• Title/Summary/Keyword: 미학적 가치

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The Development of STEAM Educational Program Based on Topophilia Using Jeonbuk Educational Resources (전북지역 교육자원을 활용한 토포필리아 STEAM 교육 프로그램 개발)

  • Yoon, Mabyong;Kim, Haksung;Lee, Jonghak
    • Journal of Science Education
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    • v.38 no.1
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    • pp.41-56
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    • 2014
  • This study has developed STEAM educational program designed to cultivate topophilia using Jeonbuk educational resources and applied the program to a science camp. Topophilia is a sense of attachment and nostalgia towards one's birth place and specific objects, which can create positive affection and act as motivations for learning to the students. We developed a 32-hour STEAM program which consisted of 8 experiential activities and 2 travel programs including Gochujang, Hanok Village, a reverse ice spikes in Mai Mountain, and art works by Choi Book. In particular, we emphasized the fun of class, voluntary learning, and process of attaching significance by providing aesthetic and emotional experience of synesthesia. As a result of application, the students' level of confidence(Likert scale level 4, 2.5 points) in science and the level of interests(3.3 points) have improved. The pleasant experience of voluntary learning and active participation in class provided meaningful memories through value recognition and significance ascription. 93.3% of the students participated said they would recommend the Topophilia science camp to their peers. The level of satisfaction overall was 3.8 points(Likert scale level 5) and the program received positive evaluations that the class was fun and interesting(4.1 points).

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A Study on Music Video based on Logic of Sensation of Gilles Deleuze - Analysis of the work of Chris Cunningham - (질 들뢰즈의 감각론을 기반으로 한 뮤직비디오의 영상디자인 연구 - 크리스 커닝햄 작품을 중심으로 -)

  • Koh Eun-Young
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.121-132
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    • 2006
  • In the Western Philosophy that was centered on reason, sense has been belittled as a low level of conception under reason. However, the 21st century modern visual environment pushes away the epistemology centered on reason and puts 'sensuality' and 'sense' on its place. Especially, public films are one of the fields that rapidly reflect such changes and lead the changes. However, unfortunately, it is difficult to find such efforts that reflect the artistic and aesthetic significance of sense from the public films. It is because that sense is considered superficial and somewhat not real, while recognizing sense as the low level of conception under reason over the long history. Given the fact, this study reviews the by Gilles Deleuze, a modern philosopher who gives a new value on sense, and it would be meaningful to analyze the works of Chris Cunningham who makes films with the concept of Gilles Deleuze. After we analyzed three music videos of Aphex Twin directed by Chris Cunningham, we can ascertain that the films are based on body without Oranges, hysteric, and diagram that are suggested from by Gilles Deleuze. Analyzing recently released films centered on 'sense' in a superficial manner that includes production method or picture composition, including the films of Chris Cunningham, falls into the error of overlooking the director's aesthetics. Understanding the modern logic of sense that is newly developing, studying its substance, and analyzing the films will make a sacrifice of suggesting a new alternative.

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A study on the visual expression of Korean style character design through the visual analysis on traditional magic pattern (전통주술문양의 시각적 분석을 통한 한국적 캐릭터의 시각적 표현에 관한 연구)

  • 신승택;이현주
    • Archives of design research
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    • v.14 no.3
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    • pp.135-144
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    • 2001
  • What find the motive of new design from Korean traditional cultural inheritance and symbolize it visually is to create a new design of Korean style into the harmony of shape and aesthetics by harmonizing past design and modern one, to discover the value of the future, and to make a new traditional culture. This study is to find the motive of design from Korean traditional pattern and character of the twelve horary signs, to develop unique Korean style character by studying character to cause novel and refined sense and interest through the mix of traditional image and modern one, and to propose a plan to apply in various and practice the Korean style character to modern design. In addition, the purpose of this study is to discover the identity of Korean style from foreign culture by presenting identity and originality with our peculiar cultural elements as well as to develop the visual effect and character of traditional pattern, and to have national competitiveness with Korean style design from the world market of the future.

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Research for the Design Archetype of Dancheong -Through the Main Hall(Daewoong-jeon) of Mihwangsa Temple- (단청디자인 원형에 대한 연구 -미황사 대웅전을 중심으로-)

  • Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.142-152
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    • 2011
  • The 21st century is an age of design. The design has been developed and changed globally. At the same time, each country tries to find the archetype of its own design which represents its own identity. The object of this research is to show the identity of Korean design through the analysis of dancheong, Korean traditional decorative coloring on wooden buildings and artifacts for the purpose of style. Dancheong is an important clue through which alows us to understand Korean modelling. For the purpose, dancheong of Daewoong-jeon of Mihwang-sa, Haenam, Jeollanam-do, was analyzed. This study shows that, first, dancheong has a cultural value in terms of visual as well as space, symbolic, and figurative aspect. Second, dancheong at Mihwang-sa is an essence of the visual expression which shows the aesthetics of the age. Third, dancheong does not belong to any specific religions or beliefs but shows Korean's design archetype. This study shows that dancheong exists as an archetype of our beauty and it also links national identity.

