• Title/Summary/Keyword: 아트센터

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Perspectives on NFT art and art market (NFT 아트와 미술시장 유통의 변화에 대한 전망)

  • Kwon, Eun Yong
    • Trans-
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    • v.13
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    • pp.1-16
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    • 2022
  • Recently, the method of contacting and purchasing NFT art has been popularly evolving, and various prospects and predictions for NFT art have emerged. The discussion of NFT art is mainly a hot topic in terms of market size, profit, and sustainability. As the transition to digital accelerated after COVID-19, almost all genres of culture and arts faced a forced transition with the topic of combining digital and technology, but in terms of profitability, it was generally difficult to guarantee positive continuity. On the other hand, the combination of art and blockchain, and the new distribution method called NFT, attracted a lot of attention by causing fundamental changes that lead to technological transformation, continuity through profit creation, and even genre expansion of visual art. The discourse on NFT and the art market is a recent phenomenon and is being discussed focusing on statistics and numerical reports through data from newspapers and art-related research institutes rather than academic analysis or research. However, discussions related to NFT art should be considered in various aspects, such as the incorporation of technology and art, changes in distribution methods, and changes in creative methods according to media changes, not just short stories of phenomena such as high prices and winning bids. In this paper, we would like to examine the impact of changes in creators and distribution methods.

에너지(3) - 버려지는 빗물.하수, 모으면 "돈" 되네

  • 대한설비건설협회
    • 월간 기계설비
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    • s.243
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    • pp.58-61
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    • 2010
  • 서울시 강동구청은 버려지는 빗물과 하수를 모아 청소용수나 온수 난방에너지로 재활용해 재해 예방은 물론 환경도 살리고 예산 절감 효과까지 톡톡히 보고 있다. 강동구청은 강동어린이회관 옥상에 '빗물은행'을 설치하여 1톤당 1,280원의 예산을 절감하고 있다. 더 나아가 오는 11월에는 조경수나 청소용수, 화장실용수로 사용할 수 있도록 대규모 빗물관리시설을 가동할 계획이다. 강동구는 또 지난해 9월 버려지는 하수를 이용한 하수열에너지 시스템을 전국 최초로 강동어린이 회관에 설치하여 온수와 난방 연료로 사용하고 있다. 이러한 예산절감 효과에 힘입어 강동구는 앞으로 강동아트센터를 비롯한 공공시설 및 민간시설에 빗물집수시설을 설치, 빗물 관련 시설을 확대할 계획이다.

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A Study on Constructive Characteristic of Media in the Surface of Contemporary Architecture -Focused on Codification and Seriality of de Young Museum and Walker Art Center (현대건축의 외피에 나타난 매체적 구축 특성에 관한 연구 -디 영 뮤지엄과 워커 아트센터에 나타난 코드화와 시리얼화를 중심으로-)

  • Jeon, You-Chang;Kim, Sung-Wook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.5
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    • pp.2416-2424
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    • 2011
  • This study focused on the transition from modularity of a mechanical construction system to the seriality in a digital production system in architecture and arguing how digital design process affects the design of surface in the contemporary architecture and development of digital technology actively intermediate surface of architecture and expressive characteristics of media on surface. The analysis of two exhibition facilities of Herzog & de Meuron expose process of fabrication in the surface design and makes possible to implementation of the concept of code to seriality which shows images employed to reveal immediate representation of the perceptual communication with humans and architecture through the role and significance of digital design techniques.

