• Title/Summary/Keyword: ART융합

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A Case Study of the Convergence Capstone Design Education by Connecting Intellectual Property Rights for Airline Service Department (지식재산권을 연계한 항공서비스학과 융합 캡스톤디자인 교육 사례 연구)

  • Park, Hyun-A
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.127-132
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    • 2019
  • This study is an example of the registration of intellectual property rights by applying capstone design to airline service. To relieve the inconvenience of the 'Paper Cage' that is on sale in the airlines, the team create 'Foldable Inflight Pet Cage' for the convenience of passengers accompanying their pets. This allowed not only pets but also passengers on board to make comfortable and safe air travel. Through collaboration with aviation experts and pet cages production experts, the team produced foldable cages that were not previously available. For verification of products, preliminary survey was conducted to enable the commercialization of foldable cage. The project period was 15 weeks, and the participants consisted of 18 students, 1 professor, and 4 industry experts. This study shows Capstone Design can also be applied in airline service and be a valuable research on the necessity of industry-academic links and practical-oriented education.

The review of Aesthetic Eye for Chusa, Kim jeong hee's calligraphy arts- Especially, Focused on the spirituality of literati paintings (추사(秋史) 서예술(書藝術)의 심미안(審美眼) 연구(硏究)- 특(特)히 문인화(文人畵) 정신성(精神性)을 중심(中心)으로)

  • Kwon, Yun Hee
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.283-291
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    • 2020
  • Chusa is a pearl in our cultural history. His unfavorable times and circumstances made him more and more devoted, and through this, his art was able to bloom brilliantly. He was born and raised in a prestigious family, and was able to establish his academic world broadly through the encounter with Ongbanggang and Wanwon, the great masters of the Qing Dynasty culture at the time of the 20s. Particularly, his artistic activities in the area where he lived in exile allowed him to establish Chusache. He also showed the essence of his literary spirit as a picture of Sehando. Through numerous letters, he can also examine his culture, art, and thought. Furthermore, based on the archaeology of the Qing Dynasty, you can also examine the thoughts and philosophies of the real world. This article intends to examine and review the Aesthetic Sense of Chusa's literary art in terms of mentality through Sehando·Bujakrando. This is because it is judged to be an aesthetic sense that is the essence of Chusa art.

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.

Point Cloud Content in Form of Interactive Holograms (포인트 클라우드 형태의 인터랙티브 홀로그램 콘텐츠)

  • Kim, Dong-Hyun;Kim, Sang-Wook
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.40-47
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    • 2012
  • Existing art, media art, accompanied by a new path of awareness and perception instrumentalized by the human body, creating a new way to watch the interaction is proposed. Western art way to create visual images of the point cloud that represented a form that is similar to the Pointage. This traditional painting techniques using digital technology means reconfiguration. In this paper, a new appreciation of fusion of aesthetic elements and digital technology, making the point cloud in the form of video. And this holographic film projection of the spectator, and gestures to interact with the video content is presented. A Process of making contents is intent planning, content creation, content production point cloud in the form of image, 3D gestures for interaction design process, go through the process of holographic film projection. Visual and experiential content of memory recall process takes place in the consciousness of the people expressed. Complete the process of memory recall, uncertain memories, memories materialized, recalled. Uncertain remember the vague shapes of the point cloud in the form of an image represented by the image. As embodied memories through the act of interaction to manipulate images recall is complete.

A Study on the Modern 'Universal Philosophy' Idea-Presentation of 'Avant-garde' Art Groups at the Turn of the 20th's Century - On the Progress of the Philosophies, 'Universalism' as a Intellectual Synthesis toward Awakening for Modern Art - (20세기 전환기의 '아방가르드' 예술집단의 근대 '보편주의' 사상-표현에 관한 연구 -근대 예술적 자각을 향한 지적 융합, 보편철학의 발전적 전개-)

  • Oh, Zhang-Huan
    • Journal of architectural history
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    • v.17 no.6
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    • pp.87-98
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    • 2008
  • The purpose of this study is ultimately subjected to the Orientalism, even though this deals with some positive effects in the realm of art and architecture as the scope of study, because through which the relationship between two different cultures will be discussed. That is to say, this research focused not only on how the presentation of 'avant-garde' visual art, which is explained as formal 'purity' and 'abstraction' as the characteristics of modern arts, could be made in the transition to the 20th's World, but also on what is the role and meaning of Eastern thoughts, which is popular in that time, for the new philosophical background of the artistic revolution. As a result, this study found that a lot of 'avant-garde' architects such as F. L. Wright, M. Mahony in Prairie School and L. Sullivan, D. Burnham, J. Root in Chicago School, and Lauweriks, H. P. Berlage who introduced Wright's works into the Europe, had possessed the 'Universal Philosophy' including Unitarianism, Transcendentalism, Deism, and Theosophy which are all influenced by Oriental religions and thoughts through historic western philosophers, although it is generally well-known that W. Kandinsky and P. Mondrian were belong to that. Furthermore, they gave attention to the Oriental religions and thoughts in that time, eventually made a historical progressive process of unification of thoughts between East and West. In a word, the new universalism was the philosophical background that made the artist's idea and presentation on 'from Being into Becoming'.

