• Title/Summary/Keyword: 예술적 융합

Search Result 939, Processing Time 0.025 seconds

Comparison and Convergence of the Blank Space in Chinese and Japanese Graphic Design -Focusing on the Expression of Blank Space in Poster Design (중국과 일본 그래픽 디자인에서의 여백의 비교 및 융합연구 -포스터 디자인에서 여백 표현을 중심으로-)

  • Xie, Wenqian;Kim, Won-Seok
    • Journal of the Korea Convergence Society
    • /
    • v.8 no.6
    • /
    • pp.153-162
    • /
    • 2017
  • Comparison and Convergence of the Blank Space in Chinese and Japanese Graphic Design This study discusses the philosophical foundation in Chinese and Japanese aesthetics. Most of the contemporary graphic designs in China lack influence or individual philosophy on aesthetics. In analyzing and comparing the use of blank-leaving in graphic design works showed that the traditional artistic sense of the blanks can enrich the cultural connotations of design and raise the artistic creation of the works. This paper used "convergence" to create a new approach on Chinese contemporary graphic design, especially on poster design. The application of blank-leaving in the graphic design has positive impact in the creation of excellent graphic design works that provide references and inspiration to develop a new blank on my own design.

A Study on the Convergence of Digital and Analog Art -Art Collaboration Focused on My Series- (예술에 있어서 디지털과 아날로그 융합에 관한 연구 -아트콜라보레이션 본인작품 <결합체>시리즈를 중심으로-)

  • Ryu, Ji Eun;Yang, Jong Hoon
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.4
    • /
    • pp.510-519
    • /
    • 2017
  • Our world is communicating by digital network that transcends time and space. In such world of rich technology, people are longing for humanity and analog esthetic. 'Art' stimulates analog esthetic and 'design' is a good and easy tool to show personal esthetic preferences. This study is about the convergence of digital and analog art focusing on the researcher's artwork series. The series is derived from series. They are made by cut and deconstructed pieces from the original series. I assembled these pieces into another creation by using graphic editing programs. I looked into the succession cases of art and design collaborations and developed various design products with the assembled artwork images. Through this, I want to communicate more familiarly with the world widely connected to network viewers. There are already many fine artists making their artworks into design products. Collaboration with cultural art and commercial product provides win-win effect to artist, company, and consumer. It also creates innovative products and values. In this study, I try to design products from various fields using my artwork images, and research about how to promote the artist and art products effectively to the world.

Production of an Interactive Artwork through Analysis on the Expression Method for Subject Area on Screen (Focused on Color, Face and Brightness) (화면의 주제영역 표현방법 분석을 통한 인터랙티브 아트 제작(색상, 면수, 명도를 중심으로))

  • Kim, Kyoung-Nam;Lim, Yang-Mi
    • Journal of Digital Contents Society
    • /
    • v.13 no.3
    • /
    • pp.439-449
    • /
    • 2012
  • Recently, many interactive artworks produce through convergence of art and scientific technology. Artists or designers should cooperate with other areas for analysis in order to share database. According to these requirements, In this study, we analyze Kandinsky's works which are more emphasis on subject area than the emphasis to background area by using a number of colors, faces, and brightness levels. Due to this approach, it determines how to represent for stable screen composition attracting viewer's eyes. As a result, the subject area has more a number of colors, faces, and brightness levels than the background area. In addition, we produce the interactive artwork based on the analyzed data. According to the requirement of convergence and collaboration in the historical background, this study will be able to contribute to make the collaboration by sharing common information between artists and professionals in other areas. In addition, it is expected that other production makers who do not have the background of arts education will be able to configure the visual screen.

Entrepreneurship Efficacy and Subjective Norms on the Entrepreneurial Intentions of College Students Majoring in Art (창업 효능감과 주관적 규범이 예술전공 대학생의 창업 의도에 미치는 영향에 관한 연구)

  • Kim, Hae-Jin;Chung, Jibok
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.5
    • /
    • pp.147-153
    • /
    • 2022
  • The uncertainty of start-ups are factors that weaken the entrepreneurial intentions of college students and prospective founders, and are also the cause of the low rate of entrepreneurship among art college students. This study tried to identify the effect of subjective norms entrepreneurial efficacy on start-up intentions. Studies have shown that entrepreneurial efficacy and subjective norms have a significant impact on start-up intentions. In addition, start-up education support has been shown to control the impact of subjective norms on start-up intentions, and start-up activity support has been shown to control the impact of subjective norms on start-up intentions, while start-up commercialization support does not control the impact of start-up efficacy or subjective norms on start-up intentions. In order to revitalize the start-up and effectively guide the start-up of art college students, it is necessary to show the social support of the people around them for the start-up and to enhance the efficacy of the start-up by supporting the prototyping activities.

The Post modern parodies in "The Congress" (<더 콩그레스 The Congress>에 나타난 포스트모던 패러디)

  • Moon, Jae-Cheol;Choi, Sook-Young
    • Cartoon and Animation Studies
    • /
    • s.39
    • /
    • pp.157-182
    • /
    • 2015
  • Mr. Folman, an Israeli director, used a highly stylized form of animation in a decidedly adult way to make his documentary about the 1982 war in Lebanon, "Waltz With Bashir," in 2008. After 5 years, he has used another distinctive approach, fusing animation with live action in his latest film, a trippy and surreal undertaking called "The Congress." He dismantled the means through parodies, the core of post-modernism art and built a new meaning to create a unique world view and unique aesthetics. In this study, parodies of the modern concept of post-modernism being used as a major strategy in the creation of art have appeared the four characteristics of post-modern parody: 1) intertextuality, 2) dissolution and fusion of genres, and 3) strengthening of irony, and 4) pastiche. This study is characteristic of post-modern parody that discusses the relevance of contemporary parody and postmodernism being developed by analyzing how they appear on the practical work. Furthermore, through analysis of "The Congress", this study discusses the post-modernist world view and the creative way of creating an experimental art with parody.