Strategies to Increase Competitiveness of Local Experience Space: A Study of the 4Es in the Experience Space of Sam-Rae Arts Village in Wanju-gun, Jeollabukdo (체험경제이론(4Es)에 따른 지역 체험전시관의 경쟁력 강화방안 : 전북 삼례문화예술촌 체험전시관을 중심으로)

  • Ha, Ji-Young;Lee, Seung-Hyun;Kim, Deok-Hyeon
    • Review of Culture and Economy
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    • v.17 no.2
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    • pp.161-184
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    • 2014
  • The dramatic rise of experience space using cultural heritage in modern architecture has been generally acknowledged in recent literature. The present study aims to investigate effective ways to enhance competitiveness in local experience space, with an emphasis on the use of cultural heritage in modern architecture. Using the case of the Sam-Rae Arts Village in Wanju-gun, Jeollabuk, this study analyzes the characteristics of the 4Es in experience economy theory. In order to arrive at findings that represent the variety of perspectives found in this context, qualitative interviews were conducted with three groups: public officials, maintenance staff in the experience center, and field experts. The results of this study revealed that the Visual Media Art Museum and Book Wooks were used for entertainment, the Corpentry Shop for education, the Book Museum for escapism, and the Design Museum Culture $Caf{\acute{e}}$ The O's for aestheticism. Additionally, depending on the commercial potential of the respective experience space, the Corpentry Shop, Book Wooks, and the Culture $Caf{\acute{e}}$ The O's were used for profit purposes while the Design Museum and the Visual Media Art Museum for non-profit. Based on the findings of the present study, effective ways to enhance competitiveness in the local experience space are suggested. First, the public nature of cultural enjoyment may be realized in a field that bears non-profit characteristics. In exhibiting works, the experience space could suggest the extra demonstration. Second, in the for-profit experience hall, the securing of tourists may help to maximize profit. In so doing, a variety of experience programs and activity spaces could be provided internally, while advertisement marketing through mobile and SNS could be reinforced externally.

A Case Study of Artist-centered Art Fair for Popularizing Art Market (미술 대중화를 위한 작가중심형 아트페어 사례 연구)

  • Kim, Sun-Young;Yi, Eni-Shin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.279-292
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    • 2018
  • Unlike the global art market which experienced rapid recovery from the impacts of the Global Financial Crisis in 2008, the Korean art market has not yet fully recovered. The gallery-oriented distribution system, vulnerable primary art market functions, and the market structure centered on a small number of collectors make it difficult for young and medium artists to enter the market and, as a result, deepen the economic polarization of artists. In addition, the high price of art works limits market participation by restricting the general public. This study began with the idea that the interest of the public in the art market as well as their participation in the market are urgent. To this end, we noted that public awareness of art transactions can be a starting point for improving the constitution of the fragile art market, focusing on the 'Artist-centered Art Fair' rather than existing art fairs. To examine the contribution of such an art fair to the popularization of the art market, we analyzed the case of the 'Visual Artist Market (VAM)' project of the Korea Arts Management Service. Results found that the 'Artist-centered Art Fair' focuses on providing opportunities for market entry to young and medium artists rather than on the interests of distributors, and promotes the popularization of the art market by promoting low-priced works to the general public. Also, the 'Artist-centered Art Fair' seems to play a primary role in the public sector to foster solid groups of artists as well as to establish healty distribution networks of Korean Art market. However, in the long run, it is necessary to promote sustainable development of the 'Artist-centered Art Fair' through indirect support, such as the provision of a publicity platform or consumer finance support, rather than direct support.

A Study on the Copyright Issues of Art Archives (미술 아카이브 저작권 쟁점에 관한 연구)

  • Jieun Lee;Jihyun Kim
    • Journal of Korean Society of Archives and Records Management
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    • v.23 no.3
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    • pp.1-20
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    • 2023
  • Art archives are archives that are produced and collected in activities carried out by artists, critics, and related organizations, and a large portion consists of individual records. Because of these characteristics, art archives have a wide range of media and formats, each with their own characteristics and creators, which can lead to copyright issues in individual cases. This study conducted interviews with six art archive professionals from four institutions, secured and analyzed the copyright status and issues that occurred in the art archives field by business area, and suggested applicable measures for each copyright case.

