• Title/Summary/Keyword: 감상 체험

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A Study on Landscape Characteristics of Flower-viewing Sites through Historical Literatures in the Late Joseon Dynasty (문헌을 통해 본 조선후기 꽃놀이 명소의 경관 특성)

  • Lee, Jaei;Sung, Jong-Sang
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.34 no.2
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    • pp.35-44
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    • 2016
  • This study targets flower-viewing sites appearing in "Kyungdojapji" and talks about the seasonal customs and tourist attractions of the later Chosun; Pilundae, Bukdun, Outside of Dongdaemun, Cheonyunjeong and near Seodaemun etc. Through related poetry, paintings and maps, it looks into what scenic elements each attraction was made of and how the elements were felt by visitors. It sub-divided and analyzed scenic features into objective objects, subjective emotions and experienced behaviors. As a result, representative objective objects were flowers and there were also scenes where people enjoyed poem-writing meetings along with drinking-related physical elements such as liquor, liquor glasses, liquor bottles etc. Through drawing out scenes, where users gave meaning to objective objects, it tried to interpret what space meant to them, through which the meaning of flower-viewing attractions is first and foremost a space to enjoy artistic taste. Each space is used as the center of cultural creation such as literary people gathering, viewing flowers, drinking and having poetry-writing meetings. Second, as shown in scenes viewers depicted in each space, visitors were confirmed to enjoy scenes through multi-sensory appreciation. By this, flower-viewing attractions were confirmed to be not just flower-viewing but also venues of sensory experience. This study, which drew out the scenic features of traditional flower-viewing attractions, is expected to be basic material in tracing the flower-viewing enjoyed by our ancestors as a pastime and its spatial meaning and in planning Korea-unique flower-viewing attractions.

Human Sense-Based Simulation-Experience Model for Interactive Art Production (인터랙티브 아트 제작을 위한 인간의 감각 기반 시뮬레이션-체험 결합 모델)

  • Liu, Ting-Ting;Lim, Young-Hoon;Paik, Joon-Ki
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.169-184
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    • 2021
  • Recent advances in science and technology leveraged various artistic tools. Interactive art based on various media technologies became popular in a short period, and is widely appreciated as a new form of art. This new form of art has a different method of expression from traditional art such as painting or sculpture. It aims to strike a balance among the artist, audience, and piece of art through interaction between the work and viewers. Viewers can take part in the creation process, going beyond the conventional way of art appreciation. This paper analyzes interactive art production techniques based on human senses from the artist's perspective. "Simulation-experience model" will be suggested after looking at several example artworks. Charming, which was produced based on this model, will be introduced and its meaning will be analyzed. The objective of this paper is to predict the future of interactive art and changes in the art form by studying interactive art production techniques based on human senses. We believe that the prediction is helpful in understanding the artistic and technological value and the social influence of interactive art in the future.

Pungsu Aesthetics of Korean Traditional Garden - Focused on Kosan Yoon Sun-Do's Gardens in Mountain- (한국전통정원에 구현된 풍수미학 연구 - 고산 윤선도의 원림을 중심으로 -)

  • Sung, Jong-Sang
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.30 no.4
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    • pp.70-80
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    • 2012
  • There isn't much of discussion about survey of traditional Korean garden with a perspective of Pungsu. Strictly speaking, it is difficult to list the names of gardens in which Pungsu theory is applied. But it is necessary to study in depth the Korean garden in mountain in relation with Pungsu. The reason is as follow; First, Pung-su and gardening both reflect man's responsive attitude and approach toward nature. Second, selecting a site for a garden requires aesthetic eyes to consider the harmony with the surrounding landscape and its compositions, where the perspective of Pungsu can play as an important component at work. Third, Pungsus complementary function justifies the correlation between Pungsu and Korean gardens. Gardens can be viewed as a solution to complement negative elements of Pungsu on site. This article tries to study the relationship between Pungsu and Korean garden in mountain in terms of Pungsu aesthetics. In Kosan Yoon Sun-Do's Buyong-dong garden, excavated perspectives of Pungsu aesthetics are fell into two categories; the spatial frame based on Pungsu topography and the dimension of enjoyment through visual angles between essential points. The former can be said as Pungsu topography as a mental image which was constructed by selected points and given Pungsu meanings; the latter is visual angles between those points by which make it possible to see and enjoy in comfortable sights. In such way making and enjoying Buyong-dong garden with full of Pungsu oriented meanings and aesthetics, Kosan Yoon Sun-Do enjoyed and sublimated his experience in nature into art.

