• Title/Summary/Keyword: 매체예술

Search Result 300, Processing Time 0.024 seconds

Study on the Relationship between the Cultural Position of the Subject of Creation and Filmic Narrative - Focusing on A Quiet Dream by Zhang Lu - (창작 주체의 문화적 위치와 영화 서사와의 관계에 대한 일고찰 - 장뤼(張律)의 <춘몽>을 중심으로 -)

  • Jin, Sung-Hee
    • Cross-Cultural Studies
    • /
    • v.50
    • /
    • pp.173-196
    • /
    • 2018
  • This study, which works to develop a method of focusing on A Quiet Dream by Zhang Lu, explored the structural differences of films and the changes in Zhang Lu's aim and perspective as noted in films, by a review to grasp his internal changes in texts and contextual factors. In A Quiet Dream, Zhang Lu made a filmic attempt that had never been made in the world of films prior to that date. He tried an aesthetic experiment on how films could reorganize the world, by using the effect of obscuring the boundary between reality and dream in films and generating a new narrative regarding filmic reality, actual reality, and the life and artistic truth of the Diaspora. Generally speaking, the changes in the narrative in A Quiet Dream seem to be his resistance against himself and the Diaspora. Thus, in the discussion about A Quiet Dream, relying on the external factors intervening in the relationship between the subject of creation and films is not a useful endeavor at this time. Consequently, it is noted that after settling down in Korea, Zhang Lu could directly approach the changes in the cultural position of films in multilayered ways, where films were the most dynamic part of his life. Due to the changes in the Diaspora, he could obscure the boundary for the first time in the world of films and experiment with how films could escape develop an interesting perspective that deviated from reality, and made a new goal to show new ideas regarding the individual's awareness of the world.

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
    • /
    • v.13 no.4
    • /
    • pp.279-285
    • /
    • 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 Study on Interactive Animation Production as Public Art : Focusing on an Case of the Live Window Animation, (공공예술로서의 인터랙티브 애니메이션 제작 연구 : 라이브 윈도우 애니메이션 <북극곰 파오> 사례를 중심으로)

  • Chang, Wook-Sang;Yu, Seung-Cheol
    • Cartoon and Animation Studies
    • /
    • s.33
    • /
    • pp.153-172
    • /
    • 2013
  • There are many cases that messages of boring contents of most contents with public interests appear on the surface. Audiences don't think these contents are interesting. It is true that animations cannot be generally boring when delivering messages of public interests. was produced to focus on making audiences experience that a global warming story, the boring and textbook contents is interesting. And it was composed by the multiform story to realize narration through audiences' participation by utilizing the characteristics of live windows, not just watching the animation. This paper examines the differences between theaters and live window through the case that was produced and examples which utilized interaction for audiences' participation based on this. It analyzes the differences between environments according to characteristics of places and audiences in the differences between the theaters and live window, examines the examples to utilize interaction focusing on the process that narration is gradually changed as response to user environment design and interaction for unspecified individuals, and suggests direction that animation should move forward as public art based on the results to show the animation in Millano Piazza. According to the characteristics of live windows, the audiences of are people in the streets who are heading for different destinations, not the ones who come to theaters to watch the animation. Showing the animation with narration to them was a new attempt. When it began to show it in Millano Piazza, the audiences were very satisfied with the experiences that the stories were changed as they participated in it by themselves and naturally thought of global warming problems. You cannot know how the message of change people's habits and thoughts for the present, but this attempt was an opportunity that animations play the social role. Many animations are being produced in the world. Most of them are being done to aim at theaters, TVs, and film festivals. They should meet audiences through more various methods. One of them is animations as public art. And can be the new attempt in this sense. And in the future, animations as public art should make efforts to show you interesting experiences that you can share thoughts to be able to live together. As art of various media is changing to the one which considers public interests, animations can be new types of public art by integrating them with various technologies.

Effects of the Space in Image Equipment Characteristic (영상장치의 표현특성이 공간에 미치는 영향)

  • Yoo, Jae-Yeup
    • Proceedings of the Korea Society of Design Studies Conference
    • /
    • 2004.05a
    • /
    • pp.44-45
    • /
    • 2004
  • With the development of informational machinery and tools in the modern industrial society, the image is expressed diversely as tools of informational transmission and artistic communication. This image is revival equipment and transmissional media in which sound and light are comprehensively formed. The image's intuitive and sensational expressivity can revive subjects and express a fiction, a reality, a nonfiction, and a virtual reality as a communication tool that has synchronicity and the medium of meaning. Because of this, the domain of the image will be gradually extended in the future, and the world of cognizance that can be detected across our living space will absorb the image diversely and react. In this context, the investigator examined what influence image media and equipments have in space as spatial equipments, based on the recognition of cerrelation among the image, space, and mankind, namely, the environmental meaning the mage and the space contain. Therefore, this study was conducted from the aspects of relationship establishment between image equipments that are ever expansive to a variety of domains and the space that accommodates the equipments. As study findings, the influences the image equipments have on space and their expressional features are presented in three aspects: 'the expressional medium of mutual synergy','metaphysical ultra-epithelial space constituent',' and 'object'. This study seems to be meaningful in that we can expect the spatial approach method by purposes and spatial layout of image structures, with this study, through analyzing the meaning of relationship between image equipments and space.

