• Title/Summary/Keyword: 디지털예술

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A Study on the Effective Use of the Physical Computing for creative learning (초중등 창의 학습을 위한 피지컬 컴퓨팅의 활용 방안)

  • Eom, Ki-Soon;Lee, Won-Gyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.04a
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    • pp.1008-1011
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    • 2014
  • 디지털 기술의 발달과 함께 기술과 예술및 디자인의 경계가 모호해졌고, 이미 많은 교육기관에서는 두 분야를 교육에 녹여내고 있다. 그래서 본 연구에서는 창작의 관점으로 초중학생들에게 피지컬 컴퓨팅로 교육하였하였으며, 학생들은 아이디어부터 결과물까지 스스로 작품을 제작하는 경험을 하였다. 나아가 실제 학교 교육현장에서 활용할 수 있을지 방안을 모색해보고자 한다.

A Study on the Development of Film with the Advancement of Editorial Techniques (편집기법의 진보와 영화의 발전에 관한 대한 연구)

  • Huang, Lixiang;Choi, Wonho
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.87-88
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    • 2019
  • 영화에서의 표현 방식은 매우 중요한다. 하나의 이야기가 편집 기법을 통해 상반된 내용으로 바뀔 수도 있기 때문이다. 때문에 편집 기법은 점점 정교해지고 있으며, 이에 따라 영화 예술도 추동되고 있다. 연구자는 영화의 연출과 구성, 리듬과 몽타주 등의 기법을 분석하여 편집이 영화에 끼치는 영향에 대해 연구하고자 한다. 그럼으로써 편집 기법과 영화의 상호성에 대한 체계화에 기여하고자 한다.

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Digital Image Aesthetics of Iwai Shunji : Focused on (이와이 �지(Iwai Shunji)의 디지털 영상미학 : <라스트 레터(Last Letter)>를 중심으로)

  • Kim, Do-Hyeong;Oh, Dong-Il
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.157-169
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    • 2020
  • Entering the 21st century, the production environment and system of film art were very rapidly implemented from analog to digital. In such a process, the development and change of imaging technology have had a profound effect on the expressive modalities of visual aesthetics. However, in-depth discussions on how the existing analog aesthetic has been implemented into the digital environment are somewhat insufficient. In this study, Iwai Shunji's latest film , which continues to carry out remarkable creative activities across the analog and digital ages, specifically examines what 'Iwai aesthetics' he has pursued since the analog era is revealing in the digital age. Methodically, Iwai Shunji's transition from analog to digital age was examined and his digital film was approached and analyzed from three aesthetic perspectives : 'Light', 'Composition', and 'Space and Point of View'.

A Study on Creative Industry Development Vision based on Digital Contents (지식창출형 콘텐츠 기반 창조산업 육성방안)

  • Noh, Si-Choon;Bang, Kee-Chun
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.47-53
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    • 2012
  • Economic crisis, efforts to overcome the digital content industry development at home and abroad have been racing in the country's future lies in the digital content industry. Therefore, the digital content industry through vision, model identification knowledge-based global digital content market-based deployment is required. For research purposes the digital content industry to derive an alternative to national industrial development that will lay the groundwork. The deployment order for the first digital content industry, SWOT analysis performed to derive the Korean-specific model. As a result, measures based on the advancement of digital content industry as a long-term vision and specific goals are presented as staged. The age of convergence of the u-media content markets in government, corporations, consumers, and these form the structure of a virtuous cycle distribution systems for energy by being active, synergistic effects are obtained. Above all, based on the content industry to secure internal and external growth is key. Vision of the digital content, the growth momentum of the national social development policies to be used as a role model by changing the way a series of courses is required.

The State and Trend of Digital Signage Research in Korea (한국 디지털 사이니지 연구의 어제와 오늘: 연구 추세와 미래 연구 제안)

  • Yoo, Seung-Chul;Min, Jeewon;Hwang, Hye-Hyung
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.745-757
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    • 2016
  • The objective of this study is to understand and give an overview regarding research trends in digital signage in Korea, which has recently received significant attention from the media market. For the past 10 years, from 2006 to 2016, 69 studies related to digital signage were found. Following the coding guidelines, the present study conducted a content analysis on the published peer-reviewed journals in Korea including their published year, each journal's number of compilations, journal ratings, number of researchers and their major, field of research, research medium, research method, research samples, and the applied statistical analysis. Through the analyzed results, we found out that there are numerous studies on digital signage in various fields of study, including media content. A number of case studies and experimental studies were made. However, theoretical research on digital signage was still found to be insufficient. Lastly, a wider variety of theories are suggested to be applied in future study along with conducting joint research with cooperation between industry partners and academics in order to further advance the research on digital signage.

