• Title/Summary/Keyword: Art Creation

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Design Process by the Empathy (감정이입에 의한 디자인 접근방법)

  • 최명식;박인찬
    • Archives of design research
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    • v.12 no.4
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    • pp.305-315
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    • 1999
  • Most people react emotionally and are impressed for natural seen such as act, paint, sculpture, music, science, discovery, act include movie, opera. For empathy, people should make efforts feeling about sense from watching by themselves. Usually we are looking for meaning from art and intend to relate wth the content of music, drama, paint, and movie. The trend of statical order in modern design is strong in this time. However, we need to research the motive order for progressive design. And also, designer who want to give motive order to something must need to study motive order in design. This thesis explains the way of effective approach so that designer can apply the thinking such like bring in emotion. Also this research introduces the way of thinking to do progressive imagination and try to research through case study.

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How to Use EVT Figures for Actor Voice Training I (배우 음성 훈련을 위한 EVT 구조연습 활용방안 I)

  • Lee, Young-Su
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.136-148
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    • 2021
  • In this study, the theoretical principle and structural practice of Estill Voice Training model that enables independent control of voice organs in the actor's acting art using voice as a medium of artistic expression. Its purpose is to explore the positive utility that can be applied to operation. The research on the speech science methodology that controls the differences in speech output due to the principle of the generation organ is a reality that has not been actively introduced in Korea compared to the existing actor's speech training that encompasses both the mind and the body. Voice can guarantee the accuracy and stability of operation when an understanding of our body is preceded based on anatomical physiology as well as contribute to the characterization of the character's phonetic character an element of character creation. Considering the training model through proprioception in actor voice training has practical value and alternative significance that the actor can be sought as a principle and practical methodology in the process of generating a series of target sounds.

An analysis on the factor and types of plagiarism of Korean animation (한국 애니메이션의 표절요인과 유형분석)

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.327-335
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    • 2019
  • In the 1970s, Korea actively produced so many animated works which is called the "golden age" of korean animation. However, Korea imported and subcontracted foreign animations than creating original works and, there has been a constant controversy that many of the korean animations imitated foreign works. Therefore, this paper aims to analyze the factors that caused this and its patterns, focusing on works suspected of plagiarism in Korean animation during the 1970s and 1980s. First, the focus will be on the definition and composition of plagiarism in art creation, secondly, on the political-ideological, industrial-administrational, production-structural, and copyright awareness aspects of the factors of plagiarized animation. Thirdly, 30 korean animations produced at the time will be analyzed on the degree of design theft and plagiarism based on six criteria focusing on characters' shapes and color arrangements. By analyzing the social factors and patterns of plagiarism, this study aims to provide a social and cultural understanding of academic value about the process of korean animation's development.

Development strategy of acting skills based on the principle underlying physical behavior - Using Taekwondo technology - (신체행동에 내재된 원리를 바탕으로 한 연기술의 발전방안 - 태권도 기술을 활용하여 -)

  • Nam, Chan-Gyu
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.2
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    • pp.233-238
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    • 2019
  • The purpose of this study was to realize and apply Taekwondo's technology and the fact that actors on stage and screen have much in common. In the meantime, there have been many prior studies on the development of the theoretical field. However, there is a slight lack of practical development and development plans, and it is time to improve. This seems to be a lack of practical experience leading to the creation of physical images. In that sense, I think that it should be supported by the complement of concrete and detailed research that seeks to make changes in open technology significantly. Considering this situation, it is necessary to further develop the practical field in parallel with the theoretical field. Therefore, I suggested the principle of physical behavior through Taekwondo technology and the development of acting skill. The performance training using these taekwondo techniques is meaningful research.

A Study on the Image of Women by Chinese Ancient Aesthetic View(I) - Focused on Tang-Song Dynasty - (중국 고대 심미관에 의한 여성 이미지 연구(I) - 당송시기(唐宋时期)를 중심으로 -)

  • Jiang, Donghua
    • Journal of the Korea Fashion and Costume Design Association
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    • v.24 no.3
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    • pp.127-144
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    • 2022
  • This paper aims to analyze the different external images of women expressed in ancient artwork through the socio-cultural background and the aesthetic view during the Tang and Song dynasties of China. The research method contains a literature review involving the collection of historical literature, thesis, and artwork data. The image of women according to the aesthetic view of the two periods is summarized as follows. In terms of face shape, the Tang pursued a round face while the Song pursued a more slender shape. As for hair ornamentation, the Tang wore various shapes of hair buns like "Paojiaji", and decorated them with coronets. The Song wore various types of braided hair called "Tongxinji", but the coronets were smaller and more sophisticated. For makeup, the Tang wore colorful and heavy makeup and the Song makeup was lighter and more elegant. In attire, the Tang followed revealed shape, used splendid colors and thin, transparent material. The Song exhibited a more simple design and was conservative and neat, using luxurious silk fabric with low chroma. In body shape, the Tang pursued the "beauty of obesity" with a voluptuous body shape; the Song pursued the "beauty of gaunt" with a slim body shape. As the result of the analysis according to the aesthetic views of the Tang and Song dynasties, women of Tang were depicted as rich, and women of Song were rather neat. The research on the aesthetic views that changed according to the development of social civilization and the status of women will play an active role in the transmission and development of traditional Chinese culture. At this point, the paper may contribute to the creation of images of women as well as changes in the art of future generations.