  • PDF

New Method Proposal of Animation Screening by using Projection Mapping and Pop-up Book - Hybrid Animation Theater - (팝업북과 프로젝션 맵핑을 이용한 새로운 애니메이션 상영 방식 제안 - Hybrid Animation Theater -)

  • Lim, Kyoung-Hun
    • Cartoon and Animation Studies
    • /
    • s.39
    • /
    • pp.133-156
    • /
    • 2015
  • With development of media and technology animation are seeking a variety of a genre fusion. I would like to propose a new animation screening method using a projection mapping and a popup book. I redesigned the existing method of watching the animation to a new experience by projecting the image on a three-dimensional structure instead a flat screen. This screening method was inspired by preceded works which were made by the fusion of a projection mapping and a popup book. Through analysis of them, I found the merits, shortcomings and clarified the difference of each works. I called this method "Hybrid Animation Theater" because it is fused the various areas - Theater, Projection mapping, Pop-up book, Animation, and Installations, etc. also studied for its architectural features and design. After I designed a prototype to demonstrate the possibilities, the limitations and shortcomings, I could suggest next research directions.

Printing Medium Characteristic Study of Monotype and Monoprint (모노타입과 모노프린트의 판화 매체적 특성 연구)

  • Song, Dai-Seup
    • Journal of Science of Art and Design
    • /
    • v.11
    • /
    • pp.79-108
    • /
    • 2007
  • "Printing is an Art of reproduction & a Technique of However printing has extended its limitation from a genre of reproduction itself and now it stands on the turning point as an art such as painting or sculpture which expresses artist's originality. Early Printing has had relations in depth with press printing in terms of information recording, preservation, and transmission. It was acknowledged value in a way of information satisfaction different from how it is valued as a pure art today. But, later printing has transferred its function from a mean of reproduction to pure art due to the development of printing skills and photography invention. It can be said that the concept of modern printing is taking over its genealogy as a creative work not as just printing. Also its expression capability is widen to dimensional printing and high-tech multimedia from original tradition techniques. As we discussed above, modern painting is very open to various changes. This modern painting aspect can be seen as an extended interpretation of 'board' concept. This dissertation raises a question why monotype and monoprint couldn't secure its position in printing history in spite of numerous artists' tryouts in its way. Monotype and monoprint fundamentally based on intaglio technique in its history. Yet, its systematic study hasn't been worked out. This is because of the lack of recognition of monotype and monoprint's originality as printing. Especially in monoprint, it has known as an early stage in copperplate printing process which is an attempt to solve the technique limitation or trial work for edition. Likewise the reason why monotype and monoprint remains at the edge of printing border ambiguously is because of conceptual, technical characteristics which are against traditional printing. In traditional printing, the concept of board is important as a method of reproduction. Different from the fact, monotype and monoprint accept the form of medium 'board' conceptually out of limited condition as mentioned. Thus monotype and monoprint hasn't stand out for several reasons until late 20th century when it started come out to public as people starts to have interests that works from famous artists are actually based on monotype and monoprint. This dissertation likes to step into the monotype and monoprint theoretically which is not well known in domestic and try to study the meaning of monotype and monoprint as a printing medium which is also hasn't been considered sincerely. For this study the process follow as below. First, look into how monotype and monoprint has a concept and history. Next, check differences through comparison with traditional printing and how printing can be understood in what aspects at the same time. After, verify how monotype and monoprint have influence on the acceptance of extended concept of 'board'. This study will show the expressional possibility of monotype and monoprint which has already known as 'tableau printing' in today's situation where adventurous experiments of printing medium are going on with the development of technology.

  • PDF

The Possibility of Expansion of Performance in Hahoebyeolsingut Talnori : By Trans-Identity of the Chorangi Character (하회별신굿탈놀이의 연희 확장 가능성 고찰 : 초랭이 캐릭터의 정체성 전환을 통하여)