A Study of Walking, Viewing and Fragrance-based Forest Therapy Programs Effect on Living Alone Adults' Dementia Prevention (걷기, 경관감상 그리고 향기를 이용한 산림치유프로그램이 독거노인의 치매예방에 미치는 효과 연구)

  • Kim, Il-Doo;Koo, Chang-Duck
    • Korean Journal of Environment and Ecology
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    • v.33 no.1
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    • pp.107-115
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    • 2019
  • The purpose of this study is to examine the effect of forest healing programs with walking, sightseeing, and forest scent among six healing forest treatments using forest environment on the cognitive function, depression, and quality of life of elderly living alone. The subjects of the study were 17 senior citizens living in Samcheok and complaining of severe depression and forgetfulness. They were divided into two groups, and each group participated in the six sessions of the weekly forest healing program. All of them were surveyed of a Korean version of the MMSE-K, BDI (Beck Depression Inventory Korean Version), and SF-36 (Short Form 36 health survey questionnaire) with the questionnaire designed for the one-group pre-post test to examine changes in cognitive function, depression, and quality of life. The results showed that the mental status, depression level, and quality of life of respondents were significantly higher after healing programs. These results suggest that participation in healing program activities using forest environment can improve cognitive function, relieve depression and improve quality of life for senior citizens living alone. Therefore, inducing older adults who live alone and avoid outside activities to participate in the regular forest healing program will contribute to the prevention of dementia due to age and environment.

A Study on the Smart(智慧) Museum in China: on the case of Dunhuang Museum, The Palace Museum, China Arts and Crafts Master Museum (중국 스마트(智慧) 박물관에 관한 연구: 둔황 박물관, 고궁 박물관, 중국공예미술대사 박물관 사례를 중심으로)

  • BO KYONG KIM
    • Journal of Internet of Things and Convergence
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    • v.9 no.3
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    • pp.69-74
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    • 2023
  • Smart museums based on the growth of online exhibition can be seen as in line with the movement of the 4th Industrial Revolution. By combining art and technologies, they enable viewers to experience culture and art. This study examined the cases of the Dunhuang Museum, the Palace Museum, and the China Arts and Crafts Master Museum to assess or identify how China is leading by accepting the technology of the fourth industry and applying the technology. In common, Chinese smart museums are widely used for collecting enviromental data, establishing integrated digital applications, and preserving collections, services, management, and exhibitions through VR, and AR. Through the case of the Chinese Smart Museum, this study identified the online exhibition as a space that exists in another dimension rather than an image replica with excellent operational utility. Therefore, online exhibitions are the best medium to expand the space, and viewers can explorethe museum's exhibition room and engage with all the contents of the museum without visiting the museum in person. Through the online exhibition of smart museums, visitors and viewers can be transformed into more active cultural consumers and develop collective capabilities.

A Study on the Preference Program of Forest Healing by Region According to Moving Line (이동동선에 따른 지역별 산림치유 선호프로그램에 관한 연구 - 전주시 건지산을 중심으로 -)

  • So, Eun-joo;Park, Yool-jin
    • The Journal of the Korean Institute of Forest Recreation
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    • v.22 no.4
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    • pp.35-48
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    • 2018
  • This research was carried out to provide a good quality forest healing program as a basic source of development by researching the general characteristics of users of Geiji Mountain in North Jeolla Province, the recognition of forest healing and regional preference programs. As a result of the survey, Geigisan Mountain is used as a natural place for recreation and leisure of residents of Jeonju. The most important factors in the selection of forest healing programs for visitors were the activities, organization and chronology of the program, and the main purpose was to improve health. Week-by-week programs utilizing weekends were preferred for management of forest healing programs. It was revealed that sports programs prefer to enjoy natural scenery, forest experience programs, healing programs, forest therapy programs, meditation programs, and listening to forest music. The outcome of this study is expected to be used as a basic source for developing and researching a program for forest healing in the area of Mt. Meanwhile, the limit on the composition of suitable forest healing programs according to preference is required for continuous and continuous integrated study of the forest healing program for the future of the forest healing program.

Development of Model for Video Media Music Therapy Program Using Body Expression -Based on Color, Harmony and Dynamics- (신체표현을 활용한 영상미디어 음악치료프로그램모형 개발 -색깔과 화음 및 다이나믹을 중심으로-)

  • Shin, Yeon-Sook;Cho, Sung-Hee
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.429-437
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    • 2012
  • The purpose of this research aims to find the changes resulted from the collaboration of colors, harmonies, and dynamics within a music. Through this research model, psychologically change of color and harmony, dynamics have explored to collect the resources for the research of the visual media music therapy program. In video media, music is utilized as non-verbal communication in many areas. The connection between melodies and colors, especially, is one of the most effective instrument to reduce the gap between realities and imagination, thus leading emotional inspiration. Gim's(Guided Imagery and Music) model of musical therapy strives to understand inner-side of human nature, and gives an insight into self-understanding. We would like to promote active, and physical model of musical therapy aside from passive existing mode, and apply it as the base resource for our ever-changing society, and teenage education.