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A Proposal of Procedure for Restoring Ownership in Blockchain-based Art Trade Platform (블록체인 기반 예술품 거래 플랫폼에서의 소유권 회복 절차 제안)

  • Lee, Eun Mi
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.219-224
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    • 2020
  • One of the main reasons for the commercial failure of various early blockchain-based art trade platforms, including Maecenas, is the lack of clear ways for owners to fully restore ownership of artworks. In this paper, we proposed a procedure for the owner of the artwork to rebuy shares and restore his or her entire ownership in the blockchain system. Using the proposed procedure, we can find a balanced price between the owner and investors, and then restore ownership through a public purchase of the stake. The balanced price can be induced by penalizing the owner for proposing unreasonably low price, and by rewarding investors for deciding reasonable prices. The proposed procedure of restoring ownership is expected to be utilized not only on the block chain-based art trading platform but also on the block chain-based trade platform in other applications.

A Study on game engine properties for Art college education (예술 대학 교육을 위한 게임엔진 특성 연구 (Unity와 Unreal engine을 중심으로))

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.227-229
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    • 2019
  • Currently, people use game engines which is consist of essential elements(Graphic engine, Physics engine, Audio engine, UI system, Gameplay frameworks, etc) to develop video. This game engine is used for its own development, but usually it is used by renting a commercial engine. To be able to use such a game engine requires a lot of theoretical and functional education, but in a limited period of university education, it is impossible to deal with various game engines in game art colleges, not general engineering universities. This paper will compare and analyze the characteristics, and merits and demerits of these two kinds of Game engines (Unity and Unreal engine), and showed the result of analyses about the fact that educating which of the above 2 Game engines are helpful and beneficial for the students for the efficient education in the Art college where should teach much in the limited time.

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A Study on the Realistic Spatial Expression in Digital Art to Escape the Limitations of Flat Screens (평면 스크린의 한계를 벗어나기 위한 디지털 아트에서의 현실적 공간 표현에 대한 연구)

  • Sebinn Jung;Doo-Hyun Choi;Sooyeon Lim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.105-112
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    • 2023
  • Attempts to embody the three-dimensional world into works have continued without distinguishing between the times and the media, and the purpose is to realize an immersive state rather than the reproduction of reality. It was considered that the flat screen, which is the medium that finally faces the viewer in digital media art, hinders complete immersion, and this study investigated and analyzed the cases of works that give a sense of reality of space beyond the limits of the screen. Using the results of the analysis to produce the work, it was found that the presentation of the realistic space and enhancing immersion in the digital media art field should be viewed not only as visual video content on the screen, but also as an installation suitable for the exhibition environment and the resulting space itself.

A Study on the Relative Weights of the Components of Core Competence Based Learning Outcomes in STEAM (Science, Technology, Engineering Art, Mathematics) (융합인재교육에서 핵심역량 기반 학습성과 구성요소의 상대적 가중치 연구)

  • Park, Ki-Moon
    • 대한공업교육학회지
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    • v.40 no.2
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    • pp.239-258
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    • 2015
  • The purpose of this study is to provide basic data that can be used in a reasonable assessment of the learning outcomes of STEAM. It presented a learning outcome evaluation method, relative weights of key competencies standard that a learner should cultivate. For this study, a pairwise comparison questionnaire about the key competencies was conducted on the STEAM professionals, and AHP was applied to analyze the priority of main factors of key competencies. The results of this study are as follows. First, the importance of capabilities of convergence accomplishment and capabilities of convergent cognition, in the first layer of key competencies, were 39.4% and 36.8%, respectively. In the education evaluation of the STEAM, capabilities of convergence accomplishment and capabilities of convergent cognition showed similar level of importance, and were considered more important factor than capabilities of convergence attitude (23.8%). Second, the relative importance of capabilities of problem solving (20.0%) was highest in the second layer of key competencies, and followed by capabilities of creative thinking (18.3%), responsibility (15.3%), and understanding convergence knowledge (11.0%). Third, it will be a foundation of a competency evaluation, which reasonably evaluates, based on the relative weights, whether to accomplish educational objectives of the STEAM program In addition, this results is expected to become a guide to develop an education program that can improve the teaching and learning process and raise the learning outcome, as well as an education evaluation of the STEAM.

A Study on the Relationship between Personality and Creative Behavior according to Major in University (전공계열에 따른 개인의 성격과 창의적 행동 간의 관계에 관한 연구)

  • Jang, Ha-Soo
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.4
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    • pp.53-58
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    • 2017
  • The objective of this study was to search the effect of individual personality (big five personality) on creative behavior. In particular, we tried to find out how the individual characteristics of the students who are perceived as unique majors in university and students who are in non-art, music and physical education affect the creative behavior. To perform this, questionnaires were distributed to 150 university students in art, music and physical education and 150 non-art, music, and physical education university students in C University located in Gwangju Metropolitan City. 275 copies (91.7%) of valid questionnaires were used among them. As a result, extroversion, openness, Friendliness, and sincerity were found to affect creative behaviors, excluding neuroticism (emotional stability) among five factors of personality. Additional analysis was performed by departmentalizing the majors of respondents as art, music and physical education and non-art, music, and physical education. In the case of art, music and physical education, extroversion, openness, friendliness affected the creative behavior, and in the case of non-art, music and physical education, only extroversion and openness influenced creative behavior. This difference can be understood as the difference of habits according to major, and it has been proved that it is also similar to previous research results.