• Title/Summary/Keyword: 매체예술

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A study on revitalization plans of digital cinema (디지털영화 활성화 방안에 관한 연구)

  • Seo, Seong-Hee
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.445-451
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    • 2007
  • This study was started to not only resolve structural problems such as lack of contents, an unstable structure of earnings, and reduction of an additional market in Korean film industry through revitalizing digital cinema, but also make digital cinema become a power for growing Korean film industry furthermore. In the section of revitalizing digital cinema production, I suggest that expanding an audience base of low budget art cinema using digital technology will contribute to diversity film contents, and joint production with broadcasters by digital technology will expedite growing film industry as well as revitalizing digital cinema production. In the section of revitalizing digital cinema distribution, I insist, we should make effort positively to build reasonable hold-back and so on in order that film industry's positive participation in the market of digital film distribution and new media such as DMB or IP-TV may become an additional market to film industry. In conclusion, we can gain a foothold to leap toward a Position of cultural technology Power through efforts to resolve problems inherent in digital cinema.

Publicness of the Exterior Bus Advertising (버스외부광고의 공공성에 관한 연구)

  • Kim, Young-Kook
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.95-104
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    • 2015
  • Due to its intrinsic characteristic, exterior bus advertising is exposed to an unspecified number of the general public. Thus it influences on the urban publicness of the city, simply beyond leaving it as a personal marketing activity toward the industry's profit. Seoul city's campaign to improve exterior bus advertising has been to effective in removing advertisements of alcohols, tobaccos, and lascivious contents, however, there still are several advertisements that should be examined from the view point of publicness. For the case of UK, where exterior bus advertising is also actively utilizing owing to its high exposure and effectiveness, they are administrating it by setting up guidelines and regarding the importance of publicness. I also identified the meaning of publicness of exterior bus advertising from the aspects of 'publicness of territories', 'publicness of subjects', 'publicness of reasoning', and 'publicness of procedures'. Through this, I suggested that both commercial right of exterior bus advertising in the private sector and citizen's right of publicness can be harmoniously developed by properly controlling and administrating the exterior bus advertising. Furthermore, artistic approach to the exterior bus advertising from the viewpoint of city environment is expected to elevate the aesthetic possession and the level of design sense of citizens.

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.

Formative Aesthetic of Head Accessory Design in Korean Women (우리나라 여성의 머리 장신구 디자인에 대한 조형미)

  • Yang, Lee-Na;Choi, Na-Young
    • The Journal of Natural Sciences
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    • v.9 no.1
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    • pp.153-168
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    • 1997
  • The purpose of this study was to investigate the formative aesthetic of head accessory design in korean women. Coming to Chosen, women from the court ir the nobility were Jukui, Wonsam, Whalot, Dangui and so on and as for the hair-form in this era, there were a long trees of hair for single and Unzonmeri(By making a tree with hair and raised up roundly) and Jjokmeri(Doing one's hair up in a chignon on the back of one's head) for married, as for a wig for ceremony they used Daeshu(As a same with today's wig added various head accessory design), Kunmeri(Putting a big hair made with a tree of Dukuji on Ayemeri) and Ayemeri(A big hair made with Darae on the head) and as for an head accessory design, there were Biye, Ddelgam and Chupji, which hadn't regularly developed untill the era Chosun. As is known, coming to the era of Chosun, the widely and generally used Biye and Duykokii fitted well to the most usual Jjokmeri.

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A Study on the Mythological Analysis of Animation (애니메이션의 신화적 분석에 관한 연구)

  • Kim Ji-Hong
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.178-182
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    • 2005
  • From the result of analysis to animation, it can be detected the close relation between myth and animation. As Plato mention that myth is a story. Though it is common field for many researchers on myth and animation now, but it have been performing many researches only for animation narrative in the aspect of myth. Therefore this study will be examined that the ritual ceremony, the frequency of participation, and imagination of myth can be related with animation directly. The ritual ceremony is a similar activity to go to theater for watching animation. It can be merged into the unconsciousness state while awaken state. A high frequency of ritual ceremony can also be provide the experience of shortening a distance between the present and the ancient time of mythical aura. Last, imagination is an enemy of rational thoughts, however, it is vital source and material which was created by myth and it can also create new animation. It will be formulated a methodology for this paper which are three elements for an analogizing tool with new mythological approaches, it is inclusive method for animation and myth. So it can be applied and analyzed to other visual media with this methodology.

