• Title/Summary/Keyword: 디지털예술

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A Study on the Expression of Social Agenda through the Analysis of Symbolism and Meaning of Formative - Focused on the Animation (조형의 상징성과 의미 분석을 통한 사회 의제 표현 연구 - 애니메이션 <윌러비 가족>을 중심으로)

  • Kim, Ye-Eun;Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.607-615
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    • 2022
  • Animation is a popular art in the form of enlightenment that intimately approaches people of various ages and makes them reconsider the social problems they have ignored. Therefore, this paper analyzes how the character setting and formative symbolism in "The Willoughbys" raise awareness of social agendas. The previous studies found that the modern society needs to be aware of child abuse and various types of family, and examined that color and formativeness of animation induce psychological and behavior change from the audience. The work shows emotional abuse and neglect as characters, and presents the subdivided form of the family. The rainbow symbolizes diverse family members. The agents with visual characteristics express the modern principle-based secondary perpetrator along with apathetic neighbors to urge a change in audience perception. This paper insists the value of animation when it is essential to raise public awareness prior to the construction of a welfare society and support system.

The Effect of the Experience Factors of New Media Art on the Motivation (뉴미디어아트의 경험요소가 이용동기에 미치는 영향에 관한 연구)

  • Yoon, Yeosun;Ahn, Byeonghoon
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.279-285
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    • 2022
  • The development of various media and technologies as a digital paradigm brought about a change in perception of the times along with the culture and art industry, and the innovative influence of new media accelerated the change in the environment for experiencing art. Technological and art converge and emerge due to changes in the digital environment, and New Media Art centered on interaction and participation enables two-way communication. As research on the interaction between domestic and foreign digital paradigms and New Media Art continues, this study also focused on this. In this study, the elements of experience in New Media Art were defined and their effects on motivation to use them were verified. In New Media Art, based on the theoretical basis of the existing experience factors and applying and analyzing the factors of motivation, it was verified that the factors of experience were applied as very useful variables, and it was confirmed that they actually affect usage motivation. The conclusion and significance of this study were discussed in that it was an early study that was used as a path on the use motives of experienced users according to the interaction characteristics in New Media Art.

A Case Study of Demonstrating the Process of Digital Restoration of the Relationship between History and Culture Focused on "Latelier" (디지털 역사문화 관계성 복원 프로세스 사례연구 - 라뜰리에를 중심으로 -)

  • Kim, Keun-Soo;Ko, Jeong-Min
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.156-164
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    • 2021
  • Currently, digital restoration has s long way to go. Character restoration is only used as a one-time event to restore the shape of a specific person, and building restoration is only composed of digital modeling rather than using the restored cultural assets as content. There is a limit to restoring even the story of a building or a person with the current restoration method alone. Therefore, this study analyzed the method and process of digital restoration of a 'historical and cultural space' encompassing spaces, people, and events, focusing on relationships. In order to derive digital restoration methods, the case of 'Latelier', an indoor theme park based on Gogh, was analyzed. According to the study, the relationship of the person important for digital restoration is important. Based on Gogh's relationship, the process was formalized in four stages for digital restoration: the preparation stage, the digital archive stage, the DB advancement stage, and the demonstration stage. The restoration of the story of the character through the relationship can be expected to converge the past and the present as a true historical restoration, and through this, it is expected that the innovative development of digital restoration can be achieved.

Visual Interface Trend of Digital Media Expressed on Contemporary Interior Design (현대 실내디자인에 표현된 디지털미디어의 비주얼 인터페이스 경향에 관한 연구)

  • Eun, Ee-Sun;Chung, Mi-Ryum
    • Korean Institute of Interior Design Journal
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    • v.15 no.5 s.58
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    • pp.104-111
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    • 2006
  • Digital media changed not only our lifestyle and sense of value but also art and space design, and development of technology will accelerate the alteration. It provided limitless possibility and inspiration to art, architecture and design. In this 'image' era, media communicate with us mostly in visual method, which gets to he realized by visual interface. The purpose of this study is to analyze the tendency of visual interface of contemporary interior design cases in the standpoint of digital media characteristics and suggest directions for future space design. The characteristics of digital media and interface are defined, and how the concept unfolded in art, design is also discussed. In interior design, the concepts come out as various types of visual interface, showing the characteristics of composition of material and immaterial, interaction between visual information and space users and among users, realization of cyberspace and simultaneous coexistence of multiple space-time multi-layer.

현장포커스 - 2009 디지털포토포럼 및 사진기자재전 기자 간담회

  • Park, Ji-Yeon
    • The Optical Journal
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    • s.122
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    • pp.35-37
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    • 2009
  • 대한사진영상신문사가 주최하는 2009 디지털포토포럼 및 사진기자재전 기자 간담회가 지난 6월16일 신도림 테크노마트 11층 기자회견실에서 열렸다. 이번 기자 간담회에서는 대한사진영상신문사, 광학세계, 사진예술, 디시인사이드, 다나와, 디지털캐치 등의 기자들이 참석한 가운데 한국후지필름(주)의 신개념 포토 솔루션 '후지 포토매니저 시스템', 송화시스템기술(주)의 포토북 제작 솔루션 '픽토리', 한국HP(주)의 디지털 포토 솔루션 'HP RPS' 등 각 제품 소개와 공급사의 마케팅 전략 발표 시간을 가졌다. 아울러 국내 사진시장의 환경변화에 따른 스튜디와 및 미니랩 현상소의 대응 전략을 발표하는 세미나장과 사진기자재 업체들의 관련 제품 전시장을 둘러보는 시간을 가졌다.

