• Title/Summary/Keyword: 디지털예술

Search Result 599, Processing Time 0.024 seconds

Analysis of the Audience's Subjectivity about Preference of Documentaries on TV (TV방송 다큐멘터리 선호도에 대한 수용자의 주관성 연구)

  • Hyun, Seung-Hoon
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.10
    • /
    • pp.128-136
    • /
    • 2011
  • This is a study on the subjectivity of audiences about preference of documentaries on TV. Accordingly, Q-methodology was used for this study. As a result, audiences' various characteristics by preference types were able to be found. The individual characteristics were classified into three styles: an entertainment-oriented style pursuing enjoyment, public and society interest-oriented style pursuing public purpose, and culture-oriented style pursuing artistic value of documentaries in order. It could be inferred from the classification of preference styles that unlike the past, the choice of TV broadcasting of audiences was shifting from the passive and media-dependent form to positive form. Therefore, the research and development of content delivery and production in the multi-media and multi-channel digital broadcasting era should be focused on not only the content itself but also an audience-centered service development model reflecting audiences' desire and hope.

The Emotional Expression Character study of Utilizing Advertising Media (문자를 활용한 매체광고의 감성적 표현)

  • Kim, Young-Kook
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.3
    • /
    • pp.166-174
    • /
    • 2010
  • As the speed of social change consumers' buying patterns change, with an effective and competitive means of communication is an effort to find ads world. Characters have to maximize its own image, the character font used for the situation fits perfectly expressed in the formative Calligraphy differentiated pay plan as part of Calligraphy is considered. People feel in the hand by writing letters that can not be standardized as a strong symbol and symbolism, and the appeal and beauty, dynamic motion, mystery, and can be expressed. Design disciplines across all areas of Calligraphy extensive coverage, digital coolness of the hard preparation for the soft and warm lyricism analogue availability is required to meet contemporary needs. Media ads that emphasize the use of the Calligraphy emotional representation of the contents of the ads favorable to improve cognitive function, attention, recall of positive affect and, therefore, character-driven emotional expression as an art communications capabilities with one of the media is situated in the heart of the culture.

Application of the Concept of Reincarnation in the Visual Arts Education (시각디자인교육에서 Reincarnation적 발상에 관한 교재개발 연구)

  • Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.5
    • /
    • pp.220-228
    • /
    • 2010
  • Reincarnation, literally means "to be made flesh again". It is a mystical belief that the soul lives again in a new body after death. In this study, both material and spiritual elements are reincarnated in the form of the formative art in our life. This is similar to the notion of transmigration of the souls in Buddhism and Taoism. The concept "reincarnation"has a functional values as it provides a new tool in the education in the field. Especially in the digital design, the concept has become an essential contents as a text. The education employed the concept has a feature of edutainment which has been considered as an innovative method of education. The edutainment stimulates students' inner motivation and interests. This eventually leads them to use their own creativity in their study and achieve their goals. The education adopting the concept of reincarnation is more than the recycling of the used materials. It presupposes the understanding of the essence as well as the philosophical value of the materials. The creativity in the Visual Arts can be achieved with these educational foundations.

Production of 3D Mongyudowondo with Reinterpretation of Traditional Paintings (전통회화의 재해석을 통한 3차원 몽유도원도 제작)

  • Kim, Jong-Chan;Kim, Jong-Il;Kim, Eung-Kon;Kim, Chee-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.13 no.6
    • /
    • pp.1234-1240
    • /
    • 2009
  • Culture is not only a factor of a life worthy of man, but also that of beauty and fluency of life,so it works as a key to show differences in the quality of life. Paying attention to culture, which plays a role to create new things, is a source of high-added value. The term of cultural contents was derived in21C, combining digital skills with art. We are going to reconstruct and develope cultural properties such as remains, pottery, pictures, as a way of restoration for cultural contents with the view of reinterpretation. In this paper, we reinterpreted the pictures which were based on three particular elements in Chosun Dinasty- poetry, handwriting, and picture, and we produced 3D objects after analyzing texts and images in multimedia works applied with source pictures. As a highlighted method of restoration for cultural contents, we produced the work which can be interacted and has three dimensional objects getting out of appreciating of plane images. We presented a method of informing our culture with 3D Mong-yu-do-won-do, which used traditional paintings by being improved user friendliness and accessibility.

Research on the Animation Storyboard Production Based on Storytelling (스토리텔링을 기반으로 한 애니메이션 스토리보드 제작에 관한 연구)

  • Kim Ji-Soo
    • The Journal of the Korea Contents Association
    • /
    • v.6 no.3
    • /
    • pp.154-162
    • /
    • 2006
  • The weight of the story in the field of animation that is developed in digital and network is increasing gradually. It occurs not only in animation but several related fields. It shows the potential and needs of animation education based on the story. In this research several literary studies were conducted to identify essential factors of the story-telling in the animation story board production. To visualize the contents in details for the first time, we tried to find the intention of the producer of the animation story board and the work's depth by researching the role and production process in animation story board which applies all of the productions. The important visual factors in producing the animation will be the subjects of the research in near future, and the studies as the important communication art will be carried out by developing the visual and creativeness of the expressions.

