• Title/Summary/Keyword: Art contents

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Effects of Group Art Therapy on the Aggression and Emotional Regulation Ability of Elementary School Students Over-Immersed in Internet Games (집단미술치료가 인터넷게임과몰입 초등학생의 공격성과 정서조절능력에 미치는 효과)

  • Lee, Geon-uk;Lee, Hyun-mi;Shin, Ji-hyun
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.769-778
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    • 2016
  • The purpose of this study was to investigate the effects of group art therapy on the aggression and emotional regulation ability of elementary school students over-immersed in Internet games. The subjects include 16 elementary school children from H Local Children's Center in S City and G Local Children's Center in Y City. They were allocated to the experiment and control group each of which consisted of eight. Total 12 sessions of Group art therapy were administered to the experiment group twice per week from January 4 to February 15, 2016. Employed in the study were the Internet game addiction, aggression, and emotional regulation inventories. Collected data were treated with repeated measures ANOVA for differences according to the implementation time and group. The findings show that group art therapy had positive effects for mitigating the aggression of elementary school students over-immersed in Internet games and increasing their emotional regulation ability and that those effects lasted. Those findings indicate that group art therapy is effective for alleviating the aggression of elementary school children over-immersed in Internet games and improving their emotional regulation ability. Finally, based on the reuslt of this study, the development and future direction of this program for prevention and treatment of elementary school students over-immersed in Internet games is suggested.

Korea's Design Prototypetyle (한국 디자인 원형 연구)

  • Kim, Bok-Kyung
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.175-181
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    • 2007
  • Design prototype is described from the stately aspect as a principle of formative art, and from the shapeable aspect of physical feature. The prototype can be a common denominator which is contained in one nation's culture, art and life, as the thing which corresponds to the daily industrial craft, architecture and art's production intention and activity with the thought and background of the culture. We have formed the design prototypes with time and space in the process which absorbs and integrates the new culture. Modern Korean design's prototype can be seen in the late Chosun. As the upper culture and sub-culture were combined, the active culture was developed. Nobody can deny that Chosun's culture and art becomes a basis of today's design and Korea's beauty. In creating the design prototype, the natural environmental factors such as topography and climate are the most important. Such natural environmental factor led the design recognition of art and craft art, as well as an architecture and indoor environment's form. Korea design produced the artisan sprite which is devoted to a moral duty and instinct as our nation's nature and emotion, and ensured the emotional process not the rational process. So, it created naturalism which accepted the material and shape. Our design prototype's path tracking as an energy of future society's new design identity, can be the important theme for our design development.

Media Literacy Education in the Australian Curriculum: Media Art (호주 국가교육과정 예술과목 'Media Art' 에 나타난 미디어 리터러시 교육)

  • Park, Yoo-Shin
    • Cartoon and Animation Studies
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    • s.48
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    • pp.271-310
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    • 2017
  • This paper examines the composition and the content of media art which is an art education subject in a national curriculum of Australia; and discusses implications for Korean education curriculums. Media covered by Media Art subject in Australia are the multi types of general media including TV, movie, video, newspaper, radio, video game, the internet, and mobile media; and their contents. The purpose of ACARA's media art education curriculum is to improve creative use, knowledge, understanding, and technology of communication techniques for multiple purposes and the audiences. Through the Media Art subject, both the students and the community are able to participate in the actual communications with the rich culture surrounding them and to develop the knowledge and understanding of the 5 core concepts of language, technology, system, audience and re-creation while testing the culture. The implication of this study is as the following. ACARA's media art education curriculum has been developed as an independent educational program and has a special significance within Australian education curriculums. Although ACARA's media art education curriculum is formed as an independent subject, it is suggested within the curriculum to instruct in close connection with other subjects upon execution. Its organization and elaborateness in curriculum composition are very effective in terms of the teacher's teaching-learning design and as well as the evaluation. This seems to show a good model of leading media literacy curriculum. ACARA's media art education curriculum can be a great reference in introducing media literacy to Korean national education curriculums.