  • Kim, Dalho;Kim, Gongsook
    • 지역과문화
    • /
    • v.7 no.3
    • /
    • pp.23-48
    • /
    • 2020
  • Hahoebyeolsingut Talnori, which is under permanent performance, has lost its relevance to folklore and rituals of the villagers and has secured the possibility of change depending on the actor's choice. This article seeks to expand the current stuck performance of Hahoe mask play, which has great significance as a play and play for the audience. To this end, We studied the possibility of expanding the performance of Hahoe Talnori by trans-identity of the Choragi. Chorangi character derides yangban, seonbi and monk, who are representatives of the establishment. Those who have a consciousness of potential transformation, those who passively represent the masses, and those who are tacitly authorized by the audience to ridicule the ruling class. The audience feels exhilarated by the super-cool, but at the same time reduces the limits. We transformed Chorangi who is clever but cannot overcome the limits of his status, into a character with a sense of transformation by applying the method of turnning identity and changing identity of the theory of trans-identity. And I applied the method of expansion of the media conversion storytelling theory to create a new Chorangi Madang that conforms to the audience's needs and the spirit of the times. In addition to the performance of Yangban Seonbi Madang(Act of Nobleman and Scholar) which ends with an ambiguous reconciliation, we wanted to complete it in a way that even today's audiences could accept by applying the function of the Hahoebyeolsingut Talnori ambassador and the principle of implementation. And We writed it in a script. This article is meant to be an experimental study that attempted to transform traditional performing arts in the context of new creation of tradition. Preservation and transmission of traditional performing arts are important, but it is necessary to move forward according to the trend and spirit of the times.

A Study on the Designing by the Personification Technique (의인화 기법으로 소구하는 디자인에 관한 연구)

  • Lee, Se Jung
    • Journal of the Korean Society of Floral Art and Design
    • /
    • no.42
    • /
    • pp.133-144
    • /
    • 2020
  • Anthropomorphism is one of the commonly used appeal methods in the field of communication design. Almost all visual images that humans encounter are exposed to this anthropomorphism, and we are consciously or unconsciously utilizing or being used. In addition, anthropomorphism can be found in almost all cultures and arts rather than in a specific field of study. Therefore, in this paper, the personification is redefined based on the relationship formation structure based on the anthropomorphic cases observed in culture and art and the results of previous studies. In addition, the personification form is defined as two kinds of personification and inverse personification according to the subject of relationship formation based on the personification type and gesture list derived from the previous study on the personification technique. Through the application cases of anthropomorphic techniques, which are appealed across the design domain, the effective anthropomorphic application system was defined. The definition of anthropomorphic relationship formation and anthropomorphic application system provided a framework for anthropomorphic techniques that could lead to effective audience satisfaction in various media. In addition, through the personification application system that synchronizes the characteristics of the conceptual traits of the medium with the gesture list and the personification type classification, it was confirmed that a device for communicating with the owner can be provided with a powerful and effective personification technique.

An Analysis of Alternative Materials Collection Evaluation Using a National Alternative Materials Union Catalog (국가대체자료종합목록을 이용한 시각장애인 대체자료 장서 평가 연구)

  • Jang, Boseong
    • Journal of the Korean Society for information Management
    • /
    • v.39 no.3
    • /
    • pp.51-67
    • /
    • 2022
  • The purpose of this study is to diagnose the current status of alternative materials in Korea and to suggest directions and goals for the development of alternative materials. The comprehensive list of national alternative materials and the list of popular and new books were analyzed using the collection evaluation method. Results first the percentage of alternative material collections based on the popular book list for 10 years is 90.1%. The production rate of alternative materials is low in the subjects of 'Language', 'Art' and 'Technology and Science'. Most of the service formats were 'text only daisy'. Second, the CCHR(Common Collection Holding Ratio) and CUI(Collection Uniqueness index) of alternative materials were analyzed using the union catalog. Libraries with a large volume of books have a high proportion of CCHR and CUI. Topics with the highest CCHR are 'Literature' and 'Social Science'. The subjects with the highest collection uniqueness index are 'religion', 'art', and 'language'. Third, the replacement ratio of new books for 3 years is 5.09%. During the same period, the average book purchase rate of public libraries was 8.83%. The average book purchase rate in public libraries is 8.83%, and it is necessary to increase the collection rate of alternative materials based on this ratio.

The Possibility of Design Creation by Convergence of Contemporary technology and Traditional Craft (신기술과 공예의 융합을 통한 디자인 창작의 가능성)

  • Ha, Euna
    • Korea Science and Art Forum
    • /
    • v.25
    • /
    • pp.463-475
    • /
    • 2016
  • As the transition to the digital age in the late 20th century, the intrinsic value of the craft, the emotional values of human, has been noticed as an alternative to overcome the adverse effects of the modernism of the industrial age. To introduce experimental tries which convergence of contemporary technologies and elements of traditional craft, and to inspire artists and present the new possibility of creation to them who want to take advantage of craft emotion as the elements of creation is the purpose of this study in the current digital technology age. First, the meaning and value of craft in modern times and digital media and hybrid creation environments are theoretically investigated based on previous studies and literature. Second, design cases produced by combining digital technology as a tool and craft elements are classified for substantial understanding of the design. Thirdly, identify the design characteristics presented through case studies and suggest the new possibility of creation. The results of the study are as follows. Reject typical types highlight the functional role and try free express conversion, e.g. form, material, texture, making process etc. Extracts the various elements that can be applied and search combining ways, because the convergence of digital technology and the craft is sufficient to activate the human emotion. Interaction between the craft and the digital medium is made actively. Craft accepts digital form, the craft appeared again as the contents of the digital. the traditional and digital method appropriately fused and utilized depending on the situation in process.