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Research of a Repetitive Moving Image based on the 'Difference and Repetition' Theory of Gilles Deleuze - Focusing on the Moving Image of Addidas (질 들뢰즈의 차이와 반복 이론을 기반으로 한 영상이미지 연구 - 아디다스 영상을 중심으로)

  • Hong, Jin-Young;Chun, Ji-Yoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.05a
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    • pp.644-646
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    • 2019
  • 테크놀로지의 발달로 영상 이미지는 영상 예술 뿐 만 아니라 다매체에서 디지털이미지로 전달되고 있다. 기존의 영상 이미지는 화면 프레임을 단순히 시간적 움직임을 재현하는 것이나 제한된 화면 효과를 통해 표현되었다. 그러나 테크놀로지의 진보로 인하여 디지털 미디어는 기존 영상 기법을 확장시켜 다양한 표현을 빠르고 쉽고 편리하게 구현이 가능하게 되었다. 이와 같은 기술적 진화는 결과적으로 영상 이미지가 생성하는 이미지와 이미지 사이에 생기는 이질적 간격을 복잡하고 자극적으로 끝임 없이 전달 받게 되는 상황에 놓이게 되었다. 우리에게 디지털 이미지가 생성하는 이미지의 시간성이 움직임을 어떻게 해석할 수 있는지 들뢰즈의 관점에서 살펴보고, 인식적 요소가 실질적으로 어떻게 표현될 수 있는지 실증적인 사례<아디다스 광고 영상>을 중심으로 분석해 보고자 한다.

Influence of Online Broadcasters on Conventional Offline Broadcasters and its Correspondence strategies (온라인 방송이 기존 오프라인 방송에 미치는 영향 분석 및 대응 전략)

  • Lee, Sanggil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.11a
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    • pp.6-8
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    • 2018
  • 인터넷과 스트리밍 기술의 발달로 온라인 방송서비스가 출연하면서 디지털 온라인 콘텐츠 서비스 사업은 기존 오프라인 방송인 지상파 케이블 위성 IPTV 방송에 콘텐츠 제작과 수익면에서 상당한 영향을 미치고 있다. 지금까지 보편적 대중에 전달하던 일반적인 콘텐츠 제작 및 보급이 전통적 방송의 역할이었던 반면, 디지털 온라인 방송은 특정한 분야별 그룹과 연령별 그룹에 맞춤형 콘텐츠를 제작하고 이를 방송하면서 개성있는 ?춤형 방송을 진행하며 레가시 미디어(legacy media)를 위협하고 있는 것이 현실이다. 이제 기존의 방송국들은 더 이상 전통적 방송 제작의 특성을 고수하기 어렵게 되었고 새로운 미디어 세계에서 살아남기 위해 디지털 온라인과 오프라인의 경계를 허물고 융합해야 하는 것이다. 왜냐하면 기존 방송국들은 TV플랫폼만 의존하던 시청자들이 온라인 채널로 이동으로 시청률 하락과 광고 및 부가서비스 수입의 위축으로 경영의 어려움이 현실화 되고 있기 ?문이다. 본 논문은 디지털 온라인 방송환경이 기존의 오프라인 방송국에 미치는 영향을 분석하고 기존 방송국의 위기를 타개하기 위한 대응전략을 연구하였다.

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A Study on Property of Light Representation based on CGI(Computer-Generated Imagery) in IBL(Image Based Lighting) (IBL(Image Based Lighting)에서 나타나는 CGI기반 빛 재현의 특성에 관한 연구)

  • Chung, Kue-Hyung;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.371-378
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    • 2014
  • We understand the real form with light and it make us to visualize the world. Hence, light have got a great influence on formative arts in many ways from ancient time to now. Invisible and substantial light is described by many representational tools in various way and project the illusion. Projected illusion caused the change in human and general social culture. For such a reason, the representation of light is most important issue without distinction of age, space and genre. Now we are faced with CGI light just same as real light. So we need to study about properties of CGI light representation.

The Meaning of Parody and the Freedom of Expression (패러디의 의미와 표현의 자유)

  • Jang, Yeon-Yi;Kim, Hee-Kweon
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1333-1339
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    • 2017
  • Parody is credited for one of the forms of artistic presentation, and the utilization has been increasing day by day. However, there is no clear regulation in legislation or case. Parody is usually made without authorization to exploit of original author, so there is a lot of controversy over its infringement of copyright. Constitutional Law guarantees the freedom of expression and that of art, but it protects the author's right as well. So it is important how settle the collision of fundamental rights. It is expected the development of a variety of discussion on parody from the views of the basic value the Constitution pursues and the improvement and development of the culture that is the purpose of Copyright Act.

Possibility for Extending an Interaction by Multi-User on MediaFacade Environments (미디어파사드 환경에서 다중 관람자에 의한 인터랙션 확장가능성)

  • Jang, Seung-Eun;Kim, Sang-Wook
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.48-56
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    • 2012
  • The interaction using digital media has been widely utilized in modern art. In particular, network based digital media enables two-way and real-time communication regardless of time and place. Network is possible to connect to effective and meaningful communication of extended relationship. This study proposes novel human-MediaFacade interaction method through a mechanism on interworking between 3D mapping technology and social media, smart devices. This study has an important meaning which can be set multi-user interaction. And a study of creating 'Facade' which interaction has high artistic value.