A Study on Collaboration of Korean Performing Arts Markets - Focused on PAMS, Haevichi Arts Festival, G-FAFE (국내 공연예술 마켓의 협업 방안 연구 - 서울아트마켓, 제주해비치아트페스티벌, 경기공연예술페스타를 중심으로)

  • Kim, Sun Young;Yi, Eui Shin
    • Review of Culture and Economy
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    • v.21 no.1
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    • pp.21-61
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    • 2018
  • Most of the Korean performing arts markets are not only small but also show their limitations in terms of their role as a platform for the promotion of performing arts and future growth prospects. This study started from the perception that the domestic performing arts markets need the cooperation between the markets in order to overcome the current situation and become the representative performing arts markets of Asia. To do this, we conducted surveys and in-depth interviews on market collaborations with domestic performing arts officials such as PAMS, Jeju Haevichi Art Festival and G-FAFE. For successful inter-market collaboration, the first is to change ideas and thinking about collaborations, second, to select programs suitable for direct supervision and collaboration based on evaluation of comparative advantage, and third, to establish and operate the 'Performing Arts Market Collaboration Promotion Committee(tentative name)'. And the fourth, starting from the sharing of the network that is most required at this stage, it is necessary to develop the sharing of manpower and places through mutual financial support or sharing between the central government, the metropolitan municipalities.

Possible Ways to Make a Strategical Use of CRM for Facilitating Performing Arts (공연예술 활성화를 위한 CRM의 전략적 활용방안)

  • Kim, Chung-Eon
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.225-234
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    • 2012
  • The purpose of this study is to explore possible ways to make a strategical use of CRM(Customer Relationship Management) for facilitating performing arts. In order to satisfy the purpose, this study investigated actual cases of CRM, primarily focusing on LG Art Center, one of representative performance venues in South Korea, and CREDIA, a performing art planning agency in South Korea. Here, it was found that LG Art Center operated its independent TMS(Theater Management System) and thereby could afford to successfully plan performing art programs on the basis of customer-oriented convenient ticketing system as well as a pile of customer information. On the other hand, CREDIA introduced advanced performance management system and has successfully attracted larger membership than before. Moreover, it organized specialized personnel in membership management and thereby could manage membership in systematic manner. And it was found that based on web log analysis, CREDIA developed a variety of products to comply with customer needs and thereby could realize higher returns and better customer satisfaction through cross-selling activities as well as performance ticketing. However, it was found that CREDIA still operated its membership system and mileage point system in stereotypes manner. Thus, it is required to operate differentiated membership system based on membership grades and diversify practical ways to save and use mileage points, so that CRM can be strategically applied to develop new audience and maintain loyal customers.