Film Production Using Artificial Intelligence with a Focus on Visual Effects (인공지능을 이용한 영화제작 : 시각효과를 중심으로)

  • Yoo, Tae-Kyung
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.1
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    • pp.53-62
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    • 2021
  • After the first to present projected moving pictures to audiences, the film industry has been reshaping along with technological advancements. Through the full-scale introduction of visual effects-oriented post-production and digital technologies in the film-making process, the film industry has not only undergone significant changes in the production, but is also embracing the cutting edge technologies broadly and expanding the scope of industry. Not long after the change to digital cinema, the concept of artificial intelligence, first known at the Dartmouth summer research project in 1956, before the digitalization of film, is expected to bring about a big transformation in the film industry once again. Large volume of clear digital data from digital film-making makes easy to apply recent artificial intelligence technologies represented by machine learning and deep learning. The use of artificial intelligence techniques is prominent around major visual effects studios due to automate many laborious, time-consuming tasks currently performed by artists. This study aims to predict how artificial intelligence technology will change the film industry in the future through analysis of visual effects production cases using artificial intelligence technology as a production tool and to discuss the industrial potential of artificial intelligence as visual effects technology.

A Study on the evaluation technique rubric suitable for the characteristics of digital design subject (디지털 디자인 과목의 특성에 적합한 평가기법 루브릭에 관한 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.525-530
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    • 2023
  • Digital drawing subjects require the subdivision of evaluation elements and the graduality of evaluation according to the recent movement of the innovative curriculum. The purpose of this paper is to present the criteria for evaluating the drawing and to propose it as a rubric evaluation. In the text, criteria for beginner evaluation were technical skills such as the accuracy and consistency of the line, the ratio and balance of the picture, and the ability to effectively utilize various brushes and tools at the intermediate levels. In the advanced evaluation section, it is a part of a new perspective or originality centered on creativity and originality, and a unique perspective or interpretation of a given subject. In addition, as an understanding of design principles, the evaluation of completeness was derived focusing on the ability to actively utilize various functions of digital drawing software through design principles such as placement, color, and shape. The importance of introducing rubric evaluation is to allow instructors to make objective and consistent evaluations, and the key to research in rubric evaluation in these art subjects is to help learners clearly grasp their strengths and weaknesses, and learners can identify what needs to be improved and develop better drawing skills accordingly through feedback on each item.

SNS Utilization Profiled as Per Six Continental Areas, Dance Genre, Types at Overseas Dance Arts Companies (해외무용예술단체의 6대륙 지역별, 무용장르별, 유형별, SNS 활용 프로파일)

  • Jeon, Soon-Hee;Yang, Yu-Na
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.74-83
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    • 2014
  • This study was conducted for the overall analysis for the interests, generally and uses of SNS (Social Network Service) of the overseas dance arts company. The subjects of this study were total 3,614 of countries, public, private and personal dance arts company in 100 countries on six continents. The selected 627 company which operate at least one SNS, and included them in this study. Then analyzed the SNS utilization six continental areas as per dance gener, types, and dance gener analyzed as per types. Also analyzed the SNS utilization six continental areas, dance gener as per types and obtained the following result First, It appeared that Ballet company of North America continent took advantage of SNS the most. Second, It appeared that Facebook, Twitter of North America was the most frequently used. Third, It appeared that Facebook wsa the most frequently used by traditional dance company. Fourth. Facebook, Twitter, Youtube were the most activity used by Ballet company of North America continent. In conclusion, this study recommends the policy alternatives related to the awareness of digital media, the establishment of the SNS marketing information system.

Analysis of the Emergence of Interactive Art in Art and Artificial Life (인터랙티브 아트의 창발성에 관한 분석 -인공생명 예술을 중심으로-)

  • Kim, Hee-Young
    • Journal of Digital Contents Society
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    • v.9 no.1
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    • pp.131-137
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    • 2008
  • The salient features of interactive art development through the participation of spectators in the late 20th century could be creativity and possibility of future growth by biological factors. With the development of artificial life studies, Interactive art holds a position in the biological developmental stage, but relevant studies have not been active. This study analyzes three representative case studies located in the emergent stages of development and examines the traits closely so that the foundation of developmental direction of emergent property would be clarified.

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A Study on 'Fur eine philosophie der Fortografie' by Vilem Flusser ('사진의 철학을 위하여'에 대한 소고)

  • Kim Joo-Hwan
    • Journal of the Speleological Society of Korea
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    • no.64
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    • pp.61-80
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    • 2004
  • This book deals with a .gesture of photography as a Political phenomena. In the gesture of photography, the conceptions that influences the cause and the policy of solutions that conflict the cultures, are developed. The contents of this book contains lots of items, and efforts to find the root of the digital revolution of nowadays.