Discourse on ICT Virtual Reality Media : Focusing on Immersible Space and Communication Theories (ICT기반 가상현실(VR) 미디어에 대한 담론 :몰입 공간과 소통이론을 중심으로)

  • Kim, Jung Kyu;Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.333-338
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    • 2021
  • Development of 5th generation mobile telecommunication technology is visualizing ideal hyper-connected social information and communication technology (ICT). In particular, virtual reality (VR) technology is at the starting point for new expansion and leaps. This work defines virtual reality as media in this context and collects and analyzes discourse on its scalability around space and communication theory. We first elaborated the concept, starting with the early discussions of the virtual reality concept in 1990, and discussed the relationship between the physical world and digital information, expression and interaction immersion as a medium, simulation, art creation theory, and finally evolutionary development. In conclusion, beyond the discourse on the technology of virtual reality, academic subjects were required to have theoretical frameworks on cognitive science, neuroscience, social science, and humanities issues (ethics, personality, etc.) for the development and evolution of virtual reality. In other words, it is time for the evolution of virtual reality to be discussed, which can be moved beyond.

Comparative Study on Visual and Perceptual Difference Towards the Artworks of Human and Artificial Intelligence Using Eye-Tracking (시선추적장치(Eye Tracking)를 활용한 인공지능(AI) 창작물과 사람의 창작물에 대한 시지각 비교 연구)

  • Hwang, Mi Kyung;Zhou, Yi Mou;Park, Min Hee;Kwon, Mahn Woo
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.374-381
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    • 2022
  • This study analyzes the visual perceptual difference of observers in the artworks created by human artists and artificial intelligence(AI) through eye-tracking. More specifically, the study analyzes the degree of visual attention through a fixation experiment on non-linguistic sources such as the formation and expression of artworks. As a result of this study, the subjects had guessed that one out of four artworks were created by AI (in actuality, 61.1% of the artworks were created by The Next Rembrandt). This demonstrates that most of the subjects hardly recognized the difference between the artwork of human artists and AI. From the comparative analysis of visual perceptual differences found through eye-tracking, more visual attention was found to be demanded for catching details of more stimulating visuals compared to less stimulating visuals. In the gender difference analysis, both of the female and male subjects were likely to stare more intently at the flowers of still-life paintings (Deep Dream & Vincent Van Gogh) while the eyes of a portrait painting (Rembrandt & The Next Rembrandt); this demonstrates no significant differences in gender. Various opinions on AI and art creation from different perspectives arose, therefore, this research is meaningful in a way that it suggests an objective examination through experiments with an artistic perspective.

The Use of Innovative Technologies in Education

  • Stratan-Artyshkova, Tetiana;Bilyk, Ruslana;Vitsukaieva, Kateryna;Drozich, Iryna;Kalimanova, Olha;Vasiutynska, Yelena;Bida, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.93-100
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    • 2022
  • The use of innovative technologies is one of the promising areas of education development, so the article clarifies the content of the terms "innovation" "pedagogical technology". Our goal is to justify the need to use innovative technologies in education. Innovative technologies are divided into four groups, depending on the appropriate form of educational activity for their use. The development of innovative pedagogical technologies at the present stage of education development should be carried out in accordance with the criteria of technological efficiency, which are presented in the article: scientific; systematic; guaranteed; manageable; mass. Based on the analysis of the process of formation of pedagogical education, the main trends in the information support of teachers in the system of pedagogical education were revealed. Its theoretical and methodological foundations were determined, promising directions and main ways of improving the information support of teachers' education as an organic component of continuous pedagogical education in Ukraine were justified. The conducted study of the state of information support for teachers allowed us to establish that the main functions of scientific and pedagogical information - analytical and predictive, integrative, operational and purposeful informing of various categories of specialists - teachers-are not being implemented enough. This is due to the versatility and complexity of the pedagogical process, the low level and limited range of development of systems of operational differentiated scientific and methodological services for various categories of teachers. Ways to improve the information function of teacher education are determined.

Design Study of 3D printing Form Liner for Aesthetic and Protective Concrete Surfacing (콘크리트 미관창출과 열화저감을 위한 3D프린팅 폼라이너 디자인 연구)

  • Jang, Jungsik;Hwang, Ga Yeong;Youn, Mun Ku;Jang, Jin Wha;Cheon, Soo Gyeong
    • Design Convergence Study
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    • v.16 no.1
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    • pp.97-109
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    • 2017
  • Interest in the exterior design of buildings has increased in recent years. Demand for various architectural structures is increasing. However, domestic form liner and design are still limited. Thus, this research uses 3D printers to omit the existing mold production process. Use digital data to produce products economically using various materials. It can be hoped that extending the lifespan of the concrete structure will reduce the cost of saving costs. The purpose of this study is to utilize the 3D printers to develop the design of a suitable formative shape for the purposes of the concrete. In this study, 3D printed form enables the possibility that the actual application is practical. Consideration for the artistic design of the art line was proposed for the purpose of considering the use of concrete structures for concrete structures.

A Study on the Application of Stereoscopic Depth Value in VR HMD (VR HMD 기반의 스테레오스코픽 깊이 값 적용 연구)

  • Son, Ho-Jun;Kim, Jung-Ho;Lee, Seung-Hyun;Hamacher, Alaric;Kwon, Soon-Chul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.4
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    • pp.31-40
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    • 2016
  • Recently, technology of Virtual Reality(VR) based on HMD among various kinds of VR implemented products has received widespread attention. Major IT-related companies around the world participated in VR HMD research and development. Therefore, the possibility of the spread of VR HMD has been highly praised. Demands of VR HMD products using Smart Phone has been especially increased so that it is required to create a high quality of VR contents. The purpose of study in this paper is to apply the depth value of stereoscopic to VR HMD. To implement it, we analyzed VR HMD optical system and converted an experimental image to virtual depth caused by binocular disparity based on the result of calculating NPP(Native Pixel Parallax). We produced the image of stereoscopic applied with the value converted and applied to VR HMD. This study is expected to be utilized as a VR content creation field of quantitative data.