공존하게 된다. 즉, 민간 방법의 도입에 따라 국가의 부담을 경감하고자하는 의미가 내재되어있다. 나분켄의 독립행정법인화는 동시에 도쿄문화재연구소의 통합을 수반하게 되었다. 도분켄은 원래 미술공예품을 중심으로한 동산문화재 연구와 보존과학부분에 충실한 조직이었으므로 부동산문화재 중심의 나분켄과 통합에 우려의 목소리가 있었다. 그러나 불행중 다행으로 다카마쓰즈카 고분벽화의 열화문제와 키토라 고분 벽화의 보존문제로 인하여 전무후무한 협업연구가 진행되고 양 연구소의 역량을 결집할 수 있는 계기가 되었다. 결론적으로 말하자면, 독립행정법인화는 매년 예산을 중기계획이나 연도계획과 정합성을 유지하면서 독자적인 판단을 통해 편성하는 등 극히 유연한 대응이 가능하다는 장점을 가지고 있는 반면, 문화재 보존을 위한 연구라는 공공적인 목적을 가진 조직이 정부의 의도대로 독자적으로 이윤을 올리는 사업을 확립하여 국가의 부담을 경감하는 방향으로 나아갈 수 있는가라는 부분에서는 의심할 여지가 남아 있다.

The Characteristics and Meaning of Art Collaboration in the Luxury Louis Vuitton Brand -Focusing on Bags Since 2000- (럭셔리 브랜드 루이 비통(Louis Vuitton)의 아트 콜라보레이션 특징과 의미 -2000년 이후 가방을 중심으로-)

  • Kim, Hyunjeong;Park, Hyewon
    • Journal of Fashion Business
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    • v.24 no.2
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    • pp.100-118
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    • 2020
  • The purpose of this study was to identify the characteristics and meaning of collaboration with artists who have been with Louis Vuitton, focusing on bags, which are representative products of the luxury Louis Vuitton brand, -The research method was literature research and case studies. The theoretical study was based on previous studies and literature examine the concept and type in collaboration and to examine the trend in fashion and art collaboration. The case study was conducted after 2000 by collecting collaborative works between Louis Vuitton and artists based on their homepage, fashion information, and collection sites. Five artists and six artists(Sam Falls, Urs Fischer, Nicholas Hlobo, Alex Israel, Tschabalala Self and Jonas Wood), including Stephen Sprouse, Richard Prince, Takashi Murakami, Kusama Yayoi, and Jeff Koons, were analyzed for the art collaboration cases and contents that were conducted mainly on bags. This study found the following collaboration characteristics: first, classic image innovation: fun and lightness; second, deviating from the boundaries of fashion bags: the art of life, and third, building high-end luxury brand differentiation: scarcity and the introduction of authorism. It is expected that the basic data will be presented in the study of art collaboration design of fashion bags as well as academic data on the differentiation of luxury brands and the artisticization of products in the future.

Research on the Curriculum for Integration of ICT+Design (ICT+디자인 융합 교육과정 개발연구)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.20 no.1
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    • pp.105-114
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    • 2017
  • Nowadays, novel and innovative technology including 3D printers, internet of things (IoT), and wearable devices are rapidly emerging. As we must constantly keep up with the most recent trends, words like convergence, multidisciplinarity, and design revolution indeed define society today. Due to the expansion of such diverse technological, industrial, and academic convergence trends, the role of design is becoming evermore essential in development of products as well as creative services. Even the government is pushing towards a 'creative economy' by encouraging ICT convergence to create novel industries as well as advanced jobs. In order to adapt flexibly to such changes in global trends, a solid academic curriculum centered around 'ICT+Design' must be developed. In the current research, we analyzed various literature and benchmarked the major universities both domestic and foreign. Also we utilized a survey-based approach against subjects who are experts or design specialists working in environments related to industry and research. In our proposed integrated ICT+Design educational curriculum, students familiarize themselves with design perspectives and methodology to creatively carry out the course. Moreover, experts from design and ICT came together in an act of 'Radical Collaboration' in which they shared their unique 'Design Thinking' in order to promote understanding and cooperation. Furthermore, industry experts have also taken part as mentors in order to create a workplace-oriented course with various integrated projects. Most importantly, the course was designed so that in addition to research, students can really get hands-on with their ideas in the creativity-integrated workplace.