아바타 시스템과 한국의 복식문화 접목을 통한 "디지털 복식 아바타" 개발에 관한 연구

  • 김영삼
    • Proceedings of the Korea Society of Costume Conference
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    • 2003.05a
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    • pp.42-42
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    • 2003
  • 세계적으로 인터넷 이용 인구는 2002년 2월 현재 5억 4천 4백만여명에 이르고 있으며, 우리나라의 인터넷 이용 인구는 2001년 12월말 자료에 의하면 2천4백3십8만여명에 달하는 것으로 보고되고 있다(한국 인터넷정보센터통계보고서, 2002). 또한, 네오위즈는 작년 한 해 아바타 매출 100억원을 돌파, 다모임은 지난해 12월 한달간의 아바타 매출이 3억 6000만원에 달하였으며, 다움(Daum)의 경우 서비스 개시 15일 만에 일일 발생 매출이 1천만원 돌파, 현재 1일 3천500만원의 수익을 올리는 등, 아바타 선두 업체 뿐 아니라 후발 주자들도 큰 수익 창출하고 있다(Economy21- 2002.04.25). 올 한해 아바타 시장규모는 800억원-1000억원으로 예상되고 있으며, 이러한 시장 증대에 따라 기존 캐릭터 업체들이 구축계약 위주에서 서비스 제휴사업으로 아바타모델 제안 및 시장영업이 증대되고 있다. 즉, 아바타 시장은 구축되어 있는 것이 아니라 계속적으로 확대되어 가고 있음. 또한 아바타산업은 인터넷 인프라의 확산과 더불어 아바타의 호응 또한 급격히 상승하고 있으며, 단순히 사이버 세계에서의 분신으로서의 역할에서 벗어나 다양한 부가가치를 구현하는 아바타의 등장으로 아바타의 확산은 계속적인 추세이다. 또한 아바타는 게임, 채팅, 일정관리등 인터넷 전 분야에 걸쳐 Cyber Agent활용도가 확산되고 있으며, 아바타 시장은 초기 일본형 애니메이션 아바타에서 벗어나 아바타와 패션, 아바타와 문화의 접목에 대한 관심이 상승되고 있으며 이로 인한 신규시장이 창출되고 있다 이러한 디지털 시대로의 급격한 발전은 복식문화를 디지털 문화컨텐츠 사업화로의 그 발전방향을 제시하고 있다.2cm 적용하고, 진동두께 계산식은 (B/8-1.5)+2cm를 적용함으로써 진동깊이와 진동두께의 편차가 작아짐으로 인해 소매부위와 진동부위의 맞음새를 향상시켰다. 3) 가슴둘레의 증가에 따라 등길이에 앞길이 치수를 증가시키는 계산식을 설정하여 앞가슴둘레의 맞음새를 향상시켰다. 4) Plus-size여성의 경우 허리부분의 신체적합성을 높이기 위하여 사이드 판넬(side panel)의 재킷원형으로 하였다. 앞 허리와 배 부분의 지방 침착이 크므로 앞 허리둘레 다아트 폭과 앞판 사이드 판넬(side panel) 솔기 다아트 폭을 작게 설정하고, 뒤판 사이드 판넬 솔기 폭을 크게 설정하였다. 5) 어깨끝점 사이길이는 다른 부위의 체지방 침착과 같이 비례적으로 증가하지 않으므로 표준체형에 비해 좁게 설정하였다. 보여주어 우리나라의 선호 질감과는 차이가 있었다. 실제 판매율을 살펴본 결과 주관적 질감 이미지 평가의 선호도와의 비교에서 약간의 차이가 있었는데, 이는 질감 외에 가격이 구매에 영향을 미쳤기 때문으로 분석되었다., 2002; Huun et al, 2001).의 특징이라 할 수 있겠다. 대한 자부심과 국제 사회에서 차별화 할 수 있는 한국 복식 디자인에 독창성과 창조성을 표현하는 중요한 영역임을 인식할 수 있었다.와 보호인자를 재확인할 필요가 있다고 보며 본 연구의 결과는 지역민의 대장직장암 예방을 위한 영양교육 자료로서 활용될 수 있다고 본다. 관여도에 영향을 미치고 있음을 알 수 있었다. 유지되어 쾌적역이 향상된 것으로 사려된다.하였으며, 효율적인 색채 정보로서 활용될 수 있는 패션 색채 팔레트를 제시하였다는데 의의가 있다.′, aesthetic of ′unity in multiplicity′, a

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Design and Development of XR Contents Authoring Framework for IT Convergence Education (융합영상콘텐츠 교육을 위한 XR 콘텐츠저작 프레임워크 설계 및 제작)

  • Leem, Eek-Su
    • Journal of Advanced Navigation Technology
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    • v.24 no.6
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    • pp.633-639
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    • 2020
  • Despite the growing educational demand for the extended reality (XR) convergence content creation for non-IT students, fewer studies have attempted to education material development. In this paper, non-IT students' requirement to create XR convergence contents was analyzed and designed framework system specification. The object-oriented application framework (OOAF) was developed for non-IT students to create XR convergence contents through simple interaction methods such as drag and drop in-game engines. To evaluate the developed framework XR contents development course was operated with 26 industrial design majors sophomore in university. More than 90% of students succeeded in working on prototype XR contents in Oculus Rift. This result will be expected to improve the quality of XR contents creation education for non-IT students and contribute to the growth of the future convergence contents industry.