  • PDF

Application of Creative Design-inducing, Teaching-Learning Method for Improvement of Creativity (창의성 향상을 위한 창의적디자인도출 교수학습법 적용사례)

  • Seo, Mi-Ra;Kim, Ae-Kyung;Lee, Young-Woo
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.3
    • /
    • pp.448-457
    • /
    • 2015
  • This study aims to suggest a creative design-inducing, teaching-learning method which can enhance the efficiency of design education by helping learners improve their creative thinking and solve problems and apply it to diverse curriculums with a goal of having a positive effect on the development of learners' creativity. For this, it was actually applied to game character design from Department of Game Engineering, formative arts from Department of Beauty Care and Digital Graphics from Department of Visual Design using the action research method, and a teacher defined course topic, contents of the course and creative thinking tools and promoted the class. As a result, it was confirmed that it is effective in deriving creative design and increasing learners' interest and participation in class. When a creative thinking tool was used, however, the outcomes of creative learning slightly varied depending on learners' competence.

The Comparison of the Long-Take Technique of Cinemas and the Continuity of Architectural Space Based on Lacan's Visual-Art Theory (라깡의 시지각 예술이론에 의한 영화의 롱 테이크 기법과 건축 공간의 연속성 비교)

  • Choi, Hyo-Sik
    • Korean Institute of Interior Design Journal
    • /
    • v.26 no.6
    • /
    • pp.81-96
    • /
    • 2017
  • This study aims at establishing a basic theory for the combination of architecture and movies by comparing the long-take technique of movies and the continuity of space, one of space composition principles, which is important in digital architecture based on Jacques Lacan's visual-art theory and finding common features and differences of them. The following is a summary of the conclusions. First, analyzing the long-take technique on the basis of Lacan's visual-art theory found that the subject of representation is scenes of movies and that staring shows features of narrative. Second, the long-take technique can be thought as a cinematic technique which tries to realize the real order beyond the symbolic order in real life through the process of continuous replication of replication of replication of a scene in one shot. Third, in contemporary architecture, which is compared to the long-take technique in the past, the inclined space of opened gaze is similar to the method which tries to realize architectural space of the reality which belongs to the symbolic order close to the real order which belong to significant in human unconsciousness. Fourth, the freeform continuous space of closed gaze, which can be compared to contemporary long take combined with computer graphic technology, has more difficulty in realizing the real order than the long-take technique in the past and inclined, continuous space as the feature which belongs to $signifi{\acute{e}}$ in human consciousness has been strengthened through the circulation which repeats and expands along an observer's movement. Fifth, when the contemporary long-take technique and freeform continuous space expand gaze which opens from the inside to the outside, it is considered that the space which is closer to the real order than the classic long-take technique and inclined continuous space can be created.

An Analysis on the Trends and Issues of Convergence Technology Research (네트워크 분석을 통한 국내 융합기술 연구동향 분석)

  • Lim, Jung-Yeon
    • Journal of Internet of Things and Convergence
    • /
    • v.4 no.1
    • /
    • pp.23-29
    • /
    • 2018
  • The purpose of study was to analyze the trends of 2005 to 2018 revised 'convergence technology research' through text network analysis using NetMiner4.0 program. Data analysis was conducted by using keyword analysis, centrality analysis of 653 authors' keyword from 177 journals. The results of the study are as follows. First, Research on Converging Technology has been studied steadily over the past 13 years in Department of Industry Convergence. Second, the results of the search term frequency analysis show that the 'convergence technology', 'technology convergence', 'convergence', 'design', 'convergence education', 'STEAM', 'convergence research' were used as the main keywords of convergence technology research. Third, Community analysis results show that five communities have been classified five categories according to the characteristics of the search terms 'only IT', 'Cultural industry utilizing Convergence contents', 'Technology innovation and research analysis' And patent development'. Based on these results, we proposed the future directions of convergence technology research.

Influence of Adolescent Grit, Self-determination, Positive Psychological Capital, Relationship Support and Teachers' Autonomy Support and Passion (청소년의 그릿, 자기결정성, 긍정심리자본, 관계성 지지와 교사의 자율성 지지와 열정에 미치는 영향)

  • Kim, Hwa-Ryong;Choi, Jin-A;Um, Jin-Jong
    • Journal of the Korean Applied Science and Technology
    • /
    • v.38 no.4
    • /
    • pp.1183-1194
    • /
    • 2021
  • The purpose of this study is to examine the relationship between grit, self-determination, self-determination, positive psychological capital, and relational support of adolescents participating in physical education classes, and to determine whether the positive influence of teachers' autonomy support and enthusiasm for them is confirmed. In this study, the results of the subjects based on the judgment sampling method of 541 adolescents were conducted. The results of the study are as follows. It was found that grit had a statistically significant positive (+) effect on autonomy support. Relationship support was found to have a statistically significant positive (+) effect on autonomy support. Support for autonomy was found to have a statistically significant positive (+) effect on teachers' enthusiasm.

Effectiveness of e-Sports Online Training Program for Relieving Youth Game Over-flow: Focusing on 'Online LoL(League of Legends) Game School' (청소년 게임 과몰입 해소를 위한 e-스포츠 온라인 수련활동 프로그램 효과성 연구 : '온라인 롤(League of Legends: LoL) 게임학교'를 중심으로)

  • Choi, Junghye Fran;Bang, Seungho
    • Journal of Korea Game Society
    • /
    • v.21 no.5
    • /
    • pp.133-142
    • /
    • 2021
  • This study investigated the effectiveness of 'League of Legends (LoL) game school', an e-sports online training program for relieving youth game over-flow. The Seoul Metropolitan Office of Education's Student Education Institute ran the program. Through this study, it was found that various activities to learn an e-sports game professionally and to explore career paths regarding game had positive effects on students' affections and intrinsic motivation. This study may contribute to helping youth as generation Z understand a healthy game culture.