• Title/Summary/Keyword: 디지털예술

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A Convergence Study on Competitiveness Perception of Festival Specialists on Local Festival -Focusing on Q Method- (축제전문가의 지역축제 경쟁력 인식에 관한 융합연구 -Q 방법론 중심으로-)

  • Kim, Han-Joo
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.133-139
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    • 2015
  • The purpose of this study was to examine perceptions on the festival competitiveness of festival specialists. Though extant studies for improving competitiveness of local festival is continued, differences of competitive perception is shown. Thus this study used Q methodology in order to analyze local festival competitiveness perceptions by specialists. The Q sample was based on a review of related academic literature and newspaper, as well as interviews, while Q sample consisted of festival committee, public officers, related artists, art directors, event companies, and related professors. The analysis shows that meaningful three types of competitiveness perception. The results show that local festival competitiveness perception is source of local festival competitiveness. Theoretical and practical implication were discussed.

A Study on The Application of VR Technology for The Contents of Petroglyph Museum (VR기술을 활용한 암각화 박물관의 콘텐츠 개발 연구)

  • Kang, Young-Hwan
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.443-453
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    • 2016
  • The Petroglyph is a drawing on the rock which reflects the art, religion, myth, and life style of prehistoric society. Recently lots of researches have been studied to develop the contents applying the petroglyphs in the fields of exhibition, education, entertainment, and commercial. This research aims to find some possible VR contents based on the petroglyphs text. The review on the Ulsan petroglyph museum which is the first and the only petroglyph museum in Korea was the first step. Some limitation and problems were found in the current contents which could be overcome by using VR technology. The next step was the overall review of VR system and devices, and then I analyzed five cases of VR contents which specifically applied to the cultural heritages. Based on the analysis of case studies I propose some possible VR contents more immersive and interactive covered with whole range of petroglyphs context, environmental, social, cultural, technical and artistic.

The process for adjustive media as design method with feedback (Adjustive Media의 feedback을 수반한 작품 제작 방법)

  • Cho, Hyun-Seung
    • Journal of Digital Convergence
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    • v.11 no.6
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    • pp.311-317
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    • 2013
  • Most of the existing interactive arts or entertainment systems consist of the following three steps: 1. the system's prompting the action of the participant, 2. action of the participant, and 3. response of the system. They do not presuppose these successive processes are performed continuously and repeatedly, and they are designed to express the concept of the work in each interaction. The opposite approach is to transmit the concept of the work in a continuous and repeated experience. The authors propose "Adjustive Media" as a type of work based on this approach. Adjustive Media has a spiral model with feedback. When participants experience the work repeatedly, they can recognize the difference of results between each interaction, and they can under- stand more closely the intent of the designer. This paper will propose 3 design processes for Adjustive Media as design method, and will introduce the prototypes of Adjustive Media.

EEFL using intelligent lighting system control device (EEFL을 이용한 지능형 조명시스템 제어장치)

  • Park, Yang-Jae
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.229-234
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    • 2013
  • The purpose of this study is to develop a lighting apparatus of the illuminance and color temperature to maximize the ability of the optimal combination of light sources that can be controlled efficiently control device. Finding people comfortable feeling for indoor lighting that can be used in a variety of color temperature illumination area by combining light sensitivity can be realized. Lighting apparatus for fluorescent lamps with different color temperature of 2000K and 8000K, and by varying the quantity of each of the fluorescent lamps, the illuminance of lighting equipment and color temperature through optical simulations were evaluated. By infrared remote control receiver, divided into 5 types of relaxation, conversation, meeting, hospitality, arts and the lighting environment you want to transfer the PC0 ~ PC4 through the parallel port on the mode selected by the user at the receiving end the DC voltage output. EEFL inverter input DC voltage and the DC input voltage, depending on the level of EEFL dimming value (illuminance and color temperature) lighting environment you want to create change while using a PIR sensor EEFL automatically turn off if people do not have was developed so that the power consumption so you can save.

The systemic contemplation of sadness mediation program applied to internal senior citizens (국내 노인 대상 우울 중재프로그램에 대한 체계적 고찰)

  • Kim, Kyung-Mi;Kim, Hyun-Young
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.391-400
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    • 2015
  • This research analyzes the actual condition and trend in 119 research papers about sadness mediation program for senior citizens, which were published from 1990 to 2014, to find an expansive way for seniors. And the result is as in the following: publish year of subjects is 2010 to 2014, research plan was done by experimental-control group plan, and we quoted the most of the yardstick from foreign research, in the case of the seniors stays in their own house. Art therapy is the most common way of mediation, and most programs were done less than 10 times, once in a week, and less than 60 minutes in once. And variable of efficacy is verified in the order of physical ability, self-worth, and cognitive function. As the first research that analyzes the trend of sadness mediation program for senior citizens, this research is expected to help setting the direction of future research. that is related to convergence.