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Digital Mirror using Particle System based on Motion Detection (움직임 감지 기반의 파티클 시스템을 이용한 디지털 거울)

  • Lim, Chan;Yun, Jae-Sun
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.62-69
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    • 2011
  • Development of sensing technology and progress of digital media have been creating new art genre named interactive media art. digital mirror working based on convergence between computer vision technology and video art, is expressing reconstituted spectator's visual image through various mediums. From this aesthetical point and high accessibility towards spectators, many types of digital mirrors have been introducing. However, the majority of digital mirrors express visual images unrelated to degree of spectator's participation and this caused obstruction to spectator's continuous participation and interaction. This paper proposes digital mirror operated by spectator's movements read through particle system synchronized with motion detection algorithm based on analyzing image difference. This work extracted the data of spectator's movement by image processing and designed particle system changed by this data. And it expressed reconstructed spectator's image.

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 Study on the Idea of Materiality of New Media Art through Rethinking Kinetic Art (키네틱아트의 재조명을 통한 뉴미디어아트의 물질성에 대한 고찰)

  • Song, Min Jeong
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.263-270
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    • 2015
  • The development of technology has always been influencing the worldview of the time, and this has been embodied through artistic media and contents throughout history. This paper begins with an overview on how the notion of movement in art has developed with the juxtaposition of materiality and immateriality or the conversion between the two by rethinking Kinetic Art which was popularized in the mid-twentieth century in America and Europe. Then, this is compared with New Media Art which employs advanced digital media techniques to generate virtual images. New Media Art requires some kinds of physical mechanisms and space for the embodiment of virtual images to some extent. The coexistence of material and immaterial aspects of New Media art is investigated through the contextualization with certain aspects of Kinetic Art.

A Study on Object Design Based on the Interaction of New Media Art (뉴미디어 아트의 상호작용성을 기반한 오브제 디자인 연구)

  • Choi, Jung-Hwa;Lee, Myung-Ah
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.407-417
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    • 2020
  • Modern art is undergoing drastic changes due to the development of digital media. In a digital media-based environment, writers are producing new works that share artistic values and experiences with audiences. In this study, it is the production of a work on interactivity that combines cutting-edge digital technology with objects. When a viewer touches an object, an LED screen connected to the object is completed. Prior to the production of the work, for theoretical consideration, the research was focused on academic paper materials, professional books at home and abroad, and internet analysis. The production of the work used Arduino and presented production circuits and programming sources for the artists to apply to the production of the work. This study is meaningful in presenting new values and possibilities in the expression of objet works.

The Aesthetic Value and Art-media's Characteristics as Appeared in Contemporary Digital Fashion (현대 디지털 패션에 나타난 예술 매체적 특성과 미적 가치)

  • Cho, So-Young;Yang, Sook-Hi
    • The Research Journal of the Costume Culture
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    • v.19 no.1
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    • pp.230-243
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    • 2011
  • In this modern digital era, there are very vigorous arguments about digital and media aesthetics throughout culture and art on the basis of new transferring of recognition about the art-media's characteristics. Therefore, this paper tries to discover the art-media's characteristics and aesthetic value that are included in contemporary digital fashion through studying the fusion between digital and fashion. The purpose of this research is to offer positive and evolutive opportunity of artistic thinking to make the meeting between fashion and media suggest the future generation, adaptation and recognition in the media - developmental environment that will be deeper and more fueling. In the area of research method, this paper takes the method of theoretical research by referring national and foreign literatures and preceding research-papers, and carries out investigation and analysis about digital fashion for the last 10 years. The results of this study; The art-media's characteristics of modern digital fashion are virtuality, immateriality and characteristics of multimedia. The aesthetic values can be classified with four kinds of properties. First is hybridity initiated from multi-media that creates works; the second is infinite reproductivity initiated from the characteristics of the multi media and the digital carrier. Thirdly, there is also interactivity appeared all over the area of production, adaptation and perception caused by non-linearity and immateriality. Finally there is synesthesia that can extend the capability of sense through digital media.