• Title/Summary/Keyword: ART융합

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Technology Acceptance Model and fashion: Toward an integrated model for fashionable technology products (패션과 기술의 융합 제품을 위한 TAM과 패션의 통합 모형 연구)

  • Shim, Soo In
    • Korea Science and Art Forum
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    • v.30
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    • pp.217-230
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    • 2017
  • The purpose of this study is to develop a theoretical model identifying how consumers accept a fashionable technology product. A systematic review of 39 influential TAM studies focusing on theory development in the context of information technology results in three tendencies, which become backbone of the model of fashionable technology acceptance. A subsequent review of the nature of fashion fleshes out the backbone with detailed propositions in the more specific context of fashionable technology. The model of fashionable technology acceptance includes key propositions of Theory of Reasoned Action, in which internal beliefs consist of functional, aesthetic and symbolic values, and other factors, such as technology features (i.e., hardware specification, software specification, brand, and price factors), environmental conditions (i.e., technical infrastructure and user occasion), individual differences (i.e., age, gender, experience, personality, aesthetic sense, fashion innovativeness, and income), and social influence (i.e., subjective norms, social reputation, and cultural difference). Implications, limitations, and suggestions for future research are also discussed.

A Study on the Performative Case of Contemporary Ceramics through Convergence with Performance (퍼포먼스와 융합을 통한 현대 도예의 수행적 사례 연구)

  • Chung, Yong Hyun
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.227-232
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    • 2022
  • This thesis studies and analyzes the performative expression and meaning of ceramic performance art in the diversifying contemporary ceramic art. Therefore, after analyzing the ceramic performance works of Miquel Barcelό, Josef Nadj, Kang-hyo Lee, Teri Frame, and J. J. McCracken, I tried to find out the performativity and effectiveness of the performance. As a result of the study, the ceramic performance shows the expandability beyond the expression form and production process shown in general ceramic artworks through physical actions using clay. In addition, the real-time performance of the actor is a process embodiment of creating an event, and the open structure in which the artist and the audience relate to each other enables interpretation and understanding in a different way than before. Convergence attempts with other media imply borderlessness in contemporary ceramics and show the possibility of expanding into new field. This is expected to have a positive impact that breaks the ideological frame of the ceramic arts field, which has strong craft characteristics.

A Study on the Preference of Art Media of Cancer Patients: Multidisciplinary Approach of Art Therapy (통원 암 환자의 미술 매체 선호도 연구: 미술 치료요법의 다학제간 접근)

  • Lee, Yun-Hee;Kim, Jee-Eun
    • Journal of the Korea Convergence Society
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    • v.11 no.10
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    • pp.171-179
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    • 2020
  • This study was attempted to identify the media preferences and the reasons of cancer patients. The data collection was conducted on 76 people. and they are 6 men, 70 women with 38 breast cancer patients, and 38 patients with other cancers. For measuring tools, self-written questionnaires and Mandala paintings were used for single-time art therapy. The data analysis compared the results of technical statistics, independence verification and chi verification using the SPSS WIN ver.25.0 with the Mandala painting. There were no significant differences in media preference by age and duration of the disease, and there were significant differences in media preference by disease. In the Mandala painting, the characteristics of the medium and the factors of specific disease showed that there were reasons and effects of preference media choice. This study is meaningful in that it concentrated on the art therapy access and support in terms of the cancer outpatients, which have been concentrated on inpatients so that they shed light to the support and intervention needed by the outpatients, and can be used as basic data for the development of art therapy programs to help stabilize the mind of cancer patients in the future.

An art exhibition needs assessment survey of persons with visual impairment (시각장애인의 전시예술품 관람 욕구조사)

  • Lee, Yanghee;Kim, Sangwon;Eom, Munseol;An, Sae mi;Cho, Jun Dong
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.1
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    • pp.457-466
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    • 2019
  • The study was to improve the right to the enjoyment of culture of persons with visual impairment by increasing the accessibility to art exhibitions and exploring assistive measures through needs assessment survey of persons with visual impairment on arts exhibition. We used total 83 responses collected through an online survey. The result are as follows. First, watching movies at a teather was the most frequent leisure activity among persons with visual impairment, while respondents reported attending art exhibitions as the least frequent activity. Yet, 71.1% included attending art exhibitions as one of their top 5 culture and leisure activities. Most of the respondents reported the purpose of attending art exhibitions as fun. However, a primarily visual atmosphere prevented them from visiting the exhibition. Second, persons with visual impairment preferred approaching the art to have a closer look. More than about 50% of the respondents used their residual vision. Most of the respondents reported to use more than two senses when appreciating the exhibits. Moreover, respondents reported that devices/services for multi-sensory experiences would be helpful to appreciate the art. The findings imply that the consideration of the characteristics and needs of persons with visual impairment is required for establishing the environment of art exhibitions. This could further contribute to the improvement of the right to the enjoyment of leisure and culture of persons with visual impairment and lead to the realization of social integration.

Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.

Analysis of Art Makeup Design Applying Formative Principles based on lntegrated Art (통합예술을 토대로 조형원리를 적용한 아트메이크업 디자인 분석)

  • Na hyun An
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.901-907
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    • 2024
  • The desire to be beautiful naturally focuses on aesthetics, and the beauty industry is growing significantly accordingly. Among them, art makeup is developing in the beauty field as a creative and experimental art field that breaks away from the fixed framework centered on color and expression. Art makeup is a field that requires research on a new artistic form of art makeup that applies formative principles through design ideas based on integrated arts such as fashion, architecture, and art according to formative principles. Formative principles were classified into balance, unity, emphasis, and rhythm, and practical cases based on his applied integrated arts were divided into landscaping, architecture, flowers, painting, fashion, and interior design, and art makeup design using formative principles was analyzed. Accordingly, we aim to contribute to the development of new designs by explaining how makeup design forms that apply formative principles are being applied in the field of art makeup, exploring expansion into creative areas, and providing academic theoretical foundations and basic materials for the development of art makeup.

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
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    • v.13 no.9
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    • pp.448-454
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    • 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.

Convergence Analysis Algorithm Study for Extracting Image Configuration Parameters (영상 구성 파라미터 추출을 위한 융합 분석 알고리듬 연구)

  • Maeng, Chae Jung;Har, Dong-Hwan
    • Korea Science and Art Forum
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    • v.37 no.3
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    • pp.125-134
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    • 2019
  • This study was conducted to organize a program to classify and analyze the characteristics of images for the automation of background music selection in the video content production process. The results and contents of the study are as follows: video characteristics are selected as subject category, emotion, pixel motion speed, color, and character material. Subject categories and feelings were extracted using Microsoft's Azure Video Indexer, Pixel Movement Speed was an Optional flow, Color was an Image Histogram for Image, and character materials was CNN(Convolutional Neural Network). The results of this study are significant in that video analysis was conducted to match background music in the recent content production process of 'Internet One-person Broadcasting Creators'.

Design and Control of a Basic Circuit System for STEAM Education (STEAM 교육을 위한 기초 회로 시스템 설계와 제어 방법)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
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    • v.9 no.2
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    • pp.99-106
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    • 2017
  • The most important thing in STEAM education is to enhance students' interest and understanding of science and technology. In this paper, we propose basic circuit system design and control method applicable to STEAM fusion education. The circuit system design practice using the breadboard is designated as an essential curriculum in the corresponding department at the high school and college level in the domestic curriculum. However, there is a lack of STEAM convergence implementation examples that can easily understand circuit system design and control methods. Therefore, we proposed and tested a method to implement and control a media art type circuit system.