• Title/Summary/Keyword: 디지털예술

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Photography as a research tool for studying human psychology: Photos of friendship as an example (인간 심리에 대한 연구도구로서의 사진: 우정 사진을 예로)

  • Moon, Kyoung-Suk
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.337-344
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    • 2016
  • For the past half century, researches on human psychology have witnessed the flourish of various research tools in this area. Many psychological measures were developed to get objectified data and this trend has lead to the abundance of quantified results. However, considering subjectiveness and refinements of human experience, the research focused on individual's unique perspectives and explanations is needed also. In this vein, this study proposed the usefulness of photography as a research tool for human psychology. With the wide spread of smart phone, taking photo became the everyday activity for modern people and also a part of a public art. If photo could play an efficient and unique role to study human psychology, the depth and width of human understanding might change dramatically in positive way. Two friendship photos were presented to suggest the possibility of photo as a research tool and final considerations of using photo were suggested briefly.

A Study on the Convergence Contents of Projection Mapping in China (중국에서 프로젝션 맵핑을 활용한 융합콘텐츠 사례 연구)

  • Shi, Yu;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.311-316
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    • 2018
  • Projection mapping is one of the convergence contents combined with digital technology. After entering the Chinese market, with its fantastic shock of visual impact, it becomes China's most shocking, most popular, and most commercial value of marketing means, to be widely used in advertising, construction, tourism and other fields. But in China, the lack of projection mapping professionals and professional will affect the development of the entire industry. The study analysed the case of projection mapping in China, and discovered the future direction development of projection mapping. Projection mapping will keep going based on local cultural environment, and combined with other intelligent technologies, and spreading to daily life, also expanding the using area, creating the manifestation pattern then contributing greatly to the entertainment content industry.

A study of modern metal craft using analytical formative beauty of line and surface (선과 면의 해석적 조형미를 활용한 현대금속공예 연구)

  • Ko, Seung Geun
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.337-342
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    • 2018
  • This study was started to study the artistic aesthetic value of the antique artwork which is gradually declining in the field of metal crafts. The aesthetic interpretation of the lines and faces that have been identified through previous researches has been defined as a vitality and repetitive beauty. The researchers here have tried to express the formative works which can be repeated and change. As a result, it was found that the object of inquiry which can express the aesthetic beauty felt in the simple change of the line and the face is possible without the advanced technique of the difficult technique or the molding method through the natural and gradual change of the line and the face rather than the regular repetition. Through this study, it was found that the use of future lines and surfaces could be utilized as a variety of aesthetic expression methods as molding elements.

21st Century Visual Culture and Visual Lesson (21세기의 영상문화와 시각적 교훈)

  • Park, Yoon-Sung;Kim, Hye-Sung
    • Journal of Digital Contents Society
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    • v.7 no.3
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    • pp.153-160
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    • 2006
  • It is not too much to say that invention of image divided the 19th and 20th century. Rapidly developed, produced and played images have a stronger effect on human beings and society. Today, images have an influence on forming interpersonal relationships by means of consciousness and ideas of new dimension, creating new image relationship different from verbal relationship between people. Especially moving image(image) is unlike other images, an image has unique psychological characteristics of its on. An image stimulates all the five human senses as well as sight, is easer to access and perceive than other media, and unable to control image development passively in general but get absorbed unconsciously very quickly. On 21th century As we are exposed to image whether consciously or unconsciously everyday, consideration on current times driving human beings and social relationship in an abnormal way is needed. Furthermore, new view of image study suggest to new relation of image that is a key factor to recover humanity and functions of society.

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The narrative space of sound design in films (영화 사운드디자인의 내러티브 공간 연구)

  • Lee, Dong-Hwan
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.391-400
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    • 2016
  • The purpose of this study is to reassert the important role of sound design in creating narrative space in films. The main focus is on re-interpreting Chion's sound space composition as a narrative structure. The sound design process has been analyzed to find that the physical properties of sound are purposely manipulated to create the layers of sound to be perceived by the audience in the same way as human perception and cognition of the actual reality work, eventually to create the cinematic reality. The hierarchy of the layers is determined by the importance of the narrative information contained in each sound, with the higher layers being appropriate to convey the information of the narrative, and the lower layers being efficient to deliver the emotion to the audience. With this idea, each of the Chion's space composition is explained as a distinctive area in telling a story with the separate narrative role from the others.