SmartPhone Utilization for Mobile Media Art Works (모바일 미디어 아트 작품 구현을 위한 스마트폰 활용 방법)

  • Lee, Kwangyong;Nam, Byeongcheol;Bae, kitae
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.61-62
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    • 2011
  • 스마트폰의 성능이 PC와 비교될 만큼 강화되면서 그 수요와 시장이 점점 커져가고 있다. 특히 스마트폰은 기존의 PC와 달리 이동성과 다양한 센서를 구비하고 있어 다양한 분야에 서 활용이 가능하다는 장점이 있다. 이러한 장점에도 불구하고 스마폰의 활용은 아직까지 기술 분야에 치우친 경향이 있다. 본 논문에서는 이러한 스마트폰의 장점을 활용하여 스마트폰의 특정 센서 및 인터페이스 기능을 모바일 아트 작업에 적용하여 사용자의 다양한 인터렉션을 유도하고, 이러한 시도를 통해 스마트폰이 예술 분야에도 활용될 수 있음을 입증해 보인다.

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Study growth of city brand value in cultural characteristic of public art (도시 브랜드 가치 향상을 위한 공공 예술품의 문화적 특성에 대한 연구)

  • Zhao, ke-xin
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.497-499
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    • 2010
  • 도시의 문화 속성은 도시의 말전수전을 대표할 수 있다.한 도시에 풍부한 창의 및 대표적인 공공 예술과 대중들이 참여하는 상대적으로 광범한 예술의 분위기가 있는지, 그리고 적당한 비율의 예술의 분위기로 가득 찬 문화의 교류 및 심미 및 휴가를 보내고 오락을 즐기는 공공공간이 있는지는 이미 한 도시의 문화품질의 높고 낮음을 측정하는 중요한 지표로 되었다. 이 연구는 사례 연구를 통해서 공공예술품의 예술 특성은 도시 브랜드의 가치를 향상시킬 수 있다고 증명한다.

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A Study on Real-time Interactive Performing Art Using Paticle System (파티클 시스템을 이용한 실시간 인터랙티브 퍼포먼스에 관한 연구)

  • Yoo, Miohk;Ha, You Jong;Park, Kyoungju
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.98-100
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    • 2010
  • 본 논문은 파티클 시스템을 이용하여 실시간으로 공연영상과 자연스럽게 소통하는 과정을 관객과 함께 이끌어 가는 감성적 표현 기법으로 활용하고 이를 퍼포머의 움직임과 파티클 간에 동기화된 꽃잎 움직임의 위치, 속도 등을 캡쳐링하여 만들어 내는 실험적 구조 형태로 공연 영상을 만드는데 목적이 있다.

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An Efficient Local Peer Indexing in Mobile P2P Environment (이동 P2P 환경에서 효율적인 피어 지역 색인)

  • Kwak, dong-won;Choi, gil-sung;Bok, kyong-soo;Yoo, jae-soo
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.67-69
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    • 2010
  • 본 논문에서는 이동 피어의 효율적인 콘텐츠 탐색을 지원하는 피어 지역 색인 기법을 제안한다. 제안하는 기법은 인덱스 테이블, 버디 테이블, 라우팅 테이블로 구성되며 타임스탬프 메시지를 이용하여 메시지 전송 비용을 감소시킨다. 제안하는 색인 구조는 동적인 이동성과 상황 정보를 고려하여 탐색정확도를 향상하고 탐색 비용을 감소시킨다.

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Efficient Watercolor Painting on Mobile Devices

  • Oh, Junkyu;Maeng, SeungRol;Park, Jinho
    • International Journal of Contents
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    • v.8 no.4
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    • pp.36-41
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    • 2012
  • We present a novel watercolor painting drawing system which can work even on low powered computing machine such as tablet PC. Most digital watercolor systems are generated to perform on desktop, not low powered mobile computing system such as iPad. Our system can be utilized for art education besides professional painters. Our system is not a naïve imitation of real watercolor painting, but handles with properties of watercolor such as diffusion, boundary salience, and mixing of water and pigment.

A Study on Margin (여백에 관하여)

  • 진정식
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.121-127
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    • 2004
  • Just as it Is said that the darkness of the universe is not absence of light but the dark material itself, Moo-geuk and Tae-geuk are one thing, and an empty space is not empty but full of nothing, margin in fine art is a living space where negative space and positive shape do not exist separately but are connected to each other and combined into a unified space to perish ultimately.

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Aesthetic Value Reflected to Digital Virtual 3D Card Game Animation -Focused on the (디지털 가상 3D 카드게임 애니메이션에 반영된 예술적 가치 - 작품 제작 중심으로-)

  • 이선주
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.575-578
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    • 2004
  • This paper will intend to find the artistic value of playing card and 3D animation that is having much skill and entertaining points through digital virtual3D card animation . And this paper will consider the popularity and explore the creative cooperation relation of skill and art.

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