The Conducting Motion Recognizing System Using Acceleration Sensors for the Virtual Orchestra (가속도 센서를 이용한 지휘 동작 인식 시스템)

  • Son, Dong-Kwan;Lee, Hui-Sung;Noh, Young-Hae;Wohn, Kwang-Yun;Goo, Bon-Cheol
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.124-129
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    • 2006
  • 음악은 소리를 즐긴다는 뜻을 담고 있다. 감상자에게 단순한 청각적 자극을 넘어 즐거움을 주기 위해선 음악적인 경험이 뒷받침되어야 한다. 가상 현실을 이용한 사용자와 시스템 간의 상호작용을 음악 경험 제공에 접목하려는 시도는, 새로운 경험을 통해 일반인들이 보다 쉽게 음악을 접하고 체험함으로써 음악을 통해 즐거움을 얻을 수 있도록 도움을 주는 데에 그 목적이 있다. 가상 오케스트라를 구현하고 지휘 동작을 재현하는 것은 이러한 가능성을 극대화하는 연구이다. 본 논문에서는 가상 오케스트라를 구현하기 위해 필수적인 중간 단계로, 사용자의 지휘 동작을 감지하여 연주의 박자(속도)를 제어하는 지휘 시뮬레이션 시스템을 제시한다. 실제의 지휘 동작을 분석하고, 동작의 변화를 인식하기 위하여 가속도 센서를 이용, 공간상에서 지휘봉의 움직임을 가속도 정보로 수집하여 이에 상응하는 박자의 제어를 구현한다. 사용자의 박자 명시에 따라 변화하는 상하 방향의 가속도를 센서를 통해 전압 신호로 입력 받고, DSP 의 A/D conversion 모듈에서 디지털 신호로 변환, 일정 수준 이상의 신호를 박자 정보로 직렬통신을 통해 컴퓨터에 전달한다. 컴퓨터에서는 Max/MSP를 이용하여 각 박자 사이의 시간 간격을 측정하고 상응하는 MIDI 음악을 재생하는 방식으로 시스템이 구현된다. 기존 연구에서 사용된 CCD 카메라에 의한 Motion Tracking 을 보완하여 동작의 크기에 따라 음량을 조절한다. 본 논문에서 제시되는 시스템은 지휘 동작에서 가장 특징적으로 나타나는 상하 방향의 급격한 가속도 변화를 직접 입력 받기 때문에 기존 시스템에 비해 지휘 동작의 인식 성공률을 높일 수 있으며, 화상 처리 및 계산에 의한 지연을 최소화할 수 있다. 또한, 장치의 규모를 소형화하여 보다 지휘봉의 형태에 가까운 인터페이스를 제공하며, 적합한 응용 콘텐츠를 접목할 경우 게임 컨트롤러로의 발전 가능성이 있다.

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Effects of Indirect Forest Experience on Human Psychology (간접적 산림체험이 인체의 심리에 미치는 효과)

  • Jeon, Jin young;Shin, Chang Seob
    • Korean Journal of Environment and Ecology
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    • v.31 no.4
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    • pp.420-427
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    • 2017
  • The purpose of this study was to investigate the indirect effects of forest using the forest healing factors such as landscape and hearing factors on mood improvement. The experiment was conducted for about 2 months from October 5, 2016 to November 30, 2016 targeting 30 healthy college students ($23.6{\pm}1.7$ years old). After making 3 factors(image factor, sound factor and image+sound factor) using scenery and sound of both forest and urban space, participants undergone the test in a room. And the effects of these 3 factors on the mood improvement were compared and analyzed using SPSS 18.0 program. Profile of Mood State test (POMS) and Semantic Differential method (SD) were used to measure mood improvement as a psychological test. As a result, indirect forest stimulation showed effects of suppressing tension, fatigue, anger, confusion, depression, and enhancement of vitality. No significant difference was observed in the comparison between forest stimuli. However, Compared with the urban stimuli, the stimulation of the forests has the effect of enhancing pleasant, natural feeling and calmness.

A Study on the Music of Musical based on Conceptual Blending Theory (개념적 혼성 이론을 통한 뮤지컬 <웨스트 사이드 스토리>의 음악 연구)

  • Seong, Chan-Kyeong;Chang, Min-Ho
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.648-658
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    • 2020
  • In essence, Musical theatre is a multimedia show, so when you listen to musical numbers, you will experience it through multiple senses. Therefore, in order to analyze musical numbers, emphasis should be placed on its interaction with various media such as lyrics, dance, and theatre, which have a direct association with the music. Through the Conceptual Blending Theory, which can comprehensively consider the combination of text and music, the combination of movement and music, and the combination of visual elements and music, this study analyzes the music of Musical . By exploring the result of interaction between lyrics and music, the interaction between choreography and music, and the interaction between stage and music, the artistry and intrinsic value of the work can be proved. In addition, we can discover the process and system of integrated interpretation through music analysis applying Conceptual Blending Theory. Therefore, Conceptual Blending Theory has sufficient utility as a methodology for music analysis of musical theatre.