The Convergence of Fine Art and Printing Technology in the Early Modern Netherlands (근대 초 네덜란드의 인쇄술과 미술의 융합: 루벤스와 보르흐트의 사례)

  • Jung, Won
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.391-397
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    • 2020
  • This article aims to introduce a representative case of convergence among art, technology and science, and look into the factors that contributed to its success. The focus is specifically brought to the cooperation between the Plantin Press and local painters in Antwerp in the Netherlands during the 16th century. The Plantin Press scored huge successes through collaboration with Flemish artists such as Rubens and Borcht. This helped the artists to use their talents in a new medium or to secure a job that appreciates their values. The Plantin Press outdid its competitors in the market through applying new techniques on its works. Great botany books also came out as a result of such convergence. The backdrop to the Netherlands appearing as the center of botanical studies in the 17th century is the concerted efforts of the painters that created quality illustrations and the publishers that knew how to use them efficiently.

Research For Creation Plan of Game Culture Street (게임문화의 거리 조성방안 연구)

  • Kim Dong-Kyun;Kim Dong-Hyun;Lee Ju-Young;Yu Yeo-Jung;Choi Sung-Kuan
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.38-43
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    • 2006
  • As the quality of life increases, the demand for enjoyment of leisure culture is increasing in modem society. This has led to the growth of cultural industries, creating many new cultural industries, and due to its recent engagement with digital technology, the development of digital cultural contents has rapidly expanded. As an integrated art field grafted with high technology, the game industry in particular is fusible with other various fields to create new leisure cultures. Taking these periodic conditions into consideration, this essay has presented a promotion scheme for game culture street based on the characteristics of game culture that make it easy for anyone to access. Game culture material signifies the grafting of cultural game characteristics to the physical platform of street, to provide, not only diverse applications of game culture, but also a market for vitalized game industries. This essay has researched the validity and components of game culture material promotion, along with promotion schemes for physical street.

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A Study on the Selective Visual Vision and Cinemagraph Expression (영상미디어의 선택적 시각과 시네마그래프 표현 연구)

  • Yu, Jung-Sun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.325-331
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    • 2017
  • The purpose of this study is optional cinemagraph ads based on the case through the psychological theory of visual multimedia story qualitative analysis, quantitative analysis. Cinemagraph analysis would like to present the model. The analysis popular advertising model who starred with the higher profile in 2016 Gmaket of cinemagraph series of ads research, literature research, and Internet media. Analysis, case studies, etc. The analysis appeared around 10 percent was the most effective in the form of moving the form of copper wire. Part of the video cinema than the overall movement of the graph bigger visual flow effects is a dynamic. Moving the direction of the model used copper wires and broadly consistent with the product. Subject & Surrounding and margins are being used within one point or two points. The story of probability model in the short and expressing simple action of the product. Direction of the action, the proportion of multimedia for quantitative analysis of space story for the qualitative analysis of the periphery and jujebu, stories, such as the probability of four.For consideration the terms.

A Gender and The Beauty Showed in Politician's Facial Appearance as an Element of Winning in the Election Process (정치인의 외모에 나타난 선거승리의 요인으로써 아름다움(美)과 성(性))

  • Park, Sun-Young
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.397-414
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    • 2016
  • There will be coming soon a sequence of the so-called election season in Korea. That is the 20th session of general elections and the 19th presidential election which are taking place one after another. When we talk about presidential candidate, we may realize that the choice were relied upon candidate's facial appearance and speech, voice, dress, and so on. One poll showed that capacity and policy were ranked high and figure and image were ranked next by asking "what is the most important factor when you vote for the president?" This study looked into the candidate's face of a newly elected public office through the election voting. I studied how the factors of sex and beauty may affect on the election results. I analyse survey of candidate's photo on the election leaflets. Analyzed result said that candidate's competency and trust have strong relations in the voting choice rather than beauty even if it is statistically significant. I also find that both beauty and competency are positively interrelated.

Cognitive Emotional Schema Analysis through Characters' Network in Shakespeare in Love : The Writing Process of Romeo and Juliet and the Subject of Desire (<셰익스피어 인 러브> 인물 관계망을 통한 인지 감성 분석: 『로미오와 줄리엣』의 창작 및 욕망의 주체)

  • Park, Eun Jung;Sohn, Kirak
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.425-435
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    • 2016
  • This paper has the aim to track down the viewers' cognitive emotion of how they are interacting with the story of Shakespeare in Love. Human minds have cognitive and emotional flows while plots, characters, and action-ideas are intertwined in the story of the film. This paper especially focused on the analysis of characters' networks with four statistical data pictures in order to schematize the storytelling architecture on how and why Shakespeare has strongly motivated to write a great star-crossed love play, Romeo and Juliet in his very young age. This paper examines that Shakespeare's subject of desire is to accomplish both a true love and a sincere play which can make the nature of love true. The desire of subject is always slipped aside into scattering with "object a." In the film of Shakespeare in Love, the "object a" is a writing process and has a product of Romeo and Juliet as well.