• Title/Summary/Keyword: ART convergence

Search Result 976, Processing Time 0.023 seconds

A Study on the Forms of Serial Expression in Contemporary Fashion Design (현대 패션디자인의 연속 표현[serial expression]형식에 관한 연구)

  • Kwon, Ja-Young;Geum, Key-Sook
    • Journal of the Korean Society of Costume
    • /
    • v.57 no.8
    • /
    • pp.114-124
    • /
    • 2007
  • Contemporary fashion design has been represented as intermedia transcended value and spatiotemporal notion and also had a tendency to concentrate on serial process that materials are transfigured through time rather than existence. These forms related to interaction with time, space and performance as well as compositive genres, hybrid culture, compound gender define as 'serial expression' in this study. The serial expression ran be characterized that system, process, series, enumeration of sequences, depiction of performance, repetition of action in fashion collections and exhibitions of designers. The concept and circumstances made by author as a creator of fashion broaden perceptions of audiences and arouse spectators to participate in the situation as needing immediate attention. The forms of fashion and Conceptual Art in serial expression are analogous and even identical situations represent in fashion collection. Therefore analysis serial forms of art derives formative features: Narrative process, Imitation and Appropriation, Virtual reality and High technology, Hybridism and Convergence. This study suggest a framework to analyze conceptual fashion that give salience to megatrend in contemporary fashion culture on artistic point of view.

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
    • /
    • v.9 no.2
    • /
    • pp.99-106
    • /
    • 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.

Many-objective Evolutionary Algorithm with Knee point-based Reference Vector Adaptive Adjustment Strategy

  • Zhu, Zhuanghua
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.16 no.9
    • /
    • pp.2976-2990
    • /
    • 2022
  • The adaptive adjustment of reference or weight vectors in decomposition-based methods has been a hot research topic in the evolutionary community over the past few years. Although various methods have been proposed regarding this issue, most of them aim to diversify solutions in the objective space to cover the true Pareto fronts as much as possible. Different from them, this paper proposes a knee point-based reference vector adaptive adjustment strategy to concurrently balance the convergence and diversity. To be specific, the knee point-based reference vector adaptive adjustment strategy firstly utilizes knee points to construct the adaptive reference vectors. After that, a new fitness function is defined mathematically. Then, this paper further designs a many-objective evolutionary algorithm with knee point-based reference vector adaptive adjustment strategy, where the mating operation and environmental selection are designed accordingly. The proposed method is extensively tested on the WFG test suite with 8, 10 and 12 objectives and MPDMP with state-of-the-art optimizers. Extensive experimental results demonstrate the superiority of the proposed method over state-of-the-art optimizers and the practicability of the proposed method in tackling practical many-objective optimization problems.

Research on the Correlation Between the Alienation Effect and Immersion of Breaking the Fourth Wall in Games

  • Qi Yi;Jeanhun Chung
    • International journal of advanced smart convergence
    • /
    • v.12 no.4
    • /
    • pp.328-333
    • /
    • 2023
  • Breaking the fourth wall is a very popular concept right now, and depictions of breaking the barrier between virtuality and reality are often used in game advertising. In VR games, game manufacturers describe the experience after breaking the fourth wall as an experiencer who will be completely immersed in the virtual world, as if they are actually living in the virtual world. At the same time, research in the field of traditional drama also shows that breaking the fourth wall can also bring a sense of alienation to the player, allowing the experiencer to clearly realize that he and the character are in a completely different world, and to conduct aesthetic criticism of related works of art.So why there are two completely different feelings after breaking the fourth wall will be the content of this article. This article will focus on the theoretical analysis of the relationship between two different cognitions and two completely different cognitions after breaking the fourth wall. Finally, it will be analyzed from three directions: game perspective, game art style, and different world views of the game. Finally, it was concluded that when players break the fourth wall in the game, these three factors will cause the experiencer to have two completely different cognitions.

The Effect of Art Infusion Interactive and Print Advertising on the Memory and Attitude According to the Reguratory Focus (명화차용 인터랙티브 광고와 인쇄광고가 개인의 조절초점 성향에 따른 기억과 태도에 미치는 영향)

  • Km, Min-Kwan;Han, Kwang-Seok
    • Journal of Digital Convergence
    • /
    • v.16 no.5
    • /
    • pp.455-461
    • /
    • 2018
  • This study empirically examines the differences in advertising-related memory and product-related memory effects and ad attitudes between art infusion(interactive/ print advertising) and reguratory focus (promotion focus / prevention focus). Two - way MANOVA analysis was used for the factor analysis. The advertising experiment for renowned artists manipulated the 'self portrait' of 'Vincent Van Gogh'. The results of this study are as follows: First, promotion - focused consumers remember interactive advertising more than advertising printed advertisements in advertisements for advertising on publicity. Second, the consumers who focus on preventive focus tend to recall the information related to the product rather than the interactive advertisement.