Analysis of the Current Status of NFT Art and Methodology on Utilizing Domestic Artworks (NFT예술 현황 분석과 국내 미술작품 활용방안 연구)

  • Lee, Ahn
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.6
    • /
    • pp.215-222
    • /
    • 2022
  • This study summarizes the basic concepts of NFT art and analyzes trends in the domestic and international NFT market to provide a better understanding of the art form to suggest various ways to utilize the art in near future when social interests in technologies such as metaverse, block chain, and NFTs are continuously increasing. In addition, by examining the rapid development and process of blockchain technology in overseas markets, and confirming cases of information transfer to various metaverses such as cryptocurrency and NFT technology, the aim is to present a foothold for the future direction of national arts in general. To this end, in order to analyze consumers' perceptions and preferences, and to draw conclusions about current NFT arts at home and abroad, a survey was conducted on NFT awareness among participants of an art fair in Gwangjin-gu, Seoul. It is hoped that this study will become a cornerstone of research on NFT works and NFT art industry, which is becoming a global issue.

A Study of STEAM Education Model for Collective Intelligence Learner With Regards to Developing People of Interdisciplinary Abilities (융합형 인재양성을 위한 집단지성 학습 기반 STEAM 교육 방안 연구)

  • Hong, Seong-Yong
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2012.04a
    • /
    • pp.1406-1409
    • /
    • 2012
  • 최근 학문간 융합을 통한 STEAM 융합인재교육에 관한 연구가 활발하게 진행되고 있다. STEAM 교육은 과학, 기술, 공학, 예술 그리고 수학의 학문 영역을 유기적으로 융합하여 차세대 학습자들이 미래 사회에 필요한 핵심역량을 높일 수 있도록 하는 교육방식이다. 국가적인 차원에서 창의적인 융합인재를 위한 미래형 과학기술 교육을 중요하게 여기고 있으며, 과학기술 교육 패러다임에 변화를 기대하고 있다. 따라서 본 연구에서는 융합형 인재양성을 위한 집단지성 기반의 STEAM 교육 방안을 연구하고, 학습자의 과학기술에 대한 흥미와 이해를 높이고 융합적 사고와 문제해결 능력을 배양하기 위한 지능로봇 교육과정을 제시한다. 또한 집단 학습자들 간의 교육 적용 사례를 소개하고, 학습자의 만족도 분석을 통하여 검증하였다. 향후 본 연구의 결과로 집단 학습자의 학습 성취도를 향상시키고, 융합형 과학기술 인재양성 교육방안으로 발전하기를 기대한다.

The Higher Education Possibility of Sound Art in Korea - Focusing on the Proposal of Creative Fusion Liberal Arts Learning (사운드아트의 국내 고등교육 가능성 - 창의적 융복합 교양교과 제안을 중심으로)

  • Irene Eunyoung Lee
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.6
    • /
    • pp.443-451
    • /
    • 2023
  • Sound Art (Sonic Art) is a branch of contemporary art that has been practiced dominantly in Europe and the Americas since the mid-20th century; and in Korea, it tends to be regarded as a multiple art field or as a subgenre of contemporary music or media art. Since the 2000s, some leading universities in North America and Europe have been opened sound art majors, producing talented people who specialize in this field or work as practical artists, yet it is still considered a non-mainstream art field. It is difficult to find schools that have opened sound arts as their major program in domestic universities. Along with the introduction of a liberal arts curriculum model and teaching methods used in the <Sound Art of Modern Society> course operated in a four-year university in South Korea, this paper discusses the possibility of using sound art as a main subject in liberal arts learning in higher education as a creative fusion liberal arts subject.

Research on the Emotional Expression of Synesthesia through STEAM Education Program (융합인재교육(STEAM) 프로그램을 통해 배우는 공감각의 감성적 표현 연구)

  • Lee, Jin;Lee, Seungyon-Seny
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.9
    • /
    • pp.448-454
    • /
    • 2013
  • This paper proposes a methodology of expanding the mind in multi-disciplinary ways through STEAM education program based on science and art. The paper aims at analyzing both the analog- an digital-based emotional expressions experienced by students. Students use digital visualization technology using linguistic tool as well as sense of vision, hearing and touching. This is a STEAM education program designed for high school students and called "Kandinsky, Drawing the Sound". Kandinsky was a prominent proponent of synesthesia and through his artwork, students can learn how to express and develop synesthetic senses. Through this STEAM program, students are empowered to express diverse emotions reconstructed through plays, stories and synesthesia.

A case study of ceramic design that combines 3D printing technology (3D 프린팅 기술을 융합한 도자디자인 사례 연구)

  • Choi, Jung-Hwa;Kim, Won-Seok
    • Journal of Digital Convergence
    • /
    • v.17 no.4
    • /
    • pp.309-317
    • /
    • 2019
  • The purpose of this study is to review the influence of 3D printing technology on the formability and artistic value of ceramic works through a theoretical review of 3D printing technology and a case study of ceramic works that incorporate them creatively. Thus, the following conclusions were drawn from the analysis of the ceramic works of seven artists and two design teams. First, digital production that incorporates 3D printing technology into works can be applied to data applications and changes, unlike the existing manual methods, and the artist's unique creative artwork is possible. Second, a new paradigm has emerged that expresses the new material, method, advanced digital technology, and more stereoscopic and colorful sculptures out of the traditional ceramic concepts. In the future, I hope to find new methodology that meets the developing digital technology through continuous research and utilization of 3D printing and realizing new value of ceramic design.