Research on the Productions of Analog Pens within the Smart Media (스마트 미디어에서의 아날로그 펜화기법 제작 연구 -어플리케이션 "스케치 플러스"를 중심으로)

  • Yoon, Dong-Joon;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.413-421
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    • 2016
  • This research, mainly focused on the development of the iPhone exclusive app 'Sketch Plus', is on the production of pens within the smart media. Our goal is to develop and reproduce pens with surreal rendering as a base and during that process, describe the fusing process of design perspectives and algorithms. This research comprehends the concept of surreal rendering, which is a technique that mimics traditional art forms, and suggests 15 pen techniques and ways to display them by analyzing previous research on smart media. We have described the process of using hatching patterns and resused to solve lag problems that occur during the reproduction of pen techniques due to the limitations of smart devices and organized the conversion process of pen patterns into 4 steps: rough sketch, contrast, applying and mimicking patterns, and applying color. We hope that this research on the reproduction of analog pen techniques can be used as an example for production on fused surreal rendering.

A Study on Designs for the Pulley and Electric-wire for 'HELLO' Artwork at Incheon Airport Terminal 2 (인천공항 제2여객터미널 'HELLO' 작품의 풀리와 전선의 디자인에 관한 연구)

  • Kang, Hee-Ra
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.415-420
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    • 2018
  • This study focused on the designs for the pulley and electric cables for Hello, the artwork displayed at the Great Hall at the Incheon International AirportTerminal 2. This study presented designs for the pulley and cables, and the parts were applied and tested to analyze their durability and problems. Improvements were made for the final production of the work and three samples were produced respectively for the designs of the pulley and the cables. As are sult, this study found that for the pulley, the most efficient design was to fix the cables at its center. In the case of cables, it was most efficient touse flat cables with a wire in the core. These designs were applied to the artwork Hello, which is currently installed at the Great Hall at the Incheon International Airport Terminal 2. Future research will be conducted to make further improvements to the cable sand the pulley.

Comparative study of cultural tourism industry in Korea and China - Focusing on local cultural tourism products - (한·중 문화관광산업 비교 연구 - 지역 문화관광상품 중심으로 -)

  • Hwang, Gyun-Jeong
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.97-102
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    • 2020
  • In this paper, the concept of the diversified cultural tourism industry in Korea and China was summarized and the research direction was suggested. Also, the characteristics and status of the cultural tourism industry were analyzed. As a characteristic of the cultural tourism industry in both Korea and China, it exhibited similar cultural tourism forms such as performances, theme parks, festivals, and museums. Korea had a unique cultural tourism form called Hallyu cultural tourism, and China is also a rare cultural arts complex in Korea. And has developed cultural tourism. The strength of the Korean culture and tourism industry is that it is rich in cultural resources and possesses many assets with cultural contents, and the strength of the Chinese culture and tourism industry is that it has abundant tourism resources and huge economic power. As such, Korea and China with many similarities were found to be a country with high interest and potential in the cultural tourism industry, which is growing into a high value-added industry in the future. In addition, in order to continuously and stably develop the cultural tourism industry, continuous efforts and interests and proper research must be conducted so that the two countries can coexist with each other.

A Study on the Expression of Philosophy Agenda through Animation Contents - Focusing on Korea's Animation film "Padak(2012)" - (애니메이션 콘텐츠를 통한 철학적 의제표현 연구 - 한국 애니메이션 영화 "파닥파닥(2012)"을 중심으로 -)

  • Kim, Ye Eun;Lee, Tae Hoon
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.391-399
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    • 2020
  • Even though the animation industry has been growth since 2011, there is still imitation by public stereotype which insists that animation is only able to cover the young age group and is not the proper genre of art to convey a social or a philosophical agenda. However, describes the philosophical agenda of 'social class' and 'life and death' in the limited space by expressing characteristics and background of fish through its own way. Thus, it shows how animation goes beyond aforementioned limits. Straying from traditional happy-ending, it criticizes present social problems by telling despite fishes' effort they cannot escape from structural contradictions. The drawing technique in musical expresses the character's ideology and attitude to make people think about how we will behave in the face of life and death. Therefore the purpose of this paper is analyzing director Lee Dae-hee's animation and present the genre expandability of animation.

A Proposal of the Direction of Cultural Welfare Based on ICT: Focusing on Experience Center for Arts and Culture (ICT기반 문화복지의 방향성 제시: 문화예술체험관 중심으로)

  • Lim, Young-June;Lee, Young-Suk
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1567-1576
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    • 2017
  • This study presented the direction of cultural welfare based on ICT. For this purpose, it examined the direction of government policies and the status of cultural welfare services and it analyzed art galleries and museums focusing on experiences of cultural welfare services in a home and abroad. As a result, the museum has many changes depending on the media environment, unlike art gallery. In the age of media 1.0, the audience has experienced in real museums. As time goes by, in the age of media 2.0, the customer has opportunity to experience in virtual museums. It seems that there are many differences factor of a media environment, target (exhibits), accessibility, consumption and information. Finally, this study suggested the environmental change factors of Korean ICT cultural welfare service through this. In the future, it will be necessary to continue research on the possibility of expanding cultural welfare services for cultural enjoyment to the underprivileged.