Bourdieu and Photography -A Critical Review of Bourdieu's Works in the Sociology of Photography- (부르디외와 사진 : 사진행위에 대한 부르디외의 분석이 갖는 의의와 한계)

  • Joo, Hyoung-Il
    • Korean journal of communication and information
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    • v.17
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    • pp.145-178
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    • 2001
  • Bourdieu is one of the few social science researchers who were interested in photography. Bourdieu's work on photography appears principally in two books: Un art moyen: Essai sur les usagrs sociaux de la photographie(1965) and La distinction(1979). In these books, Bourdieu analyzes the role of photography in the family life of peasants and small town and urban dwellers. He shows how different classes and groups express their esthetic worldview in response to different photographs and photographic styles. What Bourdieu analyzed is not just photography but ways of photographing and ways of looking at pictures. Through these analyses, Bourdieu explores the social definition of photography. Bourdieu's ideas on photographic practice in social life are as follows. First, the photography, especially family photography generally practiced, has the integrative function. It recreates the group by ritualizing and solemnizing the important moments of social life in which the group reaffirms its unity. Second, the photography as esthetic practice in search of legitimacy as a fine art becomes a means by which different classes are pitted against each other. Each of classes gives its own meaning to photographic practice. Despite its originality and persuasive power, Bourdieu's work on photography has its own limits. The data used by Bourdieu are 35 years old and relevant to European social life. Things has changed since. First, the technological improvement and innovation in photography was considerable. Cheap and good photographic materials, easy to operate, made photographic practice everybody's everyday activity. New media like camcorder and digital camera made photography one of the industrial discards like jukebox. It means that photography does not function as important means of distinction between classes any longer. The integrative function of the photography becomes more ambiguous too. Second, the esthetic status of the photography has changed. The family photography was already integraed into fine art. Photography is not a middle-brow art any more. Bourdieu's work on photography shows how photography was used by different social classes in European social life of the 1960's. His work is historically and geographically limited. Moreover, his work was ordered by the french affiliate of Eastman Kodak Company. And all along the analysis, Bourdieu didn't hide his intention of distinguishing his sociological method from the other methods, especially psychological one. These mean that Bourdieu's work was done in a specific context, for specific purposes. In this respect, Bourdieu's work on photography, like every sociological work, can not claim to be universal.

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The Future and Prospects of NFT Art : On the basis of Actor-Network Theory (NFT 아트의 미래와 전망 : 행위자네트워크 이론을 중심으로)

  • Cheon, Mi Lim;Kim, Hong Kyu
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.397-405
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    • 2022
  • NFT art is a new art formed based on NFT technology. This is attracting great attention in the existing art world and art market. Therefore, it is required to analyze whether NFT art can establish itself as a new area of art. Therefore, the formation and development process of NFT art is analyzed from the perspective of Actor-Network Theory of Science and Technology and Studies, and the case of NFT artist 'beeple' is a representative example. It also discusses the artistic value of NFT art and its relationship with traditional art networks based on the aesthetics of science and technology researcher Graham Harman. In particular, it analyzes the future and genre sustainability of NFT art through the case of NFT project "Cryptopunks" and "PUNKISM" advocating a new art genre. By analyzing NFT art with ANT, I would like to raise a technical, aesthetic, and philosophical questions and propose a positive prospect as a new art genre.

The Emergence of Lifestyles in On-line Game World : Understanding Self and Others, Aesthetics of Diversity (게임 세계에서 만드는 삶의 방식과 현실 인간의 persona : 같음과 다름의 배움, 차이의 미학)

  • Whang, Sang-Min;Doh, Young-Yim
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.492-500
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    • 2008
  • This research was conducted in an attempt to understand human lifestyles in on-line game world. Q methodology was used to investigate players in Mabinogi, which is an on-line game(MMORPG). Based on 82 behavior statements, 6 types of on-line game lifestyle were found : Self -Enhancer, Self -Expressionist, Relation-Oriented, Isolation -Antisocial, Social Contributor, and Self-Interest. The behavior patterns of the 6 types were then compared to identify similarities and differences amongst them in psychological meanings and values in the on-line game life. The results showed that the lifestyles in on-line game world encompass both the reflection of the lifestyles in the real world and also the creation of new life patterns that players desire. The process of developing lifestyles in the online game world illustrates the emergence and evolution of human life on new social environment which is established by digital technology. On-line game world can be defined as new life space in which people is able to create new identity and new culture.