A Study on Improvement Strategies According to the Inconvenience Due to Female Cancer Wearing Alopecia Wigs (여성 암환우들의 탈모용 가발 착용 시 불편에 따른 개선방안 연구)

  • Jin, Soon-Ho;Kim, Young-Bae;Park, Jang-Soon
    • Journal of Digital Convergence
    • /
    • v.15 no.8
    • /
    • pp.417-422
    • /
    • 2017
  • This study conducted frequency analysis for male and female patients aged 60 and over from the results of analyzing improvement strategies for inconvenience due to wearing alopecia wigs. When the patoent started perceive their depilatory diseases was right after treatment of anticancer drugs or radiotherapy, and they were found to suffer from inconveniences of being dried, etc. After treatment of chemotherapy, as for the falling-out parts, eyebrows were found to be the highest 52.1%, and pubic hair 38%, axilla hair 29% in that order. And the inconvenience level of wearing wigs among the patients with the different background of education indicates that the professions of the patients affect the ease of use. It is presumed that the easiness in use which the college graduates, high school graduates, and postgraduates showed is attributable to the age difference. to improve the inconveniences from cancer patients wearing wigs, scape troubles and close adhesion are constantly needed.

A study on activation method of beacon service in cultural art space (문화예술 공간의 비콘(Beacon) 서비스 활성화 방안 연구)

  • Jung, Ran-gun;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.16 no.2
    • /
    • pp.287-292
    • /
    • 2018
  • The purpose of this study is suggest the guideline by analyzing and categorizing the case of trends of Beacon technological development and Beacon-Based service in culture and art space of domestic and overseas. I did some literature research followed with theoretical background of beacon service, also did case study of beacon service application in domestic and overseas culture space. The result indicate that beacon technology can provide a variety services in a wide space. Through domestic and overseas case studies, it was found that beacon service in domestic exhibition space should be given as experience-oriented services beyond benefit-oriented services. As this point of time, this study will become a good resource for various communication services through beacon service in Korea.

The Relationships of Expectancy-Disconfirmation and Satisfaction, Loyalty of Students Majoring in Art & Physical Education (예체능계열 대학생의 기대불일치와 만족도 및 충성도의 관계)

  • Kim, Il-Gwang
    • Journal of Digital Convergence
    • /
    • v.14 no.2
    • /
    • pp.469-477
    • /
    • 2016
  • The purpose of this study was to analyze The Relationships of Expectancy-Disconfirmation and Satisfaction, Loyalty of Students Majoring in Art & Physical Education. In order to achieve this purpose, a total of 187 students were selected as study participants from 7 regions in nationally using the convenience sampling method. The instrument for data collection was a questionnaire. The followings are the results: First, positive disconfirmation partially affected education performance. Second, negative disconfirmation partially affects faculty, staff, and education performance. Third, staff and education performance in positive disconfirmation affect loyalty. Fourth, education performance in negative disconfirmation affects loyalty.

Effects on the System, Contents, and Service Quality of e-book User Purchase (전자책 이용자의 시스템, 콘텐츠 및 서비스 품질이 구매의도에 미치는 영향)

  • Na, Yun-Bin;Lee, Seoung-Ha;Myeong, You-Jin;Jo, Se-Ran
    • Journal of Digital Convergence
    • /
    • v.14 no.1
    • /
    • pp.141-150
    • /
    • 2016
  • The e-book technology is developing day by day with the expansion of e-ink technology. However, consumers' complaint over contents which are relatively deficient compared to paper book, the issue of compatibility of file between bookstores is not improved as yet. This means that present e-book market needs study in the viewpoint of consumer who intend to accept requirement of market instead of viewpoint of technical development. Thus, this study intends to measure the quality of three main attributes such as system, contents and service based on IS Success Model which compose e-book to identify the influence on readers' purchase intention. Result, System quality is to device purchase intention, and Contents quality is to e-book pruchase intention, it showed a significant damaging effect on.

A Study on the Influence of Satisfaction of Galley Culture and Art Cooperative Society Users on Re-use Intention according to Organizational Capabilities (문화예술협동조합 이용자 관람만족이 조직역량에 따른 재이용의도에 미치는 영향에 관한 연구)

  • Kim, Hyun-Sook
    • Journal of Digital Convergence
    • /
    • v.15 no.1
    • /
    • pp.191-198
    • /
    • 2017
  • The purpose of this study is to investigate the effect of viewing satisfaction on the reuse intention according to organizational competence. The results of the empirical analysis were as follows. First, satisfaction of visitors to culture and arts cooperative was found to affect re - use intention. Second, the organizational capacity of culture and arts co - operative association was found to affect re - use intention. Third, it was found that the satisfaction of audience of culture - arts co - operative association influenced re - use intention according to organizational capacity. Therefore, this study confirms the influence on the audience satisfaction and re - use intention of the culture - art cooperative association, and it is meaningful to provide the theoretical implication by confirming that the organizational capacity also has an influence on the re - use intention.