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A Study on the Transition of the Grotesque Expression Method in Animation (애니메이션에 나타난 그로테스크 표현방법 추이 연구)

  • 이종한
    • Archives of design research
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    • v.17 no.3
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    • pp.51-60
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    • 2004
  • The esthetics of 'grotesque' and its entertaining values have many things in common with the characteristics and properties of animation as a medium of expression. The ways to express grotesque images in animation have expanded its realm of expression with the development of modern image digitalization technologies. The grotesque images that were expressed by the combination of photographs and animations and objet animations have been developing its disharmony in a more realistic manner with full 3D animation technology and realistic motions of virtual characters with motion capture. The subject matter also has become more diverse with the advance of modern scientific civilization. An example is the appearance of Cyborg(cybernetic+organism) characters and the grotesque images in the modern times mainly start to appear in animations dealing with the isolation of human beings among its characteristics. Also, the changes of the expression methods of grotesque images along with the development of visual technology development in the future will transform its methodological forms by changing its expression methods to VR forms and interactive visuals. Thus it is expected that the grotesque images and characteristics will change into a visual genre which emphasizes dehumanization.

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The Dialectic of Immersion and Fire in Traditional Puppetry : Focusing on Brecht's Theory of Effectiveness (전통인형극 <꼭두각시놀음>에 나타난 몰입과 소격의 변증법 -브레히트의 소격효과이론을 중심으로-)

  • Choi, Bae-Suk
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.197-212
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    • 2019
  • This study points out how the two conflicting elements of empathy and estrangement that constitute the dual structure of are incorporated by dialectic; finally, this paper explores the spontaneous estrangement effects' meaning and value on the point of view of reception aesthetics. As results of these studies, First, the Brechtian set of estrangement effects techniques showed that in it could function as an empathy technique for audiences. Second, the role of Sanbazi to increase the audience's participation was to produce both the immersion effect and the estrangement effect simultaneously. These double features of Sanbazi are dialectically incorporated and simultaneously bring about both the social reality reflection and enjoyment of the audience. Third, the puppetry is valid as not a way to describe reality but one of the ways to look at social reality. Conclusionally, in terms of producing counter-discourse, the puppet show has more extensible than any other form of performance with regard to expression.

Die Dramaturgie und Theaterästhetik des Theaters von Park Keunhyung und ihre Einflüsse (박근형 연극의 드라마투르기와 연극미학 및 그 영향)

  • Shim, Jae-Min
    • Journal of Korean Theatre Studies Association
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    • no.52
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    • pp.61-115
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    • 2014
  • Die vorliegende Arbeit macht die $Theaterst{\ddot{u}}cke$ von Park seit Mitte der 2000er Jahre zu ihrem Forschungsgegenstand. Park stellt nun mannigfaltige Verfahrensweise von dramaturgischer Technik und $Theater{\ddot{a}}sthetik$ zur $Verf{\ddot{u}}gung$, damit er den Zuschauer auf die gesamten $Zust{\ddot{a}}nde$ der $zeitgen{\ddot{o}}ssischen$ Gesellschaft aufmerksam macht und auch die Teilnahme daran beeinflusst. Indessen benutzt Park die Theorie des Lachens im breiten Spektrum. So verbindet er das Lachen jeweils mit der Komik des Grotesken, des Paradoxons und der Satire, um dessen Effekt zu maximalisieren. Und die $Theaterst{\ddot{u}}cke$ von Park mobilisieren die $Performativit{\ddot{a}}t$ aufgrund der Aisthetik, damit sie die Grenzen jener semiotischen Interpretation ${\ddot{u}}berwinden$, die auf der sprachzentrierten $Repr{\ddot{a}}sentation$ basiert. Infolgedessen wird jene Kommunikation aufgrund der sinnlichen Wahrnehmung aktiv $eingef{\ddot{u}}hrt$, die sich anhand des Austausches von Energie und $Atmosph{\ddot{a}}re$ zwischen $B{\ddot{u}}hne$ und Zuschauerraum vollzieht. Darum zeigt die $Theater{\ddot{a}}sthetik$ von Park jene mehreren gemischten Merkmale, die die traditionelle ${\ddot{A}}sthetik$ der $Repr{\ddot{a}}sentation$ mit der Verfahrensweise der ${\ddot{A}}sthetik$ der Postmoderne verbinden. Indem Park mit Hilfe von der mannigfaltigen Verfahrensweise von Dramaturgie und $Theater{\ddot{a}}sthetik$ zu einem experimentellen Versuch zu Theaterformen gelangt, treten in seiner Theaterkunst eben das $zeitgen{\ddot{o}}ssische$ verdinglichte Gesellschaftsbild und zugleich die $Negativit{\ddot{a}}t$ als eine $k{\ddot{u}}nstlerische$ Kritik daran in Erscheinung. Vor dieser Folie versucht die vorliegende Arbeit nicht nur die Dramturgie und $Theater{\ddot{a}}sthetik$ von Park zu erforschen, sondern auch das daraus resultierende $zeitgen{\ddot{o}}ssische$ Gesellschaftsbild wissenschaftlich zu $er{\ddot{o}}rtern$.